Lesson 4 of 10
- Audiences want to be shown your story, not told. Think about a story-based game you’ve played; does it show you its story or does it convey the story through dialogue and long expository text/voice overs?
- How are you showing the audience your project’s story rather than explicitly telling them, and what can you do to show more?
- Seeding spreads tiny bits of exposition fairly uniformly across the entire story as compared to dumping a lot of exposition in one spot. Think about a story-based game you’ve played that has seeding; how does it implement seeding to give you clues to the story throughout the game?
- Planting chooses a specific spot for a unit of exposition and deliberately places it there. Think about a story-based game you’ve played that has planting; how does it implement planting to pay off in an unexpected way later on in the game?
- Foreshadowing hints at something that will either happen or become clearer and potentially important later in the story. Think about a story-based game you’ve played that has foreshadowing; how does it implement foreshadowing to hint at something later in the game’s story?
- How are you currently using seeding, planting, and foreshadowing in your project, and what can you do to better implement these?
- What units of exposition in your project can be classified as “Need to Know,” “Could Wait,” and “Incidental?”
- How are you balancing your story’s pay off in with living up to the build up you’ve prepared and not making your audience wait too long?