Monday, March 4, 2013

Stakes

After a stray piece of inspiration hit me, I decided to talk about stakes this time.

Steaks? Yay!

Nope, not these. I'm glad I can make random Asian...ish food without burning off my taste buds.Now, stakes can mean two things. There's A) the things you impale vampires with and B) the things that are at stake. I'm talking about B, unless it's in the context of vampires, where the presence of A can easily lead to B. The stakes are, in a nutshell, what matters in a story.

Why should I care?

You should care about stakes because they are what make you care about the story. And by story, in the context of this post, I mean anything that's a plot. I'm talking books, comics, games, movies... all that has a story, and that story has to have stakes.

Stake Facts

Stakes are, first and foremost, things that matter. They are where excrements go down or hit the fan. They are the reason why you stick to the story. But you can't just throw something at your audience, tell them that that's your stakes and expect them to actually be invested. There a few big things that make your stakes interesting.

It's personal.
That's, in my opinion, the most important thing. Your story's stakes should have a connection to the protagonist. Before you point me to any of these rescue the world/country/universe stories and tell me how they work despite the goal being unpersonal or how these stakes are personal because the protagonist lives in the world/country/universe... stop. That's not how it works. Now, think of any recent catastrophe. Sure, it sucks. You might find what happened to be abhorrent, sad and even terrifying. But still, it's something that happened somewhere. Now what if, say, your best friend/significant other was involved in said catastrophe. Suddenly, you care for it on a whole new level. Because it just got personal.
I have a great example here, and that's Batman. Gotham is a craphole. But if you asked little Bruce Wayne about it, he'd say that his parents are rich and can afford the security to live there. Then his parents were killed by a random goon. That's when Gotham's criminals became a personal issue to him and he became Batman. Even though his motivation, and ultimately the thing at stake, is safety in Gotham, he has a personal connection to it.

Who cares?
Now we have personal stakes, but why should I care about Bruce Wayne's problems if I don't care about Bruce Wayne? That's the second important thing. The audience needs to care about the character who's got things at stake. I know I might just be abusing this word horribly, but I'm going to call this character the stakeholder. If you want the audience to be invested in your stakes and, thus, your story, you need to make them be invested in your stakeholder. Writing compelling characters is, however, not the topic of this post.
Here's the part where I'll pull the second comic book character out of my hat. Tony Stark, also known as Iron Man. His backstory has definitely got the personal stakes down. The reason I'm listing it here instead of up there with Batman is that Tony Stark was designed to be a bit of a douchebag. Look at this fantastically awesome review by Linkara *cough* for more information. He may be a rich douchebag, but we still care for him, and we care for his story and what's at stake for him.

Stake Special: Interactive Stories

Interactive stories, aka game plots, act a bit differently in the game of stakes. The reason is just that: They're interactive. Let's assume you care about the stakeholder and their stakes. In a non-interactive story you now follow them as they fight for their stakes. In an interactive story, you are them as they fight for their stakes. That means that there's one more thing the audience needs to care for, and that's the stakeholder's environment. Why would you want to save the world if you, the player, don't care for it? Sure, Bruce Wayne cared about his parents, but why should you? They're not yours. Or, a better example, the often-used doomed hometown. You spend what, five minutes in that town, then go out to do stuff and when you return, everybody's dead. Sad music plays, rain falls, the stakeholder breaks down in the dirt and bawls their eyes out. You, the player, just sit there and wonder why the hell you should care about these people you didn't know. And that's the point. As soon as the story becomes interactive, the audience becomes a stakeholder. This, in turn, leads to the aforementioned most important thing: The stakes need to be personal to the stakeholder. Making these stakes personal to the audience is another topic, which I won't talk about here, because this post is going to be long enough as it is.

And now?


Stakes need to be important, yet personal. Designing them is easier than making them believable, and getting high stakes that aren't too detached from the characters takes work. On the other hand, low stakes might not be stakes at all. If your romance plot is happy and perfect, then maybe it shouldn't be the focus, but rather a background thing that runs along.

Inspirational credits go to the Query Shark. Chew away, Ms. Shark. Chew away.

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