User:Zeality/GuideWIP

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  1. Research like mad. Think of it this way—before you do anything else, if you don't have sources to cite, then there's no point starting. You'll save yourself a lot of wasted time if you make sure you've got everything you need to build an article with from the beginning. There's a subproject of WP:CVG that keeps track of video game publications and their content that can be of much help.
  2. Start with the real world sections first, such as Reception or Development. I usually start at the Reception section and then work my way through the other real world sections before finally doing the plot-related stuff. I find that it helps you keep yourself grounded in thinking in terms of applying the article's subject matter to the real world. Also, I personally think it's more interesting. For me, the hardest part of writing an article is working on the plot-related stuff. I mean, I already know the story. Writing about it is hardly a joyride to me, especially when it's bogged down in as many details as one like Final Fantasy VII's. I personally find information about how critics responded and about what kind of ideas went into making the game a whole lot more interesting to work on.
  3. Do the lead last. By then, you've already done everything else, and you know exactly how the article needs to be summarized.
  4. Keep the process the images went through on this FAC in mind. While the fair use thing can be annoying, it really helps ensure that the images we do use are all the more valuable for meeting some really sensible criteria, such as notability, or what they help convey that text alone might not be able to. The strict requirements also ensure you pick relevant images and cut down on excess.
  5. Take breaks when you need them. I can't stress this enough. You don't have to do an entire 90-100kb article in two and a half days like I did with Final Fantasy 7. That was nuts. I don't know why I did it. I blame... I don't know who I blame. But it was nuts. Don't do that. When you start feeling burned out, walk away from it for a little while, maybe just a couple of hours. I promise you the work will benefit from it. Don't hound yourself to death, and don't force yourself to get an article to FA so fast. Normally, this process is supposed to take weeks. Sometimes it takes people months. Really, what Deckiller and I have done with all our work is unnatural. You don't have to do that. Just keep it in mind. Find the pace you work best at and just conduct yourself at that pace alone. Don't try to beat us or tie us or anything like that. You'll do your best when you're feeling comfortable. The ironic aspect of this advice I'm giving you is that, for me, I do work best under rapid conditions, for whatever reason. But find your own comfort level and stay in it.
  6. Check other featured CVG articles to observe how certain info is linked together. For instance, some games have a lot of sketchy trivia about development and soundtracks floating around. Some editors prefer to link most out-of-universe information under a "reception" or "development" header. Conversely, if enough information is available, separate sections can be made. Be flexible; the article's form should best represent information about the game—not the other way around.
  7. Get as much feedback as you can, especially from editors you trust or respect. However, try to be open to the advice of even those people who cause you to think "Where'd the hell they come from?" while making an entrance accompanied by an edit that you might not have liked. This one's hard. But it's a good idea. One of the worst things that can happen while making an article is to say something you regret. If you do it, just remember that it happens to all of us I've done it plenty of times. Always remember to apologize when it happens, though. This is very important (I won't say why. It might be important to you for a different reason than it is me, but I promise that it's important).
  8. Prepare for requirement 1a by extensively editing the prose and inviting other editors to do so. There's a great guide here to meeting the "brilliant prose" requirement. At the most basic level, try to eliminate useless words like "additionally," "eventually," and other superlative connectors. Meeting this requirement will likely be the hardest part of the nomination, and the easiest way to do it is to import a fresh pair of eyes.
  9. Don't be afraid to be bold when you have to be. Don't even be afraid to disregard any or all of this advice. Do what you have to do to.
  10. Meet objections head on with swift and eager action. Don't automatically bend to certain objections however, as some reviewers get the wrong idea at times. But demonstrating and executing a willingness to correct oversights and flaws not only speeds up the process but makes it easier for all parties involved. FACs can often turn sour when editors who have invested much time in articles are offended by suggested corrections. Tackle things with energy and a positive attitude.
  11. Remember to thank everybody you owe a thanks to, even the people who annoyed you or altogether pissed you off. Especially if they actually managed to contribute on some level. Go out of your way to thank them if you have to. I can't stress this one enough. It's one of the most important, and is the only bit of advice I suggest never disregarding.