Some time ago I was watching a video about DooM level mapping3 and after getting back to constructing my comic I realized something – why does almost every discussion here is focused on characters? Character is just one of the cogwheels in a story-telling mechanism so why does everyone always focuses on that rather than other important aspects like world logic, environments and action choreography?
Why do I mention DooM in the first place? Because its levels are essentially an amalgamation of everything you need to have in your work – a mixture of specific and abstract designs which provide creative freedom but serves a particular purpose, a choreographed action based on character’s and monster’s traits and most importantly, a quest – a specific set of objectives which provide a sense of progression for the plot and action itself. Constructing a DooM level is not just about drawing random walls and placing monsters and ammo, it’s about handling many critically important aspects of a story at once, balancing, refining and converging these aspects while choosing the one right path from an endless number of possible solutions, something that, according to artists, is extremely easy and can be done in “less than a week” regardless of length and complexity.
Anyway, practically every topic I see here is always about characters, character's grandma’s maiden surname, character's armpit hair color, character's favorite socks length, character's favorite junk food, character's favorite Chia Pets, character's favorite sleeping pills, how many hours a day your character spends watching paint dry, the first time your character kissed its own elbow (“sfw only” of course!) and many other extremely interesting topics, yet nobody seems to acknowledge the fact that even if you have the most “interesting” and/or “relatable” character in the world, you will not be able to make a good story if your character has no purpose and has nothing to do; general plot and script only sets a general direction of events but once your character sets foot on the ground it’s the world logic and environment that determine its actions and consequentially, the actual “meat” of the story.
When people are talking about environments and backgrounds they tend to call both of them backgrounds but these two things are different: background is, just as the name implies, is a backdrop behind the characters and just like in a theatrical play is not (or minimally) interactive while an environment is something that surrounds the characters and plays a critical role in a story when characters actively interact with their surroundings. There were several discussions on how “detailed” your “backgrounds” should be but nobody seems to acknowledge that environment is not just a decoration that you can skip whenever you like and replace it with a gradient limbo, it’s an essential part of the story-telling mechanism and a separate “character” which tells its own story via environmental story-telling.
As for the action scenes, there were also a few discussions here and again, I see people demonstrating their characters in one panel shooting… Umm… Somewhere off panel followed by a panel of someone else being hit… Umm… Somewhere else and we have absolutely no idea where these two characters are in relation to each other, what’s going on around them and what’s going on in general, not to mention another half a dozen characters politely waiting for their turn just outside the frame. Even the original DooM comics, both the “Rip and Tear!” one and the DooM 2 RPG comic, have exactly the same problem in that regard.
Just as Civvie said in one of his videos, properly built action scenes must be as unbroken and clear as possible, and in order to do that you have to have a properly built and thoroughly planned and tested environment and not just a rough script of what your characters are supposed to do and a gradient backdrop.
And on a separate note, why the hell do you even have an action scene if your main character have a 100% accuracy rate and so much plot armor that it can take an artillery shell to the face and survive without any meaningful consequences? This is not a power fantasy, this is a juvenile fantasy because I’m not talking about specifically constructed semi-abstract “game” logic here, I’m talking about world logic that is supposed to look more or less «realistic».
So, here’s some of my thoughts as I’m slowly gathering data about environment and action scenes construction and I’m genuinely surprised that most of the information is scattered all over the place and no-one seems to bother, but is your character’s eye color more important than its actual traits that can only be depicted in action, are endless close-ups more interesting than fully constructed environments with spatial depth and atmosphere and the last but not least, why the hell do we need to sit through thirty pages of history lesson infodump if none of that dump will play any actual role in your story? I genuinely don’t get it.
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Feb 16
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Feb 18
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