| If you are interested in the pursuit of | | | | person will give you feedback and tips about |
| making video games but don't know where to | | | | sections that were hard to understand or that |
| start writing a game players guide is a good | | | | didn't seem to make sense. Consider any |
| first option. It will give you a good | | | | feedback to be the most important part of the |
| understanding of the playability of games and | | | | process. It is easy for you to go through |
| how they are structured. You don't have to be | | | | your guide -after all you did write it. But |
| a great writer to create a great guide but | | | | another person going through it doesn't have |
| you do have to know some basic rules. It will | | | | the same understanding as you do. So get some |
| also give you some great insight and | | | | feedback and make any changes that would |
| experience toward making your own games in | | | | clarify things for other players. An |
| the future. | | | | important thing to think about here is that |
| | | | if you have to explain anything at all to the |
| Decide which type of game guide you are going | | | | test user of your guide then something needs |
| to write | | | | to be fixed in the guide. It should be |
| | | | completely stand alone and understandable |
| There are many different types of guides and | | | | without you explaining anything. You won't be |
| the first thing you need to decide is which | | | | able to explain things to all your readers |
| type you are going to write. There are four | | | | right? If your test reader has questions you |
| different types and the first type is the | | | | should write them down and incorporate your |
| walk-thru. This is the most common type where | | | | answers into the written version of the |
| you guide the player through a series of | | | | guide. |
| steps in the game. This could be a complete | | | | |
| guide or just a guide to a certain portion or | | | | Some Final Tips |
| quest. The second type is the character | | | | |
| guide, which explains many of the different | | | | You should always write spoiler alerts at the |
| skills, options, and abilities of a specific | | | | beginning of your guide or at different |
| character type. The third type is the | | | | sub-sections. Let the reader know that you |
| beginner's guide, which helps beginners get | | | | are going to solve very specific problems and |
| familiar with a game, how it works, and how | | | | tasks in the game. Some people like the |
| the interface operates. The fourth type is a | | | | problems to be solved for them but many |
| performance guide, which helps players | | | | players like the challenge of figuring |
| achieve certain levels and goals within a | | | | certain things out for themselves. By writing |
| game. | | | | spoiler alerts you give your reader the |
| | | | option and the control over how he or she |
| Once you have decided which type of guide you | | | | plays the game. |
| are going to write you need to embark on the | | | | |
| most important step of the process -you need | | | | If you are attempting your first game guide |
| to start a notebook and take notes. You might | | | | you should consider doing a small one. Take |
| have a great understanding of the game but | | | | on the challenge of only a small portion of |
| your reader doesn't; and when writing your | | | | the game or only a certain task or quest. |
| guide you may leave out small details that | | | | This will help you build some writing skills |
| are simple for you but are not known by your | | | | and will help you avoid the discouragement of |
| audience. Take a lot of detailed notes and | | | | not finishing the guide. Writing a large |
| never make assumptions as to what the reader | | | | guide can be a daunting task and it can be |
| of your guide knows. If your guide is going | | | | easy for you to give up on it. Start with a |
| to be long and complex you may want to use | | | | small guide and complete it so you get the |
| flowcharting techniques to help you | | | | satisfaction of having the project done. |
| understand the choices and decisions that are | | | | |
| made in the game. Flowcharting is a great way | | | | Chances are that you are very passionate |
| to manage complex tasks with lots of | | | | about a particular video game and you have a |
| decisions. | | | | lot of knowledge about it. You probably enjoy |
| | | | playing the game a lot and by writing a |
| Get a second opinion | | | | players guide you can show off your expertise |
| | | | and get even more enjoyment by helping other |
| Another critical thing you should do when | | | | people play the game. You don't have to be a |
| writing a guide is to get an impartial | | | | great writer to put together a great guide |
| opinion from somebody else. This can be a | | | | but you do need to follow some simple rules: |
| friend, colleague, or even an anonymous | | | | keep the information organized, communicate |
| person that you find on a forum or website. | | | | clearly to your audience and get somebody to |
| The important thing is that you have the | | | | test your guide then pay careful attention to |
| person actually try to use the guide without | | | | any feedback you are given. |
| you giving them any hints or tips. This | | | | |