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DRAFT ZERO

DZ-126: Secrets and Clues

How can Secrets and Clues motivate characters?

30 APR 2026

Show Notes

“Getting information puts your character in danger. And danger rewards your character with information." — One of three ideas we steal from game design in this episode. In this two part series, we talk about how secrets, clues and hidden information motivate characters and may (or may not) help you plot from a character perspective. Part One (this episode) looks at WAKE UP DEAD MAN; while Part Two looks at SIDE EFFECTS, and the pilot episode of SHRINKING.

The other two (related) ideas are:

  • Landmark information (characters just have it), Secret (they know it’s there, need to unlock it), and Hidden (invisible until they pay the cost)
  • Narrative velocity — are characters pushed forward or are they pulled forward?

To that end, in this episode Stu, Chas and Mel start with the murder mystery (ostensibly the easier deep-dive): Rian Johnson’s WAKE UP DEAD MAN. But this is a complex film made even more complex by being a dual-protagonist film. Uhuh. Benoit Blanc is pulled through the story by his need to solve the case; Father Judd pushed through, against his will, to prove his innocence. Breaking down how that plays out — and why it matters for the kind of escalation each character can sustain — is the heart of the episode.

And inevitably we go on some tangents: pointers, plants, and underpinnings (from our Everything Everywhere All At Once episode) fair play in locked-room mysteries, Narrative POV (as always) and node-based plotting and what dungeon-crawl game design has to do with writing a web of clues.

"Every time you add Mel to an episode, you’ve got to add an hour to its estimated running length."

Stu Willis  |  DZ-126: Secrets and Clues

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Thanks to our Patrons, especially Khrob, Theis, Sandra, Jesse, Randy, Paulo, Thomas, Jennifer, Malay, Alexandre and Lily.

As always: SPOILERS ABOUND and all copyright material used under fair use for educational purposes.


Resources

Chapters

  • 00:00:00 – Cold Open
  • 00:00:18 – What do we mean by Secrets and Clues?
  • 00:04:17 – › Landmark, hidden, and secret information defined
  • 00:08:10 – › Narrative velocity as push and pull for characters
  • 00:13:22 – WAKE UP DEAD MAN
  • 00:17:56 – › Key learnings preview: push-pull and narrative velocity
  • 00:32:33 – › Mapping character awareness of secrets through WAKE UP DEAD MAN
  • 00:58:21 – › Distinguishing secrets, clues, and hidden information
  • 01:13:17 – › Benoit Blanc's character arc and the choice of grace
  • 01:22:50 – KEY LEARNINGS & WRAP UP
  • 01:24:22 – › Character drives how secrets are hidden and revealed
  • 01:25:34 – › Narrative velocity and escalating stakes reveal character

Scripts


KEY IDEAS

Information Danger Loop in Thrillers

"There is a cost to learning the information. There's another phrase from game design that I like in terms of thrillers, which is information puts players in danger and danger rewards characters with information, right? That's kind of the loop with like thriller game design."

— Stu Willis (00:05:40) · Landmark Hidden Secret · Escalation

Creating Narrative Energy Through Oscillation

"We're oscillating between push and pull, right? In a way: learning information is pull; danger is push, right? So you're talking about a way of creating a narrative energy from oscillating between those two."

— Stu Willis (01:22:50) · Narrative Velocity · Escalation

Character Knowledge and Narrative Plotting

"The voiceover.. is coming from the middle of the film. So Judd the Narrator has more information than the Judd we're seeing and experiencing it with... Which actually makes the plotting somewhat more difficult because he's acting on knowledge that without the knowledge that future Judd has - so it's coloured for us."

— Stu Willis (00:54:47) · Character Motivation · Plotting


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