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> Basic plot techniques, How do you write your stories?
Sparrowsmith
post May 15 2012, 10:21 AM
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Okay, so this section still has that fresh 'newly opened' smell, so lets get the ball rolling.

I'm basically thinking we get some beginner's tips out for writing. Anything you guys like to use when writing. These can be professional, or just little quirks you've picked up that work.
I'm basically gonna start off with an easy one: Loops.

I was taught these at a writing class a while back, though they might have other names elsewhere. A loop is essentially a question that you ask early in the story, then answer later. They are open plot lines that you are going to close when the time comes. Loops can be short, long, or even reversed (more on this later.) The most important loops are your opening and closing loops (these are often the same). The opening loop is your inciting incident. The event that puts all the others in motion.

Let's take a classic game plot, Final Fantasy VII. In the opening, Cloud and Avalanche jump off of a train and begin attacking guards. We don't know who these characters are, or what they're doing. Theses are our two loops. The first one gets answered in the first few minutes. The second one takes a little longer to develop, but once we know why they're there (to destroy the reactor) we're now wondering WHY they want to destroy the reactor, WHY have they brought Cloud on board, WHAT is a SOLDIER, WHY did Cloud get a headache as they approached the reactor.

The inciting incident (jumping off the train, attacking the guards) gives us enough questions to establish ALL of this. So what can we learn from this? Keep lots of loops open at once. They don't have to be open for very long (they can be as simple as 'who is that' or 'where did that character go') but they are what keep people interested.

This brings us to the next important point regarding loops. Make sure you close them! The popular TV show Lost had a dedicated fanbase because it KEPT OPENING LOOPS. We never had a clue what was going on, and it kept our interest peaked. But eventually the show got too spread out, and a lot of the loops weren't closed. The show still ended well, but it certainly didn't answer everything, and this annoyed a lot of fans.

So close your loops wink.gif Especially if they're important.

I said I'd come back to reversed loops. Now, I'm not actually sure if these are even a real thing, but it's what I call them laugh.gif
A reversed loop, according to the dictionary of Sparrow, is a question that gets answered before the question gets asked. Sort of.
In the film Primer (VERY COMPLICATED) Abe's(?) wife mentions that she can hear bumping in the attic. Abe says this is just some birds (or rats....). It seems very unimportant. Later in the film, after the two protagonists invent time travel, it is revealed Abe has come back from a different timeline, and that the sound in the attic is actually the real Abe from this timeline.
So to recap:
*sounds in the attic*
"Where is the Abe from this timeline?"

The question came after the answer.

So without further adieu, let's hear any techniques you use when writing.


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amerk
post May 17 2012, 07:04 PM
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I agree with the idea behind loops, which is primarily why I enjoyed Xenogears a lot more than I did Final Fantasy VII. Even though Xenogears was indicated as being part 5 of a bigger series, I went away from that game satisfied that most (if not all) of my questions were answered. And considering that game had probably as many twists as an season of X-files, that was a tall order to fulfill.

And I definitely agree to the process of planning. Usually I create an outline of sorts for how my game will go. It's crude, very shoddy and full of crappy mistakes, but it serves as a road map for me for when I design the actual game.

And the one thing I will stress is to proofread. There is nothing more annoying that to find a decently mapped and balanced game, only to be turned off because the story is full of horrible writing mistakes that would make any fourth grader worth their grade cringe. I'm not a grammar nazi, per se, and even I make mistakes, but those mistakes should be few and far between. It's not an easy task, but I play test my game several times just to see how dialogue will flow and to ensure it's done correctly.


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Posts in this topic
- Sparrowsmith   Basic plot techniques   May 15 2012, 10:21 AM
- - lato22   Wow my advice wont sound nearly as professional as...   May 15 2012, 10:29 AM
|- - thatbennyguy   QUOTE (lato22 @ May 16 2012, 06:29 AM) Wo...   May 15 2012, 03:18 PM
- - X-M-O   Here's a little bit of advice regarding story ...   May 15 2012, 03:33 PM
- - Jonnie19   Plan. Plan. Plan. Plan If you don't plan then...   May 15 2012, 03:48 PM
- - Sparrowsmith   QUOTE (thatbennyguy @ May 16 2012, 12:18 ...   May 16 2012, 05:33 AM
- - Sparrowsmith   I think you just brought up another topic of conve...   May 18 2012, 01:37 AM
- - Kaust   Here are a couple of established ways to perform a...   May 22 2012, 03:57 AM
- - zacheatscrackers   I normally just introduce the basics of the story ...   Jun 1 2012, 11:41 AM
- - KD648   I have to say that the most important thing to me,...   Jun 4 2012, 07:11 AM
- - Magical_RuNE_Knight2001   My technique is only the best in the world-- : 2 ...   Jun 4 2012, 09:02 PM
- - m4uesviecr   I think two of the most important techniques in wr...   Jun 30 2012, 07:00 PM
|- - Jens of Zanicuud   QUOTE -Chekhov's Gun- When this performed well...   Jul 2 2012, 06:28 AM
- - Severity   Too complicated for me to comprehend. Will try to ...   Jul 2 2012, 06:32 AM
- - Sparrowsmith   QUOTE (Severity @ Jul 2 2012, 03:32 PM) T...   Jul 3 2012, 02:57 AM
- - Licentia Per Oris   There is some good stuff here. I like to put ...   Nov 6 2012, 04:28 PM


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