Jasede
Arcane
- Joined
- Jan 4, 2005
- Messages
- 24,793
All right, let's say you're right.No bro, it really is more fun to read "x frowned" than "x didn't approve of her words".
It all depends on the context; the former might be better suited in one situation, and the latter in another. But stating that one is de facto better—I assume that’s what you mean by “fun”—than the other is arbitrary.
Of course like every guideline you need to know when to break it.
Rules and guidelines need to make sense to begin with. This one is notoriously famous for being bad writing advice that bad writers share with future bad writers. But it’s short and can fit on a bumper sticker, so at least there’s that.
And in games you're really doing yourself a disservice when you try to "tell" too much that could have more easily been shown. Why are you using a medium that combines art, writing and sound when you aren't going to make use of all its elements?
The last time I checked, Planescape: Torment was still popular on the Codex.
How do you know this? Are you a good writer? Or an experienced critic? Which works do you like that tell rather than show? What context makes telling appropriate? How do you decide this? Which bad writers have shared this? Which good writers do you like that generally tell more or equally as much as they show?
Yes, PS:T is popular - it is in fact my #1 game. But you can't tell me there isn't a problem when everyone I am trying to get to play it quits because the mortuary doesn't engage them. It's either very niche in its appeal or the beginning could have been - I hate to use that word - more streamlined to be more accessible.
I do feel like the best parts if PS:T constantly show rather than tell. The way Ravel treats you. The ending cutscene. The tone of voice of the voice actors. Deionarra's theme. Most item descriptions that tell you about the world indirectly rather than spewing exposition.