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ATTENTION TO DETAIL

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So just now, I watched Braveheart again for the first time in many years, and being a bit older now than I am then, I noticed alot of small details that I didn't the last time. There's a lot of these small things in this movie that demands that the viewer actually pays attention to them. For example, Wallace is given this embroidered piece of cloth from his wife on their wedding. It's never overly zoomed in on or shown in flashbacks (that alot of movies seems to love to show you, presuming you're an idiot that can't remember something for more than 5 minutes).

This cloth follows Wallace through the whole movie, and it's a wonderful detail that I think gives Wallace some more depth than just a barbaric warrior (not that he's shown to be that). I love small details like this that demands that viewers, or for that matter players, pay attention to them without being important to the overall plot.

Do you put stuff like this into your creations? Do you have any examples from movies/games that you liked? It's mostly a visual thing, I guess, but maybe it's possible to do stuff like that in text-only stories? How would you do it?
Vaccaria
The I in Vaccaria stands for inertia.
4936
I do that as a replacement for the world-building of my game (most of the time, I guess). People these days hate it when we go for overly long details (such as interpretations or info about the world) and they do that (what you did, @SnowOwl) later afterwards so they could brag about something. Also, I do remember that there's an anime that uses a memento as a driving plot for it (which deconstructs the character) or something like that.

Still, it's nice to know of the little things. It can change your opinion of a person. Sure, he may be a killer... but on the inside, he has a small detail which gives us something that differentiates him from the overlooked villain role a.k.a. serial killers. Think of the usual Disney movies like Up or something and it's kinda like that.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=KatanaHiroshi
I do that as a replacement for the world-building of my game (most of the time, I guess). People these days hate it when we go for overly long details (such as interpretations or info about the world) and they do that (what you did, @SnowOwl) later afterwards so they could brag about something.

I highly doubt that's true. There are fascinating details about lore and whatnot that people still love to talk about, like with the Star Wars universe or Middle Earth in the Lord of the Rings.

It's all about presentation. Don't throw all your world-building junk at once in a viewer's face. It's overwhelming and risks obscuring the important messages you're trying to communicate with your story.

All good fantasy paces their world info, giving you bits and pieces of the world you are in that gradually build on top of each other, without straying away from the main point. It helps keep the story easy to follow and allows the reader to start thinking about the whole of your story on their own, before they're finally revealed what's going on.
Vaccaria
The I in Vaccaria stands for inertia.
4936
@Ratty214: Welp, just most of the time. I just do that as a replacement if I want to really make the player curious whenever it is a horror game or summat or if they want to just do it later. But, I agree of what you say though.

Still, Skyrim could be a greater example and that Saadia quest is frickin' with our moral system. _-_ (Because you really need to pay attention to the smaller things like the world's status quo to know who's the 'true' victim)
author=KatanaHiroshi
I do that as a replacement for the world-building of my game (most of the time, I guess). People these days hate it when we go for overly long details (such as interpretations or info about the world) and they do that (what you did, @SnowOwl) later afterwards so they could brag about something. Also, I do remember that there's an anime that uses a memento as a driving plot for it (which deconstructs the character) or something like that.

I'll be honest, I'm having trouble understanding what you're trying to say, but from what I gather, you think that people hate "overly long details"? I dunno, if it's done wrong maybe, but surely there's someone out there with an attention span longer than a goldfish?
Details like this usually don't have to take any of the viewers time, and they are usually not even necessary for anyone to discover.

Maybe it takes longer to make something if you put stuff like that into your creations, but like they say, the devil is in the details.

It's probably better if the story can stand on it's own without all the small details, sure, but it can be used to give some added depth to characters, the world, or whatnot.

Even if it's not important to the story, it can still be like an added bonus. Something to make you care about this or that dude, or to clarify something about his character for anyone that cares enough to pay attention without having to waste the viewers time with flashbacks (as you can probably gather, I'm not a fan of flashbacks).

It also gives some replay/rewatch value to movies and games, I think, because it gives you something new to discover the 2nd or 3rd time you watch something when you're not so busy paying attention to the story and can allow your attention to move to stuff like this.
Vaccaria
The I in Vaccaria stands for inertia.
4936
author=SnowOwl
author=KatanaHiroshi
I do that as a replacement for the world-building of my game (most of the time, I guess). People these days hate it when we go for overly long details (such as interpretations or info about the world) and they do that (what you did, @SnowOwl) later afterwards so they could brag about something. Also, I do remember that there's an anime that uses a memento as a driving plot for it (which deconstructs the character) or something like that.
I'll be honest, I'm having trouble understanding what you're trying to say, but from what I gather, you think that people hate "overly long details"? I dunno, if it's done wrong maybe, but surely there's someone out there with an attention span longer than a goldfish?
Details like this usually don't have to take any of the viewers time, and they are usually not even necessary for anyone to discover.

Maybe it takes longer to make something if you put stuff like that into your creations, but like they say, the devil is in the details.

It's probably better if the story can stand on it's own without all the small details, sure, but it can be used to give some added depth to characters, the world, or whatnot.

Even if it's not important to the story, it can still be like an added bonus. Something to make you care about this or that dude, or to clarify something about his character for anyone that cares enough to pay attention without having to waste the viewers time with flashbacks (as you can probably gather, I'm not a fan of flashbacks).

It also gives some replay/rewatch value to movies and games, I think, because it gives you something new to discover the 2nd or 3rd time you watch something when you're not so busy paying attention to the story and can allow your attention to move to stuff like this.


Actually, that's the point I made though. Also, I hate flashbacks if they go overboard about it rather than straight to the point. And about the "overly long details", some people really don't like cutscene bombarded with of how it works or summat but rather look up at it later so they could understand.

Lastly, did someone add books (like the Elder Scrolls) so it would justify them of what the hell is going on?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I was looking for the typo in the thread name because I thought that was what this was going to be about.
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