Blaugust Prompt #10 – The process behind my blog posts

Do I have specific routines for the process of creating a blog post? Are there differences between different types of posts? Do I only write posts on my PC? Do I only write at certain given times? Do I have a schedule for recurring topics? Well, this question and everything around the process of creating a blog post, in today’s Blaugust Prompt, hosted by Pae from NerdyBookahs

TL;DR: Yes, Yes, PC/Laptop, Yes, No, and more information!

The actual prompt is called: “What’s your process when creating a blog post?”

Now, I’d have to clarify that the process is different for every type of post. I tend to do Stray Sheep and other entries that are more wordy, ranty or just rambly in one sitting and edit them later. I usually sit down with a cup of tea or a mug of coffee, based on the time, and start writing… and when I’m done, my coffee is either empty or has gone cold, which is always a bummer. 

Speaking of “based on the time”, I tend to either write in the evenings or the mornings. During the day, I have to work on real-life stuff and study and do all of that, so I end up only having time to write when I get up and drink my coffee or when I am done with everything in the evening if there’s enough time before the stream. 

As far as to “where”, I tend to do it at my desk using my PC. Based on what I do, I can just use the second screen for music or research or whatever, while writing on the screen in front of me. When I didn’t have the PC yet, I would sit down on my bed and write on my laptop. I did try to edit a post on my phone once… but it’s incredibly hard to pull off and I suck at typing on my phone, even as a GenZ/Zoomer, “lol”. Alas, I usually go for the PC and just work on there. It’s the cosiest and most efficient, I’d say. I don’t have to tab in and out as much and I can type rather fast.

I have to rely on my laptop whenever I’m not at home or at my desk. I used to sometimes work on blog stuff at University in between breaks when I had too little time to work on university stuff and when I had just enough time to edit a picture and put it into a blog post or something like that. Over time, I ended up not doing that anymore, though, since my laptop has become slow and loud… and it can’t be helped since it’s already six years old but it still works when I’m at my parents and the volume of it doesn’t bother me there either, unlike in class. 

As far as schedules go: I don’t usually go for a schedule. I try to get posts out as soon as possible while not posting twice or even three times a day. Spacing out posts is important. While not my primary concern, I also want my posts to get read: Hence, I try to have a few days between reviews, so that some of the reviews can gain traction through Twitter, Discord, and the WordPress reader. At the same time, though, posts can also gain views when you post others and when people click off from them to others, so I try to space them out a bit but not too much. In the end, it’s a bit of a struggle between posting daily and potentially burning out but staying consistent enough for google to pick you up… and just posting every few days and potentially risk losing discoverability. 

I did once try to post a review every week with an additional post per week… but it ended up burning me out a bit and I posted fewer reviews for a while. Essentially Stray Sheep can be posted asap while reviews take a bit of work and cannot be mass-produced by me, at least with my standards and the value I put into them. The new Lookout Post also takes a bit of time to prepare as I want to get facts right or talk about certain games. The Gaming Journal posts also are more like gaming-related Stray Sheep that get posted once done.

Now, while other posts usually end up just being a write-up of sorts, reviews take a bit of work for me personally. Based on the game, I try to see every feature and every nook and cranny of it. Sometimes, you get the bigger picture already after a few minutes to hours, like in Fall Guys, but in other cases, it tends to take more than just hours. I’m working on a review of Outer Wilds right now and while it is written up, I fear that I’m spoiling too much. To find out whether or not I liked it, I had to complete the story, which didn’t take too long… Just 24 hours in total, according to steam. After that, I wrote up a post that is nearly 4000 words long (3870 words to be exact) and now I have to cut out words so that it ends up being shorter and less spoilery.

I essentially play games that I want to review, take screenshots wherever I can, and then take notes and write a post. 

Now, usually, posts can be as long as needed but reviews are a bit iffy in that regard, too. Reviews are supposed to give you insights on a game and whether or not you should buy or (rather) play it. Nowadays, people tend to not have the time to read through a post that requires you approximately 30 minutes to read through. Instead, people end up reading posts more that are shorter and more compact with more compressed information and essentially a TLDR at the beginning or even a summary that you can skip to when you’re in a hurry. 

But I don’t want to do that. I don’t want people to skip over my post. If they want to, they surely can do that, but I don’t want to enable them to exactly skip through everything, so I end up posting reviews that are long enough for me to see them as actual posts… but short enough so that people can finish them in a bus ride or in between. Hence, my posts are about 1000 to 1300 words long and get trimmed down to that. 1100 words are about 3-4 minutes of read-time, according to Grammarly and other sources. This varies based on the skill of the reader and the words of choice but generally, they are “long” but not “too long”. 

Back to my post on Outer Wilds: According to this post here, it would take a slow reader about half an hour to get through my review in its current state. Even a faster reader like me would need nearly 10 minutes for it, which could be considered too long already. So, I have to cut it down to about 1000 words or 1300 at max… or even a bit more, but not too much.

The other reason as to why I have to cut it down is spoilers. Outer Wilds is heavily based on exploration. Every screenshot, every information, every reference, every joke, every single word can ruin the experience. The same goes for my posts on Necrobarista or Milky Way Prince – The Vampire Star. Being visual novels, their story is really important for the experience of the player. Every single word that I could write, could be a word too much. Hence, I have to see what I can do about that, how I play around it, how much I can say and what I would consider a spoiler… or what information would be a key-information for me. In Outer Wilds, for instance, the information, that [no spoilers], was crucial to my understanding. Hence, that information would ruin everything about the game for the reader. Duh.

Hence, I need to get rid of all the information that people don’t need to know before they play the game. The screenshots mostly are either pretty or add to my information but never show any bosses from late-game or whatever… The information is always based on the first few hours of my experience while the issues are things that I encountered over the course of my playthrough. 

After I’m done writing the review, I then go and research some facts about the game like the Developer, Publisher, Release Date, Platforms, Genres and put them into a small verse-block to essentially give people a quick look into what the game is about and whether or not the game is something they might be interested in. I also look for a featured image since that’s going to be displayed on top of the post and since that one will be in the link text and all of that. 

At last, after all of that, I tend to go back to the beginning and write a pitch of sorts. Something creative that basically invites people to come to the post. In my review for Milky Way Prince: The Vampire Star, I ended up talking about idealization and intimacy by first alluding to the very first time I met my current girlfriend and the somewhat cringy but also very hopelessly romantic memory I had of that. That anecdote then relates to topics in the game and I refer to the summary of the story without telling too much about it. Afterwards, I welcome the reader to another review and head into it. 

That works quite often. 

Sometimes, I need to find other words for it though… I can’t just start every review with “Today’s Indietail is about [game name], a [genres] title” – that would make every review generic and less personal. Instead, I’d love to write a short paragraph or two about something related to it. In my review on Ayre, I asked questions about freedom and flying… and while not that creative, I couldn’t really come up with anything else, so I just went for that. Still better than nothing!

So, to sum it all up: I do work at certain times, I do have certain routines, I prefer my computer as a workspace, and usually I have some coffee or tea ready for the process of writing. Reviews take a lot of work and effort since I am considering these things and a lot more… and I tend to write posts up and then later worry about editing, layout, and the initial pitch… in that order! 

Thanks for reading this post so far! You’re a champ!

This prompt was hosted by Pae, so check her post out if you haven’t yet. The next post in line is by Krikket, so check her out as well! 

Cheers!

This post is part of the Blaugust 2020 event. Wanna know more about it? Then check out my post on it or Bel’s post where he also linked everyone who’s participating! Be sure to check out the others as well!

Indietail – Fall Guys

As a kid, I used to watch “Takeshi’s Castle” whenever I came home from school and I loved it. Both the candidates and the commentary were hilarious. The game modes were extremely cool as well… and then there was the final round against Takeshi himself where everyone storms the castle and it was just great! Well, today’s game has a lot in common with Takeshi’s Castle, so I thought I’d talk about that first.

Developer: Mediatonic
Publisher: Devolver Digital
Release Date: August 4th
Genres: Multiplayer, Battle Royale, Casual, Platformer
Reviewed on: PC
Available on: PC, PS4
Technical Beta key was received for free. 

In today’s Indietail, I’m taking a look at the Fall Guys: Technical Beta!

Fall Guys could be described as a “wholesome Battle Royale” game that takes a lot of inspiration from game shows like Takeshi’s Castle and that uses “mini games” to separate the winners from the not-winners!

I don’t usually like Battle Royale games since there is too much shooting going on and I am not too good at them. A lot of times you just get outplayed by FPS-players as a Non-FPS-player and alas, I didn’t really get into it too much. BR games that I do enjoy are ones that are different, just like Fall Guys. Instead of shooting others until only one person or only one squad is surviving, you try to manoeuvre your way through a bunch of mini-game rounds with a ton of other players around. I guess it’s not exactly a BR-game but due to the “Survive until there’s only one man standing” aspect of Fall Guys and BR games, I would call it that… but whatever.

Controls feel quite alright. You’d expect something similar to Human Fall Flat or Octodad with cute characters like that but they actually control relatively normal with AWSD and Space as your main button on top of the mouse controls to leap forward or push others. Overall quite intuitive!

The game modes get rotated through randomly with a bunch of them queued up one after another. There are a bunch of parkour-style mini-games requiring you to reach the end of the way and dodge all kinds of moving and rotating objects. It’s incredible fun to see someone in front of you getting yeeted (Yoted? Yoten? YEET!) off the platform and respawning behind you at the last checkpoint. There are also some mini-games where you just need to survive until enough people didn’t… and also a soccer-style minigame where the winning team gets to proceed.

And that’s cool! A bunch of variety and mostly about three rounds before you get to proceed. It’s hilarious to see you and other players wobble through the game… but it still gets quite competitive. I could see myself and friends play this together but I’m not exactly sure if they’d stay friends afterwards. After all, I’ve seen people push other people off the ledge or jump over there head, leaping into the goal. I’ve seen people win with the cheapest tricks… and it can also get frustrating.

There has been one round where other people constantly where jumping over my head and where I had some latency issues as well, making some jumps quite impossible. And then there were some other rounds where I didn’t have latency issues but people ganged up on me and pushed me off into some Slime… so that’s been a bit of a bummer. I also had one round where my team did little to nothing in the soccer minigame, resulting in us losing and me not qualifying for the next round… And that’s the spirit of Competitive Games – even when they’re cute, it can get frustrating or annoying. Overall though, I really enjoyed the game.

“YAY, I WON!” – this guy… not me… oof.

And most of my enjoyment came from the presentation probably. It’s still fun to get competitive. It’s incredibly fun to dwell in nostalgia, thinking back to TV shows like Takeshi’s Castle. And the presentation is just fun as well – I guess that’s the best way to describe it. “Fun”.

After completing rounds, you’re awarded Season Pass progress and you get to unlock new customs or spend your in-game currency for new cosmetics, emotes, etc.

It’s got vibrant colours and a very energetic and neat soundtrack that essentially provides the optimal tunes for the game. It’s fitting and enjoyable and different. And having a “different” soundtrack is important in this case as I’ve heard similar tunes in other games and as I got annoyed by them. That wasn’t the case in Fall Guys.

But despite all the fun I had with this game, there are some points that I didn’t like or that I’m worried about.

For one, it might get a bit too frustrating when you’re paired with people in team games that just don’t really want to play with you or that just don’t want to defend or whatever. It can be difficult and I hope that there’s going to be some sort of regulation as to how many team games there will be in the game… I’d rather like this to be more of a “Survival of the Fittest” situation than a “Get lucky with the team” situation. Of course, you could say that people probably are not intentionally losing those… but if a few of the players are having latency issues, it’s incredibly hard to win the round and alas, you get hindered by your team and lose the game based on something that isn’t your fault.

I guess you can talk about latency issues as well in this review-section but I didn’t have too many issues on that front apart from one or two rounds… and it’s in the Technical Beta phase… so of course there are bugs or issues. Duh.

On the other hand, spectating the game after you have fallen out of the competition is a pain in the butt. You don’t have to do it but I found it hilarious to watch the other participants until only one person is remaining. Betting points on participants could be quite interesting for a mechanic to make it “spicier”. Queuing up only to spectate could be a fun idea. Right now… it just needs a mechanic that shows you the leaderboard and where you can choose to spectate certain players without having to click through all of them. Might be quite nice for potential tournaments as well.

So in the end, I did enjoy this game. If you like Takeshi’s Castle and want to get competitive without having to “gid gud” at shooters, I’d recommend this game to you. It’s quite enjoyable and I think that a lot of the issues will get fixed in the actual release.

Cheers!