Twelve Lessons from the Movies of 2012 – Part 2

Welcome back to the second half of class! Sorry I’m late, I was a bit busy with a little thing called the Global Game Jam (check out my 48-hour project “Sprout”). We’ll examine six more movies today, see what we can learn from ’em, and even give out a few other awards!

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Twelve Lessons from the Movies of 2012 – Part 1

So here we are in 2013! Time to reflect back upon all the films we saw last year. For most bloggers this’ll take the form of a best-of list and maybe a worst-of list too, but we’re real writers, and supposedly video game developers, so we’re gonna try to be a bit more constructive than that. One of Logan’s close friends studies cinema, and he’s always said you can learn something from any film, good or bad. I’m not sure if that applies to George Lucas movies, but luckily he didn’t release any movies this year.

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Professor Figment’s Lesson the Firste: “The Starting of the Campaigne”

figmentsSchool

So for a year or so now I’ve had a bit of an interest in tabletop role-playing games. Been reading blogs, looking at books on Amazon, listening to podcasts of Dungeons & Dragons games. Pretty nerdy stuff. I considered trying to play once or twice before in my life, but never really pursued it. The trigger, I think, came from my recent disdain for Skyrim when I stumbled upon the realization that despite the freedom and non-linearity of the game I couldn’t actually kill important NPCs or really have any overall effect on the world itself. Me and my flame atronach fucking took over the shit out of Markarth, damn it! Gimme my Jarl crown you fuckers!

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How to Write a Great Character #2

He should have no back story, story arc, or future. A character who has a story is uninteresting. He should lack both a personality and distinguishable character traits because these things alienate us. He should be completely scrapped, redesigned, and barely recognizable as the same character, or possibly be a different person altogether, in each “story” in which he’s involved.