{"id":5883,"date":"2014-01-23T10:55:31","date_gmt":"2014-01-23T10:55:31","guid":{"rendered":"http:\/\/danielprimed.com\/?p=5883"},"modified":"2014-01-23T10:56:33","modified_gmt":"2014-01-23T10:56:33","slug":"tips-for-writing-accessible-games-analysis","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2014\/01\/tips-for-writing-accessible-games-analysis\/","title":{"rendered":"Tips for Writing Accessible Games Analysis"},"content":{"rendered":"
This essay builds off the points I made in the On The Book’s Structure heading in the How to Read This Book section of Game Design Companion: A Critical Analysis of Wario Land 4. You don’t need to have read that section to understand this article.<\/p>\n
Writing is the least ideal means for talking about games. The process involves using an abstract set of symbols to make comment on an abstract system of rules. For the reader, this means burrowing through two layers of abstraction just to understand what you’re saying.<\/p>\n
(In saying this, I still believe that the written word is the way to go when it comes to serious games analysis. Video inevitably amounts to entertainment, as the stimuli created from moving images distracts the brain from, and therefore diminishes, the meaning of a text. And with audio, the linear flow of speech doesn’t give the listener the ability to naturally pause and absorb the information being given. It’s a bit like being on a content treadmill).<\/p>\n
There’s also the problem of length and details. Because games are complex systems that are defined by their details, a writer must give a significant amount of background on the game in question before they can arrive at any sort of critique. By this point, the reader may have lost interest. So what’s a writer to do? How can we make games writing more accessible without sacrificing integrity?<\/p>\n
At some point, preferably before any writing takes place, the writer must decide whether they want their article to have a broad or narrow focus. Most games writers go for the broad option, even though it’s easier to have a narrow focus. Writing just about one particular aspect of a game not only affords the writer more accuracy, but also allows them to cut down on the preamble and jump straight to the chase. On the other hand, without a generous word limit, writing about an entire game can be a troubling task. Games are monolithic structures that, more often than not, cannot be critiqued within the confines of a 800-word review, so while game reviewers no doubt have plenty of opinions, the format offers minimal space for the writer to explain how they came to their conclusions. So unless you’re prepared to put in a few thousand words, it’s best to have a narrow focus.<\/p>\n
Less is more. I often use writing as a means to get to what I want to say, but once I know what that is exactly, I cut everything else and just say it. Here are some techniques that I use to say more with less:<\/p>\n
By chunking your writing out, you give the reader more room to breathe. Here are some more techniques:<\/p>\n
We’ve been sharing stories since the dawn of time and so the brain has developed quite a fondness for narrative. Stories allow us to ground abstract ideas in relatable situations. Writing story-based criticism, though, can be quite a challenge as critique doesn’t necessarily lend itself well to storytelling and you have to do more than double the work (write a good analysis piece, a good story, and have them seamlessly connect together). Here’s an example of a games analysis story done well<\/a><\/p>\nOther Tips<\/h3>\n
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