Continuing with the theme of stage Improv informing storytelling, I’d like to talk about how the game “Half-life” (the stage game, not the video game) can be useful as a focusing tool in the early drafts of a scenario, script or storyboard. The stage game goes that the players improvise a 2 minute scene, then play the same scene at 1 minute, 30 seconds, fifteen seconds, 7, 3 and 1, wherein the scene gets wilder and wilder as people fly into position and scream plot points at the top of their lungs. This is useful in visual storytelling, as Scott McCloud pointed out in page 84 of Understanding comics with an ever-shortening scenario from one full page of panels to merely two. Although in the bare minimum of space, narrative clarity can be lost, I find “half life” to be very valuable as a focusing tool, drawing my attention to the essence of the story spine, which beats need to be hammered, and what is truly extraneous.
(Game proper starts at 50 second mark)
Let’s talk improv. In “Half-Life”, players improvise a 2 minute scene, then replay the same scene, halved, and halved again until it’s one second long.. This is useful in visual storytelling, as Scott McCloud pointed out in page 84 of Understanding comics with a scenario progressively trimmed from one full page of panels to merely two. I find “half life” to be valuable in focusing my attention to which beats need to be hammered, and what can be cut.
In “Half-Life”, players improvise a scene, then replay it, until it’s one second long.. This is useful in visual storytelling, as Scott McCloud pointed out in “Understanding Comics”. “Half Life” focuses attention on what’s importand, and what can be cut.
Improvise a scene. Replay it until it’s one second long.. This is useful in storytelling. You focus on what’s vital.
Improvise until the scene’s one second long! Essence of storytelling!
One second long! Essence! Storytelling!
SHORTEN! ESSENSE! STORYTELING!
SHRESSENSYTELLING!
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