I think you're going to struggle and I'm not saying that to be a jerk. For Example (Refer to attachment), this is the draft class write-up I did for one of the classes in my game while balancing things. I had a very clear image of things in my head and I wrote it all out in detail. Afterwards I realized that while it helped me during development, I couldn't really use this description because my game is meant to appeal to a younger audience. So, I'm going to have to rewrite an entire (simpler) description. I've got it easy because "making simpler" is easier than the opposite. If my game was more mature or graphic and the description was essentially "Mercs mash monsters!" than that isn't going to capture the imagination of my target audience. So, what you write and how you write are just as important as what you think but so is who you're writing too. I've heard a lot of people over the years claim "You write for yourself" but you'll notice that most of these people struggle to get by or are already on the top and trying to keep their crown. When you write you need to write for your consumer(s). The people you are making your product for. Its not enough to write a scene you're happy with, you need to write a scene that excites them and they want to be a part of or tell others about. That is the real key to success. So while what you're saying is noble and I understand it in principle, its one of those things that are a bit too idealistic for my liking. World experience and 14 years of being a Freelance Writer/Editor has given me a very different perspective.