Pacing and Editing - Advice Wanted
Posted: Fri Jan 08, 2021 5:07 pm
So I'm back to working on my project after a short break mildly related to a crisis of confidence in writing. I've had a couple of people give some really useful feedback based on a painfully rough first draft kind of thing, so it's time for edit mode.
The issue I'm now having is that my pacing is off. While the content, style, and characters seem to be reading as intended, the plot is moving too fast for readers to keep up with. When initially writing I think the feeling I had was not wanting to spend too long on parts that players will potentially be replaying 4 times to see all 4 main routes, because it is one downside I felt to Code:Realize GoR that the common route was long and with very little variation, so by the time you're playing through the final unlockable route you're watching the clock while waiting for it to skip to the next choice. But I've definitely leaned too far in the opposite direction, not allowing enough exposition and time for events to happen and process before they move on to the next event/area.
I'm considering using some recap scenes for extra exposition, extending existing scenes, and adding in a few extra scenes to pad it out and slow it down to let the world state settle in. Are there any other techniques or tips for adjusting pacing and tackling editing?
It's a bit of a pain when I sit there looking at a scene like this works, it works for these reasons, and I can't really see a way for the story to linger in this area much longer without breaking half the reason the plot and character development works here.
Should I be looking at being brutal and ditching some scenes and reworking the story entirely? Or keeping the things I'm happy with and adding more in and around them to pad them out?
Additionally, is repeating the same points a good way to reinforce what has happened, or does it risk over-emphasising plot points that aren't important (or exposing the chekhov's gun moments too early)?
I know this is difficult to show without actually having read it at all, but I know at the very least one issue is that I know where my story is going, and all the backstory and world state, so I need to give readers more time for it to settle in. It's too easy to get excited about where it is heading and forget to expand on where it is, especially while ideas are still forming, developing, and gaining flavour.
The issue I'm now having is that my pacing is off. While the content, style, and characters seem to be reading as intended, the plot is moving too fast for readers to keep up with. When initially writing I think the feeling I had was not wanting to spend too long on parts that players will potentially be replaying 4 times to see all 4 main routes, because it is one downside I felt to Code:Realize GoR that the common route was long and with very little variation, so by the time you're playing through the final unlockable route you're watching the clock while waiting for it to skip to the next choice. But I've definitely leaned too far in the opposite direction, not allowing enough exposition and time for events to happen and process before they move on to the next event/area.
I'm considering using some recap scenes for extra exposition, extending existing scenes, and adding in a few extra scenes to pad it out and slow it down to let the world state settle in. Are there any other techniques or tips for adjusting pacing and tackling editing?
It's a bit of a pain when I sit there looking at a scene like this works, it works for these reasons, and I can't really see a way for the story to linger in this area much longer without breaking half the reason the plot and character development works here.
Should I be looking at being brutal and ditching some scenes and reworking the story entirely? Or keeping the things I'm happy with and adding more in and around them to pad them out?
Additionally, is repeating the same points a good way to reinforce what has happened, or does it risk over-emphasising plot points that aren't important (or exposing the chekhov's gun moments too early)?
I know this is difficult to show without actually having read it at all, but I know at the very least one issue is that I know where my story is going, and all the backstory and world state, so I need to give readers more time for it to settle in. It's too easy to get excited about where it is heading and forget to expand on where it is, especially while ideas are still forming, developing, and gaining flavour.