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Learn BetterGame Writing
In a Day
Evan SkolnickProducer and Editorial Director
Vicarious Visions
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
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Tutorial Overview
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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
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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
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Amount of Story
Opening Cutscene(s) How much is enough?
Example 1: Grand Theft Auto III
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Amount of Story
Opening Cutscene(s) How much is enough?
Example 1: Grand Theft Auto III
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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
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Amount of Story
Opening Cutscene(s) How much is too much?Intro
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Amount of Story
Opening Cutscene(s)
Example 2: Grand Theft Auto IVIntro
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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
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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
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Three-Act Structure
Beginning Setup
Middle Confrontation
End Resolution
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Three-Act Structure
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Three-Act Structure
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Three-Act Structure
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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
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Three-Act Structure
Beginning Setup
Middle Confrontation
End Resolution
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Three-Act Structure
Still applies to nearly all successful
fictional stories today
Universal, and therefore almostoverly simplistic
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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)
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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
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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
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Monomyth Archetypes
Hero
Mentor Threshold Guardian (Henchman)
Herald
Shapeshifter
Shadow (Villain)
Trickster
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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
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Monomyth Archetypes
Mentor
Dramatic Functions Teaching
Gift-giving
Motivation
Conscience
Gaming Equivalent: UI or a character
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Monomyth Archetypes
Threshold Guardian (Henchman)
Dramatic Function Testing
Gaming Equivalent: Generic enemies, Sub-Bosses
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Monomyth Archetypes
Herald
Dramatic Functions Announce the Conflict (or its potential)
Motivation
Offer Hero the Challenge
Gaming Equivalent: Marketing
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Monomyth Archetypes
Shapeshifter
Dramatic Functions Sow suspicion and doubt
Gaming Equivalent: Executive Producers
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Monomyth Archetypes
Shadow (Villain)
Dramatic Functions Challenge the Hero
Gaming Equivalent: Final Boss
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Monomyth Archetypes
Trickster
Dramatic Functions Comic relief
Gaming Equivalent: Sidekick (e.g. Daxter)
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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
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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
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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
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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
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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
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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!
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Monomyth Structure
7. Approach to the Inmost Cave
Danger-filled approach to site of final conflict
Gaming Equivalent:
Late levels
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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
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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
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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
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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
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Monomyth Structure
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Exposition Seeding
Plot Exposition:
Its OK to delay Focus on Need to Know
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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
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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.
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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
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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
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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
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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
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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
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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
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Exposition Foreshadowing
Foreshadowing usage in games
Dialogue or imagery in cutsceneforeshadows whats coming next in
gameplay, or vice versa
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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
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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)
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Believability Coincidences
Three tactics to deal with coincidences
Change plot Retrofit
Mask or downplay
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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?
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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
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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?
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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
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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
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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
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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
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R les & Tools Impact
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Rules & Tools Impact
Scope of conflict
Element of surprise
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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
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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)
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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
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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
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Characters Overview
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Characters Overview
Most important characters
Hero Villain
Creating non-generic characters
Character arcs
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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
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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
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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
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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
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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
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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
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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
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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.
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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
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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)
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Characters Arcs
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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
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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
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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
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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
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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
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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
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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
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Dialogue
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Dialogue
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Characters
Dialogue
Dialogues Main Function
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Dialogue s Main Function
Exposition
Plot
Character
Emotion
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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
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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
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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
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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
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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)
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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
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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?
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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
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Dialogue
Exposition Emotion
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pA simple turn of phrase can move the characters emotional
state all over the placeIntro
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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 up.
JANET
Im not happy, Brad. Youre late.
A simple turn of phrase can move the characters emotional
state all over the placeIntro
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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?
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Characters
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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 up.
JANET
Half an hour, huh?
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Characters
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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 up.
JANET
Thank God youre back! I was worried about you.
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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.
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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!
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Humor Even the most intense story experience needs the occasional
stress-relieving laugh
Ill be back.
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Humor Even the most intense story experience needs the occasional
stress-relieving laugh
Youre gonna need a bigger boat.
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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
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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
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Your Writing and Editing Process
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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
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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
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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!
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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
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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!
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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?
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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
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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
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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.
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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
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CaseStudy