Post by Alenis Meru on Aug 11, 2014 5:00:21 GMT
Just a cool article that I found online. Lots of good and interesting advice about creating characters.
A couple excerpts:
I think the last one is particularly interesting. I think in simming, there is a balance there. To some extent we should be going with the flow of the story and building off of each other so that it moves forward rather than getting tangled up and going nowhere, but we should also be thinking of cool and interesting complications that can send us sideways or even backwards. I often use the phrase "advance the story," but that doesn't always mean advance the goals of the protagonists.
Thoughts?
A couple excerpts:
1) Character Is Action
...Your characters can be witty and spout interesting philosophies, and have cool names and awesome fashion sense — but in the end, they are what they do. We judge people by their actions (with the caveat that speech can be an action, too.) So when you're coming up with characters to populate your world, don't think of types of people or cool ideas — try to think in terms of people who do stuff.
...Your characters can be witty and spout interesting philosophies, and have cool names and awesome fashion sense — but in the end, they are what they do. We judge people by their actions (with the caveat that speech can be an action, too.) So when you're coming up with characters to populate your world, don't think of types of people or cool ideas — try to think in terms of people who do stuff.
10) Work AGAINST The Flow Of The Plot Or Story
If your character is going from A to B to C, following the exact steps they need to take to get through the plot you've laid out for them, then they're probably not actually having a life of their own. Your character should wander off the path — and pay attention to points where a real person wouldn't necessarily just walk straight into danger, or make the decision that will move the plot forward. Often times, when your plot is going too smoothly, it's not just because you haven't introduced enough complications — it's also because your characters aren't really making their own decisions.
If your character is going from A to B to C, following the exact steps they need to take to get through the plot you've laid out for them, then they're probably not actually having a life of their own. Your character should wander off the path — and pay attention to points where a real person wouldn't necessarily just walk straight into danger, or make the decision that will move the plot forward. Often times, when your plot is going too smoothly, it's not just because you haven't introduced enough complications — it's also because your characters aren't really making their own decisions.
I think the last one is particularly interesting. I think in simming, there is a balance there. To some extent we should be going with the flow of the story and building off of each other so that it moves forward rather than getting tangled up and going nowhere, but we should also be thinking of cool and interesting complications that can send us sideways or even backwards. I often use the phrase "advance the story," but that doesn't always mean advance the goals of the protagonists.
Thoughts?