#it was such a GOOD storytelling technique
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okay i'm clearly on a journey through fandom memory lane but it really is wild to me that a random norwegian teen drama cracked the code on how to perfectly market and promote a show in the age of social media and NO ONE ELSE (besides the countries trying to create their own version of the same show ig) has emulated it?????????? like?????????? legitimate social media profiles for your characters????????? with posts and instagram stories from them that fit within the plot as well as offering a fun little extra insight into the characters/friendships/relationships?????? groundbreaking. i had instagram notifications turned on for FICITONAL CHARACTERS. one of your characters wants to be a director??? here's his real youtube channel with a video he made for his boyfriend's birthday full of never before seen clips that don't exist on the show?!?!?!?!?! unbelievable. you want your show to be immersive??? you want the audience to feel like they're living within the pov of your main character?? drop a clip/sneak peek in real time as it's supposed to happen in the episode so your audience is thinking about it 24/7. genius!!!!!! like can you imagine if circa 2018 everything didn't move to full season dumps and instead shows that aired on a weekly basis and incorporated even one of these things became the norm??????? we were robbed of what could've been
#it was such a GOOD storytelling technique#i know rwrb made instagrams for henry and alex and that was also extremely smart#but like#why don't more shows do it!!!!!#it's easier than literally any other promo you could do and costs nothing!!!!!!#mine#sorry i was in my skam tag for too long last night lol#skam
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It's honestly crazy how Bob's Burgers has only gotten better with age
#this season has been SO EXCELLENT#they're trying new storytelling techniques which are hitting all the right emotional notes#ad the dialogue is still funny and it has the same charms#it's just so good#bob's burgers#mine
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reading something by osamu tezuka for the first time and its a weird effect where i can tell why this guy became super influential but at the same time the story is not really good?
#like the storytelling techniques and framing with the art are fairly advanced specially for the time it was published#but the story itself is not very good
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The visitor's tag on him is sending me. Eddie doesn't have one on. Eddie isn't a visitor. He is there the whole time. This is the narrative housing the story of Buck's romantic life, and Eddie's not really a guest. He's a permanent fixture.
But that man isn't.
#buddie#911 abc#really puts into perspective how temporary every other LI who's not Eddie is in Buck's story#just realized that without the anti tag this breached containment even though I didn't even take the man's name oh well#pinning this to say: LISTEN. Plot devices are never inherently good nor bad. It's a storytelling technique. Don't inflate your love OR hate#for him#1k
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The Telling Truth: When 'Show, Don't Tell' Doesn't Apply (You Don't Always Have To Show, Don't Tell.)
Hey there, fellow writers and beloved members of the writeblr community! 📝✨
Today, I want to talk about something that's been on my mind lately, and I have a feeling it might resonate with many of you too. It's about that age-old writing advice we've all heard a million times: "Show, don't tell." Now, don't get me wrong – it's great advice, and it has its place in our writing toolbox. But here's the thing: it's not the be-all and end-all of good writing. In fact, I'd argue that sometimes, it's perfectly okay – even necessary – to tell rather than show.
First things first, let's address the elephant in the room. The "show, don't tell" rule has been drilled into our heads since we first picked up a pen (or opened a Word document) with the intention of writing creatively. It's been repeated in writing workshops, creative writing classes, and countless craft books. And for good reason! Showing can create vivid, immersive experiences for readers, allowing them to feel like they're right there in the story.
But here's where things get a bit tricky: like any rule in writing (or in life, for that matter), it's not absolute. There are times when telling is not just acceptable, but actually preferable. And that's what you all will explore today in this hopefully understandable blog post.
Let's start by breaking down why "show, don't tell" is so popular. When we show instead of tell, we're engaging the reader's senses and emotions. We're painting a picture with words, allowing the reader to draw their own conclusions based on the details we provide. It's a powerful technique that can make our writing more engaging and memorable.
For example, instead of saying "Sarah was angry," we might write, "Sarah's fists clenched at her sides, her jaw tight as she glared at the broken vase." This gives the reader a clearer image and allows them to infer Sarah's emotional state.
But here's the thing: sometimes, we don't need or want that level of detail. Sometimes, efficiency in storytelling is more important than painting an elaborate picture. And that's where telling comes in handy.
Imagine if every single emotion, action, or piece of information in your story was shown rather than told. Your novel would probably be thousands of pages long, and your readers might get lost in the sea of details, losing sight of the main plot or character arcs.
So, when might telling be more appropriate? Let's explore some scenarios:
Summarizing less important events: If you're writing a story that spans a long period, you don't need to show every single day or event. Telling can help you summarize periods of time or less crucial events quickly, allowing you to focus on the more important parts of your story.
For instance: "The next few weeks passed in a blur of exams and late-night study sessions." This sentence tells us what happened without going into unnecessary detail about each day.
Providing necessary background information: Sometimes, you need to give your readers some context or backstory. While you can certainly weave this information into scenes, there are times when a straightforward telling of facts is more efficient.
Example: "The war had been raging for three years before Sarah's village was attacked." This quickly gives us important context without needing to show the entire history of the war.
Establishing pace and rhythm: Alternating between showing and telling can help you control the pace of your story. Showing tends to slow things down, allowing readers to immerse themselves in a moment. Telling can speed things up, moving the story along more quickly when needed.
Clarifying complex ideas or emotions: Some concepts or feelings are abstract or complex enough that showing alone might not suffice. In these cases, a bit of telling can help ensure your readers understand what's happening.
For example: "The quantum entanglement theory had always fascinated John, but explaining it to others often left him feeling frustrated and misunderstood." Here, we're telling the reader about John's relationship with this complex scientific concept, which might be difficult to show effectively.
Maintaining your narrative voice: Sometimes, telling is simply more in line with your narrative voice or the tone of your story. This is especially true if you're writing in a more direct or conversational style.
Now, I can almost hear some of you saying, "But wait! I've always been told that showing is always better!" And I completely get it. I'm a writer myself and prioritize "Show, Don't tell." in my writing all the time. We've been conditioned to believe that showing is superior in all cases. But we can take a moment to challenge that notion.
Think about some of your favorite books. Chances are, they use a mix of showing and telling. Even the most critically acclaimed authors don't adhere strictly to "show, don't tell" all the time. They understand that good writing is about balance and knowing when to use each technique effectively.
Take, for instance, the opening line of George Orwell's "1984": "It was a bright cold day in April, and the clocks were striking thirteen." This is a perfect blend of showing and telling. Orwell shows us it's a bright, cold day (we can imagine the crisp air and clear sky), but he tells us about the clocks striking thirteen. This immediate telling gives us crucial information about the world we're entering – it's not quite like our own.
Or consider this passage from Jane Austen's "Pride and Prejudice": "Mr. Bennet was so odd a mixture of quick parts, sarcastic humour, reserve, and caprice, that the experience of three-and-twenty years had been insufficient to make his wife understand his character." Here, Austen is clearly telling us about Mr. Bennet's character rather than showing it through his actions. And yet, it works beautifully, giving us a quick, clear insight into both Mr. Bennet and his wife.
The key is to use both techniques strategically. So, how can you decide when to show and when to tell? Here are some tips:
Consider the importance of the information: Is this a crucial moment in your story, a pivotal emotion, or a key piece of character development? If so, it might be worth showing. If it's more of a transitional moment or background information, telling might be more appropriate.
Think about pacing: If you want to slow down and really immerse your reader in a moment, show it. If you need to move things along more quickly, tell it.
Evaluate the complexity: If you're dealing with a complex emotion or concept, consider whether showing alone will be enough to convey it clearly. Sometimes, a combination of showing and telling works best for complex ideas.
Consider your word count: If you're working with strict word count limitations (like in short stories or flash fiction), telling can help you convey necessary information more concisely.
Trust your instincts (Important): As you write more, you'll develop a feel for when showing or telling works better. Trust your gut, and don't be afraid to experiment.
Now, let's talk about how to tell effectively when you do choose to use it. Because here's the thing: telling doesn't have to be boring or flat. It can be just as engaging and stylish as showing when done well. Here are some tips for effective telling:
Use strong, specific language: Instead of using vague or generic words, opt for more specific, evocative language. For example, instead of "She was sad," you might write, "A profound melancholy settled over her."
Incorporate sensory details: Even when telling, you can include sensory information to make it more vivid. "The room was cold" becomes more engaging as "A bone-chilling cold permeated the room."
Use metaphors and similes: These can help make your telling more colorful and memorable. "His anger was like a volcano ready to erupt" paints a vivid picture without showing the anger in action.
Keep it concise: One of the advantages of telling is its efficiency. Don't negate that by being overly wordy. Get to the point, but do it with style.
Vary your sentence structure: Mix short, punchy sentences with longer, more flowing ones to create rhythm and maintain interest.
Remember, the goal is to create a seamless narrative that engages your reader. Sometimes that means showing, sometimes it means telling, and often it means a artful blend of both.
It's also worth noting that different genres and styles of writing may lean more heavily on one technique or the other. Literary fiction often employs more showing, delving deep into characters' psyches and painting elaborate scenes. Genre fiction, on the other hand, might use more telling to keep the plot moving at a brisker pace. Neither approach is inherently better – it all depends on what works best for your story and your style.
Now, I want to address something that I think many of us struggle with: the guilt or anxiety we might feel when we catch ourselves telling instead of showing. It's easy to fall into the trap of second-guessing every sentence, wondering if we should be showing more. But here's the truth: that kind of constant self-doubt can be paralyzing and ultimately detrimental to your writing process.
So, I want you to understand and think: It's okay to tell sometimes. You're not a bad writer for using telling in your work. In fact, knowing when and how to use telling effectively is a sign of a skilled writer.
Here's some practical ways to incorporate this mindset into your writing process:
First Draft Freedom: When you're writing your first draft, give yourself permission to write however it comes out. If that means more telling than showing, that's absolutely fine. The important thing is to get the story down. You can always revise and add more "showing" elements later if needed.
Revision with Purpose: When you're revising, don't automatically change every instance of telling to showing. Instead, ask yourself: Does this serve the story better as telling or showing? Consider the pacing, the importance of the information, and how it fits into the overall narrative.
Beta Readers and Feedback: When you're getting feedback on your work, pay attention to how readers respond to different sections. If they're engaged and understanding the story, then your balance of showing and telling is probably working well, regardless of which technique you're using more.
Study Your Favorite Authors: Take some time to analyze how your favorite writers use showing and telling. You might be surprised to find more instances of effective telling than you expected.
Practice Both Techniques (Important): Set aside some time to practice both showing and telling. Write the same scene twice, once focusing on showing and once on telling. This can help you develop a feel for when each technique is most effective.
Now, let's address another important point: the evolution of writing styles and reader preferences. The "show, don't tell" rule gained popularity in the early 20th century with the rise of modernist literature. But writing styles and reader tastes have continued to evolve since then.
In our current fast-paced world, where people are often reading on devices and in shorter bursts, there's sometimes a preference for more direct, efficient storytelling. This doesn't mean that showing is out of style, but it does mean that there's often room for more telling than strict adherence to "show, don't tell" would allow.
Moreover, diverse voices in literature are challenging traditional Western writing norms, including the emphasis on showing over telling. Some cultures have strong storytelling traditions that lean more heavily on telling, and as the literary world becomes more inclusive, we're seeing a beautiful variety of styles that blend showing and telling in new and exciting ways.
This brings me to an important point: your voice matters. Your unique way of telling stories is valuable. Don't let rigid adherence to any writing rule, including "show, don't tell," stifle your natural voice or the story you want to tell.
Remember, rules in writing are more like guidelines. They're tools to help us improve our craft, not unbreakable laws. The most important rule is to engage your reader and tell your story effectively. If that means more telling than the conventional wisdom suggests, then so be it.
As I wrap up this discussion, I want to leave you with a challenge: In your next writing session, consciously use both showing and telling. Pay attention to how each technique feels, how it serves your story, and how it affects the rhythm of your writing. You might discover new ways to blend these techniques that work perfectly for your unique style.
Writing is an art, not a science. There's no perfect formula, no one-size-fits-all approach. It's about finding what works for you, your story, and your readers. So embrace both showing and telling. Use them as the powerful tools they are, and don't be afraid to break the "rules" when your instincts tell you to.
Remember, every great writer started where you are now, learning the rules and then figuring out when and how to break them effectively. You're part of a long, proud tradition of storytellers, each finding their own path through the winding forest of words.
Keep writing, keep growing, and keep believing in yourself. You've got this!
Happy writing! 💖✍️ - Rin T.
Before you go, why not join us at The Write Right Society? We're a supportive Tumblr community where writers lift each other up. Whether you're a newbie or a pro, we'd love to have you! Share your work, get feedback, and connect with fellow wordsmiths, writers and aspiring authors.
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What happens when you let a film nerd make an anime?
Fuuga Yamashiro (山代風我) joined Science Saru in 2017 as an Assistant Production Manager during production of "Night Is Short, Walk on Girl." He was essentially Studio Co-founder Masaaki Yuasa's secretary, but he worked his way up to assistant director on "Keep Your Hands off Eizouken" and finally got to direct his own first full Anime series, Dandadan.
Having worked so closely with one of the greatest living auteur directors, you might think he would share that overpowering individual creative influence, but as he has pointed out in interviews himself, it's much the opposite.
Instead of relying on his own creative voice, which he doesn't seem confident about in interviews, he literally collects techniques from his favorite movies, breaking them down into storyboards and adding them to his arsenal to re-contextualize later. And as you may be able to tell from watching Dandadan, his biggest influences aren't anime and manga, but live action film -- something he seems to have studied obsessively.
And when you compare the anime to the original manga (which itself is already filled with references to old movies and TV) subtle adaptation choices make the deft application of techniques borrowed from other storytellers very clear. Every choice is made for a reason and furthers the story being told in some way; nothing is there for no reason. like the simple, controlled camera pans and tilts that make the serpoian spaceship feel cold and sterile, or the crazywackysilly, un-predictable wide-angle camera movements that intrude on that cold sterile world when turbo granny shows up.
In one interview during the production of "Keep Your Hands off Eizouken" Yamashiro pulls out his notebook where he had collected all these techniques and gives an example:
"There's a technique called 'Dolly Zoom', which is a technique that changes the perspective of the background while keeping the size of the subject." […] "In 'Cult of Chucky,' which I saw recently, there is a scene in which a long passageway is filmed in telephoto, while a wheelchair moves forward. The character is 'getting closer, but the viewer feels farther away'. This is the kind of thing I collect." […] "I'd like to combine these things in various ways and do it in animation." (I took some liberties with this, the translation was pretty rough)
And sure enough, that exact same type of dolly zoom rears its head in Dandadan as Okarun sprints away from Turbo Granny and the mouth of the tunnel stretches impossibly into the distance.
It may seem counterintuitive to ascribe too much importance to the creative vision of one person who specifically talks about his own lack of strong creative vision, (and to be clear, he's far from the only person playing a major role) but I think it's precisely that encyclopedic knowledge of film techniques and that pragmatic, meticulous attitude that may have acted as a stabilizing force for Yuasa, and that also provides some needed structure to a ball of pure energy like Dandadan, while still preserving its essence and the eclectic influences that it wears on its sleeve.
Also, mad respect for using the seventh installment of the Child's Play franchise as your example of a dolly zoom instead of, like, Vertigo, Jaws, or Goodfellas.
This is just a sliver of what I talk about in this full video! A minuscule piece of the pie! Some tiny little crumbs for the peasants! So if you consider yourself worthy, go watch the whole video. I think it's good.
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Uhh also reblog! I spent way too long on that intro animation, so I need it. Bad.
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
#feli speaks#in stars and time#isat#isat spoilers#lays down on floor. it's done. it's done#i actually narrowed down in scope to just focus on the combat by the way. and this is like. several thousand words
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Hello. Sorry if this a stupid question u can ignore if u want.
How can someone get better at media analysis? Besides obviously reading a lot.
Im asking this bc im in a point where im aware of my own lack of tools to analyze stories, but i don't know where to get them or how to get better in general. How did you learn to analyze media? There's any specific book, essay, author, etc that you recommend? Somewhere to start?
I'm asking you because you are genuinely the person who has the best takes on this site. Thank you for you work!
it sounds like a cop-out answer but it's always felt like a skill I acquired mostly thru reading a ton, and by paying a lot of attention in high school literature classes. because of that I can't promise that I'm necessarily equipped to be a good teacher or that i know good resources. HOWEVER! let me run some potential advice to you based on the shit i get a lot of mileage out of
first off, a lot of literary analysis is about pattern recognition! not just pattern recognition in-text, but out-of-text as well. how does this work relate to its genre? real-world history? does it have parallels between real-life situations? that kind of thing.
which is a big concept to just describe off the bat, so let me break it down further!
in literature, there is the concept of something called literary devices - they are some of the basic building blocks in how a story is delivered mechanically and via subtext. have you ever heard of a motif? that is a literary device. it's a pattern established in the text in order to further the storytelling! and here is a list of a ton of common literary devices - I'd recommend reading the article. it breaks down a lot of commonly used ones in prose and poetry and explains their usage.
personally, I don't find all the literary devices I've learned about in school to be the most useful to my analytical hobbies online. motifs, themes, and metaphors are useful and dissecting them can bring a lot to the table, but a lot of other devices are mostly like fun bonus trivia for me to notice when reading. however, memorizing those terms and trying to notice them in the things you read does have a distinct benefit - it encourages you to start noticing patterns, and to start thinking of the mechanical way a story is built. sure, thinking about how the prose is constructed might not help you understand the story much more, but it does make you start thinking about how things like prose contribute to the greater feeling of a piece, or how the formatting of a piece contributes to its overall narrative. you'll start developing this habit of picking out little things about a text, which is useful.
other forms of in-text pattern recognition can be about things like characterization! how does a character react to a certain situation? is it consistent with how they usually behave? what might that tell you about how they think? do they have tells that show when they're not being trustworthy? does their viewpoint always match what is happening on screen? what ideas do they have about how the world works? how are they influenced by other people in their lives? by social contexts that might exist? by situations that have affected them? (on that note, how do situations affect other situations?)
another one is just straight-up noticing themes in a work. is there a certain idea that keeps getting brought up? what is the work trying to say about that idea? if it's being brought up often, it's probably worth paying attention to!
that goes for any pattern, actually. if you notice something, it's worth thinking about why it might be there. try considering things like potential subtext, or what a technique might be trying to convey to a reader. even if you can't explain why every element of a text is there, you'll often gain something by trying to think about why something exists in a story.
^ sometimes the answer to that question is not always "because it's intentional" or even "because it was a good choice for the storytelling." authors frequently make choices that suck shit (I am a known complainer about choices that suck shit.) that's also worth thinking about. english classes won't encourage this line of thinking, because they're trying to get you to approach texts with intentional thought instead of writing them off. I appreciate that goal, genuinely, but I do think it hampers people's enthusiasm for analysis if they're not also being encouraged to analyze why they think something doesn't work well in a story. sometimes something sucks and it makes new students mad if they're not allowed to talk about it sucking! I'll get into that later - knowing how and why something doesn't work is also a valuable skill. being an informed and analytical hater will get you far in life.
so that's in-work literary analysis. id also recommend annotating your pages/pdfs or keeping a notebook if you want to close-read a work. keeping track of your thoughts while reading even if they're not "clever" or whatever encourages you to pay attention to a text and to draw patterns. it's very useful!
now, for out-of-work literary analysis! it's worth synthesizing something within its context. what social settings did this work come from? was it commenting on something in real life? is it responding to some aspects of history or current events? how does it relate to its genre? does it deviate from genre trends, commentate on them, or overall conform to its genre? where did the literary techniques it's using come from - does it have any big stylistic influences? is it referencing any other texts?
and if you don't know the answer to a bunch of these questions and want to know, RESEARCH IS YOUR FRIEND! look up historical events and social movements if you're reading a work from a place or time you're not familiar with. if you don't know much about a genre, look into what are considered common genre elements! see if you can find anyone talking about artistic movements, or read the texts that a work might be referencing! all of these things will give you a far more holistic view of a work.
as for your own personal reaction to & understanding of a work... so I've given the advice before that it's good to think about your own personal reactions to a story, and what you enjoy or dislike about it. while this is true that a lot of this is a baseline jumping-off point on how I personally conduct analysis, it's incomplete advice. you should not just be thinking about what you enjoy or dislike - you should also be thinking about why it works or doesn't work for you. if you've gotten a better grasp on story mechanics by practicing the types of pattern recognition i recognized above, you can start digging into how those storytelling techniques have affected you. did you enjoy this part of a story? what made it work well? what techniques built tension, or delivered well on conflict? what about if you thought it sucked? what aspects of storytelling might have failed?
sometimes the answer to this is highly subjective and personal. I'm slightly romance-averse because I am aromantic, so a lot of romance plots will simply bore me or actively annoy me. I try not to let that personal taste factor too much into serious critiques, though of course I will talk about why I find something boring and lament it wasn't done better lol. we're only human. just be aware of those personal taste quirks and factor them into analysis because it will help you be a bit more objective lol
but if it's not fully influenced by personal taste, you should get in the habit of building little theses about why a story affected you in a certain way. for example, "I felt bored and tired at this point in a plot, which may be due to poor pacing & handling of conflict." or "I felt excited at this point in the plot, because established tensions continued to get more complex and captured my interest." or "I liked this plot point because it iterated on an established theme in a way that brought interesting angles to how the story handled the theme." again, it's just a good way to think about how and why storytelling functions.
uh let's see what else. analysis is a collaborative activity! you can learn a lot from seeing how other people analyze! if you enjoy something a lot, try looking into scholarly articles on it, or youtube videos, or essays online! develop opinions also about how THOSE articles and essays etc conduct analysis, and why you might think those analyses are correct or incorrect! sometimes analyses suck shit and developing a counterargument will help you think harder about the topic in question! think about audience reactions and how those are created by the text! talk to friends! send asks to meta blogs you really like maybe sometimes
find angles of analysis that interest and excite you! if you're interested in feminist lenses on a work, or racial lenses, or philosophical lenses, look into how people conduct those sort of analyses on other works. (eg. search feminist analysis of hamlet, or something similar so you can learn how that style of analysis generally functions) and then try applying those lenses to the story you're looking at. a lot of analysts have a toolkit of lenses they tend to cycle through when approaching a new text - it might not be a bad idea to acquire a few favored lenses of your own.
also, most of my advice is literary advice, since you can broadly apply many skills you learn in literary analysis to any other form of storytelling, but if you're looking at another medium, like a game or cartoon, maybe look up some stuff about things like ludonarrative storytelling or visual storytelling! familiarizing yourself with the specific techniques common to a certain medium will only help you get better at understanding what you're seeing.
above all else, approach everything with intellectual curiosity and sincerity. even if you're sincerely curious about why something sucks, letting yourself gain information and potentially learning something new or being humbled in the process will help you grow. it's okay to not have all the answers, or to just be flat-out wrong sometimes. continuing to practice is a valuable intellectual pursuit even if it can mean feeling a tad stupid sometimes. don't be scared to ask questions. get comfortable sometimes with the fact that the answer you'll arrive at after a lot of thought and effort will be "I don't fully know." sometimes you don't know and that can be valuable in its own right!
thank you for the ask, and I hope you find this helpful!
#narrates#thanks for the kind ask! i feel a little humbled by your faith in me aha#this may be a bit scattershot. its 2 am. might update later with more thoughts idk#nyway i feel like a lot of lit classes even in college don't tell you why they're teaching you things that might feel superfluous#hopefully this lays out why certain seemingly superfluous elements of literary education can be valuable#the thing esp about giving theses and having a supporting argument... its not just because teachers need to see an essay or whatever#the point is to make you think about a text and then follow thru by performing analysis#and supporting that analysis w/ evidence from the text#u don't have to write essays but developing that mindset IS helpful. support ur conclusions yknow?#anyway thanks again hope it's illuminating
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Writing Notes: Subplots
Subplot - a side story that runs parallel to the main plot.
It has a secondary strand of characters and events that can infuse important information into the main storyline.
Also known as a minor story, a subplot creates a richer, more complex narrative arc in novel writing and other storytelling mediums.
When crafting a narrative, a writer’s job is to create a compelling story.
One way to do that is through subplots—secondary storylines found in novels, plays, television shows, and movies.
In creative writing, a subplot can reveal more about secondary characters, create plot twists, and add another dimension to a story.
Most importantly, a good subplot raises the stakes for a main character.
An Example: Romeo and Juliet
William Shakespeare weaves several subplots throughout this tragic love story.
The backstory of the long-running feud between rival families, the Capulets and Montagues, creates the central conflict in the play—two young lovers from warring families desperate to find a way to be together.
The subplots involving the warring families create dramatic plot points that escalate the tension, like when Romeo’s best friend Mercutio is killed by Juliet’s cousin Tybalt.
4 Types of Subplots
When coming up with writing ideas to enhance your main plot, think of using one or more subplots. These could include any of the following:
Mirror subplot: A smaller-scale conflict mirrors the main character’s in order to teach them a valuable lesson or illuminate how to resolve the conflict.
Contrasting subplot: A secondary character faces similar circumstances and dilemmas as the main character but makes different decisions with the opposite outcome.
Complicating subplot: A secondary character makes matters worse for the main character.
Romantic subplot: The main character has a love interest, and this relationship complicates the main plot.
6 Tips for Writing Better Subplots
When you’re writing a book, always brainstorm the best subplot ideas that can deepen the tension and make your main character’s scenario more complex.
Try these tips when you craft your next narrative:
Ensure that your subplots play second fiddle.
A subplot exists to support your main storyline but should never overpower it.
Subplots should end before the main plot.
The exception to this rule is a romantic subplot, which often concludes in the final scene.
Give your subplots a narrative arc.
Subplots are stories, too.
Create a narrative framework for each, though on a smaller scale than your main plot.
Use this technique to tell a supporting character’s story that affects the protagonist’s actions.
You might even incorporate flashbacks as a subplot, mirroring a character’s journey with something that happened in their earlier days, like high school.
Write character-driven subplots.
Just like your main story, characters should drive the action in a subplot.
Create foils that can highlight qualities in your main character.
These characters will either help or hinder the protagonist in the story.
Try a new POV.
Your subplot might provide information that your main character is unaware of.
If your main plot is told in first person, try changing the point of view in the subplot to third person.
Figure out how to connect the subplot and the main plot.
There are numerous ways to use subplots.
A parallel subplot runs throughout the entirety of the story, showing different sides of the same plot.
This builds suspense as the reader waits for the two plots to collide (think The Fugitive).
You can also write small, isolated subplots.
Briefly introduce a character who drops in early on, then revisit their journey near the end of the story to shed light on the deeper meaning of your main plot.
Ramp up the tension with a subplot.
Propel your main story with information revealed in your side stories.
Subplots are a strong medium for foreshadowing events, so use them to drop hints and clues.
Source ⚜ Writing Notes & References
#plot#on writing#subplot#writing tips#writing advice#writeblr#writing reference#dark academia#spilled ink#literature#writers on tumblr#creative writing#writing inspiration#writing ideas#poets on tumblr#writing prompt#poetry#frank dicksee#writing resources
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Crosswire Introductory Post!
What would happen if Cross became an error? This is the answer to that question! After XGaster's continuous resets, somewhere along the way Cross's code split into pieces, leading to the majority of those pieces ending up somewhere in a far off outcode. Becoming the way he is now, his past memories were weathered and faded with time. Instead of dwelling on figuring out his past and rediscovering who he was, he's set on who he's going to become, who he wants to be. Eyes on the future, Crosswire joins The Omega Timeline to better the futures of others, restoring code to dwindling aus, while simultaneously protecting them from those who'd wish them harm.
His life within the timeline he calls home is unfortunate at best. Crosswire puts in tremendous effort for those around him, yet receives less in turn due to the stereotypical view of errors and their variants. Working hard he receives recognition for his duty - but little for his character, and other interests. He knows he wants good for his self proclaimed family and friends, but hardly knows what to make of himself past that. With the lack of memories and lapses of that already poor memory, Crosswire fears he's going to lose what little he already has.
Duty calls him though, and that job of his leads him to discover the destructive entity that is Ethernet. Stopping and constantly thwarting Ethernet's plans in a scramble to help those in need, Crosswire can't help but to feel a sense of familiarity around the other glitch. His memory feels more secure near him, he's sworn he's seen a face like his before, so on and so forth. Developing an attachment to his enemy, he finds peace with their regular battles and violent interactions. Ethernet successfully becomes the one constant in his life, the one person who's upfront and honest with him (no matter how aggressive).
Crosswire can come across as mean, and he's definitely sassy, though underneath his pricklier exterior lies a squishy, loveable inside. Protecting that inside is a hardened, nonchalant (for lack of a better word) shell. He exhibits great patience and he's extremely considerate, although once you tread too far across his boiling point he has a fiery, hard to quell temper. Most of his rage, discomfort, and pointentally other negative emotions are held on his inside, bottled and kept from ever poking their head. He fears his already difficult to enjoy character would be worse off if he expressed himself to the fullest. He cares deeply for those around him regardless of if they do for him, and he sees the better sides of things with an almost foolish optimism. He's strong-willed, both in behaviour and form, and he's an even stronger lover.
- Crosswire's strings don't come from his eyes, but instead come from his cheeks. He peels them from his skull in an almost painful manner, like heated rubber pried from a road. His strings are stronger, harder to snap or break, more like wire than thread.
- Cross's fear of cows has translated weirdly through Crosswire's broken memory. Instead of being terrified of simple farm animals, he's deathly scared of Mammoths.
- Crosswire, when he's not busy with his work, spends his time creating comics. They're nothing special, as his creative abilities are nowhere near as good as others, but he enjoys the process of storytelling and drawing. Excuse his many plotholes, stereotypically drawn anime segments, and overpowered characters, and you might enjoy them.
- Crosswire is capable of destroying Aus much like his counterpart, although he's modified that violent technique and turned it into something constructive.
( Ethernet belongs to @labryveinth )
#sans au#sans oc#undertale au#crosswire#ethernet#wirenet#cross sans#error sans#crepic#but edgy and toxic!
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So lately I've been running games that give players a lot of power when it comes to world building, encouraging them to make up facts about the world or npcs whole cloth as a regular part of play. Thing is, I play with a good number of people who don't consider themselves storytellers and tend to be quite intimidated by the idea of improv.
Some people (like myself and a few others I know) are endless fonts of ideas, eager to scribble in the margins of someone else's work, but for other folks it can be a real challenge to come up with things on the spot or work up the confidence required to be that kind of collaberator. As such, I've been working on techniques to help my more reticent players get accustomed to their own creative agency:
Give them a Scaffold: Often it's as simple as giving players an emotion they can tap into along with the prompt to make something up, whether it be funny or nostalgic or gross. I can say " This person who you need to get past to talk to your contact is annoying and doesn't want to let you through. What's pissing you off about them?" or " we open the sarcophagus looking for the amulet and we find something awful inside, what is it?" and the player will add the requisite detail with something they find relevant or horrifying. BOOM, instant engagement. Other times I'll have them describe something from their own past or a work of fiction they like, which most people can recall details about just fine when they'd struggle with making something "new".
Give them Homework: Making up stuff on the spot is HARD, so give them time to work on it ahead of time. Say I was prepping an adventure that happened at a mall, I might ask my players to make up 5 stores or NPCs each and give them a little ingame reward for posting them in the groupchat. Things like this can especially help if you're prepping an adventure in a region/town that's more focused on exploration and so requires more material than average.
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Storytelling Techniques
A good storytelling method is essential for writing good fiction. There are many storytelling techniques that can be used to create engaging and memorable stories. Here are some common techniques you can use in your stories:
Use sensory details: Including sensory details in your story can help your audience imagine the scene and get emotionally invested in the story. For example, you can describe the colors, sounds, and smells of a place or event.
Build tension and suspense: Tension and suspense are important for keeping your audience engaged and invested in your story. You can create tension by introducing a conflict or challenge that the characters must overcome.
Foreshadowing: Foreshadowing is a technique used to hint at future events in the story. This can create anticipation and keep your audience engaged.
Use pacing effectively: Pacing refers to the speed at which the story unfolds. Make sure to vary the pacing to keep your audience engaged. For example, you can slow down the pacing during emotional or reflective moments, and speed it up during action scenes.
Show, don't tell: Instead of simply telling your audience what is happening in the story, show them through vivid descriptions and actions. This can help your audience feel more immersed in the story.
Use metaphor and simile: Metaphors and similes can help create vivid descriptions and comparisons in your story. They can also help to convey complex ideas in a more accessible way.
Flashbacks and flash-forwards: Flashbacks and flash-forwards can help provide context for the story and create tension. Make sure to use them sparingly and at appropriate moments in the story.
Use humor: Humor can be a powerful tool for engaging your audience and making your story more memorable. Just make sure that the humor is appropriate for the tone and subject matter of your story.
Suspenseful chapter endings: Ending chapters on a suspenseful note can help keep your audience engaged and eager to read on.
By using these techniques and others, you can create a compelling and memorable story that will engage and entertain your audience.
If you want to read more posts about writing, please click here and give me a follow!
#creative writing#writing#writeblr#writerscommunity#writer things#writers#writersociety#on writing#writers on tumblr#women writers#writerscorner#female writers#writerblr#writblr#writing tips#writing community#write#storytelling#technical writing
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watching all these hays code movies amidst this media sanitization effort is so strange because like. you can Tell when these movies want to be about sex and violence in a more explicit way and are therefore using film techniques and literary devices to suggest sexual desire and gayness and whatever else when they couldn’t make it obvious. and like. they did a good job! i felt more sexual tension in gilda or all about eve than i have in like any recent movies. and it’s because they know what their story is about and it’s the structural rules and system that prevents them from being able to tell it. but that also mean they’re actively trying to tell it, despite the restriction, and making something that will still give you the same feelings
but this is almost worse because it’s not explicitly limiting storytellers but rather training us on what stories to accept. the hollywood execs aren’t saying “no you can’t make this story.” instead they say but wouldn’t you rather have this one? and the culture is just accepting it because their brains are broken and if you have thousands of people screaming no sex in movies and hollywood says great we’ll stop then. there’s no working around because you just hire a director that won’t do sex. instead of a director telling their story despite their limitations you have the stories being selected and tested and researched and THEN a director. and you can’t find the little corners to fight back in a system that picked you to precisely fit its purposes. especially when the audience seems perfectly willing to go along with it as if any of this is a natural process of art
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Every time I read an anti-Bucktommy take it's like they don't understand what they're watching. Like, no understanding of how fiction works at all and a criminal lack of media literacy. And also unable to follow a simple story.
A tv show like 911 will never be like their favorite friends to lovers fics where everything they want to see on-screen is made into words, every little thought, every gesture is described in a flowery way, every single line is doctored to fit the fandom's expectations, using very specific tropes. This is fanwork, this is our business, we love it, we cherish it but this is our stuff.
911 is a tv show. It'll use many types of tv writing techniques to get to the point while having to deal with budgetary constraints, marketing needs, political restrictions and more. Could they have done a better job with reintroducing Tommy? Absolutely. Does it work as it is? Of course, if we're actually looking at what and how they tell on-screen.
A (long) BuckTommy timeline.
🚁 7x03 - Tommy and Buck meet on the day of the rescue, even before we see Buck, Chim and Eddie in the chopper. They first meet off-screen. We don't know what happened then, we don't know how they looked at each other, if they smiled at each other, if they even talked directly to each other. But they met before we see them in the chopper.
We know by what happens later that Tommy makes a strong impression on Buck (who is already in the middle of a real life crisis). We can also assume that Tommy is attracted to Buck based on his looks (and probably also affinity, they do the same job, never underestimate the homoerotic power of male camaraderie), something we also understand later, so it works (but also, the way he looks at Buck at the end of this episode is a subtle hint.) Don't forget that writers know in advance things we don't, that's why we can go back and find the breadcrumbs we didn't notice before or couldn't make a connection with yet.
🔥 Buck wants to know more about Tommy and his work. This is where you, as the audience, should fill the gap based on what we saw before and what comes next. This is where you should be able to do that instead of wanting everything on-screen the same way you put everything in a fanfic. This gap you fill because you're supposed to understand how average tv storytelling works leads to the following point.
🚁 7x04 - Buck contacts Tommy, he gets to visit Harbor. At this point, we can clearly see Tommy is acting flirty in a very subtle and respectful way, because he doesn't really know what's the deal with Buck, but remember the way he looked at Buck in 7x03? Then there's Buck acting... weird. What's his real purpose here? And this was before he even knew Tommy and Eddie were BFF, so Buck was already attracted to Tommy whatever his connection with the 118 crew, even if the real reason was blurry even to Buck himself.
🔥 7x04 - Tommy is now someone they interact with regularly. Tommy is now slowly working his way (back) into the 118 group. He finds a good friend in Eddy (strangely I don't see anyone questioning that. How is that easier than having a simple, passive crush?), apparently spends a lot of time with him, and knows Christopher because he went to Eddie's house 3 times. Eddie definitely knows more about Tommy than Buck at this point.
🚁 7x04 - Buck is clearly troubled by Tommy. Then there's this whole jealousy circus going on, Buck is a mess, his insecurities are breaking the roof and he's more troubled than ever. Is he jealous of Eddy or Tommy? Or both? (it's both) He wants to be the center of the attention. If he feels he's losing this, people will discard him. So he does some stupid shit. And you can see his feelings are also all over the place. But there's more than just fighting for attention, and that's probably why he's slowly starting to be angry. Because what he feels is different and he can't put his finger on it.
The discussion with Maddie clearly shows how he's chewing on his own heart. He didn't want what he had to change and he acted like a kid with big feelings and little control of himself.
🔥 7x04 - Tommy, who's having a passive crush on Buck, takes the matter in hands and kisses him. Tommy having a crush is not less normal than Buck flirting with basically any cute girl showing interest in him. Being more mature, he meets Buck to set things straight, after having talked about it with Eddie. It's not out of nowhere. Eddie and Tommy are not stupid, and Eddie knows Buck. He saw something was wrong. Tommy, being the new addition to their dynamic, thought it was his fault (I think Eddie and Tommy really felt guilty about going to Vegas and leaving Buck just like that lmao That was so bad for Buck's confidence, I felt it in my bones). Excuses turn to clearing the air turn to let's go for it.
Tommy really took a gamble there. If Buck wasn't what he thought he was, it could have been so bad. So, so bad for Tommy and his job. Imagine Buck accusing Tommy of assault? But he took the risk of kissing him because he has more experience and knows how to read the signs. He's not 15, he has experience with men, and closeted men for sure.
And you know, this is a beautiful scene for Buck as a character. The way he realizes why he did all that, what it means about him, for him. I mean, he knew, in a way, but he didn't know. And Tommy was suddenly everywhere in his life, overwhelming while doing nothing. You have to understand that everything is happening in Buck's head and he needed just a little push to open his eyes.
Buck's queer path: unlocked.
🚁 7x05 - First date, first mess but also first lesson. At this point, you can't even doubt about Tommy's intentions anymore. Buck might still be in a blurry phase but Tommy is not sending mixed signals at all (not with that choice of shirt, let me tell you this. My man was set to hit that night). Buck panicked, Tommy even tried to keep him on tracks for the evening, but between meeting Eddie and what it made Buck say... I mean, Tommy could have had a stronger reaction. Why accept the date if you can't deal with it?
But Tommy knows why, he's been there. Buck liked the idea of the date, but once you're there, everything becomes real. So once again, a little push: Tommy is honest and prefers to part ways, but not without saying why. He's not even mad. At this point, Buck really needs to take another step. It's difficult to drag someone else into your own fog. He has all the rights to be troubled, to doubt, to be scared, but you don't drag someone else in this with you. Tommy protected himself from that, also protected Buck from doing something he'd regret, and he did it with guidance.
🔥 7x05 - Buck talks with Maddie about his date and comes out to her, but more importantly: Buck comes out to Eddie. Look. This is canon, and I know we can choose to ignore canon but both scenes are great. And it's still canon. Maddie is obviously accepting and happy for Buck, and we expected no less from her.
With Eddie, I honestly expected at least some discussion like are you sure? or something like that but I think that at this point, everyone at the 118 knows that there's more to Buck than meets the eye. I'd have loved this scene to be longer with more exchange between Eddie and Buck but it is what it is, and Eddie is supportive of his best friend (yes, sorry, their canon relationship is best friends and I love their friendship, even more now that Buck is out).
And yes, this is even more important to show not only a strong friendship between a supposedly cishet man and a bisexual man but also, and we'll see that later, Eddie still trusts Buck around Chris. Nothing changed. So many people associate queer people with predators, we need to see queer people, and especially queer men, being trusted around children, and being safe. This is the right representation.
I know bvddies are trying to find any reason to make this storyline choice look like shit, because they want their ship to sail (and I completely understand wanting that), but accusing the people who like Buck and Tommy together of being homophobes because they cherish the canon beautiful friendship between Buck and Eddie?? We're not talking about headcanons here, about reading between the lines, or being "coded" a certain way (sorry, for me Eddie is not gay-coded. He's a-spec for sure, and I'm going for being demi, but gay? I don't see it anymore at this point of the show). It's about the canon. You know, at this point, things are already moving into place, even if you don't like Buck and Tommy together. This is where canon is at, this is the story. It's not a personal attack against anyone in the fandom.
🚁 7x05 - Buck wants to apologize to Tommy for the failed date, and for his behavior. Oh, accountability, my beloved. We love to see Buck working on himself. This is the real start of whatever will happen from now on between Buck and Tommy. Buck knows he's ready to embrace this new part of himself and he feels like Tommy is the right person to do that with.
Tommy being Tommy, he makes sure Buck knows what all this means. Buck is not a teenager, Tommy treats him as an equal but he also knows how it feels to be in Buck's shoes.
🔥 7x06 - Tommy, a responsible adult, makes time for Buck (and Chim!) even when he clearly could, and maybe should, just decline. This part was used way too often against Tommy by BoBs. Tommy is a fire pilot on call the night of the bachelor party. A FIRE PILOT ON CALL. Do you think his main goal that night is to have fun? Or is it to be a responsible adult who could well be saving lives (while risking his) the same night? Do you know what it means to be on call? You're basically working without being at work, the second your job needs you, you have to be 100% ready. Again, he's a fire pilot (even if he's also sent on ground work that night). His first job would be to pilot a freaking helicopter and accomplish tasks that requires skills, precision and to not be half asleep. You don't play with that responsibility.
So Tommy showing up is indeed huge. He does it for Buck, and for Chim, but definitely for Buck in the first place. He could have stayed home to get some sleep while waiting. Instead of that, not only he doesn't sleep but he ends up fighting a fire for hours. And the first thing people used against him was that he didn't follow the dress code?! No, you guys need to grow up and live a bit more of real life.
And then we have The Kiss (please someone draw them as The Kiss by Klimt, every fandom needs its Kiss fanart). And once again, it's Tommy making time for Buck, and Chim, when he could be home, take a good shower and be in his cozy bed after working on a fire for more than what, 14 hours? This is a man who knows his priorities. And responsible men are sexy as hell, even when it means they can't have fun like everyone else.
Now, if after all this, and mind you, this is all canon, you still think Tommy is a fraud in this storyline, that his budding romance with Buck has no foundation or that he doesn't care about Buck? And don't even get me started on the "but he was a racist and a misogynist before". Yes, he was. And yes, he changed. Like I said: learn to know his character, but also trust Hen. The fact is that at this point of the story, Tommy is great for Buck. He's kind, he's safe, he's trying even when there's no expectations. Be happy for great representation.
Oh, and don't use your hate against the ship or Tommy to be a nasty little shit with the actors and writers. Decency is free.
#911#911 abc#bucktommy#tommy kinard#evan buckley#did i miss anything?#pushing tumblr's limits with this post#i'm tired and not in a good place recently so don't get me started with your ship war and your bs behavior with actors and writers#i just can't with bullies
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There's this big gripe I have with a lot of television shows that are dramas, which is that they take the formal elements of modern prestige television--very good cast, high-quality cinematography, terrific music, often even a pretty interesting premise--and just fall completely flat-footed on the execution, because the plot has the structure of a floppy spaghetti noodle.
Plot can be just one damn thing after another, but in general this is not a satisfying way to approach plot. Satisfying plots usually have some kind of structure, build logically to some kind of climax (or even series of climaxes, in serial formats like television), often leveraging diverse dramatic techniques so that even if the plot temporarily veers off into some cul-de-sac or subplot, you feel like the overall momentum of the story is moving forward, is coming to some conclusion. In short, you feel like there is a reason for you to be watching this story in particular, that it has some weight or consequence for its characters, that each sub-element of the overall plot, each chapter or episode or what have you, is in retrospect a necessary element in the story the creator wants to tell, and the audience wants to watch.
(Obviously, for more episodic structures, which a lot of perfectly great TV shows have, the rules are different, because the plot of each episode is partially or wholly discrete; but a key element of modern prestige TV is a serial and not episodic format. I don't know why this is exactly, but I assume it has something to do with the long shadow of The Sopranos and the notion that episodic formats are for cheesy sitcoms or cheap science fiction.)
But almost every prestige drama and quite a few other shows I have tried to watch in like the past--I dunno. Ten years? Maybe not that long, but it sure feels that long--has the floppy spaghetti plot problem. The plot really is just One Damn Thing After Another, usually fuelled by characters having to hand off the Emotional Idiot Ball to one another to generate conflict. Hell, one reason Game of Thrones stood out was that it wasn't this: for all I have ragged on George R.R. Martin, I think he has some notion of structure, and though in a long-running book series you can let that structure expand and breathe, the parts of the show that followed the plot he laid out in advance benefitted strongly from having that structure to guide them. Most showrunners these days seem to think only as far ahead as the next episode, and boy, it shows!
I'm not saying all writers need to be J. Michael Straczynski, and plot their shows out five seasons in advance with multiple escape hatches for various characters in case their actor has to leave the show, but I do think I haven't seen a well-structured serial drama television show since around the time of The Wire. And this lack-of-structure problem has even infected a lot of episodic, decidedly non-prestige TV shows that have tried to incorporate overarching plots into their seasons, which I think is in part due to the idea that serial storytelling is somehow, I dunno... like More Serious Television? Anyway, I wish it would stop. I wish writers and showrunners would care more about structure!
(There's also a related problem where a show will start out with some interesting premise or concept, and abandon it like three episodes in to focus on side plots, despite the premise being the whole draw of the show.)
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Ten must-read books for writers (or anyone, really.)
By Writerthreads on Instagram
Obviously this list is highly subjective and based on my research and personal experience. Please share your favourite books as well!!
1. To the Lighthouse by Virginia Woolf
Woolf is the queen of the stream of consciousness and a master at diving into characters' inner thoughts, conveying complex emotions, themes and perspective. Her prose is breathtaking, her character memorable.
2. Beloved by Toni Morrison
Morrison tackles difficult themes with poise like no other, diving into topics like grief, trauma, and identity. Read this book to learn how to develop multi-layered narratives whilst maintaining perfect pacing and a intricate narrative structure.
3. The Great Gatsby by F. Scott Fitzgerald
A masterpiece. Sharp social commentary, eloquent prose and vivid imagery... what more can you want from a book? Every word was chosen for a purpose, and it shows the importance of restraint in writing.
4. The Lord of the Rings by J. R. R. Tolkien
Tolkien's legendary fantasy world-building makes his series a staple in fantasy literature. The geography, cultures and histories in his works are well-crafted. Anyone trying to build a complex world can learn from from this series.
5. Mrs. Dalloway by Virginia Woolf
Our second Woolf classic in this list! Mrs. Dalloway is a masterclass of a perfect character study. Woolf weaves different viewpoints intricately, capturing the essence of human experience.
6. Pride and Prejudice by Jane Austen
Austen character development is legendary, showcasing complex, evolving characters like Elizabeth Bennet and Mr. Darcy. The novel’s witty dialogue show insight into personality and societal norms, and her narrative voice and well-structured plot keeps readers hooked to the very end.
7. Never Let Me Go by Kazoo Ishiguro
Ishiguro’s novel presents a quietly devastating exploration of memory, identity, and humanity through a dystopian lens. The subtle, restrained prose and profound emotional impact illustrate how to weave complex themes into a seemingly simple narrative.
8. The Seven Husbands of Evelyn Hugo by Taylor Jenkins Reid
This book made me cry so very hard. The author explored themes like identity and fame, while creating an engaging and multi-layered plot that had me hooked. Reid’s vivid prose showcases techniques for creating emotionally resonant and storytelling that allows readers to feel for the characters.
9. One Hundred Years of Solitude by Gabriel Garcia Marquez
Márquez’s masterpiece provides a gorgeous, profound exploration of magical realism. Its intricate narrative and richly imagined world blends fantastical elements with real-world themes into something unique and breathtaking.
10. Wuthering Heights by Emily Bronte
Brontes exploration of dark themes, framed within a dark and brooding narrative, makes it the quintessential gothic read. It's emotionally intense, complex in structure, and definitely memorable, perfect for any budding writer dabbling in dark academia, modern gothic literature, horror, etc.
And here's my rather shoddy list from a non-English major who reads too much! And Sorry for the lack of accents on the required letters, I haven't figured out how to add them on my laptop. Please give me a general opinion on my book recs and whether they're good, or if you have more suggestions! Lots of love.
#books#book recs#booklr#writing#writers on tumblr#writing tips#writing advice#teen writer#writeblr#writers#writing inspiration#creative writing#virginia Woolf is a god#mr darcy is the best love interest in romance history#books and libraries#reading#book reviews
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