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		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=125</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=125"/>
		<updated>2021-07-22T03:12:33Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
The guidance below was somewhat derived from a great book, &amp;quot;Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques&amp;quot; by Evan Skolnick. ISBN-10: 0385345828.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
* It conveys four types of exposition&lt;br /&gt;
*# plot&lt;br /&gt;
*# character&lt;br /&gt;
*# emotion&lt;br /&gt;
*# gameplay&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is what a character says and how they say it&lt;br /&gt;
* Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
* What a character says may be influenced by:&lt;br /&gt;
*# the current situation&lt;br /&gt;
*# their current emotional state&lt;br /&gt;
*# the listener's current emotional state&lt;br /&gt;
*# current goals&lt;br /&gt;
*# characters growth or new information&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
* Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
* Use a level design document (LDD).&lt;br /&gt;
* Ensure the LDD contains narrative information&lt;br /&gt;
* Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
* Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
* Ask what purpose does each level serve?&lt;br /&gt;
* The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
* Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
* Use a environment design document (EDD).&lt;br /&gt;
* Layout and architecture should invoke&lt;br /&gt;
*# history&lt;br /&gt;
*# values&lt;br /&gt;
*# culture&lt;br /&gt;
&lt;br /&gt;
* Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
* The EDD should answer&lt;br /&gt;
*# What kind of people lived here?&lt;br /&gt;
*# What are/were their lives like?&lt;br /&gt;
*# How affluent were they?&lt;br /&gt;
*# What do/did they love and hate?&lt;br /&gt;
*# Do/did they prefer form vs. function?&lt;br /&gt;
*# Where they at peace or war when the setting was constructed&lt;br /&gt;
*# How densely are/were they populated?&lt;br /&gt;
*# How focused are/were they on comfort?&lt;br /&gt;
*# what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
* Embed writings in the environment&lt;br /&gt;
*# graffiti&lt;br /&gt;
*# notes&lt;br /&gt;
*# letters&lt;br /&gt;
&lt;br /&gt;
* Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
* Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
* Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
* Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=124</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=124"/>
		<updated>2021-07-22T02:55:22Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
{{cite book&lt;br /&gt;
 | last1 = Cordell | first1 = Bruce R.&lt;br /&gt;
 | first2 = Jeff | last2 = Grubb&lt;br /&gt;
 | first3 =David | last3 = Noonan&lt;br /&gt;
 | title = [[Manual of the Planes]]&lt;br /&gt;
 | location = Berlin&lt;br /&gt;
 | publisher = [[Wizards of the Coast]]&lt;br /&gt;
 | pages = 198–203&lt;br /&gt;
 | date = September 2001&lt;br /&gt;
 | isbn = 0-786918-50-0 }}&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
* It conveys four types of exposition&lt;br /&gt;
*# plot&lt;br /&gt;
*# character&lt;br /&gt;
*# emotion&lt;br /&gt;
*# gameplay&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is what a character says and how they say it&lt;br /&gt;
* Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
* What a character says may be influenced by:&lt;br /&gt;
*# the current situation&lt;br /&gt;
*# their current emotional state&lt;br /&gt;
*# the listener's current emotional state&lt;br /&gt;
*# current goals&lt;br /&gt;
*# characters growth or new information&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
* Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
* Use a level design document (LDD).&lt;br /&gt;
* Ensure the LDD contains narrative information&lt;br /&gt;
* Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
* Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
* Ask what purpose does each level serve?&lt;br /&gt;
* The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
* Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
* Use a environment design document (EDD).&lt;br /&gt;
* Layout and architecture should invoke&lt;br /&gt;
*# history&lt;br /&gt;
*# values&lt;br /&gt;
*# culture&lt;br /&gt;
&lt;br /&gt;
* Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
* The EDD should answer&lt;br /&gt;
*# What kind of people lived here?&lt;br /&gt;
*# What are/were their lives like?&lt;br /&gt;
*# How affluent were they?&lt;br /&gt;
*# What do/did they love and hate?&lt;br /&gt;
*# Do/did they prefer form vs. function?&lt;br /&gt;
*# Where they at peace or war when the setting was constructed&lt;br /&gt;
*# How densely are/were they populated?&lt;br /&gt;
*# How focused are/were they on comfort?&lt;br /&gt;
*# what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
* Embed writings in the environment&lt;br /&gt;
*# graffiti&lt;br /&gt;
*# notes&lt;br /&gt;
*# letters&lt;br /&gt;
&lt;br /&gt;
* Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
* Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
* Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
* Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=123</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=123"/>
		<updated>2021-07-21T03:05:24Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
* It conveys four types of exposition&lt;br /&gt;
*# plot&lt;br /&gt;
*# character&lt;br /&gt;
*# emotion&lt;br /&gt;
*# gameplay&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is what a character says and how they say it&lt;br /&gt;
* Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
* What a character says may be influenced by:&lt;br /&gt;
*# the current situation&lt;br /&gt;
*# their current emotional state&lt;br /&gt;
*# the listener's current emotional state&lt;br /&gt;
*# current goals&lt;br /&gt;
*# characters growth or new information&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
* Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
* Use a level design document (LDD).&lt;br /&gt;
* Ensure the LDD contains narrative information&lt;br /&gt;
* Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
* Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
* Ask what purpose does each level serve?&lt;br /&gt;
* The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
* Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
* Use a environment design document (EDD).&lt;br /&gt;
* Layout and architecture should invoke&lt;br /&gt;
*# history&lt;br /&gt;
*# values&lt;br /&gt;
*# culture&lt;br /&gt;
&lt;br /&gt;
* Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
* The EDD should answer&lt;br /&gt;
*# What kind of people lived here?&lt;br /&gt;
*# What are/were their lives like?&lt;br /&gt;
*# How affluent were they?&lt;br /&gt;
*# What do/did they love and hate?&lt;br /&gt;
*# Do/did they prefer form vs. function?&lt;br /&gt;
*# Where they at peace or war when the setting was constructed&lt;br /&gt;
*# How densely are/were they populated?&lt;br /&gt;
*# How focused are/were they on comfort?&lt;br /&gt;
*# what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
* Embed writings in the environment&lt;br /&gt;
*# graffiti&lt;br /&gt;
*# notes&lt;br /&gt;
*# letters&lt;br /&gt;
&lt;br /&gt;
* Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
* Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
* Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
* Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=122</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=122"/>
		<updated>2021-07-21T03:04:34Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
* It conveys four types of exposition&lt;br /&gt;
*# plot&lt;br /&gt;
*# character&lt;br /&gt;
*# emotion&lt;br /&gt;
*# gameplay&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is what a character says and how they say it&lt;br /&gt;
* Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
* What a character says may be influenced by:&lt;br /&gt;
*# the current situation&lt;br /&gt;
*# their current emotional state&lt;br /&gt;
*# the listener's current emotional state&lt;br /&gt;
*# current goals&lt;br /&gt;
*# characters growth or new information&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
* Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
* Use a level design document (LDD).&lt;br /&gt;
* Ensure the LDD contains narrative information&lt;br /&gt;
* Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
* Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
* Ask what purpose does each level serve?&lt;br /&gt;
* The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
* Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
* Use a environment design document (EDD).&lt;br /&gt;
* Layout and architecture should invoke&lt;br /&gt;
*# history&lt;br /&gt;
*# values&lt;br /&gt;
*# culture&lt;br /&gt;
&lt;br /&gt;
* Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
* The EDD should answer&lt;br /&gt;
*# What kind of people lived here?&lt;br /&gt;
*# What are/were their lives like?&lt;br /&gt;
*# How affluent were they?&lt;br /&gt;
*# What do/did they love and hate?&lt;br /&gt;
*# Do/did they prefer form vs. function?&lt;br /&gt;
*# Where they at peace or war when the setting was constructed&lt;br /&gt;
*# How densely are/were they populated?&lt;br /&gt;
*# How focused are/were they on comfort?&lt;br /&gt;
*# what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
* Embed writings in the environment&lt;br /&gt;
*# graffiti&lt;br /&gt;
*# notes&lt;br /&gt;
*# letters&lt;br /&gt;
&lt;br /&gt;
* Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
* Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
* Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
* Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=121</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=121"/>
		<updated>2021-07-21T03:04:16Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Environment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
* It conveys four types of exposition&lt;br /&gt;
*# plot&lt;br /&gt;
*# character&lt;br /&gt;
*# emotion&lt;br /&gt;
*# gameplay&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is what a character says and how they say it&lt;br /&gt;
* Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
*# the current situation&lt;br /&gt;
*# their current emotional state&lt;br /&gt;
*# the listener's current emotional state&lt;br /&gt;
*# current goals&lt;br /&gt;
*# characters growth or new information&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
* Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
* Use a level design document (LDD).&lt;br /&gt;
* Ensure the LDD contains narrative information&lt;br /&gt;
* Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
* Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
* Ask what purpose does each level serve?&lt;br /&gt;
* The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
* Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
* Use a environment design document (EDD).&lt;br /&gt;
* Layout and architecture should invoke&lt;br /&gt;
*# history&lt;br /&gt;
*# values&lt;br /&gt;
*# culture&lt;br /&gt;
&lt;br /&gt;
* Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
* The EDD should answer&lt;br /&gt;
*# What kind of people lived here?&lt;br /&gt;
*# What are/were their lives like?&lt;br /&gt;
*# How affluent were they?&lt;br /&gt;
*# What do/did they love and hate?&lt;br /&gt;
*# Do/did they prefer form vs. function?&lt;br /&gt;
*# Where they at peace or war when the setting was constructed&lt;br /&gt;
*# How densely are/were they populated?&lt;br /&gt;
*# How focused are/were they on comfort?&lt;br /&gt;
*# what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
* Embed writings in the environment&lt;br /&gt;
*# graffiti&lt;br /&gt;
*# notes&lt;br /&gt;
*# letters&lt;br /&gt;
&lt;br /&gt;
* Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
* Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
* Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
* Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=120</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=120"/>
		<updated>2021-07-21T03:03:03Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
* It conveys four types of exposition&lt;br /&gt;
*# plot&lt;br /&gt;
*# character&lt;br /&gt;
*# emotion&lt;br /&gt;
*# gameplay&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is what a character says and how they say it&lt;br /&gt;
* Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
*# the current situation&lt;br /&gt;
*# their current emotional state&lt;br /&gt;
*# the listener's current emotional state&lt;br /&gt;
*# current goals&lt;br /&gt;
*# characters growth or new information&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
* Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
* Use a level design document (LDD).&lt;br /&gt;
* Ensure the LDD contains narrative information&lt;br /&gt;
* Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
* Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
* Ask what purpose does each level serve?&lt;br /&gt;
* The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
* Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=119</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=119"/>
		<updated>2021-07-21T03:02:41Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Dialogue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
* It conveys four types of exposition&lt;br /&gt;
*# plot&lt;br /&gt;
*# character&lt;br /&gt;
*# emotion&lt;br /&gt;
*# gameplay&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is what a character says and how they say it&lt;br /&gt;
* Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
*# the current situation&lt;br /&gt;
*# their current emotional state&lt;br /&gt;
*# the listener's current emotional state&lt;br /&gt;
*# current goals&lt;br /&gt;
*# characters growth or new information&lt;br /&gt;
&lt;br /&gt;
* Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
* Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=118</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=118"/>
		<updated>2021-07-21T03:01:37Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Surprise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
* The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
* Give the audience what they want, but not in the way they expected it&lt;br /&gt;
* Good surprise is:&lt;br /&gt;
*# Player doesn't see it coming&lt;br /&gt;
*# extremely unlikely or purely coincidental&lt;br /&gt;
*# it was setup beforehand&lt;br /&gt;
*# it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=117</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=117"/>
		<updated>2021-07-21T03:01:00Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Coincidence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
* Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
*#  change the plot, extreme change&lt;br /&gt;
*#  retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
*#  downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
* Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
* Bad coincidental examples:&lt;br /&gt;
*# benefits the heros and allies&lt;br /&gt;
*# hero/allies dumb luck&lt;br /&gt;
*# unlikely based on what the player knows&lt;br /&gt;
*# has no setup and comes with little or no warning&lt;br /&gt;
*# players notice the coincidence&lt;br /&gt;
*# doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=116</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=116"/>
		<updated>2021-07-21T02:59:57Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Believability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
* Preserve the suspension of belief&lt;br /&gt;
* Be consistent with the world and characters&lt;br /&gt;
* Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
* When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
* Define motivations and traits for each character&lt;br /&gt;
* Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=115</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=115"/>
		<updated>2021-07-21T00:49:32Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=114</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=114"/>
		<updated>2021-07-21T00:49:03Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Exposition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
* For each story element, ask if exposition is needed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Attempt exposition in this order&lt;br /&gt;
*# have the player do it&lt;br /&gt;
*# show it with music/sfx&lt;br /&gt;
*# tell it through dialog or narration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
*# need to know&lt;br /&gt;
*# could wait&lt;br /&gt;
*# incidental&lt;br /&gt;
*# unimportant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
* Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Do not deliver exposition all at once, use seeding&lt;br /&gt;
* Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
* When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
* Use seeding for story pace and believability&lt;br /&gt;
* Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
* If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
* Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=113</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=113"/>
		<updated>2021-07-21T00:45:04Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
For each story element, ask if exposition is needed&lt;br /&gt;
Do not deliver exposition all at once, use seeding&lt;br /&gt;
Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
Attempt exposition in this order&lt;br /&gt;
1) have the player do it&lt;br /&gt;
2) show it with music/sfx&lt;br /&gt;
3) tell it through dialog or narration&lt;br /&gt;
Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
1) need to know&lt;br /&gt;
2) could wait&lt;br /&gt;
3) incidental&lt;br /&gt;
4) unimportant&lt;br /&gt;
Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
&lt;br /&gt;
Use seeding for story pace and believability&lt;br /&gt;
Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
&lt;br /&gt;
Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=112</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=112"/>
		<updated>2021-07-21T00:44:06Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
For each story element, ask if exposition is needed&lt;br /&gt;
Do not deliver exposition all at once, use seeding&lt;br /&gt;
Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
Attempt exposition in this order&lt;br /&gt;
1) have the player do it&lt;br /&gt;
2) show it with music/sfx&lt;br /&gt;
3) tell it through dialog or narration&lt;br /&gt;
Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
1) need to know&lt;br /&gt;
2) could wait&lt;br /&gt;
3) incidental&lt;br /&gt;
4) unimportant&lt;br /&gt;
Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
&lt;br /&gt;
Use seeding for story pace and believability&lt;br /&gt;
Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
&lt;br /&gt;
Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=111</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=111"/>
		<updated>2021-07-21T00:34:41Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Character Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
For each story element, ask if exposition is needed&lt;br /&gt;
Do not deliver exposition all at once, use seeding&lt;br /&gt;
Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
Attempt exposition in this order&lt;br /&gt;
1) have the player do it&lt;br /&gt;
2) show it with music/sfx&lt;br /&gt;
3) tell it through dialog or narration&lt;br /&gt;
Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
1) need to know&lt;br /&gt;
2) could wait&lt;br /&gt;
3) incidental&lt;br /&gt;
4) unimportant&lt;br /&gt;
Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
&lt;br /&gt;
Use seeding for story pace and believability&lt;br /&gt;
Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
&lt;br /&gt;
Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=110</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=110"/>
		<updated>2021-07-21T00:33:52Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Character Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
* Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
*# personality design&lt;br /&gt;
*# narrative design&lt;br /&gt;
*# concept art&lt;br /&gt;
*# final sprites or models&lt;br /&gt;
*# animation&lt;br /&gt;
*# prominence&lt;br /&gt;
&lt;br /&gt;
* For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
* Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
* Be aware of Archetypes&lt;br /&gt;
&lt;br /&gt;
* The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
&lt;br /&gt;
* Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
* Each character should show and define opinions, desires, intentions&lt;br /&gt;
* Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
** life&lt;br /&gt;
** death&lt;br /&gt;
** family&lt;br /&gt;
** love&lt;br /&gt;
** health&lt;br /&gt;
** money and material possessions&lt;br /&gt;
** power&lt;br /&gt;
&lt;br /&gt;
* Use villain(s) to motivate the main conflict&lt;br /&gt;
* Use multiple villains&lt;br /&gt;
* ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
* ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
* Checklist for each action a villain takes:&lt;br /&gt;
** what does the villain want?&lt;br /&gt;
** what is their plan for getting it?&lt;br /&gt;
** does it align with the overall plan?&lt;br /&gt;
** is it believable?&lt;br /&gt;
** how does it make them look?&lt;br /&gt;
*** smart?&lt;br /&gt;
*** stupid?&lt;br /&gt;
*** random?&lt;br /&gt;
&lt;br /&gt;
* Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
* General character arc, top-level questions that need answers&lt;br /&gt;
** Where/Who do they start as?&lt;br /&gt;
** Where/Who do they become?&lt;br /&gt;
** The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
** Not every character needs to change/grow, but their situation does&lt;br /&gt;
** Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
For each story element, ask if exposition is needed&lt;br /&gt;
Do not deliver exposition all at once, use seeding&lt;br /&gt;
Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
Attempt exposition in this order&lt;br /&gt;
1) have the player do it&lt;br /&gt;
2) show it with music/sfx&lt;br /&gt;
3) tell it through dialog or narration&lt;br /&gt;
Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
1) need to know&lt;br /&gt;
2) could wait&lt;br /&gt;
3) incidental&lt;br /&gt;
4) unimportant&lt;br /&gt;
Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
&lt;br /&gt;
Use seeding for story pace and believability&lt;br /&gt;
Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
&lt;br /&gt;
Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=109</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=109"/>
		<updated>2021-07-21T00:28:11Z</updated>

		<summary type="html">&lt;p&gt;Bs: /* Story Arcs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
** ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
** Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
** ACT2, middle - confrontation of the conflict&lt;br /&gt;
*** the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
*** this act is the payoff of ACT1&lt;br /&gt;
*** this act sets up the payoff of ACT3&lt;br /&gt;
**Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
** ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
* Each story arc should build tension, both in story and gameplay&lt;br /&gt;
* Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
1) personality design&lt;br /&gt;
2) narrative design&lt;br /&gt;
3) concept art&lt;br /&gt;
4) final sprites or models&lt;br /&gt;
5) animation&lt;br /&gt;
6) prominence&lt;br /&gt;
&lt;br /&gt;
For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
Be aware of Archetypes&lt;br /&gt;
The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
Each character should show and define opinions, desires, intentions&lt;br /&gt;
Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
life&lt;br /&gt;
death&lt;br /&gt;
family&lt;br /&gt;
love&lt;br /&gt;
health&lt;br /&gt;
money and material possessions&lt;br /&gt;
power&lt;br /&gt;
&lt;br /&gt;
Use villain(s) to motivate the main conflict&lt;br /&gt;
Use multiple villains&lt;br /&gt;
ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
Checklist for each action a villain takes:&lt;br /&gt;
what does the villain want?&lt;br /&gt;
what is their plan for getting it?&lt;br /&gt;
does it align with the overall plan?&lt;br /&gt;
is it believable?&lt;br /&gt;
how does it make them look?&lt;br /&gt;
smart?&lt;br /&gt;
stupid?&lt;br /&gt;
random?&lt;br /&gt;
&lt;br /&gt;
Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
General character arc, top-level&lt;br /&gt;
Where/Who do they start as?&lt;br /&gt;
Where/Who do they become?&lt;br /&gt;
The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
Not every character needs to change/grow, but their situation does&lt;br /&gt;
Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
For each story element, ask if exposition is needed&lt;br /&gt;
Do not deliver exposition all at once, use seeding&lt;br /&gt;
Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
Attempt exposition in this order&lt;br /&gt;
1) have the player do it&lt;br /&gt;
2) show it with music/sfx&lt;br /&gt;
3) tell it through dialog or narration&lt;br /&gt;
Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
1) need to know&lt;br /&gt;
2) could wait&lt;br /&gt;
3) incidental&lt;br /&gt;
4) unimportant&lt;br /&gt;
Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
&lt;br /&gt;
Use seeding for story pace and believability&lt;br /&gt;
Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
&lt;br /&gt;
Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=108</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=108"/>
		<updated>2021-07-21T00:26:53Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
* Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
* The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
* Each story arc should follow a three act structure.&lt;br /&gt;
ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
ACT2, middle - confrontation of the conflict&lt;br /&gt;
the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
this act is the payoff of ACT1&lt;br /&gt;
this act sets up the payoff of ACT3&lt;br /&gt;
Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
Each story arc should build tension, both in story and gameplay&lt;br /&gt;
Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
1) personality design&lt;br /&gt;
2) narrative design&lt;br /&gt;
3) concept art&lt;br /&gt;
4) final sprites or models&lt;br /&gt;
5) animation&lt;br /&gt;
6) prominence&lt;br /&gt;
&lt;br /&gt;
For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
Be aware of Archetypes&lt;br /&gt;
The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
Each character should show and define opinions, desires, intentions&lt;br /&gt;
Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
life&lt;br /&gt;
death&lt;br /&gt;
family&lt;br /&gt;
love&lt;br /&gt;
health&lt;br /&gt;
money and material possessions&lt;br /&gt;
power&lt;br /&gt;
&lt;br /&gt;
Use villain(s) to motivate the main conflict&lt;br /&gt;
Use multiple villains&lt;br /&gt;
ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
Checklist for each action a villain takes:&lt;br /&gt;
what does the villain want?&lt;br /&gt;
what is their plan for getting it?&lt;br /&gt;
does it align with the overall plan?&lt;br /&gt;
is it believable?&lt;br /&gt;
how does it make them look?&lt;br /&gt;
smart?&lt;br /&gt;
stupid?&lt;br /&gt;
random?&lt;br /&gt;
&lt;br /&gt;
Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
General character arc, top-level&lt;br /&gt;
Where/Who do they start as?&lt;br /&gt;
Where/Who do they become?&lt;br /&gt;
The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
Not every character needs to change/grow, but their situation does&lt;br /&gt;
Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
For each story element, ask if exposition is needed&lt;br /&gt;
Do not deliver exposition all at once, use seeding&lt;br /&gt;
Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
Attempt exposition in this order&lt;br /&gt;
1) have the player do it&lt;br /&gt;
2) show it with music/sfx&lt;br /&gt;
3) tell it through dialog or narration&lt;br /&gt;
Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
1) need to know&lt;br /&gt;
2) could wait&lt;br /&gt;
3) incidental&lt;br /&gt;
4) unimportant&lt;br /&gt;
Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
&lt;br /&gt;
Use seeding for story pace and believability&lt;br /&gt;
Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
&lt;br /&gt;
Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=107</id>
		<title>Guidance: Story Driven Video Game Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Guidance:_Story_Driven_Video_Game_Creation&amp;diff=107"/>
		<updated>2021-07-20T02:54:28Z</updated>

		<summary type="html">&lt;p&gt;Bs: Created page with &amp;quot;__TOC__   == Story Arcs == Story arcs should be layered. Each smaller arc should trace up to the larger parent arc. The majority of story arcs should contain conflict. &amp;quot;X want...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Arcs ==&lt;br /&gt;
Story arcs should be layered. Each smaller arc should trace up to the larger parent arc.&lt;br /&gt;
The majority of story arcs should contain conflict. &amp;quot;X wants Y but Z&amp;quot;&lt;br /&gt;
Each story arc should follow a three act structure.&lt;br /&gt;
ACT1, beginning - setup and introduction of conflict&lt;br /&gt;
Plot point 1, end of ACT1 - where the character commits to resolve the conflict&lt;br /&gt;
ACT2, middle - confrontation of the conflict&lt;br /&gt;
the size of this act should be x2 to x3 the size of ACT1&lt;br /&gt;
this act is the payoff of ACT1&lt;br /&gt;
this act sets up the payoff of ACT3&lt;br /&gt;
Plot point 2, end of ACT2 - the character has an idea or decides on how to resolve the conflict, regardless of outcome&lt;br /&gt;
ACT3, end - resolution of the conflict, and the results of that resolution&lt;br /&gt;
Each story arc should build tension, both in story and gameplay&lt;br /&gt;
Ensure the players are engaged within the first few seconds of ACT1&lt;br /&gt;
&lt;br /&gt;
== Character Development ==&lt;br /&gt;
Use a character design document for each character (CDD). Include things like:&lt;br /&gt;
1) personality design&lt;br /&gt;
2) narrative design&lt;br /&gt;
3) concept art&lt;br /&gt;
4) final sprites or models&lt;br /&gt;
5) animation&lt;br /&gt;
6) prominence&lt;br /&gt;
&lt;br /&gt;
For each story/element, assess what the charater thinks and feels about it&lt;br /&gt;
&lt;br /&gt;
Characters may go through physical changes as well as personality changes&lt;br /&gt;
&lt;br /&gt;
Be aware of Archetypes&lt;br /&gt;
The main character should identify with the audience, allowing the player to relate&lt;br /&gt;
Each character should start out incomplete, and grow and change throughout the game&lt;br /&gt;
Each character should show and define opinions, desires, intentions&lt;br /&gt;
Each character should take action, take risk, make sacrifices based on personal stakes such as&lt;br /&gt;
life&lt;br /&gt;
death&lt;br /&gt;
family&lt;br /&gt;
love&lt;br /&gt;
health&lt;br /&gt;
money and material possessions&lt;br /&gt;
power&lt;br /&gt;
&lt;br /&gt;
Use villain(s) to motivate the main conflict&lt;br /&gt;
Use multiple villains&lt;br /&gt;
ensure that evil and selfish actions are justified by good intentions&lt;br /&gt;
ensure the villain has wants, desires, and plans&lt;br /&gt;
&lt;br /&gt;
Checklist for each action a villain takes:&lt;br /&gt;
what does the villain want?&lt;br /&gt;
what is their plan for getting it?&lt;br /&gt;
does it align with the overall plan?&lt;br /&gt;
is it believable?&lt;br /&gt;
how does it make them look?&lt;br /&gt;
smart?&lt;br /&gt;
stupid?&lt;br /&gt;
random?&lt;br /&gt;
&lt;br /&gt;
Each character needs to exist for a reason&lt;br /&gt;
&lt;br /&gt;
General character arc, top-level&lt;br /&gt;
Where/Who do they start as?&lt;br /&gt;
Where/Who do they become?&lt;br /&gt;
The story bridges the two endpoints mentioned above, driven by change and growth&lt;br /&gt;
Not every character needs to change/grow, but their situation does&lt;br /&gt;
Character arcs should follow a three act structure, just as a story arc does&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exposition ==&lt;br /&gt;
For each story element, ask if exposition is needed&lt;br /&gt;
Do not deliver exposition all at once, use seeding&lt;br /&gt;
Ensure the pace of delivering exposition is slow enough for the player's brain to process it&lt;br /&gt;
Attempt exposition in this order&lt;br /&gt;
1) have the player do it&lt;br /&gt;
2) show it with music/sfx&lt;br /&gt;
3) tell it through dialog or narration&lt;br /&gt;
Sort exposition by importance, and deliver it at the correct time, examples&lt;br /&gt;
1) need to know&lt;br /&gt;
2) could wait&lt;br /&gt;
3) incidental&lt;br /&gt;
4) unimportant&lt;br /&gt;
Use some optional manner such as NPC dialog to deliver unimportant exposition&lt;br /&gt;
Ensure that the exposition at a given moment is there to keep the player entertained, not to understand the plot&lt;br /&gt;
Ensure the seeded exposition has a worthwhile payoff&lt;br /&gt;
When seeding, introduce seed as early and briefly as possible so that it registers with the player, but allows them to forget about it until it comes up later&lt;br /&gt;
&lt;br /&gt;
Use seeding for story pace and believability&lt;br /&gt;
Seed by starting with a story climax, and then work backwards seeding as you go&lt;br /&gt;
If the story slows or stops for an explanation, consider seeding earlier&lt;br /&gt;
&lt;br /&gt;
Know the difference between seeding and foreshadowing. Foreshadowing is subtle, cloudy, vague, and less-than helpful&lt;br /&gt;
&lt;br /&gt;
== Believability ==&lt;br /&gt;
Preserve the suspension of belief&lt;br /&gt;
Be consistent with the world and characters&lt;br /&gt;
Use character consistency when getting stuck writing. Ask &amp;quot;What would this character do?&amp;quot; not, &amp;quot;What needs to happen next?&amp;quot;&lt;br /&gt;
When introducing a character, have them heavily display their core traits. Use dialog and action to reinforce this throughout the rest of the story.&lt;br /&gt;
Define motivations and traits for each character&lt;br /&gt;
Use the initial character and who they become as a direction, and for most characters ensure that this change is gradual.&lt;br /&gt;
&lt;br /&gt;
== Coincidence ==&lt;br /&gt;
Identify all coincidences in the story arcs, and handle them by one of the following&lt;br /&gt;
1) change the plot, extreme change&lt;br /&gt;
2) retrofit it by adding subtle changes to make it less coincidental&lt;br /&gt;
3) downplay, by distracting the player&lt;br /&gt;
&lt;br /&gt;
It is okay to setup a plot point with coincidence. It is not okay to resolve a conflict with coincidence&lt;br /&gt;
Invoking emotions is a way to distract the player from a coincidence&lt;br /&gt;
Bad coincidental examples:&lt;br /&gt;
1) benefits the heros and allies&lt;br /&gt;
2) hero/allies dumb luck&lt;br /&gt;
3) unlikely based on what the player knows&lt;br /&gt;
4) has no setup and comes with little or no warning&lt;br /&gt;
5) players notice the coincidence&lt;br /&gt;
6) doubted, questioned, or mocked by the player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Surprise ==&lt;br /&gt;
The ending/payoff of a story arc must be inevitable and unexpected&lt;br /&gt;
Give the audience what they want, but not in the way they expected it&lt;br /&gt;
Good surprise is:&lt;br /&gt;
1) Player doesn't see it coming&lt;br /&gt;
2) extremely unlikely or purely coincidental&lt;br /&gt;
3) it was setup beforehand&lt;br /&gt;
4) it makes sense afterwards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dialogue ==&lt;br /&gt;
It conveys four types of exposition&lt;br /&gt;
1) plot&lt;br /&gt;
2) character&lt;br /&gt;
3) emotion&lt;br /&gt;
4) gameplay&lt;br /&gt;
&lt;br /&gt;
Character dialogue is what a character says and how they say it&lt;br /&gt;
Ensure character constrast through dialog. If an unassigned piece of dialogue is traced back to more than one character, then those characters are too similar.&lt;br /&gt;
&lt;br /&gt;
What a character says may be influenced by:&lt;br /&gt;
1) the current situation&lt;br /&gt;
2) their current emotional state&lt;br /&gt;
3) the listener's current emotional state&lt;br /&gt;
4) current goals&lt;br /&gt;
5) characters growth or new information&lt;br /&gt;
&lt;br /&gt;
Character dialogue is driven by emotion and what they think&lt;br /&gt;
&lt;br /&gt;
Invoke emotional exposition by indirect dialogue. example &amp;quot;I'm scared&amp;quot; vs. &amp;quot;Don't leave me alone&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dialogue should be interesting, entertaining, and natural sounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Use a level design document (LDD).&lt;br /&gt;
Ensure the LDD contains narrative information&lt;br /&gt;
Just as a story is broken up into chapters and acts, gameplay should be broken up into missions and levels&lt;br /&gt;
Does each mission/level align with the overarching tone of the game? The creative aspirations? The functional goals?&lt;br /&gt;
Ask what purpose does each level serve?&lt;br /&gt;
The story/narrative and the mission/level design will impact each other throughout the game&lt;br /&gt;
Write an emotion map for both story/narrative and the mission/level to ensure they are correct&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
Use a environment design document (EDD).&lt;br /&gt;
Layout and architecture should invoke&lt;br /&gt;
1) history&lt;br /&gt;
2) values&lt;br /&gt;
3) culture&lt;br /&gt;
&lt;br /&gt;
Use aged and broken settings to show what used to exist for the setting&lt;br /&gt;
&lt;br /&gt;
The EDD should answer&lt;br /&gt;
1) What kind of people lived here?&lt;br /&gt;
2) What are/were their lives like?&lt;br /&gt;
3) How affluent were they?&lt;br /&gt;
4) What do/did they love and hate?&lt;br /&gt;
5) Do/did they prefer form vs. function?&lt;br /&gt;
6) Where they at peace or war when the setting was constructed&lt;br /&gt;
7) How densely are/were they populated?&lt;br /&gt;
8) How focused are/were they on comfort?&lt;br /&gt;
9) what is/was the purpose of the setting?&lt;br /&gt;
&lt;br /&gt;
Embed writings in the environment&lt;br /&gt;
1) graffiti&lt;br /&gt;
2) notes&lt;br /&gt;
3) letters&lt;br /&gt;
&lt;br /&gt;
Embed foreshadowing and seeding in the environment. Example: Xenogears - the spaceships turrets turn out to be Fort Jasper&lt;br /&gt;
&lt;br /&gt;
Embed secret content that isn't needed to understand the story but provides a richer story when consumed by the player&lt;br /&gt;
&lt;br /&gt;
Use abandoned and uninhabited environments to invoke a sense of mystery. Add calamity to invoke a sense of dread.&lt;br /&gt;
&lt;br /&gt;
Weave story and narrative clues into the environment&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Main_Page&amp;diff=106</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Main_Page&amp;diff=106"/>
		<updated>2021-07-20T01:26:42Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a simple wiki to track my notes&lt;br /&gt;
&lt;br /&gt;
== Tips, Tricks, Process, and Guidance ==&lt;br /&gt;
[[Process: Time Management for Studying]]&lt;br /&gt;
&lt;br /&gt;
[[Tips: How to Learn]]&lt;br /&gt;
&lt;br /&gt;
[[Tips: Study Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Guidance: Story Driven Video Game Creation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Linux Guides ==&lt;br /&gt;
[[Linux: Acquiring Source Code]]&lt;br /&gt;
&lt;br /&gt;
[[Linux: Compiling and Installing Source Code from the Terminal]]&lt;br /&gt;
&lt;br /&gt;
[[Linux: Setting up Eclipse for Linux Source Code]]&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=105</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=105"/>
		<updated>2021-06-01T02:36:09Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Method 1, generic ==&lt;br /&gt;
# Install the needed dev packages&lt;br /&gt;
#::For Debian based package management&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
#::For openSUSE&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo zypper install gcc make&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Method 2, Debian based ==&lt;br /&gt;
# Install the base compiler toolchain&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install build-essential devscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Install the build time dependencies&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get build-dep whateverPackage&amp;lt;/code&amp;gt;&lt;br /&gt;
# compile the package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo debuild -us -uc&amp;lt;/code&amp;gt;&lt;br /&gt;
# go up one directory&lt;br /&gt;
#:::&amp;lt;code&amp;gt;cd ..&amp;lt;/code&amp;gt;&lt;br /&gt;
# install the compiled .deb package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo dpkg -i filename.deb&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=104</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=104"/>
		<updated>2021-06-01T02:08:51Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fedora 34 ==&lt;br /&gt;
# Install the rpm dev tools&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf install rpm-build redhat-rpm-config rpmdevtools&amp;lt;/code&amp;gt;&lt;br /&gt;
# Download the source code, if this works you will see a new file, packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf download --source packagename&amp;lt;/code&amp;gt;&lt;br /&gt;
# Setup the tree, install the packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpmdev-setuptree&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpm -ivh mousepad-0.4.1-1.fc28.src.rpm&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the home directory, note there should be a new directory named rpmbuild&lt;br /&gt;
# (optional) look at the tree&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tree rpmbuild&amp;lt;/code&amp;gt;&lt;br /&gt;
# Go to the SOURCES directory located in the rpmbuild directory&lt;br /&gt;
# untar the source code&lt;br /&gt;
#:: Example 1&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar xjf packagename.tar.bz2 -C src&amp;lt;/code&amp;gt;&lt;br /&gt;
#:: Example 2&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar -xf packagename.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should now be a directory with the source code&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== openSUSE Tumbleweed ==&lt;br /&gt;
# If the source repo was not enabled when openSUSE was installed, enable it.&lt;br /&gt;
#:: List all of the repos and look for the sources repo&lt;br /&gt;
#:::&amp;lt;code&amp;gt;zypper repos&amp;lt;/code&amp;gt;&lt;br /&gt;
#:: Assuming the sources repo is named &amp;quot;repo-source&amp;quot;, enable it&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo zypper modifyrepo -er 'repo-source'&amp;lt;/code&amp;gt;&lt;br /&gt;
# Install the source, &amp;quot;bash&amp;quot; in this example&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo zypper source-install bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to /usr/src/packages/SOURCES/ and find a tar of the packages source code&lt;br /&gt;
# Copy the tar'd file to the desired location and untar it&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar -xf packagename.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
# Find a directory of the source code wherever it was untar'd&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=103</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=103"/>
		<updated>2021-06-01T02:08:35Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fedora 34 ==&lt;br /&gt;
# Install the rpm dev tools&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf install rpm-build redhat-rpm-config rpmdevtools&amp;lt;/code&amp;gt;&lt;br /&gt;
# Download the source code, if this works you will see a new file, packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf download --source packagename&amp;lt;/code&amp;gt;&lt;br /&gt;
# Setup the tree, install the packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpmdev-setuptree&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpm -ivh mousepad-0.4.1-1.fc28.src.rpm&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the home directory, note there should be a new directory named rpmbuild&lt;br /&gt;
# (optional) look at the tree&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tree rpmbuild&amp;lt;/code&amp;gt;&lt;br /&gt;
# Go to the SOURCES directory located in the rpmbuild directory&lt;br /&gt;
# untar the source code&lt;br /&gt;
#:: Example 1&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar xjf packagename.tar.bz2 -C src&amp;lt;/code&amp;gt;&lt;br /&gt;
#:: Example 2&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar -xf packagename.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should now be a directory with the source code&lt;br /&gt;
&lt;br /&gt;
== openSUSE Tumbleweed ==&lt;br /&gt;
# If the source repo was not enabled when openSUSE was installed, enable it.&lt;br /&gt;
#:: List all of the repos and look for the sources repo&lt;br /&gt;
#:::&amp;lt;code&amp;gt;zypper repos&amp;lt;/code&amp;gt;&lt;br /&gt;
#:: Assuming the sources repo is named &amp;quot;repo-source&amp;quot;, enable it&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo zypper modifyrepo -er 'repo-source'&amp;lt;/code&amp;gt;&lt;br /&gt;
# Install the source, &amp;quot;bash&amp;quot; in this example&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo zypper source-install bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to /usr/src/packages/SOURCES/ and find a tar of the packages source code&lt;br /&gt;
# Copy the tar'd file to the desired location and untar it&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar -xf packagename.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
# Find a directory of the source code wherever it was untar'd&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=102</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=102"/>
		<updated>2021-05-31T18:41:51Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Method 1, generic ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed, note this first step is only needed on Linux distributions based on Debian.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Method 2, Debian based ==&lt;br /&gt;
# Install the base compiler toolchain&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install build-essential devscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Install the build time dependencies&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get build-dep whateverPackage&amp;lt;/code&amp;gt;&lt;br /&gt;
# compile the package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo debuild -us -uc&amp;lt;/code&amp;gt;&lt;br /&gt;
# go up one directory&lt;br /&gt;
#:::&amp;lt;code&amp;gt;cd ..&amp;lt;/code&amp;gt;&lt;br /&gt;
# install the compiled .deb package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo dpkg -i filename.deb&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=101</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=101"/>
		<updated>2021-05-31T18:28:25Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Method 1 ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed, note this first step is only needed on Linux distributions based on Debian.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Method 2 ==&lt;br /&gt;
# Install the base compiler toolchain&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install build-essential devscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Install the build time dependencies&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get build-dep whateverPackage&amp;lt;/code&amp;gt;&lt;br /&gt;
# compile the package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo debuild -us -uc&amp;lt;/code&amp;gt;&lt;br /&gt;
# go up one directory&lt;br /&gt;
#:::&amp;lt;code&amp;gt;cd ..&amp;lt;/code&amp;gt;&lt;br /&gt;
# install the compiled .deb package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo dpkg -i filename.deb&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=100</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=100"/>
		<updated>2021-05-31T18:14:06Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fedora 34 ==&lt;br /&gt;
# Install the rpm dev tools&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf install rpm-build redhat-rpm-config rpmdevtools&amp;lt;/code&amp;gt;&lt;br /&gt;
# Download the source code, if this works you will see a new file, packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf download --source packagename&amp;lt;/code&amp;gt;&lt;br /&gt;
# Setup the tree, install the packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpmdev-setuptree&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpm -ivh mousepad-0.4.1-1.fc28.src.rpm&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the home directory, note there should be a new directory named rpmbuild&lt;br /&gt;
# (optional) look at the tree&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tree rpmbuild&amp;lt;/code&amp;gt;&lt;br /&gt;
# Go to the SOURCES directory located in the rpmbuild directory&lt;br /&gt;
# untar the source code&lt;br /&gt;
#:: Example 1&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar xjf packagename.tar.bz2 -C src&amp;lt;/code&amp;gt;&lt;br /&gt;
#:: Example 2&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar -xf packagename.tar.gz&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should now be a directory with the source code&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=99</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=99"/>
		<updated>2021-05-31T18:09:44Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fedora 34 ==&lt;br /&gt;
# Install the rpm dev tools&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf install rpm-build redhat-rpm-config rpmdevtools&amp;lt;/code&amp;gt;&lt;br /&gt;
# Download the source code, if this works you will see a new file, packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;dnf download --source packagename&amp;lt;/code&amp;gt;&lt;br /&gt;
# Setup the tree, install the packagename.src.rpm&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpmdev-setuptree&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::&amp;lt;code&amp;gt;rpm -ivh mousepad-0.4.1-1.fc28.src.rpm&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the home directory, note there should be a new directory named rpmbuild&lt;br /&gt;
# (optional) look at the tree&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tree rpmbuild&amp;lt;/code&amp;gt;&lt;br /&gt;
# Go to the SOURCES directory located in the rpmbuild directory&lt;br /&gt;
# untar the source code&lt;br /&gt;
#:: Example 1&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar xjf packagename.tar.bz2 -C src&amp;lt;/code&amp;gt;&lt;br /&gt;
#:: Example 2&lt;br /&gt;
#:::&amp;lt;code&amp;gt;tar -xf packagename.tar.gz&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=98</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=98"/>
		<updated>2021-05-30T21:24:59Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Method 1 ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Method 2 ==&lt;br /&gt;
# Install the base compiler toolchain&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install build-essential devscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Install the build time dependencies&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get build-dep whateverPackage&amp;lt;/code&amp;gt;&lt;br /&gt;
# compile the package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo debuild -us -uc&amp;lt;/code&amp;gt;&lt;br /&gt;
# go up one directory&lt;br /&gt;
#:::&amp;lt;code&amp;gt;cd ..&amp;lt;/code&amp;gt;&lt;br /&gt;
# install the compiled .deb package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo dpkg -i filename.deb&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Setting_up_Eclipse_for_Linux_Source_Code&amp;diff=97</id>
		<title>Linux: Setting up Eclipse for Linux Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Setting_up_Eclipse_for_Linux_Source_Code&amp;diff=97"/>
		<updated>2021-05-30T01:12:03Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setting up Eclipse in Ubuntu (Hirsute) or in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Download the installer from the [https://www.eclipse.org/downloads/ official website], untar it, and run it.&lt;br /&gt;
# Launch Eclipse, select a work space location&lt;br /&gt;
# Select the File -&amp;gt; Import menu option&lt;br /&gt;
# In the new dialog window expand the &amp;lt;b&amp;gt;C/C++&amp;lt;/b&amp;gt; tree, select &amp;lt;b&amp;gt;Existing Code as Makefile Project&amp;lt;/b&amp;gt;, click the Next button&lt;br /&gt;
# Name the project, select the source code root directory, and select the desired compiler, click the Finish button&lt;br /&gt;
# Open up the terminal and navigate to the source root directory and configure the project&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure&amp;lt;/code&amp;gt;&lt;br /&gt;
# In the Project Explorer window, right-click on the project root and click on Build Project&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Acquiring Source Code]] for downloading the source code for a specific package.&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=96</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=96"/>
		<updated>2021-05-30T00:35:01Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Install the base compiler toolchain&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install build-essential devscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Install the build time dependencies&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get build-dep whateverPackage&amp;lt;/code&amp;gt;&lt;br /&gt;
# compile the package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo debuild -us -uc&amp;lt;/code&amp;gt;&lt;br /&gt;
# go up one directory&lt;br /&gt;
#:::&amp;lt;code&amp;gt;cd ..&amp;lt;/code&amp;gt;&lt;br /&gt;
# install the compiled .deb package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo dpkg -i filename.deb&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=95</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=95"/>
		<updated>2021-05-30T00:34:43Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Install the base compiler toolchain&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install build-essential devscripts&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Install the build time dependencies&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get build-dep whateverPackage&lt;br /&gt;
# compile the package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo debuild -us -uc&amp;lt;/code&amp;gt;&lt;br /&gt;
# go up one directory&lt;br /&gt;
#:::&amp;lt;code&amp;gt;cd ..&amp;lt;/code&amp;gt;&lt;br /&gt;
# install the compiled .deb package&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo dpkg -i filename.deb&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=93</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=93"/>
		<updated>2021-05-27T20:51:09Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Install the base compiler toolchain&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install build-essential devscripts&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=92</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=92"/>
		<updated>2021-05-27T20:44:58Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=91</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=91"/>
		<updated>2021-05-27T20:44:18Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Ubuntu (Hirsute) ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mint 20.1 Cinnamon ==&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=90</id>
		<title>Linux: Compiling and Installing Source Code from the Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Compiling_and_Installing_Source_Code_from_the_Terminal&amp;diff=90"/>
		<updated>2021-05-27T20:43:30Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Compiling and Installing Source Code in Ubuntu (Hirsute) from the Terminal ==&lt;br /&gt;
# Ensure the automake, autoconf packages are installed&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get install automake autoconf&amp;lt;/code&amp;gt;&lt;br /&gt;
# Acquire the source code, and untar it if need be. See [[Linux: Acquiring Source Code]]&lt;br /&gt;
# Ensure the root directory and its subdirectories and files have the access permissions set correctly. i.e. not read-only.&lt;br /&gt;
# Enter the command below from the sources root directory, breaking up the three individual commands if needed.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo ./configure &amp;amp;&amp;amp; make &amp;amp;&amp;amp; make install&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compiling and Installing Source Code in Mint 20.1 Cinnamon from the Terminal ==&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=89</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=89"/>
		<updated>2021-05-27T20:32:21Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=88</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=88"/>
		<updated>2021-05-27T20:30:21Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
:See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=87</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=87"/>
		<updated>2021-05-27T20:30:06Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
::See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
::See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=86</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=86"/>
		<updated>2021-05-27T20:29:38Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=85</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=85"/>
		<updated>2021-05-27T20:28:26Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=84</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=84"/>
		<updated>2021-05-27T20:28:06Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
[[#See also|Acquiring Source Code in Ubuntu (Hirsute)]]&lt;br /&gt;
&lt;br /&gt;
[[#See also|Acquiring Source Code in Mint 20.1 Cinnamon]]&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=83</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=83"/>
		<updated>2021-05-27T20:23:24Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[#See also|Acquiring Source Code in Ubuntu (Hirsute)]]&lt;br /&gt;
&lt;br /&gt;
[[#See also|Acquiring Source Code in Mint 20.1 Cinnamon]]&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=82</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=82"/>
		<updated>2021-05-27T20:23:09Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[#See also|Acquiring Source Code in Ubuntu (Hirsute)]]&lt;br /&gt;
&lt;br /&gt;
[[#Acquiring Source Code in Mint 20.1 Cinnamon]]&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=81</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=81"/>
		<updated>2021-05-27T20:20:17Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[#Acquiring Source Code in Ubuntu (Hirsute)]]&lt;br /&gt;
&lt;br /&gt;
[[#Acquiring Source Code in Mint 20.1 Cinnamon]]&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=80</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=80"/>
		<updated>2021-05-27T20:18:54Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[#Acquiring Source Code in Ubuntu (Hirsute)]]&lt;br /&gt;
&lt;br /&gt;
[[Acquiring Source Code in Mint 20.1 Cinnamon]]&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=79</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=79"/>
		<updated>2021-05-27T20:18:05Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[#Acquiring Source Code in Ubuntu (Hirsute)]]&lt;br /&gt;
&lt;br /&gt;
[[Acquiring Source Code in Mint 20.1 Cinnamon]]&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=78</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=78"/>
		<updated>2021-05-27T20:17:34Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[#Acquiring Source Code in Ubuntu (Hirsute)]]&lt;br /&gt;
[[#Acquiring Source Code in Mint 20.1 Cinnamon]]&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=77</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=77"/>
		<updated>2021-05-27T20:10:47Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=76</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=76"/>
		<updated>2021-05-27T20:10:27Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 3 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 5 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
	<entry>
		<id>https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=75</id>
		<title>Linux: Acquiring Source Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.brandonsigle.com/index.php?title=Linux:_Acquiring_Source_Code&amp;diff=75"/>
		<updated>2021-05-27T20:06:21Z</updated>

		<summary type="html">&lt;p&gt;Bs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Acquiring Source Code in Ubuntu (Hirsute) ==&lt;br /&gt;
&lt;br /&gt;
# Update/enable the source package URLs. Note that in Ubuntu, these should already be in the sources.list file and just need to be uncommented. i.e. remove the &amp;quot;#&amp;quot; from the deb-src lines.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo gedit /etc/apt/sources.list&amp;lt;/code&amp;gt;&lt;br /&gt;
#::An example line might look like this:&lt;br /&gt;
#:::&amp;lt;code&amp;gt;deb-src &amp;lt;nowiki&amp;gt;http://us.archive.ubuntu.com/ubuntu/&amp;lt;/nowiki&amp;gt; hirsute main restricted&amp;lt;/code&amp;gt;&lt;br /&gt;
# Update the new package information that was added in step 1.&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get update&amp;lt;/code&amp;gt;&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;br /&gt;
# There should be a directory with the source code along with some other files. Move to the new directory to view the downloaded source code.&lt;br /&gt;
#:::If the directory doesn't exist, run this command on the .dsc file acquired from step 4 above:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;dpkg-source -x yourfile.dsc&amp;lt;/code&amp;gt;&lt;br /&gt;
#:::If you get an error message that dpkg-source can not be found, install the package:&lt;br /&gt;
#::::&amp;lt;code&amp;gt;sudo apt install dpkg-dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Linux: Compiling and Installing Source Code from the Terminal]] for compiling and installing.&lt;br /&gt;
&lt;br /&gt;
== Acquiring Source Code in Mint 20.1 Cinnamon ==&lt;br /&gt;
# Bring up the Software Sources&lt;br /&gt;
#:::Menu Button -&amp;gt; Administration -&amp;gt; Software Sources&lt;br /&gt;
# Toggle the &amp;quot;Source code repositories&amp;quot; button to enabled state, under Optional Sources&lt;br /&gt;
# Press the OK button&lt;br /&gt;
# Navigate to the directory that the source code will reside in, and download it.&lt;br /&gt;
#::Example for downloading the source code for the grep utility&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source grep&amp;lt;/code&amp;gt;&lt;br /&gt;
#::Example for downloading the source code for bash&lt;br /&gt;
#:::&amp;lt;code&amp;gt;sudo apt-get source bash&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bs</name></author>
	</entry>
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