Well, drawing while telling a story can engage multiple senses. Listeners are not just hearing the words but also seeing the pictures being created. This multi - sensory experience makes the story more memorable. Like when you draw a character's expressions as you describe their emotions in the story.
Drawing picture while telling story is really great for kids especially. It helps them to focus on the story better. As you draw, you can pause and let the kids predict what will be drawn next based on the story so far. This interaction between the drawing and the story - telling can make the whole process more interesting and educational.
One challenge is time management. You need to balance between telling the story and drawing. If you spend too much time on drawing, the flow of the story may be disrupted. For instance, in a live performance, you can't let the audience wait too long for the next part of the story while you're still drawing.
Well, it can add a touch of familiarity and warmth. When you place 'like' in a story, it can mimic how people actually talk in real life. For example, 'He ran, like, really fast.' It gives a sense of informality and can make the story more relatable.
Music can create mood. Scary music, like low - pitched tones and sudden loud noises, makes the story more intense.
A post game story can enhance the overall gaming experience by providing closure. It makes the players feel that their efforts in the game were part of a complete journey.
In Space VR games, the ability to interact directly with the environment and characters is a huge plus for story - telling. Take 'Star Trek: Bridge Crew'. You can communicate with your crewmates, operate the ship's controls, and make decisions that directly affect the story. This interactivity makes you more invested in the story. Also, the visuals in VR, like the detailed starships and space stations in these games, bring the story to life in a way that traditional games can't.
It enhances creativity. You have to think about how to represent the story visually while also narrating it, which stimulates different parts of your brain. For example, if the story has a magical element, you need to come up with creative ways to draw that magic.
One way is to practice regularly. You can start with simple stories and basic drawings. For example, if the story is about a little girl going to the park, draw the park elements like the swings and trees as you tell the part of the story related to them. Another tip is to use vivid language in your story which can inspire your drawing. For instance, if you describe the sky as 'a bright blue expanse with fluffy white clouds like cotton balls', it gives you clear ideas for your drawing.
Side stories often offer different perspectives. They might show the story from the point of view of an enemy or a neutral character. This can change how players perceive the main story and make them think more deeply about the game's narrative and world - building. It also gives players a chance to form different emotional connections with various elements of the game.
Well, they add depth. For instance, a Pokemon like Lucario. Its story is linked to its connection with aura. This backstory makes it more interesting when you catch and train it. You feel like you're part of a bigger narrative.
It can also bring back old players. Those who might have stopped playing FF11 could be attracted by the new story. They may want to experience the new content and see how it has changed or added to the game they once loved. This helps in maintaining an active player base for the game.