Author Topic: A Guide for Guides  (Read 9819 times)

Offline Piemanlives

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A Guide for Guides
« on: March 22, 2013, 01:28:35 am »
You may be thinking this is pretty silly, but even though I have never written a guide there are some general rules and what not you should probably keep in mind.

I. When writing a guide: do it in word (Or any other word processor), this is quite important, that way if your web browser crashes or you accidentally hit the back button, not all is lost. After finishing it you can just copy and paste it, even if the formatting is messed up you can fix that. Data loss and corruption takes more time then that.

II. Target audience: This is probably something you all know and love. You may be catering to an engineer, maybe a pilot, a gunner, or all three if you feel like it. Look at the situation and discuss what you would want to know in these situation, whether or not a specific tool is useful in X situation, proper team etiquette, or different load out for a specific class of ship.

III. Making your points clear and concise: While yes, providing thought filled details, giving good reasons and explanations is good, throw your points out there so they get a clear idea about what a specific section is about. Knowing that, give some decent explanations, provide those details, showing your reasoning as to why AFTER you make a point clear is a good way for the reader to find what is relevant to them.

IV. Graphical Elements: This guide has none as this is really just placing some points out there. You've probably noticed some really good guides out there that contain screenshots with photo editing to bring emphasis and focus to a specific object and area along with some captions in the picture telling you where something is, or what it is (https://gunsoficarus.com/community/forum/index.php/topic,263.0.html this is a very good example) while not required, they can be a whole lot more useful then words can be on their own.

V. Open for criticism: Being open to people will allow your guide to grow and learn new things as well, while once a guide is typed up and posted not a lot can be done after the edit time limit is over (Having the help of a CA to fix things is nice), taking feedback from players will let you evaluate what can be improved or changed, challenging your guide with the updates, thus keeping your guide relevant and up to date.

VI. Mentos Gum does not taste like Mentos.

Offline Lord Dick Tim

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Re: A Guide for Guides
« Reply #1 on: March 22, 2013, 04:52:35 am »
I approve of this thread and the above contents.  A salute for you friend!