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Remember how I said I thought sim stories were more like graphic fiction than novels or movies? No? Well, I did. I think they're often sometimes like television shows too, in their serial nature, but the format speaks more to the comic medium (if we're talking about text and image sim stories, and I am).
The latest issue of Bitch magazine came in the mail today, and I was reading the review of Alison Bechdel's The Essential Dykes to Watch Out For (a GREAT read, in my opinion - you should check it out). At the end of the review, they quote her as saying, "A comic strip, like life, is a novel that never seems to get anywhere." It really reminded me of sim stories, especially mine. They just soldier on, perhaps with an end in mind, perhaps not, and that's just what I like about it. That's why I enjoyed DTWOF too. I came to really feel for the characters, and I was content to see them going through their day to day dramas, or even just cooking dinner (laced with politics, which makes it even more interesting). With sim storytelling, I'm writing (and playing) instead of reading, but I enjoy the feeling of following a set of characters as they gradually grow. Is it the same for you when you play and create? Or read, for that matter?
Of course, if I'm going to compare my story to a specific comic, I'd probably lean more towards Strangers in Paradise, which does have a plot, but it's really not nearly as important as the ongoing development of relationships between the characters. I love that series, but it's introspective to a fault, just like S,HWC is. It's obviously something I enjoy. In fact, when reading SiP, I often find myself going "yeah, yeah... crime stuff, plot... where's the next scene where the talk about that awkward kiss they shared?" Yeah, I may have a problem (I'll look into getting the help I need). SiP even ocassionally features pages and pages of lyrics, which is something a lot of us sim storytellers indulge ourselves in (it's super indulgent in the most teenagery kind of way - I know this, but still I just can't resist at times).
Anyway, I just wanted to share my musings. Feel free to add your own two cents or three.
(Is this what they call a meta? A baby meta, maybe?)
The latest issue of Bitch magazine came in the mail today, and I was reading the review of Alison Bechdel's The Essential Dykes to Watch Out For (a GREAT read, in my opinion - you should check it out). At the end of the review, they quote her as saying, "A comic strip, like life, is a novel that never seems to get anywhere." It really reminded me of sim stories, especially mine. They just soldier on, perhaps with an end in mind, perhaps not, and that's just what I like about it. That's why I enjoyed DTWOF too. I came to really feel for the characters, and I was content to see them going through their day to day dramas, or even just cooking dinner (laced with politics, which makes it even more interesting). With sim storytelling, I'm writing (and playing) instead of reading, but I enjoy the feeling of following a set of characters as they gradually grow. Is it the same for you when you play and create? Or read, for that matter?
Of course, if I'm going to compare my story to a specific comic, I'd probably lean more towards Strangers in Paradise, which does have a plot, but it's really not nearly as important as the ongoing development of relationships between the characters. I love that series, but it's introspective to a fault, just like S,HWC is. It's obviously something I enjoy. In fact, when reading SiP, I often find myself going "yeah, yeah... crime stuff, plot... where's the next scene where the talk about that awkward kiss they shared?" Yeah, I may have a problem (I'll look into getting the help I need). SiP even ocassionally features pages and pages of lyrics, which is something a lot of us sim storytellers indulge ourselves in (it's super indulgent in the most teenagery kind of way - I know this, but still I just can't resist at times).
Anyway, I just wanted to share my musings. Feel free to add your own two cents or three.
(Is this what they call a meta? A baby meta, maybe?)
no subject
Date: 2009-03-09 09:35 pm (UTC)I was going to say that my story does have a definite end (it's actually VERY short- it's looking at 6 chapters, with the epilogue) so it won't continue. As much as I love the characters I'm writing about, I couldn't do it for as long as you (and others) have.
That's all. I feel like I should say more (but as you know, I'm not an in depth commenter. It's all surface for me.)
no subject
Date: 2009-03-09 09:36 pm (UTC)no subject
Date: 2009-03-09 09:40 pm (UTC)I like that comm because they often have very interesting posts about writing, character building, and sometimes sexuality/gender stuff too (among other things).
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Date: 2009-03-09 09:46 pm (UTC)I'm thinking it's the way the game is set up that plays a role in this. It's a game about playing the day to day lives of simulated people, with no specific purpose or ending. It only makes sense that many stories would follow that trend too, right?
It's nice to have a clear layout when writing a story, like you are. It feels good to know you'll finish something too. With my story, though, I'm pretty happy with the aimlessness. One day I'll just call it off, and that'll be that (hopefully at some point that gives some small amount of closure, at least).
no subject
Date: 2009-03-09 09:59 pm (UTC)That's an EXCELLENT point about the game though, it's SO TRUE. People are just... more "biased", I guess, to like those sort of stories, because we're all Sim players-- we're used to seeing them in the everyday grind?
Yeah. I have a definite ending in mind, so I don't worry too much about it.
NO DON'T EVER DO THAT. :( :( :(
(I'd be happy with closure. That was me being dramatic.)
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Date: 2009-03-09 09:59 pm (UTC)I don't know that I agree with the description that a comic never gets anywhere. There are plenty like that, but there are also plenty that have set durations and end after they're done. It's all a matter of what the author/artist is looking to pull off.
no subject
Date: 2009-03-09 10:05 pm (UTC)Maybe not so much that it doesn't get anywhere (most comics eventually do), but they're often less goal-oriented. They follow story arcs and things evolve, but there's a very different sort of contract with the reader. You don't pick up the first issue and come out of it with a clear idea of how it will all end. You do that with both novels and movies.
Some also start out one way and completely transform before the end of the comic series. The Sandman was little more than a superhero comic when it started, and it quickly grew into something far richer and more rewarding (not to say that superhero stuff is never rich or rewarding). I love that ability for things to change as they go. I did have some goals in mind for my story, but many have completely transformed.
no subject
Date: 2009-03-09 10:24 pm (UTC)Most of my reading with sims stories is focused on legacies. They mix the visual storytelling with some of the best things I enjoy out of the game. There are plenty of them that have gone through the same metamorphasis - from random commentary on what's happening to a legitimate story with ongoing plot lines. It's an interesting change to see take place.
Sandman is one of my favorite comics, even if I came to it really late. :)
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From:no subject
Date: 2009-03-09 10:20 pm (UTC)I totally agree with you on the long-running comic = long-running sims story. Sometimes they have little sub plots, etc. but it keeps on keeping on... and as long as the author is still enjoying it I think that's wonderful! :D
(the way I understand meta)
Date: 2009-03-10 02:35 am (UTC)Most noticibly (in sims stuff) it's when a writer inserts their self sim and doesn't try to hide the fact that that sim is THEM. I'm guilty of it in my one neighborhoods. My self sim is "me", the author of Nocheat. Two of my characters even figure it out but the one guy keeps it to himself while the other one is regarded as a senile old man so no one believes him anyway. (I even have one update where JL--my self sim--is confronted by the "senile old man" character who's pissed that he got impregnated with twins).
If you want some great meta style writing you should check out Jasper Fforde's stuff. He's always "breaking the fourth wall" like that. Not in the way of inserting himself but he has his characters refer to writing and they know that they are characters in books. Funny stuff.
Re: (the way I understand meta)
Date: 2009-03-10 09:19 am (UTC)I wrote my dissertation (not sure it's the right word?) about reflexivity in film and the terms (reflexivity and metafiction) contains so many things it makes it difficult to talk about. Learned that the hard way...Hah! Anyway, "quoting" (and double translating, how unacademic!) Robert Stam: "Reflexivity exists wherever people "talk about talking" and start thinking about consciousness, language, communication and art."
So everything from explicit fourth wall breakage ("talking to the camera") to more subtle references (Lucy painting Beau as St. Sebastian, using characters from other sim stories in ones own), to the commentary section after each chapter is "meta". Both a story and the reactions to it are (or could be) seen as meta. The interwebs (and the series format) makes it even easier to see (and do) :D And...I'm rambling :P
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Date: 2009-03-10 10:33 am (UTC)I think Stephen King might do that as well. Several of his stories are convoluted together that way and he refers to parts of some stories within other stories. Never by name, of course, but if you've read his other books then you know. ;)
Re: (the way I understand meta)
From:no subject
Date: 2009-03-11 08:05 pm (UTC)no subject
Date: 2009-03-10 12:25 am (UTC)Also, I agree with everything you said. The Sims itself is a game of the day-to-day with a large focus on relationships between characters so it's not surprising that the stories coming from the game are largely episodic and relationship-based.
I love character driven stories. I love getting emotionally invested in fictional people and their plights. On the other hand I myself am a huge plot driven writer. I love writing things with points and clear beginnings/endings. They can be huge, epic sorts of stories, but if I don't nail down all the details ASAP I go crazy.
I love the pace of your story though. It's slow, but it FITS. I want it to go slow! I want to just read billions of silly conversations between Ripp and Johnny and coo at all the romantic scenes between the characters. <33333
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Date: 2009-03-11 08:08 pm (UTC)Well, I'm glad, because that's just how it is. I enjoy that pace. There are things that I'm really dying to jump ahead to, but I don't want to rush through anything that would be fun to play out. Realizing that it's really not a novel and never will be helps me to understand it all a little better.
WARNING : rambly
Date: 2009-03-10 02:27 am (UTC)And I'll add, I think the way you (in the collective sense of the word, meaning "sim story writers") come at a sim based story depends a LOT on your background. (forgive me if I oversimplify here) You (the personal you) come from a visual art background so you see your story more as a comic or movie, a very visual medium. I'll use myself as a comparission. I've never thought of my stories as comics even though I'm one of those "gotta have a good mix of pics to words". I've always thought of them more as lazy short stories (lazy meaning I let the pictures "speak a thousand words" so I don't have to type so much--or the pics spare me from having to describe a character's physical appearance). Since the pictures are more a bridge between the words, I don't labor to set up detailed sets (meaning half the time my houses don't even have damn curtains!) and such. And since I lack the compulsion to make really detailed pictures, I end up producing a more convoluted and "plotty" story (and do goofy shit like laboring over making titles that encompass both the A and B storyline in each update and fretting over making sure I have an A and B storyline AND having a good bridge should I have to break a title into multiple parts, etc).
Shit. . .I lost my own train of thought. Eh, must not have been that great then.
Re: WARNING : rambly
Date: 2009-03-10 10:21 am (UTC)Also, working from the images first seems more comic-like than later adding picture "illustrations." I know what you mean, though. The text is your focus. It's still a combination of images and text, and I think all sim stories resemble comics in format, if not in the overall approach.
Re: WARNING : rambly
Date: 2009-03-10 02:32 pm (UTC)Re: WARNING : rambly
Date: 2009-03-10 04:09 pm (UTC)I still pause when sim writers use movie type jargon (like "scene"). Yes, it is a scene but I just don't think of it that way.
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From:no subject
Date: 2009-03-10 09:29 am (UTC)no subject
Date: 2009-03-11 10:07 am (UTC)The evolution of the characters is what makes the series so great. Take Casey, for example. She really becomes something quite different over the course of the story.
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Date: 2009-03-10 12:27 pm (UTC)no subject
Date: 2009-03-11 10:10 am (UTC)I do enjoy the plot, don't get me wrong, but the relationships really are the heart of the story, and Moore understands how complicated they are. I love it.
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Date: 2009-03-12 03:11 am (UTC)I'm not sure where I stand on plot vs. relationships. I guess I'm inbetween?
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Date: 2009-03-12 10:27 am (UTC)Yeah, I do enjoy a good plot too, and I've had my plotty moments, but my heart is in the characters. That's easy too see, I think.
That, and plots are harder work. You have to try to make it make sense.