strangetomato: (Default)
[personal profile] strangetomato
Well, it seems my name has come up for the Storytellers Spotlight at [livejournal.com profile] simstorytellers this week. For those who aren't members of the SST community, you can check out the past interviews here. I will be answering the 30 standard interview questions, and I'll also be opening the floor to questions from readers of my story, as others have before me. If you're curious about something relating to my story or the telling of it, you can leave your questions in the comments here, or in the announcement post. Fire away at me with your burning questions (but not your burning bags of dog poo, please).

So... yeah. *deep breath* Let's do this. It'll be fun.

Date: 2008-09-17 10:47 pm (UTC)
From: [identity profile] ricamarcella.livejournal.com
Hey, congrats on the interview. I looked over some of the questions and I think the one thing I wish were in the game, but isn't... is deceit.

It's surprising how so many SimStories are about deceit and secrets between people (esp. characters hiding how they truly feel about others) when, come to think of it, a Sim is programmed so that whatever is in her relationship panel reflects how she interacts with another Sim. They have absolutely no capacity for deceit. And yet that's where the Storyteller's imagination comes in...

Sometimes they act so brainless when you play them. It's like it's up to writers to turn them into sentient beings.

Date: 2008-09-17 11:34 pm (UTC)
ext_122042: (Default)
From: [identity profile] strange-tomato.livejournal.com
That's very true. Sim's have a set of wants and fears, but that's the only thing that makes them have any sort of will in the game. Those desires can conflict with each other in interesting ways, but they don't really add up to much of a story on their own. It's all in taking those interesting little details, and the facts and figures, and spinning it into a story.

That's if you want to use the game engine as a starting point at all. Some people use it as a canvas for something entirely separate from the game, and that's very interesting too.

I think it's this ability to use the game for something that goes beyond the gameplay is what makes it so successful. It's much more than just a game for storytellers, isn't it? It's a type of creative medium.

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