Although this is an article about a technique that will make your stories, comics etc.. more intriguing and realistic, I’m going to have to spend the next few paragraphs talking about 1990s videogame nostalgia. There’s a good reason for this that I hope becomes obvious later in the article.
A couple of days before I prepared the first draft of this article, I happened to watch two online videos about the history of videogames. One made me feel old and one made me feel like I’d been part of something special. Both made me feel like I’d only seen part of something important from a distance.
One of them was this video about the fact that a survival horror game called “Resident Evil 2” was 20 years old. 20 years! Needless to say, this fact was surreal to say the least. I remember reading pre-release previews of this game in magazines, for heaven’s sake!
Even though I didn’t play this game until about three years after it was released (due to price, platform etc.. reasons), this game has had a significant role in my life history (eg: in various highly indirect ways, it played a crucial role in my current musical tastes, my tastes in fiction, my decision to be a creative person etc.. If the game hadn’t existed, I’d be a very different person). And the fact that it was 20 years old just made me feel absolutely ancient.
The other video was a retrospective of the history of the first-person shooter genre. This video contained footage from videogames from my childhood (including some SNES and N64 games), in a montage about how games evolved. As I watched this, I was filled with conflicting emotions.
I felt proud that I’d been lucky enough to grow up during a critical part of the emergence a new cultural medium. But then, I realised that my nostalgia about this montage was time-shifted somewhat. When I was playing SNES games during my 1990s childhood, the next consoles had already come out. When I was playing the Nintendo 64, the next consoles had already come out etc.. Likewise, all of the PC games in the montage were things I played at least 1-3 years after they were new.
In both cases, there was a sense that I hadn’t seen everything. That I’d only glimpsed part of something great from a distance. I hadn’t played “Resident Evil 2” when it was a new game (but I’d read about it in magazines at the time). I’d only played a few key games in the history of gaming, a few years after they were new etc.. Yes, I felt glad to have grown up around these things but there was a sense that I hadn’t seen everything.
Although this initially felt depressing, I suddenly realised that it wasn’t a bad thing. It was simply just a part of being human. No-one can see literally everything that happens.
And, if you’re telling a story, it’s important to bear this in mind. Yes, it can be tempting to give the audience an omniscient view of literally everything and to make sure that they are present during literally every significant event in your story. But, this isn’t realistic.
By occasionally leaving a few things at a distance (eg: your characters hear about something happening after it has happened, or only see the after-effects of an important story event) or showing your characters discovering something important later than you would expect, not only do you leave more to your audience’s imaginations but you also add an extra degree of realism to your story. After all, in real life, this happens all of the time. No-one can be everywhere at once, or completely “up to date” with literally everything.
Yes, this probably has to be handled carefully in fiction (eg: yes, you should still show your audience some significant events) but it can be a way to add a bit of interest or “realism” to a story or comic.
For example, in stories, games, film etc… in the fantasy genre, some of the most significant events in a story will often be relegated to the backstory. They will be the “legends” or “myths” of a particular story, which the main characters only encounter many years after they have happened. So, this technique can be used without getting in the way of the main story too much.
Anyway, I hope that this was useful 🙂