Agree about the often unnecessary adjective dump, but in gaming I connect writing to more than just how well written the sentences are. I also connect it to characterization, skill checks in dialogues, linearity, etc.
I agree with that also. Gameplay via dialogue (that is what I consider things like skill checks and linearity/C&C) is very important.
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I guess I'm nitpicking based on just book reading. Can't say I've read the best books, but I do notice good writing... "Show, not tell"
is important, but "over-showing" limits the reader's mind's opportunity to paint its own picture (almost like the author "telling" too much in a different manner). I guess I mean that "show, not tell" doesn't mean literally not to "tell," but it means to use the method of
implying details and let the reader "fill in" the gaps in details. And I guess this why they say "a picture is a 1000 words." You want room for the audience to think and interpret. A sense of mystery, if you will.
It also disturbs pacing a lot. My father does this a lot when writing his own... uh... well anything.
Now it is definitely difficult to write like that, as it is all about balance. Nor at all do I say I can. But if you read good writings - Hell, even the Gettysburg Address - you should be able to notice a gap between that... I dunno, rhythmic and grabbing choice of words, phrasing, pacing, and the like. And if a writer takes the time and sets down his ego to notice such writing versus his own writing, then, well, I don't think we would get the quality of PoE writing.
I mean Salvatore writes better. I don't mean his Mary-Sueism and general storyline, but I mean the way he depicts specific scenes. I've enjoy his fight scenes, where the reader (me, at least) can just see what's going on. And that requires
not telling, as that doesn't help at all with putting the animation in the reader's mind. And it requires good
pacing, as that is what keeps the action moving in the mind - and good pacing means not too much
showing because the reader can fill in the detail gaps much much faster. An analogy would be a shitty movie with good, well-shot fight scenes.
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Though I guess we all already know this and again I'm just being pedantic. And I totally digressed, as the main point of my reply is to agree with you that gameplay in writing is very important.