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What You See Is What You
Get By
Jonathan Hicks Each
time I sit down and watch the Star Wars movies I always try to
catch on to the very thing that makes them unique. After all, if you could
bottle that uniqueness and uncork it every time you sat down to write
whatever material it is you’re working on then everything you design and
create will have that Star Wars flavour and the people you are
sharing the experience with will see that. No doubt there are many, many
different reasons why people love the genre but there is something untenable
that the films have, which no other media has been able to re-create. There
are many reasons why the material is wonderful, and I hope I have captured
some of that in two other articles on this site, Interesting NPC’s and
Settings With Depth. But even with these guidelines on creating a game
world, there still seems to be something missing. Watching
Episode I - The Phantom Menace I realised what it was, and it
seems so obvious to me now. Even though the characters were surrounded by
starships, ‘droids, speeders, lasers, aliens and all things weird and science
fiction they didn’t allow themselves to be distracted by it. In other words,
they didn’t really care what was going on around them. Their reality was the
norm; watching a speeder full of aliens shooting down the road was an
everyday occurrence, the same way a normal human on this world would
virtually ignore a car full of people driving past. In short, if the Star
Wars galaxy were real to its inhabitants then it would seem real to
the person interacting with it. That
is what suspends our disbelief with the Star Wars trilogy. As
far as the actors are concerned, they’re there. That is what you have to
communicate to the players - that the game world is real. SO WHAT? The
first thing to do is make sure that you, yourself, are not overawed by what
you are going to present to the players. Study a location or a setting
carefully and become well versed in the ins and outs of it, or at least
affect an air of disinterest when describing something during the game. You
see, as far as the players are concerned you are the medium through which
they are communicating with the Star Wars galaxy. By
all means, go into detail about where the characters are and what they see
and smell in the initial stage of their contact with something new and
elaborate by waving your hands and being creative, but there’s no need to
continually do that or the players will think that the place they are in is
special and they are not. When you go on holiday and, say, go to a city with
new sights and smells you’re pretty overawed, right? But when you’ve been
there a while, or if you stay there for a really long time, the view from the
window and the things surrounding you seem like normal. That’s why the characters
in Star Wars seem so real. You might see a dewback
with a Stormtrooper on its back on the big screen and think ‘wow’ but the
characters on the screen would look at it and think, ‘oh, a dewback. With a Stormtrooper on its back’. GETTING ABOUT
Characters
in Star Wars are about as overawed by starships as we are with
aeroplanes or sea ships. They’re always flying or sailing about, can be
caught and utilised quite easily and are a common element
on the planet. Only those people who have never seen a ‘plane, like those
beings in Star Wars who may never have seen a starship, would
be mystified. You can go into lots of detail about the vessel, the internal
workings and what it can do, but at the end of the day it’s a ship. It goes
from A to B, making it simply a means to an end. There are plenty of ship
designs out there which would make the average player go ‘wow’, but this is
exactly the same reason why we go ‘wow’ over sleek sports cars. If you see
enough of them about, they’ll soon become natural, even mundane. WHAT DOES THIS BUTTON
DO?
Items
are in the Star Wars universe to be utilised. Again, you can go
into lots of detail about how a hydrospanner works
and what it looks like, but at the end of the day... who cares? It’s like being in a car workshop. You need a torque
wrench to secure bolts onto a wheel. That’s what it does. You would simply
say ‘pass me that wrench’, and in the Star Wars universe you
would say ‘pass me that powerdriver’ or ‘hand me
that plasmawelder’. It doesn’t matter why its there
or what it actually does in the Star Wars universe, the fact is
you need to fix something and you need a quick description as to what you
need to do. It
would be very difficult to think of a reason to describe why a starship needs
its drive repaired. You would have to think of a way to describe the internal
workings, how it works, why certain parts do what they do. But it doesn’t exist! Once again, the
details are just there to add atmosphere. The story needs a reason why the
players are going to be stuck on a planet for a couple of days and will cost
them four thousand credits. You could go into detail but all you need is
something wildly descriptive to get your point across. It doesn’t matter if
it doesn’t make sense just as long as it adds to the suspension of disbelief.
Something like this; ‘Well, your primary power converter is
ruptured and its leaking all over the external flow
casings. I’m afraid the flow has to be diverted and I’ll have to shut it
down. It’ll cost about four thousand.’ What
does all that mean? Who cares? It
was descriptive and it added to the atmosphere. When Ric
Olie, the pilot of the Naboo Cruiser in Phantom
Menace said ‘the hyperdrive is leaking’, and when Han Solo
said ‘replace the negative power coupling’ in Empire Strikes Back,
what did it mean? It didn’t mean anything! It was just trying to convey that
there was a problem, and that they were going to be stuck until it got
repaired. A means to an end. It helped the plot and what’s more, the
characters took to it like someone had told a normal person they needed an
oil change. Granted, the problems in the films were a little more serious
than that, but the point is made. Don’t
simply say ‘your ship will not fly and it’ll cost you money’, or ‘the speeder
won’t start but you manage to repair it’. Have a character explain what the
problem is, and how much it’ll cost. And whilst you’re doing it, don’t try to
make out its real or there could be a problem that could be explained with
modern-day physics, just go with the flow. It’s there to enhance atmosphere,
not explain it. IN CONCLUSION
You’re
probably thinking ‘what the hell is he going on about’, but it is a difficult
concept to explain. What you have to do is tell a story and carry the
characters through an adventure. All the detail, special effects and
background noise are just window dressing. If the plot calls for them to be
afraid of a huge war robot, then describe what it does, not just what it
looks like. Appearances may tell the player what the thing may do, but at the
end of the day it’s what it does do that counts. A starship that looks cool
won’t carry the plot, but one that gets the players about the galaxy will.
The Millennium Falcon didn’t
need to be sleek and powerful. It was, after all, a piece of junk, and there
were several times there was a good chance it would fail the characters. But
it served the plot, and no amount of special engine design or amazing
technology is going to make the story better. Star Wars isn’t about
how it looks in certain places but how all that detail meshes together. If
you can make the galaxy as natural and alive as the real world, then you’re
half way to creating a reality of your own. |