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The Three Act Structure as Foreshadowing in Across the Spiderverse
I re-watched Across the Spiderverse yesterday, as its a perennial favorite in our household, and once again found the crafting of the story so rich that there's always something new to discover. In this case, whether or not we've left Miles in a good place or a bad place at the end of the film is left ambiguous, and this ambiguity is built into the very structure of the film.
In a Shakespearean comedy or tragedy, one easy way to chart which one the story takes place in is whether it begins in a good place or a bad place. If the story opens with happiness and triumph, bad news, you're in a tragedy. And vice versa, if something bad happens at the beginning, good news, you're in a comedy.
For example, Othello begins with Othello's triumphant return to the city after a successful military campaign, honored and adored by the city, and ends in the destruction of everything and everyone he loves. Whereas in Much Ado About Nothing, Beatrice's best friend Hero is falsely accused of infidelity, creating the dramatic action of the story (gross simplification) and unlike poor Desdemona in Othello, by the end her name is cleared and all the happy couples can get married.
Right, so back to Across the Spiderverse, Act 1 opens with Gwen and Miles, our co-protagonists, in a bad place. Their secrecy around their Spider-Person identities are leaving their family lives in shambles, with Gwen estranged from her father and Miles feeling alienated from his parents. However, Act 1 ends on a happy, hopeful note in the form of the Spiderverse HQ. Miles finally got his wish to reunite with his Spider-family, and the future (literally, 2099) seems bright.
But watch out. Because Spider-verse brilliantly uses story hooks to pull you from one Act to the next. Act 1 really follows its own plot structure, with The Spot as action, A-plot villain being battled throughout. The emotional, B-plot story is around family trust and loneliness. By the end, Mumbhattan is saved, though the Spot got away, tugging us along through the story, and Miles and Gwen's loneliness is at least temporarily solved with all the new and old Spider-friends they meet.
However, this means we go into Act 2 in triumph. Which means we've got tragedy on the horizon. Act 2 has Miguel as our villain, they don't make much secret of it, and the encounter with him as Miles eventually flees the Spiderverse HQ is the action climax of Act 2. Our themes of belonging reemerge and echo Into the Spiderverse, (sometimes with direct visual call-backs, flashes of the younger Miles while he flickers between universes, as well as with the return of Peter B.).
Now, this is where the structure gets interesting. Because I argue that Act 2 ends with Miles escaping Spiderverse HQ and Gwen being forcibly kicked out. Act 3 is a shorter Act, but not as short as it seems, from when Miles ends up in Universe 42 to the end credits is actually a pretty long sequence. In that sequence, we close out other important beats in the story, like the dangling thread of Gwen and her father's estrangement.
So, Gwen's story in Act 3 begins with a tragedy: she's been kicked out of Spiderverse HQ against her will. This consequence she's feared since the beginning, that she'll be forced to return to her home universe, is finally realized. However, note that structure again, because she starts in a bad place, we can fully expect her to end in a good place. And she does! She reconciles with her father, defeats the bad guys like 90's Spider-Man (Ben Reilly) and gets the band back together. She has finally resolved her emotional story, which began in tragedy and thus moved towards comedy/happiness. She is full-actualized with her allies by her side and her father back in her corner.
Miles though? Miles story gets really interesting in Act 3.
Because at first glance, his story would be the opposite of Gwen's. She was kicked out of HQ, but Miles fled which means his arrival should be a triumph. That would mean he's set up for tragedy, and that is what it appears to be at first. He ends up imprisoned by the Universe 42 Miles Morales and Uncle Aaron, apparently getting ready for a fight for his life and for the life of his father.
However, it's actually a bit ambiguous if he opens tragically or comedically. Because Miles doesn't know where he is. So arguably, you could flip the truth of the opening of Act 3 - Miles begins tragically, because he tried to go home but he's actually far from it, in another universe.
But here the flipping gets even more interesting and complex, because I'm not convinced Miles is the good guy in Universe 42. His speech to Universe 42 Rio about how he "beat them all" in terms of his former Spider-friends sure sounds a lot like a villain speech. Miles also dives in by making a lot of assumptions when he arrives there, like that Uncle Aaron is a bad guy here too, that he's the Prowler, and that this means he's a supervillain. When he learns that Universe 42 Miles has assumed the mantle of the Prowler, he continues to try to talk them into joining, "the good side" all based on almost zero information. They laugh at him. But why are they laughing?
All we know about Universe 42 is that they never had a Spider-man. That Miles was supposed to be the Spider-man of this universe, but the collider transported the radioactive spider so it bit our Miles instead. Miles knows nothing about what this unprotected universe suffered as a result but at first glance, it's clearly bad. Indeed, on that point alone as Miguel pointed out, our Miles is a villain in this universe because his becoming Spider-man robbed them of their Miles Spider-man.
And actually, knowing that Miles is Miles, that he's a good kid at heart, there's just as much evidence that in this universe, Miles is already a good guy, that Uncle Aaron is his mentor (after all Uncle Aaron was always a bit on the fence about evil and in a world that's gone to evil, it's easy to imagine that he leans good). Thus, 42-Miles and 42-Aaron's anger and dark amusement at Original Miles speech about good vs. evil could be because they're offended to be labeled as villains by this privileged kid who never lost anything, who indeed comes from a privileged universe where his father never died.
So going back to the Act 3 structure, from the Miles perspective, which is subjective and not objective, the Act begins with a triumphant escape, and therefore must be headed towards a tragic defeat - capture by his evil alternate universe self. But Miles didn't know at first that he was tragically in the wrong universe. Which means that he could actually be in a structural comedy: beginning the Act with something bad happening, a transport accident gone wrong, and ending it exactly where he needs to be: surrounded by heroes who can help him, his own alternate universe self who is a good guy in this universe, along with Uncle Aaron. All of the darkness is in Miles's head, because he just came from a place where he was betrayed by supposed allies, but actually it's much more complicated than that, ending in ambiguity.
#writing#across the spiderverse#into the spiderverse#spider-man#miles morales#maggie rambles#writing structure
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Exploring Non-Linear Narratives: Writing Out of Sequence
In the realm of storytelling, the traditional sequence is but one path to follow, a well-trodden road where events unfurl one after another, much like dominos carefully aligned, ready to fall. Yet, in the shadows, there exists another path, a web of narratives intertwined, where each word, each sentence, is a piece of a puzzle not yet complete. This exploration seeks to dissect the notions of…
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#Character Development#Creative Storytelling#Literary Experimentation#Literary Innovation#Literary Technique#Multiple Timelines#Narrative Challenge#Narrative Puzzle#Non-Linear Fiction#Non-Linear Narratives#Non-Linear Writing Style#Non-Traditional Narrative#Plot Weaving#Reader Engagement#Storytelling Complexity#Temporal Manipulation#Unconventional Storytelling#Writing Craft#Writing Structure
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alright, I’m annoyed with the class that I’m taking. it’s about writing novels, and I thought it would have cool stuff about balancing your narrative and developing themes etc, but instead she spent the first class talking about how every book fits into the Hero’s Journey (the monomyth template). and I was somewhat of a contrarian, and said “can you give us examples of books that don’t fit into this template?” and she said “no. because all books fit.”
but I dunno man, I just finished reading this Korean book where the plot is just the character having a string of hookups and reflecting on them without changing in any way. I don’t know if it’s possible to contort that into the Hero’s Journey.
#I think the class will still be worth it because she assigns a lot of exercises#and basically all I want is for an external party to force me to write about things that I wouldn’t otherwise#I’ll still come out of this improved in the ways that I want to be#but every time she says something definitive about story structure I’m just like 👀👀👀
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Need an 11 Plus creative writing tutor to help your child excel? Our expert 11+ English tutor provides personalized lessons to enhance storytelling, grammar, and exam techniques. Improve vocabulary, writing structure, and creativity with tailored guidance.
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How to make your writing sound less stiff
Just a few suggestions. You shouldn’t have to compromise your writing style and voice with any of these, and some situations and scenes might demand some stiff or jerky writing to better convey emotion and immersion. I am not the first to come up with these, just circulating them again.
1. Vary sentence structure.
This is an example paragraph. You might see this generated from AI. I can’t help but read this in a robotic voice. It’s very flat and undynamic. No matter what the words are, it will be boring. It’s boring because you don’t think in stiff sentences. Comedians don’t tell jokes in stiff sentences. We don’t tell campfire stories in stiff sentences. These often lack flow between points, too.
So funnily enough, I had to sit through 87k words of a “romance” written just like this. It was stiff, janky, and very unpoetic. Which is fine, the author didn’t tell me it was erotica. It just felt like an old lady narrator, like Old Rose from Titanic telling the audience decades after the fact instead of living it right in the moment. It was in first person pov, too, which just made it worse. To be able to write something so explicit and yet so un-titillating was a talent. Like, beginner fanfic smut writers at least do it with enthusiasm.
2. Vary dialogue tag placement
You got three options, pre-, mid-, and post-tags.
Leader said, “this is a pre-dialogue tag.”
“This,” Lancer said, “is a mid-dialogue tag.”
“This is a post-dialogue tag,” Heart said.
Pre and Post have about the same effect but mid-tags do a lot of heavy lifting.
They help break up long paragraphs of dialogue that are jank to look at
They give you pauses for ~dramatic effect~
They prompt you to provide some other action, introspection, or scene descriptor with the tag. *don't forget that if you're continuing the sentence as if the tag wasn't there, not to capitalize the first word after the tag. Capitalize if the tag breaks up two complete sentences, not if it interrupts a single sentence.
It also looks better along the lefthand margin when you don’t start every paragraph with either the same character name, the same pronouns, or the same “ as it reads more natural and organic.
3. When the scene demands, get dynamic
General rule of thumb is that action scenes demand quick exchanges, short paragraphs, and very lean descriptors. Action scenes are where you put your juicy verbs to use and cut as many adverbs as you can. But regardless of if you’re in first person, second person, or third person limited, you can let the mood of the narrator bleed out into their narration.
Like, in horror, you can use a lot of onomatopoeia.
Drip Drip Drip
Or let the narration become jerky and unfocused and less strict in punctuation and maybe even a couple run-on sentences as your character struggles to think or catch their breath and is getting very overwhelmed.
You can toss out some grammar rules, too and get more poetic.
Warm breath tickles the back of her neck. It rattles, a quiet, soggy, rasp. She shivers. If she doesn’t look, it’s not there. If she doesn’t look, it’s not there. Sweat beads at her temple. Her heart thunders in her chest. Ba-bump-ba-bump-ba-bump-ba- It moves on, leaving a void of cold behind. She uncurls her fists, fingers achy and palms stinging from her nails. It’s gone.
4. Remember to balance dialogue, monologue, introspection, action, and descriptors.
The amount of times I have been faced with giant blocks of dialogue with zero tags, zero emotions, just speech on a page like they’re notecards to be read on a stage is higher than I expected. Don’t forget that though you may know exactly how your dialogue sounds in your head, your readers don’t. They need dialogue tags to pick up on things like tone, specifically for sarcasm and sincerity, whether a character is joking or hurt or happy.
If you’ve written a block of text (usually exposition or backstory stuff) that’s longer than 50 words, figure out a way to trim it. No matter what, break it up into multiple sections and fill in those breaks with important narrative that reflects the narrator’s feelings on what they’re saying and whoever they’re speaking to’s reaction to the words being said. Otherwise it’s meaningless.
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Hope this helps anyone struggling! Now get writing.
#writing#writing advice#writing resources#writing a book#writing tools#writing tips#writeblr#for beginners#refresher#sentence structure#book formatting
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thinking about how the extra area added on to a pacifist run of undertale, the true lab, is about alphys's past mistakes. how it ends with the story reaffirming that, despite the pain she's caused, the thing that matters is that she has now made the choice to do the right thing. she's still worthy of her friends' love.
thinking about how undertale doesn't expect the player to get a pacifist ending for the first time. how it's more likely than not that the player will kill toriel the first time they battle her, how lots of players don't initially figure out how to end undyne's fight without killing her, etc. what it expects — not even expects, really, but hopes — is that the player, if they care enough, will use their canonically acknowledged power over time to make up for those mistakes.
no matter how many neutral runs a player has done before committing to the pacifist run, the thing that matters to the characters, to the story, is that you've chosen, now, to do the right thing.
compared to alphys, the player honestly gets off lightly, in that you're the only one (other than flowey) who really remembers any harm you might have caused. and any direct guilting the game could have done about it is long past at this point. instead, as undertale often does, it makes its point via parallels: alphys caused harm, and she knows it. she has committed to being better. in doing so, she has unlocked for herself a better ending to her story. and she deserves it. she's forgiven.
those structural narrative parallels are all over undertale, if you know where to look. and that's one of the things that makes it so fuckin' good.
#undertale#alphys#true lab#this inspired by a mutual's alphys posting#and a discord convo i had a couple weeks back about ut's stance on ''punishing'' the player vs the monsters for their actions#and thoughts i've had generally post a certain fangame with a color in its name about just how well ut is structured as a narrative#everyone rightfully praises toby fox's character writing but stuff like this i think flies under the radar a bit by comparison#and it deserves to be appreciated#there's obvious Lore reasons why the true lab is only visited in a pacifist run (what's revealed about chara and flowey)#but this is the other half of it: the message of alphys's story hits hardest on a paci route post neutral runs#toby fox is a good writer more often than not
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I think one of the biggest and most overlooked things to keep in mind when writing is: is how/what I am writing accomplishing what I am trying to accomplish?
Part of why so many writing "rules" don't work for everyone is that they're assuming you're trying to accomplish things that you're not trying to accomplish.
This way of thinking is applicable at every level and every step of your writing process.
Is this plot structure telling the story I want to be telling?
Does this scene evoke the emotion I am hoping to evoke?
Does this sentence mean what I intend it to mean, in a way that is likely to be read with that meaning by most readers?
If something in a story is jarring, for example, it's probably because that piece isn't accomplishing what you're otherwise trying to accomplish in the story.
When I talked about finding epithets jarring in a close third person POV, it's because what epithets do (provide distance from the character) inherently conflicts with what the point of view was intending (intimacy with the POV character).
If a scene or moment is jarring or just feels wrong in a book, it may be because it doesn't match the tone you are otherwise trying to cultivate, it breaks or escalates the tension in a way that you aren't intending, or it has a different narrative feeling than you are intending with the book.
Even down to the grammatical level, you can get away with breaking a lot of grammar rules if you can accomplish what you want to accomplish with the sentence. Is it coherent? Does it have the meaning you intend? Does it have the clarity or ambiguity that you are intending? Does it fit the tone that you are going for?
The same idea holds for the message/implication level. If you are implying or stating something in your story, is it what you mean to be implying or stating? If you are mimicking or subverting stereotypes, is it in a way that accomplishes what you are trying to accomplish?
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minors and men dni!
ೃ⁀➷ellie and you go costume shopping for halloween, but you take a detour to the changing room, i guess ellie's costume is wearing you on her fingers... (getting fingered in a changing room? hell yeahhhh).ೃ࿐
"costume shopping is silly?" ellie whispers into your neck, hot air tickling your skin as she scoffs at the sight of you. you are pushed into the corner of the changing room, one hand pressed against the mirror smudging it and the other digging into her back, you just got a new set of stiletto nails ellie has been begging you to get and try them out on her. however, this was not how you have been imagining to leave scratch marks on her back, it was more of a 'you and her in bed', horizontally, or you on her lap. but it doesn't matter, your mind is occupied with figuring out how many fingers are inside of you and remembering the question ellie just asked you all while trying to keep quiet. and in result of that, only a mindless 'hmm?' escapes your mouth—if the auburn-haired woman wasn't asking you a question, then it was a moan for sure.
but it only makes ellie more cocky, you know by the way she curls her fingers inside of you, the way her grip around your waist tightens, like you're her possession. her face draws closer to your neck again, repeating her question, dragging word for word over your sensitive skin, you jolt back, eyes widening in surprise as your ass bangs against the wooden wall of the changing room.
"fuck," you mutter, but ellie slowing down her thrusts and whispering an 'it's okay' before kissing you softly makes you forget about possibly everyone hearing the two of you fucking. her fingers are still deep inside of you and she has no plans of getting them out of you anytime soon and while you don't like to show it, you don't want her to stop either. in fact you are so wet, you wish you could simply absorb her, you want more, you need more. so you pull away from ellie's soft kisses and slowly start thrusting your hips towards her, desperation overcomes you and you suddenly pick up the speed, making ellie lose her balance.
you watch her cheeks turn red and ellie looks so cute all flustered, but you are too horny to keep on waiting to cum.
"keep up," you whisper, eyes rolling back as your hips rock back and forth, fuck does she feel good. she blushes a little harder at your words, there's nothing else on this world she'd rather do than make what's hers feel good, hit that sweet spot of yours and watch you fall apart at her touch. your pussy clenches around her fingers, your teeth dragging at her lips as she glides her free hand over your body to squeeze your tits.
little moans escape from you, but you aren't the only one huffing and puffing, ellie's breath stagnates with every kiss she drags from your lips to your collarbones. it just makes you want to release, all the sloppy wet kisses and her fingers pushing inside you, filling you up. ellie could swear that you were dripping down her forearm, most likely leaving stains on her sleeves she forgot to cuff. but she doesn't care, all she cares about is making you cum.
"is three okay?" she asks, you nod hastily.
ellie is watching you, holding eye contact while she inserts another finger, your mind is far too gone to hold up eye contact, your eyes roll into the back of your mind.
so she leans in, her breath is steadier than yours, lips devouring you. ellie's fingers start out curling slowly and you push your pelvic harder into her hand.
you can't help it, your body just reacts to her and you are desperate, in a way ellie rarely gets to see. and it is exactly what keeps her going, your desperation for her, the way your body moves against hers, the taste of your lips and the sound of your breath. you are perfect and watching you struggle with every thrust satisfies her immense hunger. you feel so full but so weak, you can't keep up rocking your hips against her any longer, your legs begin to shake, nails digging into her arms to keep yourself from sinking. but you start clenching around her fingers harder and faster while it's getting more difficult to stay quiet being so breathless. you nuzzle your face into her neck in attempt to muffle your moans but she is fingering you so good, how could you not gasp for air? your movements become wilder, almost there, you think to yourself as
you try to ride her fingers, but ellie won't let you have it your way. you glance at her for once, strands of her hair sticking to her forehead, rosy cheeks and sweat pearls rolling down her neck, she looks so pretty like this. she's been putting a lot of work into you so instinctively you want to reach for her face and stroke her cheekbone, however your hand makes a full stop at her nape and your expression clarifies at the realization that you're about to cum. you're out of your mind, ellie pushes her fingers in diligently, the way you clench around her fingers makes her go insane. she nibbles on your ear, "you're doing well," she says.
you roll your eyes and before you're able to leave a snarky comment, your breaths become shorter, deeper, you drag out your exhales—you're just a hot mess of needy hums. all tensed up, your back is arched, you're sweaty and breathless.
and it doesn't take ellie long to figure out how to release all of that tension, just one look at you and she knows how to curl her fingers, how to fuck you. and she takes pride in that, it takes just one right angle for you to momentarily hold your breath, look into her green eyes, "go ahead," she whispers. and you do, your eyes roll back as you exhale shakily, unclench around her fingers and your legs completely lose its strength, she makes you cum just like that.
your body is twitching, her fingers are still inside of you and she stays inside for a second before taking them out to show you how wet you are. ellie pulls you closer and sucks her fingers clean, making sure you watch before she leans in for a kiss, slipping in her tongue for you to taste yourself. you pull away, "you're getting good at this," you whisper, her eyes light up before overconfidence plasters over her whole face.
"i've been telling you," she says, but asks in the same breath if you really thought so, she's adorable.
and then she helps you pull your pants back up, you adjust your hair and pull on your clothes to make sure you look less like you just got fucked well. the two of you leave, power walking out of the store avoiding eye contact from anyone, costumes long forgotten in the changing room.
"just wait until we get home," you say, not giving anything away. you just can't let ellie get away with the games she likes to play with you but luckily, the wand and the rabbit you charged this morning were awaiting the auburn-haired woman for a long and steamy night.
#i usually have some sort of structure but idgaf anymore#ellie williams#ellie#ellie tlou#ellie tlou2#the last of us#ellie williams fanfic#ellie fanfic#ellie williams blurb#ellie williams x reader#ellie x reader#ellie x fem!reader#ellie x fem reader#ellie x you#ellie x reader smut#ellie williams smut#ellie smut#ellie tlou smut#lesbian smut#switch!ellie#switch!reader#smut#writing#fanfic#lesbian#wlw
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Zoomer here, and I do indeed have questions about computers- how do filesystems work, and why should we care (I know we should, but I'm not exactly sure why)?
So why should we care?
You need to know where your own files are.
I've got a file on a flash drive that's been handed to me, or an archival data CD/DVD/Bluray, or maybe it's a big heavy USB external hard drive and I need to make a copy of it on my local machine.
Do I know how to navigate to that portable media device within a file browser?
Where will I put that data on my permanent media (e.i. my laptop's hard drive)?
How will I be able to reliably find it again?
We'll cover more of the Why and How, but this will take some time, and a few addendum posts because I'm actively hitting the character limit and I've rewritten this like 3 times.
Let's start with file structure
Files live on drives: big heavy spinning rust hard drives, solid state m.2 drives, USB flash drives, network drives, etc. Think of a drive like a filing cabinet in an office.
You open the drawer, it's full of folders. Maybe some folders have other folders inside of them. The folders have a little tab with a name on it showing what's supposed to be in them. You look inside the folders, there are files. Pieces of paper. Documents you wrote. Photographs. Copies of pages from a book. Maybe even the instruction booklet that came with your dishwasher.
We have all of that here, but virtualized! Here's a helpful tree structure that Windows provides to navigate through all of that. In the case of Windows, it's called Explorer. On OSX MacOS, the equivalent is called Finder.
I don't have to know where exactly everything is, but I have a good idea where thing *should* based on how I organize them. Even things that don't always expose the file structure to you have one (like my cellphone on the right). I regularly manually copy my files off of my cellphone by going to the Camera folder so I can sift through them on a much bigger screen and find the best ones to share. There are other reasons I prefer to do it that way, but we won't go into that here. Some people prefer to drag and drop, but that doesn't always work the same between operating systems. I prefer cut and paste.
Standby for Part 2!
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
#og post#wildlife#grian#impulse#impulsesv#skizz#skizzleman#imp & skizz#mc meta#wild life smp#wlsmp#life series#trafficblr#traffic smp#<- dunno which life series tags are most commonly used but i hope i got all the major ones#long post#“i should write down the behind the scenes!” i thought. “it'll be quick!” i thought :')#as someone who did had some critiques about the structure of the season#i found it really insightful to hear about the design decisions from a behind the scenes perspective#digging into why it was made the way it was and what exactly about it worked/didn't work honestly helps me to appreciate#it more for what it was!#and it helped to truly understand and appreciate all the work that went into it#i probably included more details than needed but i just thought they were all really fascinating#like trivia bot being designed to have the option to give lives in case the early sessions were too deadly!#i was also surprised that the snail merch wasn't planned ahead of time#and i also tried to keep all the credits grian listed bc i think it's important!#i would recommend watching the full podcast ep! i didn't include a lot of imp & skizz's commentary since i was focusing on the technical &#behind the scenes details but they had lots of great insight
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Writing the middle of a romance story without a beginning yet. They're cute together but I got no fucking clue how they met
#i write in burst of inspirations#not structured#romance writing#writing romance#my writing#writing is hard#writeblr#writing struggles#creative writing#writing process#writing meme#writer problems#writer things#on writing#writing#writing motivation#writing stuff#writerblr#writers of tumblr#writing community#ao3 writer#writing humor#writing funny#writers on tumblr#lit#writer#writers and poets#novel writing#fic writing#questalks
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Gossip and dirty secrets
#would you be surprised if I told you I'm not happy with it#would you really?#I'm never satisfied with my art#but I lead people to a treasure I cannot possess I guess#villainous#villanos#vilanesco#dr flug#flug#kenning flugslys#black hat#villainous dr flug#villainous black hat#paperhat#fanart#my art#it all started around a year ago... so I made art that had a similiar structure as the one I titled “Public Praise”#if you remember that#people do. they really... idk why bc it's a terrible drawing but yk#might edit this later bc as I write this I am literally about to fall face first into my phone and sleep#the conical flask took longer than I wanna admit
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How to Make Your Writing Less Stiff Part 3
Crazy how one impulsive post has quickly outshined every other post I have made on this blog. Anyway here’s more to consider. Once again, I am recirculating tried-and-true writing advice that shouldn’t have to compromise your author voice and isn’t always applicable when the narrative demands otherwise.
Part 1
Part 2
1. Eliminating to-be verbs (passive voice)
Am/is/are/was/were are another type of filler that doesn’t add anything to your sentences.
There were fireworks in the sky tonight. /// Fireworks glittered in the sky tonight.
My cat was chirping at the lights on the ceiling. /// My cat chirped at the lights on the ceiling.
She was standing /// She stood
He was running /// He ran
Also applicable in present tense, of which I’ve been stuck writing lately.
There are two fish-net goals on either end of the improvised field. /// Two fish-net goals mark either end of the improvised field.
For once, it’s a cloudless night. /// For once, the stars shine clear.
Sometimes the sentence needs a little finagling to remove the bad verb and sometimes you can let a couple remain if it sounds better with the cadence or syntax. Generally, they’re not necessary and you won’t realize how strange it looks until you go back and delete them (it also helps shave off your word count).
Sometimes the to-be verb is necessary. You're writing in past-tense and must convey that.
He was running out of time does not have the same meaning as He ran out of time, and are not interchangeable. You'd have to change the entire sentence to something probably a lot wordier to escape the 'was'. To-be verbs are not the end of the world.
2. Putting character descriptors in the wrong place
I made a post already about motivated exposition, specifically about character descriptions and the mirror trope, saying character details in the wrong place can look odd and screw with the flow of the paragraph, especially if you throw in too many.
She ties her long, curly, brown tresses up in a messy bun. /// She ties her curls up in a messy brown bun. (bonus alliteration too)
Generally, I see this most often with hair, a terrible rule of threes. Eyes less so, but eyes have their own issue. Eye color gets repeated at an exhausting frequency. Whatever you have in your manuscript, you could probably delete 30-40% of the reminders that the love interest has baby blues and readers would be happy, especially if you use the same metaphor over and over again, like gemstones.
He rolled his bright, emerald eyes. /// He rolled his eyes, a vibrant green in the lamplight.
To me, one reads like you want to get the character description out as fast as possible, so the hand of the author comes in to wave and stop the story to give you the details. Fixing it, my way or another way, stands out less as exposition, which is what character descriptions boil down to—something the audience needs to know to appreciate and/or understand the story.
3. Lacking flow between sentences
Much like sentences that are all about the same length with little variety in syntax, sentences that follow each other like a grocery list or instruction manual instead of a proper narrative are difficult to find gripping.
Jack gets out a stock pot from the cupboard. He fills it with the tap and sets it on the stove. Then, he grabs russet potatoes and butter from the fridge. He leaves the butter out to soften, and sets the pot to boil. He then adds salt to the water.
From the cupboard, Jack drags a hefty stockpot. He fills it with the tap, adds salt to taste, and sets it on the stove.
Russet potatoes or yukon gold? Jack drums his fingers on the fridge door in thought. Russet—that’s what the recipe calls for. He tosses the bag on the counter and the butter beside it to soften.
This is just one version of a possible edit to the first paragraph, not the end-all, be-all perfect reconstruction. It’s not just about having transitions, like ‘then’, it’s about how one sentence flows into the next, and you can accomplish better flow in many different ways.
4. Getting too specific with movement.
I don’t see this super often, but when it happens, it tends to be pretty bad. I think it happens because writers feel the need to overcompensate and over-clarify on what’s happening. Remember: The more specific you get, the more your readers are going to wonder what’s so important about these details. This is fiction, so every detail matters.
A ridiculous example:
Jack walks over to his closet. He kneels down at the shoe rack and tugs his running shoes free. He walks back to his desk chair, sits down, and ties the laces.
Unless tying his shoes is a monumental achievement for this character, all readers would need is:
Jack shoves on his running shoes.
*quick note: Do not add "down" after the following: Kneels, stoops, crouches, squats. The "down" is already implied in the verb.
This also happens with multiple movements in succession.
Beth enters the room and steps on her shoelace, nearly causing her to trip. She kneels and ties her shoes. She stands upright and keeps moving.
Or
Beth walks in and nearly trips over her shoelace. She sighs, reties it, and keeps moving.
Even then, unless Beth is a chronically clumsy character or this near-trip is a side effect of her being late or tired (i.e. meaningful), tripping over a shoelace is kind of boring if it does nothing for her character. Miles Morales’ untied shoelaces are thematically part of his story.
Sometimes, over-describing a character’s movement is meant to show how nervous they are—overthinking everything they’re doing, second-guessing themselves ad nauseam. Or they’re autistic coded and this is how this character normally thinks as deeply methodical. Or, you’re trying to emphasize some mundanity about their life and doing it on purpose.
If you’re not writing something where the extra details service the character or the story at large, consider trimming it.
—
These are *suggestions* and writing is highly subjective. Hope this helps!
#writing#writing resources#writing advice#writing tips#writing a book#writing tools#writeblr#for beginners#story structure#book formatting
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Hi DD! I'm about mid-way through the most complex writing project I've ever done (several stories with some red thread storylines progressing in the background, so a sort of interwoven structure). I have an outline of the major plot beats, but the problem is, I've gotten about 2/3 of the way through, and this is where I've started to have trouble bringing my many threads together. The further I go, the the harder keeping it all clear and elegant becomes. Any advice for working at this stage?
It may seem counterintuitive, but once I'd found myself in a situation like this, I would immediately start working backwards.
It's difficult to describe what I mean here except semi-graphically—sort of in terms of one of those strings-pinned-to-the-wall diagrams so familiar to a lot of us from the various evidence-wall memes.
If we're imagining your present as-yet-unconnected threads as more or less progressing left to right, I would "stick pins in them" at their current furthest range and then move straight out to the far right side of the diagram.
For each thread I would then get busy establishing a detailed "end state" for the work: meaning a sense of what you want each of those through-line of plot to look like when you're done in terms of characters, situations, etc. I'd make very sure that all the major through-lines were covered, and (in passing) take a long look at how they'll stand in relationship to one another when all the action's finished.
Then I would start working back along each line toward the center of the matrix—looking to see what the next-to-last thing was that needed to happen to produce the final result on a given through-line. And then the third-to-last. ...And so forth.
I would try to work through the whole set of through-lines for each given step or stage before progressing any further backwards—unless, of course, some leap of logic occurs that makes an obvious connection between two different through-lines, or an earlier stage in the same TL that hadn't been obvious before.
(Is this making sense? God, I hope so.)
My experience with this kind of situation in the past is that it doesn't take too long before, on one or two of the lines you're constructing backwards, you'll hit something fairly major that somehow hadn't come up for consideration previously, or had simply slipped or fallen off the structural "radar" because so much other stuff had been going on around it. That event or piece of data, once perceived, will very often either immediately connect itself back to one or more of the "pinned" through-lines, or promote one of the other incomplete ones into growing connections to other adjacent lines of plot material. It's a little like watching neural tissue developing alternate pathways for itself after an injury.
...Anyway, give this approach a shot and see how it works for you. There are times when simply the act of reversing direction on the plot build will shake something loose in the business surrounding the building-it-forward part. It's worth a try to see what happens.
Hope this helps!
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Me, infodumping about all the characters, plot points and intricate plot twists to my friends: *writing at 10000 words per second* Me, actually trying to write the story: *staring at a blank word document for 3 hours* Do you have a cure for such a condition?
It gets a lot of flack (not unjustified), but the Save the Cat Beat Sheet is truly great for figuring out how to get a plot on paper. You do not have to follow it to the letter, but it does give you definite goals to meet when trying to figure out where to go next.
Other popular plot outline structure's include:
Dan Harmon's Story Circle
The Snowflake Method
The Hero's Journey
Dan Wells' 7-Point Structure
And many mooooooore. Any plot structure that works for you is great, but keep in mind, you might have to try out more than one.
Save the Cat worked great for me and that's what I recommend the most, but my final draft isn't rigidly structured to its beat sheet. What I really needed was a starting point, and once I got a first draft down, I was able to figure out where to go.
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