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101_ LearnBetterGameWritinginaDay

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    Learn BetterGame Writing

    In a Day

    Evan SkolnickProducer and Editorial Director

    Vicarious Visions

    [email protected]

    All characters and works in this presentation aretrademarks of and/or copyrighted by their respective

    owners.

    Except where noted, they are used without permission

    for educational purposes only, under the Fair Use

    provision of the United States Copyright Act.

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    Tutorial Overview What This Tutorial Is About

    Overview of fiction writing as it applies to most gamewriting situations

    80% general fiction writing theory Story structure and plotting

    Characters and characterization

    Dialogue writing

    Editing

    20% video game application

    Whom This Tutorial Is For

    Game designers unfamiliar/uncomfortable with fiction

    writing

    Game designers with limited writing experience who wantto improve their craft

    Aspiring or beginning game writers

    Intro

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    Tutorial Overview What This Tutorial Is Not About

    A debate on or vision of the future of video game narrative

    Advanced fiction writing techniques

    A planning session for how to make players actually crylike they do in the movies

    Whom This Tutorial Is Not For

    Professional writers who want to work in the gamesindustry

    Game designers who consider themselves professional-level writers

    Holders of Creative Writing degrees

    Intro

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    Tutorial Overview

    Intro

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    Tutorial Overview

    Intro

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    Tutorial Overview Introductions

    Getting Over Yourself! The Game Writers Role

    General Theories of Story

    Three-Act Structure

    Monomyth

    Dramatica

    Storytelling Rules and Tools

    Exposition

    Believability

    Impact

    Characters and Characterization

    Focus on Hero and Villain

    Character Arcs

    Dialogue

    Dialogues Main Function Elements of Dialogue

    Intro

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    Getting Over Yourself

    Youre not the next Hemingway

    Write tight, effective, serviceable story content Attempting anything beyond that is a distraction

    and a disservice

    Gameplay is king Story should always support it, never supplant it

    IntroIntro

    Getting OverYourself

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    Amount of Story

    How much story does your game actually need?

    Chart adapted from Andrew Rollings and Ernest Adamson Game Design, Rollings & Adams, 2003

    Intro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s) How much is enough?

    Example 1: Grand Theft Auto III

    Intro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s) How much is enough?

    Example 1: Grand Theft Auto III

    Intro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s) How much is enough?

    Example 1: Grand Theft Auto III

    Total required viewing time: 2:55

    Intro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s) How much is too much?Intro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s)

    Example 2: Grand Theft Auto IVIntro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s)

    Example 2: Grand Theft Auto IVIntro

    Getting OverYourself

    Total required viewing time: 4:22

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    Amount of Story

    Opening Cutscene(s)

    Example 3: Left 4 DeadIntro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s)

    Example 3: Left 4 DeadIntro

    Getting OverYourself

    Total required viewing time: 4:20

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    Amount of Story

    Opening Cutscene(s) How much is too much?

    Example 2: Metal Gear Solid 2

    Intro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s) How much is too much?

    Example 2: Metal Gear Solid 2

    Total required viewing time: 12:48

    Intro

    Getting OverYourself

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    Amount of Story

    Opening Cutscene(s) How much is too much?

    Example 2: Metal Gear Solid 2

    Total required viewing time: 12:48

    Intro

    Getting OverYourself

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    Theories of Story

    Three-Act Structure

    Aristotle, Syd Field

    Monomyth (Heros Journey) Joseph Campbell, Christopher Vogler

    Dramatica Theory plus software-based checking tool

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    First described by Aristotle in Poetics

    Posits that all stories share a

    common underlying core structure

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    Beginning Setup

    Middle Confrontation

    End Resolution

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    Syd Field et al. expansions on Three-Act Structure Act 1

    Opening Image

    Inciting Incident

    Turning Point 1

    Act 2a

    Pinch 1 Midpoint

    Act 2b

    Pinch 2

    Turning Point 2

    Act 3

    Showdown

    Resolution

    Tag

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    Beginning Setup

    Middle Confrontation

    End Resolution

    Intro

    Getting OverYourself

    Theoriesof Story

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    Three-Act Structure

    Still applies to nearly all successful

    fictional stories today

    Universal, and therefore almostoverly simplistic

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth

    First described by Joseph Campbell in The Hero

    With a Thousand Faces(1949)

    Partially based on work of psychologist Carl Jung

    and his concept of archetypes

    Refined and elaborated on by Christopher Vogler

    in The Writers Journey(1992)

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth

    Like Three-Act Structure, posits that all successful

    stories share common structure

    Suggests also that these stories share common

    character types... archetypes

    Archetypes represent various aspects of human

    personality, personified

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Each archetype is a character or energy

    embodied by multiple characters

    Together, they represent a complete human

    psychological profile

    By meeting and learning from the various

    archetypical characters, the Hero learns andborrows along the way, becoming a stronger,

    more complete person

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Hero

    Mentor Threshold Guardian (Henchman)

    Herald

    Shapeshifter

    Shadow (Villain)

    Trickster

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Hero

    Dramatic Functions Audience Identification

    Growth

    Usually character who grows or changes most

    Action Sacrifice

    Risk

    Gaming Equivalent: Player

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Mentor

    Dramatic Functions Teaching

    Gift-giving

    Motivation

    Conscience

    Gaming Equivalent: UI or a character

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Threshold Guardian (Henchman)

    Dramatic Function Testing

    Gaming Equivalent: Generic enemies, Sub-Bosses

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Herald

    Dramatic Functions Announce the Conflict (or its potential)

    Motivation

    Offer Hero the Challenge

    Gaming Equivalent: Marketing

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Shapeshifter

    Dramatic Functions Sow suspicion and doubt

    Gaming Equivalent: Executive Producers

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Shadow (Villain)

    Dramatic Functions Challenge the Hero

    Gaming Equivalent: Final Boss

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Archetypes

    Trickster

    Dramatic Functions Comic relief

    Gaming Equivalent: Sidekick (e.g. Daxter)

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    1. Ordinary World

    Depiction of the heros normal world Possibly idyllic

    More likely unbalanced but livable

    Gaming Equivalent: Often first few seconds of the opening cutscene

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    2. Call to Adventure

    First indication that trouble is brewing Problem presented to Hero

    Hero can no longer stay in comfort of Ordinary World

    Gaming Equivalent: Often first middle part of the opening cutscene

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    3. Refusal of the Call

    Hero initially refuses to confront the problem

    Gaming Equivalent: Rarely seen in video games, for brevitys sake

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    4. Meeting with the Mentor

    Mentor provides motivation, gifts and encouragement

    Gaming Equivalent: Superior officers, Narrators or other characters designed

    to provide player with briefings and objectives

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    5. Crossing the First Threshold

    Hero fully commits to the adventure Enters the Special World

    No turning back

    Gaming Equivalent: First or early gameplay level

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    6. Tests, Allies, Enemies

    Series of sub-adventures related to the overall conflict Challenges increase in drama and stakes

    Gaming Equivalent: Levels!

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    7. Approach to the Inmost Cave

    Danger-filled approach to site of final conflict

    Gaming Equivalent:

    Late levels

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    8. The Supreme Ordeal

    In the belly of the beast Death faced

    Gaming Equivalent:

    Levels and/or cutscenes leading to a false final bossbattle

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    9. Reward

    Hero survives Supreme Ordeal and seizes the sword Reward received for victory

    Gaming Equivalent: Cutscene following false final boss battle

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    10. The Road Back

    Hero tries to return to Ordinary World with the Reward,but dark forces are in pursuit

    Gaming Equivalent: Late levels or a cutscene following a false final boss

    battle

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    11. Resurrection

    Hero (or heros main goal) seemingly dies butsomehow survives

    Transformed by the experience

    Gains final victory

    Gaming Equivalent:

    Final boss battle

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    1. Ordinary World Lukes life on Tatooine as a farmboy

    2. Call to Adventure Leias message on R2-D2

    3. Refusal of the Call Luke refuses Bens request to accompany him toAlderaan

    4. Meeting the Mentor Luke meets Obi-Wan Kenobi; is given lightsaber

    5. Crossing the First Threshold Lukes foster parents killed; he commits

    to fighting the Empire6. Tests, Allies, Enemies Blasting out of Mos Eisley, getting to know Han

    & Chewbacca

    7. Approach to the Inmost Cave Sucked into the Death Star

    8. Supreme Ordeal Rescue of Princess Leia

    9. Reward Escape with Princess Leia and the plans

    10. The Road Back Defeating TIE fighters and preparing for assault on

    Death Star

    11. Resurrection Lukes X-Wing about to be destroyed by Darth Vader

    12. Return with the Elixir Luke returns to hangar; closing honorceremonies

    Example: Star Wars

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    1. Ordinary World Neo squeaking by as a corporate drone

    2. Call to Adventure The cell phone call

    3. Refusal of the Call Neo chickens out on the ledge4. Meeting the Mentor Neo meets Morpheus

    5. Crossing the First Threshold Neo takes the red pill, is detached from

    the Matrix and rescued by the rebels

    6. Tests, Allies, Enemies Training with Morpheus, first excursion backinto Matrix, meeting with Oracle, first battle with Agent Smith

    7. Approach to the Inmost Cave Invasion against Agents HQ

    8. Supreme Ordeal Rescue of Morpheus

    9. Reward Escape with Morpheus

    10. The Road Back Final battle with Agent Smith

    11. Resurrection Neo shot, seems dead, but comes back

    12. Return with the Elixir Neo masters his powers and obliterates

    enemies; ready to continue fight against the AI

    Example: The Matrix

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    1. Ordinary World A typical day for Pee-Wee

    2. Call to Adventure Pee-Wees bike is stolen!

    3. Refusal of the Call Pee Wee passes out (questionable)4. Meeting the Mentor Pee-Wee meets with police, Dotty and the Palm Reader

    5. Crossing the First Threshold Pee-Wee sets off for Texas

    6. Tests, Allies, Enemies Mickey the escaped convict, Large Marge, Simone, Andy,

    bucking bronco, biker gang

    7. Approach to the Inmost Cave Pee-Wee sneaks onto Paramount Studios lot to gethis bike

    8. Supreme Ordeal Pee-Wee poses as actress playing a nun and must stare at his

    bike without revealing himself

    9. Reward Pee-Wee grabs his bike and pedals for it

    10. The Road Back Pee-Wee chased by rent-a-cops on the Paramount lot; he stopsto save animals in burning pet store, passes out from fright and is captured by

    police

    11. Resurrection Charges are dropped and Pee-Wees story is bought by Paramount

    and turned into a major motion picture

    12. Return with the Elixir Pee-Wee and everyone he met during his journey attendthe movies world premiere

    Example: Pee-Wees Big Adventure

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    1. Ordinary World Young Simba growing up within the pride; father is killed and

    uncle takes over; he is exiled but grows up in a new, if unbalanced, Ordinary World

    (with Timon and Pumbaa)

    2. Call to Adventure Nala runs across Simba while hunting and urges him to return

    to Pride Rock to depose Scar

    3. Refusal of the Call Simba refuses, mainly due to his erroneous belief he was

    responsible for his fathers death

    4. Meeting the Mentor Simba is visited by Rafiki and the ghost of Mufasa

    5. Crossing the First Threshold Simba sets off for Pride Rock

    6. Tests, Allies, Enemies Timon, Pumbaa and Nala join Simba and devise a plan of

    attack

    7. Approach to the Inmost Cave Simba literally approaches a cave here; Pride Rock

    8. Supreme Ordeal Simba verbally confronts Scar

    9. Reward Scar seems to acquiesce...

    10. The Road Back Scar turns on Simba, hyenas attack; Scar gets Simba hanging

    over the abyss

    11. Resurrection Simba somehow escapes falling and Scar is killed by hyenas

    12. Return with the Elixir Simba emerges as new lion king; produces an heir,

    continuing circle of life

    Example: The Lion King

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth Structure

    1. Ordinary World Jules lives his life as an enforcer for Marsellus Wallace

    2. Call to Adventure Jules life seems miraculously spared during a routine

    shakedown

    3. Refusal of the Call N/A (Vincent fulfills this role)

    4. Meeting the Mentor N/A (Jules mentor is his vague knowledge of the Bible)

    5. Crossing the First Threshold Jules tells Vincent he plans to change his life

    6. Tests, Allies, Enemies Vincent accidentally shoots Marvin in the car; Jimmie and

    the Wolf assist in clean-up7. Approach to the Inmost Cave Jules and Vincent go to diner before returning

    briefcase to Marsellus

    8. Supreme Ordeal Diner is robbed and Jules refuses to give up the briefcase;

    Jules is able to turn tables on robber

    9. Reward Jules shows restraint in not killing robber10. The Road Back Vincent returns and threatens to escalate situation, resulting in

    multiple deaths

    11. Resurrection Jules talks everyone down and resolves situation non-violently

    12. Return with the Elixir Jules leaves the diner as a confirmed practioner of what he

    now preaches

    Example: Pulp Fiction

    Intro

    Getting OverYourself

    Theoriesof Story

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    Monomyth

    The monomyth represents a pattern seen in

    many, many stories, but...

    Dont follow it slavishly!

    Use as a general guide only take from it what

    you can use

    Intro

    Getting OverYourself

    Theoriesof Story

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    Dramatica

    First developed in 1996 by Melanie Anne Phillips

    and Chris Huntley

    Builds on Three-Act Structure and Monomyth

    theories

    Comes with software checking tool to aid in

    writing analysis, billed as The Ultimate WritingPartner

    Intro

    Getting OverYourself

    Theoriesof Story

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    Dramatica

    Main concept: The Story Mind

    Every complete story is a model of the minds problem-

    solving process

    To fully explore an issue, author has to examine all

    possible solutions to the problem Make an argument to prove to an audience that authors

    way is best

    Intro

    Getting OverYourself

    Theoriesof Story

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    Dramatica

    Concepts and software best utilized by

    intermediate to advanced writers

    Can feel restrictive and in some cases, forced

    May have limited application to game story

    development

    Intro

    Getting OverYourself

    Theoriesof Story

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    Story Common Themes

    Beginning, Middle, End

    (Setup, Confrontation, Resolution)

    Conflict-driven plot

    Into trouble, back out of trouble

    Main character action, change and growth

    Intro

    Intro

    Getting OverYourself

    Theoriesof Story

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    Rules & Tools

    Exposition

    Show, dont tell

    Seeding, planting and foreshadowing Believability

    Removing/masking/downplaying coincidences and

    contrivances

    Avoiding deus ex machina

    Internal world consistency

    Character consistency

    Impact

    Setting appropriate scope of conflict

    The element of surprise

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Show, Dont Tell

    Exposition Dialogue!

    Talk is cheap

    Think of how your voting process works do you base iton words, or actions?

    Show, dont tell

    The villain is evil? Show him being evil The hero is brave? Show her being brave

    The weapon is dangerous? Show it being dangerous

    That lady is forgetful? Show her being forgetful

    Etc.

    Whenever telling the audience something, ask

    yourself if you could be showing it instead

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Seeding

    Exposition is something you seed throughout the

    story

    Not all dumped on the audience at the beginning

    A beginning is a very delicate time.

    Frank Herbert, Dune

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Seeding

    In games, first cutscene is often the longest

    Writer struggles to establish world, characters and

    conflict all at once

    Common area of overwriting

    Generally the viewer needs much less exposition

    at the outset than youd think

    Focus on providing only need to know info,

    especially up front

    Providing barely enoughinformation can actuallyincrease drama and viewer interest

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Seeding

    Plot Exposition:

    Its OK to delay Focus on Need to Know

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Planting

    If seeding is like spreading seed evenly to

    grow a lawn...

    Planting is choosing a spot for a shrub,

    and placing it right there, for a reason

    It grows slowly and provides its benefitmuch later in the story

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Planting

    Chekhovs Law

    If Act One opens by mentioning a shotgun

    hanging over the mantel, that gun must be

    fired by the end of the story.

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Planting

    If you plant it, it must grow

    In fiction writing, planning ahead is key

    This is why most writers create the

    opening of their stories last

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Planting

    Planting is establishing something specific that will

    be important later in the story

    A machine or gadget

    Knowledge or expertise

    A skill, gift or power

    An object or items properties

    It is often established in as innocuous a way as

    possible, so that later on it:

    Does not telegraph whats to come Is half-forgotten later and so still surprises the

    audience

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Planting

    Memorable movie plants

    James Bonds weapons, vehicles andgadgets (planted by Q)

    RoboCops interface spike

    Woodys matchstick in Toy Story Hannibal Lecters paper clip

    Buds wedding ring in The Abyss

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Planting

    Planting opportunities in games

    Show item in cutscene that player later canfind/acquire

    Establish characters ability in gameplay that

    affects outcome of a cutscene Establish enemys ability in cutscene that

    player must contend with in gameplay

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Foreshadowing

    Related to planting but wider focus

    Hints at what may come ahead Like planting, can lay the groundwork and

    increase believability

    Often delivered as warnings, theories,

    images, dreams, feelings

    Usually delivered subtly as possible toavoid complete telegraphing

    Often only make sense or seem relevant

    later

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    Exposition Foreshadowing

    Memorable movie foreshadowing

    RoboCops secret fourth directive Doc Browns warnings to Marty McFly about

    his actions possibly impacting the future

    Incredi-Boy sequence in The Incredibles Sam Lowrys dream sequences in Brazil

    Rexs Have you been replaced? line in Toy

    Story T-1000 staring oddly at silver mannequin in

    shopping mall, in T2

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    E i i F h d i

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    Exposition Foreshadowing

    Foreshadowing usage in games

    Dialogue or imagery in cutsceneforeshadows whats coming next in

    gameplay, or vice versa

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

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    B li bilit C i id

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    Believability Coincidences

    Coincidences hurt your storys credibility and

    believability

    Many story coincidences are due to the writer

    trying to solve other problems Ex. heros love interest is the one who gets kidnapped

    Ex. hero must be resurrected in Act 3 and sosomeone/something comes out of left field to do so

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i id

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    Believability Coincidences

    Two different types

    Seemingly small coincidences or

    contrivances that ultimately have huge and

    necessary story impact (way-homer)

    Ex. Star Wars(droid blows up)

    Ex. Star Wars(Leia and the battle plans)

    Blatant, giant coincidences at which the

    audience immediately rolls its eyes (deus ex

    machina) Ex. Jurassic Parkmovie version (climax resolution)

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i id

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    Believability Coincidences

    Three tactics to deal with coincidences

    Change plot Retrofit

    Mask or downplay

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i id

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    Believability Coincidences

    Change plot to remove coincidence

    Can something different happen here thatflows more organically?

    Can the characters actions, position,

    relationships or role help justify/causesituation?

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i id

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    Believability Coincidences

    Retrofit

    While retaining the action, can you do whatis necessary to make this no longer a

    coincidence?

    Planting

    Foreshadowing

    Establishing

    Linking

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i id

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    Believability Coincidences

    Mask or downplay the coincidence

    Will people really notice this coincidence atthe time if it is glossed over?

    Can you distract audience with something

    else during coincidence? Can you get away with it as is? Is it a way-

    homer?

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i t

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    Believability Consistency

    Story and all elements within it must be

    internally consistent World (physics, technology, etc.)

    Characters

    Any changes to the established normmust be explained or otherwise set up

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i t

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    Believability Consistency

    World Consistency

    Rules of the world are established Physics

    Technology

    Audience expects realism (whereappropriate) and consistency

    Ex. Independence Day

    Ex. Roger Rabbitand toon physics

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i t

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    Believability Consistency

    World Consistency

    In games, this is taken a step further Actions and abilities seen in cutscenes must

    be consistent with gameplay

    A character in a cutscene with abilities they cantexhibit in gameplay will cause player frustration

    A character in a cutscene without abilities that do

    exist in gameplay will cause player derision

    Gameplay abilities, physics, etc. expected toremain internally consistent

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    B li bilit C i t

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    Believability Consistency

    Character Consistency

    Character motivations and actions mustremain consistent within story

    Exception: character growth which has been

    properly established

    In games, character motivations and actions

    must also be consistent between: Cutscenes

    Mission objectives In-game abilities

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    R les & Tools Impact

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    Rules & Tools Impact

    Scope of conflict

    Element of surprise

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    Impact Scope of Conflict

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    Impact Scope of Conflict

    Scope of conflict

    What is at stake? Too easy to make this overly large

    The USA

    All life on Earth Our galaxy

    The entire universe

    Any conflict can feel huge if it means a lot to

    a sympathetic character

    Ex. Fatal Attraction

    Make scope of conflict only as large as it

    needs to be

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    Impact Scope of Conflict

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    Impact Scope of Conflict

    Good game examples

    Grand Theft Autoseries (one thugs criminalcareer)

    Sly Cooper(family birthright)

    Diner Dash(keeping ones job) Mr. Mosquito(keeping a mosquito fed)

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    Impact Surprise

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    Impact Surprise

    Best stories regularly surprise audience

    Best games regularly surprise players Avoid a plodding series of missions that

    lead to a long-expected showdown

    Audiences are well-versed in story

    Able to anticipate even more than youd

    expect

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    Impact Surprise

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    Impact Surprise

    Plot twists

    Vital to maintaining interest Easy to do badly, unless properly set up

    (can also feel like deus ex machina)

    In a game, poorly set up plot twist can feelunfair to player

    Seed subtle exposition that increases

    believability of your twists Include red herrings to throw clever viewers

    off the path

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    Characters Overview

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    Characters Overview

    Most important characters

    Hero Villain

    Creating non-generic characters

    Character arcs

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Hero

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    Characters Hero

    Hero starts in a stable if not balanced state

    Often: Wrong career

    Wrong position

    Divorced

    Single/lonely

    In a rut

    Trapped

    Underachieving

    Otherwise incomplete/unfulfilled

    Intro

    Getting OverYourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Hero

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    Characters Hero

    Hero starts in a stable if not balanced state

    Often: Wrong career Changes to right career

    Wrong position Changes to right position

    Divorced Reunites with ex, or finds someone new

    Single/lonely Finds true love

    In a rut Gets out of rut

    Trapped Breaks free

    Underachieving - Overachieves

    Otherwise incomplete/unfulfilled Becomes

    complete and fulfilled

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Hero

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    Characters Hero

    Hero changes/grows the most

    In well-constructed story, this is its mostdramatic aspect

    Can be difficult to establish in a game story

    Can be almost impossible to accomplish in alicensed game story

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Hero

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    Characters Hero

    Stakes of conflict must be intensely

    personal to Hero Not enough to save world must save

    someone with emotional bond

    Otherwise audience indifference will result Superman 1 and 2

    Spider-Man 1 and 2

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

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    Characters Hero

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    Characters Hero

    Being the Hero must include:

    Risk Sacrifice

    Reward

    In stories, these can be physical oremotional elements

    In games, they are most likely physical

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Hero

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    Characters Hero

    Hero must be active driver of the story

    Decision Action

    Hero must not be forced or have no

    choice Hero must actively and directly resolve

    conflict

    No deus ex machina

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Villain

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    Characters Villain

    Villain is the source of the main conflict

    Must be more than a match for Hero Viable threat

    Shown, not told

    Cannot be approached without getting pasthenchmen

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Villain

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    Characters Villain

    Doesnt consider himself a Villain

    Thinks hes right Is the Hero in his version of the story

    Has clear, believable motivation

    Can be understood/appreciated by audienceat some level

    No black and white; shades of gray

    Answer to whys he doing that? cannot bebecause hes evil.

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Villain

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    Characters Villain

    May or may not grow/change

    Must be directly confronted by Hero Otherwise resolution is unsatisfying

    Memorable exception: Star Trek II

    Kirk and Khan never physically meet

    Final boss battle!

    In non-adventure stories, villain may be:

    Boss, supervisor or work rival

    Heros own destructive personality

    Nature/The World

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Arcs

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    Characters Arcs

    Character arc

    Each significant character has his own arc,with:

    Its own conflict

    Its own three-act structure (beginning, middle, end)

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Arcs

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    Characters Arcs

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

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    Characters Arcs

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    Characters Arcs

    Movie Example: Star Trek II

    Kirk (Hero)

    1. Feels old

    2. Gets back in action, defeats Khan

    3. Feels young

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Arcs

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    Characters Arcs

    Movie Example: Star Trek II

    Spock (Mentor/Hero)

    1. Tasked with training next generation on his

    ship2. Sees ship is going to be destroyed

    3. Sacrifices himself to save them

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Arcs

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    Characters Arcs

    Movie Example: Star Trek II

    McCoy (Mentor/Trickster)

    1. Friend (Kirk) feels old

    2. Tries to advise/help

    3. Friend feels young

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Arcs

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    Characters Arcs

    Movie Example: Star Trek II

    Saavik (N/A)

    1. Inexperienced, prickly and overly literal

    2. Learns from Kirk and Spock

    3. Becomes more seasoned, balanced and

    flexible

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

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    Characters Arcs

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    Characters Arcs

    Movie Example: Star Trek II

    Terrell (Shapeshifter)

    1. Captured/brainwashed by Khan

    2. Fights the influence

    3. Overcomes influence and commits suicide

    before murdering Kirk

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Characters Arcs

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    Characters Arcs

    Movie Example: Star Trek II

    Chekov (Shapeshifter)

    1. Captured/brainwashed by Khan

    2. Fights the influence

    3. Overcomes influence and returns to duty

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

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    Characters Arcs

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    Characters Arcs

    Movie Example: Star Trek II

    David Marcus (N/A)

    1. Hates Starfleet (including Kirk)

    2. Meets Kirk, does not get along with him,discovers Kirk is his father

    3. Grows to understand Kirk and be proud to

    be his son

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

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    Dialogue

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Dialogues Main Function

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    Dialogue s Main Function

    Exposition

    Plot

    Character

    Emotion

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Plot

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    Exposition Plot

    Dialogue is a tool the writer can use to provide

    plot exposition, but...

    Always better to show than tell

    Its possible to convey a complete story with no

    dialogue at all

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Plot

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    Exposition Plot

    If art/animation is already providing adequate plot

    information, dont duplicate that effort

    Instead, use dialogue to support the ancillary functions: Character

    Emotion

    Humor

    However, when necessary, youll need to convey plot

    exposition via dialogue

    Dont explain what is obvious or irrelevant

    Try to subtly weave exposition into your dialogue

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Character

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    Exposition Character

    What your characters docan drive

    plot and character exposition What your characters sayoften

    drives plot exposition

    Howyour characters say it drives

    character exposition

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Character Voice

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    C a ac e o ce

    Each important character must have a unique

    voice

    Affected by: Intelligence

    Vocabulary

    Ethnicity/Accent

    Economic Background

    General attitude toward life

    Specific attitude toward the recipient

    Can change depending on:

    Current situation

    Current emotional state

    Current goals

    A change due to character growth or new information

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Character Voice

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    In all cases, characters voices should

    differentiate them from each other

    A line that could be spoken by any character

    could probably be improved

    (Or your characters may just be too bland)

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Character Voice

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    Finding each characters voice Licensed characters: research

    Find out everything you can about the character Read the prior dialogue

    Transcribe if necessary

    Note sentence structure, dialect, etc.

    Write, then read out loud (or out loud in head)

    Check for authenticity vs. established character voice

    Original characters: over-develop

    Create detailed background upon which to draw

    Intro

    Getting Over

    Yourself

    Theoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Character Voice

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    Some things to know about your original characters Where was I born?

    How old am I?

    Where did I grow up?

    Whats my educational background?

    Do I have an accent?

    Do I have a speech impediment?

    Do I have any pet phrases?

    What do I do for a living?

    What are my hobbies?

    What do I love?

    What do I hate?

    Am I personality type A, B, or C?

    Am I married? Have I ever been? How do I feel about the other characters in this story?

    Who is my best friend and why?

    Who is my worst enemy and why?

    What makes me special and unique?

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Emotion

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    p

    Emotion mainly conveyed through character

    action

    Again, show dont tell

    Dialogue usually reinforcesemotional states

    Emotion increases stakes and adds weight to

    gameplay situations Resolution of conflicts must personally matterto theplayable characters to add weight

    Direct investment in the outcome of the overall conflict

    Pepper sub-conflicts which tie into main conflict

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Emotion

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    pA simple turn of phrase can move the characters emotional

    state all over the placeIntro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Emotion

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    p

    APARTMENT, DAY. JANET, a 35-year-old woman, slumps in her chair

    at the kitchen table smoking a cigarette. She glances at theCLOCK on the wall, then takes another drag, looking unhappy.

    The front door opens and BRAD enters carrying a brown paper bag.

    JANET looks up.

    JANET

    Im not happy, Brad. Youre late.

    A simple turn of phrase can move the characters emotional

    state all over the placeIntro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Emotion

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    p

    APARTMENT, DAY. JANET, a 35-year-old woman, slumps in her chair

    at the kitchen table smoking a cigarette. She glances at theCLOCK on the wall, then takes another drag, looking unhappy.

    The front door opens and BRAD enters carrying a brown paper bag.

    JANET looks up.

    JANICE

    Where the hell have you been?

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Emotion

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    p

    APARTMENT, DAY. JANET, a 35-year-old woman, slumps in her chair

    at the kitchen table smoking a cigarette. She glances at theCLOCK on the wall, then takes another drag, looking unhappy.

    The front door opens and BRAD enters carrying a brown paper bag.

    JANET looks up.

    JANET

    Half an hour, huh?

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Exposition Emotion

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    p

    APARTMENT, DAY. JANET, a 35-year-old woman, slumps in her chair

    at the kitchen table smoking a cigarette. She glances at theCLOCK on the wall, then takes another drag, looking unhappy.

    The front door opens and BRAD enters carrying a brown paper bag.

    JANET looks up.

    JANET

    Thank God youre back! I was worried about you.

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

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    Exposition Emotion

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    p

    APARTMENT, DAY. JANET , a 35-year-old woman, slumps in her chair

    at the kitchen table smoking a cigarette. She glances at theCLOCK on the wall, then takes another drag, looking unhappy.

    The front door opens and BRAD enters carrying a brown paper bag.

    JANET looks at her watch then glares furiously at BRAD.

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

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    Other Considerations

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    Humor Even the most intense story experience needs the occasional

    stress-relieving laugh

    Maybe you haven't been keeping up on current

    events, but we just got our asses kicked, pal!

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Other Considerations

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    Humor Even the most intense story experience needs the occasional

    stress-relieving laugh

    Ill be back.

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Other Considerations

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    Humor Even the most intense story experience needs the occasional

    stress-relieving laugh

    Youre gonna need a bigger boat.

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

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    Other Considerations

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    Naturalness vs. Compression Writing natural-sounding dialogue comes easily to some, but

    most writers need to work at it Real-world dialogue vs. effective, natural-soundingstory

    dialogue

    Exercise

    Record people talking and transcribe it

    Rewrite the conversation for clarity and brevity

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Other Considerations

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    Audience What is your target audience?

    Age

    Sex

    Interests

    Pop culture knowledge

    ESRB

    Are you writing at a level appropriate for the target ESRB

    rating (E, E10+, T, M?)

    Research and read entertainment experiences targetedat the same audience

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Your Writing and Editing Process

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    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Process Cutscenes

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    Blocking Out

    Work with designers to determine what each cutscene

    MUST convey in order to:

    Pay off previous game experience

    Set up / support next game experience

    Continue to move the overall game plot forward

    Establish important character and relationship info

    Otherwise support design or storytelling goals

    Do a rough first pass on all cutscenes in the game

    before beginning to edit or polish any of them

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Process Cutscenes

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    Second pass

    After first pass, evaluate to make sure all requirements

    of each cutscene are being met

    Pay off previous game experience

    Set up / support next game experience

    Continue to move the overall game plot forward

    Establish important character and relationship info

    Otherwise support design or storytelling goals

    Flesh it out

    Your second pass might be longer than the first!

    Before you start to cut the fat, make sure all the muscle

    is there

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Process Cutscenes

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    Editing

    Now its time to pare dialogue down to its essence

    Look at every sentence and challenge it to justify its

    existence

    What purpose do you serve?

    Could you be replaced by a shorter or better phrase? Are you being spoken by the best choice of character?

    Are you trying to communicate too many things all at

    once?

    Do you sound natural? Are you surrounded by sentences of similar length?

    Shorten, replace, remove wherever possible. Cut until it

    starts to hurt!

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Process Cutscenes

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    Editing Second Round

    After challenging sentences, move onto challenging the

    individual words

    Shorten, replace, remove wherever you can

    More words = more likelihood player hits skip button

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Process In-Game Dialogue

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    In-Game Dialogue

    Same rules as Cutscene dialogue apply

    Emphasis on providing very specific direction

    Objectives

    Hints

    Means to the end Use the challenge each word process here, too

    Shorten, replace, remove wherever you can

    However, timeout idle and similar throwaway lines are

    fun to write and pure gravy for a writer. Have fun!

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Your Writing and Editing Process

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    Getting Feedback

    Dont do all edits yourself

    If your company has no editors, find another writer to

    read your work

    Dont prep them any more than you must

    The colder they read it, the better They can help you check:

    Is your work confusing or clear?

    Is exposition coming across?

    Is your writing entertaining?

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Your Writing and Editing Process

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    Becoming a better dialogue editor

    Look at how other writers handle their dialogue

    Movie scripts are generally tight: read lots of them

    In particular, look to good movie adaptations of novels to

    see how the masters cut something big down to size

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Case Study: Lord of the Rings: ROTK

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    Novel by J.R.R. Tolkien

    Screenplay by

    Fran Walsh & Philippa Boyens & Peter Jackson

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Case Study: Lord of the Rings: ROTKS Wh t d h ?S Wh i M t ?

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    Sam: What does he mean?

    Frodo: We set out to save the Shire, Sam, and it hasbeen saved ... but not for me . . .

    Sam: You dont mean that - you cant leave.

    Frodo (handing him the Red Book):The last pages are for you, Sam.

    Frodo V/O: My dear Sam. You cannot always be torn in two.You will have to be one and whole for many years.

    You have so much enjoy and to be and to do.

    Your part in the Story will go on.

    Scene time: 4:35

    Sam: Where are you going, Master?

    Frodo: To the Havens, Sam.

    Sam: And I cant come.

    Frodo: No, Sam. Not yet, anyway, not further than theHavens. Though you too were a Ring-Bearer, if only

    for a little while. Your time may come. Do not be too

    sad, Sam. You cannot always be torn in two. You will

    have to be one and whole, for many years. You have

    so much to enjoy and to be, and to do.

    Sam: But I thought you were going to enjoy the Shire, too,for years and years, after all you have done.

    Frodo: So I thought too, once. But I have been too deeplyhurt, Sam. I tried to save the Shire, and it has beensaved, but not for me. It must often be so, Sam, when

    things are in danger: someone has to give them up,

    lose them, so that others may keep them. But you are

    my heir: all that I have and might have had I leave to

    you. And also you have Rose, and Elanor; and Frodo-

    lad will come, and Rosie-lass, and Merry, and

    Goldilocks, and Pippin; and perhaps more than Icannot see. Your hands and your wits will be needed

    everywhere. You will be the Mayor, of course, as long

    as you want to be, and the most famous gardener in

    history; and you will read things out of the Red Book,

    and keep alive the memory of the age that is gone, so

    that people will remember the Great Danger and so

    love their beloved land all the more. And that will

    keep you as busy and as happy as anyone can be, aslong as your part of the Story goes on.

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    Reference / Reading

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    Aristotle. Poetics

    Public domain

    Campbell, Joseph. The Hero with a Thousand Faces

    Princeton University Press (reprint), 1972

    Field, Syd. Screenplay: The Foundations of Screenwriting Dell Books, 1987

    Franklin, Jon. Writing For Story

    Atheneum, 1986

    McKee, Robert. Story

    Regan Books, 1997 Phillips, Melanie and Chris Huntley. Dramatica: A New Theory of Story

    Write Brothers, 2004

    Rollings, Andrew and Ernest Adams. Andrew Rollings and Ernest Adams on Game Design

    New Rider Games, 2003

    Strunk, William and E.B. White. The Elements of Style Longman (4th edition), 1999

    Vogler Christopher The Writers Journey: Mythic Structure for Writers

    Intro

    Getting Over

    YourselfTheoriesof Story

    Rules& Tools

    Characters

    Dialogue

    Process

    CaseStudy


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