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Story Should Arise Naturally - Please Do Not Imitate Other Games for "Moments"


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#51
StElmo

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Plaintiff wrote...

daaaav wrote...

Plaintiff wrote...

Maria Caliban wrote...

Saying a story should arise naturally is like saying a building or a piece of clothing should arise naturally.

Yes, it might look that way from the outside, but the actual creation is never natural.

I'm glad someone gets it.

I'm constantly running into people who think you just churn out a story and turn into a book or a game or whatever, and as a Creative Writing major it drives me insane.


There must be something that ties the end of a story to it's beginning. Otherwise it's just a bunch of discrete sentences - the mere sum of it's parts. 

Yes, there must, and DA2 had that. What does this have to do with anything I just said?


No, Story must have an action reaction, scene, sequence, act structure and all of that. But people who force elements into a game extraneous to that are not allowing events to arise naturally.

I'm NOT saying story can be just a stream of conceiousness prose, I am saying, adding in wierd magical "twists" does nothing to assist the narrative that is good without any of that rubbish "OH NO BUT HE WAS POSESSED" crap so late in the game.

Modifié par StElmo, 11 décembre 2012 - 08:07 .


#52
TCBC_Freak

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#StElmo: But what you see as a "Magical 'twist' that does nothing to assist the narrative..." The person who wrote the narrative probably saw as an interesting direction that added to the main plot and the background lore of the universe they wanted to create. If you go back and read my posts you see I've pointed out about Meredith that it isn't a "random twist" that wasn't needed but the "magical sword" was the whole driving force behind her actions, it's just we don't see all the behind the scene's stuff and it doesn't come to the fore until the end. Your issue isn't with the story itself, it's with the way you interpreted the story and your own preconception about the story, which is based on perspective and even our varying personalities are players. Where you see a forced element tossed in at the end of chapter 3, I see a strand that connects the events at the end of chapter 3 to those at the end of chapter 1. And the writer may have meant something different completely.