filosofiamanga
Level 1
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« Reply #23 on: May 18, 2011, 09:37:48 AM » |
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I'm not a profesional writer, but I could tell you a few things I learned in the time:
FIRST: -) Choose the subject of the story (Let's say the "theme" will be revenge)
-) Then create the avatar (But create it around the subject, give him an emotional need that motivate him to act, could be that he needs to pay for the surgery of his mother and he needs money, so he enters the army... or It's a girl who is trying to be appreciated in her school so she will start learning magic... NOT USE CLICHES like trying to conquer the world or I'm evil because well... I'm evil).
-) After you created the player's character (avatar), create an obstacle (not an enemy, an obstacle, like Poverty) that goes with the subject of the story.
-) With the obstacle, makes an antagonist that oposes the player but not because he's evil (REMEMBER, forget the clichés), but because the player it's trying to archieve something that will cause a harm or goes against the interest of the antagonist. (An example: The player will try to farm the biggest chicken to win the country fair so the antagonist wish to gain it too)
-) After you have those two character you will create the player and the antagonist team, designing the relationship of each character (Let's say the player has a sister but the sister is the girlfriend of the antagonist)
-) When designing characters, choose 4 traits of their personality (like: lazy, arrogant, vicious, sadistic) and some other characteristics (like: He likes to play baseball) and USE THIS TO CREATE THEIR DIALOG and BEHAVIOUR. (remember a smart guy that likes poetry will speak in Old english, a Cab man in NEW YORK maybe will speak very "vulgar" and cursing diferent than a priest)
-) Remember: When designing a team, neither the antagonist and the player should have an advantage, they should be equal, a soccer match (or fighting game) is fun because It's balanced.
-) Another rule: They should have the will to fight until the end, they should die before giving up (both the antagonist and player)
-) After that design their clothes based on their traits and the other characteristics.
-) Design also their movements, magic, like their clothes, maybe create a reason why he has that power, spell (a little of background).
AFTER THAT CREATE THE STORY. -) With the character, create three steps or stages in the story.
-) First, The introduction: The world and characters is presented, their relationships, etc. It should be the first 10-20% of the game.
-) Second, make a twist: Something happens that creates the emotional need of the character to act (not mandatory that the antagonist creates this situation)
-) After that, create the journey of the hero trying to solucionate his emotional need and the antagonist oposing him, clashing until you get the final showdown (CLIMAX).
-) After the Final Fight, you spend the last 10-20% of the game, showing the consequences of the story.
-) A Last rule: When making an scene, like a dialog, always think about creating conflict (clashing between characters), make them fight in the dialog (It helps to develop characters), make the characters in the dialog or acting throw darts to each other (in words or actions, remember when you joke with your friends?)
Well, I think that's all.
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