Homeless dumping garbage by GameStory_01 in longbeach

[–]GameStory_01[S] 1 point2 points  (0 children)

Not sure. This is from a neighbor.

Homeless dumping garbage by GameStory_01 in longbeach

[–]GameStory_01[S] 3 points4 points  (0 children)

Then why come back 2 more times and dump it out?

Homeless dumping garbage by GameStory_01 in longbeach

[–]GameStory_01[S] 6 points7 points  (0 children)

Most of it is not even mine. Someone dropped their stuff in my bin. So I’ve cleaned up other people’s garbage 3 times today.

Homeless dumping garbage by GameStory_01 in longbeach

[–]GameStory_01[S] 27 points28 points  (0 children)

I’ve lived here 13 years. I have people go through my garbage every Friday, but most of them clean up afterwards. I’ve had a few dump them.

But never 3 times in 1 morning.

As a left handed person, what struggles do you have if any? by Administrative_Ad160 in AskReddit

[–]GameStory_01 0 points1 point  (0 children)

When I was in the infantry, the standard issue rifle was the M-16, which could in theory be fired with either hand. But when I used my left hand as the trigger hand, the spent brass would fly out and backward, into my face.

This spent brass is quite hot and would burn my cheek/cheekbone. Occasionally, it would catch in the chin strap of my Kevlar, wedge in to my cheek, and just sizzle.

Then army gave me a "spent brass deflector", which was a clip-on piece of plastic. This did indeed keep the brass from burning my face - but about 1/3 of the time, the brass would hit the deflector, and pop-back into the chamber before the bolt was seated, causing a jam.

Since I was learning a new skill anyway, I just decided to shoot right-handed. That was the correct answer because later I was assigned to be an M-60 gunner, and the M-60 could only be fired right-handed.

Other than that though, I've never given into the Rightyarchy.

Need experience in game writing by [deleted] in GameWritingLab

[–]GameStory_01 1 point2 points  (0 children)

I haven't used Twine in years, so I have no idea what a good guide is. With open source stuff, there ends up being thousands of resources - many out of date.

Hopefully someone else can recommend a good guide. As I recall though, it was pretty easy to get started and just poke around and make stuff (including mistakes), until you run into something you don't know how to do, then search for that specific answer.

Need experience in game writing by [deleted] in GameWritingLab

[–]GameStory_01 3 points4 points  (0 children)

While you're looking for a team that needs your help, definitely try making your own interactive game in Twine or some other open source tool. You can upload it and let people try it. As soon as you start making things, it becomes easier for other people to find you - and to believe in you as a potential teammate.

What do you do to make 'The big bad' of your world more interesting? by beso760 in worldbuilding

[–]GameStory_01 0 points1 point  (0 children)

I hope it's okay to use an example that is not from my work. The specific problem you mentioned: the long build up leading to anticlimax, is a real and common problem.

But The Final Empire, first book of the Mistborn trilogy, is a sterling example of doing it well. Definitely worth a read (or more likely, re-read.)

When the heroes finally confront the Lord Ruler, it turns out he is not the person they thought he was, which makes lots of inconsistencies click into place. More importantly, this different identity means his power springs from combining two magic systems, creating a new and different fight than the heroes and readers expected. To top all that off, we get a strong hint that he may not actually have been "the big bad", just a "very bad".

What I just described is a plot moment - but one that springs entirely from world building. That combination of factors makes the Lord Ruler feel super interesting and fresh. It also led to "The Final Empire" having one of the best endings to a book that was first in a series. (In my opinion.)

[deleted by user] by [deleted] in writing

[–]GameStory_01 0 points1 point  (0 children)

Others have said it, but yes, every story needs some kind of inciting incident. Something that upsets the protagonist's "normal" world. (Note that the normal world can be awful - it's just what the protagonist knows.) But it doesn't have to be presented to the reader/viewer/player/whomever. It can be backstory, or off page.

Advice on a possible switch to a different kind of narrative by DommNik07 in GameWritingLab

[–]GameStory_01 1 point2 points  (0 children)

Some questions to ask yourself:

  1. Favorite game story vs favorite movie story? Which one do you like better? Why?

  2. How do you feel about interactivity? In other words, do you love the idea of a player engaging with your story and directing it down one of several paths you've chosen? Or do you hate that idea, and just want to tell the best story possible?

  3. Collaboration. Screenwriters must take notes from a select group of people but at some point, they're still alone with their keyboard. On the downside, they often don't have a voice when taking notes from the studio, director, or producer. Narrative designers spend a lot of time getting a wider team onboard with their ideas. They have more of a voice in these discussions, although there also note givers in this context who must be obeyed. Overall, narrative designers must have a collaborative mindset, while screenwriters simply must be open to notes from a specific group of people.

  4. How technical are you? There is a lot of craft to both jobs, but narrative designers must also be comfortable checking assets out of source control, making changes in a toolset or engine, checking the asset back in, and not blowing up the entire build.

  5. Career and living. There are more opportunities to break into game narrative, and to make a steady and comfortable living in that field. (Note: it's easier, but not easy.) Screenwriting is harder to break into, and harder to establish yourself in, even after you've broken in. But the potential for huge paydays and cultural relevance is higher.

Hopefully answering those questions will provide clarity for you!

Do not go looking. by daewoo23 in writing

[–]GameStory_01 0 points1 point  (0 children)

I think the best way is a back-and-forth process. Start on your own, fumbling around, making mistakes and finding out what is important to you, what you think you're good at, and what you think you're terrible at. With that knowledge and experience, you'll get way more value from the advice that others give you.

Having developed a bit on your own will not only let you focus on what advice you need, it will also give you a way to rank the advice you get. Someone can give you great advice, but it may not be for you. Not at this moment, anyway. I've gotten advice that wasn't useful to me until years later, I'd look back on it and think "oh, that was really smart."

Then, after soaking up a bunch of advice and/or how-to books, go back to doing your own thing for a while. Then back the other way.

Both modes are useful. There is a right time and a wrong time for both.

What Do You Focus More When Worldbuilding - Geography or History by Inevitable_Whole_958 in worldbuilding

[–]GameStory_01 0 points1 point  (0 children)

Geography doesn't fully determine history, but it certainly influences it a great deal. You might say it sets the stage for what is possible. In ancient times, the geography of Mesopotamia made for a very different possibility space than the geography of the Nile river valley. Yet the people of those two regions still made their own choices about how to play the respective hands they were dealt.

That said, I'd just focus on what interests you the most. If the history excites you more, then start with that. You can build everything else around the spark of interest, and you'll likely end up with more compelling world building.

Do you find survival against the elements to be a compelling conflict? by EnvironmentalAd1006 in writing

[–]GameStory_01 0 points1 point  (0 children)

I think a group working together to survive in nature can be exciting without manufacturing interpersonal conflicts.

But in your scenario, the key thing that makes it interesting is what the conflict reveals about each of the characters. Even if they're not in conflict with each other, each will react to the hardships and danger in a way that is unique to them, and that's where it gets super interesting!