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- Q: Define Character Development
- A: An unveiling or disclosure of a character's traits
- Q: Years between the Great Train Robbery & Birth of a Nation
- A: 12 years, important because it demonstrates how much time it takes to develop
- Q: Define obligatory scene
- A: A scene that has been built up to and the audience expects in order to not be disappointed
- Q: What are the three things our audience asks of storytellers
- A: Take them to a place they've never been, make them someone they can never be, or do something
- they can never do.
- Q: In traditional media, we are told to show don't tell, in games, Falstein urges storytellers to
- A: Do, don't show
- Q: Describe the physical dimension of a character
- A: Their physical appearance, what the character looks like.
- Q: Define antagonist
- A: The principle adversary of the protagonist
- Q: Describe the psychological dimension of a character
- A: The character's world view, what they think about
- Q: Name three special roles sidekicks can fill
- A: helping hand, comic relief, useful exposition
- Q: Define character growth
- A: The change a character undergoes during a story
- Q: How can commentary and gossip be used to enhance storytelling
- A: They can fill gaps in exposition, providing clarification, and adding perspective
- Q: Describe the sociological dimension of a character
- A: Past, upbringing, and current environment.
- Q: Name 6 possibilities for preserving character when a level is cut
- A: Trim excess fat, identify how the level affects the character arcs, preserve entertaining moments,
- gameplay can be moved, single out points of exposition
- Q: Define foreshadowing
- A: The process of hinting towards developments
- Q: Story or game: Which should come first?
- A: Ideally they should be worked on simultaneously
- Q: Define point of attack
- A: The point where you enter the story, where the action has already started.
- Q: What rule must be used when creating an antagonist in order to not weaken the protagonist
- A: They must be equal to or greater than the protagonist
- Q: Draw a stairway with crises, climax, and resolutions of different length.
- A: yeah whatever
- Q: Define willing suspension of disbelief
- A: The credibility budget of an audience; what they're willing to accept is possible
- Q: Define conflict
- A: opposition of two characters, push-and-pull.
- Q: Name and define Aristotle's three unities
- A: Unity of Place (Keep it centered in the same area), Unity of Action (Actions should be consistent,
- and contribute to the plot), Unity of Time (keep it short to maintain relevance)
- Q: Name five ways to keep exposition from interfering with action
- A: Keep it brief, get to the point, reserve it for cutscenes, stick it in gameplay sequences, and break it up
- Q: Give two examples of revealing character through action
- A: Their physical activity by responding to action, and decisionmaking
- Q: Name eight useful rules a mentor can fill
- A: Backstory, story hints, game hints, memory jogger, training, quests, support, and rewards
- Q: Name six tools useful when sketching minor characters
- A: recognizable character types, turns of phrase or accent, lcosthes, distinct attitudes & opinions
- Q: Translate and define Deus Ex Machina
- A: God from the machine, when a divine action pushes the plot forward arbitrarily
- Q: Define the fourth wall
- A: The barrier between the audience and the players that is not to be crossed(In games, the camera)
- Q: Name the seven things reappearing characters add
- A: A sense of mobility, a chance to characterize further, advance relationship, foreshadowing, congratulation,
- less NPC's to create, a sense of inevitability
- Q: Define a reversal in drama
- A: Turn of events or change in fortune
- Q: Explain the concept of consistency in a game
- A: Everything falls into place when remaining consistent with that style
- Q: Name two ways to remind players of their progress
- A: Journal-type thing, NPC conversations
- Q: Define character orchestration, and give an example
- A: Balance the characters against each other, an example is having a character who is a warrior and a rogue
- Q: Why are symbols great for games?
- A: They are a shortcut to the human heart
- Q: Versimilitude
- A: Close enough to reality, which is the real thing.
- Q: 6 things that are good about cutscenes
- A: They're good for exposition, prerendered, graphics can be richer, produced independently,
- Q: Define protagonist
- A: The main character who pushes the story forward
- Q: Name the five excuses people give for stereotypes
- A: We don't realize they're stereotypes, easy to write, help with time constraints, are more familiar to
- players
- Q: List five bad things about cutscenes
- A: They break flow, it makes the characters shift gears, reinforce games not mixing with story, reinforces
- that game and story don't mix
- Q: If we see a child struck by a car are we seeing drama
- A: No, because drama is in the interpretation, not the events themselves
- Q: What are the three major parts of Campbell's hero's story
- A: The call to action, the departure, the return
- Q: Draw a stairway with major character and minor character arcs
- A: Yeah whatever.
- Q: Define Fed-Ex quests
- A: Given a task to fetch and return
- Q: Define emotional memory
- A: Recalling events in the past that have caused that emotion
- Q: Five ways a PC can advance vs an antagonist of equal strength
- A: Give the antagonist a tragic flaw, subject to irony of fate, incompetent minions,
- continually better weapons, give the player a McGuffin
- Q: Define pivotal character
- A: A character whose actions define and shape the story (sets the story in motion)
- Q: Draw a grid containing three variables for a matrix quest
- A: Character gives item to character
- Q: The book compares two types of collaboration: orchestra and rock band
- A: Conductor has a sole vision, whereas a rockband has many parts that contribute
- Q: Name three challenges when adapting a character
- A: We have to add something new, we can't stray too far from source, and the gameplay
- should contribute to the character in mind
- Q: Name four considerations when finding a style for a story
- A: True to the story, makes sense with the medium the best style for the story
- Q: List nine ways from the book to categorize quests
- A: Overall complexity or difficulty, unique components, ease of execution, repeatability, single or multiplayer, usefulness in storytelling and character, effect on the world, value of effort versus
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