3 Ways Acting For Film Is Different From Stage Acting and How to Adjust

Are you finding it difficult to make the transition from theatre to film and TV? If so, it may be that your training for the stage is getting you into trouble. From auditions to final product, stage and screen acting make different demands on actors.

Here are three major differences with tips on adjusting your performance.

1. Distance matters.

If you’ve been on stage, you’ve probably heard it said that you must play to the back of the house. In your movements and your voice, there is not a lot of room for subtlety. Small facial expressions and soft voices will probably not reach beyond the first few rows.

Conversely, when you are acting for the camera, you must be as contained physically as possible. As this Theatrefolk article puts it, “Because of the close-up perspective, actors on film must use more subtle, controlled, and natural expressions and gestures. Large, exaggerated ‘stage acting’ can look awkward and silly on screen.”

Nearly every emotion conveyed on screen is done through facial expressions. Your eyes can betray you. If you are thinking about your lines or your hair rather than about your character’s situation, the camera will see it and the audience will disconnect from you even if they don’t know exactly why.

2. Preparation and performance.

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If you’ve been in a play, you know that a lot of time goes into rehearsals. Once the curtain rises, there can be no do-overs. You need to know your lines perfectly and perform them with energy every time.

Often in film and television, you’ll probably not get more than a cursory run-through before cameras start rolling. It is also not unusual to have script changes at the very last minute, so flexibility is important.

No matter what, you have to work on memorizing lines, so that when you hit the stage or set you are not the one wasting everyone’s time! In this article, we offer tips to help you nail your lines whether you have months to prepare or merely hours.

But keep in mind that in theatre, the play runs its course linearly and it is likely that there will be an emotional pull to the end. In film and television, scenes are shot out of sequence. This means that different challenges face the screen actor, who must move quickly between emotional frequencies with little time to prepare.

3. Familiarity vs. originality.

When people go to a play, they are often already familiar with the characters and plot. They are there to see an actor bring Juliet or Willy Loman to life. As this Backstage article puts it, “The audience and critics will compare you to past versions of the same show. Because many stage characters have been played over and over, there is only so much leeway an audience will accept before they start to complain.”

In casting for film and television, it is often the case that the script will be wholly original and brand new for everyone, and its creators are looking for an actor to bring herself to the role. Especially in television, a part will grow and change with the actor. This means that when auditioning, it is important to be as natural and authentic as possible — something much easier said than done!

Ready to learn more about acting for film? Study acting at the New York Film Academy.

4 Screenwriting Tips to Help You Eliminate Sexism in Movies

We see gender inequality in film all the time, but where does it start and how can we work to eliminate it?

Screenplays often implicitly or explicitly suggest flat female characters valued for their looks alone before shooting ever begins. Here are a few tips to help you avoid stereotypes when writing your own scripts and foster gender balance on-screen.

1. Introduce your female characters as you do your male characters.

It may come as no surprise that female characters are often introduced in a screenplay with their appearance front and center, while their personality traits coming a distant second (if they appear at all).

Ross Putman, a producer and filmmaker who started the Twitter feed @FemScriptIntros, dedicated to exposing the often cringeworthy introductions of female protagonists in scripts, told Jezebel, “Women are first and foremost described as ‘beautiful,’ ‘attractive,’ or—my personal blow-my-brains-out-favorite, ‘stunning.’ They’re always ‘stunning’ in a certain dress or ‘stunning’ despite being covered in dirt because they’re a paleontologist—or whatever.”

This is not generally the case for male characters, whose intros tend to be longer and more interested in an inner life, which will, in turn, justify their motivations and prepare for the forward momentum of the plot.

2. Give female characters names.

Female characters are much more likely to be referred to as something generic like “hot chick on bike,” or “pretty young mother.” Not only does this tend to encourage stereotyping, but, according to The Conversation, “Performers are usually paid more to play a named character, so naming characters in screenplays can also help address the gender pay gap for performers.”

3. Write with an eye to gender balance.

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Giving generic characters female names by default can also help to close the gender gap in films. According to See Jane, the Geena Davis Institute on Gender in Media, only 10 percent of films have a gender-balanced cast, so assigning lines of supporting dialogue to “Carla” instead of “Neighbor” or “Mike” can help ameliorate the dominance of men on a set. Even making a note in the script that a crowd should be half male, half female can help remind casting directors that the crowd should accurately represent the human population.

4. Allow women to age along with the menfolk.

We might tend to blame casting directors for the virtual nonexistence of women over 50 onscreen, but the truth is that many screenplays stop the conversation from the start by specifying the age of women to be 20-something, 30-something, or 19, when oftentimes the male opposite doesn’t have his age specified.

A big part of the problem is that most screenwriters are still men — only 11 percent of 2016 top-grossing films were written by women — so their biases and fantasies are most often represented. As this WIRED article puts it, “No one’s saying May-December romances don’t happen, they just seem to happen a lot more in movies.”

Though we are talking here about sexism in screenplays, many clichés regarding race, sexual orientation, and disability can also be addressed in a similar fashion. You may be surprised how much more interesting your script will be when you think about rounding out flat characters, and how it may help your project stand out in the eyes of producers who must wade through countless clichés to find fresh and compelling stories.

Learn more about screenwriting at the New York Film Academy.

Fan Favorite Performances From Blockbuster Season

There’s no better time to be a movie fan. This year there were plenty of fantastic films released during the summer, which means a number of notable acting performances that will have us talking throughout this awards season.

In case you missed them, this is your call to catch up on recent stand-out blockbuster performances:

Gal Gadot in “Wonder Woman”

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These days there’s no shortage of movies based on our favorite comic book heroes. In fact, it’s now normal to have several superhero movies release during the summer. But if there’s one actress who many thought didn’t have what it takes to become the next DC Comics superstar, it’s Gal Gadot. Of course, the Israeli actress and model proved everyone wrong by impressing with her performance as one of the most iconic female superheroes we know.

While Chris Pine’s performance as Steve Trevor was praised, Gadot proved she was the perfect fit as Wonder Woman by making the heroine feel strong yet genuine and compassionate.

Fionn Whitehead & Harry Styles in “Dunkirk”

If there’s one thing the industry can agree on, it’s that Christopher Nolan knows how to make good movies. His latest, a World War II epic about the British military’s celebrated evacuation, already has more than $166 million in box office and nothing but positive reviews. One of the most remarkable things about “Dunkirk” is that it was the film acting debut for two of the main characters.

Although it was their first major acting gig, both Fionn Whitehead and Harry Styles impressed with their roles as young Allied soldiers. Like many celebrities who reached stardom in another industry, there were low expectations for Styles. Instead, most reviewers praised his convincing performance.

Andy Serkis in “War for the Planet of the Apes”

Ever since his critically acclaimed role as Gollum in “The Lord of the Rings” film trilogy, Andy Serkis has become the top motion-capture actor on the planet. Working on big films like “Star Wars: The Force Awakens” and “The Avengers: Age of Ultron,” Serkis’ movies have grossed more than $8 billion dollars worldwide. Did we mention you’ll also see his work in the upcoming “Black Panther” and “Star Wars: The Last Jedi?”

Reprising his role as Caesar, Serkis once again blew audiences away with his performance as the leader of the apes.

Tiffany Haddish, “Girls Trip”

This summer was not good for fans of R-rated comedy. From “Trainwreck” and “Snatched” to “The House” and “Baywatch,” several movies that promised to keep us laughing during the hottest months of the year ended up underwhelming. Only “Girls Trip” delivered thanks to its many comical situations and well-chosen cast.

Despite working alongside renowned co-stars like Jada Pinkett Smith, Regina Hall, and Queen Latifah, Tiffany Haddish managed to steal the show and keep viewers laughing throughout the film. Her role in the film is considered Haddish’s breakout role and one of the reasons the R-rated comedy has earned more than $100 million

Tom Holland in “Spider-Man: Homecoming”

There will always be skeptics when a new actor takes the role of a beloved superhero. Considering that the last film, “The Amazing Spider-Man 2,” underperformed at the box office and received mixed reviews, there was even more pressure on Tom Holland to bring Peter Parker to life in yet another attempt at a Spider-Man film reboot.

Tom Holland received acclaim for his performance as the Webslinger in “Spider-Man: Homecoming,” which is considered by many to be the best film in the franchise to date. Holland’s good looks and acting abilities also helped him win “Choice Summer Movie Actor” and get nominated for Choice Breakout Movie Star at the 2017 Teen Choice Awards.

Kumail Nanjiani in “The Big Sick”

It just wouldn’t be summer without a few romantic comedies thrown into the mix. On paper, “The Big Sick” sounds like the many other movies in this genre that you’ve already seen. There’s the nice guy falling in love with a girl he thinks is too good for her but goes for it anyway, resulting in a rollercoaster of emotions.

But what makes this movie unique, hilarious, and worth watching even if you hate romantic comedies is Kumail Nanjiani’s performance. His excellent chemistry with co-star Zoe Kazan and knack for melding humor with heartwarming moments is one of the reasons “The Big Sick” is seen as a revitalization of the genre.

Toronto International Film Festival Favorites for the Fall

A cool, crisp breeze is in the air. Leaves are turning colors and drifting down to the pavement. It must be fall, which means the kickoff of the fall film awards season, which in turn means the world will now focus on catching all the critically acclaimed, award winning, and audience favorite movies from the Toronto International Film Festival (TIFF), which ended this week. For the full list of winners, visit TIFF’s official website.

Here are a few key films from TIFF that you won’t want to miss this year.

“The Shape of Water

Directed by Guillermo del Toro, this Cold War-era fantasy thriller sets a tone akin to the magical realism of Gabriel Garcia Marquez. Sally Hawkins plays a government laboratory employee who accidentally discovers a creature in a forgotten water tank. Lonely and mute, she befriends the animal until her secret is uncovered.

Set for release in the United States in early December, “The Shape of Water” also premiered at the Venice International Film Festival earlier this year, where it won the Golden Lion for best picture.

“Three Billboards Outside Ebbing, Missouri”

This comedy-drama from Martin McDonagh features a knockout cast: Frances McDormand, Peter Dinklage, and Sam Rockwell. An excellent script paired with fantastic performances from the entire ensemble makes this a can’t-miss film for movie enthusiasts.

A local mother (McDormand) attempts to galvanize the local police into action by purchasing billboard space accusing the police department of a shoddy job serving justice. It’s the type of movie that swirls around in one’s head for days.

“The Disaster Artist”

Remember “The Room,” Tommy Wiseau’s 2003 cult film, considered one of the worst movies ever made? “The Disaster Artist” chronicles the making of the film as well as the friendship between Wiseau and actor Greg Sestero (Dave Franco).Wiseau is, as always, a commanding presence who captures the subtleties of Wiseau’s character: an ambitious, ultimately lonely figure. It’s fun seeing the two brothers work off of each other, and makes for terrific entertainment.

“The Current War”

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Every schoolchild knows that Thomas Edison invented the lightbulb, but did they know that it was a race to the finish line? The perpetually brilliant Benedict Cumberbatch plays Edison against Michael Shannon’s George Westinghouse as the two geniuses compete to harness electricity. Directed by Alfonso Gomez-Rejon of “Me and Earl and the Dying Girl” fame, it also features snappy dialogue from writer Michael Mitnick. This is also an excellent film for anyone interested in American history and how electricity conquered the country.

“Thelma”

This Norwegian psychological horror film from Joachim Trier showcases an eerie performance by lead actress Eili Harboe. For the upcoming Academy Awards, it was selected as the Norwegian entry for Best Foreign Language Film. Harboe plays a student who moves to Oslo and falls in love with another girl; she then discovers that her crush has triggered certain inexplicable powers within her.

“I, Tonya”

This black comedy-drama centers around the life of figure skater Tonya Harding, who famously smashed her opponent Nancy Kerrigan’s kneecaps with a baseball bat in 1994. Nominated as runner-up for the People’s Choice award, this film features Margot Robbie as a young Tonya Harding.

Interested in learning more about film? Check out our filmmaking programs.

6 Celebrities You Didn’t Know Studied Broadcast Journalism

Lights, camera, action! Celebrities grace our television and movie screens on a daily basis. But not every film and television celebrity’s career started with acting. For our aspiring broadcast journalism students, it may be encouraging to hear that the skills they learn in NYFA’s Broadcast Journalism conservatory translate well to a slew of professions — including a life in the limelight.

Whether they studied broadcast journalism or communications, it might surprise you to learn these celebs were on a journalistic track … just like you:

Matthew McConaughey

Matthew McConaughey received his bachelor’s degree in radio, television, and film in 1993 from the University of Texas at Austin. Originally, McConaughey wanted to go to law school after graduating from college, but he realized he was not interested in becoming a lawyer.

David Letterman

David Letterman graduated from the department of radio and television at Ball State University in Muncie, Indiana. He began his broadcasting career during college as an announcer and newscaster at the student-run radio station, WBST. Letterman was fired, and later became involved with another campus station, WAGO-AM 570.

Howard Stern

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Most people know Howard Stern best as a radio personality, but he is also a television host, author, and actor. Stern graduated magna cum laude from Boston University in communications. He also received a diploma from the Radio Engineering Institute of Electronics in Fredericksburg, Virginia. After completion, he earned a first class radio-telephone operator license — which is a required certificate for all radio broadcasters issued by the Federal Communications Commission.

Jerry Seinfeld

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Jerry Seinfeld first attended State University of New York at Oswego. However, during his second year, he transferred to Queens College, City University of New York. He graduated in communications and theater.

Wendy Williams

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Wendy Williams isn’t your typical daytime talk show host. Williams attended Northeastern University in Boston from 1982-1986, graduating with a Bachelor of Arts in communications. While she was in college, she was a DJ for the radio station, WRBB.

James Marsden

Heartthrob James Marsden attended Oklahoma University to study broadcast journalism, but he ended up dropping out of college to pursue a career in acting.

This just goes to show, you never know where broadcast journalism can take you!

Through a combination of lectures, demonstrations, and hands-on projects, our 4-Week Broadcast Journalism Workshop gives students an intensive look at the inner-workings of the digital and broadcast journalism industries. Learn more and apply on our 4-Week Broadcast Journalism Program page.

Jobs in the Entertainment Industry That Don’t Get As Much Credit

When you think of the entertainment industry, the first thing that comes to mind are the glamorous actors and actresses that bring characters to life. But a movie or television series requires a team of collaborators and a lot of behind-the-scenes effort that doesn’t tend to get a lot of attention in the spotlight.

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There are so many components going on behind the scenes to complete a project, and several stages that occur before a movie or television show can be released to an audience. Many jobs in the entertainment industry are less known or don’t get as much credit, and at the New York Film Academy, we feel these artists deserve credit where credit is due for their integral role in the process of creating a film or television program.

Below, we’ve outlined some behind-the-scenes jobs and the people who help see the project through to the end.

Casting Director

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The production company or corporate client hires a casting director to organize and facilitate the casting of all the roles for a film. The casting director will work closely with the director and producer under the vision of the film, and its needs, and requirements before moving forward with interviews and auditions. The casting director draws on their network of artists to help make connections between a production and prospective performers, providing the producers and director with viable choices for roles.

After interviews and auditions occur, the casting director meets with the director and the producer to help make final selections for roles. Notable casting directors include Kerry Barden, Randi Hiller, Ellen Lewis, John Papsidera, and Ellen Chenoweth.

Camera Operator

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A camera operator usually works with the director of photography to manage the technological aspects of creating shot composition and development. An operator starts work at the end of pre-production, and assesses details such as performance, art direction, lighting, composition and camera movement to create film sequences.

The camera operator oversees other roles in the camera department, including first assistant camera, second assistant camera, and the camera trainee. Once shots have been blocked off, the camera operator works with the director of photography to determine the position of the camera, and how the camera’s position will affect the director and grip’s workload.

The Society of Camera Operators’ 2017 Lifetime Achievement Awards has recognized outstanding camera operators, including: Mike Moad, Mobile Camera Platform Operator Award; Brad Hurndell, SHOTOVER, and Phil Saad, That Cat, Technical Achievement Award; Phillip Caruso, Still Photographer Award; Michael Keaton, Governors Award; Bobby Mancuso, Camera Technician Award; Dr. Thomas C. Lee, CHLA Vision Center; Andrew Mitchell, COY TV; Ari Robbins, COY Film; and Garrett Brown, Camera Operator Award.

Film Editor

A film editor, also known as a picture editor, takes raw footage of the film and combines them into sequences to create the finished film. The film editor must collaborate with cinematographers and sound editors to combine sight and sound. The editor spends hours looking at raw footage and must assemble the film a half-second at a time, while keeping deadlines in mind.

Film editor Walter Murch in 2005 told National Public Radio that, “I like to think this is sort of a cross between a short-order cook and a brain surgeon. Sometimes you’re doing incredibly delicate things. Two frames different will mean whether the film is a success or not…”

Verna Fields, Anne V. Coates, Robert Wise, Walter Murch, and Dede Allen are just a few respectable film editors in Hollywood.

Composer

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A composer creates music – also known as musical accompaniment — for the film. Through music, speech, and action, the composer can create and set a mood for a specific scene, or the entire movie. Film music composers must come to an agreement with movie directors – music must be written to match a certain tone of a scene. Once an agreement has been met, scores are fleshed out, musicians are hired, and recordings are made.

Alex Ross, a contributing writer for The New Yorker, wrote, “… when a film composer hits a sufficient vein of inspiration, the images are charged with a feeling of newness, of unprecedented action … the injection of ‘live’ sound gives us the feeling that we have been kicked into the present moment, as the best film music invariably does.”

Well known composers include John Williams, Howard Shore, Hans Zimmer, James N. Howard, Jerry Goldsmith, and James Homer.

Let’s take a moment to appreciate all of the hard work behind the scenes that goes into making a movie or television series. The entertainment industry wouldn’t be as successful as it is today without all of the incredibly talented and hardworking professionals that make film and television come to life.

What Beginners Should Know About Ethics in Game Design

One of the most debated topics in the video game industry is one that may surprise you: not graphics or gameplay, but ethics. People, whether they are gamers or not, often ask themselves if developers have an ethical obligation when creating their next title. Just like the people behind your favorite movies or TV shows, game developers are asked to consider how their work will influence people.

Sometimes it seems public opinion likes to focus on the ethics of video games even more than that of films and TV shows, perhaps because it’s a newer medium. It also doesn’t help that, unlike even Hollywood’s most controversial films, video games allow the player make choices and essentially become a character in their game experience. Many argue that the immersive, experiential nature of this form of entertainment raises unique ethical issues.

At the same time, the game industry wants games to be seen not just as entertainment, but also as an art form. Many argue that this means video games should be held to higher standards when it comes to what they depict, and how.

At the end of the day, many agree it’s up to each person to decide what makes a game “unethical.” But what do you think? Read on for some food for thought in this popular and important debate on the ethics of game design.

The Hottest Topics of Discussion

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Below we’ve listed the three major areas where ethics play a role in how game designers create their virtual experiences:

Violence is perhaps the biggest talking point when talking about controversial games. Although violence has existed in games almost as long as the game industry itself, those desiring to censor games have focused on a number of infamous titles.

One of the first was the original “Mortal Kombat,” which led to several court cases and played a role in the creation of the Entertainment Software Rating Board.

Today, violence is everywhere in games. Games have also been accused of having a negative effect on players and desensitizing people to violence. However, game developers continue featuring violence in their games, arguing they do so only at a level that fits the context of the game’s world.

Nudity

Nudity is another sensitive topic when discussing ethics in games. While the number of adult gamers has grown exponentially over the years, younger players are still the biggest demographic for games, and likely to play any given game. This means that even if ESRB gives a Mature rating, plenty of gamers under 17 years of age will probably still play.

The evolution of graphics and realism in game art has sparked fresh debate on the topic of nudity in games, even if the developers only intend adults to play them. Many game designers feel they should have the same artistic freedom as Hollywood to depict mature content in their projects, and argue that it is every individual parent’s responsibility to keep M-rated titles out of their children’s hands.

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Some games let player participate as a hero looking to bring the bad guys to justice, and feature villains committing acts of crime, from theft and arson to battery and homicide. But what about the opposite situation, where the player participates as a criminal? The issue a lot of people have with certain games is that they consist of gameplay where the player must commit crimes to advance.

Of all the titles out there to use as an example, none is better than “Grand Theft Auto,” arguably one of the most controversial series of all time, where players play as criminals. When it comes to crime in games, designers tend to leverage a little more freedom but are still careful. Knowing that not everyone approves of committing crimes in games, the many top game designers find ways to put the choice in the player’s hands. Most developers agree there should be rewards and consequences to influence the player’s decisions in a fun, engaging way.

Today, many people don’t have a problem with games featuring profanity and references to substances like alcohol, drugs, and tobacco. However, many others aren’t comfortable with this content, especially when thinking of letting younger gamers play titles littered with profanity. Unfortunately, the games that allow the player to censor cuss words are few and far between.

Some people also argue against showing characters, especially the protagonist/hero, using illegal drugs, tobacco, or any substance known to be harmful to your health — as is the case, for example, in The Saints Row series.

Responsibility vs. Artistic Freedom

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Game developers feel they should have the same freedom as filmmakers, authors, and other artists. As an artform, games have the power to tell incredible stories, and many game designers argue that sometimes this requires including sensitive content. To the average game developer, censoring game content is equivalent to limiting their artistic freedom.

At the same time, designers should always consider that what they’re adding to their projects will be seen by people of all ages. Many consumers argue that, aside from protecting underage gamers, censoring game content provides a more positive game space that can still be creative and compelling. It also doesn’t help that many developers have been known to add controversial content not for storytelling purposes or artistic decisions, but simply to make the game more commercially appealing.

In the end, it’s still up to gamers and parents to consider the ESRB rating before venturing into their next virtual adventure. But what do you think about the debate on the ethics in game design?

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Gain valuable hands-on experience in game design and hone your video game artwork and storytelling skills through our two-year MFA in Game Design Program. Visit our Master of Fine Arts in Game Design page to learn more and apply.

4 Steps Every Successful Game and VR Experience Needs to Go Through

By Felipe Lara – Instructor, New York Film Academy Game Design

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What is a successful game?

Defining game success in terms of profits is the easiest and simplest route: we can easily say that if game profits are higher than our investment, the game is successful. However, this view does not help us understand how to make a successful game, what ingredients to use and what processes to follow. Profitability depends on your game’s business model, which can vary widely from a free-to-play casual game to a premium VR experience. And in some cases, success might not even be about profit, but about teaching something or about creating a change in behavior — like in the case of many educational games.

If you are trying to make a “successful” game it is much more useful to define success in terms of player engagement. In most cases, there is a strong correlation between player long-term engagement and profitability. But if you understand more clearly how player engagement works, you can map the engagement sequence to the ingredients you need to add to your game and the decisions you need to make during game development.

What Does a Successful Game Look Like In Terms of Player Engagement?

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Image by Felipe Lara

A successful game needs to do 4 things in a sequential order:

  • STAND OUT: First, the game needs to stand out. If nobody is aware of your game, nobody will play it. Standing out is about the first impression. The challenge is finding a balance between familiarity and novelty, offering something the player understands but that is different enough from all the other apps to stand out.
  • CONNECT: Second, the game needs to connect with players and make them interested in finding out more. Somebody yelling in the middle of the street will get noticed, but the act of yelling itself won’t get people interested; people will only respond if they connect or resonate with what they hear. The same happens with games that get your attention in the app store or in the first couple of minutes of free-to-play game.
  • ENGAGE: Third, the game needs to engage players and keep them playing for a while. In most cases, the longer players stick around the more profitable the game is: this gives you more chances to monetize, more chances to get subscriptions, more chances to get recommended to friends, etc.
  • GROW: Finally, the game needs to find a way to scale or grow its player base. The best way to do that is by keeping your existing players, and adding features that make them want to invite their friends and promote your game.

Knowing that you need your game to go through the sequence above will help you choose the right ingredients to fulfill each of the steps. For example, one of the best ingredients for standing out in the crowd is having unique art; and one of the best ingredients for growing your game organically is by adding social mechanics that form a community around your game. There are in fact a few key ingredients that can be combined to fulfill the sequence above and create long-term engagement.
But First Clarify the Why and the Who

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Your Goals

Of course, none of the previous stuff matters if you are not reaching the goals you were trying to achieve with your game in the first place. You might be attracting players and keeping them around, but if you are trying to make an educational game and your game fails to educate, you are not succeeding even if you have tons of players sticking around. The same goes about monetization: if you have hundreds of thousands of players but you are not monetizing or reaching the profit you were looking to make, you are failing. You need to make sure that as your game connects and engages it is also teaching and/or monetizing. That is a big part of the trick, but for now let’s stick to the basics: you need to have a very clear idea of what are your goals and make sure that everything revolves around that.

Your Target Players

Just as important is to have a clear idea of your target player. The things that I need to do to stand out and connect to kids are very different from the things I need to do to stand out and connect to young adults. One of the main mistakes I’ve seen in my years developing games is trying to make something that is appealing to everybody, or to a very wide range of people. Trying to please all usually ends with not really pleasing or connecting with anyone.
Conclusion

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A good first step towards creating a successful game or a successful VR experience is defining how it looks  in terms of player engagement. Player engagement usually follows a specific path with specific steps: stand out and be noticed by your target audience, connect with them, engage them to continue playing for a while, and finally make them want to share your game with their friends so they stick around and help you grow.

Once you have a clear idea of what the game needs to do, you can look for the right combination of ingredients — art, game mechanics, story, and community building — that can take the players through the engagement sequence. In another article I will talk more about how these ingredients relate to the engagement sequence.

Ready to learn more about game and VR experiences? Check out NYFA’s VR and Game Design programs.

Game Storytelling – 3 Rules of Thumb that Work

By Felipe Lara – Instructor, New York Film Academy Game Design

Adding storytelling to your game can help you connect emotionally to your players, add meaning to the experience, and increase long-term engagement. But stories can become a bit of a nuisance if not implemented properly. Following a few rules of thumb will help you add storytelling that does not clash with the rest of the experience.

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Why Story

As I mentioned in a previous article, a combination of good art and fun game mechanics is a very effective way to attract players and create immediate engagement. But even good game mechanics can get repetitive and tedious over time unless they are accompanied by a larger meaning or drive, which is often provided by other elements like story, and social connection.

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Events are much more meaningful if they are tied to a larger story. When playing basketball, scoring a basket is fun, but the experience is much more meaningful and powerful if that basket is the winning basket at the end of a game against a long-time rival team, even more if winning will let us get a scholarship to a renowned college … and will make us the first in our family to get a college degree … which will eventually let us to help our family get out of poverty and … you get the idea.

What is so powerful about stories is that they can wrap up the combination of ideas and emotions that form our experiences in ways that we can easily understand and link to our values and other experiences in our lives. A story can turn an abstract goal into something that relates to our values and views of the world.

Here are 3 rules of thumb to help you determine if you have a story that works to make your game more compelling without annoying players:

Rule of Thumb 1: Start with a Clear Conflict

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There is one single element that fuels a good story: conflict — says Evan Skolnick in his excellent book “Video Game Storytelling, What Every Developer Needs to Know About Narrative Techniques.” He is right. Story is not a lot of blah blah blah, it is not fueled by details about characters, feelings, and places; it is fueled by conflict, by someone wanting something and not being able to achieve it because of something else. Make that conflict clear as soon as you can in your game.

The more your players can relate to the story’s conflict and to what is at stake, the more compelling your story will be for them. The faster you can introduce your players to that conflict and why it matters, the sooner the easier it will be for them to find meaning in the activities and goals they need to complete.

The first conflict you show your players doesn’t need to be the only conflict. It doesn’t even need to be the main conflict, but it should be the conflict that helps the player makes sense of what he/she needs to do in the game next.

Rule of Thumb 2: First Do, Then Show, Then Tell

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There is an old axiom in Hollywood: “Show, don’t tell.” If you want to communicate how courageous a character is, don’t say it; instead, show the character doing something courageous. In the same book for video game storytelling I mentioned above, Evan Skolnick says that in games, where the players are active participants, this axiom can be modified to “Do, then show, then tell.”

If you want to communicate how courageous and powerful a character is, give her powerful abilities and give her big challenges to face. Instead of telling the player the attributes of her character, let her experience them herself.

If you cannot find a way to communicate story through actions, then use visuals as a second option. Only use dialogue or text if there is no other way of conveying important information that your player needs in order to make sense of what she is doing.

Rule of Thumb 3: Keep It Simple and Minimal.

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The right story makes the game more intuitive, but it needs to start simple. Story can get deeper and more complex as the game progresses, but focus on utilizing story to make your game’s goals and rules easier for players to connect with and easier to understand. If the story is not making it easier to play, chances are it is not the right story.

The story introduction should also be minimal. One of the main mistakes that game developers make when adding story is trying to communicate all the background to the players at the beginning of the game. Players do not care about your story details or your characters until they are more invested in the experience as a whole. It is important to provide meaning, but you don’t have to provide the player with more information than the bare minimum to make your immediate goals and activities make sense. The worst thing you can do is present your player with a bunch of information that they don’t yet care about. Long dialogues and explanations are usually skipped and all your work will be in vain. Start simple, and add complexity only if the rules and goals of the game require it.

Evan Skolnick divides story facts into 3 categories: first, facts that you need to know right now to understand what you need to do in the experience; second, facts that will be important later in the experience but you don’t need to know yet; and third, facts that maybe add flavor but are not essential at any time in the experience to understand what you need to do. As a rule, the only information you really need to give the player is the one related to the first category. Save the rest for later and even then try to convey it first through actions and visuals.

Chess

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Let’s look at Chess as an example. It may be an extreme case but it exemplifies the points I am making.

The conflict is simple and easy to understand: you are a king with a court and an army, your enemy is another king with his own court and army and you need to defeat him. There are other details in the story about who is in your court, which characters are important and powerful, how big is your army, etc., but all that information is communicated through actions and visuals.

You know whom your enemy is because your team is one color and your opponent is the opposite color. You know that there are different characters because your pieces have different shapes. You know who is in your court and how powerful they are because your different pieces have different attributes and behaviors, and some of these attributes prove to be more powerful.

The story is simple and minimal. It helps us make the rules and goals of the game more intuitive — like the fact that only knights on horses can jump other pieces, or that the most important piece is the king — but it does not give us additional information that is not essential to understand what to do next.

Conclusion

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Story is an important tool to help us add meaning and connect emotionally to an experience, but the wrong story could turn into an annoyance for the player. By following these three rules you can avoid wasting time and resources developing stories that don’t help your game: 1) Introduce a clear and easy-to-understand conflict as soon as you can, 2) Communicate your story through actions first, visuals second, and only as a last resort through dialogue and narration, and 3) Keep the story simple and minimal, give you player only the information than helps him/her understand what he/she needs to do in the game at that point.

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