And now to answer back everyone who commented (that I didn't already comment on)! If I missed anyone, please let me know!
Yeah, the surprise definitely manifests most in seeing how future story posts respond to your own. It's a bit of a balancing act between collaborating well with each other as writers in the workshop, where we risk toning down surprises too much, and keeping ideas to ourselves until we post them, which risks an anti-collaborative spirit.
Resolution can also be a tricky balancing act. Good stories usually have some sort of [satisfying[ resolution, but the NeS, by its nature, can only resolve so much, if only because it's meant to never end. The same goes with what control we have and what control we don't have as well. The important thing though is the last thing you said, though: we do have to continue to tell the story to keep the NeS alive.
Yeah, some of the better conflicts in NeS have been the ones that veered away from the standard. "Love Conquers All" comes to mind for me.
Haha, yup! It goes to show that even something as seemingly simple as text can still have a lot of aesthetic to it!
Clever, shmever. I'm glad you've been taking a stab at your own takes with these lenses!
To say that the goal is "fun" is, indeed, a bit broad -- it can be applied for the "players" of just about all entertainment -- so I'm glad you tried to delve further.
While the comparison to a sandbox is a natural and not inaccurate comparison to make with the NeS, I would be wary of that analogy. Sandbox play often lack direction, goals, visible progression and structure in general, which for something as large and continuous as the NeS, can be a detriment for continued play, as it were.
I've always wondered what the "ideal" number of writers for the NeS at any given time would be. I suppose it depends on how involved those writers were, but would 10 writers be too messy for even the NeS? 50? 100? It's hard to imagine having that problem anytime soon though for me, hah.
And yes, first rules of improv club: do not plan in improv club.
Once again, balance between "planning to have an idea what to write" versus "stifling the improvisational spirit" is a tricky one, and I agree that setting a direction/goal is probably the best general solution to that. Surprising oneself can be one of the best surprises too.
Style can definitely influence fun, as you've pointed out. I think the preference to light-heartedness, comic, and escapist narrative for the NeS is primarily tied to wanting it to be fun. With fun often being "pleasure with surprises" as defined in
The Art of Game Design, it makes sense that the more "serious" side isn't often considered fun and therefore not as desired. Obviously, there are flaws with this line of thinking: there are many stories people enjoy that aren't considered "fun" and people even play games which can be very serious and thought-provoking, so long as it manages to engage on some level of artificiality (gambling, as I see it, ceases to be a game when it involves real money from this perspective). Still, the preference for fun is natural in this case.
And yes, drama can certainly be escapist, just as comedy can actually be 'confrontist' (for lack of a better word). It's more the juxtaposition of the varying opposites (like with epic and mundane) that I was getting at in regards to the NeS.
Haha, yes, being like Tracer is a good thing to be for the NeS.
Encouraging curiosity through how others will work with your material as well as traditional means to manipulate curiosity in readers through the narrative are definitely the name of the game for NeS.
In-and-out-of-story feedback is looking to be the best method to go with for the NeS.
Yeah, it's not something I addressed, but by default of collaboration and improvisation being at the heart of the "problem" to solve for NeS, problems that arise from interpersonal communication and the like must also be solved, which isn't always an easy task.
Haha, don't tell them I bribed you! Now everyone will be hitting me up!
And yeah, every visual matters, even when it's text. I've always wondered, if the NeS had its own site, if the white on dark-green should still be the general default or not...
Eh, the "research" as you described in depressing accuracy can be problematic at times. It's necessary to best respect the collaborative spirit, but it can also very easily feel like "work" and not "fun" -- balance between fun for the reader and fun for the writer can be very tricky. And the example you gave is actually something of a big no-no I made as far as improvisation is concerned, since you're never really supposed to say "no, what you said is wrong." You're supposed to essentially say "yes, and..." in response, and continue. I myself don't follow this as well as I should, though, and often sneak in "retcons" like the one you mentioned. Still, as you also said, sometimes it can be generally agreed upon for the better, especially if done in a way that's still respectful to the other writer being retconned. I do think that "not doing the research" with the NeS isn't always a bad thing, in any case.
Yeah, it's funny how stuff about yourself sneaks into what you craft. It's certainly common to see in any artist and their work. It actually reminds me of when Stephen King in his "On Writing" book mentioned how he didn't realize he was writing about his own alcoholism in his earlier works. And yes, working with other writers certainly influences your own writing too.
I'm certainly not one to believe that initial intent must be paramount, but maybe that's the American in me looking at living documents like the U.S. Constitution too. I also believe we have our strengths and weaknesses: Tracer is good with the comedy (sorry if I keep putting you in the spotlight, Tracer), and you're good with the drama. I do think it's important to be mindful of the roots of NeS, and to never forget to not take the NeS too seriously, but it has grown as well, and we must be mindful of that as well. I honestly think the heart of NeS is both distraction and...vocation? Examination of truth? Not sure how to best describe its opposite. In any case, the opposites together, which I'm sure you've noticed the trend.
I already responded to this, but I just wanted to say also that I should really play the L4D games at some point more than just the five minutes for work back in the day. Alas, my computer is ancient, though, and I'm too poor now to be getting something better anytime soon.
Haha, you're absolutely right about the carrot instead of a stick -- positive reinforcement is always better than negative! I still pine that we don't have much of either though. And while a message board system is certainly adequate, coming from a bit of a different idea of the NeS experience, I do think it could be something better.
Sadly, you didn't have access to the links I made, but it's not really important. It was mostly an attempt at clarification where I think now none was needed. While I do think the NeS should have a theme, I think is best left to rise naturally, which I think it has.
I think I get the general vibe of what resonates for you.
As for what's wrong with the people I talk to, I wouldn't jump on them too quick. I may just be reaching out to the wrong people, or maybe I just suck at "selling" the NeS to new people, or both.
I'm not sure if I touched on this or not, but the author of
The Art of Game Design intended for this lens to be used to look for inspiration from unexpected places, not just other games and entertainment. I think your example of lucid dreaming is a step in the right direction as far as drawing from what you know and not just pulling from other stories and such.
Incidentally, though,
Inception deals with lucid dreaming of sorts. You should see it if you get the chance, Al. Everyone should, really. It actually made me think of these lenses a lot.
Actually, I think you used that lens more correctly than I did, and I think I agree with your assessment. I'd probably word it differently, but essentially, I think you got the idea of what problem the NeS "solves."
They may not, and in any case, you're right about what you said. Also, I sure do love
kicking the dog.
Man, poor TLTE getting poked, despite being one of the more prolific writers for the current story-arc. It just goes to show how much we want you to write, TLTE! And sadly, August was my optimistic deadline -- my current (and final) deadline is the end of October. I'm still hoping both Britt and Ben will be back far sooner though and that CM continues to write!
Yes, yes I am. And you've done well. :downs:
Flexibility for characters, hooray! Once again, opposites brought together.
Hey, I'm all for getting other 'sensations' for NeS too: music, comics, tactile games, whatever!
While I'm glad the NeS can be engaging, it's certainly not quite the same as flow as this lens means. It's not to say that the NeS can't bring people in flow, but it can be tricky, to say the least.
Oh Maslow, making things cooler with pyramids.
I'm glad you felt they were fair.
And to clarify, while Al is correct about my tendency to get more critical the more I feel you're contributing in a worthwhile manner, it doesn't mean that if I don't criticize you that I don't think you're contributing in a worthwhile manner either! Don't want people to get the wrong idea there.
Yay.
You're not the only one dying to know, Al...
How observant.
But there is at least one other reason I have that is secret, and a driving factor for me... perhaps even 2 or none, which I will leave unexplained. The idea though is that you have your own private reasons, and those reasons are powerful because they are private.