In this episode, Rob and Don delve into the topic of Affluence in the Media. Where do our ideas of wealth come from? How does the media shape our ideas of what it is to be wealthy? And why is Richie Rich a post-apocalyptic warlord? All this, and Sigmund Freud’s Nephew are waiting for you in this episode of the Department of Nerdly Affairs.
YouTube user Super Eyepatch Wolf posted a fascinating video last year about how the manga/anime BLEACH went from being one of the big three to cancellation. It’s a sad but fascinating story that tells you a lot about the manga industry in Japan, and is worth watching even if you don’t like BLEACH. (I’m not a BLEACH fan myself, I tried but never cared for it.)
I’d have to say the reason BLEACH died sounds like it was just a case of Tite Kubo just plain not being a good writer. When you combine that with being forced to serialize a story for over a decade on a weekly basis, and not being able to actually enjoy any of the money he was raking it, it’s not hard to see why the project collapsed. BLEACH just didn’t have a core concept to carry it through and give it direction, and that’s ultimately why it couldn’t sustain itself.
A fascinating follow up to the above video was this one the same creator did on the recently finished Naruto franchise, where he goes into good detail about how and why Naruto may have managed to keep itself going while BLEACH fell into a death spiral.
Both videos are worth the watch both as a study in the Japanese anime/manga industry and from a storyteller’s perspective.
Oh, and since both videos do extensively refer to One Piece (perhaps the best anime/manga ever made) here’s his intro to One Piece video as well to round out the Big Three!
One interesting development which has gone somewhat unnoticed during the first half of 2017 was China’s streaming media companies entering the teen animation market. While Chinese companies have for a long time been providing animation services for the Japanese market on the production end of things, China is finally making an effort to turn some of their more popular Young Adult properties into animated series.
One of these is Full-Time Mage (Quanzhi Fashi), which is based on a popular webnovel series and would be best described as “In a world where magic exists alongside technology, a poor teen is given the chance to go an elite magic high school where he tries to improve himself despite barriers of class and status.”
Note: I’ve included two episodes because the first one was done by one subber (who only did the first episode) and the second one (and the rest of the series) by another subbing group. You need to turn on the Closed Captions option to see the English subtitles.
The animation is still a bit rough, as is the storytelling. You can tell this is a cut-down version of long serial story which is just hitting the high points, but that does make it move at a brisk pace. It is very simple, and lacks the storytelling refinement you often see in the better Japanese anime, but the main character is likable, and the Chinese cultural elements bring something new to the mix so I enjoyed it overall. It’s a little bit like Final Fantasy meets Harry Potter.
Another series which got more attention (deservedly, if for nothing except the gorgeous animation) was The King’s Avatar (Quanzhi Gaoshou) which is basically the story of a professional Massively Multiplayer Role-Playing Game player who loses everything and has to start again from the bottom. It’s not bad, story wise, but if you’re not into MMORPGs like World of Warcraft, I think you might some of it hard to follow. Then again, I’m not a gamer, but still enjoyed reading a manga version you can find kicking around online.
What both of these have in common is that they originate from the Chinese Webnovel world, which has basically turned into the Chinese counterpart of the Japanese manga industry. It produces massive amounts of stories across all genres in the form of serialized online novels that people can read (mostly) for free, and which are written by the users as well. The best of them get promoted, printed, and monetized by the webportals they’re hosted on, and prior to now they would also get turned into comics. Now they have a new goal to aim for- animation!
Of course, just like anime, webnovels have their own tropes and storytelling styles that will work for some and not for others. If you read enough of them on translation sites like Wuxia World and GravityTales you’ll pick up the patterns pretty fast. For example, boys webnovels (and some girls) have a very standard trope where the main character was switched from our world to the body of another person in the story setting. Even Full-Time Mage implies something along those lines in the first episode, but they just gloss over it. It’s a fast way to write a fish out of water story, but the Chinese webnovel writers tend to overuse it.
In any case, check out the above shows if you’re in the mood for something a little different in your animated entertainment. I think they’re the first in a wave of Chinese animation we’re going to be seeing more and more of in the future.
On social media across the Internet, there is a single constant refrain- “How do I write a good story?” It comes from new writers eager to make their eBook fortune on Kindle, young adults who want to join in the fanfiction fray, and even experienced writers who are looking to up their game. It’s lead to a huge boom in How-To writing books, and an even bigger boom for those who offer their services to writers like editors, cover designers and marketers. The editors especially are in demand, because the truth is most writers are flying blind when it comes to writing stories.
Don’t believe me? Go on a social media forum with writers and ask them a simple question like “How do I write a good book?” or even “What is a story?” and you’ll get a thousand different answers thrown at you, because the truth is most of them don’t know the answer to either of those questions.
Oh, they know pieces of it, and the more savvy and experienced ones have pieced together quite a bit of knowledge on the topic. Mostly though, new writers will get advice like “follow the three act structure”, “have a gripping main character”, and various other sage advice about what worked for the writers who respond.
Because most writers learn to write stories by writing them, and they do that by consuming the work of lots of other writers and then copying what seemed to work for those other writers. They basically write by instinct, and then through making mistakes and finding what works, and what doesn’t, they become better writers. This is a time-honored way to learn any art, and some would argue that it’s the best way because it preserves a creative spirit of originality and helps new generations of artists add to the great body of human culture.
When it comes to writing, those people are wrong.
If that was true, why do we keep writing the same stories over and over again? Why do almost all stories follow the same basic structure, no matter the culture or level of literacy? Why do we keep seeing the same stories over and over again, generation after generation?
The answer is pretty simple- because there IS a hardwired, human pattern to storytelling that we follow over and over again- exactly because we’re human.
[Now, the followers of Joseph Campbell are all nodding their heads right now and going “Of course there is, dummy! The Hero’s Journey!” But I’m going to argue that while Campbell was on the right track, he also complicated things up more than they needed to be. So simmer down, Jack!]
One of the nice parts about living in the age we do is that researchers on big questions have been able to use things like Magnetic Resonance Imaging (MRI) to look inside the human brain in real time and look at what people’s brains are doing during certain activities. Unsurprisingly, a few of those researchers decided to find out what happens inside the human brain when people consume stories, and they learned many interesting things.
One thing they learned is that the human brain is optimized for learning from the experiences of not just ourselves, but from the experiences of others. We don’t have enough time to experience everything ourselves, so instead our brains crowdsource information and make a point of learning from how other people did things. It’s a survival mechanism left over from the days when we were cavemen, and every bit of knowledge about the world we had could be a key to living another day. The ones who didn’t learn fast died faster.
So, what are stories then?
Stories are people sharing their experiences so that others can learn from them. They’re us telling the world what someone did when they were faced with a problem, so they can learn from that person’s experiences and gain knowledge about the world and the human experience.
So therefore, at it’s core, for something to be a story it has two requirements:
- A character does something.
- The character’s choices produce results.
This is because our brains are trying to learn from that person’s actions, so obviously they must do something, and those actions must also have results, otherwise we haven’t learned from them.
So, there you are, cause and effect- that’s all that you need to tell a story.
And if I put it that way, you do this every day, right? Anytime you, or your mother, or crazy old grandpa are telling a story, you use this structure- “I did these things, and this was the result.”
That is the root seed from which all storytelling comes- a character does something and gets results.
“I kicked the dog, and he bit me.”
Of course, as you obviously already know, there’s a little more to it than that. Saying “I kicked the dog and he bit me” may be a story, but it’s not exactly a gripping one that’s going to hold an audience spellbound for hours or express your artistic vision.
To tell an interesting story, you need details, the more the better! (But only the right ones…)
Also, there is a simple process all humans go through when approaching a problem and the audience for a story likes to know the details of that process whenever possible.
So, we break those two parts into several clear steps.
A character does something can be broken into several steps:
- The character has a Need.
- The character chooses a Goal based on that need.
- The character finds there is Opposition to achieving that goal.
- The character comes up with a Plan to overcome the opposition.
- The character takes Action based on that plan.
The character’s choices producing results can also be broken into steps:
- The action fails> return to Plan.
- The action succeeds> go to New State.
- The character’s situation has changed because of the results and they’re in a New State.
To make it clearer, let’s give an example.
- Bob is Thirsty. (Need)
- Bob decides to get a glass of water. (Goal)
- Bob finds there are no clean cups. (Opposition)
- Bob decides to do dishes. (Plan)
- Bob does the dishes. (Action)
- Bob now has a clean glass. (Results)
- Bob drinks a glass of water and feels satisfied. (New State)
Note that this is still extremely simple, but that’s because it’s also infinitely flexible. It doesn’t matter whether it’s Bob getting water or War and Peace, all human stories are using a variation of this structure at their very core and when reduced to the simplest level. If a story doesn’t meet (almost) all of these steps, it isn’t a story to the human brain.
There has to be a character who has a Need and a resulting Goal, who faces Opposition, finds a Plan to overcome it, takes Action and gets Results that will put them in a New State. All of these steps are crucial because otherwise there’s nothing to learn, and the human brain isn’t interested. If I show you a video of Bob walking across the room getting water from the fridge and sitting down to drink it, you’ll get bored because there’s no challenge there (which is where drama comes from) and nothing to learn from.
Let’s go into each of the steps in more detail:
The character needs a reason to take action, and this reason can be active (they choose to take action), or reactive (someone else forces them to take action), but there must always be a cause for what they do in the story. Active characters are almost always better, since the audience can learn more from a character who is trying to actively accomplish a goal, and they’re easier to write.
In either case, the character will have a Need, something which is driving them to attain their goal. At its core, this need will usually be based on one of the Basic Human Needs that all humans have- Food, Safety, Sex, Sleep, Companionship, Self-Actualization, and so on. The character tries to fulfill that need through taking action, whether they consciously understand that need exists or not.
This can be as simple as being thirsty and needing a glass of water, or as complex as defending their galactic empire from an alien invasion, but it will always be rooted in a basic human need when it comes down to it. (We don’t tend to things that don’t try to meet a human need in some way.)
Goals always fall into one of three simple categories:
The character either wants something new (attain), they want to avoid losing something that already exists (maintain), or they no longer wish to have something and try to get rid of it (lose). All characters will have one of these three goals, with the details varying by the story. This will be based on solving the problem created by their Need.
Goals will often be based on solving obstacles that prevent the character from achieving a human need rather than directly trying to achieve a human need. (ie Losing weight in order to get sex. Losing weight is the goal, but it is still rooted in the human need of sex.) Directly solving more complex needs can often be hard and painful, so characters will often choose goals that are smaller steps towards that greater need.
If a need can be met without opposition, it usually isn’t worth telling a story about. In fact, often the heart of a story isn’t the need or action being taken to meet that need, it’s the challenges that come with meeting that need. If there’s no opposition to the character’s actions, then the story moves to the New State phase and ends there. (Along with the audience’s interest.)
Opposition can come in any form that prevents the character from achieving their Goals, however these too tend to fall into one of several categories:
- Active opposition.
- Passive Opposition.
- Lack of resources.
- Lack of ability.
Active Opposition– an opponent who is actively trying to prevent the character from achieving their goal. Usually they have the same (or similar) goal as the main character, and this common goal brings them into direct opposition with each other. Often they also have a superior position to the main character in some way, at least in terms of knowledge, resources, power or ability. (After all, if they weren’t able to give the main character a challenge, they’re not much of an opponent, are they?) Usually, they are also made specifically to exploit the weakness of the main character, thus making them exactly the right person to make the main character’s life difficult.
Passive Opposition– an opponent who stands in the way of the character achieving their goals, but who isn’t pursuing the same goal as the main character. They are pursuing their own goals, but because of their existence/presence it prevents the main character from achieving their goal. Think of this like a sleeping guard dog that prevents a character from sneaking into the house, the parent who says the main character must clean their room before they can go out, or a clerk at a tax office who says the main character must follow procedure before they can have what they want as time is running out.
Lack of Resources– the character has a goal, but lacks the physical resources (time, money, friends, contacts, clothes, equipment, etc) to achieve that goal. This will usually require the character to pursue other smaller goals first (like getting a job to earn money) to achieve this goal.
Lack of Ability– the character has a goal, but lacks the personal skills, requirements, or knowledge needed to reach that goal. This can most often be fixed through training and personal improvement, or occasionally by finding someone else who has the abilities needed and getting them to do it.
Note that a single story can have more than one obstacle to a single goal. Just as there can be big goals and little goals, there can be big obstacles and little obstacles as well, and often the character needs to accomplish several little goals first to be able to accomplish the big final goal.
A character with a goal faced by obstacles will need to make a plan, which is the route the character decides to take to achieve their goal. This can be the result of self-reflection, previous results, or gut instinct, and plans can take seconds to make, or hours, or years in the context of the story. This step is actually semi-optional, as sometimes the “Plan” step is skipped over because it’s obvious, or for dramatic effect. (Jumping from Goal to seeing the character in Action to make the audience want to see how the character’s actions will achieve that goal.)
Action is simply the character trying to follow their plan and seeing what the result is. Again, this can be a simple single movement, or a long and complex project that takes years to finish. The writer may choose to detail every step of the plan, or just a few key steps, or even jump from the beginning to the end of the Action step. However, the character must make a choice and do something, even if their choice is just to sit there and cry.
Of course, there are really only three possible results:
- They succeed and achieve their goal.
- They fail and must either try again or give up.
- They only partly fail or partly succeed and must either try again or give up.
If the character tries again, they go back to the Planning stage, and if they succeed and have met their Need they move on to the New State. If they give up, they have also moved into a New State- but it’s one where they failed to achieve their goal and are dealing with the consequences of that failure.
If the character achieved their goal, then the story is finished, or (if part of a larger story) then this portion of the story is finished. They have their goal, and are now either satisfied or not satisfied with the result based on the Need they were trying to fulfill.
Often, the character cannot reach a New State without first overcoming some personal flaw, in which case the New State is actually one where the character has changed part of themselves in order to achieve their true (often unconscious) goal.
So, there you have it, the fundamental structure humans use when telling stories.
You will see many variations of this formula kicking around online. Whether it’s Dan Harmon’s Story Circle, Chris Vogler’s take on The Hero’s Journey, or Michael Hague’s Six Story Steps, but ultimately, they’re just this very basic formula with extra steps added (or removed) for effect. One expanded version of this formula is John Truby’s Twenty-Two Step Story Structure, which takes a formula like this one (which was partly based on Truby’s 7 Essential Steps) and shows how typical modern novels and films tend to expand on this structure and what they add to it. (His book is highly recommended!)
However, just because something follows the above steps that doesn’t mean it’s a good story, it just means that it meets the basic requirements to be called a story. It only shows a character doing something and getting results, or in other words, showing how an action might play out.
To have a good story, one which is meaningful and the audience actually gets something from, that requires not just a story, but a Moral Argument as well.
This is interesting. Microsoft has released their new Text to Speech add-on for Office (Word, Excel, Powerpoint) called Dictate.
Which, according to the Project Website–
Supports more than 20 languages for dictation
Does real time translation to 60 languages
Commands like “new line”, “stop dictation” and “enter” to give more control while dictating
Two modes of punctuations: Auto and manual for English
Visual feedback to indicate that speech is being processed
So I gave it a download, and tried it out. As someone who has made good use of Dragon Naturally Speaking for dictation, I wanted to see how it compared.
So, how does it compare?
Well, to be honest, it’s nowhere near as good as Dragon, yet. Dragon does three major things that Dictate doesn’t do- 1) Dragon customizes itself to your voice so it gets better and better the more you use it, so the accuracy increases. (I see no indication Dictate does that, yet.) 2) Dragon also allows for voice command based editing for fixing issues without ever touching a mouse or keyboard, and is pretty good at it. Dictate doesn’t offer anything in that area. 3) Dragon allows you to add words to the dictionary and customize it, saving a lot of trouble.
So, Dictate is at this point only about 80% accurate and requires you to pay careful attention as you work.
On the other hand, Dictate is free, while Dragon will cost you $$$, so it’s a classic case of getting what you paid for. Personally, I’ll stick with Dragon, but for those who want a simple but fairly accurate and fast voice input for banging out rough drafts, this is probably a really good option. (Assuming you have MS Office, of course.)
Oh, and don’t plan to do any swearing using Dictate, since it turns any swearing to the first letter followed by asterisks, got that a******?
Recently I did a post looking at the ideas of a writing guru called Eric Edson where among other things he made the statement that characters in movies only have four emotional states- Mad, Sad, Glad, and Scared. Edson’s view was that these are the most common emotions used in film because they’re the most visual ones and easiest for the audience to understand.
In the discussion that followed in the comments, my friend Don pointed out that there are many other visual emotions that appear on film, and that there is even a whole profession which spends a great deal of time studying human facial expression and body language- animators!
So, this sent me on a little research jaunt to see what I could find, since I have over the years regularly seen animators and comic artists do up sheets of standard expressions and emotional states for characters. What I found was the 25 Essential Expressions Challenge sheet by Nancy Lorenz.
This sheet has been used since its release by multitudes of artists to explore how their characters express emotional states, and prepare their casts before going into production. So clearly, Edson was a little off, there are more emotional states that can appear on camera than just four, although in fairness to Edson a lot of them are variants of the core four he mentions with different levels of intensity involved. It’s also missing some emotional states like “curious”, so the list is hardly complete.
The point here is that writers could also use this approach to not only think about how each of their unique characters express these emotions, but also to think about which emotional state their characters will enter scenes with and which they will leave with, which are usually not the same ones. Each scene should have consequences, and those consequences are usually reflected in the change of emotional states of the characters involved. Controlling the shifting emotional states of the main characters is one of the things which gives stories a sense of flow, and creates an emotional journey for the audience to go on with the characters.
Also, while I was hunting for the emotions expressions sheets, I came across a few others that writers might find useful as well. Animators and Comic Artists spend a lot of time thinking about body language, which is an area where many Writers are often a bit weak since they’re not visual thinkers. You will constantly see writers having their characters only do just the most basic of body language gestures because they really don’t know any more or how to present it to the audience. Many writers get away with this or find ways around it, but like most things in writing the more elements you have control over the better you can express your story’s key ideas.
One of these is the Body Language Meme, which was meant to be an expanded full body version of the Facial Expressions challenge by Deviantart User ReincarnatedParano, which you can see in action below:
Then there is the 25 Smiles Challenge by Zerinity, which gets much more specific about the types of smiles characters use.
So, as you can see, there’s a lot more body language out there than smiles and nods, and having a good repertoire of ways to express your characters emotions besides through dialog can only make you a better writer. They say somewhere between 50% and 80% of human communication is non-verbal, so the better you get at using non-verbal cues in your writing, the better you’ll be able to express your ideas and enthrall your audience.
By the way, if you’re not sure how to employ the above, you might find these Cheat Sheets for Writing Body Language by Amanda Patterson (no relation) to be useful. 🙂
P.S. Click on the sheet creator’s names to go to the blank original sheets, and the sample images to go to the pages of the sample artists.
In this episode, Don and Rob are joined by their friend Richard Moule to discuss music and how it affects us. The trio explore the physical processes behind our reactions and interactions with music and discuss how music and humans evolved together over time. The three also delve into music as soundtrack, and discuss the ways in which moviemakers use music to control and shape the emotions of the audience. All this, and why John Williams owes Gustav Holst royalties is waiting for you in this episode of the Department of Nerdly Affairs.
One of my favorite YouTube channels is one called Film Courage, which is a channel basically dedicated to interviewing screenwriters and screenwriting teachers. There are some fantastic interviews on there if you’re interested in writing in general, but especially screenwriting.
Case in point this interview with writing teacher Eric Edson 12 Useful Tools To Help Beginning Screenwriters Write A Better Screenplay.
Now, the title is total click bait, in that Edson really doesn’t offer anything resembling tools in this video except in the broadest sense. He opens with a semi-controversial statement that plot and story are the same thing and calls anyone who disagrees idiots (which some like John Truby and Martin Scorsese would argue with, but it comes down to definitions) and then goes on to offer some random screenwriting tips. Among these are some pithy observations that I think are worth talking about.
The first one is that main characters in film should always have one of four broad goals:
His reasoning for those categories is that main characters in film need an easily identifiable goal that includes a physical endpoint that the audience can visually see. Are there more possible goals? Yes. But these are all things that can happen up on the screen in front of the audience’s eyes, which Edson argues makes them the perfect goals for visual storytelling.
Let’s look at each.
Win– Technically, all movies have a character trying to “win” if the character has a goal, but in this case I think Edson is referring to a situation where there is a clear contest of some kind involved. This could be a naval engagement, making a relationship work, finding a killer, or trying to pass fifth grade, but there is a clear identifiable endpoint of victory involved. In a lot of ways, this is the catch-all category of the four.
Stop– The character wants to stop someone else from doing something or something from happening. This would be Armageddon, Independence Day, and even Star Wars: A New Hope could be considered a “stop” movie (since the goal is to stop the Death Star from wreaking havoc.)
Escape– The main character wants to escape from a bad situation. While there is a lot of bleed over with Stop, I guess the key here is that the main character isn’t trying to stop the opponent from achieving their goals, they’re just trying to get away from a situation. So this would include Titanic, Jurassic Park and Towering Inferno type disaster movies, but also include films about characters trying to get out of small town life, or kick a drug addiction. Their life sucks and they want out, however they can manage it.
Retrieve– The main character wants to get something (or someone) and bring it back. This could be personal (Apocalypse Now), physical (Raiders of the Lost Ark), emotional (rekindling a relationship), mental (finding lost knowledge), or even social (restoring a way of life). The key here is that the goal is simply to find something and then use it.
This ties in with Blake Snyder’s advice that a movie’s main character’s goal(s) should be primal in nature- something that human beings can all relate to because its part of our experience as people. Also, it’s very easy to visualize most of these goals, and they’re finite in nature, which gives structure to the story through the goal itself. (Once you win, stop, escape, or retrieve, the story is now over.)
On the flipside, this can lead to very simple stories where the main characters don’t have complex goals, but instead are acting like animals in a way. Yes, that lets us relate to them, but it also doesn’t go very far in plumbing the depths of the human experience. I mean, yes, you need to keep things simple in a two hour (or less) film, but this may be too simple at times.
Edson also argues that there are four emotions that characters display on screen:
These again being universal and easily identifiable emotions that audiences can react to and understand easily no matter who they are. They are also strong emotions, so they’re more likely to resonate with the audience and make the scene more interesting while being easier for the actor to display. He says that each main character should enter a scene feeling one of these emotions and then leave it feeling another to show that change has happened in the scene.
I’m not entirely sure I agree with this list, and plan to think about it more and watch to see if that’s what’s happening in the films/tv I watch. What I can say is that there should be a fifth one on that list – Neutral – a state where a character is feeling no particular emotion at all. Sometimes character’s emotions aren’t strong, or are hidden from the audience, and this could be at the start of a scene or at the end of one. Of course, if your characters are always in neutral, it might be hard to get a reaction out of the audience, unless you have other supporting characters making up for it.
This is basically all I think is worth taking from this video. Edson follows this by trying to briefly discuss some Hero’s Journey archetypes, but slightly flubs them and if you want to know more about that go read Campbell’s The Hero’s Journey or Chris Vogler’s The Writer’s Journey. (The Shapeshifter is not the Opponent, for example, they can be, but are often not the main opponent but a secondary one.)
Not one of Film Courage’s best videos (it mostly seems like a disguised pitch for Edson’s book), but it did have some interesting points I thought were worth noting. I’ll probably annotate some of their other videos in the future as well.
We know that stories exist because humans use them to learn from each other- they’re a teaching tool we use to pass knowledge and ideas between ourselves. Therefore, it will come as no shock to anyone that audiences must get something from a story to enjoy it. However, not every audience member wants the same thing, and not every good story offers the same things to its audience. That said, for a story to be successful with an audience, they must get at least one of five things (and preferably more than one) from a story, which can be remembered simply by the acronym S.P.I.N.E..
Skills – If a story teaches the audience how to do something, whether it’s growing plants, judging wine, star-ship tactical combat, solving crossword puzzles, or how to get a good night’s sleep, then the audience will consider that story interesting.
Perspective – If a story offers a new way of seeing the world, or conversely, confirms or supports the way the audience already sees the world, then they will likely consider it interesting. In our lives, we only really know our own points of view, and stories let us see the world as others see it, that’s one of the wonderful parts about experiencing a story. On the flipside, we naturally want our own views of the world to be the correct ones, and stories that back up those views will resonate with an audience that wants those views to be true. (This might sound sinister to some, but most popular stories have a version of this buried inside them which acts as a comfort to the audience – “good will always triumph over evil”, “if you work hard you will succeed in life”, “there’s someone out there for everyone”, “there’s justice in this world”, etc.)
Information – If a story offers the audience knowledge about a subject they’re not familiar with, they will consider it interesting. This is different from Skills in that it isn’t teaching the audience how to do something, but giving them information about a topic or topics. This can be history, culture, fashion, sports, nature, geophysics, religion, and everything in between. If the audience is interested in this topic, or made to be interested in it by the presentation of the story, then they’ll stick with it.
Novelty – If the story offers the audience something new or that they haven’t seen before, they will consider it interesting. This can be any aspect of the story from way its told (character, plot, setting, style, structure, etc) to the content (skills, perspective, information) that is new to the audience. Give them something they don’t know, they haven’t seen done, or they haven’t seen done this way, and they’ll be on board.
Emotion – If a story can make the audience feel something, then they will find it interesting. (Although not always enjoyable.) All good stories should make the audience feel something at some point, and certain kinds of stories are even built around producing specific kinds of emotion. (Horror, Thriller, Romance, Erotica, Comedy, Tragedy, etc) If you can elicit emotions from your audience, and its emotions they want to feel ), then they’ll stick with it.
Not every story will contain all five of these things, nor all five things in the same ratios, but if you want an audience to think of a story as being “good” you’ll probably want to think about which ones your story is offering and in what ways. Obviously, not all stories teach the audience how to do something, but most do offer some new information. Similarly, not every audience wants novelty, or at least a lot of it, as sometimes a familiar story gives them comfort and new things can sometimes be challenging.
The key is that the more you’re aware of these elements, and how you’re using them, the better your story can be because you can control and shape them to get the results you want as opposed to just guessing how to satisfy your audience.
In this episode, Don and Rob are joined again by their friend Chad to discuss Post-Apocalyptic (Tabletop) Role Playing Games. The three discuss the different ways in which an RPG can be Post-Apocalyptic, the importance of post-apocalyptic hygiene, and then go through the history of the Post-Apocalyptic gaming genre with side trips into movies, anime and pop-culture. All this, and why The Flintstones is a post-apocalyptic setting, is waiting for you in this episode of the Department of Nerdly Affairs.