Weird. I saw the episode and the in-site image was just the words "No Image Available," which I thought was a clever reference to the subject matter of word choice. I opened the video's own page to realise this isn't intentional and the video is actually not redirecting at all, meaning I can't watch it. Bummer... All the others seem to work.
I missed the video linked in the forum, but I did find it on Penny Arcade... Ah, well
I have to say that this video offers a lot of good advice, but sadly... It actually offers a lot of bad advice, as well. The technique of booting your player in the back of the head is just about the worst thing you can do, because right there, you break the fourth wall.
...How? It doesn't directly address the fact the audience exists, or the fact the game is being played by someone, or that this is all only a game, afterall. It's just a way of writing that pays attention to the fact it's going to be experienced by an audience, and, well, pretty much all writing does, picking words that not only but carry the correct connotations, not having a fairly minor character be stashing away money but instead illicit baked goods if in the narrative the reason the character died in a drain pipe is unimportant, so that the audience doesn't pay so much attention to it that the money/baked goods not coming up again doesn't bother them, etc. It's not just games that have testers, and adjusting to test readers/watchers/whatever isn't always a creative compromise.
There is a technique that I favor when writing dialogue. Not doing it before doing it.
There are plenty of movies out there without voice acting and they convey a lot of powerful emotions regardless. For example, the section of 'Up' by Pixar in the second half of the introduction.
The dialogue of a character will seek to convey how the character feels and what motivates him. When you start with words rather than motivations, then you will quickly end up with witty one-liners. So, instead, mute the characters and have them virtually pantomime their way through the story with each reaction outlined with the characters' emotional and rational condition. It's alright if you describe verbal actions such as "Character A insults character B", as long as you don't spell out what the insult was. The reaction to it gives it context. Imagine a man says gibberish to a boy and the boy then bursts into tears.
Thinking about it, characters who speak in a different pattern or with different phrases than everyone are a great way to give them character or make them stand out. Examples of this are Yoda or Tsukiumi from sekirei. You probably shouldn't have more than one character that does that, but that one is more than enough.
I was thinking back about how the importance of words are usually reinforced by repetition. The game that came to mind was Super Mario Bros. with it's (in)famous line "I'm sorry Mario, but our princess is in another castle!" when you look at it from an outside perspective, many people found it annoying and actually used that as a basis for the dislike of Toad. but then when you look at the ol'manual.....
You know, words are a lot more valuable then we give them credit for... The right choice of words can have a huge impact on a lot of people, yet rarely do we see people giving words the respect they deserve... I've probably made a lot of bad word choices myself, and for that I'm regretful...