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Writing Influence Research

Writing products that appeal to me

League of Legends (Riot Games, 2013)

 

One main area of writing that has been appealing to me recently would be League of Legends (Riot Games, 2013) champion lores and biographies.These are writing pieces that help the players understand the origins of the characters (known in the game as champions) that are playable in the game.These lores also help establish a better understanding of what the world they are from is like, and an insight to the different regions / factions of the world and the characters that inhabit said factions.The main reason I started reading these writing pieces was due to my interest and 

League of Legends.jpg

enjoyment towards the game.

Due to my interest in the game I wanted to know the origins of the champions / characters that I enjoyed playing. However, once I had read the lores and biographies of the few champions I played, I wanted to read the lores and biographies of the other champions, as I found that the stories created for these characters were unique and enjoyable to read, and allowed me to have a different perspective of the characters of the game, and even understand the personalities of the different characters. 
I'd say the main reason I have such an interest in these writing pieces would be because of my love for the game. However, since I play the game and know what it's like and how it works, I feel as though I can appreciate these lores and biographies a lot more as I know these stories weren't needed for the champion / character to be added into the game, but they were created to allow the player base to have an understanding of why the characters are who they are, and do what they do. Not only that, but I'm vastly interested in the world that has been created for these champion / character origins, as the writing about these fictional lands are descriptive and enjoyable. 

One of my favorite champion lores would be for a character named Ekko. However, this is probably my favorite champion lore as he's one of the characters I play the most out of all the champions of the game.

Some of the biographies for characters within the game will be looked at further in a below section of this page.

Spider-Man PS4 (Insomniac Games, 2018)

I recently played that new Spider-Man PS4 game and I found the experience of playing it thoroughly enjoyable due to a number of reasons. One of the main reasons that I found the game so enjoyable would be due to my personal interest in 

Sspider-man.PNG

the superhero theme (and that spider-man is one of my favorite heroes), but the main reason I would say the game was enjoyable for me was the story that the game portrayed.I found the story particularly enjoyable as it strayed away from the commonly used portrayal of Peter Parker being a school / college student, but instead actually showed him living his life as an independent adult. Yet the story effectively told, and showed the struggle of Peter managing his everyday work life with the life, and the importance, of being a superhero (Spider-Man).

I felt as though the end of the game also strayed away from a lot of fantasy / superhero narratives, as the game ends on a relatively low note. This low note being (spoilers) the death of Aunt May. However, I still felt that this was extremely effective for the story as it once again portrayed the clash between two different personalities of one person (Peter Parker and Spider-Man). This clash between personalities was shown when Peter has to decide whether to save his own aunt by using the anti-serum, but by doing so allow countless others to lose their lives, or by letting his aunt die but in turn allowing the anti-serum to be replicated and therefore saving countless others. Of course Peter does what a hero would do and picks the option to save the most lives, but this is still a rather depressing, but strong moment for the character and story itself.

Additionally I also enjoyed the way that other characters were portrayed, such as Doctor Octavius. At the beginning of the game, he is Peters boss. However, throughout the game we see how Octavius, as individual who wants to help make the world a better place, is mentally and physically impacted to the point where he feels the need to turn to acts of villainy. The main reason I enjoyed this was due the the number of times you have to interact with the Doctor throughout the story. During most of this time, it is unclear to the player that this character will actually become a villain, but at a certain point the players can see him slowly mentally and physically decay to a scheming and villainous character.All in all I fell that the story, backed up with the character development portrayed in the game, were the areas that made it so enjoyable for me to play.

 The Rising of the Shield Hero (Aiya KyÅ«, 2015)

If asked whether I have a favorite manga series, one of my possible answers would be The Rising of the Shield Hero.


The Rising of the Shield Hero is a current on going series which revolves around the protagonist, Naofumi Iwatani, who was summoned to another world along with three other humans. All four of these characters are summoned to this world with the role of being a hero and helping this world fight against the constant threat of monster 'waves'.
Each of these heroes are only capable of using a specific weapon, which relates to what type of hero they are. The four types of heroes are the 

Shield Hero Manga Cover.jpg

sword hero (Ren Amaki), the spear hero (Motoyasu Kitamura), the bow hero (Itsuki Kawasumi), and the shield hero (Naofumi Iwatani / the protagonist).
Within the first day of being in this new world,  the protagonist is framed of rape, or at least attempted rape, and is effectively seen as a villain by most of the inhabitants of the kingdom.

The story continues to follow Naofumi as he travels around the kingdom attempting to ready himself for the approaching monster waves, while also forming a party with people he can trust (as due to having a shield it is difficult for his to defeat enemies and gain exp)
I enjoy this series so much because of the fact that there's a difference to other series that make use of the 'summoned to another world' theme.

During this series, the main character is required to only use a shield, but still becomes the strongest of the heroes due to the fact an unbreakable defence will not break even when faced against the strongest of weapons. This in itself was enjoyable for me because the choice of weapon is usually a sword or magic. where as now, I was reading about a shield with a skill / evolution tree which I found rather interesting because the concept of this ended up being more unique and new to me, but I also just enjoyed the concept of a shield absorbing items to change it's form and gain an ability relevant to the item.


Another reason I enjoy this series is because the narrative is somewhat more unique than other series. Many narratives, at least for the heroes journey theory, have a distinguished cycle, where certain events take place in a particular order. However the narrative in this series is already different to the heroes journey due to the face that the section where the protagonist should receive the help of someone, he instead gets betrayed and framed by them. However, as the series is ongoing, I can't completely talk about the narrative with certainty, as plot changes could occur at any moment. 

I also enjoy the characters of this series, such as their traits and their development throughout the series. The protagonist began as what seemed to be a boy full of excitement. But upon being betrayed by the one person he thought he could trust this quickly changed. This lead to the character picking up some negative traits, the main one being anger and hatred towards the king, princess, and other heroes, but he still remained a 'good' character with good intentions.

Research into Character Biographies

The aim of this research task is to allow me to have a better understanding of what’s included in the character biographies for official characters of the game. By analysing a number of character biographies, I hope to be able to find the key areas, so I will then know what I will need to implement into the biography of my own character.

Additionally, by reading the biographies for different characters, I will be able to learn more about the regions of the world I plan to make my character for, meaning that I will hopefully learn a bit more about specific areas which will allow me to make a more effective character (as the characters from different regions of the world have different features, whether that’s the colours of the clothing/armour that they wear, or even the race of the character).

Ekko, the Boy Who Shattered Time

Ekko Splash.jpg

Character Birthplace/Home
The characters home region is stated within the first sentence of the biography.
Line 1 – “A prodigy from the rough streets of Zaun…”
Additionally, by stating “rough streets” the readers have a better idea of where about this character grew up.

Character Personality/Traits/Characteristics
In the first line we are told that this character is a prodigy, but on line 2 we are further explained what sort of prodigy he is.
Line 2-3 – “Using his own invention, the Zero Drive, he explores the branching possibilities of reality to craft the perfect moment.”
From this we know that this character is a prodigy as an inventor. This is also the key feature as to what links the character to what he does (his abilities) within the actual game itself, as with this invention Ekko manipulates time, and one of the characters main abilities in the game is travelling back a few seconds in time.

Ekko’s personality/traits are also hinted at early on in the biography.
Lines 3-4 – “Though he revels in the freedom, when there’s a threat to his friends he’ll do anything to defend them.”
This tells us that Ekko enjoys having freedom, but the biography also suggests some traits of the character, when it states “when there’s a threat to his friends he’ll do anything to defend them.”
This could suggest a number of positive and negative traits, such as courageous and brave. However this could also suggest that the character is impulsive or even foolhardy.

Key characteristics of the character are further iterated when paragraph 2 line 1-2 states, “Born with genius-level intellect, Ekko constructed simple machines before he could crawl.”
This further drives the idea the unique characteristic of this character is that he’s a genius, and managed tasks that most people could not carry out at such a young age.

Characters Family (Family Structure/Members/Jobs)
During this paragraph we also learn of Ekko’s family and upbringing.
On paragraph 2 line 2 we learn that the names of Ekko’s parents and their plans for their son.
“…his parents, Inna and Wyeth, vowed to provide a good future for their son. In their mind, Zaun, with all its pollution and crime, was no place for a child of his genius.”
This not only tells us that Ekko had caring and supportive parents, but it also shows us that Ekko lived is a two parent family, most likely as an only child.

A little later on in the biography, we are also what the parents are aiming for, and how they plan to fund the plans for their child.
Paragraph 5 lines 6-7 –"No, his parents’ vision of Ekko living a good life in the privilege-filled City of Progress was one he didn’t share.​"
From this we can tell that they're trying to raise enough money to send Ekko to Piltover (another city of the world close to Zaun) where they believed he'd have more opportunities.

Ekko’s aspirations/Character Trait
Another major trait of the character is stated when the biography states that Ekko tested his inventions on himself, even though there could have been unforeseen dangers.
Paragraph 5 lines 10-12 –"That Zaun spirit enchanted Ekko and drove him to build his machines exclusively out of junk no one else valued, and spurred him on to test them on himself.​"

People of Zaun described
Another element that forms the biography is a description of Zaun and its people. However, since there are a number of other characters from this location, the location and the people of it don't to be entirely covered (additionally, the location has it's own story on the website).

Paragraph 5 lines 3-5 –"It was a hotbed of pure innovation, a melting pot of faraway cultures, immigrants united by a single desire to pioneer the future."

Paragraph 5 lines 9-10 –"They were resourceful, resilient, and industrious. They built a thriving culture out of catastrophe and flourished where others would have perished."

Time Skip/Character Traits
As Ekko grows up and continues his inventions, we are told that he begins to steal from scrapyards to obtain needed part. From this we are able to see some more traits of the character (Bold, daring, reckless)
Paragraph 8 lines 1-3 – "As he grew up, Ekko’s inventions became more fantastic and complex, requiring exotic components that needed to be “liberated” from the scrapyards. Good thing he subscribed to a conveniently flexible view of trespassing."

Additionally we are told that Ekko and his gang of friends only steal from those who have more than themselves, which would also suggest that the character is somewhat righteous.

Insight On How Ekko's Abilities Work (The Z-Drive)
One of the key components of Ekko's Z-Drive is explained. This being a broken Hextech Gemstone, which links to the game itself (although the use in-game is to craft character skins, but it's still a nice little link).
This gives the reader some insight as to why Ekko can travel back in time (his ultimate ability in-game) and the story behind how it works,

Paragraph 9 lines 1-3 – "One night, while Ekko scoured the rubble of a recently demolished laboratory, he made an astonishing find: a shard of a blue-green gem that glittered with magical energy."

Paragraph 15 lines 1-3 – "Eventually, Ekko harnessed the shattered crystal’s temporal powers into a device that would allow him to manipulate small increments of time — well, at least in theory."

Links To Other Important Characters
By mentioning the names of other characters that are in the game, and are located in the same regions as Ekko (Zaun/Piltover), the biography/story being told feels more believable, and the games world actually feels like a single, connected world (since other characters have a noticeable impact on other characters lives).

Paragraph 19 lines 2-5 – "Viktor, a much respected (and feared) Zaunite scientist, has a keen interest in an audience with this defiant genius, and outfitted several of his low-level enforcers with powerful enhancements to encourage the boy to join his services."


Paragraph 19 lines 6-8 – "Piltover-renowned innovator Jayce, meanwhile, was eager to size up the Boy Who Shattered Time and reverse-engineer his technology."

Biography Ending
The last section of the biography states clearly what Ekko's dream is. This was somewhat told earlier in the biography, but that was more his aspirations then his dream.
Paragraph 20 lines 1-4 – "In his wildest dreams, Ekko imagines his hometown rising up to dwarf the City of Progress. Piltover's golden veneer would be overshadowed by the sheer ingenuity and relentless spunk of a Zaun born not from generations of privilege but from utter daring."

 The very last line of the biography ends with a rhetorical question.
"After all, if he can change the past, how hard could it be to change the future?"
This is a pretty suitable ending since it leaves the readers aware of what the character dreams to do, and doesn't just end with his dreams being carried out, and the character having no future goal. Additionally, since, from the biography and visuals of the character, we know Ekko is a teenager, and therefore it makes sense that most of his dreams and aspirations should be events that yet to have happened in his life.

Other Elements Included
Other regions / cities mentioned, such as Piltover.

Ekko's daily activities as a kid are mentioned, along with the friends he made. These friends act as minor characters and are unnamed in the bio.

Main event in the biography is the creation and testing of the Z-Drive (From getting the gemstone, to making the Z-Drive, to testing it/using it to save his friends).

the part of the character name that's like a slogan is also referred to in the bio, most likely showing the origins and meaning behind it.
"The world shattered around him and he was wrenched backward through swirling particles of time."

Main Elements Included In The Biography
Character name
Unique characteristics/traits of the 'protagonist'
Characters location of birth/current residence
Location (people who inhabit it, what the place is actually like)
Family (parent names/jobs)
Character(s) dreams (Ekko himself/his parents)
Creation of MCs weapon/Links to what he does in-game
Characters everyday activities (kid/teen)

Kai'sa, Daughter of the Void

Kai'sa.jpg

Character Personality/Trait
The main characters unique trait is told to the readers very early on in the biography. This being her fearlessness.
Paragraph 1 lines 1-2 "Perhaps the most remarkable thing about the fearless hunter of the Void known as Kai’Sa is how unremarkably her life began.​"

Family and Location
We find out within the first paragraph that she had a normal family and upbringing, in the "unforgiving southern deserts their home." This, as well as the previous mention of Shurima, allows us to know that she lived in a desert village within the region of Shurima. 
Paragraph 1 lines 4-6 – "Rather, she was just an ordinary girl, born to loving parents who called the unforgiving southern deserts their home."

Character Age
The second paragraph begins to explain the main event that occurred in her life (this being when she was transported to the void). However, it also tells us how old she was when this happened. Although instead of stating her age, it is stated that it is her "tenth summer", which gives us a general idea of her age
Paragraph 2 line 1  "In her tenth summer, the young girl Kaisa’s destiny would be changed forever.​"

Main Event of Characters Life Is Explained
As explained in the start of the biography, Kai'sa was once just an ordinary girl. But the events that changed her are explained (for the majority of the biography), so we learn how she has become who she is in the game.
paragraph 3 lines 1-3  "The Void had been awakened. A great rift split the bedrock, swallowing up Kaisa’s village and everyone in it, leaving nothing behind but sand pierced with twisted columns as black as night."

We also learn of the exact events that made her body change into what is shown in the game/the characters visuals.
Paragraph 10 – "Soon enough, she realized the shell was becoming part of her. As her daily struggle to survive drew out into years, this second skin grew with her, and so too did her resolve."

Links To Other Important Characters
Whilst Kaisa was in the void, she encounters a voidling which is a creature of the void that another character from the game, being Malzahar, can summon.

 Paragraph 8 lines 3-4 – "The voidling horror knocked her to the ground, but she drove the blade into its pulsing heart, and the two of them tumbled deeper into the abyss.​"

Additionally, it has also been confirmed that Kai'sa is the child of another character in the game, being Kassadin. Although I don't believe this is hinted to in her biography.

Character Personality/Traits
Towards the end of the biography, we learn of how the character has changed not only in age, but personality. These changes mostly being due to the fact that she had to survive in the void.
Paragraph 12 lines 1-2 – "She was transformed, from frightened girl to fearless survivor, from prey to predator."


Character Name Change
Most of the void characters are creatures of the void, and have the appearance of a monster/creature (not humanoid). These creatures / characters have a distinguishable feature in their names, which is the use of an apostrophe (E.g. Kha'zix, Vel'koz, Cho'gath).

There are some characters that link to the void, such as Kassadin and Malzahar that do not have an apostrophe in their name. This is likely because they were not born in the void and therefore had prior names.
However this is different for Kai'sa. As stated in the bio she was originally Kaisa, but as rumors of her spread throughout Shurima, her name became known as Kai'sa, most likely due to the fact that she was feared just as much as the other monsters of the void.

Paragraph 13 lines 1-2 – "Though she has slain countless Void-constructs, she understands that many of the people she protects would see her as a monster herself."
Final line  "No longer Kaisa… but Kai’Sa."

Main Elements Included
Main Character characteristics/key traits
Character age

Character origins (where they grew up/how they obtained power)
Main life event (how they obtained power / life changed)
Links to other characters from the game
Conflict ((Wo)Man Vs. Monsters)

Lulu, The Fae Sorceress

Lulu Splash Art.PNG

Characters Race Is Mentioned/Introduced
Since this is a character who is a different race to human, the race needs to be introduced to the audience.
Paragraph 1 lines 1 – "Perhaps more than any other Yordle, Lulu marches to the beat of her own drum. "Although this explanation is only by name, and the visuals are not described. Most likely since the visuals and distinguishable features of the race can be made when making comparisons between the visuals of different Yordle characters (such as they're small humanoid beings, many of which being furry).

Daily/Common Activities and Character Traits
The bio also gives us an insight about what Lulu enjoyed doing during her youth. This suggests a trait of hers, being imaginative.

Paragraph 1 lines 3-4 – "During her youth in Bandle City, she spent most of her time wandering alone in the forest or lost in a daydream. It wasn't that she was antisocial; the day-to-day bustle of Bandle City just couldn't compete with the vibrant world of her imagination."

Key Part Of The In-Game Character Introduced
During the biography, Lulu's partner, Pix, is also introduced. This event is rather important since in-game, some of Lulus abilities have a large link to Pix, meaning that Pix is an important as it's own character.
Paragraph 1 lines 5-6 –"This was how she found Pix, a fae spirit, pretending to be stuck in a birdhouse."

Biography Ending
The biography ends with the character leaving their homeland to find somewhere were her and her gifts would be accepted.
Paragraph 2 lines 12-14 –"When the Yordles insisted that she leave their land, she left to seek out a vibrant magical place where those with unusual gifts were not just accepted but adored."

Main Elements Included
This biography is significantly shorter to those of other characters, but it still effectively portrays the events that took place in the characters life to allow us to know why they are shown in the game as they are.

Some character traits (key traits)
Characters home/city (Region)
Character race
Partner character introduced - links to in-game abilities
Life event that changed them

Swain, The Noxian Grand General

Swain Splash.jpg

Characters Full Name /Family Described/Traits
With the use of the word 'patrician' the readers instantly knows that Swain was born into a noble family. Additionally the characters full name is stated, as well as the region he was born to, being Noxus.
Paragraph 1 lines 1-2 – "Born into a patrician family, one of many to exist since the first walls were raised around Noxus, Jericho Swain seemed destined for a life of privilege."

Because the character is from a noble family, it could be suggested that his character traits could include some traits that a stereotypical noble character could have, such as intelligent or maybe even snobby. 


Previous Ruler of Noxus Introduced
Paragraph 1 lines 2-4 "The noble houses had played a key role in Boram Darkwill’s rise to power, stoking rhetoric that their proud heritage was the nation’s greatest strength."

Character Trait/Event
We learn of how Swain got his position of having command over a group for the Noxian army, which is by executing a group of conspirators. However, we also learn that Swain executes his own parents, which could suggest he is ruthless or even heartless.
Paragraph 2 lines 2-5
– "Uncovering their intrigue, Swain personally executed the most prominent conspirators. Among them were his own parents, whose whispers of a “pale woman” had first alerted him of the danger to Noxus, which he valued more than house or kin."

Foreshadowing To Character Powers/Abilities
During the bio, there is a constant mentioning of crows. This eventually links to the events of the end of the bio, which also link to Swains in-game abilities.
Paragraph 3 "They sought a power, a shapeless voice cackling in the darkness of the Immortal Bastion. Something like a raven’s caw…"

Multiple Other Regions Mentioned
Paragraph 6 lines 1-2 – "After securing the western borders, Swain’s own reputation was secured in Shurima, where his forces raised countless noxtoraa above the desert sands."

Paragraph 7 lines 1-2 "When Noxus invaded Ionia, Darkwill began to move even more brazenly, retasking entire warbands to scour the land for anything rumored to extend a mortal lifespan. "

Main Event Leading To Character Obtaining Power(s)
After the fight with the Ionians, Swain had received fatal wounds and was close to death. Upon looking into the eyes of a raven he see's a reflection of evil.
Paragraph 9 - "All this was glimpsed, not in the mind of a raven, but something more. The power his parents had been seeking, the demonic eyes blazing in the dark…"

Reason For Character Visuals
During the bio we find that Swain received fatal wounds, but were healed by the demon within him.
Paragraph 11
– "Though his meticulous preparations took many years, Swain and his remaining allies seized control of Noxus in a single night. Physically restored by the demon, he crushed Darkwill in full view of his followers, leaving the throne shattered and empty."

Characters Visions
Paragraph 12 line 1
– "Swain’s vision for the future of Noxus is one of strength through unity."

Biography Ending/Character Traits
During the final section of the bio, we learn of what some Noxians believe. Additionally, it mentions the "dark things" that Swain has done. This could suggest some other traits of the character, but these traits being dark and sinister traits (e.g. evil, cruel, unforgiving?)
Paragraph 11
– "However, many Noxians secretly wonder if the darkness they face will pale in comparison to the dark things Swain has done…"
Final line 
– "The sacrifices are only beginning, for the good of Noxus."

Elements Included
Character full name
Conflicts with other regions that Noxus is involved in

Other regions mentioned (links with conflict)

Other important names/links to other game characters (Previous ruler of Noxus, and the Black Rose/LeBlanc)

Reasons for visuals (Origin of glowing red demonic arm)
Foreshadowing / explanation for in-game abilities (demon that also helped Swain Heal)
Character Traits / Family mentioned
Conflict (Regions at war)

Master Yi, The Wuju Bladesman

Master Yi splash.jpg

Character home/Location
During the first paragraph we are told where about in Runeterra this character is from, being Ionia, but then we are also given a specific village name, being Wuju.
Paragraph 1 lines 1-2 – "In Ionia’s central province of Bahrl, a mountain settlement once stood, hidden away in its serene beauty."

Paragraph 1 lines 2-3 – "Here, in the village of Wuju, the boy Yi grew up learning the ways of the sword, chasing a dream that later turned to tragedy."

Characters Interests From A Young Age
Paragraph 2 lines 1-2 –"Like most children, he admired those who wore silk robes and carried blades with poems to their name."


Family/Character Activities
We learn that both of Yi's parents were swordsmiths, and both helped with Yi's upbringing in various ways. Until he eventually started to study under the masters of Wuju. This would have likely been the everyday activities of the chracter
Paragraph 2 lines 3-6 
– "He spent his mornings in the garden, sparring with his mother, and his nights reciting poetry to his father by candlelight. When it came time for Yi to study under Wuju’s masters, his parents could not have been prouder."

Further Interests/Trait
We also learn that Yi is curious about the other villages of Ionia, but is forbidden to travel down the mountain to them. Trait of curiousness?
Paragraph 4 lines 1-3 – "From atop the tallest pagodas, he spotted faraway towns no one else ever mentioned, but when he sought to journey down the mountain with blade in hand, his mentors forbade him."

Major Life Event/Conflict/Character Traits
Upon spotting smoke raising from villages, Yi goes against to words of his Masters and travels down the mountain to help in the fight against the Noxian invasion.
Paragraph 5 lines 3-4 – "Choosing the people of Ionia over Wuju’s hallowed tradition, Yi ventured down to help defend the First Lands."

Paragraph 6 lines 1-3 – "Inspired by his courage, even his fellow disciples joined the fight, and together they journeyed to Navori where the greater war was raging."

This could also be suggesting certain traits of the character, as he'd rather go against to words of his teachers than let the people of Ionia die (compassion, courageousness, perseverance, conscientiousness, careless, foolhardy, impulsive, irresponsible)

However, due to helping fend of the Noxian invasion, the Noxians realise the threat the village of Wuju holds, and therefore tracks it down and destroys it.
Not all of the character biographies include conflict, but Yi's does in the form of Man vs. Man conflict/Region Vs. Region.
Additionally, this could be the battle that is spoken of in Swains lore. Swains lore speaks of a battle where Noxus invaded Ionia, and during this Swain was fatally injured (lost his arm). Maybe this could be the same battle?


Paragraph 8 lines 2-5 – 
"The very magic of the land had been defiled, and everyone he had known and loved was no more. Slain in spirit, if not in body, Yi became the attack’s final casualty. With no other practitioners of Wuju left alive, he realized the title of master was his to bear alone."

Links To Other Characters/Conflict(Man Vs Self)
During the time Yi is still grieving over the death of his village and its people, as well as his own survival, he is met by a character who is also playable in the game, Wukong (Known in this story as Kong before his training under Yi)


Paragraph 8 lines 2-5 – "The two clashed for weeks, until the bruised stranger finally knelt on the ground and introduced himself as Kong, of the Shimon tribe. He begged to learn from Yi, who saw in this reckless but determined fighter the makings of a new disciple."

Through becoming a master himself, and passing on the ways of his village, Yi found his purpose.

Paragraph 11 lines 4-6 – "Through teaching, Yi found his purpose restored. He would pass on the ways of Wuju, and gifted his pupil an enchanted staff and an honorific as a sign of this vow—from that day onward, Kong was known as Wukong."

Biography Ending
The biography ends with both Yi and Wukong leaving the remains of the village to travel across Ionia. It also states what Yi is seeking while on this journey, which is to resolve the conflict he has with him self (earning his title of Master).
Final paragraph - "Together, they now travel the First Lands, as Yi seeks to honor the legacy of his lost home, allowing him to fully embody the “master” in his name."

Elements Included

Character home (specific village)/ region the village is located in
Characters interests
Character traits
The everyday activities of the character
Major life changing event
Conflict (Regions at war / Man vs. Self)
Links to other important/game character(s).

Common Elements That Are Included / Missing Elements

From the biographies I have looked at I have been able to tell that many of the official character bios make use of informing the readers of the characters traits.

The main elements that are frequently included are:
Character Name - for some the character is give both a first and second name, other just a single name

Characters Origin Location - What region the character was born in / how they ended up in a particular region.

Character Traits / Unique Characteristics - Some of these traits are suggested by the characters actions, where as other are straight up stated.
Some basic info- names

An Event That Changed Their Lives - All the characters looked at experienced some sort of life changing event, some good, some bad.

Origin of Abilities - Some character biographies give a explanation/link to that characters in-game abilities (E.g. In Ekko's bio we learn of how he made his Z-Drive, which is what allows him to use travels back a few seconds in time, which is an ability of his in game).

Elements Not Included:

Physical Traits - One of the main elements that is not included in most of the biographies are descriptions of the physical traits. Although this is probably because an image of the character is shown above the story/bio.


Character Interests - Some bios mention/suggest what certain characters like, but for many this is not stated about the character.

Types of Branching Narrative

The Ultimate Guide to Video Game Writing and Design - Flint Dille and John Zurr Platten

Limited Branching Narrative

"Limited branching stories tend to revolve around a series of "yes/no" or "black/white" objectives" (Dille and Platten, 2007). This effectively means that this narrative structure (which is also sometimes referred to as zipper structure) is where there's one starting point and end point to a story. However in between these two points are multiple different 'branches' in the story. These are points where the player / reader is given two different options, with the story / narrative soon after connecting to a single point once again, with this process continuing until the end of the story. Due to the fact that the player / reader is given multiple different options, the player most likely feels as though there choices are affecting how the game will end. However this is not the case, as there is only one end point to the story.

Example - Tell Tale The Walking Dead

Branching Narrative Visual 1.jpg

Open-Ended narrative

Open-Ended Narratives make use of a narrative where there is one starting point, but then expands to have many different narrative 'branches' that the player / reader can follow. Due to the fact that there are multiple different branches, the player / reader isn't limited for choice. However, this type of narrative does have a downfall. "This type of game can get quickly out of hand. Another major problem with this type of story is that often you are devoting creative energy, time and money to elements of the game and story that will not be seen by the player (he takes another branch and entirely misses it)." (Dille and Platten, 2007). However, since the player misses a lot of the game, this could also be a strength to this type of narrative, due to the fact that the player is more likely to go back and keep playing, if presented the option to pick different story routes, which in turn leads to an almost different game to what was first played when following an alternate route.

Example – Skyrim

Branching Narrative Visual.jpg

Funneling narrative (Chokepoints)

Funnelling Narrative is a narrative that is commonly used for games of an open world genre. At the beginning of the story there is one starting point, but then there are a number of narrative routes that the player can follow (these would often appear in the form of side quests). This narrative does have a number of strengths. "First, you have a controllable and definable way to set the player back on the narrative arc of the game. Second, you give the player more freedom to explore,but ultimately, you can, you can elegantly determine where and when you will allow the story and game progression to take place." (Dille and Platten, 2007). This effectively means that as they are continuing down a narrative branch isn't the main narrative, there are interactions that lead them back to the main narrative.

Example - WoW

Branching Narrative Visual 3.jpg

Critical Paths Narrative

Critical Paths Narrative is one of the more basic narratives with a distinguishable narrative route. "Similar to limited branching, a critical path game has one success path, and allows the player to deviate from it in very small ways." (Dille and Platten, 2007) These small ways that the player can deviate from the structure have little impact on the narrative of the story, as the events that take place are often inconsequential. "Nothing of consequence in the game or story happens outside of a predetermined path that winds it's way through the experience." (Dille and Platten, 2007)

Branching Narrative Visual 3.jpg

Nodal Storytelling

Nodal storytelling is a narrative that is often made use of by games of an open world genre. This narrative is effectively where there are multiple nodes (e.g. a level or area). "Each node of the game story is a self-contained piece, with a setup, midpoint, and payoff. In totality, each of these story nodes may lead to a larger reveal, or they may be just cool things that you can play and see on your journey through the game." (Dille and Platten, 2007)
In the example of nodes different islands, the player would need to complete all (at least the main narrative of the island) before moving onto the next island (or node). As the player progresses through the nodes, the story also progresses.

Branching Narrative Visual 3.jpg

Narrative Dissonance

Ludonarrative Dissonance, a term first used by Clint Hocking, is a term which implies that a games gameplay elements clash with what’s shown during the games cut scenes. The word dissonance implies that there’s a lack of agreement between two or more parties. In this case, being narrative, it helps explain that there is narrative dissonance, and this dissonance being between what is shown in the games cut scenes and cinematics, and then the games actual gameplay.

There are various examples of this occurring within games, but for the case of explanation I will talk a little bit about Ludonarrative Dissonance with the Uncharted games. In Uncharted, the main character, Nathan Drake, is shown to be a rather ruthless murderer during the gameplay, but is shown in a different light, this being more peaceful, during the games cinematics.
“the normally happy-go-lucky “normal” guy of Nathan Drake becomes a disturbing sociopath in the gameplay.” (The Game Critique, 2010) 

Useful Quotes

Just to clarify, all of the quotes I noted down while reading various books/websites were noted down because I felt that they could prove to be useful during this project, and/or the next project. However upon realising that I would only have time to create a character biography as my main experimentation piece, I realised that most of my research / notes wouldn't be useful for this particular project.

However, I still feel as though they will prove useful if I get the writing role next project, so I have included the full notes at the bottom section of this page, but have pulled out the useful quotes, and placed them in this section of the page.

Useful quotes for this project (characters / biographies)
Since most of the quotes I have from the different books I’ve read are about different aspects of video game storytelling / writing, not all of the quotes are relevant for this project, especially now I have decided to create an original characters (more specifically a character biography).
However I still plan to keep the other quotes I’ve noted down, as I feel they will prove useful during the next project (If I manage to get the writing role).

Ultimate Guide to Video Game Design – Quotes

Dille, P. and Platten, J. (2007) The Ultimate Guide to Video Game Writing and Design.USA: Lone Eagle Publishing(?)

Conflict types
If I am to write a character biography, I feel as though it may be a good idea to know of the different types of conflict. If I know of different types of conflict, I can use these within the story of that character to explain what they’ve went through, and maybe even use this conflict as the reason as to why they’re like they are.
However, before creating my own character I plan to read other biographies to see how they make use of conflict for varying characters.

Man VS. Man
“This is the big one: protagonist versus antagonist, our hero against villain.”
“Almost all stories rely on this type of conflict. First-person shooters, third-person action-adventure, and sports games are usually centered on this type of conflict.”


Man VS. Nature
“Our hero is trapped in the wilderness, or fighting to survive in a storm, or out to kill the great white whale”

Man VS. Self
“Although not often used in games, this conflict is our hero at war with his own demons, such as addictions and phobias.”
“In gameplay terms this might be a survival horror scenario.”


Man VS. Destiny (Luck)
“Often used in Role-playing Adventures, this is our protagonist battling with his destiny.”

Man VS. Machine
“This is man In conflict with technology. Fighting unstoppable machines, usually after they’ve become self-aware, is a staple of science-fiction stories and games.”

Man VS. System
“This is or hero versus the world. Usually our protagonist is misunderstood, or a loner who “knows the truth” but can’t get anyone to believe him. This is a common theme of action-adventure games.”

Man VS. Past
“Our hero is trying to escape his past, but it keeps coming back to haunt him.”
“This type of conflict is often overused in the amnesia stories and is common in mysteries.”


Some of these types of conflicts won’t fit into the setting of League of Legends as well as others. I feel as the most effective types of conflict that will make sense within a story will be Man VS. Man and Man VS. Nature. However when planning for the character I create it will likely be a good idea to try and think of how the other types of conflict could fit into this game world, and how effective they could be for the story of a character.


Story Elements (Ultimate Guide)
There are a number of other aspects that I will need to bear in mind when creating a character biography / story. One of these aspects is the location in which the story takes place.
“Again, this is not only the location, but also the reality in which the story takes place, e.g. Hong Kong Physics, Comedic World, Sci-Fi Oppressive, etc. The world itself will contribute heavily to the conflict.”
This is important since the story will need to make sense for the world it’s based in, otherwise the story might become too confusing for the reader.

Additionally there’s also the tone of the story. This will need to be as consistent as possible throughout the story for the character to make sense.
“What Is the tone of the piece? Is it light, heavy, serious, playful, black, irreverent? This is often the area where the story goes “off the rails” because a tone is set within the narrative that the player becomes comfortable with, and then something comes out of right field that throws the tone out of whack.”
For this project I’m planning to make a character biography, and not a whole game. But it will still be important to think about the tone as I’m writing. By following a particular tone, it might be possible to make the readers feel particular ways about the character I create. If the biography has a darker tone, and the actions and events that take place are rather dark, the feel for the character might come across as a darker and more sinister character.

Another important aspect would be the theme of the story / biography. When creating my character, I will need to have thought about a theme that that will be included in the story / bio, that makes the character make sense. E.g. A darker story of revenge due to a character being betrayed by those they thought where close to them
“Underneath the game story is the theme: redemption, salvation, falling from grace, power corrupts, money can’t buy happiness, revenge. All of the clichés tend to be the big themes that fuel the story.”

Clichés
When writing my character there will be the problem of clichés.
“There’s a reason we fall into clichés-it’s easy and, at a certain level, they work.  The problem is that they are never fresh; they always feel derivative. Writers use clichés sometimes because of laziness, sometimes because they don’t want to waste valuable real estate on seemingly unimportant things.”
This means that when I arrive at the point where I plan the events that will take place in the story / biography; I will need to try my best to keep the events interesting and original.

Video Game Storytelling

Skolnick, E. (2014) Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques, 1st Edition, United States: (PUBLISHER?).

Archetypes
Archetype is the term used for a character or group of characters that are often used within stories.
Page 28 – “The core concept of the Monomyth is that of archetypes – a small group of highly resonant character types that we see again and again in myths and stories.”

Types of archetypes
Hero: This is, of course, the primary character you play as in a game, or follow in a story.
Page 28 – “The Hero’s primary function is to resolve (or at least attempt to resolve) the main conflict.”

Herald: The herald is the character who informs the protagonist of the conflict that is occurring.
Page 29 – “The Herald announces the main conflict, or at least Its potential, to the Hero.”
“In Star Wars, R2-D2 is the Herald, carrying Princess Leia’s urgent call for help to our Hero, Luke.”

Mentor: The Mentor is the character who helps or teaches the hero.
Page 30 – “As the name suggests, the Mentor is  a teacher and an advisor . The classic Mentor character is older than the hero, wiser, and perhaps in an earlier time could have actually been the Hero.”

Threshold / Guardian: The Threshold / Guardian is the character(s) who attempts to block the protagonists progression, and attempt to resolve the conflict.
Page 30 – “The Threshold Guardian – or in modern parlance, the Henchman – does exactly what his classical name indicates: he blocks the progress of the progress of the Hero.”

Trickster: This character, although evil sounding, is a character that beings an aspect of comedy into the story.
Page 31 – “Whether snarky, ditzy, clumsy, or flamboyant, a character embodying the Trickster archetype infuses comedy and lightheartedness when the story needs it the most.”

Shapeshifter: The Shapeshifter characters are those who are used within a story to give the player a sense of doubt and mistrust.
Page 31 – “Mistrust and misdirection are essential story elements used to keep the audience engaged and guessing what’s going to happen next.”

Villain: The villain is of course the character who is causing the conflict that the protagonist is trying to resolve.
Page 32 – “Colloquially referred to as the Villain, this is the head “bad guy” and the instigator behind the main conflict.”

Design
Page 130 – “Every character in a game – like every character in a story – should be there for a specific reason.”

How to Write a Character Biography

Rob Grant (2015) How To Write A Character Biography [Online] Available from: https://robgrantjournalist.wordpress.com/2015/10/24/how-to-write-a-character-biography/ [Accessed 27 January 2019].

What is a character biography?
“A character biography is the sum total of everything you can think of about one of your characters.”
For the character biography I create, it will need to explain where in Runeterra (the word of League of Legends) my character originates from. I will also need to find ways to portray a particular a particular theme. Additionally, I will also need to find a way to explain why the character would do what they do within a game. By this I mean I will need to make it so the abilities of my character link with their biography.

How to write a character biography
Since I have never wrote a character biography before, I decided that I will look into how they’re wrote to hopefully allow me to have an easier time creating one, and also hopefully allow me to create a more effective and interesting biography.

“Start with the essential details
As I mentioned above, these will be traits like hair colour, birthdays, height, weight, typical dress. Get these down first.”


I will need to broaden my knowledge, since from what I am aware of, the official biographies for the current champions/ characters of the game don’t typically include this sort of information about the characters. However this isn’t to say that my character bio won’t be allowed to include this information. It’s just a matter of finding the right information to explain, and how to explain it.
If there is information that isn’t included, I’ll just end up noting it on a list separate to the biography/short story.

I’ll need to make sure that the majority of the biography is explaining how the character arrived at the current point.
“How did your character get to where they are when they are first introduced in your story?”
Although, for the game that the character I’m creating will be in, being League of Legends, the characters story as to how they got to the location of the game itself isn’t really that important. However, what is important is that some sort of story or journey is shown for the character, and allows the audience to understand how the story in the biography links to the actual character shown and played in the game.

Bullies, Bastards and Bitches: How To Write The Bad Guys of Fiction.

Morrell, J.P.(2008) Bullies, Bastards And Bitches: How To Write The Bad Guys of Fiction, 1st edition, United States of America: Writer’s Digest Books.


I felt that most of the notes/quotes obtained from this book were useful, so I plan to show a chapter or two worth of quotes her, and then all quotes/notes in the additional reading section for this book.
 

Chapter 6 – Bad to the Bone: Villains
Page 119 – “Villains are identified by their values – not the stuff of Sunday school teachings, but rather of something perverse and complicated and frightening. They are also identified by their traits, usually ones that are dark and ruthless, and by their motives, which are usually for power, revenge, or profit.”

Characteristics of evil (Page 121–122)
Evil characters have a number of different qualities and characteristics that make them different to other characters with the role of the antagonist.
Page 121 – “Evil involves the power to influence fear or, in some extreme cases, to terrorize.”
Page 121 – “Evil people like to exert control over others. This can include a wife batterer, a corrupt politician, or a professor who craves power over his students.”
Page 122 – “Evil is witnessed in its power to destroy. This can mean arson, rape, murder, or a suicide bomb. It is also evil to destroy a person’s confidence or happiness, or to do anything to lessen a person’s sense of safety or well-being, as in the case of a stalker tormenting his victims.”

Characteristics of Villains (122–126)
Page 123 – “Villains are consistently bad; their badness is not a random or onetime event.”
Page 123 – “Villains have some defining trauma or situation in their backgrounds that started them down a dark path.”
Page 125 – “Villains are intelligent, because it takes brains to plan crimes and elude capture.”
Page 126 – “Villains can be attractive, charming, and elegant (these characteristics make villains chillingly effective).”

(THE OTHER CHARACTERISTICS ON EVIL AND VILLAINS ON PAGES 121-126)

Creating a potent villain (Pages 126 –128)
Page 127 – “Make your villain complicated and complex. For example, a villain who is charming and brilliant is much more interesting than one who merely is sinister or evil.”
Page 127 – “Imbue your villain with fascinating qualities, like a specific philosophy and vision. The reader wants to understand how your villain sees life, and this vision will often be vastly different from the reader’s, but sometimes the reader shares some aspect of humanity with the villain.”
Page 127 – “Decide what your villain’s bag of tricks includes. Does he drug his victims? Does he use a computer to send a series of threatening and disturbing e-mails? Does he forge documents? Does he use blackmail, threats, or extortion?”
Page 128 – “make certain that your villain is more than capable of taking down your protagonist.”

Techniques for Creating Menace
Page 132 – "A technique to add to your repertoire is to reveal your villain’s potential by showing the reader a series of actions and plans that build over the course of the story, accelerating to a fevered pitch until the villain is an inescapable and malevolent menace.”

 

Unpredictable
Page 136 – “Another technique to create a menacing villain is to make him unpredictable and slippery as an eel. One of the villain’s primary jobs in a story is to keep the reader guessing and on edge.”

Evil Personified: Super Villains (Pages 138–140)
Common super villain traits:
Page 138 – “are antisocial in that they are trying to control or destroy some aspect of society.”
Page 139 – “are almost always sociopaths…”
Page 139 – “have a serious flaw, such as hatred of a certain race, hatred of goodness, or hatred of women.”
(MORE TRAITS ON PAGES 188–140)

Chapter 7 – Sociopaths: Ice in Their Veins

Characteristics of Sociopaths
Page 155 – “…to be classified as a sociopath, a person doesn’t need to exhibit all these behaviours – but he will always be habitually dishonest, grandiose, and parasitic.”
Page 155 – “Few or no emotional attachments.”
Page 155 – “Need to dominate, control, and conquer.”
Page 155 – “An unwillingness to take responsibility for illegal or harmful acts, or for the pain caused to others.”
Page 155 – “Lacking in remorse, shame, or guilt.”
(MORE CHARARACTERISTICS ON PAGES 154-156)

Page 156 – “You see, not all sociopaths make their way in life by brute force or by flagrantly ignoring society’s rules and law. Often seductive, flattering, spontaneous, and even generous, a sociopath often woos his victims before he strikes.”

 

Creative Writing: A Straightforward Guide

Chapter 2 – Basic Skills
Page 17 – “Keep to one main idea in each sentence. That is, have one subject that is referred to.”
Page 17 – “Never write long, complex sentences. As a rule of thumb, never go beyond three related pieces of information about your main subject.”

Another problem that I have found when writing in the past, is that I usually get the writing tense wrong or mixed up with another.
Page 17 – “Keep to the same verb tense. If you are talking about an event in a particular time, use the same tenses – past or present or future tenses. Only use a mix of tenses when there are aesthetic reasons, of course, to do with narration or the treatment of the subject.”

Chapter 3 – Writing Fiction

As stated by Stephen Wade (2007) there are three common methods of narrative that can be used within stories. Each of these narratives provides the written story differently.
Page 23 – “Use a narrator - first or third person as a rule”
Page 23 – “Tell the story in ‘the authorial voice’”
Page 23 – “start in the middle of the action and dramatize”

First Person / Third Person
First person is shown in the form of “I/me/my” whereas third person is shown in the form of “he/she”. The use of first or third person not only has the effect of changing the writing style, but also affects the story since a narrative that’s first person allows the reader to feel closer to the reader, as the story is from the main characters eyes.
Page 24 – “The first person takes the reader closer to the person at the center of the story. Third person distances him.”

The example of the first person in the book states:
Page 24 – “I’ve been working in a factory for three years now, and I’m sick of it. I’ll do anything to find a way out. I’m going nowhere in a nowhere job.”

This shows and allows the reader to gain a deeper understanding as to how the character themselves feel, since the words seem to be coming from the character themselves, as opposed to in third person where the words are coming from a narrator who is talking about the events occurring around this character.

The example of third person states:
Page 24 – “He was restless and unhappy. His factory work was boring him and the restlessness was getting worse.”

This method of narrative still gets the general point across that the first person narrative did, but doesn’t explain the characters feelings to the audience, but instead takes more of a suggestive approach.

Authorial Voice
Another narrative method is the authorial voice. This narrative method allows the writer to give some further explanations and detailing about various places, and add further detailing on the main characters thoughts.
Page 24 – “You can refer to what’s happening in the character’s head or give factual information, geographical details and so on.”

The example of authorial voice states:
Page 24 – “’The woods in the south of the area were wild. Wolves had been seen and heard in them. Few men ventured there alone. It was the most barren part of a lawless land’.”

This allows us as the reader to understand the dangers of this area, although the character themselves isn’t seeing them. The additional explanation and detailing that this narrative allows is also useful, as it can allow a detail picture of a location to be imagined by the reader.

In the middle
Another narrative method is in the middle narrative. This is where the story begins with action taking place from the get-go.
Page 24 – “With this style, the writer stresses the drama at the opening. You begin in the thick of the action, perhaps with dialogue or with plenty of movement and sound .”

The example of in the middle states:
“’Crack…. The shot rang out across the clearing. John ducked and kept low in the undergrowth. He had the feeling that he was surrounded and that it was the Kennedy gang, out to take more from him than his wallet’.”

Creative writing: How to Unlock Your Imagination, Develop Your Writing skills and Get Published

Ramet, A (2007) Creative Writing 7e: How to Unlock Your Imagination, Develop Skills and Get Published, United Kingdom: How To Books Ltd.

Chapter 3 – Creating Fictional Characters
Giving them a past
When creating a character, I will need to think about the events that have occurred in the past of my character life, as this will likely impact why the character is who they are in the present.
Page 33 – “Just like real people, fictional characters don’t simply appear fully-grown. They have parents, backgrounds, siblings and experiences that shape their personalities and influence their behaviour.”


Chapter 4 – Setting and Atmosphere

Using all five senses
Page 52 – “You need to use all the five senses, sight, sound, smell, touch and taste, if you are to convey a feeling of time and place.”

Setting over characters
Page 52 – “The importance an author gives to a story’s setting depends not only on the style of writing but also on the genre. In romance, for example, the background has major influence on the behaviour of characters.”

Keeping the background out of the foreground
Page 54 – “As a general rule, the setting should never be allowed to dominate the story line. It is relatively easy to get carried away but try to avoid using more than ten lines of pure description in one block or your story will lose pace and fail to hold the reader’s attention.”

 

Novel Reading

Originally I had wanted to read a number of different novels for a number of different genres.  I thought this would be beneficial to me since it would allow me to see how various elements (e.g. world / character introduction, character development, tone) are different between authors and genre. However, upon starting this research I have quickly realised that I won’t have enough time to do this. To get around this problem I plan to read the first and last chapter to see how the stories are introduced and closed.
 

By carrying out this research, I hope I will benefit in a number of ways:
 

  • The main benefit being I will be able to see the works of professional authors for different genres, and due to reading high level works, maybe my own writing my become that of a higher level thanks to my new found understanding of the level of writing that will be needed. Although many of the writing technique used will likely be missed, since I don’t know them to begin with. However, I still think reading professional works will benefit me in the long run.
     

  • Analysing how elements such as opening and closing a story effectively will hopefully benefit me when I start writing the biography / story for my own character.
     

  • I might be able to see how characters have been developed, but due to skipping the majority of chapters, this might be difficult. However, there still might be evidence of character development.
     

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Book 1 – Artemis Fowl (Eoin Colfer)


Chapter 1 – First chapter
Within the first page of chapter one, the main character, Artemis Fowl, is introduced and described to the audience. Additionally, the characters personality, and lifestyle is also shown.
Page 3 – “Sun did not suit Artemis. He did not look well in it. Long hours indoors in front of a monitor had bleached the glow from his skin.”
Page 3 – “He was white as a vampire and almost as testy in the light of day.”

The location / world is also presented from the get go, with the location being named, and its conditions being further explained.
Page 3 – “Ho Chi Minh City in the summer. Sweltering by anyone’s standards.”
Page 3 – “They had travelled to Egypt on the word of Butler’s information.”
Page 4 – “They were sitting outside a kerbside cafe on Dong Khai Street, watching the local teenagers circle the square on mopeds.”

Artemis’s personality is further explained by the use of the word ‘pessimism’, which explains to the audience that Artemis has a more negative outlook on things. As an audience we are still unsure as to whether this is just because of the weather conditions being unfavorable to him, or whether this is just how the character is. However, the use of the world ‘daily’ would lead the reader to believe that Artemis will be a pessimistic character throughout the story.
Page 4 – “Nguyen was late, and the pathetic path of umbrella was doing little to improve Artemis’s mood. But this was just his daily pessimism.”

Artemis’s Butler, referred to as Butler, is also effectively described. Part of this character description is when Artemis is informing Nguyen of the number of weapons that Butler currently holds. Although the description of Butler’s hands is what really paints an image of the character in the readers mind.
Page 5 – “’No,’ continued Artemis. ‘Butler could kill you a hundred different ways without the use of his armoury. Though I’m sure one would be quite sufficient.’”
As of yet, the readers are still unsure whether Butler is some merciless killer, but by saying that Butler could kill someone in a hundred different ways gives the impression that he is. Additionally, the explanation of the characters hands and size also give the impression that Butler is a dangerous, but powerful individual.
Page 5 – “And the giant, Butler. It was obvious that he could snap a man’s backbone like a twig with those mammoth hands.”
Page 8 – “’It seems we must now proceed on foot, Mister Nguyen. Run if you like but expect a sharp pain between your shoulder blades.’”
Page 8 – “Nguyen glanced into Butler’s eyes. They were a deep blue, almost black. There was no mercy in those eyes.”
Page 8 – “An unfortunate pickpocket attempted to steal Butler’s wallet. The manservant broke the man’s fingers without looking down.”

It is now evident that the character, Butler, is in fact a merciless character (or at least that’s the impression), but maybe it’s not just Butler who’s merciless, but also Artemis.
Page 10 – “’No, no, Master Fowl. My lips are sealed.’”
“’They had better be. Or Butler will seal them permanently.’”

The chapter ends on page 17 with both Artemis and Butler on a flight travelling back to their home. However, before the chapter ends, it is further emphasised how Artemis is a genius. “Butler nodded appreciatively. Always two steps ahead, that was Master Artemis.”
In the final part of the chapter, we also get to see what Butler is reading, which may imply that what he’s reading is his interests, or that he’s reading it for his job of being a Butler.
Page 17 – “Doubts assuaged, butler returned to his copy of Guns and Ammo, leaving his employer to unravel the secrets of the universe.”

After reading chapter one I feel as though my understanding of the events that need to take place within the first chapter of a story has improved.
It was evident that the characters which the story will most likely go on to follow, being Artemis and Butler, were explained. As a reader we were given an idea as to how both the characters looked, and hinted certain personality traits of each character (such as Artemis being pessimistic, and Butler being merciless).
However, there aren’t descriptions that paint an exact picture of the characters in the readers mind. This may be something that is touched upon in the next few chapters, but since I only plan to read the first and last chapter, I will most likely miss vital information.
A few other important characters are included in this chapter, such as Nguyen and the spirit. These characters looks are also described, to a certain extent, such as Nguyens dress ware when he’s pretending to be a waiter and the spirit when Artemis first sees their face.
So from this I know that the more important characters need more description, since these are the characters that the readers will be following throughout the story.

As well as the characters, the location in which the story is set is constantly described. The weather conditions are mentioned earl on in the book a number of times. Not only the weather conditions, but the physical conditions, such as what’s going on and the events taking place (e.g. people on mopeds, crowded streets, pickpocketers) which help the reader create a picture of where the character are, and what they’re doing.

Additionally, the theme of magic was introduced to the audience, which will likely be a rather important plot point within the novel. This not only begins to progress the story, but also shows the type of fantasy that will be covered.

Chapter 9 – Last chapter
During the events of the final chapter, there are no major conflicts / fights, as they seem to have been concluded in the chapter before. However, there still is the theme of conflict, since the sprites (LEP) still plan to use a bio-bomb on Artemis and others helping him, one they retrieve the captive LEP member, Holly.
The story is brought to a close with Artemis outsmarting the LEP, and by doing so, earning the gold that he was given as ransom, and bringing an end to the conflict.

About mid-way through the chapter, the bio-bomb is detonated, and the readers are left on a cliffhanger. This is because the readers don’t know if Artemis and the others managed to survive or not, especially since Artemis had spiked the drinks he had given to the other and himself.
Page 263 – “It’s a bit late for doubts, he chided himself, and sank into unconsciousness.”

The next section of the chapter changes the perspective over to the LEP, as they enter the house to find the gold and the corpses of the humans. However, we as the readers find out that Artemis, at least, is alive, when it is confirmed by the LEP members (when the LEP members were experiencing spatial nausea). However the reasoning behind how they are alive is unknown at this point. The LEP then leave upon realising their defeat.

Towards the end of the chapter, Artemis explained what had happened, and how they survived the bio-bomb. This was needed since before the bomb exploded there was the cliffhanger, and also because the plan, and reasoning behind it had not been explained beforehand.
The chapter / story ends with Artemis’s mother being healed (which was the promise he had made with Holly) and reuniting with Artemis, with both characters being happy to the point of tears of joy.
Page 277 – “Artemis felt a tear on his cheek. He wasn’t sure whose tear it was.”
The story ends with a hint of a continuation of the series.
Page 278 – “His plans would have to be much more devious than usual if they were to escape his mother’s attention.”

After reading the final chapter of the novel, I have been able to see what was included, and how the chapter differed from the first chapter of the story. The main reason for the final chapter was, of course, for the end of the conflict, and the conclusion of the story. However, before ending the story, a cliffhanger was also used to hook the readers in one last time and keep them interested in the story (just in case they weren’t already), and to keep them on the edge of their seats. This made the chapter that much more interesting, especially since it was used along with the view point change (when after the cliffhanger, we story is shown from the views of the LEP forces).
The story, just like many fantasy works, ends on a positive note (Artemis’s mother being healed / reuniting with him) which is another important element that was included in the closing chapter.
However, there was little character description in this chapter, unlike the first chapter. This is most likely due to all the characters that are included in this chapter, already being described in their introductory chapters. However, there are still character descriptions present every now and then, so it’s still important to bear in mind that that element is still needed throughout a story, even at the end.


The Lord of the Rings: The Fellowship of the Ring (J.R.R. Tolkien)

Chapter 1 – First chapter (Book 1)

Within the first sentence of the story,  a character is introduced (Bilbo Baggins), as well as the location / home (Bag End). This character being the protagonist of the book set before this, being The Hobbit.
Since this book shows the story after that of The Hobbit, the information shown describes the character further by stating his age.
Page 21 – “When Mr. Bilbo Baggins of Bag End announced that he would shortly be celebrating his eleventy-first birthday with a party of special magnificence, there was much talk and excitement in Hobbiton.”
Because of this, the readers now know that the protagonist from The Hobbit is now at an age of one hundred and eleven. Additionally, since Hobbiton is mentioned, the readers know where the story is currently taking place.

The new protagonist (the protagonist of this story), being Frodo Baggins, is introduced. On page 22, the second page of the story, not too long after being introduced, the age and birthday of the new protagonist is stated.
Page 22 – “Bilbo was going to be eleventy-one, III, a rather curios number, and a very respectable age for a hobbit (the Old Took himself had only reached 130); and Frodo was going to be thirty-three, 33, an important number: the date of his ‘coming of age’.”

Frodo’s history / parents are talked about (more specifically, how they died).
Page 22 – “’A decent respectable hobbit was Mr. Drogo Baggins; there was never much to tell of him, till he was drownded.’”
This gives us as the readers a bit more insight as to why Frodo is where he is at the current time.

Additional characters are also introduced and described. The main areas being described consisting of clothing and facial features.
Page 23 – “He wore a tall pointed blue hat, a long grey cloak, and a silver scarf. He had a long white beard and bushy eye brows that stuck out beyond the brim of his hat.”
This character is soon after stated to be Gandalf, one of the more major characters within the story (as well as the other stories).

The first chapter of the story introduces the previous protagonist, as well as introduces the new protagonist (protagonist for this book), and additionally the many different families (along with some specific / named characters) that are a part of Hobbiton.
The main event that takes place during this chapter is the birthday / party of both Bilbo and Frodo Baggins, with the party ending with Bilbo leaving the shire, and giving away many of his possessions to the other visitors, as well as his nephew, Frodo. The main and more important item being passed on being the golden ring (left for Frodo).
The chapter ends quite openly, with the party coming to an end and Gandalf leaving.

One of the main elements that is of course present within the first chapter of the story is that the protagonist is introduced. This is common in most books, but for this in particular, Frodo is introduced and talked about (parents history / death, and how he came to be adopted by Bilbo), but only really receives the spotlight towards the end of the chapter, once Bilbo has left. The reasoning for this might be because Bilbo was the protagonist of the story before this, The Hobbit, and therefore this was still a part of his story (hence why he’s still writing his book).

Also, there are a number of other characters introduced, some by full name and others just by family name. Additionally, another major character is introduced, being Gandalf. Upon his introduction to the story, his looks are described to the readers, such as clothing and facial (hair) features.

Another important element is that one of the major plot points, and a source of conflict is introduced, being the ring passed down to Frodo. If the readers have read The Hobbit they will have a better understanding as to what the ring is, but as for new readers like myself, the role that the ring will play throughout the book(s) is still a mystery, and because of this hooks the readers in, as they want to know what it is and what it can do.


Chapter 10 – Final chapter (book 2)
This chapter covers the decision that Frodo has to make, being where the ring is to go next. During the time Frodo has asked to be alone to sort his thoughts out, and try to come to a conclusion, he finds that he has been followed by Boromir. We find out that Boromir has started to become corrupted by the ring, as he lashes out and attempts to attack Frodo. However, Frodo equips the ring and vanishes, where he eventually see visions due to the ring. These visions showing Frodo of a war that’s to come.
Upon seeing this vision, Frodo knows what must be done, and decides to travel to Mordor alone. However, the rest of the group begin to worry, and begin to look for him. Only one person finds Frodo and proclaims that he is coming with him no matter what. The chapter then ends with both Frodo and Sam on their way to the Land of Shadow.

Throughout the chapter there was character development, in the form of Frodo deciding on what must be done, and deciding that he’ll go alone because there are people dear to him that he wishes not to lose.
Additionally the chapter and story ends on a cliffhanger, as there are more books set after this one.
As previously mentioned the story ends with both Sam and Frodo travelling to the Land of Shadow.
Page 407 – “Then shouldering their burdens, they set off, seeking a path that would bring them over the grey hills of the Emyn Muil, and down into the land of Shadow.”
This leaves the readers no knowing what will happen to Frodo and Sam on their journey, but also leaves the readers in the dark as to what will happen with the rest of the group.


Do Androids Dream of Electrical Sheep? (Philip K. Dick)

Chapter one – First chapter
The protagonist / main character (MC) is introduced (by name) within the first line of the story.
Page 1 – “A merry little surge of electricity piped by automatic alarm from the mood organ beside his bed awakened Rick Deckard.”

Introduces the main characters wife, who mentions the protagonist’s job during a discussion (well, more like an argument) between the two characters.
Page 1 –
“Get you crude cop’s hand away,” Iran said
“I’m not a cop.” He felt irritable now, although he hadn’t dialled for it.
“You’re worse,” his wife said, her eyes still shut. “You’re a murderer hired by the cops.”

The conversation goes on with the MC stating that he’s never killed a human, and Iran replying that he only kills the poor androids, or as she says, ‘andys’.
Page 1 – "Iran said, 'Just those poor andys.'"

The time in which the story is taking place is presented to the readers in the form of Rick checking his schedule.
Page 2 – “Examining the schedule for January 3, 1992, he saw that a businesslike professional attitude was called for.”

A number of hints towards the events that had previously occurred on Earth are stated. The first of this being when Iran talks of how many other left earth, and the next being when the air is described.
Page 3 – “’So I put it on my schedule for twice a month; I think that’s a reasonable amount of time to feel hopeless about everything , about staying here on Earth after everybody who’s smart has emigrated, don’t you think?’”
Page 5 – “The morning air, spilling over with radioactive motes, gray and sun-beclouding, belched around him, haunting his nose; he sniffed involuntarily the taint of death.”

The reason for the emigration is also stated, with posters and other adverts still advertising those on Earth to leave.
Page 5 – “The Legacy of World War Terminus had diminished in potency; those who could not survive the dust had passed into oblivion years ago, and the dust, weaker now and confronting the strong survivors, only deranged minds and generic properties.”
Page 5 – “Continually, new species came into existence, created out of regulars by the omnipresent dust. The saying currently blabbed by posters, TV ads, and government junk mail, ran: ‘Emigrate or deteriorate! The choice is yours!’”

The main characters dream or at least his goal is also show to us when talking to his neighbour, about how his sheep died, and how his current one isn’t a real one.
Page 9 – “’God,’ Rick said futilely, and gestured empty-handed. ‘ I want to have an animal; I keep trying to buy one. But on my salary, on what a city employee makes–‘”

After reading the first chapter, I have been able to see what elements were included, and I was able to see how the story was effectively started.
First, we are introduced to the main character waking up, which is when we learn of his name. Shortly after we learn of his wife (Iran), and the time (what year) the story is taking place.
These are important elements as it quickly establishes major characters for the readers.

The MCs hopes / goal(s) is also stated by Rick himself, when he mentions, while talking to his neighbour, that he wants to once again own a real animal, but lacks the money. This may not be overly important, but it allows the readers to have a better understanding as to how Rick feels, and what may motivate him to work.

We also get a number of mentions to some of the technology, such as the device that wakes Rick up, being the mood organ. This indicates that the Earth and its technology depicted in this story are different to the Earth we live in, as it is unheard of, and non-existent in real life, since the mood organ allows the user to change their mood, depending on the number they input (different numbers for different moods). In addition to this, we also learn that there are hover cars, which is a common depiction of vehicles in the sci-fi genre.

Chapter Twenty-two – Final chapter
The main event of the final chapter is that the protagonist believes to have found a rare and extinct species, being a toad, in a desert. His puts the toad in a box from his car, and then returns home to his wife Iran. After fiddling around with the toad, she finds and explains that it is electrical. After doing so, she thinks to herself whether she should have told him.
However, Rick replies with (Page 191) “But it doesn’t matter. Electrical things have their lives, too.”
This is a change from that very morning, when all he wanted and really seemed to care about was owning a real animal, and not one that’s electric.
Shortly after, Rick naturally falls asleep on his bed.
Once Rick is asleep, Iran phones a number for animal accessories, as well as asking for a repair / adjustment for the toad.
Iran then states that (Page 193) “’I want it to work perfectly. My husband is devoted to it.’”
The story then comes to an end with Iran preparing herself her own cup of coffee.
After reading the ending if this story, I have been able to find some of the features that were included.
We are shown how the main character, Rick, has developed, which is shown to the readers when he considers that electrical things have lives.
This story ends rather openly, with the readers not really knowing what will happen with the main character next (whether he will continue his job or change).
The story is put to an end with the character getting to rest after the events that had occurred after the long day


Clockwork Angel (Cassandra Clare)

Chapter 1 – First Chapter
The story beings with dialogue, where a maid is informing the protagonist that people are waiting for her in another room. This is not only the starting point of the story, but it also introduces the main characters name, Tessa Gray.
Page 25 – “’The sisters would like to see you in their chambers, Miss Gray.’”

The initial location, being the main characters room is described to us.
Page 26 / 27 – “She wore the unflattering black schoolmarmish dress that the sisters had given her once she’d arrived; her trunk had never followed, despite their promise, and this was now the piece of clothing she owned.”

The readers are provided details of the characters looks (both past and present looks), such as face, eye and hair type and colour, and height. This is, of course, important, as it allows the reader to visualise the character they are / will be following throughout the story.
Page 26 – “There was the pale oval of her face dominated by hollow gray eyes – a shadowed face without color in its cheeks or hope in its expression.”
Page 27 – “but Tessa had always been perfectly content with her own smooth brown hair and steady gray eyes.”
Page 27 – “And it wasn’t so bad being tall, either – taller than most of the boys her own age…”
Page 27 – “She didn’t look regal now, though. She looked pinched and bedraggled and altogether like a frightened scarecrow.”

A number of other characters are also introduced during this chapter, such as the Dark Sisters, and the maid, Miranda. Tessa’s brother Nate is also mentioned in the chapter, but doesn’t physically appear, since him and Tessa are separated.

During the chapter, we also find out why Tessa is in this house, and what the Dark Sisters are doing to Tessa, and have been teaching her to do. The readers find out that Tessa has been taught by the Dark Sisters to draw out the spirits of objects. And ready her for someone known as the Magister (to marry him).

The chapter ends with Tessa attacking Miranda, and Tessa learning that Miranda seems to be something other than a living human.
Page 38 – “It connected with a sickening sound. Miranda reeled back – and then straightened. Tessa shrieked and dropped the globe, staring – the whole left side of Miranda’s face was crushed in, like a paper mask that had been smashed flat on one side. Her cheekbone was flattened, her lip mashed against her teeth. But there was no blood, no blood at all.”
As of this moment it is unknown what this character actually is, and due to this pulls the reader in, interesting them and making them want to keep on reading to find out what Miranda is.

Tessa then attempts to leave the house and run away. However, unfortunately for her the first person she sees and asks for help is actually an acquaintance of the Dark Sisters (their coachman).
The chapter then ends with Tessa attempting to run once more, but presumably being caught by the coachman. As this happens, the readers would be unsure as to what’s going to happen to Tessa for attempting to flee and attacking Miranda.
Page 39 – “Tessa turned to run, but it was already too late.

Chapter 20 – Final Chapter
During the chapter the main character, Tessa, felt a variety of emotions. At first she was disheartened and sad at how she thought she would have to leave the institute, and then then, most likely somewhat happy upon hearing that she could stay.
She’s then goes to the roof, where Will is standing, staring at the city.
Tessa then proclaims how she has grown to like and respect Will as a friend.
They then share a kiss. But Will states that he would not think of marrying a warlock, as they are unable to bare children. This being news to Tessa, and difficult to take.
Once back in her room, she is cheered up by Jem who eventually enters and her mood.
After the two had talked for a while, they are interrupted by a tapping at the window.
They open the window to what seemed to be a bird. Upon flying in the room, it travels over to Tessa. It is actually her clockwork angel which is once again becoming lifeless.
Page 482 – “Tessa smiled. ‘My angel,’ she said.”

 

Lord of the Rings Fellowship of the Ring
Clockwork Angel cover.jpg
Do Androids Dream of Electric Sheep cove
Artemis Fowl cover.jpg

Appendix - Additional Reading

This section of research includes the additional reading of two books I looked into for this project. The information picked out was done so due to the feeling that it may provide useful if I am to carry out the writing role for the next project.

The Ultimate Guide to Video Game Writing and Design - Flint Dille and John Zurr Platten

Chapter 1 – The influence of storytelling in a digital universe

Page 2 - “For video games, one of the biggest challenges you have as a writer is creating a compelling and engaging content that captivates the player and enhances the overall gaming experience, not distracts from it or slow it down.”
This is where the main part of problem solving will occur during this and the next project. However to solve the problem I’ll need to learn how to make content that appeals to audiences and is of a high enough level.

Page 3 – Break down the language of cinema (elements from a particular movie sequence):
Spider-Man Homecoming (2017) - https://www.youtube.com/watch?v=9c7zyojcqjk

How did the scene begin?
The scene begins with Peter / Spider-man arriving at the Washington Monument. The audience knows that this is occurring at the Washington Monument as a previous scene explains this, but also during this same scene there are different shots of the monument as Spider-Man is climbing up (so location is explained verbally and visually).

How did the scene end?
The scene ends with Peter / Spider-Man saving his friends by getting them out of the elevator. Right after all of them are safely out of the elevator, a comedic comment is made by the Spider-Suit AI (Karen), and then after a brief moment, the web holding Spider-Man snaps, sending him to fall down the elevator shaft.

Cinematic language tricks that were used.
The conversation between Spider-Man and Karen (the suits AI) allows the audience to understand that the people stuck in the elevator are in much more danger than they think. This is also portrayed by the panic shown by Spider-Man when he finds out how little time there is before the elevator and everyone inside will fall.
Additionally by the appearance of the lift (the bright orange burn / melt marks on the ceiling), we as an audience can tell that the lift is approaching a point where it will break, and therefore everyone inside is in extreme danger.

This has given me a better understanding of the tricks that can be used. However, this was a scene from a movie, but some of the tricks would still be useful within a game, such as NPC characters running from something. This, used along with audio (people screaming and shouting in fear) could be effective, since one way the player would interpret it would be that they’re running from something dangerous. If this was to occur within a cut scene, once it ended the player would know that they either have to see what it is, or even run from it (depending on the game).

RPGs (D&D)
Page 5 - “The brilliance and main addictive quality of D & D was that it simultaneously created rules and structure for the players while also freeing their imaginations to go places and have adventures that no traditional board or military miniatures game had previously allowed.”

Page 5/6 – “But perhaps the biggest paradigm shift it created was this: you weren’t controlling the character, you were the character. The First-Person game was born.”

This would be another thing to think about when creating the game / writing the story. I would need to find ways to make the story engaging to the player; otherwise the story would most likely become a boring. One way to avoid this would be to create a story that makes use of player options. This makes the game become more engaging, since it is required the player to make options which may or may not affect the rest of the story / ending of the story or game
(Much like games where there are different endings. E.g. Injustice 2, Persona 5 – research point? / reference)

Early storytelling through gameplay
Page 7  “The original video games, Atari classics like Asteroids, Missile Command, and Centipede didn’t have a storytelling component, but they still had a narrative. The gameplay itself dictated the fiction in which the experience existed.”

Page 7  “Although there are no cut-scenes, by simply describing the gameplay, you are in essence, defining a story for these games.”
“But these early titles focused almost exclusively on gameplay: the fusion of interaction and narrative would come later.”

There are fewer games like this in today’s age, as many games try to focus on trying to portray a story. However, these classic games that didn’t have a story are great examples of how a game doesn’t need a story to be enjoyable, but instead have a narrative. However, I feel that the game I make for the final project will require some sort of script or story. Although this helps prove that not all games need story to work.

Chapter 2 – Video Game Story Structure and Work Approach

Play it, Display it, Say it
Page 16 – “It is important to remember that your story is working in unison with gameplay. The more your story can be told through gameplay, the better.”

“If it is possible to do so, let the player have control over the key narrative moments, either by triggering them through their actions, or in fact, having the game reveal key story moments (a sidekick character is killed because the player didn’t defend him, for example).”

“In other words, when dealing with your narrative, create a priority for telling your story as follows: play it, display it, say it.”


Storytelling priority (page 16)
Using the example provided in the book,
(PHOTO ON PHONE) there could be a number of ways to carry out the action of a door exploding, whether it’s due to the protagonist or not.
Using the example that a door needs to be exploded, and there are terrorists behind said door.

Gameplay – simple walk over to the door using analogue sticks and hold a certain button (e.g. â–¡) to plant an explosive device on the door. Since the player has control during this time, as the door explodes, the player can open fire on people inside


Narrative – Player sits back and watches as an explosive is planted on the door. Once door explodes game starts and player can begin taking down the terrorists / alternatively this is also in a cut scene).

Alternative – As NPC character plants explosive, the player must hold off enemies that are attacking from another direction, and protect the NPC teammate. Once door explodes, the enemies stop spawning / appearing from behind, so enemies behind the door can become the main focus of the narrative.

I feel as the least fun for the player would be a cut scene where there is very little interactive input into what’s happening.
I feel as the most fun option for the player would be the third method, as it would keep the player occupied as the games narrative continues. Additionally, the NPC could be talking while the player was protecting them, so it’s not just a constant mindless gunfight, and there are important matters being discussed (e.g. where they need to go next, or how many enemies are on the other side of the door).

Don’t Diminish the Hero
Page 17 – “One of the biggest problems with game narratives is the fact that often times the needs of the game conflict with the needs of the story.”

“Games are about empowerment, and creating a situation in which the narrative conceit of the game puts the player in a subservient role is not a winning formula”

This effectively means that when a player plays a game, they don’t want to be repeatedly being told what to do. This also will sometimes clash with the protagonist, since it may not seem right for them to only do what they’re told, when they’re told. To avoid this when it comes to creating events for the game of the extended project, the events will need to be thought about, and planned out accordingly to suit how the main character, but also still engage the player and make them interact with the world and people (NPCs) around them.

Don’t Diminish the Hero (Page 18)
I believe that for some games there are time when talking to a character and straight up asking them for the needed information would be effective / could work. However, this isn’t to say that this is the only method that would need to be made use of, as the game would quickly become boring if it was just constant question asking and no player input / work for the information. Meaning there would need to be methods for some characters to get around this.

For this task I’ll an example of the protagonist, being the hero, and trying to sneak into a villain’s / group of bandit’s hideout. In the town with the villains secret hideout, the town could have a number of the villains group members located around the town / area of the secret hideout.

For the player to obtain the name of the person he must see / find (e.g. villain / bandit leader) the player could eavesdrop on the members of the villain / bandit group. Eventually the conversation will be revolved around the leader of the group where the name of the leader is stated.

To obtain the location of the hideout, the player must spy on patrolling members. This could be a task for the player to sneak after the members as they return to their base.
Once the bandits / villains return to their base and the player has been following, the player knows where the base is located.

For the final task, of knowing when the player must get there, a combat task could occur when the player has to encounter a lone member and fight them for the information (threaten them upon defeat). This could also work as a way to obtain entrance into the base, whether a code word is needed, or whether a uniform is needed to enter (if so, steal the persons clothes when they are defeated).

Constructing the Story - Page 18
“The best advice for story progression in a game is to design it like a roller coaster.
Consider the following elements:
•Exhilaration
•Slowing
•Building suspense
•Bigger exhilaration
•Surprise “bump”
•Huge suspense
•Final wild ride
•Victory lap
•Get off the ride”


Page 18 - “Eventually, our game story will have a beginning, middle, and an end. But unlike screenwriting, we aren’t thinking of what is happening over the course of Act One.”

“Instead, we focus on our characters, the world, and the gameplay challenges that the player will face as he accomplishes the objectives of the level. When these are firmly in place, we turn back to more traditional storytelling techniques to create the narrative arc of the game.”

If I end up writing a story driven game for this project, I will most likely attempt to follow this structure (or at least use this progression structure for reference. I feel like this would be a good plan since my current knowledge of story writing isn’t at a level where I could effectively write my own story, so by hopefully using this structure, I would be able to write something that would at least have some appeal.

Writer-Friendly Formats
Page 19 – “The more linear a game is, the more writer-friendly. Linear path games are controllable. You don’t have to think of the five thousand different things a player will do and cover every contingency. You know where he is, what he’s doing and why he’s doing it at all times.”

“The art here it to make the story compelling enough that the player keeps playing through it to see how it all comes out."

 

“The difference between linear and nonlinear stories is that a linear story drives the player through the game, and in a nonlinear story, set pieces are created that may live on or their own or, when added to other set pieces, build towards a larger unfolding narrative.”

When designing / writing the story for the final project, or this project (if I end up creating one) it will be a good idea to first discuss the different narrative types. By using a linear narrative, the process of creating the story will become easier and less confusing. However, non-linear game are becoming more popular (along with the open world genre) meaning this will need to be thoroughly discussed with the group / planned before carrying out (so the most effective narrative type can be used for the story).

Writer-Difficult Formats
Page 19 - “These formats are by their nature much less controllable. They tend to have a lot of situations in which the writer will have to write endless alts (alternatives) and fairly generic exchanges with NPCs (Nonplayer Characters).”

“In a free-flow game there are no cinematics or obvious breaks in the story. This effectively refers to an open world design in which your adventure is whatever you happen to do in the world. There is no clear sequence of events.”

 

“A consequential story offers a way of balancing free-flow and structure. The idea here is that the world is alive and remembers things and there are consequences for your actions.”
 

“In a role-playing game (RPG) you are not so much progressing through a story as trying to build up your character to better deal with the world of the game. So the journey of the character becomes the story. The problem is that you have to anticipate thousands of different kinds of alts depending on who your character is and how an NPC will relate to them.”

These types of formats will most likely be difficult to create a story for, since, as mentioned above, they require almost endless alternatives exchanges and interactions with NPCs. Because of this, it might be best to attempt a more writer friendly format, but this will need to be discussed with the group when the final project comes around.


Serial
Page 22 - “You are following a distinct story that ends in one level and then teases you at the end of the level with a cliffhanger that leads you to the next level.”

Cut-Scenes as Game and Story Drivers
Setups

Setups can consist of cut-scenes at the beginning of a level, which establishes what the player’s goal will be for the level.
Page 22 - “Narratives are often used to set up challenges that the hero will face in a particular level, or sometimes, even a set piece within the level.”

“Elaborate setups will usually involve a cut-scene at or near the beginning of the level, while a shorter one can be created in-game. Sometimes setups may be nothing more than voiceover dialogue.”

Payoffs
Payoff story drivers are ways included in the narrative to reward the player for completing a goal / to show that they have completed a goal.
Page 22 - “They are the narrative equivalent of a slap on the back. Often, they are the most visual sequences (like when the bridge blows up as our hero jumps to safety).”

“In addition to resolving issues with the story, payoffs are also a way in which we reaffirm to the player that he is accomplishing the challenges of the game.”

Autopsy
An autopsy cut-scene is where the player makes a mistake, such as dying, and ten a cut-scene is shown to show the player where the character, and themselves as a player went wrong, so they can correct this when they respawn.
Page 23 – “Narratives can also be used to show the player where he made a mistake.”

Advancement
Advancement cut-scenes are similar to those for autopsy, but instead show the player the first introduction to a new level, character, or even skill that the player can now use.
Page 23 – “advancement cut-scenes establish new worlds, or technology, or character, or weapons, or skills, etc., that the hero has earned by progressing forward through the game.”

Character Journeys
Character journey cut-scenes are those which show the player how far their character has come over the course of the game / the changes their character has undergone. It could be a scene showing the strength of the character, or even how the character has become more injured during the course of the game.
Page 23 - “In games, the player is creating the journey for his character as he plays. The story can support this with a specific scene that shows how the character is evolving, getting more powerful, or wiser, or even more damaged.”

Impart Information (Mission Briefing)
Impart information cut-scenes are scenes in which the player is told information which links to the task that they need to carry out. (“You might need to creatively tell the player what he needs to accomplish.”)  This could consist of an NPC telling the player where to go, but not what they need to do, as the player will find out what is needed to be done when getting there. Changes within the story can also be shown by these scenes. “For example, when you are exploring an underground cavern and a cave-in blocks your passage.”  

Establish Rules and Expectations
These cut-scenes are used to introduce the player to the rules of the game, which allows the player to understand the fundamentals of the game, and therefore actually know how to play.
“One of the most important things that game narratives can do is to help the player understand the rules of the game.”

“A few in-your-face narratives at the beginning of the game will set the tone for what is to follow.”

Using Dialogue to convey information
Since I haven’t carried out a project like this before, I need to learn how different methods can be used to progress the story / portray information. One of these ways is dialogue.
Page 24 - “Dialogue in games serves two major purposes: advancing story and conveying information. When it comes to advancing the story (which can have any number of interpretations from learning more about the character, to creating some interesting reveal, to setting up a gag that is paid off later) you have a lot of flexibility in how your characters will talk and interact with one another.”

Page 25 - “As you are writing your dialogue, remember that lines are there to add depth to the story, and note which lines are giving instructions to the player.”

Types of Conflict (Page 27)
I feel that before writing a story (e.g. the story for the final project / this project if I decided to create one) the type of conflict that will be included in the story will need to be thought about and discussed. But to do that I first need to know a bit about the different types of conflict that there are.

Man VS. Man
“This is the big one: protagonist versus antagonist, our hero against villain.”

“Almost all stories rely on this type of conflict. First-person shooters, third-person action-adventure, and sports games are usually centered on this type of conflict.”


Man VS. Nature
“Our hero is trapped in the wilderness, or fighting to survive in a storm, or out to kill the great white whale”

Man VS. Self
“Although not often used in games, this conflict is our hero at war with his own demons, such as addictions and phobias.”

“In gameplay terms this might be a survival horror scenario.”


Man VS. Destiny (Luck)
“Often used in Role-playing Adventures, this is our protagonist battling with his destiny.”

Man VS. Machine
“This is man In conflict with technology. Fighting unstoppable machines, usually after they’ve become self-aware, is a staple of science-fiction stories and games.”

Man VS. System
“This is or hero versus the world. Usually our protagonist is misunderstood, or a loner who “knows the truth” but can’t get anyone to believe him. This is a common theme of action-adventure games.”

Man VS. Past
“Our hero is trying to escape his past, but it keeps coming back to haunt him.”

“This type of conflict is often overused in the amnesia stories and is common in mysteries.”

The Stakes
As well as the type of conflict, I feel as it will be useful if I have a greater understanding of the different types of stakes that can be made use of within a story. These different stakes might link to / work well with different types of conflict, so I feel it would be best to learn a bit more about the different types.

Life or death
Page 28 - “The highest of stakes. When you are playing for your life, things are about as serious as they get. Most first-person games use these stakes. If there is too much damage, you’re dead.”

Wealth or poverty
Page 28 - “Greed is a powerful motivator and is something that is understandable by everyone.”

Love or loss
Page 28 - “This is more esoteric and isn’t used in games as much as it should be. It is the most emotional of stakes, and when done properly, love is probably the most compelling emotion.”

Happiness or sadness
Page 29 - “If our character starts at the bottom emotionally, his or her journey to happiness can be rewarding for us as well. To make these stakes work, we really need to be invested in our hero.”

Triumph or defeat
Page 29 - “Win the battle, win the war. Save your people, save your family… and yourself.”

Security VS. Instability
Page 29 - “Bringing chaos under control, or succumbing to outside forces.”

Jeopardy: How story elements affect tension
Time
Page 30 - “The ticking clock drives action. Time establishes the “rules” under which the characters in the story function.”

Plot
Page 30 - “This function of conflict and stakes, the intensity of both and the time in which it occurs, which generates the risk or jeopardy our hero faces, and dramatic tension we experience that forms the basis of the plot of our story.”

Character(s)
Page 31 - “Your hero(es) need not be the protagonist of the story. They can also have their own inner-tension and turmoil, not just that which is generated within the game”

World
Page 31 - “Again, this is not only the location, but also the reality in which the story takes place, e.g. Hong Kong Physics, Comedic World, Sci-Fi Oppressive, etc. The world itself will contribute heavily to the conflict.”

Tone
Page 32 - “What Is the tone of the piece? Is it light, heavy, serious, playful, black, irreverent? This is often the area where the story goes “off the rails” because a tone is set within the narrative that the player becomes comfortable with, and then something comes out of right field that throws the tone out of whack.”

Theme
Page 32 - “Underneath the game story is the theme: redemption, salvation, falling from grace, power corrupts, money can’t buy happiness, revenge. All of the clichés tend to be the big themes that fuel the story.”

“Whenever you run into a brick wall in the narrative, go back and review your theme what scenes do you need in order to advance the hero forward in a way that will deliver the theme?”


Player Expectations
Page 32 - “The pacing of the narrative should match the pacing of the game.”

“Keep dialogue as tight as possible. Avoid long expository speech like a wise old wizard who tells us lots of interesting things that we never get to see. Don’t tell what you can show. Don’t show what you can play. Backstory is important if it has direct relevance to the narrative.”


This is important since it reminds us that within a game the player will most likely want to be doing other aspects of the game then talking to a character. However, this isn’t to say that speech isn’t important, but it’s a reminder that speech should be short (if possible) and as relevant to the story as possible (or events of the story / game).


Chapter 3 – Game Story Theory and Dialogue

Dialogue in video games
Page 37 - “In short, to have great dialogue you have to have great characters talk about fascinating things, often in conflict with each other.”

Shorthand backstory wherever possible
Page 38 - “Sometimes huge amounts of backstory are covered by a visual. In You Only Live Twice, Bond shows up as a naval officer and we have reason to believe that he actually is or was one. And that’s it. Done, backstory covered. We don’t know what happened to him in the navy and it doesn’t matter.”

Live in the moment
Page 41 - “A great game is re-playable and the each replay can give the player a different experience.”
“Great gameplay is about solving problems the first time. Solving problems means making great choices and the more choices you give a player, the more addictive the gameplay becomes.”


Relationships and dialogue
Page 41 - “Good game relationships and the dialogue that builds them fully engage the players. Like anything else, the best relationships are give and take."

“Twists and turns and the dialogue that reflects them keep the game fresh.”


Avoiding stock text
Page 42 - “Repetitive situations are almost always better handled automatically and abstractly, without dialogue. The fifth time you hear the same wisecrack from the same character, the game feels stale.”

Style
Page 42 - “The more abstract the style, the more abstract the style can be.”

The present tense
Page 42 - “Game dialogue is written in the present tense. Like this. Very present time. Very tense. It’s happening right now, right here, right in front of me. See it as the viewer sees it.”

Metastory
Page 43 - “Metastory is closely related to world. It is stuff that happens on the edge of your stories, things implied, but never explicitly stated.”

Don’t wear out the F key
Page 44 - “Rough language does not instantly translate to tough narrative. Edgy is a four-letter word, too. Effective profanity can heighten action and tension, and is also useful for establishing character, but don’t overdo it.”

“Exceptions are when the characters, world, or tone can use it. Remember your audience and tune accordingly.”


Story Physics
Page 44 - “The physics of game story break down to: action/reaction/action/reaction; escalating tensions; foreshadowing and reveals.  It takes in spectacle-the use of big, glossy effects. It included reversals-nothing should go the way you expect it to.”

“Building games is like making movies in 3D. You have all of the plot, character, style, and other concerns of a movie, but you also have a technological component.”

Clichés and stereotypes
Page 45 - “There’s a reason we fall into clichés-it’s easy and, at a certain level, they work.  The problem is that they are never fresh; they always feel derivative. Writers use clichés sometimes because of laziness, sometimes because they don’t want to waste valuable real estate on seemingly unimportant things.”

“Try to surprise the audience when you can without confusing them By confusing them, we mean we’ve all seen instances when writer have gone so far out to avoid a cliché that it is difficult to figure out what the character is about. ”

Dialect: Let the actors bring something to the party
Page 46 - “In general, our feeling is that your first goal is to have clarity in the dialogue. Your average reader should be able to make it through your script without having to say the lines out loud to understand what they mean.”

“Allow your actor to bring something to the party. Your work, unlike in a novel, is written to be spoken by (hopefully) a professional actor who brings his own skills to the table. Whenever possible, allow your actors to get comfortable in the recording session and bring their own unique twists to the lines.”

Player’s relationships to the character
Page 46 - “The most obvious characters are surrogates for the player. When you play James Bond in a game, you’re presumably playing someone you would want to be.”

“In some cases, the player plays a character that is widely different than he or she, like a guy playing Lara Croft. In that case, there’s a different relationship with the character. Lara is a girl; the player is a guy. Okay, so there’s something great about being able to control a woman (no man can hope to do that in real life!)”

Consequences
Page 47 – “Some games experiment with a world that has consequences. The world watches what you do and you have to suffer the consequences of it.”

“…bear in mind that, as a game writer, you’re going to need alts for every possible relationship another character can have with you.”

Chapter 4 – Video game construction and technical strategies

Setting up the world of your game
Page 49 - “Video game storytelling primarily exists to give meaning to game play.”

“As you approach your story, remember we’re not making a movie, we’re creating context for a game.”

Page 50 – Console games are usually episodic in nature (levels) so we need multiple opponents, locations, and environments. Levels then have sub-levels and missions (objectives) throughout these areas.”

“The reality of story-driven games is that you usually have an optimal path: the spine of the game where the main action and events take place.”

“You are going to need eight different environments for a full-length game, with different locations within that environment.”

“You’re likely to need a Level Boss for each of those environments and he (or she, depending on your content) will have three types of semi-unique palookas.”

“Story and dialogue needs to be restricted to short bursts. Rarely do we have-nor do we want-long cinematics. As a general rule, cinematics shouldn’t be over a minute long unless there is a compelling reason for it.”

“Game logic is often more far-fetched than film logic because  of the structure of the medium. The player always needs an objective or challenge, so in many cases reasoning behind areas of story are flimsy.”

o the world such as a sword striking or a waterfall crashing.”

“Inorganic sound effects are game conceits: effects that tell us that we have opened up a secret doorway or have picked up a treasure star or other important item.”

Types of exposition
Page 53 - “Dramatic exposition is used to get across story elements. It divides broadly into plot, character, and world exposition.”

“Plot exposition at its worst is the endless briefing from a character…”

“Character exposition attempts to tell the player something about characters.”

“Gameplay exposition is a kind of writing that exists uniquely in games and instructional manuals.”

Chapter 5 – Building Characters

Character types (pages 65-66):
Player character (PC / Hero)
The character that the player controls when playing the game. This can often consist of multiple characters, where the player controls a character who isn’t the protagonist for a particular even in the game. (E.g. Spider-Man PS4 – Throughout the game the player controls Peter Parker, Mary Jane, and Miles Morales).
Page 65 – “Many linear games that utilize multiple characters employ forced swaps. Usually, each of the Player Characters in these games has different ferent skills sets to help you get through the experience.”

Page 66 – Player characters are the heart of your franchise. How they live, fight, behave, rebel, quest, change, grow, interact, and even die within the worlds you create will have the greatest influence on the success of your game.”

Nonplayer characters (NPCS)
The characters / creatures  that populate the game. These characters will be have some sort of relationship with the character, whether it’s ally or enemy or neutral standing.
Page 66 – "As the name implies, you cannot directly control these characters. However, you may be able to influence their actions by choices you make during gameplay.”


Types of NPCS
Ally
“An ally is a character who either helps you or has to be helped by you.”

Neutral
Page 66 – “A neutral character in the world is neither friendly nor hostile to you.”

“Neutrals give your worlds life… and establish the reality in which your game takes place.”

Enemy
Page 66 - “An enemy is a foe that will actively attempt to thwart whatever you are trying to accomplish.”

Level Bosses
Page 67 – "Unique NPCs, Level Bosses are the uber-enemies that the player will encounter throughout the game. They usually have distinctive gameplay associated with their actions.”

“They are more powerful than other enemies and may also have associated story elements attached to them.”


Player-directed characters
Page 67 – “Becoming extremely popular in Squad Combat style games and questing adventures, the Player-Directed Character(s) can be given orders by the player.”

“Player-Directed Characters function as a subset of your Player Character.”

Character rewards and punishment
Page  71 – “Rewards and punishments are truly the core compulsion of game play. They are the carrot and the stick that either lure or drive you through the experience. Since we are playing a game, by its very definition, we expect rewards (advancement, winning) and punishments (obstacles, losing). ”

Rewards: Resource, Power Ups, Information, Keys, Skills, Points, Upgrades and Add-Ons, Collectibles, Difficulty Level Unlockables, Reveal Hidden Areas or Characters, New Alliances and Allies, Game Saves, Easter Eggs.
Punishments: Progress, Capability, Time, Resources, New Enemies.

Enemy states (Pages 86-88)
Alert, Active, Hunt, Attack, Protect, Flee, War
n, Berserk, Asleep, Dead.
   
Chapter 6 – Steps to the game concept and script

Developing the story


What is the hook?
Page 89 / 90 – “Of course there is no working definition to the word hook, but it vaguely means, “What’s the thing that’s going to grab people right away?” (It originated in the music business, where it is the “catchy” thing either lyrically or musically in a song that causes you to focus on the tune.)”

What is the story?
Page 90 – “This usually boils down to a story premise (some people call it a treatment, though technically that phrase isn’t right). This short document (think two to four pages sums up your story.”

Who are your characters?
Page 90 – “These include your main characters, the player character (or characters), his friends and allies, the main (ambient) boss (typically who you defeat in the last level), level bosses (those guys you defeat at the end of every level) and, minions for all of the bosses.”

Where are the locations (and worlds)?
Page 90 – “Games are about worlds. You live or die by the world of your game.”

“The art and locations of this world obviously reflect its inhabitants.”


What is franchise?
Page 90 – “The basic meaning is: What is the thing that will make people buy Spanklords from Neptune II, III, IV and V? What makes it into a movie or TV show? What can we spin off to make another game? What makes it extensible to multiplayer and online?”

A storytelling strategy document with parameters
Page 92 – “This is a creative document that outlines what the storytelling strategy is going to be in terms of how it will apply cinematics, In game cut-scenes, voice-over, interface searching, etc. The idea here is to come to an agreement on these issues early on.”

The premise
Page 92 – “This is a short version (a paragraph to a page) of your story.”

A story synopsis
Page 92 – “Longer than the premise, perhaps about four pages. It takes the reader from the story setup to complications to resolution.”

Springboards for levels
Page 93 – “These are the basic beat (important moments) of the levels.”

Character bios
Page 93 – “Offer longer bios of many characters, shorter bios of minor characters. You may also consider doing a short bio for the world itself if it is fantastical or mythical in nature.”


Level templates.
Page 93 – “Level templates are designed to be a “net to catch ideas.” They contain an idea in its category and give it a context.”

The outline
Page 92 – “This is how the story, laid out linearly (if it is to be linear) or nonlinear if it’s a nonlinear story.”

Breakdowns
Page 93 – “These are the scenes and voice-overs broken down.”

Scriptment
Page 93 – “This is a document that lives somewhere between script and a treatment (hence the name). A scriptment is usually around twenty pages long, and may include key dialogue moments (with temp dialogue – but this can still convey the scenes in ways descriptions often can’t).”

Scripts
Cinematic scripts
Page 95 – “Your normal script document. It looks like a screenplay broken down with scene names and descriptions.”


In-game dialogue script
Page 95 – “Often as not, this comes in an Excel spreadsheet for. Make yourself familiar with Excel.”

Onomatopoeia script
Page 95 – “This may or may not be tied to the in-game script. It is endless variations of phrases lie “Ouch, that hurts!” or “Take that!” or “Is that the best you’ve got?” and includes kicking sounds, hitting sounds, etc.”


Chapter 9 – Inside the creative process

Recording and mining idea
Keeping a journal
Page 121 – “It’s a place to make note of any useful observations you’ve had.”

“It can be a repository of random ideas about characters, set pieces, dialogue, etc. that may prove useful later.”

The idea mine
Page 121 – “storage area for any interesting or worthwhile thoughts or observations.”

Page 121 – “For example, John may get an idea for an action or set piece, and not know anything about how it connects to a story.”

Page 122 – “Build a body of stock characters, set pieces, locations and dialogue that you can utilize in your work.”

Keep a game diary
Page 123 – “If you’re in it for the long haul, start keeping a diary when you’re playing games. Write down what you like and what you don’t like. Refer to it each time you start a project.  Try to capture the immediacy of what’s happening. Later on, go back and analyze it.”

Master collected notes
Page 121 – “As the writer, you need a place to collect your ideas: Your own war room… or your one-sheet of inspiration.”

“It contains all of the material that hasn’t made it into the project yet, or might never make it.”

Casting your characters
Page 130 – “Characters can be easily illustrated with an archetype.”

“Comparing your character to a well-known actor or fictional character is a way to very succinctly express a notion to people in shorthand.”

Communicating the tone of your ideas
Page 131 – “When ideas for a game and/or story are initially presented, the first emphasis is usually tone. The tone of your project should be firmly established before you get too far into the process of developing your ideas, as it will form the foundation upon which much of what is to follow is based.”

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Video Game Storytelling: What every Developer Needs to Know about Narrative Techniques - Evan Skolnick


Skolnick, E. (2014) Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques, 1st Edition, United States: (PUBLISHER?).

Chapter 2 – The Three-Act Structure
The three act structure
The three act structure is a term used to describe the different phases that are used within stories.
Page 12 – “In other words, all complete stories consist of three distinct phases: beginning, middle, and end.”

To begin with there is the introduction. This is where the world, as well as the main character(s) is established.
Page 13 – “Nearly all stories start with an introduction – a starting point before the main conflict is presented.”

The next phase of the structure is the middle. This phase of the story is where the hero starts to try and resolve the issue / conflicts that are occurring.
Page 14 – “With the initial setup complete, it’s time to start seeing what kinds of obstacles the protagonist will confront and how he’ll manage to overcome them.”

The final phase is the end / resolution, which is where the hero either resolves the conflict, which leads to a happy ending, or the hero fails to do so, and therefore leading to a sad ending.
Page 14 – “The hero makes his ultimate effort to resolve the conflict and either succeeds (happy ending) or fails (sad ending).”

Chapter 3 – The Monomyth
“While the three act structure was first documented thousands of years ago, the monomyth was conceived less than a hundred years ago by legendary American mythologist and writer Joseph Campbell, in his seminal book, The Hero with a Thousand Faces(1949)” Read this book / sections.

Archetypes
Archetype is the term used for a character or group of characters that are often used within stories.
Page 28 – “The core concept of the Monomyth is that of archetypes – a small group of highly resonant character types that we see again and again in myths and stories.”

Types of archetypes
Hero: This is, of course, the primary character you play as in a game, or follow in a story.
Page 28 – “The Hero’s primary function is to resolve (or at least attempt to resolve) the main conflict.”

Herald: The herald is the character who informs the protagonist of the conflict that is occurring.
Page 29 – “The Herald announces the main conflict, or at least Its potential, to the Hero.”
“In Star Wars, R2-D2 is the Herald, carrying Princess Leia’s urgent call for help to our Hero, Luke.”

Mentor: The Mentor is the character who helps or teaches the hero.
Page 30 – “As the name suggests, the Mentor is  a teacher and an advisor . The classic Mentor character is older than the hero, wiser, and perhaps in an earlier time could have actually been the Hero.”

Threshold / Guardian: The Threshold / Guardian is the character(s) who attempts to block the protagonists progression, and attempt to resolve the conflict.
Page 30 – “The Threshold Guardian – or in modern parlance, the Henchman – does exactly what his classical name indicates: he blocks the progress of the progress of the Hero.”

Trickster: This character, although evil sounding, is a character that beings an aspect of comedy into the story.
Page 31 – “Whether snarky, ditzy, clumsy, or flamboyant, a character embodying the Trickster archetype infuses comedy and lightheartedness when the story needs it the most.”

Shapeshifter: The Shapeshifter characters are those who are used within a story to give the player a sense of doubt and mistrust.
Page 31 – “Mistrust and misdirection are essential story elements used to keep the audience engaged and guessing what’s going to happen next.”

Villain: The villain is of course the character who is causing the conflict that the protagonist is trying to resolve.
Page 32 – “Colloquially referred to as the Villain, this is the head “bad guy” and the instigator behind the main conflict.”

Story Structure (page 32-37)
Ordinary World
The Call to Adventure
Refusal to call
Meeting with the Mentor
Crossing the First Threshold
Tests, Allies, Enemies
Approach to the Inmost Cave
The Supreme Ordeal
Reward
The Road Back
Resurrection
Return with the Elixir

Chapter 4- Characters and Arcs
The Hero
Audience Identification:
Page 38 – “The better we as the audience can relate to him, and the more sympathetic we are to his situation, the stronger the emotions the story can potentially elicit from us.”

Changes and Growth:
Page 38 – “The hero usually starts the story in a state of dissatisfaction, formlessness, and/or incompleteness, and during the course of events is changing and grows to a more satisfied, evolved, and/or complete state.”

Action:
Page 40 – “In attempting to resolve the main conflict and its resulting sub-conflicts, the Hero must take action.”

Personal, Primal Stakes:
Page 41 – “What’s at stake and why do I care? This is the question the audience is silently asking at all times regarding your story.”

Risk and Sacrifice:
Page 42 – “Being a Hero involves a willingness to take risks - usually big ones, with stakes that are intensely personal to the Hero – and being willing to face the consequences of failure.”

The Villain
Viable Challenge:
Page 44 – “The core function of a Villain is the generate the mina conflict, either directly or indirectly, as part of a larger goal.”

Blocked by Henchmen:

Page 46 – “You don’t get to generally start the video game by jumping straight to the final boss battle. You have to work your way up to it, dealing with multiple lesser enemies and obstacles over the hours of play time, before you’ve earned the right (and learned the moves!) to challenge the Villain himself.”

Desire and motivation:
Page 46 – “One of the traps writers often fall into with a Villain is to not really  think the character through beyond a very superficial level – resulting in a two-dimensional, obstacle-generating plot device, instead of living, breathing character with wants, desires, and plans of his own.”


Man with a Plan:
Page 48 – “A well-conceived Villain is no dummy, and should have concrete plans for getting what he wants.”

Thinks He’s Good:
(Page 49)

Villain as Hero:
Page 50 – “As discussed, modern, three-dimensional Villains don’t consider themselves  to be evil, or Villains. They think they are right.”

Growth and Change Optional:
Page 50 – “Unlike the Hero, who has a defining characteristic of changing and growing over the course of the story, the Villain may or may not go through any such metamorphosis.”

Directly Confronted:
Page 50 – “While for much of the story the Villain is protected by Henchmen, by the story’s climax the Hero must have the opportunity to directly confront the Villain, who very often represents the final obstacle to resulting the main conflict.”

Application to games (53-55)
Partners / Squadmates / Allies
Mentors
Named Enemies
Quest-Givers

Chapter 5 – Exposition
Page 56 – “But exposition is nothing more than this: information the audience needs in order to understand and appreciate the story.”

Chapter 6 – Believability
World Consistency
Page 75 – “Defy it regularly, and they will eventually make an unconscious determination that this story – despite your efforts to convince them of the contrary – does not take place in the real world.”

Character Consistency
Page 76 – “As part of their unspoken contract to suspend their disbelief, audience members agree to convince themselves that the characters in the story are not constructs but real people.”

The Element of Surprise
Page 88 – “No one wants to experience a story in which it’s always possible to guess what’s going to happen.”

Page 88 – “Our stories, even artificially constructed as they may be, are generally designed to feel at least as surprising as the real world does. After all, a predictable story is a boring story.”

Chapter 7 – Dialogue
The Function of Dialogue
Page 92 – “Dialogue has one main function: to convey exposition”

Character Exposition:
Page 94 – “Every character should have a unique “voice,” a specific, recognizable, and consistent way he verbally expresses himself. It should separate that character from every other one in your story.”

Emotional Exposition:
Page 95 – “As mentioned in the bulleted list above, the way characters speak provides vital clues not just about who they are, but how they are currently feeling – critical information for a storyteller to convey at all times.”

Page 95 – “As with other forms of exposition, it is preferable to show than to tell. Someone putting a fist through a wall is generally a cleaner and better way to demonstrate that character’s anger and frustration than having him describe it via dialogue.”

Gameplay Exposition:
Page 94 – “Unique to the game narrative experience is gameplay exposition – using storytelling to communicate gameplay goals, instructions, and hints.”

Chapter 10 – Game Character Development
Design
Page 130 – “Every character in a game – like every character in a story – should be there for a specific reason.”

Player Character Ludonarrative Harmony
Page 131 – “As discussed in the previous chapter, the entire game will revolve and be constructed around the player character and his verbs – what he is able to do within the confines of the game space.”

Bullies, Bastards and Bitches: How To Write The Bad Guys of Fiction.

Morrell, J.P.(2008) Bullies, Bastards And Bitches: How To Write The Bad Guys of Fiction, 1st edition, United States of America: Writer’s Digest Books.

This book, as stated in its title, explains how an effective bad guy, or antagonist, can be written. For my experimentation for this project I plan to create a character biography, and maybe even a story for the character. Because of this I hope to be able to pick out some useful areas that will improve not only my writing, but additionally my character concepts.
When I start planning my character, I will have to decide whether they’ll be more like a protagonist or antagonist. Either way I will need to make it so they’re the main focus of the biography / story, since all characters that are in the game I’m creating this character for are the main characters of each of their own stories.

Chapter 1 – Unforgettable

Think Outside The Box

Bad Asses

When creating the antagonists of the game, they’re a different type of character to the others found within the game. But what makes them different, and why do they need to be so interesting to the audience? In the book ‘Bullies, Bastards and Bitches: How To Write The Bad Guys Of Fiction’, a reason for this is stated.
Page 13 – “These characters are the bad asses. We use bad asses in fiction because readers want to meet story people whom they’ll never meet in real life, or, more likely, because they avoid these types in real life – especially at an office party, especially in a singles bar, especially in a dark alley.”
From this we know that the antagonists needs to portray the characteristics and qualities of their real world counterpart, to allow the player to experience these people, without the danger of coming face to face with real life danger.

But then the next question is as follows, what exactly makes up a bad ass character?
Page 14 – “While a bad ass can range from a smart aleck to a sociopath, he will always be somehow edgy and outside the norm. He will also possess a large and simmering physical presence, with at least one unsavoury personality trait.”

Page 14 – “He can possess a great intellect and wit, or quote saints and philosophers. He might also possess a simmering sexuality, look fabulous in a tux, and have admirers or lackeys.”

Examples (page 14) – “Think of the characters played by George Clooney and Brad Pitt in the film Ocean’s Eleven to imagine this type of bad ass.”

The next thing to bear in mind is how these bad ass characters have an effect on the readers/audience.
Page 15 – “A bad ass can be in a position of power or authority, which makes the reader really nervous. Perhaps the bottom line is that these characters cannot be typecast, cannot be easily explained, and certainly cannot be easily dismissed.”

Page 15 – “The main difference between heroes and bad asses is their level of morality. While heroes are always sympathetic characters, bad asses are not always sympathetic characters. Heroes bring hope and morality to a situation; bad asses can bring hope to a situation, especially when the chips are down, but it is more likely that they skirt the rules in the process. Another difference is that heroes are always on the side of good, but you cannot say the same for bad asses. Or, possibly, their means of helping for the good are unsavory”
Examples (Page 15) – “Think John Rambo in Rambo, Jules Winnfield in Pulp Fiction, Harry Callhan of dirty Harry, Buffy the Vampire Slayer kicking butt and taking names.”

What characters can be bad asses?
Page 15 – “A bad ass can be a science teacher, a corporate executive, or a priest. Fiction writers and screenwriters create bad asses because the lives of these characters are messy and complicated and sometimes freaky, and these messes and complications and freakfests make for compelling fiction. It’s all about attitude.”

Why would the reader would be wary of bad ass antagonists/villains?
Page 16 – “I’ll be quaking not only because I’ve witnessed the bad ass in action, but because the write has imbued the character with complicated yet believable motivations, and has shown him in surprising actions, which stem from influences from his past. In the case of the villain, this is likely a deeply troubled past.”


Moral Continuum
Page 16 – “As a writer, you’ll need to know how moral or immoral your character is, and these crucial decisions will shape your memory.”

Page 17 – “The point here is that everyone in real life and in fiction is somehow influenced in childhood and at different stages of life, and these influences are what create a moral code.”

Page 17 – “When you’re imagining the morality of a character, you’ll want to know how his morality will collide with the moral codes espoused by other characters in the story.”
 

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Page 19 – “Also keep in mind that that fictional people generally will have traits that the reader both loathes and admires, or perhaps grudgingly admires.”

“However, if you’re using a bad ass in your fiction, you will want to know exactly how far he’ll go to get what he wants. And, no matter their level of morality, fictional characters generally act in wasy we’re not allowed to act in real life.”

Layered Traits
Page 19 – “A character’s single most important job in a story is to stimulate the reader’s emotion. This is accomplished by demonstrating character traits, and then giving your character tough choices and excruciating troubles so these traits are dramatized.”

Page 20 – “All protagonists and major characters, including antagonists and villains, need a consistent set of three to six primary traits that are introduced early, are the basis for their personalities, and are demonstrated in the story.”

(Trait being a quality/characteristic of the character)

Page 22 (examples of traits) – “Thus, the risk-taking Indiana Jones will always peruse the most treasured item on the globe and face ruthless villains, Nazis, and criminal operations. His ability to make lightning quick decisions will be shown as he ducks danger, and we’ll also hear him quip and banter with women and bad guys.”

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Chapter 2 – The Case of the Unlikeable Protagonist

Likeable Versus Unlikeable Protagonists

Once I start designing my character, I will need to decide upon a number of elements for the character, one of these elements being character likeability.
However, there are a number of types of likable characters, which are each different to other likable characters, but how are characters likeable in different ways?

Page 26 – “He is approachable, someone the reader can understand and come to know.”
These are the character that don’t have secrets, and hid nothing from the other characters and the reader. However, if this character does have a secret, this links with the story and will be revealed during a story/plot event.

Page 26 – “He is flawed and human.”
These characters are the ones that are relatable to the average reader. These characters are not perfect, but there flaws are what allow the reader to relate to them. “…such as feelings of inferiority, an easily triggered temper, on inability to get along with family members.”

Page 27 – “He has mostly redeeming qualities and positive dominant traits.”
These are the characters that are almost perfect. They have traits/qualities that are respected and admired by the player. “These qualities could include stoicism, generosity, compassion, and intelligence.” However, new traits will constantly need to be developed for new characters; otherwise the characters might become too similar to those that already exist (in different stories).

Page 27 – “He somehow instils hope and belief in the reader so that the reader can take on his cause and goals.”
These are the characters that have the role of teaching the reader something through their journey through the story. “Perhaps the character is trying to find love, right a wrong, or understand something important about human nature.” The lesson learned by the player will range depending on the story, but it could be something such as telling the reader to follow their dreams, or even showing the reader that hard work is required to gain what they want the most in life.

Page 27 – “He has certain toughness and courage.”
These are the character who will take any fight, no matter the odds. The toughness and courage are the likeable traits of these characters. “Even when quaking with fear, he takes on the bully, or enters the darkened building, and tracks down the criminal to his lair. It’s never easy, but he does it anyway.”

Then there’s the opposite, the unlikable protagonists.

Page 28 – “He has mostly negative dominant traits.”
These are the characters that have almost all negative traits. “He might be vain, egotistical, cruel, insensitive, power hungry, devious, promiscuous, or any other traits that most of us like to think we don’t possess.” Throughout the story, these characters can be redeemed, but to do so they need to have at least one positive starting trait.

Page 28 – “He creates pain for other characters, especially vulnerable characters.”
The actions of these characters link to their traits, which also commonly link to their backstory. These characters additionally often cause unwelcome events in the story. “His actions, based on his primary traits and usually somehow linked to his backstory, always cause large ramifications in the story.”

Page 28 – “He is his own worst enemy, even though he usually doesn’t possess the insight to understand this.”
These are the characters who are not aware of their own negative traits, until they are made aware during a story/plot event forces them to realise their own downfalls.
“He might be arrogant, imperious, opinionated, moody, humourless, distrusting, or bullying.”

Page 28 – “He creates uncomfortable feelings in the reader.”
These are characters that the readers can relate with, whether it’s for better or worse. This relation between the character and reader can be due to the reader facing similar problems of their own in real life.
“Sometimes this uneasiness with the character is because the character’s actions are despicable or shocking; but sometimes it’s because the reader just might be afraid to admit that he has similar unlikeable traits, such as being selfish, cold, or ruthless.”

Page 28 – “He draws in the reader.”
In the context of being an unlikeable protagonist, there are the characters that the reader finds interesting, and must continue reading, to find out how they live their lives, which are, likely, so different to the readers. “Mostly it’s because, on some level, we’re all voyeurs, insatiably curious about how other people live their lives, even when these people exist within the pages of a book.”

Page 28 – “He has complicated reasons for his actions and personality traits.”
These are the characters that are only convincing due to the influence of their backstory. Maye this character has poor traits to a childhood trauma, or being spoiled.
“The trick is that the character’s backstory reinforces his current position in the story.”

Why use an unlikeable protagonist – Pages 31-34

Redemptions
Page 34 – “…fiction often features a hopeful ending. This type of ending has existed since the beginning of storytelling. Hope helps us fall asleep at night and get up the next morning to take on the burdens of the day.”

Why Backstory Counts
In the case of unlikeable protagonists, their backstory and the reason for them being how they are shown in the story is vitally important for the reader to actually gain an understanding of the unlikeable protagonist.
Page 41 – “…backstory is crucial to bringing an unlikeable protagonist to life and depicting his character arc.”

Walking a Fine Line
If writing an unlikeable protagonist, I will need to be careful to make sure the character has feature that interest the reader, otherwise the reader will lose interest in the story due to the fact they’re being forced to read the story of a character that they have no interest in.
Page 43 – “…using an unlikeable protagonist calls for walking a fine line. It comes back to the basic face that a reader wants to be captivated by characters. If a reader is only repelled by your unlikeable protagonist and his situation, he might not be able to finish reading the story. So while some revulsion can be felt by the reader toward an unlikeable protagonist, his feeling should be balanced by also feeling fascinated by the character.”

Chapter 3 – Anti-Heroes
Next there’s another type of character, the anti-hero. This type of character is comparable to a hero, but lacks the traits and qualities that a hero has. Examples of anti-heroes are Batman and Wolverine, as their intentions are for the benefit of the world, but their methods are often violent and unsightly.

Page 50 – “An anti-hero is a protagonist who is as flawed or more flawed than most characters; he is someone who disturbs the reader with his weakness yet is sympathetically portrayed, and who magnifies the frailties of humanity.”

Page 51 – “An anti-hero is a protagonist who typically lacks the traditional traits and qualities of a hero, such as trustworthiness, courage, and honesty.”

Characteristics of an anti-hero
Page 53 – “An anti-hero is not simply a bad ass who cannot follow the rules. The reasons for why he acts as he does, along with his self-concept, are important to the story.”

But just how different are anti-heroes to other characters, and what makes them unique?
Page 53 –
“As you create anti-hero characters, consider that they:
•are not role models, although we secretly would like to kick ass like they do.
•can be selfish and essentially bad people who are occasionally good.
•are sometimes unglamorous and unattractive in character as well as in appearance.
•can be motivated by self-interest and self-preservation, but there is usually a line anti-heroes won’t cross, which sets them apart from villains.
•often have motives that are complicated and range from revenge to honor.
•forced to choose between right and wrong, will sometimes choose wrong because it’s easier.
•can play both sides with good guys and bad guys, profiting from both.
•can sometimes be coerced to help underdogs, children, or weaker characters, and they sometimes do voluntarily
•can embody unattractive traits and behaviours, such as sexist and racist attitudes, and violent reactions when wronged.
•can show little or no remorse for bad behaviors.
•are usually a mess of contradictions.”

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Hero and anti-hero difference (IMAGE PAGE 56)
Heroes and anti-heroes often have similar intentions, but do still have a number of differences.
“A hero is an idealist” whereas “An anti-hero is a realist.” This means that a heroes aims are what he or she believe can be done, aiming for the best result, even if it’s unachievable. However an anti-hero, being a realist, has more real and achievable goals.

Another main difference between the two is that a hero is “somehow extraordinary” but an anti –hero “can be ordinary”. The trait that the hero is likely something that others do not have (it’s unique to them), whereas the trait of the anti-hero could be something that many others have. An example could be superpowers. Heroes such as Super Man have super powers, but Batman (a vigilante), however, does not (although he is a billionaire), but instead has technology, money,  and the ability to fight.

It’s also stated in the image that “A hero is a modern version of a knight in shining armor”, but an anti-hero is a “tarnished knight, and sometimes a criminal”. This could be seen as saying that heroes are perfect beings, but anti-heroes aren’t so perfect. This is somewhat true as anti-heroes often have different, sometimes darker, methods to heroes.

(Started only quoting what I felt was extremely necessary (Kind of))

Roles for Anti-Heroes

Everyman: Page 58 – “Picture this category as the opposite of Superman. Not only does an everyman anti-hero not possess supernatural talents or abilities, but he also might have a lackluster appearance and come with a beer gut, a bad back, and a bald spot”

“When you create an everyman type for a story, you’ll be featuring a story character that the reader can easily identify with, because the real world is populated with these types.”

Vigilante or Tarnished Knight: Page 59 – “A vigilante is a person with his own moral code who takes the law into his own hands, as in the days of the Old West. In many ways, this anti-hero type is closest to heroes in literature because of his aims in the story.”

Charming Criminal: Page 59 – “Readers and film audiences know crime is bad, but they cannot help but like, or at least sympathize, with this likeable rouge.”

Page 61 – “With a charming criminal at the helm, these stories usually feature nonstop action and witty dialogue, with the reader or film viewer enjoying being in the known as the plans are laid for the heist or scam.”

Dark Hero: Page 62 – “Dark heroes, also called Byronic heroes, are angst-ridden, and are often misunderstood loners.”
“Typically, this character is a young and attractive male with attitude and a lousy reputation…”

Bad Boy: Page 62 – “Bad boys are the anti-authority and cannot handle conventional morality; they instead possess a personal moral code that is sometimes disturbing to others.”

“Bad boys typically bring a lot of fire, defiance, and eroticism to a story, along with a sense of danger.”

Reluctant Hero: Page 62 – “A reluctant hero is a tarnished or ordinary man with several faults or a troubled past, and he is pulled reluctantly into the story, or into heroic acts. During the story, he rises to the occasion, sometimes even vanquishing a mighty foe, sometimes avenging a wrong.”

“But he questions whether he’s cut out for the hero business. His doubts, misgivings, and mistakes add a satisfying layer of tension to a story.”

Loser: Page 63 – “This type of anti-hero has traits similar to the everyman, but the loser usually begins the story at a low ebb in his life.”

“A loser is known for a terrible ineptness, bad luck, especially troubling flaws, and qualities that make him seem especially ill-suited for the task at hand. This sort of ineptness keeps the story teetering at the edge of disaster.”

Outcast: Page 63 – “This category of anti-heroes include characters who often accept or even glory in their roles as social outcasts.”

“Their roles in the story will always shine a light on beliefs or systems that most of us take for granted or give little thought to.”

Screwball: Page 64 – “Screwball characters are usually depicted in the midst of a fairly complex situation, such as a mystery with romance, lots of sexual tension, and a series of complications factored into the story.”

“These characters are used for hilarity and for surprising plot twists.”

Disgraced Hero: Page 64 – “A disgraced anti-hero might have once been a true hero, but he was somehow undone by his own demons; so he cannot assume that role now, although at times his actions can be heroic.”

“This type of character is often a loner and will always be haunted by the past and have self-destructive behaviors.”

Oddball: Page 64 – “An oddball character can be a nerdy geek who wears a pocket protector or an autistic savant, among many other types of people. The point is, they just don’t fit in, and because of their oddities, they are often ridiculed or avoided by others.”

“Their presence in a story creates extreme sympathy along with tension because oddballs can range in nature from explosive to outlandish”

Rebel: Page 66 – “Although many anti-heroes have a rebellious nature, sometimes an anti-hero exists almost solely as a rebel with a cause. This character type will fight or resist the status quo, and their reasons for rebelling often fuel the plot and place them in direct opposition with other character.”

Creating Your Anti-Hero Exercise (Page 65):
This task is to create a list of habits, addictions, and behaviours that annoy me, so that I have a list of traits and qualities to build an anti-hero. The reason for this list is due to the fact that anti-heroes have at least one flaw (negative trait or quality), which means that this list is a bank of ideas for said traits/qualities

Habits: Poor hygiene, eating with mouth open / loudly, overly friendly strangers (as well as the opposite, overly rude strangers), Show offs, large groups taking up the whole pavement (especially when walking slowly), lying, financial irresponsibility

Addictions: Chain smoking (and blowing smoke into the faces of those around them / not aware of surroundings ), stealing (if excessive = addiction), excessive drinking

Behaviours: Stuck up / snobby (people looking own their noses at others), ungratefulness, rudeness, Bragging, judgemental, disruptive (especially in public areas), Not being aware of surroundings (talking about topics / being loud when in public), excessive swearing, talking too loud, racists, adulterers, rude.

Chapter 4 – Dark heroes and Bad Boys

Dark Heroes
Dark heroes and bad boys are two other distinguishable types of characters that are different to each other. But what are they and how are they different to one another?
Page 76 – “These characters are somehow tormented and usually have not reconciled their need for love or community. In fact, they typically have a hard time admitting any vulnerabilities.”

A few additional qualities:
“angry, cynical, aloof, and self-serving.”
“marked by a traumatic past event or childhood abuse”
“willing to adopt a vigilante approach to problem-solving”

Bad Boys
Page 77 – “Like dark heroes, they are often shaped by their circumstances and past. Perhaps they fell in with the wrong types at a tender age, or were wrongly accused of something. Perhaps someone or something taught them to bend the rules – at least a bit.”

A few additional qualities:
“interested in freedom and adventure over security and safety.”
“daring and risk taking.”
“cocky, forthright, and extremely self-assured.”

Traditional Heroes
“Traditional heroes in fiction are usually men who are the masters of their own destinies. James Fraser of Diana Gabaldon’s Outlander series personifies a traditional hero.”
“He can be hard-edged or suave, but he’s always an alpha or dominant male who takes huge risks to protect those he loves, along with risking all to defend his beliefs, his country, or his property.”
“He is always formidable, intelligent, and brave. Readers admire his boldness and willingness to sacrifice.”

A few additional qualities:
“taught honor in childhood”
“a leader of mankind.”
“law-abiding (or trying to be and has plausible reasons for breaking rules).”
“sometimes easy-going in demeanor, but is always going to have a grave purpose.”

(MORE DETAILED LIST OF THE 3 TYPES ON PAGES 76-78)

Chapter 5 – Antagonists: Bullies and Mischief Makers
Job Description for Antagonist (More on page 100)
Page 100 – “Forces the protagonist into a new physical or emotional territory…”
“threatens the protagonist by inflicting physical or emotional pain.”

Casting Your Antagonist (Pages 101-106)
There are a number of categories that the antagonist character can fit into. A number of these categories are stated in the book. These categories consist of:
Adulterer, Bad boss, Betrayer,  Bully, CAD, Control Freak, Daddy/Mommy Dearest, Femme Fatale, Gossip, Liar, Love Interest, Mentally Ill, Narcissist, Power Hungry, Pseudo-Friend, Snoop, User, Weakling.
(THESE ROLES EXPLAINED IN CONTEXT ON PAGES 101–106)


Chapter 6 – Bad to the Bone: Villains
Page 119 – “Villains are identified by their values – not the stuff of Sunday school teachings, but rather of something perverse and complicated and frightening. They are also identified by their traits, usually ones that are dark and ruthless, and by their motives, which are usually for power, revenge, or profit.”

Characteristics of evil (Page 121–122)
Evil characters have a number of different qualities and characteristics that make them different to other characters with the role of the antagonist.
Page 121 – “Evil involves the power to influence fear or, in some extreme cases, to terrorize.”
Page 121 – “Evil people like to exert control over others. This can include a wife batterer, a corrupt politician, or a professor who craves power over his students.”
Page 122 – “Evil is witnessed in its power to destroy. This can mean arson, rape, murder, or a suicide bomb. It is also evil to destroy a person’s confidence or happiness, or to do anything to lessen a person’s sense of safety or well-being, as in the case of a stalker tormenting his victims.”

Characteristics of Villains (122–126)
Page 123 – “Villains are consistently bad; their badness is not a random or onetime event.”
Page 123 – “Villains have some defining trauma or situation in their backgrounds that started them down a dark path.”
Page 125 – “Villains are intelligent, because it takes brains to plan crimes and elude capture.”
Page 126 – “Villains can be attractive, charming, and elegant (these characteristics make villains chillingly effective).”

(THE OTHER CHARACTERISTICS ON EVIL AND VILLAINS ON PAGES 121-126)

Creating a potent villain (Pages 126 –128)
Page 127 – “Make your villain complicated and complex. For example, a villain who is charming and brilliant is much more interesting than one who merely is sinister or evil.”
Page 127 – “Imbue your villain with fascinating qualities, like a specific philosophy and vision. The reader wants to understand how your villain sees life, and this vision will often be vastly different from the reader’s, but sometimes the reader shares some aspect of humanity with the villain.”
Page 127 – “Decide wat your villain’s bag of tricks includes. Does he drug his victims? Does he use a computer to send a series of threatening and disturbing e-mails? Does he forge documents? Does he use blackmail, threats, or extortion?”
Page 128 – “make certain that your villain is more than capable of taking down your protagonist.”

Techniques for Creating Menace
Page 132 – A technique to add to your repertoire is to reveal your villain’s potential by showing the reader a series of actions and plans that build over the course of the story, accelerating to a fevered pitch until the villain is an inescapable and malevolent menace.”

 

Unpredictable
Page 136 – “Another technique to create a menacing villain is to make him unpredictable and slippery as an eel. One of the villain’s primary jobs in a story is to keep the reader guessing and on edge.”

Evil Personified: Super Villains (Pages 138–140)
Common super villain traits:
Page 138 – “are antisocial in that they are trying to control or destroy some aspect of society.”
Page 139 – “are almost always sociopaths…”
Page 139 – “have a serious flaw, such as hatred of a certain race, hatred of goodness, or hatred of women.”
(MORE TRAITS ON PAGES 188–140)

Chapter 7 – Sociopaths: Ice in Their Veins

Characteristics of Sociopaths
Page 155 – “…to be classified as a sociopath, a person doesn’t need to exhibit all these behaviours – but he will always be habitually dishonest, grandiose, and parasitic.”
Page 155 – “Few or no emotional attachments.”
Page 155 – “Need to dominate, control, and conquer.”
Page 155 – “An unwillingness to take responsibility for illegal or harmful acts, or for the pain caused to others.”
Page 155 – “Lacking in remorse, shame, or guilt.”
(MORE CHARARACTERISTICS ON PAGES 154-156)

Page 156 – “You see, not all sociopaths make their way in life by brute force or by flagrantly ignoring society’s rules and law. Often seductive, flattering, spontaneous, and even generous, a sociopath often woos his victims before he strikes.”

Chapter 8 – Heroes vs. Villains
Page 176 – “If your story needs a kick-ass hero, anti-hero, or heroine, then it’s likely that you’ll be creating an alpha character.”

Alpha Females
Page 180 – “Like alpha males, alpha females do not sit on the sidelines of life. An alpha female will always have steel in her spine. Powerful, and sometimes prickly, and even bitchy, an alpha female, like her male counterpart, brings a lot of spice to the page, especially when she’s up against an alpha male.”

Page 187 - villain / Hero chart Image

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Chapter 9 – Sympathy for the Devil

Shaping the Backstory
When creating a villain there are various questions that need to be asked. These questions will end up shaping the villain, and providing the reasons for why the villain is who they are on the pages of a story.
Page 204 – “When it comes to villains, there are deep considerations on how to make him not only a compelling threat, but also a compelling person.”
Page 204 – “What does he do on a normal day?”
Page 205 – “Did he come from an intact family or a divorced family? Would he consider his childhood happy, difficult, or best forgotten?”
Page 205 – “Is there a history of addiction, such as alcoholism, in his family? If so, how has he been affected?”
(MORE QUESTIONS TO BE CONSIDERED ON PAGES 204–205)

Chapter 10 – Bitches: Dangerous Women
Defining a Bitch
Page 220 – “…you might want to consider making several of her dominant traits negative or what society has typically not expected of females. For example her traits might include being manipulating, selfish, cunning, power-seeking, or vengeful.”

Writing the Female Anti-Hero
Page 224 – “If your female character is an anti-hero, you have a lot of latitude to create a female who is wrapped up in conflict. Especially when creating the female equivalent to bad boys, don’t be afraid to give her attitude and swagger, and don’t let her apologize for who she is.”
Page 224 – “A female anti-hero typically puts her own needs first and won’t feel guilty about it.”

Writing the Bad Girl
Page 228 – “This type of anti-hero will always skate on thin ice and, like their male counterparts, they will always cause tension and heat. A bad girl exaggerates female characteristics, turns them upside down, or uses her sexuality for various gains.”
Page 228 – “She’s sassy, witty, and sarcastic. She breaks the rules and dares you to try to stop her. She can be a flirt, a slut, or a nymphomaniac.”

Writing the Female Villain
Page 229 – “When a bitch in the form of a villain is on the page, the reader should understand that the character has unleashed the darker parts of her nature.”
Page 229 – “When female power is raw, unleashed and furious, it is a thing to fear. So make certain that your villain character is an alpha female with special talents and loads of ambition, and that her presence in the story just might dismantle the male hierarchy.”

Female Villain types (Pages 230-233)
There are a number of different types of female villains that can be used in stories.
These types consist of:
Avenger, Control Freak, Diva, Femme Fatale, Mommy Dearest, Power Behind The Throne, Slut or Sexual Predator, Scorned Woman.
(THESE ROLES EXPLAINED IN CONTEXT ON PAGES 230–233)

Chapter 11 – Monsters, Creatures, and Lost Souls
Crafting a Monster
Page 251 – “If your villain is a monster, sometimes is possesses human–like qualities, and sometimes it has nothing human in its makeup. If it is a beast or creature, this character cannot seem like an ordinary person wearing animal skins. Your monster character must be somehow extraordinary and seething with quintessential malevolence.”
Page 521 – “Anthropomorphic creatures are the staple of many Disney cartoon movies, and anthropomorphism is fun–if you’re a kid.”

Chapter 12 – Bad Guys for Younger Readers
Make the Story Age Appropriate
Page 269 – “When writing for kids, start by figuring out your reader’s age, and thus the level of reading ability and sophistication your story can include.”

Page 270 – “making decisions about featuring a villain or monster in a kids’ story is tricky, so it’s important to nail down your audience demographic first because, depending on their age, most children want to feel safe while they engage in the joy ride of fiction.”

 

Creative Writing: A Straightforward Guide

Wade, S. (2011?) Creative Writing: A Straightforward Guide, Brighton: Straightforward Publishing.

Chapter 2 – Basic Skills
There are a number of basics that I will need to look into further and bear in mind when carrying out my own writing. Some of these basics are language knowledge, grammar and usage and vocabulary.

Page 16 – “You need to be aware of the guidelines for clear and accurate usage in language, issues of vocabulary and how your selected language and style relate to the imagined reader.”

Page 16/17 – “Grammar refers to a set of widely accepted rule of how words are used and how sentences and other word-groups are connected and inter-related.”

Good idea to purchase – Good Grammar in One Hour

With my writing and even speaking, I find that I often have trouble getting the main point of what I’m trying to say across. This might be because I often try to cram too much information into shorter sentences.
Page 17 – “Keep to one main idea in each sentence. That is, have one subject that is referred to.”
Page 17 – “Never write long, complex sentences. As a rule of thumb, never go beyond three related pieces of information about your main subject.”

Another problem that I have found when writing in the past, is that I usually get the writing tense wrong or mixed up with another.
Page 17 – “Keep to the same verb tense. If you are talking about an event in a particular time, use the same tenses – past or present or future tenses. Only use a mix of tenses when there are aesthetic reasons, of course, to do with narration or the treatment of the subject.”

Chapter 3 – Writing Fiction
As stated by Stephen Wade (2007) there are three common methods of narrative that can be used within stories. Each of these narratives provides the written story differently.
Page 23 – “Use a narrator - first or third person as a rule”
Page 23 – “Tell the story in ‘the authorial voice’”
Page 23 – “start in the middle of the action and dramatize”

First Person / Third Person
First person is shown in the form of “I/me/my” whereas third person is shown in the form of “he/she”. The use of first or third person not only has the effect of changing the writing style, but also affects the story since a narrative that’s first person allows the reader to feel closer to the reader, as the story is from the main characters eyes.
Page 24 – “The first person takes the reader closer to the person at the center of the story. Third person distances him.”

The example of the first person in the book states:
Page 24 – “I’ve been working in a factory for three years now, and I’m sick of it. I’ll do anything to find a way out. I’m going nowhere in a nowhere job.”

This shows and allows the reader to gain a deeper understanding as to how the character themselves feel, since the words seem to be coming from the character themselves, as opposed to in third person where the words are coming from a narrator who is talking about the events occurring around this character.

The example of third person states:
Page 24 – “He was restless and unhappy. His factory work was boring him and the restlessness was getting worse.”

This method of narrative still gets the general point across that the first person narrative did, but doesn’t explain the characters feelings to the audience, but instead takes more of a suggestive approach.

Authorial Voice
Another narrative method is the authorial voice. This narrative method allows the writer to give some further explanations and detailing about various places, and add further detailing on the main characters thoughts.
Page 24 – “You can refer to what’s happening in the character’s head or give factual information, geographical details and so on.”

The example of authorial voice states:
Page 24 – “’The woods in the south of the area were wild. Wolves had been seen and heard in them. Few men ventured there alone. It was the most barren part of a lawless land’.”

This allows us as the reader to understand the dangers of this area, although the character themselves isn’t seeing them. The additional explanation and detailing that this narrative allows is also useful, as it can allow a detail picture of a location to be imagined by the reader.

In the middle
Another narrative method is in the middle narrative. This is where the story begins with action taking place from the get-go.
Page 24 – “With this style, the writer stresses the drama at the opening. You begin in the thick of the action, perhaps with dialogue or with plenty of movement and sound .”

The example of in the middle states:
“’Crack…. The shot rang out across the clearing. John ducked and kept low in the undergrowth. He had the feeling that he was surrounded and that it was the Kennedy gang, out to take more from him than his wallet’.”

Description
As a writer I will be required to describe a number of different things, such as characters, places, or objects, to reader(s). However while doing this there are various points to bear in mind, to allow the writing to remain interesting and more imaginable.
Page 26 – “Use visual, sensual vocabulary where possible.”
Page 26 – “Find a simple image. For instance, a road after heavy rain might be described in this way:
‘The road glistened as if coated with lacquer.’”
Page 26 – “Give a response rather than a bland account. What reactions does the place/person evoke in another character - or even in a passer-by seeing the place/person in a desultory way?”

Character
Page 26 – “Some writers work on the principle that people create events.” This effectively means that if characters are created with enough depth, the events of a story will follow.

Page 26 – “Write copious notes on the characters before writing.”
Page 26 – “Use photos or ‘models’ from real people where possible.”
Page 26 – “Research clothes, education, work, hobbies etc. very thoroughly.”

Linking to my main project goal, of writing for a video game, I feel as though creating characters using this method would be effective for a number of reasons. One reason being as it allows me as the write to gain a better understanding of my own character as I write them, but additionally, it would allow the artists to have a better understanding of the visuals of the characters, as there are comparisons to real life people that they can use when creating the models (give them an representative image).

Chapter 5 – Writing a Short Story: Workshop
Planning
Page 42 – “Writers who ultimately dream of writing that first novel start with trying the short story.  The earliest chapter took a broad view; this chapter concentrates on the writing process involved in writing a story from idea to script.”
It might be a good idea to follow the format listed in this chapter, if I decide to create a short story for my own character (this project).

Creative writing: How to unlock your imagination, develop your writing skills and get published

Ramet, A (2007) Creative Writing 7e: How to Unlock Your Imagination, Develop Skills and Get Published, United Kingdom: How To Books Ltd.


Chapter 3 – Creating Fictional Characters
Basing character on real people
When creating characters, real people can be used for inspiration. However if this is a method use , the description shouldn’t be detail for detail, but should include enough for the reader to be able to imagine a picture of the character in their head.
Page 31 – “In order to be convincing, fictional characters must ring true. The reader should be able to relate to them and identify with them, but the description needs only to be sufficient to project a recognisable image.”

The problem with this is that if a real life person is used for inspiration, and is described within the story negatively, the real life person could be offended (story shows the real life person in a bad light).

Stereotyping and clichés
There are a number of benefits and downfalls with using stereotypes within characters
Page 32 – “Used with caution, they offer an instantly recognisable framework on which to base your character.”
Page 32 – “However, writers who attempt to portray their own racist, sexist or socially stereotypical images invariably cause offence and these views do nothing to improve characterisation.”

Giving them a past
When creating a character, I will need to think about the events that have occurred in the past of my character life, as this will likely impact why the character is who they are in the present.
Page 33 – “Just like real people, fictional characters don’t simply appear fully-grown. They have parents, backgrounds, siblings and experiences that shape their personalities and influence their behaviour.”

(PAGE 34 INCLUDES A FORMAT TO CREATE CHARACTER HISTORY)

Involving Yourself In Your Characters’ Lives
Establishing Motivation
Page 38 – “Knowing the struggle your character may have had to achieve the status they have attained, you will instinctively know how they will react if they learn that everything they have worked for is to be taken away.”

(PAGE 39 INCLUDES A FORMAT TO CREATE CHARACTER MOTIVATION)

Relating to your character
Page 44 – “In order to truly relate to Sally, you need to put yourself in her place and imagine how you would feel…”
This quote then goes on to state a number of circumstances, to show that the readers feelings would change if these events were happening to them. But the events themselves aren’t really what important. The important part is being able to make the reader understands how a character feels, and allows them to feel their emotions.

Chapter 4 – Setting and Atmosphere
Using all five senses
Page 52 – “You need to use all the five senses, sight, sound, smell, touch and taste, if you are to convey a feeling of time and place.”

Setting over characters
Page 52 – “The importance an author gives to a story’s setting depends not only on the style of writing but also on the genre. In romance, for example, the background has major influence on the behaviour of characters.”

Keeping the background out of the foreground
Page 54 – “As a general rule, the setting should never be allowed to dominate the story line. It is relatively easy to get carried away but try to avoid using more than ten lines of pure description in one block or your story will lose pace and fail to hold the reader’s attention.”


Chapter 6 – Writing Realistic Dialogue
Hearing them speak
Page 85 – “The things a character says and the way they say them gives a much clearer insight into their character and allows the reader to make up their own mind as to what sort of person they might be.”

Communication with each other
Page 88 – “Remember that the purpose of writing dialogue is to get your characters communicating with each other, not talking directly to the reader.”

Putting the speech in context
With the use of vocabulary certain features about characters can be shown/explained to the reader.
Page 89 – “The vocabulary your characters use conveys more than just Personality, It also gives an idea of their age, social status and relationship to one another.”

The example shown in the book states (Page 89):
“’You’re not going out tonight. I won’t let you.’
  ‘You can’t stop me. I’m old enough to do as I like.’
  ‘You’re not so old that I can’t give you a clip round the ear.’
  ‘But I’ve got to go, everyone’s going.’”

From this we can tell that there’s most likely a strict parent and a child/teenager in the conversation. However, if this was for a game you’d be able to see the characters, but it would still help show their emotions (by using specialised vocabulary).

Bringing in some action
Page 91/92 – “Action serves as the descriptive element within dialogue…”
With the use of a narrator explaining the actions of the character, the reader are able to get a better understanding of how the characters are feeling (whether they are angry, or irritated, or nervous).

Swearing and slang
Page 96 – “Used sparingly, swear words can add impact and pace to dialogue but gratuitous use of obscenities is offensive and unnecessary.”
Page 97 – “Too many obscenities will, however, have a diluting effect and the full impact will be lost.”

Chapter 9 – Writing for Children
Understanding how it feels
Page 132 – “If you intend to write for children, you must be able to relate to their anti-authoritarian emotions.”

Being small and powerless
Page 133 – “The one emotion that is shared by all children is the feeling of powerlessness in the face of adult supremacy.”

Changing times
Page 138/139 – “Times have changed and thankfully, attitudes have moved on. Black, Asian and foreign characters are no longer portrayed as caricatures, whilst tough girls and sensitive boys are perfectly acceptable.”

Anthropomorphising animals
Page 139 – “At first glance, ‘anthropomorphising’ or humanising animal characters would appear to be the ideal way to capture and hold a child’s attention.”

 

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