Arrow slits - Defenders could fire arrows out, but attackers could not shoot in through these narrow holes.
Banners - Showed the symbol of the lord and his king.
Battlements - Defenders standing here could bombard attackers while staying sheltered.
Blacksmith - Skilled metalworkers provided armor, weapons, and other equipment.
Curtain wall - Thick stone walls kept the castle’s inhabitants safe from attack.
Drawbridge - This wooden bridge could be raised to cut off access to the gate.
Dungeon - Prisoners could be locked away underground, with no hope of escape.
Entranceway - A single narrow entrance meant attackers could only approach one at a time.
Gardens - Grew vegetables to eat in case of siege.
Gatehouse - The castle entrance was heavily defended. It was often built as a narrow tunnel with wood or iron gates at either end. Holes in the ceiling (murder holes) could be used to pour boiling oil or water on attackers in the tunnel.
Gatehouse towers - Towers on either side of the gatehouse allowed defenders to rain arrows, stones, or boiling water on anyone attacking.
Great hall - The feasting room, where the lord would hold banquets for his knights and guests.
Lord’s chambers - The lord and his family had private rooms in the strongest part of the castle, known as the solar.
Moat - Cut into the rock and often filled by diverting a nearby stream, the moat kept attackers away from the walls.
Postern gate - A side door acted as an emergency exit in case the castle was ever conquered.
Towers - Circular towers allowed defenders to fire arrows in any direction.
During peacetime, a castle was home to the lord, his family and servants, and guards known as men-at-arms. Many castles were like little villages inside, with kitchens, blacksmiths, gardens, stables, and a chapel. If they were attacked, the people inside had everything they needed to survive until help came.
Source ⚜ Writing Notes & References More References: Medieval Period ⚜ Worldbuilding ⚜ Plot ⚜ Character
Transitioning between scenes is something that you’ll have to do a lot. A good scene transition blends seamlessly into the next so we hardly notice it occurring—or it stands out in order to heighten an emotional impact.
I remember teachers saying, “transitions should blend seamlessly” to me in school without ever explaining how to do that, or what it looks like. The good news is, you’ve probably read so many books and consumed so much media that you’re already subconsciously transitioning your scenes. If you’re struggling, though, here’s what to watch out for:
1. The emotion ends off and begins at the same place.
This isn’t necessarily a hard rule, but it certainly helps maintain a sort of flow to the work, and asks a lot less from your readers than putting them through an emotional rollercoaster. This counts whether it’s transitioning from the same POV or different ones.
For example, if your character is being chased by the police and the scene cuts off without knowing what happens to them, the next scene needs to begin in this heightened sense of urgency and anxiety.
However, if your character is being chased by police and dives unnoticed into their hideout, the next scene should begin within this sense of relief. From here, you can take it wherever you want—just maintain a consistency between chapter cuts, POVs, or other time/place skips.
2. Finish what you start
Unless you’re intentionally keeping the audience in the dark about something (which would require at least some acknowledgement that there are answers, they just aren’t being revealed), you should finish what one scene starts.
Say your previous chapter ends off with the character finally reaching the end of the line for the super scary haunted house attraction. The next should probably begin with them getting to enter the house. If it begins the next day, we’ll be so caught up in the missing time and the obvious lack of answers surrounding the haunted house it’ll take us completely out of the scene and make a notable cut.
An example of a story that does this notable cut really well is ‘A Face Like Glass’ by Frances Hardinge, in which nearing the end, Hardinge inserts a page that playfully acknowledges the complete jump in time and space without revealing anything to the readers about why it’s there, leaving them to discover later on what occurred in that space.
I wish I could quote it exactly but I don’t have the book with me. If anyone does, please reblog this with the page! You’ll know the one I’m talking about.
3. Keep it the same
Don’t switch to a new POV in the middle of the story when you’ve never seen it before unless intentionally making a point. Do transition your scenes however you’d like, but maintain consistency throughout the story. That way, if you ever need to make a point, you can break all the rules you’ve followed to really hammer home the impact.
Good luck!
Blacksmithing is one of those things that a lot of people get wrong because they don't realize it stuck around past the advent of the assembly line. Here's a list of some common misconceptions I see and what to do instead!
Not all blacksmiths are gigantic terrifying muscly guys with beards and deep voices. I am 5'8, skinny as a twig, have the muscle mass of wet bread, and exist on Tumblr. Anybody who is strong enough to pick up a hammer and understands fire safety can be a blacksmith.
You can make more than just swords with blacksmithing. Though swords are undeniably practical, they're not the only things that can be made. I've made candle holders, wall hooks, kebab skewers, fire pokers, and more. Look up things other people have made, it's really amazing what can be done.
"Red-hot" is actually not that hot by blacksmith terms. when heated up, the metal goes from black, to red, to orange, to yellow, to white. (for temperature reference, I got a second degree burn from picking up a piece of metal on black heat) The ideal color to work with the metal is yellow. White is not ideal at all, because the metal starts sparking and gets all weird and lumpy when it cools. (At no point in this process does the metal get even close to melting. It gets soft enough to work with, but I have never once seen metal become a liquid.)
Blacksmithing takes fucking forever. Not even taking into account starting the forge, selecting and preparing metal, etc. etc. it takes me around an hour to make one (1) fancy skewer. The metals blacksmiths work with heat up and cool down incredibly fast. When the forge is going good, it only takes like 20 seconds to get your metal hot enough to work with, but it takes about the same time for it to cool down, sometimes even less.
As long as you are careful, it is actually stupidly easy to not get hurt while blacksmithing. When I picked up this hobby I was like "okay, cool! I'm gonna make stuff, and I'm gonna end up in the hospital at some point!" Thus far, the latter has yet to occur. I've been doing this for nearly a year. I have earned myself a new scar from the aforementioned second degree burn, and one singe mark on my jeans. I don't even wear gloves half the time. Literally just eye protection, common sense, and fast reflexes and you'll probably be fine. (Accidents still happen of course, but I have found adequate safety weirdly easy to achieve with this hobby)
A forge is not a fire. The forge is the thing blacksmiths put their metal in to heat it up. It starts as a small fire, usually with newspaper or something else that's relatively small and burns easily, which we then put in the forge itself, which is sort of a fireplace-esque thing (there's a lot of different types of forge, look into it and try to figure out what sort of forge would make the most sense for the context you're writing about) and we cover it with coal, which then catches fire and heats up. The forge gets really hot, and sometimes really bright. Sometimes when I stare at the forge for too long it's like staring into the sun. The forge is also not a waterfall of lava, Steven Universe. It doesn't work like that, Steven Universe.
Welding and blacksmithing are not the same thing. They often go hand-in-hand, but you cannot connected two pieces of metal with traditional blacksmithing alone. There is something called forge welding, where you heat your metal, sprinkle borax (or the in-universe equivalent) on it to prevent the metal from oxidizing/being non-weldable, and hammer the pieces together very quickly. Forge welding also sends sparks flying everywhere, and if you're working in a small space with other blacksmiths, you usually want to announce that you're welding before you do, so that everyone in a five-foot radius can get out of that five-foot radius. You also cannot just stuck some random pebbles into the forge and get a decent piece of metal that you can actually make something with, Steven Universe. It doesn't work like that, Steven Universe.
Anvils are really fucking heavy. Nothing else to add here.
Making jewelry is not a blacksmithing thing unless you want jewelry made of steel. And it will be very ugly if you try. Blacksmithing wasn't invented to make small things.
If there's anything here I didn't mention, just ask and I'll do my best to answer.
You want to call your House rep now and tell them Trump needs to be impeached immediately for defying a Supreme Court order (re: Kilmar Abrego Garcia), which functionally voids our constitution and means no one in America has rights anymore.
I am not exaggerating.
As of now, anybody can be disappeared, no due process, no recourse. Trump is openly disregarding a Supreme Court order and says he’ll send US citizens to El Salvador.
This is not a drill.
Call your House rep and tell them they must impeach. Tell them if they cannot bring themselves to impeach, they must resign. A more open and shut case to impeach is not possible. Trump and his administration are saying openly, in public, that anybody can be kidnapped by ICE, even in error, and disappeared permanently.
Call your senators, too, and tell them to support impeachment (it goes to them once it passes a majority House vote).
(aka, how to write when you're hella ADHD lol)
A reader commented on my current long fic asking how I write so well. I replied with an essay of my honestly pretty non-standard writing advice (that they probably didn't actually want lol) Now I'm gonna share it with you guys and hopefully there's a few of you out there who will benefit from my past mistakes and find some useful advice in here. XD Since I started doing this stuff, which are all pretty easy changes to absorb into your process if you want to try them, I now almost never get writer's block.
The text of the original reply is indented, and I've added some additional commentary to expand upon and clarify some of the concepts.
As for writing well, I usually attribute it to the fact that I spent roughly four years in my late teens/early 20s writing text roleplay with a friend for hours every single day. Aside from the constant practice that provided, having a live audience immediately reacting to everything I wrote made me think a lot about how to make as many sentences as possible have maximum impact so that I could get that kind of fun reaction. (Which is another reason why comments like yours are so valuable to fanfic writers! <3) The other factors that have improved my writing are thus: 1. Writing nonlinearly. I used to write a whole story in order, from the first sentence onward. If there was a part I was excited to write, I slogged through everything to get there, thinking that it would be my reward once I finished everything that led up to that. It never worked. XD It was miserable. By the time I got to the part I wanted to write, I had beaten the scene to death in my head imagining all the ways I could write it, and it a) no longer interested me and b) could not live up to my expectations because I couldn't remember all my ideas I'd had for writing it. The scene came out mediocre and so did everything leading up to it. Since then, I learned through working on VN writing (I co-own a game studio and we have some visual novels that I write for) that I don't have to write linearly. If I'm inspired to write a scene, I just write it immediately. It usually comes out pretty good even in a first draft! But then I also have it for if I get more ideas for that scene later, and I can just edit them in. The scenes come out MUCH stronger because of this. And you know what else I discovered? Those scenes I slogged through before weren't scenes I had no inspiration for, I just didn't have any inspiration for them in that moment! I can't tell you how many times there was a scene I had no interest in writing, and then a week later I'd get struck by the perfect inspiration for it! Those are scenes I would have done a very mediocre job on, and now they can be some of the most powerful scenes because I gave them time to marinate. Inspiration isn't always linear, so writing doesn't have to be either!
Some people are the type that joyfully write linearly. I have a friend like this--she picks up the characters and just continues playing out the next scene. Her story progresses through the entire day-by-day lives of the characters; it never timeskips more than a few hours. She started writing and posting just eight months ago, she's about an eighth of the way through her planned fic timeline, and the content she has so far posted to AO3 for it is already 450,000 words long. But most of us are normal humans. We're not, for the most part, wired to create linearly. We consume linearly, we experience linearly, so we assume we must also create linearly. But actually, a lot of us really suffer from trying to force ourselves to create this way, and we might not even realize it. If you're the kind of person who thinks you need to carrot-on-a-stick yourself into writing by saving the fun part for when you finally write everything that happens before it: Stop. You're probably not a linear writer. You're making yourself suffer for no reason and your writing is probably suffering for it. At least give nonlinear writing a try before you assume you can't write if you're not baiting or forcing yourself into it!! Remember: Writing is fun. You do this because it's fun, because it's your hobby. If you're miserable 80% of the time you're doing it, you're probably doing it wrong!
2. Rereading my own work. I used to hate reading my own work. I wouldn't even edit it usually. I would write it and slap it online and try not to look at it again. XD Writing nonlinearly forced me to start rereading because I needed to make sure scenes connected together naturally and it also made it easier to get into the headspace of the story to keep writing and fill in the blanks and get new inspiration. Doing this built the editing process into my writing process--I would read a scene to get back in the headspace, dislike what I had written, and just clean it up on the fly. I still never ever sit down to 'edit' my work. I just reread it to prep for writing and it ends up editing itself. Many many scenes in this fic I have read probably a dozen times or more! (And now, I can actually reread my own work for enjoyment!) Another thing I found from doing this that it became easy to see patterns and themes in my work and strengthen them. Foreshadowing became easy. Setting up for jokes or plot points became easy. I didn't have to plan out my story in advance or write an outline, because the scenes themselves because a sort of living outline on their own. (Yes, despite all the foreshadowing and recurring thematic elements and secret hidden meanings sprinkled throughout this story, it actually never had an outline or a plan for any of that. It's all a natural byproduct of writing nonlinearly and rereading.)
Unpopular writing opinion time: You don't need to make a detailed outline.
Some people thrive on having an outline and planning out every detail before they sit down to write. But I know for a lot of us, we don't know how to write an outline or how to use it once we've written it. The idea of making one is daunting, and the advice that it's the only way to write or beat writer's block is demoralizing. So let me explain how I approach "outlining" which isn't really outlining at all.
I write in a Notion table, where every scene is a separate table entry and the scene is written in the page inside that entry. I do this because it makes writing nonlinearly VASTLY more intuitive and straightforward than writing in a single document. (If you're familiar with Notion, this probably makes perfect sense to you. If you're not, imagine something a little like a more contained Google Sheets, but every row has a title cell that opens into a unique Google Doc when you click on it. And it's not as slow and clunky as the Google suite lol) When I sit down to begin a new fic idea, I make a quick entry in the table for every scene I already know I'll want or need, with the entries titled with a couple words or a sentence that describes what will be in that scene so I'll remember it later. Basically, it's the most absolute bare-bones skeleton of what I vaguely know will probably happen in the story.
Then I start writing, wherever I want in the list. As I write, ideas for new scenes and new connections and themes will emerge over time, and I'll just slot them in between the original entries wherever they naturally fit, rearranging as necessary, so that I won't forget about them later when I'm ready to write them. As an example, my current long fic started with a list of roughly 35 scenes that I knew I wanted or needed, for a fic that will probably be around 100k words (which I didn't know at the time haha). As of this writing, it has expanded to 129 scenes. And since I write them directly in the page entries for the table, the fic is actually its own outline, without any additional effort on my part. As I said in the comment reply--a living outline!
This also made it easier to let go of the notion that I had to write something exactly right the first time. (People always say you should do this, but how many of us do? It's harder than it sounds! I didn't want to commit to editing later! I didn't want to reread my work! XD) I know I'm going to edit it naturally anyway, so I can feel okay giving myself permission to just write it approximately right and I can fix it later. And what I found from that was that sometimes what I believed was kind of meh when I wrote it was actually totally fine when I read it later! Sometimes the internal critic is actually wrong. 3. Marinating in the headspace of the story. For the first two months I worked on [fic], I did not consume any media other than [fandom the fic is in]. I didn't watch, read, or play anything else. Not even mobile games. (And there wasn't really much fan content for [fandom] to consume either. Still isn't, really. XD) This basically forced me to treat writing my story as my only source of entertainment, and kept me from getting distracted or inspired to write other ideas and abandon this one.
As an aside, I don't think this is a necessary step for writing, but if you really want to be productive in a short burst, I do highly recommend going on a media consumption hiatus. Not forever, obviously! Consuming media is a valuable tool for new inspiration, and reading other's work (both good and bad, as long as you think critically to identify the differences!) is an invaluable resource for improving your writing.
When I write, I usually lay down, close my eyes, and play the scene I'm interested in writing in my head. I even take a ten-minute nap now and then during this process. (I find being in a state of partial drowsiness, but not outright sleepiness, makes writing easier and better. Sleep helps the brain process and make connections!) Then I roll over to the laptop next to me and type up whatever I felt like worked for the scene. This may mean I write half a sentence at a time between intervals of closed-eye-time XD
People always say if you're stuck, you need to outline.
What they actually mean by that (whether they realize it or not) is that if you're stuck, you need to brainstorm. You need to marinate. You don't need to plan what you're doing, you just need to give yourself time to think about it!
What's another framing for brainstorming for your fic? Fantasizing about it! Planning is work, but fantasizing isn't.
You're already fantasizing about it, right? That's why you're writing it. Just direct that effort toward the scenes you're trying to write next! Close your eyes, lay back, and fantasize what the characters do and how they react.
And then quickly note down your inspirations so you don't forget, haha.
And if a scene is so boring to you that even fantasizing about it sucks--it's probably a bad scene.
If it's boring to write, it's going to be boring to read. Ask yourself why you wanted that scene. Is it even necessary? Can you cut it? Can you replace it with a different scene that serves the same purpose but approaches the problem from a different angle? If you can't remove the troublesome scene, what can you change about it that would make it interesting or exciting for you to write?
And I can't write sitting up to save my damn life. It's like my brain just stops working if I have to sit in a chair and stare at a computer screen. I need to be able to lie down, even if I don't use it! Talking walks and swinging in a hammock are also fantastic places to get scene ideas worked out, because the rhythmic motion also helps our brain process. It's just a little harder to work on a laptop in those scenarios. XD
In conclusion: Writing nonlinearly is an amazing tool for kicking writer's block to the curb. There's almost always some scene you'll want to write. If there isn't, you need to re-read or marinate.
Or you need to use the bathroom, eat something, or sleep. XD Seriously, if you're that stuck, assess your current physical condition. You might just be unable to focus because you're uncomfortable and you haven't realized it yet.
Anyway! I hope that was helpful, or at least interesting! XD Sorry again for the text wall. (I think this is the longest comment reply I've ever written!)
And same to you guys on tumblr--I hope this was helpful or at least interesting. XD Reblogs appreciated if so! (Maybe it'll help someone else!)
The Trump administration has issued an executive order aimed at dismantling the Institute of Museum and Library Services - the ONLY federal agency for America's libraries.
Using just 0.003% of the federal budget, the IMLS funds services at libraries across the country; services like Braille and talking books for the visually impaired, high-speed internet access, and early literacy programs.
Libraries are known for doing more with less, but even we can't work with nothing.
Use the app of your choice or look 'em up here: https://www.congress.gov/members/find-your-member
Pro tip: If your phone anxiety is high, call at night and leave a voicemail. You can even write yourself a script in advance and read it off. Heck, read them this post if you want to.
Phones a total no-go? The American Library Association has a form for you: https://oneclickpolitics.global.ssl.fastly.net/messages/edit?promo_id=23577
Tell strangers, for that matter. People in line at the check out, your elderly neighbor, the mail carrier - no one is safe from your library advocacy. Libraries are for everyone and we need all the help we can get.
The ALA says it best in their official statement and lists some ways libraries across the country use IMLS funding:
But if you want a really specific answer, here at LCPL we use IMLS funding to provide our amazing interlibrary loan service. If we can't purchase an item you request (out of print books, for example) this service lets us borrow it from another library and check it out to you.
IMLS also funds the statewide Indiana Digital Library and Evergreen Indiana, which gives patrons of smaller Indiana libraries access to collections just as large and varied as the big libraries' collections.
I see you guys in the tags and reblogs talking a lot about how you have a desire to write, but have no clue what to write about, or where to even start figuring that out. While starting any project can be incredibly daunting, I wanted to put together a little guide to hopefully make it a bit more accessible. Be warned, this will probably be a long post.
All writing begins with this: an idea. Ideas can start as small as an object, or as big as a world or cast of characters. What’s important is that your idea genuinely interests you, and makes you want to explore it more.
There are a million ways to gain inspiration for ideas, but my favourite method is a sort of brainstorm/mind map of all the little and big things you find interesting. Any tropes, characters, places, concepts, objects, animals, other stories, etc. you love—write them down. Then, start connecting the pieces. Each connection is one concept or idea you could explore further.
If this doesn’t work for you, try using some writing prompts or check out 15 ways to spark new ideas.
If you are a planner, proceed to Step 2. If you are a pantser, skip to step 7.
Now that you have a sort of concept or inspiration to work off of, you need your main character. There are about as many ways to create characters as there are characters themselves, and each method is going to work better or worse for every writer.
At the barest minimum, all your protagonist needs is a Goal to work towards, a Reason for wanting it, and a Flaw that keeps them from having it right away.
These three things can form a baseline character. Consider what the thing they want, why they want it, and what’s keeping from it says about them as a person.
Rapunzel (from Disney’s Tangled) wants to see the ‘floating lights’ on her birthday. She wants to because she believes she will learn more about herself through seeing them. Her fear over disappointing and disobeying her ‘mother’ keeps her from it.
My favourite character creation technique is actually Here—it takes you through creating character in order to create story.
If that one doesn’t work for you, try this one. It is more focused on defining traits and figuring out the personality of the character first.
As stated in the character creation technique I shared in Step 2, character is plot. By that I mean, the character’s journey is the plot of the story. We’re here to see the protagonist transform because of the circumstances incited in the beginning.
So to form a plot, we need to know who the character is at the beginning, and what they need to learn by the end.
Your character’s arc is A but B so C:
A – your character and their flaw
B – The conflict they go through
C – how they change
“Obsessed with success, Jenny Beech works tirelessly to earn the approval of her strict parents and graduate top of her class, but when the new girl in town pulls her into a whole new world of excitement and fun, she must stand up for herself against her impossible standards and learn how to be a teen again.”
This one sentence has everything we need to know about this story and character: “Obsessed with success (character trait/flaw), Jenny Beech works tirelessly to earn the approval of her strict parents and graduate top of her class (goal), but when the new girl in town pulls her into a new world of excitement and fun (conflict), she must stand up for herself against her impossible standards and learn how to be a teen again (change).”
If you have these three things, congratulations! You already have a story. If you’d like, you may begin writing it now (skip to step 8). Or…
I did a whole post on theme you should check out here. Essentially, the big takeaway is that your theme is a lesson to impart to the readers—which means it is not a question, it is an answer.
For the example given above, our theme would likely be something like, “Teens need to balance their additional responsibilities as they mature into young adults with the joy of being young and having fun.” Or, “Friends and a close social network is more important than having the best grades.” Or, “It’s important to take frequent time away from work in order to maintain one’s humanity.” Etc. Etc.
Theme is conveyed through what your characters need to do to succeed (or what they do that causes their failure). If Jenny lets loose and suffers consequences for it in the end, we’re saying that she should have stuck to her studies rather than letting herself have fun. If she lets loose and is rewarded with a greater relationship with herself and her parents, we’re saying that was the correct thing to do.
Now that we have a plot and a theme, we can outline our story. An outline is like a roadmap of what you’re writing. It can be as specific or broad as you want. My outlines tend to follow this structure, and I improvise the little stuff in between, but if you need to get all your ideas within your outline, that’s good too!
Just make sure your notes make sense to you so when you need to know where to go next, you have a handy tool just for that.
Worldbuilding is probably where you’ll spend the most time because there’s just so much. However, I also find it one of the most fun parts. The minimal thing you need to know is your world’s normal, and how that normal is disrupted in the inciting incident.
Jenny’s normal is school work and trying to impress her parents. The disruption is the new girl in town.
Rapunzel’s normal is the tower and her hobbies. The disruption is Flynn breaking in.
I did a more in-depth post on worldbuilding here, but the basics is just ask questions, explore consequences, and do plenty of research.
Which brings us to…
This can also be done after your first draft, but can’t be skipped entirely. It’s important when trying to convey experiences that may not be wholly your own, or unique perspectives, that you understand the context behind those things in the real world.
Once again, ask questions, talk to people, and remain open to what you find.
Now that you have all your planning ducks in a row (or have a good inspiration to jump from) it’s time to start writing! Either go from the outline you built, or just try out scenes. I have some tips for actually writing the dang thing that I’ll put here:
Let me know how your writing goes, good luck!
Expanding a thought from a conversation this morning:
In general, I think "Is X out-of-character?" is not a terribly useful question for a writer. It shuts down possibility, and interesting directions you could take a character.
A better question, I believe, is "What would it take for Character to do X?" What extremity would she find herself in, where X starts to look like a good idea? What loyalties or fears leave him with X as his only option? THAT'S where a potentially interesting story lies.
In practice, I find that you can often justify much more from a character than you initially dreamed you could: some of my best stories come from "What might drive Character to do [thing he would never do]?" As long as you make it clear to the reader what the hell pushed your character to this point, you've got the seed of a compelling story on your hands.
Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.
Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?
Documentation skills are also a massive plus.
Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?
If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.
Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~
Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.
Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE
Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.
If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!
Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.
Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),
Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!
Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?
That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.
every writing tip article and their mother: dont ever use adverbs ever!
me, shoveling more adverbs onto the page because i do what i want: just you fucking try and stop me
Punctuation is like the very last thing I actively think about when writing something (what's the point of fixing the punctuation of a sentence you'll end up taking out or editing anyway?) but it is still an important step!
Having proper punctuation increases your credibility and the overall quality of your work. Also, it’s doubly important in professional work, emails, and resumes. With that, let’s get into it!
Commas
We use them all the time. We get them wrong all the time. There are six rules for where you can use commas:
Use to separate items in a list or series:
The book was long, tedious, and painful.
The comma after tedious is called the Oxford’s comma. Feel free to debate if you need it in the reblogs, but you won’t get in trouble professionally if you use it or leave it out (in most cases.) It always comes before ‘and’ in a list to prevent confusion of the items:
I ran into my mother, my best friend and a scientist. (1 person?)
Is very different from
I ran into my mother, my best friend, and a scientist. (3 people)
2. Use to separate independent clauses, with a coordinating conjunction.
An independent clause is just a sentence that makes sense on its own.
A coordinating conjunction is: and, but, or so.
Miley had a ton of work to do, so she set her alarm early.
3. Use after an introductory statement.
Introductory statements begin with many different words, but typically: Before, after, when, while, as soon as, etc.
Before her first class, Stacy looked up her prof on Rate Your Teacher.
Main point about this, “Before her first class” is not an independent clause, it needs a second part.
4. Use to surround info in a sentence
This info is not essential to the sense-making of the sentence, but it should be relevant.
Parents, no matter how skilled, cannot function at 100% all the time.
5. Addresses and Dates
6. And with direct quotes
Important for essay writing.
Casey said, “I hate this house!”
Colons:
Introduce a list after a complete sentence:
I have three favourite foods: spaghetti, chowder, and garlic bread.
2. Use after ‘the following’ or ‘as follows’
Please provide the following information: your date of birth, full name, and address.
3. Don't use with sentence fragments
A sentence fragment is an unfinished sentence (that doesn’t make sense on its own).
My favourite foods are: spaghetti, chowder, and garlic bread.
This is wrong because, “My favourite foods are.” Isn’t an independent clause.
4. Introduce an explanation
My parents ask one thing of me: that I try my hardest.
5. Introduce a quotation
Mom always quoted the bible: “The truth will set you free.”
6. And times (12:00)
Semi-Colon:
Not super common, but makes you look good if you can use it properly.
Separate two related independent clauses
I never drink Starbucks; it tastes burnt.
2. Similar, but with conjunctions: however, moreover, therefore, nevertheless, etc.
I don’t like Starbucks; however, it does the job.
Agatha didn’t witness anything; nevertheless, she was called in to court.
3. Use to avoid misreading in a series
The invited guests are the club leader; the treasurer; the new member, Jason Tanner; and Wanda Johnson, the investor.
Semicolons clarify the separation between the four people. Had it been, “The club leader, the treasurer, The new member, Jason Tanner…” it would seem that the new member and Jason Tanner are two different people.
Apostrophes – Possessive
‘s shows possession of a singular noun
The girl’s parents were quite rich.
2. S’ shows possession of a plural noun
The students’ books were all over the place. (there are multiple students who have books)
3. ‘s to singular words ending in s, and nouns that are plural
My boss’s office My children’s toys
Apostrophes – Contractions
Use to combine two words (they are, he is, there is, etc.)
It is -> It’s a beautiful park They are -> They’re really good friends You are -> you’re good at this and so on.