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[SGE] [Guide] The Art of Plotting

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Status Gear Entertainment

Praised Adventurer
!! This guide is not yet complete. If you wish to contribute to largely help explain everything there is about this topic please contact personally or reply in this thread. !!


The Art of Plotting

Full Guide From Novice To Master
Version 1.0.2.1

StatusGearEntertainment


Chapter 0: Summary

This will be a full guide to fully understanding how to plot in RMMV as well as other future projects you may have in store.

Chapter 1 covers the basics of understanding and importance of plots.
Chapter 2 covers how to create a background setting of your plot.
Chapter 3 covers how to create character development of your plot.
Chapter 4 covers how to create twists in your plots.
Chapter 5 covers how to further refine your plotting that will really hook people.
Chapter 6 covers how you should thinking and progressing with the level of knowledge you have and includes plotting templates to help you stay on that type of track.

Chapter 1: The Basics

When it comes to video game development, there are a lot of parts that must be put into a complete game. Mastering each will surely help you develop games solo for sure and also become a very liable and dependable partner. One of these major components is the plotting process of the video game. It only makes sense that the quality of a game's background is as important as it's appearance.

A plot is a causal sequence of events, the "why" for the things that happen in the story. The plot draws the audience into the character's lives and helps the audience understand the choices that the characters make. A plot's structure is the way in which the story elements are arranged.
A conflict is a problem. Problems happen everywhere and stories are not one to miss out on any. Conflict creates tension and interest in a story by adding doubt as to the outcome. A plot is not limited to a single conflict. While conflicts may not always resolve, the resolution of a conflict creates closure, which may or may not occur at a story's end. It comes in 4 flavors:
  • Man vs. Man
    A character must defeat another character such as in a gunfight or a robbery, or it may be a more subtle conflict between the desires of two or more characters, as in a romance or a family epic.
  • Man vs. Society
    A character is forced to make moral choices or frustrated by social rules in meeting their own goals. Technically Man vs. Man is a small part of Man vs. Society.
  • Man vs. Nature
    A character must overcome his own nature or make a choice between two or more paths - good and evil; logic and emotion.
  • Man vs. Self
    A character must overcome his own nature or make a choice between two or more paths - good and evil; logic and emotion.
*NEW*
  • Dialogue
  • Action
  • Description
  • Thought
  • Exposition
*NEW*
  • First Person
  • Second Person
  • Third Person / Unlimited / Omniscient

Chapter 2: Background Setting

You will need to create a background story and setting for your plot which will add to the reasoning of why things happen, look or act a certain way into your plot and make more sense. Learning how to do so will ensure that your audience has an idea of what they are getting themselves into.

An Exposition is the insertion of important background information within a story; for example, information about the setting, characters' backstories, prior plot events, historical context, etc.
Incluing is a technique of in which the audience is gradually exposed to background information about the world in which a story is set. The idea is to clue the audience into the world the author is building without them being aware of it which can be done in a number of ways:
  • Through Dialogues
  • Flashbacks
  • Character's Thoughts
  • Background Details
  • In-Universe Media
  • Narrator Telling a Backstory

Chapter 3: Character Development

You will need to create personalities of characters for your plot which will add more of an understanding of why they are existing in your plot. Learning how to do so will ensure the audience will have an idea of why your characters are there in the first place.

The mental and moral qualities distinctive to an individual or a person in a novel, play, film or game.
There are many types of characters you can create. Below will be a list of types of characters you may have heard of, never heard of or have seen but didn't know that's what they were:
  • Protagonist
    Your main character of the game. They should be at the center of the story, should be making the difficult choices and key decisions, and should be experiencing the consequences of those decisions. The protagonist should be propelling the story forward.
  • Antagonist
    Your main enemy of the game. They will provide obstacles and complications for the protagonist. The antagonist will create conflict, which will test the protagonist which will reveal the strengths and weaknesses of their character.
  • Deuteragonist
    Your 2nd main character of the game. They may switch from being with or against the protagonist depending on the deuteragonist's own conflict/plot.
  • Tritagonist
    Your 3rd main character of the game. They may act as the instigator or cause of the sufferings of the protagonist. Despite being the least sympathetic character of the drama, he or she occasions the situations by which pity and sympathy for the protagonist are excited.
  • Antihero
    The "antihero" is a main character (usually the protagonist but occasionally a deuteragonist) who lacks classic heroic qualities. In modern media, the antiheroes are often the most popular and/or iconic characters of the work they appear in.
  • False protagonist
    A false protagonist is a literary technique often used for making part of the plot more jarring or more memorable by fooling the audience's preconceptions. The novel introduces a character who the audience assumes is the protagonist but is later revealed not to be.
*NEW*
How does the background setting influenced his/her life? Likes, dislikes? Etc. Elude to Ch.6 for outline template ideas

Chapter 4: Plot Twists

You don't have to create a plot twist in your plot but it is highly recommended that you include one to help keep your audience attracted to the idea of your game.

Plot Twists are turn of events in the story that usually aren't seen directly. Some people can see the twist coming through enough experience of seeing the same type of twists generally or if it is made too obvious. Something great shouldn't have to be the way it is forever so changing things up is a great way to keep people interested. An example would be a story about a boy who saves a girl from a bad guy and the twist would be the boy finding out the girl is actually the bad one and not the previous guy he had beaten. This technique flips around the entire perspective of things in your plot and recommended in using but not recommended to over-use it. It is possible to create too many plot twists as it will start to make your audience less and less surprised and expect your twists. Another example of a plot twist would be as mentioned earlier in Chapter 3 by using a False Protagonist in your story.
Everyone likes a happily ever after. The bad guys are defeated and there is no more conflict. For this reason it is always found at the end of a story simply for the reason that there is no longer a problem to deal with. The only remaining story out of this is a typical day that would happen normally in life which would bore the reader/player. However if ended correctly, a happily ever after can finalize and close things up just nicely.

Recovering from a happily ever after is possible. You can create an entirely new problem in a sequel.
Cliff Hangers are a plot device which features a main character in a precarious or difficult dilemma, or confronted with a shocking revelation at the end of an episode. A cliffhanger is hoped to ensure the audience will return to see how the characters resolve the dilemma. Those are the movies you see or games you play that have the "To Be Continued..." or "The End?"

Chapter 5: Further Revision

*NEW*
How can you make character interactions and scenes more memorable and relate-able to your audience?
*NEW*
How can you keep your audience engaged while not giving away the story too easily?
*NEW*
  • Reversal
  • Recognition
  • Death
  • Story Theme Repetition
  • Surprise
  • Journey
*NEW*
Does the character really say and/or do said action? What's difference between the character's POV and the writer's?

Chapter 6: Master Progression & Templates

*NEW*
What type of Genre(s) are being used? What is the history of the setting? Does Magic exist? If so, is it called Magic? Does certain types of technologies exist, such as trains? What kinds of government bodies exist? Any Guilds? Etc.
*NEW*
A user from another forum coined this term for unfiltered, random brainstorming via writing anything that comes to mind. May help reduce the amount of time lost to Writer's Block and may pick up an idea you haven't considered before.
*NEW*
Another user from another forum coined this term for placing your character into various, normal/abnormal situations and write down how he/she would generally react after 7+ situations.
*NEW*
Examples of Outlining to aid the writer in keeping the story accessible to work with and easier to present. Example of Chaude's Custom Storyboard and Character Profile Template
*NEW*
A handbook manual term for starting at the end of the story and work your way back to the beginning to have a different perspective in seeing if Point C's outcome matches to Point B's and if Point B's is aligned to Point A's.
*NEW*
What kinds of inspirations that helps the writer stay creative? Looking at pics? Listening to music? Discussing plot mechanics with others? Etc.

[ More To Be Available Soon ]


A special thanks to Chaude for help contributed to the development of this guide.


StatusGearEntertainment © 2016. All Rights Reserved.


StatusGear and StatusGearEntertainment in America and in Japan, are all for the development of video games and any digital projects in general. AetheriaLimitlessWorld, LimeLife, Perception, Modus Operandi and Parsanity are projects funded by StatusGearEntertainment and Omniscience Inc. Omniscience Incorporated is a supporter for all things knowledge and against the abuse in knowledge.
 
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Status Gear Entertainment

Praised Adventurer
Very nice I agree with this, I don't know whether every story needs every element like plot twists are good when done properly but awful and unnecessary in some.

Look forward to reading this when it's finished!
They most certainly can be overused. I think every story needs at least one plot twist. So long as the story remains in an un-cliche' manner.
[doublepost=1482568463,1461575273][/doublepost]Christmas-Eve Update
24 DEC 2016

A special thanks to Chaude for wanting to take the time to contribute to the update for this guide. There are potential future sub-topics to discuss and also some tips added in as well.
 
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