Or if you may prefer the phrase "Brevity is the soul of wit"But regardless of what term you may prefer, now that I have your attention, I can explain what it has to do with this post:Frankly, Long descriptions make my eyes bleed. I literally got a moss tattoo just so I could survive glimpsing at wordy descriptions.
I am mildly dyslexic myself, so while I may have a Math ACT score of 32, and a English/Vocab score of 28, I read at a pace of 180 words per minute, which I assume to be crap-tier among most of the players in this game.
This description, I came across literally filled my screen with around 400 words in JUST the main body of it. Coupled along with 19 items, that I have to have on separate lines so I can actually read and visualize it.
But I'm not requesting that people change their descriptions for people like me.
What I'm asking is whether people here think that a massively long description/wearing more clothes than a Native Alaskin Nun, actually detracts from the value of describing their character?
At a certain point, Descriptions go from being descriptive to making you regret paying attention to their character in the first place.
What would you say is this point? Or is there a point at all?
I say that 5 lines and 10 articles of clothing would be optimal for speed-reading, so that people can easily get to visualize who the are currently around.
On a side note, being able to manually arrange your clothing would help out with this stuff alot, or being able to summarize similar items into a group.
I once came across someone who was one of those aristocratic types that liked to wear about a dozen and a half rings to show their status; I had a difficult time trying to pick out what his actual clothing was.
45 seconds later, it turns out it was just a set of plain brown robes, with some black pants.
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What I do with clothes is I have the game send them to me on each line, and I have a script that parses these lines, merges them into one line, makes each item an alternating color so I can easily distinguish where one begins and another ends, and attempts to find and underline the core item type (eg "a pair of midnight trousers"). I wish the game did something like this by default.
What I do with long descriptions is... nothing. I just don't read them.
I consider any description that's more text than you'd reasonably fit into a single paragraph to be "too long" for this purpose. Ideally, a description should, in 2-4 sentences (maayybbee more, if most of them are short, simple sentences or something), paint a good enough picture of the character that an artist could reasonably draw them in an identifiable way, while perhaps leaving room for interpretation. It's hard to speak about lines, because lines vary based on how many characters can fit into a line.
n/a scabbard134174 a lacquered ebony scabbard with silver inlay
n/a medallion356526 a Year 600 medallion
[297] ring436958 a plain gold ring (Firelash)
n/a brooch85428 a Brooch of the Tempest
[ 50] ring19381 a plain steel ring (Fire resistance)
n/a pendant395766 a fire pendant
n/a ring28721 a Mayan ring (Icewall)
[ 89] backpack188648 an Umbrinite military backpack
n/a boots267076 a pair of sturdy wyvernskin boots (Walk on Water)
[ 64] cloak364759 a hooded cloak of the Black Lotus
[ 71] gi97364 a silken Lotus Gi
[ 41] pin194085 a silver lotus blossom pin
[297] ring129197 a worn marble ring (Firewall)
[297] ring42045 a plain silver ring (Cold resistance)
[128] ring409426 a plain steel ring (Electricity resistance)
[297] ring120527 a plain steel ring (Magic resistance)
Only the gi, cloak, and boots are "actual clothing" in the sense that you care about, but almost all of the rest (aside from the House pin and the Y600 medallion) is purely functional.
Clothing and artefacts can be spammy. The problem is that unlike a book, Achaea gives every item (and indeed every line of text) the same weight. In a piece of literature, a description might gloss over a character's jewellery as "a collection of rings and bracelets," but the game will treat every ring, every bracelet, every medallion and diadem and doodad with the same importance as a pair of trousers or a shirt. And that sucks.
You can hide your own artefacts by buying an orb of concealment (for 400 credits), but as for regular items, I don't know what to say. Gloves will hide the rings, at least.
@Delphinus: For the jewelry thing, a solution might be to just give a vague summary of the character's jewelry (if they're wearing a lot), and require a specific LOOK <character> JEWELRY command for more information, or something like that.
ETA: Example: "He is wearing 6 rings and other assorted jewelry, and plain gray robes." instead of "He is wearing a red ring, a green ring, a blue ring, an orange ring, plain gray robes, a golden amulet shaped as a bee, 2 white rings, and a gold stud earring." Presumably, it could either list every piece of jewelry by just its base name ("6 rings, an amulet, and an earring"), or, as per the first example, throw every base item which there's only one of into "other assorted jewelry."
Also, it'd be cool if more things could be enchanted, so that clothes could both be practical and aesthetic, rather than having a set of practical items (rings, artefacts) and a separate set of aesthetic items (actual clothes). A possible artefact idea might be a ring of enchantments, that can hold multiple enchantments at once, or something like that.
And it sounds like they plan on opening up the artefact system, separating effects from items, or something like that. If that's the case, it might become an enchanted cloak, or magic glasses. (I really hope they do this, and can't wait for it, if they do!)
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Almost all of the items Katz wears are practical. Quiver, scabbards, baldric, scrollcase, kitbag, pack, enchanted rings, falconry glove, armour, waterwalking boots, artefact ring. I think there's only a few items - breeches, shirt, underwear, guild cloak, bracelet, and collar - that aren't.
Also, an unrelated thank you to this thread for pointing out her breeches are 1 day away from decay. :P
Honourable, knight eternal,
Darkly evil, cruel infernal.
Necromanctic to the core,Dance with death forever more.
Lots of people do try to cram every single detail into a tiny space, though. Budget is a likely factor; at 50 credits a pop, it isn't easy to just make another room.
@Delphinus: You've basically pointed out my greatest sin.
Since the game has furniture, I should have gotten furniture for Nim's room. However, furniture decays, and the room is only used in exceptionally rare circumstances. Plus, both Nim and I are not all that wealthy, so getting furniture on a regular basis, or paying to have it be permanent, are both out of the question, especially since it's not even her house. Thus, instead of me actually getting furniture, I have it added into the description. Most of the description's text is furniture.
And it makes it even longer, and thus uglier.
I justify this terrible sin I've committed by telling myself that the room is private and seldom used. Someday, I'll cull a few lines, but it's hard to actually fix on a fundamental level, because the room's description is trying to be two separate things at once, while remaining only a single paragraph long.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
→My Mudlet Scripts
My goal is 80-120 words for a description of any sort. It can be less if it's, say, a rock or a stick, but it shouldn't be more. If you really desperately want to convey more, do it with some fancy periodic emotes or reactions, IMO. I always find the x number of lines at y screenwidth restrictions awkward and like the hard numbers more, so just thought I'd throw that out there for anyone else like me.
What I want to know is how some clothing or jewellery items can have descriptions than most rooms. I just want to know if the pair of trousers are black and can last longer than 80months, not how the stitching comes from some cotton silk in Prin and is coloured with the blood of a phoenix in some volcano while befitting of a princess warrior at dawn with swords akimbo.
Losing their light in the glorious sun,
Thus would we pass from this earth and its toiling,
Only remembered for what we have done."
Clothes, though, are such a bother. Mel is fairly well-reared and formal in appearance, but between gifts and artefacts, it can get nutty. I really, really do wish there was a way to deal with artefacts without paying 400-500 credits that I just can't justify. A way of simplifying some of the more normal things you would wear would be lovely, too.
Less is definitely more in this case, more often than not.
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
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5.2 lines is what I have. Its decent for skimming, but I'm sure some of the more descriptive terms are lost. Unfortunately I need than much to describe the chitin plates, the color/luster of the plates, the underlay of the plates, eyes being all of one color, having mandibles, and describing my thorax. Bugs just have too many parts...
But what is this skirt theory. Sounds like something I need to know.
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discord: aciidwire#5240
Please check out my new art page!