/joy
Thank you for voting and the comments
* * *
When we could start voting, I sent my reasons to sunandshadow. Right now I feel that people just want to move on so I am posting a shorter version.
When I was asked to vote, I recognized three ways to rank the entries: 1) By their writing, 2) by their design, 3) by personal liking. The following is an
explanation and my ranking for each category.
Writing
This is important if you separate "design" skill and "writing" skill. "Writing" skill is the skill to convey regardless how good or how bad the character is.
In this category, you view the entries as a sample of the contestant's writing skill. If a contest is created specifically for this, usually everyone will write
about the same predefined character. My evaluation for this category is:
Sunandshadow (Cara) > JoeCooper (Molly) > TechnoGoth (Tessa) > Wai (Skyle)
I ranked Sunandshadow first because her entry was the only one that concisely addressed the prompt with no extra information. I ranked myself last
because none of the other entries need the type of editing mine needed. I placed Joe before TechnoGoth because it was easier for me to follow
Molly than Tessa. in Tessa's backstory, some characters seemed to pop out for no reason, when that happens, I can't tell if I skipped reading something.
When that happens a few times, I might as well skip to the dialogs because I couldn't tell what I read. The dialogs were good.
Design
This is the category where you skip how the writing is done and just evaluate the facts about the character, to check if the character is self-coherent and
fits the overall design of the game. Normally, if a contest is created specifically for this, the game design would be given, and everyone would create a
character within the same context. In our case this is particularly hard to evaluate because we have no clue what the intended game is. If you give too much
liberty to assume that "there must be a reason that this description is necessary for the overall game" then every character would be the best fit for their
individually imaginable but
unknown game. I wrote something explaining what I did, but to keep it short this is my ranking. For this category I can't rank
my own because I know my game design.
Sunandshadow (Cara) > TechnoGoth (Tessa) > JoeCooper (Molly)
I ranked Sunandshadow first because her entry is flexible enough that leaves little hurdle for anyone to adopt and use. In my opinion, if you are asked to
design a character for a game that you can't control, the best proposal isn't the one with elaborated details, but the one that has a defined shape but flexible
enough to accommodate other characters designed by other writers. Compared to her entry, Tessa comes with a handful of other characters, and Molly
comes with not only other characters but two sections of territories and cultures. Sunandshadow's entry is bounded and gives a better chance to know
the effort and risk to include the character.
Personal Liking
In Writing, I use the entries to rank the Writer. In Design, I use the entries to rank the Designer. In this category, I am only looking at the character itself and
rank the entries based on how much
I would want to play a game with the character. If enough people rank the entries this way, the contestants would
know how popular their
character is.
This is my ranking:
Skyle (Wai) > Tessa (TechnoGoth) > Cara (sunandshadow) > Molly (JoeCooper)
I like Skyle the best probably because
I already know her. But to give some possibly false sense of objectivity, here are some possibly fabricated
reasons and related ranking:
Reason 1) She is philosophicalI like her because she comes with philosophical questions. This is different from characters that only talk about what they need or how to get something done.
For this aspect my ranking is:
Skyle > Cara > Tessa > Molly
I ranked Cara second because her situation is also somewhat philosophically interesting: How do you pick a husband? How do you evaluate the candidates?
How do you know who the candidates really are?
Reason 2) She is fun to watchImagine that you collect everything that the character does and just watch. Is there something fun the character does? Or does the character just stand and speak?
For this aspect my ranking is:
Skyle > Molly > Tessa > Cara
When I was viewing the entries, it occurred to me strongly that the other characters were quest givers. I don't have a strong association that an "NPC" is a "quest giver".
My concept of an NPC is some sort of comrade that isn't the player's character. This is what you get when you play campaign mode in an RTS, when there are
other squad leaders that talk and fight but aren't controlled by you. They are NPC and they are not just quest givers. For Molly I was referring to the contract scene with
the queen. That scene seemed like something I would see in Shrek. However the dialogs seem forced and took some fun away.
Reason 3) She stays
I like a character more when I know that they are there to stay, and I get to see them over and over. For this aspect:
Skyle > Tessa > Molly > Cara
Reason 4) She listens
I like characters that don't just tell me what to do, but listen to what I tell them to do. For this aspect:
Skyle > Tessa > Cara > Molly
Reason 5) She changes
I like characters that develop as the game goes on, especially when the development is relevant to the player character. For this aspect:
Skyle > Tessa > Cara > Molly
Overall
1: Skyle - Main reason: She makes things fun.
2: Tessa - Main reason: Her dialogs have the most personality.
3: Cara - Main reason: She looks flat but has an interesting problem.
4: Molly - Main reason: She curses.
Sunandshadow asked me to explain (4). Up to the dialogs, I thought Molly cares about machines but not people, however, the way she ranted in the dialogs
didn't seem to fit. It didn't occur to me that Molly would be using profanity the way she would use in the dialogs. I was expecting Molly to have a more stoic
personality and a more subtle / nerdy sense of humor. It felt as if the character design of the Queen, who was just described as foul-mouthed, leaked through
and corrupted the design of Molly, who was silent and felt asleep when the Queen was doing all the talking. However, in the dialog, it seemed that Molly
became the foul-mouthed and was like the Queen instead. The unaffected, cool personality in the previous scene seemed to be erased.
* * *
About contests:
I don't have a suggestion on contests. I am just writing this to acknowledge that I read this question. My overall comment is that 2500 word limit is way
too much. For character design, perhaps 800 is enough.
Could we simply have more critiques without contest? Otherwise I would want a cast contest. A cast contest is where instead of posting the design for a
single character, you post the design for a group of characters (the cast), and describe their relations and they work together for the story.
* * *
What I learned:1) Self-contained dialogs
The dialogs of the other entries are self-contained. They give good context even when nothing else is said, and they did it without sounding forced.
2) Character Expression / Body Language Sheet
I can't remember what I wrote. I only remember what I actually see. This makes me vulnerable to character corruption. I need some kind of visual aid
so that what I write about a character belongs to that character. However, if I draw just one expression for a character, the writing about the character
would turn out flat. Therefore, it would be better if I have a sheet of concept art showing the same character in different body languages and expressions,
so that when I do the writing, I have a more consistent sense of how the character behaves.
3) Writing checklist
I want some kind of checklist so that if I write something every month, the writing would still be consistent. After doing this contest I created a checklist
for myself. Here are some items on the checklist that aren't too specific about my design:
o Surprise for the characters - There must be something surprising for the characters in the story.
o No unnecessary detail or descriptions - Every description should be there for a reason beyond "painting a picture".
o Fun -Something fun must happen for the characters
o Pun-free - So that nothing is lost when the text is translated into another language.
What I want to do:
I want to learn how to keep writing consistent. For this contest, I wrote Skyle two times (and also another character two times). The first time was a lot worse.
I scraped it and rewrote it entirely. I want to learn what people actually do to make their writing consistent. Although I know that this is not an issue if you write
regularly. But is inconsistency a real issue? Or is it better not to look back and just write something new, so that your creativity is not limited by your own past
writing? I suppose on my checklist I could add, "Before you write, read what you wrote last time."