4/10/2023 0 Comments Quickcast badRevealing them far too early feels like you're being cheated and wastes a valuable resource. Mysteries are really interesting and intriguing to the audience, even when they think they've solved them, it still feels very rewarding to have them revealed nearer to the end of the story. Revealing the solution to mysteries too early and so it undercuts built up tension. All through the film characters tell us about things rather than the story properly depicting them. It wasn't stylistic choice like in Star Wars, but rather something we need to understand what is happening. A text dump at the beginning was just the start of that. Big ones, but also very good parts as well: Yu-Gi-Oh! is a little too much work to use as an example, but something like the Marvel movie Eternals is good because it only had a few flaws. Maybe you're actually making many of the same mistakes? Instead of simply dismissing a bad story or making fun of it, it's more useful and valuable to try and “fix” it: try and work out why it seems bad and think about what would be needed to make it better, then think about how that applies to your own work. They're a lot more useful than good stories because you'd rather just enjoy those and it's a bit harder to examine them for technical details, but with “bad” stories the faults stand out strongly. The idea we're talking about here is that it's useful to look at bad stories and stick with them because they can really help you write better. Spoiler- we don't actually talk much about Yu-Gi-Oh! But I feel it's a good example of a pretty bad story- a so-bad-it's-good story, but bad nevertheless.
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