エンタメ真理の技について About the Art of Entertainment Truth

到達者師失人

エンタテインメント作品真理の技について About the entertainment work "The Art of Truth"

海外の皆様日本語の文章の後に英語訳があります

For those of you overseas, there is an English translation after the Japanese text.


エンタテインメント作品真理の技について About the entertainment work "The Art of Truth"


全世界共通の娯楽作品の面白さを生み出すほぼすべての作品が使う一つの技を君たちは知っているか?

それは演出となる展開言葉セリフと要素を重ね目的の面白さを生み出す何か一つに集約させこと

例えば漫画の第一話なら演出となる展開言葉セリフと要素を重ねて見せ場のシーンに集約させて期待させて一話を終わらせるのが面白い作品の大半

二話以降はラストの動きやセリフに集約させこの先を期待させて閉めるのが大抵の面白い漫画作品

セリフだけでも同じ演出となる気持ちと要素の含まれた言葉を並べ重ね目的の言葉一つにに集約させそのセリフに面白さが生まれる

仕組みと構造的にはストーリーセリフも描写作品構成大きな面白さを生み出すにはこの技は確実に使う基礎にして極意といえる

そして面白さをセリフ展開言葉を重ねて一つに集約させて面白さを生み出す技は基本三つ役割のものと要素で成り立っている

一つは異物

その場ではありえない存在その流れから何か起きたり現れることや急展開や複線となる意味深なセリフや言葉

もう一つは肯定

何かの意志や言葉行動現象を肯定する

例えば戦いならどちらかに優位に立つことが肯定セリフならその言葉を言う側にプラスになることや誰かを正当化することが肯定

三つは否定

何かの意志や言葉行動現象を否定する

戦いなら相手が負けるセリフなら相手に言葉でいい勝つ誰かの何かを否定することが否定

そして最後要素はこの三つを行うキャラの設定と世界観に宿る付加価値

この三つを引き立てる存在

まあ当たり前といえば当たり前の話だけどね

これはこの三つの役割を知りそれを置いた意味と効果を把握することで最適解が見つけやすくなる

そこに集約までの盛り上げるためのセリフ言葉展開の演出が入れば相当な効果が望める

一つ一つの意味と効果がわかれば意図的にストーリーセリフ描写言葉作品構成の効果的な構成にすることはさほど難しくはないし

無駄なく最大限面白くしやすくなる

どんな作品この異物肯定否定の繰り返しで面白さを生み出している

全ての娯楽作品の面白さの違いとはこの三つの使い方と密度と間の取り方うまい下手に過ぎない

本来なら集約も入れるが素人作品にはまともな集約のない作品も多いので全ての作品というと作品によっては確認しようにもよくわからないと思うので今回は省かせてらった

しかし基本三つの役割というのは嘘は言っていない集約とは重ね掛けで生まれる結果なのでこの三つの組み合わせと密度と間で全ての娯楽作品の面白さは生み出せる

それはゲームも同じ肯定否定をプレイするものにプレイあえて与え異物肯定否定の情報を与えて面白さを生み出す

RPGなら戦いに勝つまけるは肯定否定だしそれが面白いと感じるバランスで異物肯定否定のうまいストーリーとセリフがいい作品の大半がはまってしまう名作

なのでこの三つさえ押さえてしまえば最低限の表現できる基礎があればどんな娯楽作品も根幹的な面白さは底上げできるといっていい

つまり最低限の表現できる基礎があればこの三つを学び理解を深めるだけで短期間でストーリーセリフ描写言葉作品構成で激変させること理論上不可能ではない

なんせこの三つセットで一つ学べはオールジャンルの娯楽作品の面白さを生み出す全てに使えるからね

他のライバルのようにストーリーセリフ描写言葉作品構成のレベルを上げるために全て個別でという時点で効率では圧勝なのでかかる時間少なくお得

まあ時間と数をこなしちゃんと成立させれば多くの人を天才レベルにできる可能性のある技一つだからな

劇物過ぎて誰に教えられないのが残念だ

まあこれは作家力を短期間短時間で効率的に上げる方法ではあるけど最大限自力を高める技やない

最大限の効果を得ないと普通の人は天才レベルにはならないかしらないが私の知るところではない



エンタテインメント作品真理の技について About the entertainment work "The Art of


Do you know the technique that almost all works use to create entertainment works that are common all over the world?


It is to layer the development words, lines, and elements that will be the direction, and consolidate them into one thing that creates the desired fun.


For example, in the first episode of a manga, the majority of interesting works end the first episode by layering the development words, lines, and elements that will be the direction, consolidating them into a highlight scene, building up anticipation.


From the second episode onwards, most interesting manga works close by consolidating them into the last movement or lines, building up anticipation for what will happen next.


Even just the lines, words that contain the same feelings and elements that will be the direction are lined up and layered, consolidating them into one word that is the purpose, and the lines become interesting.


In terms of mechanism and structure, this technique is the basis and secret to using to create great fun in the story, lines, and composition of the work.


The technique of layering and consolidating the lines and development words to create fun consists of three basic roles and elements.


One is a foreign object.


Something that does not exist in that place, something that happens or appears from that flow, a sudden development, or a meaningful scene that becomes a double line. Riffs and words


The other is affirmation


Affirming some will or verbal behavior phenomenon


For example, if it's a battle, if it's a positive line that gives an advantage to one side, it's affirmation that it benefits the person who says it or justifies someone


The third is negation


Denying some will or verbal behavior phenomenon


If it's a battle, if it's a line that the opponent loses, it's negation to deny something about the other person who wins with words


And the last element is the added value that resides in the setting and world view of the character who does these three things


An entity that brings out these three


Well, it's obvious, but


It's easier to find the optimal solution by knowing the roles of these three and understanding the meaning and effect of placing them


If you add a line development to liven up the story until it's all together, you can expect a considerable effect


If you understand the meaning and effect of each one, it's not that difficult to intentionally make the story, lines, description words, and work composition effective


It's easy to make it as interesting as possible without waste. Any work creates its entertainment value through the repetition of the positive and negative aspects of foreign objects. The difference in the entertainment value of all entertainment works is simply how well these three aspects are used, the density, and the timing. Normally, I would include aggregation, but there are many amateur works that do not have a proper aggregation, so I left it out this time because I think it would be hard to tell if I said "all works" even if I checked some works, but I am not lying about the three basic roles. Aggregation is the result of overlapping, so the entertainment value of all entertainment works can be created by the combination of these three and the density. Games also create entertainment value by giving the player the same positive and negative aspects, giving them information about the positive and negative aspects of foreign objects. In RPGs, winning and losing battles are positive and negative, and the balance that makes it interesting is a masterpiece that you can get into with a good story and dialogue of the positive and negative aspects of foreign objects. So if you can just hold down these three, you can create entertainment with minimal expression. It can be said that if you have the basics to be able to express yourself, you can raise the fundamental level of any entertainment work. In other words, if you have the basics to express yourself, it is theoretically not impossible to dramatically change the story, dialogue, description words, and composition of a work in a short period of time just by learning these three and deepening your understanding. After all, learning one of these three sets can be used to create the fun of all genres of entertainment works. Unlike other rivals, it is overwhelmingly more efficient in terms of efficiency, as it takes less time and is a good deal. Well, if you put in the time and effort and do it properly, it is a technique that has the potential to make many people genius-level. It's a shame that it's too drastic to teach anyone. Well, this is a way to efficiently increase your writer's ability in a short period of time, but it's not a technique to maximize your own ability. I don't know if an average person can reach genius level without getting the maximum effect, but that's not my knowledge.



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エンタメ真理の技について About the Art of Entertainment Truth 到達者師失人 @siusiboto

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