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Location: Everywhere simultaneously
Rank: Ace Attorney
Joined: Tue Nov 02, 2010 1:00 pm
I just saw Darth Wiader post something in another thread and I think it warrants recognition in here. Wise words for prospective fancase writers.
Darth Wiader wrote:
If you want to make a good case, take as long as you need to take to get it right. There is no schedule and you are not in a race. Take the time to design your game, hit it over the head with countless play testing sessions, and keep working on it until you are convinced that you can’t do anything more to it.
Rushing a case will, more often than not, result in a bad case. As a case writer, I can understand the urge to get your work out the door as quickly as possible, but if you do that, you can be sure that you'll overlook several errors (I say this from experience). My cases have gone through several drafts before their release.
-A rough draft written in Microsoft Word
-A proofread second draft (get a friend to check it for you, just make sure they're not going to say whatever you want to hear and will give an honest opinion)
-Put the game into whatever casemaker you're using and beta-test it several times yourself.
-Have other people beta-test it to get feedback from them, edit the game and story as needed (I usually like to have 3-4 people testing, to get a wide range of responses and opinions)
-If you're still not confident about some parts, have people test it a second time and edit again as needed
-Run through the whole thing by yourself once or twice more to make sure you didn't miss anything
-Only release the case when you're confident in your work
-Your players will inevitably find mistakes that you STILL managed to overlook. It's perfectly okay to release a second or third version of the case. However, don't fall back on "Oh, I'll just fix it later" as an excuse to be lazy while making it the first time.
This process obviously takes longer but you'll find it leads to a much more solid case that both you and your players will enjoy more.