History Main / NarrativeFiligree

5th May '16 1:55:04 AM Wickedcoolghost
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* In ''Film/XMenDaysOfFuturePast'', the tour guide in the Pentagon explains that the building has twice the number of bathrooms that would be actually needed, because it was built when racial segregation was still in effect. Even though that has passed, it would cost too much to remove them. No, this info does not become useful for the plot later, it is just trivia.

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* In ''Film/XMenDaysOfFuturePast'', the tour guide in the Pentagon explains that the building has twice the number of bathrooms that would be actually needed, because it was built when racial segregation was still in effect. Even though that has passed, it would cost too much to remove them. No, this info does not become useful for the plot later, it is just trivia. Of course, it ''does'' add something to the [[FantasticRacism theme of the film]].
19th Mar '16 7:45:11 AM Jgorgon
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* ''VideoGame/DeadlyPremonition'' is a SurvivalHorror/adventure game with a murder investigation plot and a heavy ''Series/TwinPeaks'' influence. Like ''Twin Peaks'', it features a vast number of side characters, all of whom have their own lives, which will continue with or without the player's interference.


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** The original ''VideoGame/MaxPayne'', like many games, had an action button. Unlike in most games, it was rarely necessary, and instead allowed the player just to mess with things: bashing out the game's theme (poorly) on a grand piano, spinning the wheel of a ship, playing a quick fill on a drum set, et cetera.
** The various watchable television shows in both games also count: ''Address Unknown'' (a ''Series/TwinPeaks'' parody), ''Lords and Ladies'' (a SoapOpera set in the world of the British aristocracy), and ''Dick Justice'' (a blaxploitation retelling of the first game's story), among others.
19th Mar '16 7:32:29 AM Jgorgon
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** This actually forms a SignatureStyle for Tarantino, with notable examples including the aversion of NobodyPoops in ''Film/PulpFiction'' (three times!), Jungle Julia's irrelevant relationship with the offscreen Christian Simonson in ''Film/DeathProof'', and Mr. Orange's joke/anecdote in ''Film/ReservoirDogs'', shown onscreen and constituting five or ten minutes of runtime in an otherwise notably breezily-paced picture.
* Also forms a SignatureStyle for Creator/KevinSmith whose best-known picture, ''[[Film/{{Clerks}} Clerks]]'', is about 5% plot and 95% chat. A particularly famous digression has to do with the ethics of [[Film/ReturnOfTheJedi blowing up ''Death Star II'']].
9th Mar '16 8:01:12 AM Koveras
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Compare EstablishingCharacterMoment, CrypticBackgroundReference, LeftFieldDescription, RandomEventsPlot, GarnishingTheStory.

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Compare EstablishingCharacterMoment, CrypticBackgroundReference, LeftFieldDescription, RandomEventsPlot, GarnishingTheStory.
GarnishingTheStory. StoryBreadcrumbs is an inversion/opposite tropes, where plot details small enough to normally count as filigree actually relate crucial plot points.
23rd Feb '16 4:51:34 AM TheAmazingBlachman
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* ''Literature/TristramShandy'' spends so much time on narrative filigree and digressions that it forgets to have an actual plot. The ''entire book'' consists of digressions within digressions within digressions, and so on.

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* ''Literature/TristramShandy'' spends so much time on narrative filigree and digressions that it forgets to have an actual plot. The ''entire book'' consists of digressions within digressions within digressions, and so on. Notably, the titular narrator starts the tale with the story of his conception, but he gradually gets so sidetracked chronicling the circumstances surrounding it that he first gets around to the story of his birth well into Volume 3.
24th Jan '16 4:01:52 PM AzureSeas
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* ''VideoGame/LegendOfHeroesTrailsInTheSky'': Practically every town is full of [=NPCs=] who say things that don't matter, and houses or rooms without anything to examine, interact with, or find.

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* ''VideoGame/LegendOfHeroesTrailsInTheSky'': ''VideoGame/TheLegendOfHeroesTrailsInTheSky'': Practically every town is full of [=NPCs=] who say things that don't matter, and houses or rooms without anything to examine, interact with, or find.
2nd Nov '15 3:35:33 PM StrixObscuro
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* Much of the ''Literature/MilleniumTrilogy'' is taken up with the minutiae of Blomkvist and Salander's da-to-day lives and sketches of comparatively minor characters. Perhaps the best example of this comes in the third book, where we get a detailed history of a hospital orderly whose only role in the entire series is that Blomkvist bribes him to sneak a PDA into Salander's hospital room.
2nd Nov '15 2:05:26 PM FF32
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* [[Literature/TheWheelOfTime The Wheel of Time]] series is filled with this. Pages-long descriptions of dresses that are then packed into a bag and lost forever shortly thereafter. Detailed listings of everything in a room a character walks through once. It does serve as cover for a ChekovsGun occasionally.

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* [[Literature/TheWheelOfTime The Wheel of Time]] series is filled with this. Pages-long descriptions of dresses that are then packed into a bag and lost forever shortly thereafter. Detailed listings of everything in a room a character walks through once. It does serve as cover for a ChekovsGun ChekhovsGun occasionally.
28th Oct '15 12:52:55 PM FF32
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* ''VideoGame/HeavyRain'', particularly in the earlier chapters, lets the characters take lots of little mundane actions -- drinking coffee, using the bathroom, playing games, generally fiddling with stuff that serves no actual purpose. In the developer's previous game, ''VideoGame/{{Fahrenheit}}'', such activities ''did'' have an effect on gameplay (they raised the characters' {{Sanity Meter}}s), but in ''HeavyRain'' they're just... there.

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* ''VideoGame/HeavyRain'', particularly in the earlier chapters, lets the characters take lots of little mundane actions -- drinking coffee, using the bathroom, playing games, generally fiddling with stuff that serves no actual purpose. In the developer's previous game, ''VideoGame/{{Fahrenheit}}'', such activities ''did'' have an effect on gameplay (they raised the characters' {{Sanity Meter}}s), but in ''HeavyRain'' ''VideoGame/HeavyRain'' they're just... there.
27th Oct '15 12:45:33 PM FF32
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* ''VideoGame/HeavyRain'', particularly in the earlier chapters, lets the characters take lots of little mundane actions -- drinking coffee, using the bathroom, playing games, generally fiddling with stuff that serves no actual purpose. In the developer's previous game, ''IndigoProphecy'', such activities ''did'' have an effect on gameplay (they raised the characters' {{Sanity Meter}}s), but in ''HeavyRain'' they're just... there.

to:

* ''VideoGame/HeavyRain'', particularly in the earlier chapters, lets the characters take lots of little mundane actions -- drinking coffee, using the bathroom, playing games, generally fiddling with stuff that serves no actual purpose. In the developer's previous game, ''IndigoProphecy'', ''VideoGame/{{Fahrenheit}}'', such activities ''did'' have an effect on gameplay (they raised the characters' {{Sanity Meter}}s), but in ''HeavyRain'' they're just... there.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NarrativeFiligree