| bio | website | |
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| location | ||
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| visits | member for | 6 months |
| seen | 1 hour ago | |
| stats | profile views | 16 |
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Jan 1 |
answered | What's the significance of ancient mythology in literature? |
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Jan 1 |
answered | Combatting Excessive Familiarity Of Writing |
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Dec 31 |
answered | alternatives to “he said” in dialog |
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Dec 26 |
answered | Learning storywriting for videogames - Handling deep nonlinearities |
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Dec 26 |
comment |
Learning storywriting for videogames - Handling deep nonlinearities Yes, I'm certain. Sure it's a valid approach (+1) but still doesn't reach the level of freedom I'd like to achieve. A good game with a large level of freedom has several threads that unveil simultaneously and influence each other. Each of them can be stalled, broken, or altered by player actions, and the way they influence others change, following that. I don't want to give the players a thin illusion of being able to influence the events (they can always see through that), I want to give them actual freedom to shape the world. |
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Dec 26 |
comment |
Inventing names for Sci-Fi characters I can add some hints: create basis of language which complements the nature of the speakers. You'll find peaceful Czech language much, much softer than experienced by war, neighbor Polish. French, Italian and Spanish are similar but Italian is more "loudly expressive", and Spanish is essentially fierce, mirroring the national temperaments. |
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Dec 25 |
comment |
What should be put on scene notecards? (for novel writing) I guess what could help is if your novel has several threads, get a color for each thread and make sure they are evenly distributed. A thread that resurfaces ten chapters after being seen last is bad pacing. |
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Dec 25 |
comment |
Learning storywriting for videogames - Handling deep nonlinearities @MichaelKjörling: Think your typical good single-player RPG. like the Baldur's Gate family. Maybe a few different endings (kill boss, ally with boss, bypass the boss) or a set of non-exclusive endings (like Fallout). Not endless MMORPG style games with respawning quests, and not cheap "loosely coupled" linear questlines like Oblivion with six independent long storylines not affecting each other beyond minimal cameos, plus a bunch of unrelated single quests. |
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Dec 25 |
revised |
Too much exposition in my full-length play: how to fix it? deleted 16 characters in body |
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Dec 24 |
revised |
Too much exposition in my full-length play: how to fix it? summary. |
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Dec 24 |
answered | Too much exposition in my full-length play: how to fix it? |
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Dec 24 |
accepted | Peeking through character's mask |
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Dec 24 |
answered | Peeking through character's mask |
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Dec 24 |
comment |
Peeking through character's mask I'm going to accept it - Lauren got the idea first, but you explained in detail how to use it and how it can work - from her brief description I couldn't really think up how a single random act of kindness could be perceived as anything than random randomness, and not peeking into the soul... |
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Dec 24 |
comment |
Various flavors for the action “irritate someone”? I can't wait till English for Language Learners gets enough committed users to get them to give me all the subtleties of these words... |
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Dec 23 |
awarded | Critic |
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Dec 23 |
asked | Learning storywriting for videogames - Handling deep nonlinearities |
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Dec 22 |
comment |
Inventing names for Sci-Fi characters @JohnSmithers: Seems similar but I'd say this question is much better, asking for original techniques - choosing a system of names, making the names more than "not sounding silly" - making them actually an important and valuable part of the culture of the universe. |
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Dec 22 |
comment |
Inventing names for Sci-Fi characters @NeilFein: meta.writers.stackexchange.com/questions/625/… and deleting my comment. |
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Dec 22 |
suggested | suggested edit on Which fantasy worlds can be freely used in new work without a license? |