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The Art of a Good Plot (Tutorial series)


THBP
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The Art of a Good Plot is a list of tutorials made with the purpose of helping designers to improve their skills in the time of writting their script and develop their plots, in order to increase the quality of the stories of the community. New sections and tutorials will be added every week (or month, depending on my time), always praising for the most varied themes about the story and plot development.

 

LINKS:

 

How to create a character? Part 1 - Empathy

How to create a character? Part 2 - Characterization vs Character

How to write stories? The Snowflake Method

How to write stories? Dialogues

 

 

QUESTIONS AND ANSWERS:

 

Post your questions about story development and I will answer it in the new contents that will be released!

 

@Light Syde Riandy

 

Quote

I always have issues with unrealistic elements. Do you know at what point something unrealistic is considered a problem and why something like putting Leo Kasper's personality inside Daniel Lamb in Manhunt 2 is not a problem? I'm very doubtful to make a certain part of the story i.e. a photographer is killed by a criminal for taking pictures of an on-going crime action by the said criminal's group. Afterward in limbo, the photographer meets her most favorite video game character to discover that she has a second chance to live and has the video game character as someone whom she can transform into once she returns to the same spot where she is killed which reason shall be revealed later on. Then she wakes up as the said video game character and killed that criminal. After she does so, she returns back to her original self exactly as before she died. 

 

In stories of fantasy, usually unrealistic elements are presented as a reflection of the author's imagination. However, even in those, there are a few limits to be considered. Coherence is the most important. You can't create fantasy elements in a story that doesn't have any aspect of fantasy. It's like when you add chocolate in a salty food. It just doesn't fit. Also, when you create the famous plot device (the solutions for the problems of your story) you are prone to cross this line, if you don't be careful. My tip is: try to be as coherent as possible and read the story in a way your public would read, not as yourself. If you had difficulty to do it, Stephen King has a really interesting technique: wait a few weeks to pass after your inspirational peak and read the story you just created. If you liked, go on and keep doing it. If you don't, remake it from scratch.

 

 

 

 

 

Edited by The Half-Blood Prince
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Super Shizuku

I always have issues with unrealistic elements. Do you know at what point something unrealistic is considered a problem and why something like putting Leo Kasper's personality inside Daniel Lamb in Manhunt 2 is not a problem? I'm very doubtful to make a certain part of the story i.e. a photographer is killed by a criminal for taking pictures of an on-going crime action by the said criminal's group. Afterward in limbo, the photographer meets her most favorite video game character to discover that she has a second chance to live and has the video game character as someone whom she can transform into once she returns to the same spot where she is killed which reason shall be revealed later on. Then she wakes up as the said video game character and killed that criminal. After she does so, she returns back to her original self exactly as before she died.   

Edited by Light Syde Riandy
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@The Half-Blood Prince Amazing tutorial, I really enjoyed reading through. I was surprised, however, not to find a single reference to any of the Harry Potter stories because you technically call yourself "The Half-Blood Prince", and the HP novels are also great examples of novels containing various characters with realistic problems.

 

It's been years since I read the HP novels but the characters are made so realistic that they are memorable, and I can still remember clearly about each of their problems - Ron's academic ineptitude, Harry's incomplete family, Neville having a memory span of a goldfish, etc.

 

Anyway, loved the tutorial, and you're helping a lot of designers out here with this tutorial series. Good work!

Edited by RithRake24
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zakarum5835

Nice tutorial. I'm really happy to see a good tutorial. Actually, I'm still working on in my plots.

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  • 3 weeks later...
Super Shizuku

One more thing, is it okay to intentionally putting something like a mystery that is unresolved even after the end of the story? (Do not open below if anyone wants to play "Troubles of the 6 Dimensional Portals". (My renamed trilogy MP in the past that I want to remake someday) )

 

 

I wanted the players to interpret themselves how did Haruhi managed to escape from the massive explosion of The Intimidators' Main Base within 3 minutes while having to retrieve the "R.I.T (Resurrection, Idea, and Targets ) Book" if she is to return to her origin as well as helping her friends in returning to each of theirs.

 

I ask this because I find explaining everything is not compulsory. In addition, I want the players to participate more by giving their own interpretation for each unresolved mysteries in the plot as I find this is very interesting and giving players a role other than to experience.

Edited by Light Syde Riandy
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3 minutes ago, Light Syde Riandy said:

One more thing, is it okay to intentionally putting something a mystery that is unresolved even after the end of the story? (Do not open below if anyone wants to play "Troubles of the 6 Dimensional Portals". (My renamed trilogy MP in the past that I want to remake someday) 

 

  Reveal hidden contents

I wanted players to interpret themselves how did Haruhi managed escape from the massive explosion of The Intimidators' Main Base within 5 minute while having to retrieve the "R.I.T (Resurrection, Idea, and Targets ) Book" if she is to return to her origin as well as helping her friends in returning to each of theirs.

 

I ask this because I find explaining everything is not compulsory. In addition, I want players to participate more by giving their own interpretation for each unresolved mysteries in the plot as I find this is very interesting and giving players a role other than to experience.

I'm not THBP, but lemme throw my 2 cents in regards to your question.

 

Having ambiguity isn't necessarily a bad thing, leaving some stuff to the players' interpretation may sparkle either a bit or quite a lot (fan theories) of interest. "No Country For Old Men" is a good example of a movie where you don't know a lot of information about its central antagonist, making his overall character more compelling and his motivation more interesting to understand. Overdoing this, however, may leave a negative effect, so, as with anything plot and character-related, always be careful with this kinda stuff.

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  • 3 weeks later...
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This seems very complicated for me Tbh. A good story needs to have a moral, and not all people are that philosophic to write a good story.

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