Vocabulary in Writing
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
You're right, though - it depends greatly on the character speaking - if it's something the person would say, then it should be said. If they do try to affect fancy accents and vocabulary, that should probably be kept as well.
But what about our omniscient narrators?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
However... The fact that you had to look up any word, I feel, is detrimental to writing an effective story. People read books to get a curageous tale or a daring adventure (or whatever), and whenever they have to stop to find a really good dictionary so that they can lookup some bizarre word just so they can understand what the crap is happening in the sentence, they become detracted from the story.
But... I'm not saying you shouldn't use "high-brow" words in your writing, but if you do, I would recommend writing it so that the meaning of the word can be interpreted correctly (or somewhat accurately) regardless of whether or not the reader knows what it is. For example... "The verdigris hue of the autumn oak faded with the setting sun." ... or... "I stood before a maze so arabesque that I thought I would faint."
That way, the reader can continue on his/her merry way without stopping. Because in my opinion, the more a person stops reading something, the more likely they are to stop reading it altogether.
No, seriously, extreme examples of using uncommon words mostly come from writers who are looking up special dictionary of uncommon words. Other part comes from writer using words from other language (e.g. French), that's better because at least multilingual people will get it.
In many cases, the words used are perfect for the situation (once I figure out what they are), and couldn't be replaced by anything better. Of course, when the characters say these words, it's usually for good reason (M Morrible refers to Elphaba as verdigrisian because it's not acceptable for a high-class-better-than-thou to directly insult Elphaba for being green). Also, the context in this story was always very clear, and I read the whole book once through with no issues, and only looked up all the dumb words the second time around.
Dmytry: Don't worry, I won't go around looking for cool words to use! And you're right, it really does feel like some authors do that, and it's annoying...
So, should we write different in a game than we do in a story - even if it's to the same audience? Is there an expectation that differs for games? Should we care?
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Original post by Avatar God
So, should we write different in a game than we do in a story - even if it's to the same audience? Is there an expectation that differs for games? Should we care?
Short answer: no. Longer answer, Games generally have to tell the same story with fewer words then a novel, usually all dialogue and no narration. So, it's much more useful to look at a play or anime script as an example. Fewer words and little to no narration simplify the issue of word choice a bit but add the new difficulty that it's difficult to explain what your invented words mean without the explanation sounding like a cheesy "As you know Bob..." or "You see, Timmy..."
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.