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#for narrative cohesion and impact
stealingpotatoes · 5 months
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What's your opinion on Barriss and her story in Tales of the empire?
I liked it!! it was still a bit messy and needed more time or focus to work better, but it was LEAGUES better than morgan's episodes. my 2 pet peeves were "why was 4th sister 4th when she was clearly there before trilla (2nd) and reva (3rd)" (@just-prime pointed out they seem to have run out of inquisitor names LOL) and barriss' designs (partly cause head covering where???) or at least her inquisitor and episode 6 designs. both were so mid but i did a little sketchbook redesign of her inquisitor fit i watched it to heal myself
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batemanofficial · 5 months
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attempting to revisit skinamarink via heck (the proof of concept short that inspired it) and i must say heck is the superior story
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mono-blogs-art · 1 year
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Mygo anime episode 3 is the best piece of media put out in the Bandori anime-verse so far. I'm extremely impressed, holy shit
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isabelguerra · 2 days
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not thinking about it. Not even a little bit
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sunderwight · 1 month
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thinking more about a scenario where Bingge's world is just, fundamentally unstable.
because the System mostly created him for the punishment protocol. before that he actually only did exist as a book character, and the "real" PIDW world was the SVSSS world. but then after manifesting Bingge the System created a reality where he did exist, except it doesn't have the same degree of substance or cohesiveness as the SV world. plus, it has all the narrative asspulls Airplane was increasingly worse about as his writing devolved, and all of the contrivances and plotholes that never made it into the SV world and subsequently never threw anything out of alignment either. the SV world was built from Airplane's most stable creative phase, and went on and diverged from there. but Bingge's world was created from the final PIDW canon, which is a mess.
so it's just like... not at all stable. it's not just that Bingge himself is also a wildly unstable guy, his entire world reflects this in that it is a mess of interwoven contradictions that is constantly folding in on itself and collapsing in places. stuff like, in some chapters Airplane messed up and got certain wives confused, but he confused them consistently for big portions of the story. thereby completely muddying the waters of which wife actually had which backstory or personality. so there's this segment of Bingge's harem comprised of these eldritch abomination interchangeable women-shaped entities that have no true sense of individual self, instead constantly melting and merging into one another.
combining the realms would be the watsonian explanation for why Bingge's dimension is so fucked up, of course. but even if that hadn't been part of PIDW canon it would still be an intensely weird situation.
Bingmei lying awake at night, deeply disquieted because all he told his husband about his trip to the other world was that he woke up in a strange place with a lot of women, and unless he's got a good reason that's what he's gonna leave it at because that place was freakier than the Abyss and Shizun already gets upset just contemplating Binghe trapped there. also he isn't sure how to explain the concept of six overlapping skies and the labyrinthine palace that was many places in one and the spots where it seemed like reality just ended and opened in a great, yawning void that none of the other people around him even seemed to notice.
his very own cosmic horror misadventure that he's pretty sure is what would have become of the world if he hadn't met his husband. lol. he's just like, sure on an emotional level it would make sense that reality would lose all cohesion in that case, but he's also pretty sure it's not literally supposed to do that?
Bingmei trying really hard to figure out the potential impact of comphet on physics.
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physalian · 2 months
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How to Make your Writing Less Stiff 4
Let’s keep this train rollin’! This time less down to line edits and more overall scope of your narrative
Part 3
1. Foreshadowing
Nothing quite like the catharsis of accurately predicting where something’s going to go. It doesn’t have to be a huge plot twist or a character death, it can (and should) be little things that reward your audience for paying attention. Double points if it adds to rewatch/re-readability.
Example: In The Dark Knight, this exchange happens:
Harvey: “You’ve known Rachel all her life.”
Alfred: “Oh, not yet, Sir.”
You won’t think anything of it on your first watch. Alfred is just making a witty joke that throws Harvey off. Watch the movie again, when Rachel dies, and it becomes some incredibly dark foreshadowing. Turns out Alfred has, actually, known Rachel all her life.
2. Chekhov’s Gun
Chekhov’s Gun is a narrative concept where a seemingly inconsequential element introduced at some point in the narrative (a gun) must “fire” by the end of the narrative. Sometimes this element leaves audiences uneasy or anxious, because they know something bad must come of it. Sometimes they think nothing of it until it’s about to fire and you get a one-two punch of the realization that it’s about to hit, and then the impact of the hit. It helps create tension, and tension is incredibly important (if you want a whole post of my take on it, lmk).
It also helps your narrative look more cohesive, where nothing is left on the table. Your set-ups and payoffs leave no threads dangling.
3. Repetition
The Rule of threes can apply on a micro and macro scale. I like doing lists of adjectives in threes, (e.g. My cat is soft, fluffy, and adorable) because the cadence and the flow of three is something we’re familiar with in spoken language. We like three supporting examples for an argument. Any less doesn’t feel strong enough, any more feels like you’re trying too hard. This is not a rule it’s a suggestion.
On a grander scale, you can look at the script of Curse of the Black Pearl for a masterclass in macro rules of three, like three parlays. Doing this helps your narrative look more cohesive and like every detail is thoroughly interwoven and nothing is coincidence. Your audience will get to the third instance and mimic that DiCaprio pointing meme—they will absolutely notice.
4. Motifs
Motifs as well, beyond threes, help. Colors are a huge one. For example every time you mention the color purple, you could attach it to an emotion, or a character, or an important plot beat, like how leitmotifs work for character themes in movies and TV shows.
Obvious examples in film are like lightsaber colors or dressing up the good guys in white and the bad guys in black. I did this whole post about color in fiction.
It’s a lot of other things too. Weather elements and times of day, or specific inconsequential objects popping up over and over again, like birds, or litter, fallen leaves, clothing items. Whenever the narrative mentions them, the author is trying to clue you in on some subtext within that scene.
My new novel is here!!! Do you like supernatural fantasy? How about queer vampires? How about acespec characters? Then Eternal Night of the Northern Sky is for you!
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The Five Types of Readers That Read Your Fantasy Book (For Writers)
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As a fantasy writer, understanding your target audience is crucial for the success of your book. Knowing the different types of readers who are drawn to the genre can help you tailor your writing to their preferences and create a more engaging experience. In this blog post, I'll help you explore the five types of readers that are likely to read your fantasy book and provide insights into their characteristics and expectations.
The Escapist Reader
The first type of reader is the Escapist. These readers are looking for a break from reality and crave immersion in a rich and imaginative world. They are drawn to epic quests, magical creatures, and fantastical settings. As a writer, you can capture their attention by crafting a vivid and detailed world, filled with intricate plotlines and larger-than-life characters. Engaging their sense of wonder and providing an escape from their everyday lives will keep them hooked from the first page to the last.
The World-Builder
The next type of reader is the World-Builder. These readers are fascinated by the intricacies of world-building and the lore that shapes the fantasy realm. They enjoy exploring the history, mythology, and geography of the fictional world you create. To captivate these readers, focus on developing a well-constructed and cohesive world that feels authentic and believable. Pay attention to the small details, establish consistent rules of magic, and provide glimpses into the rich tapestry of your universe.
The Character-Driven Reader
Another important type of reader is the Character-Driven reader. These readers are emotionally invested in the journeys and growth of the characters they encounter. They want to experience the highs and lows alongside the protagonists, forming deep connections with them. To engage these readers, focus on creating well-rounded and relatable characters with compelling arcs. Develop their motivations, flaws, and relationships to evoke empathy and resonate with your audience on a personal level.
The Plot-Oriented Reader
The fourth type of reader is the Plot-Oriented reader. These readers are primarily interested in the twists, turns, and surprises that unfold throughout the story. They enjoy intricate and well-paced plots that keep them guessing. As a writer, you can capture their attention by crafting a narrative with unexpected twists, clever foreshadowing, and satisfying resolutions. Keep the suspense high and deliver a satisfying payoff to keep these readers engaged and coming back for more.
The Theme-Seeker
The final type of reader is the Theme-Seeker. These readers are drawn to the deeper meanings and messages embedded within a story. They enjoy exploring philosophical, moral, or social themes that resonate with them on a personal level. As a writer, you can captivate these readers by weaving thought-provoking themes into your narrative. Explore complex issues, challenge societal norms, and offer unique perspectives to stimulate their intellect and leave a lasting impact.
Conclusion
Understanding the different types of readers that are drawn to your fantasy book can help you tailor your writing to their preferences and create a more immersive experience. Whether you are capturing the attention of Escapist readers, captivating the World-Builders with your intricate lore, evoking emotions in Character-Driven readers, surprising Plot-Oriented readers, or stimulating the intellect of Theme-Seekers, knowing your audience is key. By crafting a story that resonates with these reader types, you increase your chances of creating a loyal fan base and achieving success as a fantasy writer.
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Blow your readers mind. Happy writing!
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directdogman · 2 months
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Dogman, how do you write SO WELL!?!? I love all your characters and I need to know what/where you find inspo from...
Ha. Every writer is just someone who apes the creative processes of their inspirations. For video game writing specifically, there's two answers for me.
Toby Fox is always gonna be a huge inspiration for me. I've written plots and characters before and had to abandon ideas after realizing I'd accidentally written part of UT again. Even some of the ideas I used were undeniably inspired by UT in a subconscious way and ofc, I included several explicit references to UT in my last series. Toby's a very clever guy who likely pays very close attention to the art he consumes and tries to figure out how to maximize how much his work connects with his audience. Whatever his process is, it works.
The other answer is a lil funnier: Scott Cawthon, but specifically the legend, not the man. For context: Back in the earlier days of the FNaF fandom, people had a hyper-inflated view of Scott Cawthon's writing skills that largely came from how little of a presence he had back in those days. In the vacuum of Scott actually explaining his own process in detail, people got caught up in his genuinely creative way of hiding exposition in his games using cryptid and (then) unexpected methods, and a narrative formed (one that he's since refuted.)
While he never implied it tmk, fans broadly believed that he constructed these sweeping and complex narratives with tons of cohesive moving parts, with the games essentially acting like the mere tip of his lore iceberg. People even thought he wrote so much that he had whole games worth of lore outlined from the beginning! In the first Dawko interview he gave, he clarified that this wasn't the case and explained roughly what his process was (basically just outlining rough theme ideas + aesthetics for future titles.)
However, that legend made younger-me's mind run wild and any time I wrote a story, it became very difficult for me to not keep writing down ideas while completing the grunt work that followed me finishing my scripts. When I finished DSaF 1, I already had DSaF 2's draft written and by the time 2 was done, I had enough lore for a 3rd game on paper (and a lot more stuff that I didn't use.) By the time three was out, I had pages upon pages of unused concepts/story ideas and more or less just had to decide to call it quits or else I'd be pumping out entries forever!
That's why if you go back to those older games, there's references that directly refer to future plot-points in pretty casual/easy to miss ways. (Like Henry's mention in DSaF 1, Dave being heartless in DSaF 2, Jack being soulless in 1, and even Blackjack being Jack's soul in 2. Most of 3's major plotpoints are implied somewhere in 2 and some of 2's in 1.)
DT is much the same. By the time I finished writing it, I had fairly detailed drafts for arcs for each of the characters, some early material ended up getting completely recontextualized (and even modified in small ways to not conflict with the wider ideas I came up with.)
I get really into writing my stories/characters and I always wonder exactly how things ended up where they are, what characters think about but don't say, etc etc. This is why I have an obscene amount of Crown lore that I have very little to do with rn (since he impacted the whole world so deeply.)
This extra stuff also includes plenty of sequel material ideas, though I didn't think I'd even get a chance to use them since DT performed pretty meagerly before the big release and I was expecting to have to move onto something new. Though it turned out that Scott didn't actually write his games this way (by his own admission), it's the correct answer for what my core writing inspiration for writing game narratives is.
Hope this helps!
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punkitt-is-here · 11 months
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Yknow i love fo4 and fo76 as games but hate them as Fallout games yknow?
Like theyre nice to play and i love some of the characters but man. They just. Are not Fallout. Its literally like if you took Fallout but made it for a general audience, theres no spice!! Theres no grime!! Why is everything so clean!!!
That's the thing; these games are built with inherently different base goals in mind. Bethesda in the modern day thrives off selling the idea of player empowerment, of being an explorer in a foreign land that you conquer through hard work. You shape the world to your liking by questing and exploring and conquering. And genuinely? I got no problem with that. I think games that gas the player up like crazy and set you loose on a world to make it your own are totally fine conceptually! Like, the fantasy of being able to shape the world the way you see fit is something I think a lot of people can get into, whether you're just looking for control in your life or you just want the experience of feeling like you can have some grand effect on the world at large.
But because of that, I think the core of what makes Fallout so interesting has to be put on the backburner. I don't play Fallout to feel powerful necessarily, and I certainly don't play it for the fuckin' gunplay. I play it because it has such a fun dedication to weird stories that feel like they have something to say, a staff of writers dedicating their time and effort to being a proto-DM at a table, trying to provide interesting and thought-provoking or at least real damn fun stories in front of you, because ultimately, the West Coast Fallout games are about people. They're about characters! And when you focus less on the idea of telling stories in a world and more on empowering the player as a fourth-wall observer, those priorities clash and in the East Coast Fallout's cases, it makes for a game with no spice or edge. Having something to say about, say, the US Military or American Expansionism and Exceptionalism or the nature of clinging to the past kind of fundamentally clashes with the player empowerment fantasy that Bethesda Fallout games want to sell you. You can't have these philosophy-based, morally-interesting factional conflicts that want the player to look inward when the very concept of your game is built around collecting loot and shooting guys instead of learning about that loot and learning about those guys you're shooting and why you're shooting at each other. Having radiant quest loot loop gameplay just doesn't mesh well with a world where choices are meant to have far-reaching impact, because if it did, it'd be impossible to program under a normal development timeframe, and it would likely make the player look inward and go "what the fuck am I doing with my time?" at the endless meaningless quests to go on.
I don't think the "Lone Wanderer Comes Across A Microcosm Of Adventure" format is bad, not at all, but you have to put a lot of work to make that feel cohesive with the larger character and faction-based narratives that 1, 2, and NV are built on, so instead those Bethesda-style games opt more for a toybox, playground approach to the post apocalypse. And when your primary goal is showing the player how cool of a sandcastle they can build, it'll never be structurally sound enough to sustain even a wave of nuance.
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novlr · 4 months
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what is a good way to introduce side characters into a story without being overly descriptive
Interesting characters are essential to telling a great story. While your main characters are the stars of the show, side characters play a crucial role in adding depth, complexity, and realism to your narrative. However, introducing these supporting players can be a challenge, especially if you want to avoid the dreaded info dump. Let’s explore some effective ways to introduce side characters without overwhelming your readers with too much information at once.
The importance of side characters
Before we dive into the techniques for introducing side characters, let’s take a moment to appreciate their significance. Side characters serve many purposes in a story, from providing comic relief to offering a fresh perspective on the main plot. They can also act as foils for your protagonists, highlighting their strengths and weaknesses through contrast. Additionally, well-developed side characters can make your fictional world feel more authentic and lived-in, as if it exists beyond the confines of the main storyline.
Introduce side characters gradually
One of the most effective ways to introduce side characters without info dumping is to do so gradually. Instead of bombarding your readers with a character’s entire life story in one go, reveal details about them over time. Start with a brief description of their appearance, mannerisms, or role in the story, and then sprinkle in additional information as the narrative progresses. This approach allows readers to get to know the character organically, just as they would in real life.
Show, don’t tell
While it’s almost cliché now, another key strategy for introducing side characters is to show, rather than tell, who they are. Instead of simply listing a character’s attributes or history, demonstrate who they are through their actions, dialogue, and interactions with other characters. This allows readers to draw their own conclusions about the character based on what they observe, rather than being told what to think.
Use dialogue to reveal character
Dialogue is another powerful tool for introducing side characters without info dumping. Through conversations with other characters, side characters can reveal their personalities, motivations, and backstories in a natural and organic way. This allows you to convey important information without resorting to lengthy exposition or narration. For example, a side character might mention a past experience or share an opinion that sheds light on their worldview. By weaving these details into the dialogue, you can create a more nuanced and believable portrayal of the character.
Connect side characters to the main plot
To make side characters feel integral to your story, it’s important to connect them to the main plot in meaningful ways. Rather than having them exist in a vacuum, show how their actions and decisions impact the central narrative. This not only makes the side characters more relevant but also helps to create a more cohesive and interconnected story. For instance, a side character’s seemingly minor decision could inadvertently set off a chain of events that alters the course of the main plot. By establishing these connections, you give readers a reason to care about the side characters and their roles in the story.
Include a subplot
You can develop your side characters by writing them into a subplot. By giving them their own storylines that intersect with the main plot, you create opportunities to explore their motivations, challenges, and growth. These subplots can also serve to heighten the stakes of the main narrative, as the actions of side characters may have unintended consequences that ripple throughout the story. By carefully crafting these subplots, you can add depth and complexity to your side characters without overwhelming the reader.
Summing up
Introducing side characters without info dumping is a skill that takes practice and finesse. By revealing details gradually, showing rather than telling, using dialogue effectively, and connecting side characters to the main plot, you can create a rich and immersive fictional world that feels authentic and engaging.
Remember, side characters are more than just background noise; they are an essential part of any great story. By giving them the attention and development they deserve, you’ll take your writing to the next level and keep your readers coming back for more.
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cosmicatta · 3 months
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An analysis of Portgas D. Ace through the light novels
Yes, I'm here again with my bullshit. After reading the Law novel, I was very excited to get my hands on the Ace ones too. And because I feel very intensely about him, I couldn't help turning my reading experience into a character analysis essay. Again.
So here we go!
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Some notes before I start:
The edition I've read of this novel is the official Spanish translation by Planeta. When quoting and mentioning numbered pages, I'm referencing that edition.
I originally posted this on Twitter as a thread! If it sounds familiar, that might be why.
I've also posted an essay/thingie about Law's novel here!
These are just my personal impressions, I'm not trying to tell anyone how they should interpret the novel or Ace's character. I'm just doing this for fun!
Much like the Law novel, these are kind of a “prequel” to the source material. The story starts with Ace getting stuck in Sixis Island, where he meets Deuce, and follows their journey as Ace builds his own crew and later ends up joining Whitebeard.
The difference is that Ace’s novels, unlike Law’s, rely a lot more on canon events that we already know happened, because they’re mentioned or briefly shown in the manga (especially in the second volume). I’ll go a bit more into detail about this later, but either way, we can say that the novels are very canon-compliant at the very least.
Also, it’s important to point out that volumes 1 and 2 are written by different authors. I do think this has an impact in the way the narrative flows from one part to another, but it still reads like a cohesive story as a whole.
Overall, it offers a very different reading experience from Law’s novel. I guess the biggest contrast here is that we already know what’s going to be Ace’s tragic destiny, so the narration can’t really feel too hopeful.
Even if the story is lighthearted and adventurous most of the time, the tone that surrounds it all is bittersweet. And the core points of Ace’s journey are always marked by his fatal wounds: love, identity and the concept of deserving.
There is no real resolution for any of these themes throughout the novels; there can’t be, because we know Ace will only reach true understanding right before his death.
In this sense, I think the first volume does a better job at capturing that feeling of “tragic hero” that the story seems to go for, without necessarily getting too grim about it. And there’s a few things about it that get lost in the second part:
Volume 1 is written in first person, but it’s not Ace, the protagonist, who narrates the story. It’s Deuce. I think this is an interesting decision because it allows us to see Ace from the outside, through the eyes of someone who loves him.
And what we see from Deuce’s perspective contrasts with the image that we know Ace has of himself. This is especially interesting for 2 reasons:
He shows what Ace craved for all his life but didn’t know he already had until the end: love and respect.
He’s offering the readers a version of Ace’s identity crafted by an outside viewer, which is also what Ace keeps doing all the time: defining himself in relation to others.
These are going to be the main ideas that shape Ace’s journey from the start and what both novels try to explore.
Although Deuce and Ace’s relationship doesn’t start off in the best way, from the beginning Deuce sees a light in him that he has never known in anyone before. This even reflects in the way he describes Ace physically:
(Quotes roughly translated from Spanish):
P. 27: “He played with his radiant black hair.”
P. 129: “His pupils glowed with the colors of the sea floor.”
But what is most emphasized about Ace throughout the narration is his kindness and gentleness—he shares his fruit with Deuce while he’s starving too, he has a place for all kinds of rejected outlaws in his crew, he helps Isuka even though they’re supposed to be enemies, he gives the rice crackers he’d just bought to some children in Sabaody, etc.
Ace just goes around giving away his endless love without thinking too much about it. It’s in his nature. And people love him in return.
P. 66: “What does it mean to be a captain? To me, it means people love you. […] Ace was born to be a captain.”
There’s a small episode that I find very interesting in this sense—right before attacking him, a bounty hunter declares:
P. 67: “Ace! I love you!”
Ace assumes the guy only said that because his head would have granted him a ton of money. But it’s still a weird way to word it. It’s as if Ace was a shooting star that everyone couldn’t help but admire in awe, friends and enemies alike.
But, as I said before, Ace seems to be completely unaware of this, despite the very explicit ways in which people show him appreciation.
It’s at this point that we start to see the conflict between Ace’s “goals” that he set for himself and his true desires (though this will be explored in more detail in volume 2).
Although he keeps claiming to be in search of fame, he doesn’t really seem to be that interested in it. He only reacts to his own popularity when his loved ones do, because that is what he actually wants: acceptance, validation.  
P. 82: “Whenever the number increased [Ace’s bounty], we celebrated it. And him, in seeing us all so happy, celebrated too.”
What Ace is doing is just constantly looking for the answer to that dreadful question he asked Garp as a child: “Did I deserve to be born?” And he tries to find clues in his crewmates’ faces, in his enemies’ words, in the way the whole world around him reacts to his existence.
But what’s interesting is that he’s not just passively contemplating, he very actively tries to earn that right to live, in his own twisted way.
Yes, the world had already decided who Ace was even before he was born, but now it’s his turn. Now he can try and recreate his own image for them to see. And if he has to be a monster, it will be in his own terms.
It’s not about fame, it’s about identity. Because Ace’s identity has never been truly his own.
This is a very delicate subject for him, especially when he realizes that his bounty is growing at an abnormal speed, indicating that the government probably knows who he really is. And so, he is tormented by the idea that, despite all his efforts, he can’t escape the portrait that others have painted of him without permission.
Even those who don’t know the truth about his origins feel free to decide Ace’s worth as a human being. In this regard, his fight with Vice Admiral Draw is notable—he judges Ace not as Roger’s son, but as a regular pirate, and yet he still reaches the same conclusion and says the words that Ace fears so much:
P. 148: “You don’t deserve one more second in this world. It is because of you that so many people live in fear. […] If you didn’t exist, no one would be unhappy.”
Ace wins this fight, but he leaves with an open wound that never closes and only seems to get bigger with time.
And with this, the first volume closes in a very bittersweet tone:
P. 159: “Ace didn’t believe he deserved anyone’s love. […] But Isuka didn’t think the same, and she wasn’t the only one. The problem was that Ace wouldn’t realize. […] He was like the Sun. Everyone adored him, his enemies respected him. Ace was the center of everything. But, like the Sun, way too bright, he was always alone. […] Ace had created a home for us. But what about him? Could we find a home for him, where he’d be able to smile in peace from the bottom of his heart?”
The second volume starts where the first left it, with Ace and his crew entering the New World.
I have to say that I didn’t like this one as much as the first because, for a book that’s supposed to be about Ace’s relationship with others, it kind of falls flat at some points in that sense. Sometimes the novel seems more concerned with describing action scenes that aren’t really that interesting, or events that we already know from the manga without adding much to them.
Also, I feel like I have to mention that some scenes and description choices were a bit questionable (casual misogyny, etc.), but overall the book was still enjoyable to me.
The style and structure is a bit different from the first volume too—for starters, it’s written in third person, although the perspective is a bit all over the place sometimes. The POV keeps switching back and forth between different characters, which could a useful and interesting approach, but you need to know how to do it right, and I’d say it was a bit messy here.
But there is a good side to this, which is that we get a peek into Ace’s thoughts too sometimes.
And we see, as volume 1 already hinted, that his motivations are unclear even to himself. He insists that he wants to surpass his father’s fame, but he isn’t interested in titles or riches.
P. 61: “I don’t aspire to be the King of Pirates or anything of the sort.”
P. 74-75: [In response to “What brought you to the sea?”] “I guess I expected to find out at the sea… Though there’s something I do want to achieve. […] I’ll make sure everyone knows my name.”
Part of the reason why Ace despises the title of “Pirate King” is very obvious—it was his father’s title. But this disinterest also reveals the true reason why Ace thinks he wants the fame: it’s not ambition or vanity; it’s, again, his way of crafting his own identity.
In reality, although he directs his resentment towards his father, it’s not him he really hates, but the world that built a monstrous myth around his figure, a myth that Ace inherited.
P. 80: “This world killed Sabo. Unless you’re someone like Roger, whose execution brought a new era, it doesn’t matter if you live or die. […] Even if I can’t win their recognition, even if they hate me, I’ll become a pirate and take revenge on them all. […] One day, people won’t say ‘Ace, Roger’s son,’ but ‘Roger, Ace’s father.’”
Again, if he must be a monster, he’ll be one he’s created himself.
But it becomes clear in this volume that he has no idea how to do that. He wants to change the world, but has no plan to do so, and doesn’t even understand what that means exactly.
And here’s where Whitebeard is key, as we already know. He sees through Ace, and eventually makes him reevaluate his own ambitions, until he ends up admitting that he has no idea what he’s doing.
P. 159: [Thatch asks him] “You want your reputation to surpass that of the Pirate King, but you’re not interested in the One Piece. You don’t want to break the code either. What the hell does your flag even represent?” [And Ace answers] “I don’t know. Honestly, I thought I did, but not anymore.”
P. 224-225: “Whitebeard inviting him to be his son had seemed to him like another ‘father’ attempting to take control of his life. But […] now he understood the word ‘son’ a little differently.”
Though there’s no real resolution to Ace’s big questions in life, he slowly starts finding his own place and learning to accept the kindness he’s given, even if he doesn’t fully understand it yet.
P. 229: [Deuce asks him] “Do you think you’ll find what you’re looking for with Whitebeard?” [And Ace answers] “Yes. […] Because here I feel at peace.”
The book finishes with Ace offering his back to get Whitebeard’s Jolly Roger tattooed. With this, he’s constructing his image around the figure of a different father, one that he’s proud of. He still builds himself in relation to others, but is now more benevolent in doing so.
This is the first step of a healing project that we know will never be fully complete. And because of this, despite the ending having a hopeful and gentle tone, it’s still a bit heartbreaking. Like the first act of a tragedy.
There's a lot more interesting stuff to talk about in the novels, like the way Ace talks about Luffy and Sabo, and how it becomes clear that they are what really made him want to live and keep fighting. But this is already way longer than I originally intended, so I'll leave it here.
So, if you read this far, thank you! ♥ I hope you enjoyed it or at least found it somewhat interesting.
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deception-united · 5 months
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Hi, don’t know if it’s already been asked, but how do I find a good B story? I understand that it should resonate with the A story but I’m struggling to find something
Thanks for asking! In essence, the A-story is the main focus, while the B-story provides supplementary narrative elements that contribute to the overall richness and complexity of the story. Both storylines usually intersect or influence each other in some way, contributing to the cohesion and coherence of the narrative and generally making it more interesting for the reader. Here are some tips for achieving this:
Character arcs: Look at the main character's journey in the A story. Is there a secondary character who could undergo a parallel or contrasting arc? This can add depth and complexity to both storylines.
Theme exploration: Identify the central themes of your A story. Then, brainstorm how you can explore those themes from a different angle or perspective in the B story. This can create a rich tapestry of meaning for your audience.
Subplots: Consider subplots that are indirectly related to the main plot but still tie into its themes or motifs. These can provide relief from the intensity of the A story while enhancing its emotional impact.
Backstory/flashbacks: Delve into the past of a character or the world of your story. This can add depth and context to the A story while providing opportunities for exploration in the B story.
Parallel events: Introduce events or challenges happening simultaneously with the main plot. These can intersect with the A story at key moments, driving the narrative forward while offering new perspectives.
Foils or counterpoints: Create a character or situation in the B story that contrasts with or complements elements of the A story. This can highlight different aspects of the main themes or characters.
Worldbuilding: Expand the world of your story by focusing on a different aspect of the setting, culture, or history. This can enrich the reader's understanding of the story world while adding depth to the overall narrative.
Secondary goals/motivations: Give characters in the B story their own goals or motivations that intersect with or diverge from those in the A story. This can create tension and conflict, driving both plots forward.
Emotional resonance: Ensure that the B story elicits an emotional response from the audience, whether it's empathy, excitement, or curiosity. This will help engage readers and keep them invested in both storylines.
Explore character relationships: Look at the relationships between your main characters. Is there a subplot that involves a secondary character's journey or development that could complement or contrast with the main storyline?
Foreshadowing & subtext: Use the B story to foreshadow events or themes that will be important later in the main storyline. Subtle hints and subtext can add layers of meaning to your narrative and keep readers engaged.
Happy writing!
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somekindofsentience · 3 months
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spiders, or how to fix half of omori's plot with one symbol
i think i can fix omori. well, some of it.
This will be an attempt to prove that a key symbol related to Mari is a spider/bug, and how making this more obvious to the player would have fixed half the narrative.
Mari is closely associated with bugs and spiders in several scenes, but I believe the photos in the real world and Headspace demonstrate this most explicitly.
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This photo is one of few direct redraws from the real world in Headspace, and it identifies Mari as a character unafraid, even fascinated, by bugs, which is one of very few character traits she's actually given. This is repeated multiple times as we explore Headspace, where Mari comforts Sunny and Hero about their fear of spiders, takes the group bug-hunting in the real world, and previously put bugs in Hero's desk. It's notable that the reframing of this photo specifically puts a spider in Omori's hand, further linking the girl to bugs in his mind.
Within Headspace, spiders are shown to be far more present than the other two phobias present. We see it in Daddy Long Legs, the ominous nature of Pyrefly forest, the Spider Area, the references to the creatures from Hero, Mari and Basil, and much more - it's clear that the creators wanted this symbol to be present, but overwhelmed it with subtlety, making it impossible to actually understand, and leaving it in the dust in favour of following other threads. The narrative fails to distinguish the Arachnophobia boss, and loses its the relationship between Mari and spiders/bugs.
There are several benefits to making this metaphor more deliberate to the player, by enhancing the relationship through jumpscares, making it important to the Truth/Final Boss segments, or even just distinguishing Arachnophobia from the other bosses. I've decided to organise them into a list since there's so many.
Cohesive narrative interactions between the Phobias and the recital day: I'm always talking about how the juxtaposition between these two events is so subtle that people miss the point. Singling out the importance of Arachnophobia would highlight these two events and bring them to the forefront, making the Final Duet more cohesive.
The Phobia bosses become relevant: If the game is able to properly integrate Arachnophobia into the truth segment, this provides so much more purpose to the Phobia bosses, who often feel like just game mechanics to teach you how fighting against hallucinations functions.
Intriguing moral exploration: I think the idea of the subtlety of conveying Mari as a bug portrays her insignificance - Sunny was able to just kill her, as though she were just a spider to be swatted. It furthers an interesting understanding of morality in the text, talking about the prioritisation of life, leaving more of an impact on the audience. Are humans really as fickle as that?
Hero's character: Connecting Mari to a spider not only allows for more theory and AU creation, but actually mimics Hero's actions in the real world. Only two characters are afraid of spiders - and only those two characters have not visited Mari's grave since it was dug, which mirrors (but fails to highlight) Sunny and Hero's character arcs. In a similar way, Mari and Basil's love for bugs could also mirror some sort of decline.
The relevance of Daddy Long Legs and spider-related Black Space areas: Spiders are regularly referenced in Headspace and Black Space, with a whole room of Black Space surrounding them, but there's never any lucid reason why they're so prominent compared to the other phobias. Making a clear connection to the truth would clear up this confusion.
Basil's Something and Headspace Basil's dialogue: Basil's Something is deliberately abstract, but it is never defined further than its presentation. Not only would it properly link the Spider Area to the reality of the truth, but it would potentially connect Basil's Something to it, too.
Just plain easy to add: Much of Omori's story, characterisation and pacing is very difficult to improve without hours of effort. Being able to cohesively connect elements of the narrative with one symbol is much more realistic.
song i listened to while writing this:
this song is literally the reason i came to this realisation, the themes of environmental preservation were essential dskjhjdsgdjhsgjhkdg shout out to me rediscovering this after years and years
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fernsnailz · 1 year
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Not sure how much meat this question has to it but if back in 2006 you were the one that spearheaded the shadow the hedgehog game, how would you have done it?
i'd want ShTH 2005 to keep the same core energy its final form ended up with, but tbh there's a lot i would have done differently lol. here's my 3 step plan for how i would have directed it previously/would direct any sort of reboot or remaster
1. TIMELOOP!!!!!!
i'm not the first person to come up with this idea and i won't be the last to talk about it, but the gist of this point is that ShTH's story makes WAY more sense when you treat it like a timeloop. you finished a story path and end up back in westopolis? great job, you're at the beginning of the timeloop again. it's a smart way to make this wack story a little more cohesive.
i would LOVE to further utilize the timeloop concept for this game because it could be a very simple addition to add flavor OR it be the core of the game's story and gameplay. small things like shadow going "hey wait, have i seen this before?" when he's going through westopolis for the third time can hint at the narrative, and once shadow realizes he's in a loop he's motivated to find EVERY path in search of the full truth. every new story path could be treated as a new game+ as shadow starts to consistently remember more from previous timeloops, carrying over certain weapons, abilities, and memories from his previous experiences.
one really cool idea i saw a while ago on here (edit: FOUND IT! i'm talking about this post) is someone's ShTH timeloop pitch where after a few resets, silver starts to show up and tells shadow to stop messing with the timeline. this continues, and eventually silver becomes a final boss of some of the paths. this idea has never left my mind since i saw it and i need to find the person that came up with it they mean so much to me
i have more timeloop thoughts but i will move on for now
2. simplify or rework the morality system and levels
this is my big gameplay critique - there is A Lot to do in ShTH and very little of it is consistently fun. i have grievances with the morality system i talked about a while ago, the gist of my opinion boiling down to "the system removes agency from shadow and the story doesn't fit within the morals you choose anyway." i'd either MASSIVELY rework the morality system to make it feel worthwhile or just throw the whole thing away. unfortunately i don't have many pitches for what to replace it with since i haven't played that many games with branching stories - maybe the story paths you go down are based on BIG story decisions shadow makes during boss battles or in cutscenes (?) like choosing which boss to fight, which characters to save, what moves or weapons to use, stuff like that. i just want the stuff that leads to branching stories to be more impactful and a little simpler.
this also applies to the levels, of which there are... a lot. and maybe there should be less? i think it would be smart to cut down or combine some of the levels, then really flesh out the ones that matter. and given the non-linear nature of ShTH, i think a version with levels more focused on exploration and combat would fit the game better than the linear mission-based gameplay of the original.
3. MORE GUN
listen man. they advertised this as the sonic game with guns and in my opinion i think they could've done better. i mostly just want a more fleshed out weapons system with upgrades, a little customization, better controls, etc. just put the merchant from resident evil 4 in there and have him accept rings and i would be happy
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those are the big points i would personally stick to, but i do have smaller points i would consider as well, including:
make black doom seem competent
explain who the chaotix are working for and fit it into the story
no more "kill this many enemies to progress" missions. please
super shadow can have a gun now
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stil-lindigo · 1 year
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hi! i'm currently taking a stab at a short comic for the first time and i was wondering — if you're willing to share — what goes into the “base” of your projects? your creative notes have been a HUGE help in pinpointing things i might want to outline in my own work before i actually start making the project, but i'm still incredibly curious about the initial work and planning that goes into the making of yours. love your art!
hello anon! first of all, congratulations on starting on a comic! I hope you find it very fulfilling, and a great learning experience. To answer this ask, I'm going to use bite of winter as the main example for my work process.
Text: More often than not, I start with the entire textual part of the comic finalised. This is kind of obvious, considering my comics are entirely built around it serving as a sort of narration substitute, but it stays true for comics that are just dialogue as well. Speech bubbles will always take up more space than you think. It's good to have all the dialogue finalised before you start so you can accommodate them in the thumbnailing process. --
Thumbnails: I make thumbnails for all my comics so that I can, at a glance, see if things are cohesive. I'll often spend a lot of time at this stage, since it's also the part where I wrack my brain for smart things I can do compositionally (sometimes I go into comics knowing what sort of smart things I want to do e.g the comparison between the open grave + the empty bed was the entire inspiration behind making shallow grave). Thumbnails are always quick and dirty for me. I know my own brain, so I always just do the bare minimum and know I'll be able to interpret it later. Here are the thumbnails I made for bite of winter.
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note: the bright blue border on all the 'pages' is just to indicated where i should try to keep my panels.
it's extremely shitty but it's decipherable to me, and the whole point of thumbnail is that you're hopefully saving yourself time in the future by getting all this planning out now. --
3. Colour: Colour blocks are how I plan out how a comic's colour scheme should look as a cohesive package. Although I didn't used to do this for comics, I do it now ever since I wasted around 8 hours on patchwork canary just fiddling with the colours (ugh). I'll usually go into a project knowing what kind of tone I want to convey with it, which gives me a launchpad for what kind of colour scheme I'd like. For instance, RED, one of my best comics, only uses three colours (black, white and red) and that limited colour palette enhances the message behind it. I think it wouldn't be nearly as impactful if it was all standardly coloured - having that contrast pushes Red's impact as a significant character in the narrative by making her pop on the page.
In a similar vein, almost all of the sunset's emotional complexity gets expressed through its colour palette of red, blue and yellow.
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Even though it might be more conventionally coloured with shading and whatnot, the choices behind making certain scenes darker/lighter and etc really sells the story more in my opinion.
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These are the colour thumbnails I made for bite of winter. It's incredibly rough, but at a glance you can tell the comic doesn't have any particular page that is jarring or pulls you out of it.
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As one more note: I'd advise doing all thumbnailing/colour-blocking at a much smaller size than the actual page is going to be. It keeps you from obsessing over fine details, and encourages you to just block in shapes and colours really quickly.
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that's all from me for now. I hope this helped, and I wish you luck on your project. Pace yourself! Comics are more work than people ever say they are, and it's good to just take your time and enjoy the process.
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tirralirralirra · 5 months
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something I love about having read/watched frieren and dungeon meshi concurrently is getting to see that, despite their similar broad genres (fantasy, DND-esque settings, failure op elf girls /lh), they are two very distinct stories that ultimately achieve the same* thematic goal through different narrative means.
like you have frieren's contemplative, almost slice-of-life style storytelling that focuses on how the connections between people make an impact, and how it's beautiful to cherish the memories of those we love, even the small ones (especially the small ones), and that being alive is so, so beautiful because of those things. Then juxtaposing this with the overall narrative of a literal journey to a land beyond in order to meet with the dead, while not losing focus on those that are alive. Frieren as a story takes time to explore the small things that make life beautiful (fields of flowers, the beauty and not the power of magic, stargazing and sunsets with your friends).
and then you have dunmeshi's tight narrative arcs that are built around urgency (saving falin, first from digestion, then from...chimera-ization), but also continually return to the same concept as a core tenet to both the literal narrative structure around meals and the overall story: to eat is a privilege of the living. That there is joy to be found in eating because it means you are alive, that you survived. That taking time to take care of yourself is honoring your life. That death is a part of life through the acts of killing monsters to eat, and that the dungeon's condition where a soul remains tethered to the body is unnatural.
For that last bit, I love how we're just introduced to the concept in the beginning as a bit of world building, something you might just take at face value of, "oh, I guess this is how this works in this story", and over the course of the story the characters start to interrogate that reality, culminating in Marcille's realization at the end that they took death for granted because of the dungeon's condition:
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[ID: Manga panel of Marcille looking down in thought and saying "Look, this might sound a little weird, but...I think the entire point of this journey we went on....was learning how to accept death.]
(Panel is from the ehscans version, will update with official eng when the final volume releases)
I also love that the story takes the time to say, look, you can be in a hurry, but you still need to take care of yourself. Eat well, sleep well, What will you achieve in the service of yourself or others if you don't take care of the most basic qualities to survive first? The most recent episode is a good example of that with the focus on shuro vs. laios, and then there's this reinforcement of the idea by the end:
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[ID: Dungeon meshi manga page showing Laios, Chilchuck, and Senshi shouting "A balanced diet!!" "R-regulating our daily rhythms!!" "And moderate exercise!!" respectively, followed by the three in various poses in front of the word "VICTORY" and Laios saying "If we watch these three points...we'll naturally work our way to strong bodies!!"]
Anyways this is all very disorganized and I have other things I need to do and I could write a more cohesive, actually organized thought piece on all of this with like, coherent points, but I don't really like to delve into literary analysis on my fandom account. it just lives in my head, rent free. thank you for coming to my ted talk tumblr. don't expect to see more of this, lol.
*I say same goal, which is not to say the only goal. stories can have more than one theme, it's ok if you disagree with me on this, but please bear in mind that I'm speaking very, very broadly.
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