ABSTRACT

A setting is not passive, it is a dramatic force as powerful as any character. It works well to think of the story world as another character in the story. Character can only be understood in terms of an active relationship between the individual and the world in which they interact. The main character's goal is a clear, visible goal that the viewer can follow—to be with each other in Romeo and Juliet, take out terrorists in Call of Duty 4. A story starts by showing what a character wants but as the story progresses it reveals what a character really needs. Lagos Egri summarized a character's need as "insecurity… the most central and complex of all human emotions and conflicts". The conflicts in animation, visual effects (VFX), games, and virtual reality (VR) all involve characters reacting. Characters who are exactly as they appear to be are not that interesting. It leaves little room for developing the drama.