If I've learned anything about the Bitmob community, it's that you're a bunch of masochists. Hard-working, passionate, eager-to-learn masochists.
A few weeks ago, I asked if anyone wanted an editor to publicly critique one of their articles, and a lot of you volunteered. I had a hard time picking just one, so below, you'll find my edits and notes for three different intros from three different authors, just to spread the wealth. I mean, pain -- I don't hold anything back!
I don't consider myself a great writer or editor by any means. But I have picked up a few things over my 14 years in gaming journalism working here at Bitmob and at EGM/1UP so...whatever that's worth. Also, this is an open dialog. Feel free to agree, disagree, or offer other suggestions in the comments. Writing is not a right-or-wrong thing (unless we're talking grammatical errors). It'd be great to see a variety of opinions on the bits below.
(Please note: I'm not necessarily copy-editing these stories thoroughly. I just want to touch upon some of the big-picture issues as well as common mistakes. Also, special thanks to our managing editor Jason Wilson for helping me with a few items in this article.)
Article: Taking Control
Author: Spencer Gregory
Original intro:
What do you normally associate with the Real-Time Strategy genre [1] of games? [2] Probably military units, economic resources, [3] macro and micromanagement. What about story-telling and narrative devices? Not likely, but that's understandable. The genre is well known for intense gameplay fueled by quick decision-making, but the story element in RTS games can easily lose its importance. Often, the plotline is nothing more than a clichéd skeleton used for stringing together the meaty playable missions. Besides, large-scale carnage leads to the most excitement, so why spend time negotiating with the enemy? Plot development seemingly betrays gameplay when the more exciting option is found in battle and not in communication.
General notes:
This is one of those "history lesson" intros that I see a lot of in game writing. For some reason, a lot of writers feel they need to give their readers a lot of background information right away, right at the start. The problem? You can bore people, especially if they know all that stuff already. I'm not saying you can't include this primer somewhere in the article, but you want to capture the reader's attention immediately. This intro doesn't do that.
The other problem with the "history lesson" intro: By spending this space catching the readers up on old information, you're not telling them what your article is about. What's the point of this post? Unfortunately, you can't really tell from the paragraph above, and the reader may not be that interested in reading any further to find out.
On the plus side, Spencer shows strong punctuation skills. That's a huge plus in editors' eyes, because it's hard to read copy when we're crying from seeing mistakes that high school should've ironed out.
Specific notes:
1. Why is "Real-Time Strategy" capitalized? It's not supposed to be. Also, because "real-time strategy" is one compound modifier that describes "genre," it should be hyphenated like this:
real-time-strategy genre (What kind of genre? The "real-time-strategy" kind.)
Otherwise, on its own, without modifying another noun, you would write it like this:
real-time strategy (What kind of strategy? The "real-time" kind.)
Another note: Don't use extra words when fewer can do the job. Instead of "the real-time-strategy genre of games" why not just write "real-time-strategy games"? Same thing, fewer words.
2. Avoid starting articles off with a question. It's considered a cheap, easy, and lazy way to do an intro.
3. This list is a little off, because it's written as if "macro" was its own item, which it's not because it's a prefix that needs a suspended hyphen to tie it with "micromanagement." Also, we at Bitmob keep the serial comma (the last comma in a list). This would be better:
Probably military units, economic resources, and macro- and micromanagement.
Finally, give us an image at the very beginning. That'll help draw readers in.
Article: Uncharted 2: Among Theives [1] - Playstation 3 Review
Author: Kevin Zhang-xing
Original intro:
Uncharted: Drake's Fortune was the previous game in the Uncharted series. As a somewhat early title for the Playstation [2] 3, it was a short-but-sweet fantastic cover-based shooter with platforming and mind-blowing graphical awesomeness. Now comes Uncharted 2 [3], which I got my hands on because a Gamestop clerk broke the street date [4].
General notes:
More history lessons. If you really feel like you need to tell your reader what the last game was called -- which is OK, especially for a wider audience -- save it for later. Don't let that be the very first thing people read.
Specific notes:
1. "Thieves" is spelled wrong -- in the headline, no less. Cry.
2. "PlayStation" is intercapped (a capital letter in the middle of the word -- in this case, the "S"). Technically, "GameStop" should be as well, but the retailer isn't even consistent about that on its own website, so won't ding you for that.
Intercapping is tricky, though. Except for specific instances (like "PlayStation"), we tend to avoid it, because it's hard to enforce or to get everyone to do consistently. Thus, you'll usually see us writing "Bioware" or "Bioshock" (vs. "BioWare" or "BioShock") to make it easier.
A press outlet would usually have a set style guide for this sort of stuff, but we can't imagine our entire community following one closely, and we don't have the resources for a full-time copy editor/chief anyways, so never mind all that. Just roll with us on this, OK?
3. "Now comes Uncharted 2": Try reading that out loud to see how awkward that sounds. In fact, you should always read everything you write out loud, because the ears can catch what the eyes might miss, especially awkward phrasing, repeated words, etc.
4. Be careful when using industry or hardcore lingo. What does "street date" mean to most people? If you're sure your audience is comfortable with it, then OK, but I always advise writers to make their text more accessible, because you always want to make it so more people can read your goods without feeling like they're on the outside of your special club.
Plus, is the fact that you got the game slightly early even relevant to the topic at hand? Or are you just showing off?
And that picture of the Uncharted 2 box art is way too huge and eating up way too much space on the original review.
Article: Blog Posts From Liberty City
Author: Reed Brown
Original intro:
I recently got Episodes From Liberty City from gamefly [1]. For all the ignorant jive turkeys out there, it's a disc with the two downloadable packs from Grand Theft Auto. [2] It was released [3] in tandem with the new DLC [4], The Ballad of Gay Tony, so I played that one first. I did this mainly so I could participate with podcasts and such, but also because the concept interested me more. In the choice between club owner and biker I chose the former. I think I made the right decision because I just started Lost and Damned (around 25% completed) [5] and I feel Gay Tony was by far the better game. I believe this for three reasons. First, I feel Gay Tony had more developed and interesting characters; second, I think Gay Tony had more action packed missions [6]; and third, Gay Tony was significantly less frustrating.
General notes:
Reed does a slightly better job of diving right into what he wants to talk about, although this is still a little "history lesson-ish" due to unnecessary personal background information on where he got the game, what it is exactly, and why he's playing it. Do readers really need to know all of that immediately from the start?
The bigger issue, though, is the use of "ignorant jive turkeys." We're all for conversational, casual writing here at Bitmob -- stuffy is bad. But this just sounds immature and instantly puts the writing at a much lower level than Reed probably intends.
Also, where are the tags? Without them, it makes the story much harder to find, because it won't show up in those tag searches.
Specific notes:
1. Why is "gamefly" not capitalized?
2. Only one space in between sentences. Double-spacing is sooo last century.
3. Avoid passive voice because it's usually bland and lifeless. Almost always, you can make a sentence read better with active voice -- it will have more energy behind it. Even a simple fix like "Rockstar released it in tandem..." is better than "It was released in tandem..." because then you'd have a tangible subject (Rockstar) actively doing something versus some weak action being done by something vague and nebulous.
4. DLC: See note above about using industry lingo. Your writing will be more professional if you make it more accessible without alienating your core audience. Maybe it'll help if you imagine the editor of USA Today is scanning our Mobfeed, looking for the next big game journalist to hire. Now...does your post read like a real article that people can comprehend? Or does it read like something you slapped up on a message board somewhere?
5. A comma goes here. Otherwise, you're making it a run-on sentence.
This is an independent clause (a complete sentence): "I think I made the right decision because I just started Lost and Damned (around 25% completed)."
So is this: "I feel Gay Tony was by far the better game."
If you put the two together in the same sentence, you can't separate them with just a comma or with just a conjunction (like "and"). You need both (", and") or a semicolon...or you can just make them two separate sentences.
6. Because "action packed" go together to modify "missions," it needs a hyphen: "action-packed missions."
I don't know why any sane person would enjoy reading all of that, but I hope that helps any aspiring writers. For more tips, check out the stories under the Bitmob Writing Tips tag. Oh, here's some good advice, too.
Comments (52)
Thanks to Shoe for doing this and to everyone who put their stuff on the chopping block!
but that aside, thanks for doing this Shoe, I'll be sure to learn from the missteps these writers made in order to improve my own writing.
As always, Bitmob rules!
4. Be careful when using industry or hardcore lingo. What does "street date" mean to most people? If you're sure your audience is comfortable with it, then OK
That was one of those "obvious" things that I needed a composition teacher at the local community college to teach me that never came up in grammar school, high school "lit", university "analysis". (and, yes, I don't like putting periods in the quotes, almost ever; it's a C++ programmer thing (along with nested (), hehe)).
Anyway, the "obvious", taken-for-granted lesson was that writing, like any form of communication, is always two-sided (or three-sided, if you count the medium). You need to know your ideas, you need to know how your medium + genre work, and you need to know what your audience knows so you don't use more than necessary to convince your audience (or worse, use things that confuse your audience's ability to understand your message).
Anyway, I understand writing for the broadest possible audience for an imaginary public forum, but does anybody here know the typical backgrounds of, say, 80% of the readers, and 20% of writers/commenters on Bitmob? I pick 80%/20% out of the Pareto Principle hat, feel free to treat it as meaningless.
I've read of web designers testing their websites on the multitude of browser/computer/screen configurations out in the wild, but I rarely see explicit mention of the kinds of audiences that websites get. I realize classifying and simplifying people might get looked down on, but I think it's a rational practical thing to attempt.
Of course, there's nothing wrong with getting the feel for your audience's sensibilities organically, it certainly helps to encourage names. It just seems...inefficient...to me, that's all
My preeminent issues in writing stem from passive voice and strange stylistic choices I often make. Regardless, its comforting to know that this site is home to aspiring writers in addition to the foundation of gamers and technology enthusiasts.
Keep up the good work and remember to revise your work. You never know who will read it!
There's nothing wrong with having conversations with yourself, is there?
Fixed!
thank you to the authors and editors at bitmob for this piece. Definitely one to reference for future posts!
I'm curious to see how you got around to selecting the articles. I noticed that the articles selected weren't covered in the dreaded yellow highlighter (god, my History teacher does that all the time). Were there other articles with way more mistakes, and you just chose articles with important mistakes that you want to point out, or...what?
Seriously, it's a great thing you're doing here. Much appreciated.
At first, I was just going to pick one, per my original post, but I realized this would probably be more helpful...and easier for people to read, too.
Jeff P: Thanks!
Kevin F: I know what you mean...sometimes, during my editing (as Fozzy caught above), I will completely miss something wrong over and over, because my brain will fill in the blanks.
Does this ReadPlease thing sound like a stilted robot voice?
One of the other things that has helped me a lot is not posting articles right away. I don't write often but when I do it tends to absolutely pour out of me. I can go weeks without writing a thing, then all of a sudden a full article will flood out of me over the course of 30 to 45 minutes. I do some cursory editing, then upload it.
Don't do that. Write the article, and do your basic editing. Then go do something else. Jog, play games, sleep. Anything that will entirely take your mind off what you just wrote (if you're like me, it will take a lot to make you stop thinking about it). Then come back and read it aloud to yourself. You'll find so many more issues than you initially found.
I would really like to see some kind of "track changes" system eventually implemented into the Bitmob editor. It'd be really helpful to be able to see trends in edits of articles that get the star treatment. I suppose I could keep a copy of my original to compare to the final. Hell, I would even like it if there was an option to see the front page articles in their native form with all the mark-up.
2. Only one space in between sentences. Double-spacing is sooo last century.
THANK YOU.
I keep telling my dad. Double-spacing is an out-dated practice left over from the typewriter era, and many new writers have unfortunately inherited it. It drove me crazy back when I used to copyedit my college newspaper.
Jon: Great advice. Fresh eyes always help.
I can't believe this! My beloved Entertainment Weekly is single-spaced! I just checked to see how prevalent this was. My whole world is collapsing around me!!!
Also, you've always been serious about hyphenating adjectival clauses. But reading it, "real-time-strategy games" looks too busy. Is it possible that hyphen usage has relaxed over time in the same way that we don't put commas around every "of course" and epithet like Victorian writers did?
It's necessary to me that Dan take time to tell us to trim the fat on Bitmob blogs.
I often feel writers on Bitmob try too hard to out-wit each other, and compete for the longest sentences and longest words.
The truth is: I want to read your arguments, but it's sometimes a chore to read through all the superfluous fanciness.
So, thanks for trying to keep us grounded, Dan!
You indirectly answered your own question with the "I learned that a question can be effective..." statement. If there's a template or standard "idea" or style for how to do something, then it's probably overused (just like the classic "hourglass" or "keyhole" structure of writing a paper).
It's not technically wrong to start a story with a question, and yes, it can grab someone's attention. But it's considered to be one of the easiest way to do so, and thus, not very challenging or creative. Basically, you can take any article and find a one-sentence question to open it up -- therefore, making it "cheap/easy/lazy" in many writers' and editors' eyes.
Hope that helps! But that's just one way of looking at it. By all means, don't take my notes as final word on anything.
You need hyphens in "real-time-strategy game" because a reader who isn't as well versed in nerd lingo might mistake the word for a "real time-strategy game."
Here's another example.
"I flew home to be with my family for Thanksgiving; we had a great time consuming dinner."
Did we have a great time while consuming our dinner, or did we have a great time-consuming dinner?
Yeah, neither sentence is particularly natural, but it was just off the top of my head. You get the idea!
I use: "man eating shark" (again, taught to me by Crispin Boyer).
Is it a man eating a shark? Or is it a shark of the man-eating variety?
I understand the importance of hyphens in most cases. But just in the "real-time-strategy" example, it looked awkward.
Before reading this post, I had always thought the correct (or at least acceptable) way to write it is this: real-time strategy game.
What kind of game? The "strategy" kind.
What kind of strategy? The "real-time" kind.
I also understand hyphenating a description like "A manage-resources-while-you-employ-military-tactics game." But perhaps since "strategy" is already an adjective, and "real-time" is an adjectival phrase, the two need not be joined. For example, "mind-exploding tactical game" has two adjectives that don't need to be joined by a hyphen nor necessarily separated by a comma (since they're short).
This isn't a big deal. I just wanted to make sure it wasn't an absolute industry standard lest I not obey it and embarrass myself.
Actually, either would be fine.
Real-time strategy game (what type of strategy game? Real-time)
Real-time-strategy game (what type of game? Real-time-strategy)
It's probably too specific a point that most editors won't care about.
Bryan: See comments above (it blew Tom's mind when he realized Entertainment Weekly is single-spacing). It's an outdated rule invented for typewriters. You rarely see it nowadays except for school papers.
real time-strategy game
real time strategy-game (dunno what that might even hint at)
I also tend to look at hyphenated things and sound them aloud like one word for emphasis in my mind to see if it doesn't offend my instincts. Similarly, I tend to place hyphens if I sound something out and it feels natural to sound two words as if they were nearly compound. That's my personal rule of thumb.
As for actual, real pronunciation, never took a speech class, so I'm clueless.
Still, I can't recall the last time I've seen "real-time-strategy game", although I've seen "real-time strategy" maybe in the 20th century. Might also be as a way to "balance" the term "turn-based strategy", which I see often.
Hyphens are neat. I dare say they're almost as awesome as prepositions.
Really? first I've heard of this.
That said, from a legibility standpoint, "real-time strategy game" would be perfectly fine.
@Tom and others. A single space in the standard font on most typewriters wouldn't leave enough space between a period and the next letter. This is how the "two spaces after the period" rule began. Computers made this rule unnecessary, as digital fonts are cleaner. And even in sloppy fonts, you can manipulate characters to the extent that you don't need that extra space.
As for why it's STILL taught in schools, it's because the people who write textbooks for school are silly and can't tell the difference between real rules of English grammar, choices in style, and the fake rules. I'm sure most of you were taught never to split infinitives, to end sentences with prepositions, and to begin sentences with "and" or "but." All three are acceptable under the real rules of English grammar. The split infinitive is a mangling of the grammar rules of Latin foisted upon us by grammarians of the 18th and 19th centuries who were too enamored with that dead tongue for their own good. Native speakers and writers of English have been using prepositions to end sentences naturally for centuries; Winston Churchill, a noted historian of the English language, reportedly said "This is the sort of English up with which I will not put" when told that he shouldn't end sentences with a preposition. As Churchill's example shows, rewriting sentences to prevent ending with a preposition can mangle a sentence. And using "and" and "but" to start sentences is OK because sometimes you need the emphasis these words give a thought. (As I've just shown you. Just don't overdo it.)
1) Quotes are generally reactive. They aren't the news; they are someone's reactions to the news. Therefore, you lead with the information, not someone's reaction or take on the information.
2) Many times, a good writer can write an lede (that's what we call the first paragraph/paragraphs of a piece) that's more compelling than a quote.
3) Quotes can be, as Shoe said, a "cheap" way to get someone into a piece because the writer could be exploiting the quote instead of writing something interesting.