How to Create Surprise?

Clear Structure

  • The Unexpected
  • What is the Public not expecting?
  • An antagonist that suddenly change sides?
    • Because she was forced to collaborate?
    • Because she was betrayed by her side?
  • The Revelation of an Antagonist?
    • She seemed menacing since the beginning and now she ridiculously small?
  • The Behavior of the Antagonist?
    • They seemed relentless when you met them at 1st.
    • And now they run away when you enter the room with your Legendary Weapon.
  • You enter a Café.
    • The clerk asks you if you’re here for a mushy Cream.
    • You answer you prefer Mango juice.
    • The staff jumps on you with clubs & axes.
  • The Expected
  • Offering the Public a clear structure is essential.
  • The Public should be able to identify the structure of the whole Story after Chapter 3.
  • Crisis are easily identifiable.
  • Comfort & resting moment should be easily identifiable as well.
  • Justify the Unexpected.
  • A clear structure allows you to deviate more easily.
  • The Public does need to be able to see the deviation.
  • Where they expected a violent confrontation is now a painful & long discussion.
  • The Discussion is still a crisis.
  • A lingering crisis, slow to end, less violent, more pernicious.
  • Where a Fight with physical weapons would have been more brutal, more violent and maybe instantaneous.

Surprise & Engagement

  • Surprises create Engagement.
  • Diversity creates Engagement.
  • Satisfaction creates Engagement.
  • Offer the Public what she is expecting.
  • It creates an immediate sentiment of satisfaction.
  • And then make the next move shocking.
  • Make a move that everyone will Deny it ever happened.
  • Mix elements & Create Paradoxes.
  • Mix a Threatening element with a Comforting element.
  • Mix a Punishing element with a Rewarding element.
  • Combines the contraries.
  • Not every combination will work.
  • Surprise & Tempo
  • Reversal of situation are an easy way to create surprise.
  • As a reversal acts as the direct opposite of what’s expected, the Public is not excessively changing the scenery.
  • Escalation is the direct progression of a phenomenon to another state.
  • Escalation allows the Public to enjoy the surprise further as it capitalize on the initial idea.
  • Exaggeration is a form of escalation turning the surprise into another surprise of the same vein.
  • Exaggeration at its best is Exaggeration in Chain.
  • Don’t stop with 1 Crisis.
  • Put another.
  • After another.
  • After another.
  • And a last 1 on the top.

Make Games

  • Games create an entertaining context.
  • They condition the Public for entertainment.
  • It is something expected.
  • It can be deceitful.
  • Don’t let it be.
  • Deliver Fun.
  • Exaggerate.
  • Make the Board/Setting a fun place to be.
  • Wherever it is Violent, wherever it is Soothing, wherever it is Exciting make it Entertaining.
  • Multiple types of games.
  • Diversity makes Surprises more surprising.
  • It allows you to variate the tempo.
  • Have Different type of Difficulty.
  • Have Different types of Rewards.
  • Diversity creates Interest.
  • Quick, simple & clean Games
  • Clear Rules.
  • Clear Exceptions.
  • Clear way to solve problems.
  • Make solutions obvious.
  • Obviousness is not boring.
  • Predictability may be boring.
  • Don’t let event become predictable.

Teams & Crisis

  • Everyone Participates.
  • Every character is needed in the Story.
  • When are they needed?
  • Where are they needed?
  • Since they are not needed at the same time, their contribution will variate.
  • Every team member is needed.
  • They need to be solicited at different moment.
  • If they do the same thing, the Story structure will become dull.
  • Roles & Novelty
  • Some members will be better at negotiation.
  • Others will be better at survival or building.
  • The role of each member allows new situation to occur.
  • The story of each member pushes the Story in different directions.
  • Diverse members will conflict.
  • They will collaborate.
  • They will conflict again.
  • Wherever it is because of an external event or an internal one.
  • Missing Roles
  • If a Character disappear she needs to be replaced.
  • Will she be?
  • Missing Skills in a team are missing skills.
  • They can be learned by the remaining team members.
  • The only thing you cannot replace is the individual.
  • Admittedly.
  • This calls for unexpected actions on the behalf of the team members.
  • Will they choose to abandon a Character?

An Unstable World

  • Environment & Change
  • Catastrophes occur.
  • Creatures are subjected to Evolution.
  • Change is Destruction & Creation.
  • And the Characters’ Reactions.
  • Actions, consequences & Specificity.
  • Why is your character in a specific Setting?
  • What are they searching there?
    • A person?
    • An object?
  • Do they reside in this Place?
  • What can they do in this Setting?
  • What will happen if the Characters do [forbidden action]?
  • What will happen if the Characters do [benevolent action]?
  • What will happen if the Characters do [unusual action, but authorized]?
  • How will the Inhabitant react?
    • The Citizen/Subjects
    • The Police/Security
    • The Management/Administration
  • How will the Environment react?
  • Curiosities will drive Curiosity.
  • Objects lead to Stories.
  • Why is the object here?
  • Who left it here?
  • Was it left willingly?

Your 10 Favorites Stories

  1. What are your 10 favorite Stories?
    1. Try to pick at least 1 per genre
  2. What are the Essential Scenes like?
    1. Opening scene
    2. 3 Crisis
    3. Epilogue.
  3. Change the Outcome.
    1. Create 3 new Outcomes for each scene
    2. For each Outcome display consequences on the characters
  4. Context & Perspective
    1. Why did the Outcome change?
    2. What makes the new Outcome consistant?
    3. What makes the new Outcome surprising?

Posted

in

,

by