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Something that interests me and I learned from metal gear series is to jugle between "show don't tell" and "tell what's up straight up" but you need to know exactly when to change between two. I say that, because final scene of metal gear solid 4 just broke me. But there's more:
First. You need to consider medium you're writing for, book, movie/show or game. You can combine game with both, writing it like a interactive movie or visual novela, but that not applies in both way.
And second: you need to choose which characters you see as real people and wich as objects. Persons should have emotions and goals to achieve, or non to gain them later and objects should be used, even background characters can be put to use when narrative needs them.

And now something from me as I love to talk about things I do.
I'm currently writing for a game, and I like to separate important characters from not important ones. Importants are 2d drown and 3d are not important that much or at all, and it helps with making enemies. They are crude caricatures of most of not all hurtful stereotypes of people but because they are not true, not important and especially, a lie, they are in 3D, they are soulless exaggerated visions, artificially manufactured by those who want control and predictability, and here comes 2D characters, they are 2d because they change,they make real choices, who they are, how they look, they have soul put into them and they can chose what to do with it. You can't just copy and paste them somewhere else, you can make someone like them, but that one drawing you made long ago still is the original and 3d model you can replicate infinitely and it always be the same