Foggy Momentum
An odd name for a post title I admit, but it’s the best I could think of… I’ve been struggling to come up with ideas for a certain part of my story for many weeks now. Last night I stayed up a little too late playing some Hitman: Blood Money. When I’m creatively stuck there’s nothing like running through some well designed play challenges. It’s a bit hard to explain, but I’ll try anyway.
The levels in Hitman are well designed because they offer many opportunities to progress or succeed in the level. Take for example, a suburbia level where your goal is to assassinate a former mafioso in the witness protection program. His house is patrolled by FBI agents, there are security cameras, and even a disguised truck outside the house with two FBI men inside observing everything. The place is a fortress. Make a wrong move, and they call in two extra carloads of FBI agents to gun you down.
In the game, just as in real life, a situation like this seems almost impossible to overcome. But the designers have left a few opportunities for you. Across the street from the house is the home of a veterinarian. You can steal some tranquilizers to be used on people or the guard dog. Chloroform can be used to knock out people. There’s even a sausage out of the garbage that can be used to sedate the dog. Another neighbor has a child’s treehouse in the back yard. In the treehouse is an air rifle. The air rifle can fire the tranquilizer darts. By themselves, these individual components are useless, but if you explore enough to find both elements, you’ve got a recipe for a plan.
There’s a birthday party going on in the house of the mafioso. A clown has been hired, and goes to and from his car for party supplies. You can knock him out, steal his clown outfit and enter the house that way. There is a caterer, and you can do the same with him, using his catering tray to sneak in your weapons of assassination. You can knock out the garbage man, and take his uniform. This allows you access near the house without raising suspicion.
As you can see, the design of a game level in Hitman is all about opportunities. This isn’t that much different from plotting a story. The goal is the same. As the storyteller, what you’re trying to do is to both create opportunities for your villains and your heroes. You’re trying to establish circumstances that push the characters forward into action because, given the opportunities, they will be naturally motivated to do so.
For characters to seem resourceful, you must give them resources to exploit or at the very least things they can stumble upon. Think of your characters as opportunists. To succeed all they need to do is recognize opportunities in their environment that they can exploit. From that perspective, your job as the writer is more like a designer. You design situations and conflict that inherently present non-opportunities and opportunities.
For example, if your character had to sneak into a well-guarded building you have a simple goal with an obvious conflict; The character can’t just walk in the front door. The solution then becomes a process of elimination. Back door? That’s guarded too. Window? All shut and locked. Close off the possibilities until they start to become more interesting.
- Could the character pose as a pizza delivery girl?
- A building repair man?
- Knock out a guard and take his uniform?
- Climb to the rooftop of an adjacent building and jump across?
- Crawl across a narrow ledge, fearful of falling at any moment?
Suddenly you’ve got a whole host of interesting things to work with. The question then changes from “What can I do?” to “What CAN’T I do?” and your problem has morphed from not having any choices to having too many!
I lost a little sleep playing games last night. But when I woke up this morning, even though I struggled to get out of bed, I had a fresh well of creative energy to draw from. With a little coffee, the tumblers of my mind started to turn over and I couldn’t stop myself from cranking out a few ideas for my story.
When you’re stuck sometimes all you need is to see things in perspective of opportunity. Lose a little sleep over it. Make up for it by overdosing on a little coffee. In the spirit of opportunism; Use whatever works. With any luck, you might find a little foggy momentum.
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