Today I'm gonna be playing Buckaroo and telling you how to build suspense as always This applies to film TV games books anything anything if you learn something enjoy yourself while you're here then Subscribe and like let's go let's go This thing work, okay that that triggers the mechanism Can you tell I've never played this before Oh Actually scared the shit out of me Staste this thing is finicky number one creator pledge This is something that you promised to the audience to say something interesting is gonna happen pretty soon And if you wanted like a visual example of that then you could have like Putting a piece of dynamite on the back of a donkey For that With every step of the pledge you want to establish what will happen this isn't the problem The problem is what's coming next Introduce relatable characters for instance a Small green hat. Let's put that where it belongs The idea of creating relatable characters is Obvious I think it should be obvious But if it's not obvious then the reason is the audience needs to connect to something and if they're not connecting to a character What are they connecting to number three? Create a sense of unease like for instance placing a lit oil lantern right next to a stick of dynamite hanging on the back of a donkey Through there you've created unease this feeling of tension There is something happening here something is going to happen here It is a secondary pledge, but one that says something bad is gonna happen the first pledge was something cool or something Something's gonna happen something dramatic the secondary pledge the creation of unease here is Instead showing the audience what could go wrong Foreshadowing is another lovely thing that you can add at this point step number four foreshadowing It's a lovely thing that you can add for instance a Little shuffle just to you know reminder you of your incoming doom There without anything going wrong. It's so good so good at the game Step number five is raise the stakes And if you can raise them big If you've seen my previous video on the three seas of game design You already know about conflict control and clarity. This is where it's so vital to have high levels of conflict This is the idea of Everything is on the line. It's not just a matter of Winning a game of Bukka Roo. No, it is now a life or death decision Which piece do I take? I suppose the rope Oh Easy step number six is build towards the climax so we got a build towards that climax We've got to chuck a couple things on this horse Donkey now suddenly, you know, we're not We're not giving too many options left. We've we've stacked everything we've even given the I don't even know where to go from here. Maybe on the tail There we go. So now there's only one thing left Step number seven deliver a satisfying conclusion So if that's everything then I will see you later. Bye