maga wrote:
Also, and I realise that this is really nebulous, reward the player. Early and often. This is a broader principle than just prose, but prose is one of the quickest, most direct ways to do it.
Since prose is the only thing that IF has to work with (at least practically), it can be argued that this is a prose-issue. The big question is
how to reward the player with nothing but prose. Can a description itself be rewarding? Maybe if the writer is able to anticipate how to further the player's goals with each description...
maga wrote:
Another common failure, mostly of male authors: remember to ask yourself am I being a sleazeball? when writing about women. It's pretty easy to write something that you think is romantic, or perfectly innocent, but which actually reads as sketchy as hell. This is good writing advice in general, but it's particularly important in IF because IF is participatory;
I'm struggling with this in the game I'm writing right now. Since IF is participatory, the safest thing would be a very objective description with concrete details. However, not only are those kind of descriptions difficult to write, but they're often boring to read. In the specific case of describing a woman (with the PC being male), is an emotional word like "beautiful" a cop-out? Shouldn't the reader ideally construct the mental image from the details in the description and figure out that the woman is supposed to be "beautiful"? Here, the principal of showing instead of telling seems to conflict with the principal of conciseness and relevance, with the added problem of the sleazeball factor.
Jim Aikin wrote:
The description of the chandelier refers to its function, not its appearance. This is rather common in IF. It's another cop-out.
I'm sure it is a cop-out, and it probably has been abused to cover lazy implementation. However, I think it can be an effective, stylish cop-out at times. It can also help to build a certain mood of austere mystery that an objective, detail-heavy description could destroy.