ABSTRACT

This chapter goes into Jungian archetypes and stock characters to show how popular games and movies seem to have a common pool of characters. This chapter will also explore what makes a compelling hero or protagonist and provides a sample survey that forces a writer to ask tough questions about the characters they create. The more specific the answers that they provide, the better it is.

The author also explores in great detail what makes a great villain or antagonist. He will provide four different categories under which villains fall – The Evil Sadist; the Obstacle; the Controller; and the Competitor. He also discusses the necessity of a unity of opposites to drive the conflict of a story.

In creating worlds, a narrative designer should use the same type of survey as they would use to build characters. Why? Because worlds are characters. They have distinct, memorable features that invoke emotion in players.

This chapter will also discuss the basics behind writing good dialogue.