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In mythological ancient Greece, soaring above Crete on wings made from wax and feathers, Icarus, the son of Daedalus, defied the laws of both man and nature. Ignoring the warnings of his father, he rose higher and higher. To witnesses on the ground, he looked like a god, and as he peered down from above, he felt like one, too. But, in mythological ancient Greece, the line that separated God from man was absolute and the punishment for mortals who attempted to cross it was severe. Such was the case for Icarus and Daedalus.
Years before Icarus was born, his father Daedalus was highly regarded as a genius inventor, craftsman, and sculptor in his homeland of Athens. He invented carpentry and all the tools used for it. He designed the first bathhouse and the first dance floor. He made sculptures so lifelike that Hercules mistook them for actual men. Though skilled and celebrated, Daedalus was egotistical and jealous.
Worried that his nephew was a more skillful craftsman, Daedalus murdered him.
As punishment, Daedalus was banished from Athens and made his way to Crete. Preceded by his storied reputation, Daedalus was welcomed with open arms by Crete’s King Minos. There, acting as the palace technical advisor, Daedalus continued to push the boundaries. For the king’s children, he made mechanically animated toys that seemed alive.
He invented the ship’s sail and mast, which gave humans control over the wind. With every creation, Daedalus challenged human limitations that had so far kept mortals separate from gods, until finally, he broke right through. King Minos’s wife, Pasiphaë, had been cursed by the god Poseidon to fall in love with the king’s prized bull. Under this spell, she asked Daedalus to help her seduce it. With characteristic audacity, he agreed.
Daedalus constructed a hollow wooden cow so realistic that it fooled the bull. With Pasiphaë hiding inside Daedalus’ creation, she conceived and gave birth to the half-human half-bull minotaur. This, of course, enraged the king who blamed Daedalus for enabling such a horrible perversion of natural law. As punishment, Daedalus was forced to construct an inescapable labyrinth beneath the palace for the minotaur. When it was finished, Minos then imprisoned Daedalus and his only son Icarus within the top of the tallest tower on the island where they were to remain for the rest of their lives.
But Daedalus was still a genius inventor. While observing the birds that circled his prison, the means for escape became clear. He and Icarus would fly away from their prison as only birds or gods could do. Using feathers from the flocks that perched on the tower, and the wax from candles, Daedalus constructed two pairs of giant wings. As he strapped the wings to his son Icarus, he gave a warning: flying too near the ocean would dampen the wings and make them too heavy to use.
Flying too near the sun, the heat would melt the wax, and the wings would disintegrate. In either case, they surely would die. Therefore, the key to their escape would be in keeping to the middle. With the instructions clear, both men leapt from the tower. They were the first mortals ever to fly.
While Daedalus stayed carefully to the midway course, Icarus was overwhelmed with the ecstasy of flight and overcome with the feeling of divine power that came with it. Daedalus could only watch in horror as Icarus ascended higher and higher, powerless to change his son’s dire fate. When the heat from the sun melted the wax on his wings, Icarus fell from the sky. Just as Daedalus had many times ignored the consequences of defying the natural laws of mortal men in the service of his ego, Icarus was also carried away by his own hubris. In the end, both men paid for their departure from the path of moderation dearly, Icarus with his life and Daedalus with his regret.
Hi, is Crash Course Games. Sometimes gamers can’t quite put their finger on why they enjoy one game over another, but most of the time it all comes down to design. At the heart of every successful game is good design. There are countless books, articles, and research studies on the subject. And there are dedicated schools around the world devoted to studying game design as well.
Good design sets the foundation for a rewarding game, allowing it to be fun and engaging even after multiple plays. People still play Monopoly, The Legend of Zelda, and Half-Life 2 because the design holds up and delivers a fun experience each time. Well, maybe not each time in Monopoly.
Today we’re going to look at some of the prevailing principles, thoughts, and lessons surrounding good game design. So, let’s take a detailed look at how design powers the games we love.
Game design is the implementation of a story or gameplay idea into a playable form. It takes place over multiple stages of development and is delivered by a team of creators. Design includes all the art, programming, and writing that goes into a game. When a game is in the early stages of development, it lives in the initial sketches and rough drafts that show the characters, the world, and the challenges. As the game progresses, design details sharpen and it starts to become recognizable and, most importantly, playable.
Eventually the work is given over to crucial play testers who challenge the design with their play. Play testing allows the design to be thoroughly investigated, revisited, and continually perfected so the game embodies the original ideas as best as they can. So how are these decisions made for designing games in the first place? Well, let’s look at the basic building blocks of game design in the Thought Bubble. Video and traditional games both rely on some shared basic design elements including space, components, mechanics, goals, and rules.
The space is the look and feel of a game. It includes the sound, the lighting, the color, and the physical space like the walls, doors, weather, et cetera. It acts as the defining feature for the other game elements. Space influences which characters are chosen, what feelings are evoked, and what activities can take place. The components are the objects that exist in the space and are used to play the game.
The components include everything from the characters in the game to the weapons and vehicles they use and pretty much any object in the game the player comes into contact with, even Easter eggs.
The mechanics involve what the player can actually do in the game, so think verbs. Whether it’s creating and spelling in Scrabble or running and shooting in Halo, the core mechanic of the game is the activity that players do over and over again. Goals are, well, the goals that players are trying to achieve to actually win the game. For this element, game designers must think about what they want the player to achieve and map out a way for them to reach it.
So, the goal could be to work co-operatively to discover cures in a pandemic or simply survive hordes of zombies, like in Left 4 Dead. Finally, a game isn’t a game without some rules. Rules help players understand how to play the game but they also help create the play experience of the game. Rules inform players of the game’s constraints, or what they can and can’t do. And if you’ve ever played by House Rules, you know how rules can affect gameplay.
Thanks, Thought Bubble. So, while game designers are responsible for creating these elements, they also have to be able to understand gamers’ wants and needs, which is, to some degree, general and universal. Game designer Marc Leblanc breaks the general desires of players into something he calls Eight Kinds of Fun. They include challenge, narrative, fantasy, and discovery, among others. These broad rules are applicable to any kind of game, but some designers focus on design elements that are specific to certain types of games.
Dice, board, and video games all have specific principles that can be used to motivate players.
Canadian game designer Gerald Cameron made rules for creating engaging dice games known as Linnaeus’ Four Principles of Dice Game Design. The first — Downtime Is The Enemy — says how a dice game is fun when it’s exciting and active. Waiting too long on a turn can cause players to lose interest. This principle advises that dice games have turns of an average 15 seconds.
If they go long — say, to 45 seconds — and the game designers need to justify that long time by making the other players turns fun to watch. The second rule — No More Than One Roll Per Turn — says that players get one roll of the dice per turn.
This relates to that first principle. Having too many dice rolls causes boring downtime, but it also distorts the probability curves of the game. If you’re rolling a pair of six-sided dice, re-rolling them is going to mess with the odds.
Give Players A Chance to React to the Dice is the third rule and tries to allow players outside of the main dice roll to react to it. This rule means that all the players have something to do every time the dice rolls. People like being continually engaged in the game. The final rule — Low Rolls Should Not Suck, High Rolls Should Not Rule — simply discourages an all-or-nothing mentality. So rolling a one should not always mean the end of the game, and rolling a six or 20 should not always mean that that player is the king. Dice games are built on probability, so every number of the die should have some kind of value and play an incremental part in overall gameplay.
Board games have some specific design rules too. Ananda Gupta is a game designer known as co-creator for the popular board game Twilight Struggle and has some theories on what made his game so popular. Twilight Struggle is a two-player game and that’s part of what Gupta attributes his success; supposedly that the sweet spot for number of players tends to be two to three for board games, which causes little downtime between turns. Playtime is also an important element.
Gupta believes that board games should last around two hours because short games leave players wanting more, and long games can lead to burnout. As Gupta says, “You have to feel like something meaningful has been done in the game. You have to feel like the game had a beginning, and had a middle, and an end, and that you were engaged.” A good board game will keep players challenged. This requires a mix of luck and strategy.
Strategy allows players to put their skills to the test and luck provides enough randomized play to keep them coming back. The last point Gupta contributes to the success of Twilight Struggle is balance.
Players must feel as though they each have a chance to win. This means creating gameplay that doesn’t favor any role at the start of play. But then there’s video game design.
This group is relatively new in the history of games. Technology has allowed for entirely new types of games, which need a few somewhat new design rules. One common video game principle is the idea of meaningful play. There are two types of meaningful play.
There’s the descriptive type, where a player takes an action and then the game responds.
So, when Nuna of Never Alone throws her bola at an icy obstacle, the player knows the ice is going to shatter, allowing passage. There’s also the evaluative type, where the player’s encouraged to take a wider view of the actions, questioning why they are doing specific actions and what this means to the game in its entirety. And, like board games, video games also have the principle of gameplay balance. For every advantage, there should also be a disadvantage.
For instance, a sniper on the roof needs to have a blind spot.
Adding strength your character in one aspect, like combat, might reduce your character’s other attributes. A good example of balance and gameplay is the Rock-Paper-Scissors style of Pokemon. Water beats fire, fire beats grass, grass beats water. Victories are won after players have created what they believe is the best six-Pokemon team to balance out all the others and be the very best like no-one ever was. It’s worthwhile to take some time here and look at a couple examples of successful game design.
And what’s considered a pretty much ideal model of good video game design? The original Super Mario Brothers. The first level of Super Mario Brothers, World 1-1, is the elegant design that teaches the player everything they need to know about how to play the game. The game starts with a little guy, probably called Mario if the name of the game is any indication, on the left hand side of the screen.
The player pushes the buttons and discovers Mario can jump.
Pressing the directional pad moves Mario around the screen. Nothing happens to the screen when he moves left, but when he goes right, more of the screen is revealed. There we find the first question mark boxes and brick blocks and what seems to be an animated mushroom — Goomba. Maybe the player will run into it on the first try and lose a life, but maybe the player on the second try will jump over the Goomba and inadvertently tap the blocks above it. There’s a funny bumping sound and the blocks move, and the player bumps a few more and discovers that items are hidden in the blocks, including the first super mushroom.
Now, the player might think it was a bad mushroom, like the Goomba, and try to jump over it, but it’s not an accident that the first mushroom of the game has appeared in a place where it can’t escape and fall down a hole or something. Players run into the super mushroom and get transformed into Super Mario, learning the difference between enemies and power-ups. The rest of the level teaches the player about bottomless pits, fire flowers, invincible stars, jumping on flag poles and, if you’re savvy enough, secret warp pipes and hidden blocks with one-ups. By the end of it, the player is equipped with an understanding of the skills one needs to master for Super Mario success. Shigeru Miyamoto, the designer of Super Mario Brothers, said that he generally does not design the beginning level of a game first.
Rather, he works with the more engaging middle levels, learns what players can do in them, and then designs the first levels to help players reach the middle and end of the game.
Now let’s take a look at Love Letter, a refaming of a Japanese card game by designer Seiji Kanai. Love Letter is a card game and incorporates risk, deduction, and luck. The space is simple — you’re trying to deliver a love letter to the princess, and you need to be the last player in the game to succeed. The game mechanics are simple as well.
There are 16 cards. Each player starts with only one card in hand and one card is removed from play. On a turn, you draw one card and play one card, trying to expose the other players’ cards and knock them from the game.
One of the strengths of this game are the rules. The rules are simple enough that anyone can learn gameplay in a matter of minutes, but challenging enough to keep players coming back.
And while the game does feature elimination of players, it is designed so that each round goes quickly and no one player is left out for long. Your friends won’t be waiting an hour to get back in on the fun. The mix of strategy and risk also play a role in this game’s great design. Love Letter is about tactics. The player must think carefully about which cards are in their hand as well as what is possibly in their opponent’s hand, because it only takes one wrong move to knock you out of the round.
At the same time, a single unlucky draw from the deck can also land you in a troublesome position, forcing the player to change their strategy turn to turn. So no matter what kind of game you’re playing, its design is going to be essential to whether you enjoy the experience. Game design is responsible for drawing you into the game, making it easy for you to learn and play, and, most importantly, for ensuring you have fun.
Thanks for watching. We’ll see you next time.
And watch out for those Goombas. Crash Course Games is filmed in the Chad and Stacey Emigholz Studio in Indianapolis, Indiana and it’s made with the help of all these nice people. If you’d like to keep Crash Course free for everyone forever, you can support the series at Patreon, a crowdfunding platform that allows you to support the content you love. Speaking of Patreon, we’d like to thank all our patrons in general, and we’d like to specifically thank our High Chancellor of Knowledge, Morgan Liso, and our Vice Principal, Michael Hunt. Thank you for your support.
Yeah mate, bloody operators… the kings of working smarter not harder mate. Except there’s nothing f*coin smart about them.
Cause behind every operator is a laborer who spent 10 years on the shovel before he realised… Hang on a minute. Those blokes sitting down! F*coin 3 days later they’re getting around site mate like they bloody own the joint, ya know…When I’ve seen them down the pub mate half these blokes are flat out operating a knife and fork. But I’ll be f*caked if they’re getting away with it and I’m not mate. So, I’ve been off, they’ve taught me how to turn me headlights on and lean me seat back. So now, I can drive f*caking anything out here mate as long as it’s yellow and got a seat on it I’ll jump in it and give it a rev.. I’ve got no idea what I’m doing. But I’ve got the paperwork that says I do. And that’s all that that matters in this country. – Stop Mate! – Aw f*ck sakes! F*caking worksite politics mate… You can’t escape it, ya know…
You hit one power line, and these blokes carry on like you’re blown up a f*caking school and stick you in one of these things. Just bloody embarrassing mate, ya know. I’m meant to be doing heavy machinery… not getting around in the fisher price… But I’ll be honest with yes…after a couple laps in this thing mate… It’s f*caking not bad… Sure, it takes me 47 minutes to get across site now That doesn’t f*caking bother me mate, ya know…I’m getting paid by the hour. I’ll sit here all day with a spoon on the end of this thing mate as long as I don’t have to get out and touch a shovel, I couldn’t give a f*ck.
Cause that’s rule number one mate…under no circumstances do I exit the airconditioned cubicle… [Michelin star sounds] And the best bit is mate. This little thing… Not tall enough to hit any powerlines… Aw f*ck! F*coin bullshit mate. 3 weeks on the shovel all cause the bloke doing the Dial Before You Dig was actually on the phone to a kebab shop, I mean how am I supposed to know that? Ya know…They’re not getting 3 weeks out of me mate…
I’ll tell you that. I’m f*caking out of here I think I’ve seen everything I need to see here mate. [land speed record attempt] How could I forget mate… The bloody holy grail of machinery. The f*caking bobcat. Reserved for only the most violent alcoholics on site mate…Got a roll cage in it like a f*caking F1 car mate… Because they know as soon as you get in this thing It’s f*caking going up on two wheels.
No license required either mate It’s the perfect landing mat for someone whose caused a couple million dollars in infrastructural damage… I just got to get myself into one…Yeas thank God for the SNOOZE YA LOSE policy mate Can’t believe I wasted all that time in the shit gear I mean this thing f*caking rips. Yeah, there was a bit of a learning curve at first but once you get the hang of it mate This thing f*coin drives itself. Goes like the clap too mate f*caking 4WD you can take this thing anywhere. No more f*classing’ around on the gas cooker for me mate, 12 o’clock comes around. I’m off down the road picking up a couple Kentucky Fried… Doesn’t get much better than this mate. I think I’ve really found me calling. I’ve even been coming in on the weekends for some overtime mate.
That’s how keen I am.
Time and a half on a Sadd’s mate I’m out the front of Bunnings double parked with a couple onion on the bottoms… F*ck sake! HI, James Cheney here for the World’s Best Knife sharpener… What’s that? Oh… New GARN MERCH! That’s right we got heaps of New Garn Merch ready to go. All new designs, all new items it’s all happening here at Cleva-Garn industries and today we’ve got a very Special Offer for the Viewers! Be one of the first 100 callers and I’ll tell you to blow it out ya ass twice in the same phone call.
Conflict with coworkers happens. But what isn’t necessary, is for a spat to become a state of perpetual and long lasting conflict with a coworker. In fact, you can resolve any conflict at work quickly and without any drama. Best of all, you don’t need any fancy certifications in conflict management to learn how to deescalate conflict at work. Because coworker conflict is something that happens. Even if you work with the best people in the world, I wanted to make this video to help you manage conflict at work, speak with so many amazing professionals who hide from conflict with coworkers, but hiding from conflict. Doesn’t fix it.
It festers it. If you want to grow career success, having difficult conversations and resolving conflict is a necessary part of the path. These tips for conflict management at the workplace will help you quickly resolve conflict without any stress, gossip cycles, or office drama. Plus if you stay all the way to the end of this video, of course. I’m going to give you a bonus tip in the end. If you love bonuses, tap that like button and let’s get to talking about dealing with conflict at work. The first tip is the one that gets skipped most frequently, and it’s really the most crucial to dealing with conflict at work. Calm down before you walk into any potential conflict with coworkers. You need to make sure that you are cool, calm and collected.
Want to nerd out on the brain science behind it for just a hot minute? In times of conflict, your amygdala activates, that’s your fight, flight, or freeze reflex, reflex which do you do when you have conflict with a coworker. Let me know in the comments down below. Anyways, your amygdala activates and it takes the processing away from the cerebral cortex. That’s your logic center. And let’s be honest in order to resolve any conflict at work. We kind of need to have our logic centers working for us. The great news is when your amygdala activates, you just need six seconds to get back into the logic center of your brain. Take a deep breath or a long sip of water. That’s going to allow the chemicals that activate your amygdala to dissipate.
And it’s going to give you the opportunity to get back into the cerebral cortex. So you can think and act clearly and logically as you navigate conflict with your coworker. When you have calmed down, you’ve watched this video and you are prepared to have the conversation. The next tip is to have a live conversation, got that. No emails, no slacks, no text messages, actual live conversation with your coworker. It is required. If you want to efficiently and effectively resolve that conflict, it can be a real life meeting, a video conference, or even just an old fashioned telephone call. The reason why it needs to be a spoken conversation and ideally a.
Face to face conversation. Even if that face to face is over zoom is that we need miss so much communication. When we can’t hear the tone, the intonation and the facial expressions of the person that we’re speaking with, whether it makes sense for you to book this as a meeting or to just informally ask to have a chat is up to you. I know if you’re conflict averse, you are cringing right now and hoping that I’m going to give you an exception and that I’ll tell you that having a Slack conversation, riddled with happy face emojis is going to suffice.
But I’m not going to. And trust me, you are going to thank me for it. Plus it’s not going to be that bad because you are going to implement the next crucial tip. And this is one that so many people go wrong on and it makes their. Workplace conflict so much worse. In fact, this conflict management tip is so important that if you only implement one thing from the video, it needs to be this to resolve conflict with a coworker. Y. ou need to get onto the same side of the table. I mean that figuratively you don’t physically need to be sitting on the same side of the table. Because you know, social distancing and whatnot. In whatever capacity you work together, and you have a shared purpose: success. No matter what your disagreement is, there is likely going to be a common thread that binds you.
You both want the product to be successful, to have a positive work environment and to close that really big deal. Whatever it is, start there. This will transform your interaction because now you’re not arguing against each other. You’re on the same side, which means means if they want to win. You have to win too. Plus when you do this, you are going to start the conversation from a place of agreement, which is going to set the tone for the entire conversation. All of a sudden, it’s not even a conflict, right? If this tip blew your mind, I want you to drop an emoji down below. But we’re not done yet because we’re not only going to resolve conflict getting onto the same side, we’re going to implement the next step, which is to give them a positive label. I’m going to share something with you that I’ve learned over the years. People will either live up to your expectations or down to them. If you give someone a positive identity, such as being a reasonable person, they want to live up to it.
They will want you to keep that positive impression of them and they’ll. Make an effort to do so. Similarly, if you would say to someone that they are irrational, they now have a negative label. You set the bar low. Most human beings want to be liked. And they also want prestige, which is exactly what you give them with that positive label. And do you want to know what they DON’T want? Under no circumstance want to lose their prestige. Trust me all of a sudden, they going to be tripping all over themselves. If they think that they are losing that positive identity that you have given them, and with this glorious conflict resolution tip in place, we are going to move into the next one, which is to focus on facts.
If you’re confronting a coworker about conflict that you’re having on work issues, keep it narrowed and focused to the facts of the situation. Definitely not how they’re stupid and making things so much worse. No accusations allowed here. If the coworker conflict is about their behavior, don’t focus so much on their behavior, focus on how their behavior impacted you, the team or the company, or how it may do feel. The reason why this tip is so is that each of you is going to be walking into the conversation with your own perspective, bias, and opinions. The exact same conversation about the exact same circumstance and event can have completely different derivatives. Don’t believe me? Take a look at any political discussion on Twitter tese days. Focusing simply on the facts in this situation is going to help to reduce bias and keep emotions out of it. And that leads me to the next most important tip, to deal with coworker conflict, to listen. The key to conflict management is not talking. It’s listening. And you want to know what people, what human beings really want. They want to be understood when you listen, not only are you going to understand their perspective, but you’re going to know what they’re really trying to achieve.
And what’s important to them in the process. Do not miss this opportunity. Stop worrying about what you’re going to say next and trying to get them to understand you. This is especially true if you were the source of conflict and this happens at work. So there is absolutely no judgment here. Giving them the space that they need to say. What they need to say is going to help you find the best path forward with them. And if you follow all of these tips, you are going to have quickly diffused and resolved the conflict at work. But there is one more thing that you need to do to make sure that there is no residual bad feelings involved, which leads me to the bonus tip. Once you have resolved the conflict, you need to be like Elsa and let it go.
Harboring resentment or staying mad about it is not going to hurt them. It is going to hurt you. The whole point of the conflict resolution process was to resolve the conflict. Resolve means done if it’s done. But if you’re walking around harboring a grudge, you’re going to end up in the exact same spot in no time. If you are feeling any residual negativity, I want you to go and watch this video to help you build a more positive mindset. It’s going to serve you through conflict management. . I promise for the best career success advice on this internet machine, make sure you click the subscription button and the notification.
battle kept that like button the tab as always. Thank you so much for watching. I’ll see you in the next video. Bye for now.
You’re at that part in your writing project where there’s a battle or even just a minor dispute. Your character puts up his dukes. He throws a punch. And that’s when you realize you as the writer have never been in a fight before and you have no idea what to expect or what your character should expect. Don’t worry.
I got you. I’m going to show you how to write fight scenes. Hey there. So if you’re new here, the name is Sara Francis and I’m an author, media communicator and speaker, my channel is dedicated to taking you through not just my writing journey, but to guide you through your own. OK, first you’re probably wondering who I am to talk about fight scenes?
Well, not only is my indie published YA dystopian trilogy full of fights and battles. I am a third-degree black belt with over 12 years of experience and gold medals in Tae Kwon Do and other skills of martial arts. These medals and things aren’t meant to intimidate you. It’s just to show you that I’m not another noob making a video on fight scenes. And I actually have a passion and understanding of what I’m talking about. Let’s get out of this uniform because it’s getting hot in here. OK, so now that I’m not dying in my uniform anymore, let’s hope to it. There are five things you need to remember as you write your fight scenes. Number one, assess the situation before your characters can fight.
They need to assess the situation and identify a lot of what’s going on around them. So point 1.A. They have to identify their surroundings. Are your fighters in a building? Are they out in field? Are they amidst a battle or is it just two of them? All of these things are key factors in a fight because the surroundings and what’s going on can highly impact your fighters’ performance. Part 1.B Of assessing the situation is to recognize what they are fighting for. The cause of the fight can change the mood of the fight drastically, the mentality of the fighters and the whole fight’s purpose. With that being said, will these fighters have internal monologue as the fight ensues? Consider having that monologue or even brief dialogue between the fighters to help break up the fight a little bit and to bring out more of the mood and what they’re fighting for.
Finally, part 1.c, you have to assess how the characters will be fighting. Is it war? Is it hand-to-hand combat? Is it magic? This will totally change the fight. Identify that before your fight even starts.
So, in conclusion, assessing and identifying the situation will improve the realism of the fight within your universe and give you a framework for how the fight should go. Number two, know the character’s strengths, weaknesses, and abilities. So basically, you need to know who your characters are and what they’re capable of. No one is perfect and no one is invincible. Not even Superman. Superman’s weakness is a glowing rock.
So don’t have a 10-year-old fighter throwing a six-hundred-pound sumo wrestler unless he is the reincarnated Superman, which would be pretty cool.
Somebody writes a book on that.
Number three, describe sounds along with the movements. Sounds in a fight are super important. They describe the speed, the power, the control of the fight. Let the reader hear the crack of a whip. Let them hear the thwack of a staff. Let them hear the squelch of a blade as it drives through the enemy. If I got too dark on you guys, I’m sorry. That’s kind of where I am in my book right now.
Don’t forget to click like and subscribe to know when I post another video. Or if you’re on instant and Facebook, give me a follow. It does a ton for me and my channel and makes me feel better that you’re enjoying the content and I know more of what you produce for you guys. Number four, describe the smells of a fight. Some readers don’t realize that fights have a smell. Your characters are exhausting so much energy that they are bound to sweat. Not only will they stink, but if blood is shed, blood has a particular metallic smell as well. If your character gets a nosebleed, can he smell his own blood? Does he taste it? Use your senses.
Finally, with smells, the terrain and the setting can change that as a result of their fight. Does one of the characters strike a gas tank and the air gets polluted? Do one of them go into a bog or some sort of nasty place where they could barely breathe because of how bad the smell is and how bad the air is just reeking of stench. Using the sense of smell in a fight creates an even deeper immersion than most other scenes. Number five, and probably the most important, know before you write how descriptive you’re going to be.
So, after knowing all four points, number five is something you really, really have to think about. Are you going to write super in-depth scenes or just the basics? To be honest, you DO need to know all of that previous information on an order to write either intense scenes or just basics. You can make an immersive fight scene that’s only a paragraph. Or if your book is fighting scene focused and you use fight scenes to progress story or even the character development. It can be longer, but you have to be careful because long fight scenes may disinterest the reader. One example of fight scenes that totally lost my interest is Mycroft Holmes by Kareem Abdul Jabbar and Anna Waterhouse. They had a lot and a lot of hand-to-hand fight scenes. They were very well written, but the pages were so long, the fighters were just going in circles.
This guy went this way. This guy went that way. Somebody picked up the needle and there was just no plot development, no internal monologue and just constant punching and kicking. kicking. So, you need to identify how long you want your fight scenes to be. Are you able to keep that reader engaged just as well as if you wrote it in a short paragraph? But that’s powerful and packed to the punch, pun intended. And those are the five basics. This is just enough for you to get an understanding of how to approach writing fight scenes. And don’t forget to check out the links in the description for the free digital version of “Write Fights Right” series.
It gives you all the information you talk about in my videos, plus a checklist, questionnaire, and resource links. I hope you enjoyed this video. Please like, follow, subscribe, all that jazz. And check on my Web site for my books, free resources, and my services. Thanks so much for watching and happy writing!
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On December 22nd and 24th, I’ll be giving away 10 books on business and health. I’ll post them all on a new page for a limited time so you can download them in PDF format! So, stay tuned!
The Big DayDecember 24, 2025
On December 22nd and 24th, I'll be giving away 10 books on business and health. I'll post them all on a new page for a limited time so you can download them in PDF format! So, stay tuned!
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If you're looking to make money online, whether by starting a new business, expanding your physical business to the web, or simply trying to earn extra income, you need to know what works on the internet today!