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Old 04-23-2005, 11:12 AM   #20
Eagleon
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Join Date: Apr 2002
Location: Milwaukee, WI
Posts: 147
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Long descriptions with no formatting is my pet peeve. Page-long paragraphs with important information scattered all through the text really don't add to my patience for carefully savoring an area's mood, no matter how well written. Run-on paragraphs happen in notes more often than rooms, but just seperating any descriptions of exits from the description of the room itself makes it much more readable.

Consistancy in coloration is also extremely helpful. If you make that extra blurb in the longdesc for exits, go ahead and make it green, but make it green for any other blurbs too. Don't color an entire area's room titles bright yellow for no reason, it's distracting. And if you must make that %RR%Ya%Gi%Cn%Bb%Po%Rw item, keep it to non-takeable, or non-wearable and non-sellable items; Nothing destroys the mood of the game like a gritty no-frills, completely functional broadsword worn next to ThE HaPPy rAInbOwHAt.
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