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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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5f93ad (1) No.25169>>25172 >>25764 [Watch Thread][Show All Posts]

Advice for writing a good story/good characters?

So far, it's been mostly just writing down whatever came to mind, and developing those ideas. The problem is, I think I've scrapped more characters/ideas than have actually made it into the script so far. I realize that that's how these things normally work, but are there any steps to follow to make writing a story and characters any easier?

8b99e3 (1) No.25172>>26250

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>>25169 (OP)

I don't know that much about character development to be honest, but one general rule I can definitely agree on is that good characters have to defy readers' expectations as much as possible, whenever they can.

A character that you know that other people will guess correctly what's going to happen to him/her next most of the time can only be good for the trash bin.

So instead of making that main female character a seemingly pure waifu that anyone can relate to, why not have her deal with a backstory of her own where she was a willing participant in a mass-murder and is now trying to atone for it? Then guessing whether your readers will think she'll be forgiven or not, roll with the punches and have her cause another yet another unexpected situation.

Always be a step ahead of your readers, that's what I believe in story-telling.


2bd16d (1) No.25175>>25273

I don't get how her dress covers her ass


3e24ad (1) No.25182

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I'm really no expert but since we're on the same quest, let me share with you what I've found so far.

>Characters

The Myers-Briggs Type Indicator can help you create plausible personalities. You will learn what behaviours, good and bad, are usually seen togheter in an individual.

Enneagrams also seem interesting. It describes 9 types of personalities and shows possible transition from one to another for your character developement. Each has a healthy and an unhealthy side, so you can make a character progress or regress. I find the unhealthy side most important. I like anti-heroes like Dr House the brilliant asshole, Dexter the "moral" murderer, Walter White the resourceful drug dealer... flaws are what make them relatable.

>Story

Joseph Campbell's "hero's journey" seems to be the gold standard for story telling. A lot of popular movies have been based on this. You can find many analysis around the web.

The Beat Sheet is also holywoods cheat sheet for many scenarists. You can even find guides telling you how many minutes or pages each sections of the 3 acts should last.

Those are all blueprint to help you get started. But like hairy Mario said, the important thing is to find a way to surprise the audience. If you follow the blueprint too much, you fall into cliché and if you try too hard to break the mold you risk getting a 4th wall breaking deus ex machina.

If you discover other character/story cookbooks, I'd like to know.


54107c (1) No.25188

Just read a professional book on script/scenario writing. You try to be a pro, don't you? There are many random tips or short listings of scenario structure on the Internet, but they won't get you anywhere without explaining how to use them and why are they important.


b67747 (1) No.25267

YouTube embed. Click thumbnail to play.


c3dabc (1) No.25272

YouTube embed. Click thumbnail to play.

This describes how Yoko Taro does it.

Simply put, he starts at the emotional climax and figures out what kind of setup the climax requires to work best.


beda40 (1) No.25273

>>25175

I think she's pushing it against her cheeks with her feet to keep it in place to not be lewd.


65f3e8 (1) No.25274>>25373

For characters I've always tried to think of some sort of motivation or goal that they might pursue and how it shapes their personality. Though to be honest, I draw my designs first and then come up with their personality after.

As far as a coherent plot goes, I got no clue. Lots of writers seem to think of a beginning and an end, then fill out the middle after.


4481e5 (1) No.25373

>>25274

Dude, seriously. You're asking questions and finding answers that already exist, are well established and built upon. Being creator isn't just reinventing the wheel. Read a book on it. It's a piece of advice I wish I had earlier. Don't look for the answers on the internet, it's filled with crap!


2d3582 (1) No.25764

>>25169 (OP)

One of the best ways to make a character likeable is to show them learning something important. Humans, by definition, are dynamic beings; we change all the goddamn time. We don't like to admit it, but we do. And seeing someone else grow instantly tells us that that person is real.

As for story, make sure that the story directly affects the characters, but also have some side goal that the characters have unrelated to (but affected by) the story. The main character wants to spend time with their family, but also gets wrapped up in the mafia. Feisty Female Lead wants to prove that she can fight too, and joins the quest to save the world. Tanky Dude secretly likes Female Lead, and joins the quest because he can spend more time with her. So on and so forth.


e09110 (1) No.26246

bump


d84451 (1) No.26249>>26257

This seems like a decent thread to ask/confess something I've realized recently.

I am split in two extremes: part of me wants to just make fun games with little to no story, while the other half wants to make games with stories that mean something and are, for lack of a better term, pretentious. Take, for instance, this small RPG idea I'm trying to work out: it's about a young girl who is on a journey to a magic fountain with healing waters to get a cupful to save her mother. On its own, a standard RPG plot.

The problem is that when I work on it, I see the issues with both sides of my creative process. Early on, it was just a flat story with no real cohesion to the enemies/bosses and wasn't all that interesting from a story perspective. Then I decided to base the bosses around the stages of the Kubler-Ross model for the stages of grief, and suddenly the plot started coming together nicely. Problem is, now I fear I've gone too far into the other direction, because what was just going to be a simple RPG has turned into some pretentious-ass commentary about grief and losing a parent and all that shit, and though it's more interesting from a narrative perspective, I'm worried the new "deep story" has hijacked the direction of the game in a negative way. After all, it is still a game and I still want people to have fun playing it.

I can't seem to find a middle ground with how I create, it's always either bland and tasteless or deep and fart-sniffing. Any suggestions on how to moderate myself?


8ee596 (1) No.26250

I'm not an expert.

That said, I think a character's personality consists of a set of desires and fears. This nature is illustrated with their choices. Feeding off of >>25172 , you might get some serious mileage out of having the character make unexpected choices in normal circumstances.

There's generally some hierarchy of values within a character guiding how they achieve their desires and avoid their fears. Shift the order of this hierarchy and you could get some interesting results.


bdc874 (2) No.26257>>26264

>>26249

I'm not a fan of narrative games so I'm not really the right person to ask. but RPGs are a little different in that the "role playing" is pretty standard. if you're making a standard game in RPG maker then it's really just some simple math with flavour text so the players believes that they're playing the part. my issue is mostly that a lot of story games fall short in that you may as well read the story and drop the game. if I can watch someone play a game on youtube and get just as much out of it, then a lot of time was wasted making the game part.

I guess my shitty advice is that story should provide context for the player's actions, but shouldn't be the main motivation for playing the game. talking out of my ass but maybe try delivering your narrative in as few words as possible, all the story games that I remember liking barley had any text at all.

also I feel obligated to make sure you know about Majora's Mask's take on the Kubler-Ross model.


8feee6 (1) No.26264>>26268

>>26257

And I agree entirely. The bosses show off the stages of grief in how they react to the main character and her background. For instance, the boss that represents pure Bargaining is a vampire whose whole shtick is that he offers to cure the girl's mother by turning her into a vampire, while the Anger/Bargaining boss is another sorcerer who put the curse on her mom in the first place and brings up the fact that he COULD save the mother, but won't. I don't want to beat players over the head with the concepts, but at the same time I want them to be noticeable enough to provide meta-context for the game, and I worry that doing exactly that is what will change my game from "fun game with overarching theme" to "pretentious game whose sole use is for hipster artfags to jerk themselves over".


a8d15a (1) No.26267

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When writing a story, you don't typically start at the very beginning in its chronology - you start somewhere in the middle where there is a nice hook to grab the reader's interest, and then you expand your story in both directions from there, revealing more about the past and future of the story's initiation point to satisfy the reader's curiosities.

Developing characters is very much a similar process. You start with a relatively shallow but interesting "middle" of their development and then you must take the time to ask questions that the reader might have about the character from that point - both what has made them the way they are by the time they are introduced in the story, and what they will become as the story progresses.

The formula is simple. You must first be able to create a character or story who capable of sparking a reader's curiosity on the surface, then you must be able to exhibit that curiosity to explore and expand upon that character or story. You can't avoid starting shallow, but you can always deepen the content as you progress in your exploration of the world you are building.


bdc874 (2) No.26268

>>26264

you don't have to worry about any of that, it's not like anyone is going to play your game without you asking anyways. just make the game you want, get some feedback and improve on it.

game or narrative, what you're trying to make is art. other than a few guidelines you can gleam from books, nobody can or should be able to tell you how to express your ideas. just follow your gut and then figure out if it was right or wrong after the fact.




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