DiMarzio on 16/9/2015 at 08:55
Very good tips and not only for FMs but also for all level and game designing. As you very well said with the readables that the designer has to ask themselves why they are there, I think this principle applies to any element in a game or a level. You have to keep asking yourself what this element's function is, why I am adding it. The function can be as mere as flavoring, but every element has to contribute to the whole atmosphere and feeling of the design.
But one thing I kind of disagreed is the readables. The length of them isn't the only measurement if they are unnecessary. It all comes down to that point above. And they have to fit the overall design of the level. If you make a long atmospheric level/campaign, people who actually take the time playing it all the way and "giving themselves to the atmosphere", aren't probably put off by long texts, as they are committing themselves for long gameplay time anyway. But a short level with half of the gameplay being reading readables is of course bad design.
And one important thing about long readables though, is that the player should always be able to tell very quickly what is the readable's purpose, and if they need to read it. Is it going to contain clues, is it a flavor text containing important (or not so important) information on the backstory of the level or is it just a flavor text that isn't important for the mission, but can be read just for fun? One way to do this is of course labeling them (the former three could be something like: "Elevator repairman's guide", "Journal of Lord Bafford" and "The Hammer Book of Tenets") or you can set up a style of writing that strongly hints the contents (the three could be: list of instructions, personal journal "style" and religious babble). Then the player can make their own choice whether they want to read it. You have to of course stick to that style, as it would be unfair to put clues to page 10 of a screenplay.
This principle also applies on micro scale. If the player is reading, say the elevator repairing guide, they should be allowed to see which lines and pages are unimportant for the task at hand and to skip them when repairing the elevator, without losing any important information.
If you think all long readables are bad, just play Rowena's Mansion by Lady Rowena, a masterpiece in readables and as an FM.
But you have certainly studied your game design. Props for that!