Posts Tagged ‘stories’
Fourteen stories
It was exciting to generate a series of stories about a common theme, with a sort of Oulipo constraint to the whole enterprise. I’m not positive how it resonated with readers — folks have a tendency to not comment so significantly on fiction posts.
I could continue on with the Demonology series, but it takes place to me that it may possibly be even more interesting to come up with a series of stories that end up interconnecting into a coherent novel. Each and every story would stand on its personal as an individual function, but taken with each other they would link with each other to form a single more substantial narrative arc.
I am aware of equivalent tasks, as in the stories of Zenna Henderson. But those stories had been only loosely coupled, by way of a frequent theme. It would be intriguing to create a much more tightly cohesive narrative, a accurate novel that just happens to consist of self-contained pieces.
Games that generate stories
Today my buddy Athomas and I had been discussing a favorite subject of ours — the reality that conventional games this kind of as Monopoly and chess generate a dramatic structure that is like a linear narrative (but is not a linear narrative) by way of their well constructed rules of game play. The organic progression from early play to mid-game to final battle comes totally out of the properly-crafted “physics” of the game, not through post-facto act of imposed coercion and narrowing of player alternatives (as in some laptop or computer games).
I raised the question of no matter whether a single could target a distinct properly-understood genre of narrative, such as the hero’s journey, or the romantic comedy (genres that have a quite clear and definitive structure, properly understood by authors and intuitively recognized by audiences), and produce a game that invokes in its players an equivalent emotional arc and meta-narrative.
It would be particularly cool if this could be carried out with no computers — merely by way of this kind of fairly conventional implies as moving pieces on a physical board, rolling dice and the choosing of possibility cards.
Far more to comply with.
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