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The purpose of the thread is to hopefully create a talking point + maybe help people to identify and consider removing unnecessary info dumps within their creative writing.
-- Something I've been aware of when writing the plot line and story for Path Of A Samurai has been the way we deliver information to the player.
If you want to take a look at the project you can do so here..
For me I feel (and hopefully you do too), a big part of value in our respective stories is within how it is delivered to our players. - To deliver our story/setting/information delivery in a way that doesn't lay out a ton of information in one go upon the player at one time, but instead to allow the information to be delivered in a digestible or "natural" way. Hopefully as an aid in helping to build suspense and mystery.
Fantasy seems to be the most prevalent for "info dumps", since a lot of the fantasy type settings do need explaining (hey! it's a new world after all with it's own rules, species, social classes magic systems and, sometimes quite lengthy history too!)
Avoiding the "wheel barrow" effect can be time consuming and a bit of a drain for any writer since the delivery of information requires structure and a logical delivery + timing.
Working on a "need to know" basis seems to be the safest option for information delivery during a story. Being critical on the what, when and how seems to be the key - do you agree?
You've likely seen that the most common place for an info dump is at the start of a game/story and may take the form of a heavy text content or a long played out sequence.
Do you agree that as story writers, if we can find, fix and remove these, our written work will be infinitely stronger?
Can you think of any games that have done info dumps, only for us as players to be mashing the skip button?
I hope the post helps people to identify when this happens in their own writing (thinking about it will certainly help me with my own writing projects!)
-- Something I've been aware of when writing the plot line and story for Path Of A Samurai has been the way we deliver information to the player.
If you want to take a look at the project you can do so here..
For me I feel (and hopefully you do too), a big part of value in our respective stories is within how it is delivered to our players. - To deliver our story/setting/information delivery in a way that doesn't lay out a ton of information in one go upon the player at one time, but instead to allow the information to be delivered in a digestible or "natural" way. Hopefully as an aid in helping to build suspense and mystery.
Fantasy seems to be the most prevalent for "info dumps", since a lot of the fantasy type settings do need explaining (hey! it's a new world after all with it's own rules, species, social classes magic systems and, sometimes quite lengthy history too!)
Avoiding the "wheel barrow" effect can be time consuming and a bit of a drain for any writer since the delivery of information requires structure and a logical delivery + timing.
Working on a "need to know" basis seems to be the safest option for information delivery during a story. Being critical on the what, when and how seems to be the key - do you agree?
You've likely seen that the most common place for an info dump is at the start of a game/story and may take the form of a heavy text content or a long played out sequence.
Do you agree that as story writers, if we can find, fix and remove these, our written work will be infinitely stronger?
Can you think of any games that have done info dumps, only for us as players to be mashing the skip button?
I hope the post helps people to identify when this happens in their own writing (thinking about it will certainly help me with my own writing projects!)
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