My Message close
GAME JOBS
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Blogs

  Story Design Tips: The Second Law of Timing
by Guy Hasson on 02/29/12 06:26:00 am   Expert Blogs   Featured Blogs
3 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

Want to write your own blog post on Gamasutra? It's easy! Click here to get started. Your post could be featured on Gamasutra's home page, right alongside our award-winning articles and news stories.
 

This Story Design Tips column is here to help you design better stories in your games as well as highlight the importance of a good story designer. We’ve already covered the art of dialogue, the craft of world-building, the techniques for creating good surprises,  comedy theory, and more. In this four-article series, we’re talking about the basic rules of timing.

As I said last time, timing covers everything that happens, not just the big things. It’s important to note, though, that designing good timing doesn’t just mean that you put everything you planned in, and just change the timing. To create good timing, you sometimes need to change the plot a bit.

Last time we talked about the first law of timing. One of the three answers to ‘When does something happen?’ is At the very last minute. The second law of timing requires more from the story designer. You’re going to have to change characters and change your plot, to fit events into this law of timing. But whatever you are required to change will change your story for the better.

So: When does something happen?

Law of Timing #2: At the worst possible time.

Anything can happen at the worst possible time. Doesn’t matter if it’s a big event or a small event. It needs to happen at the worst possible times for someone.

For example: The detective is called in to check a murder or a terrorist event that starts the entire plot rolling. He could just be sitting at home when he’s getting the call (bad timing) or he could just be starting the car, taking his entire family on vacation.

Another scenario: Maybe his wife just gave him an ultimatum that says: either you quit the job or I leave. That’s a really bad time to get a call. Maybe he’s chasing down his own mystery, which he’s keeping to himself, and he’s about to witness a big thing when he’s called off. That’s a bad time, too. In this case, a bad time to call means good timing for the story.

Look at all the examples above, and check: What does this law of timing affect? It doesn’t affect the speed of the story or even the ticking clock sensation of a story. No: this rule of timing creates better drama. In each of these cases, the drama is more powerful than if the rule had not been used (and the detective had just gotten a call).

This means that the story is more powerful, that the characters’ investments are more powerful, and that the players’ investment in the drama is stronger. Improving the timing of a story improves the bare bones of the story itself.

This law of timing is true for tiny events: A policeman bringing policewoman a cup of coffee. (Is it when bonding with a suspect, saying she believes everything the suspect believes, including that caffeine is bad for you); missing an event at the worst time; coming to a realization at the worst time; meeting a person at the very worst time (the policeman sees the suspect, but the policeman is with his kid in the car); saying the right thing at the worst time, etc. etc.

This law is just as true for big events: The bomb is about to explode just when the president is there. The chase is not through an abandoned warehouse but through a party with hundreds of people (or a children’s event). The good guy gets into a car to chase the bad guy, but it has almost no fuel. Etc, etc.

Note that every time you change the timing according to this law, you have to change the story. When creating a story, take this law into account, and build the story’s events with this law in mind. Your story will automatically become more dramatic and powerful.

Next week, we’ll cover the third law of timing.

[If any of you have any questions for future Story Design Tips columns, please write them in the comments or send me an email to guyhasson at gmail dot com.]

 
 
Comments

Jason Pineo
profile image
Guy, this article is very much appreciated. I've just read a sampling of your other posts and now realize I must read them all and recommend them widely to others. Good show!

Hyperlink notice: as of this moment the link to the First Law of Timing leads right back here to the Second Law post.

Celeste Roberts
profile image
Great advice and excellent examples. I really appreciate your insight and your mentioning that changing the story is often essential to create more drama and more excitement for one's audience. A writer's work is never done!

Pieterjan Spoelders
profile image
Good read. Clear as always and quite helpful for spicing up my poor writing skills. Thanks!


none
 
Comment:
 




 
UBM Tech