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# Critiques 2
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# Critiques 2
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* Kiri:
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* Kiri:
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* Twists and turns, interested to see where it would go/pan out
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* Neat to see it pivot to Ursula's from Sim's
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* Nice to see characters from the wrong side, more chaotic
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* Bit more characterization from Ursula early on, comes off as Sim being her hype man
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* Dialog, had to read it over, aimless
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* Al:
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* Al:
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* Beautifully written, lyrical, poetic, like listening to a song
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* Themes/motifs of opposites: size differences
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* How many terms the words jump can mean (Sim needs to jump, Ursula jumping people, Sim jumping Ursula's bones, literal jump at the end)
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* Startup/Index area
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* Run-ons were kind of nice to make the action move faster
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* Some words repetitive close to one another
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* Ending emotional, want to believe she's running away to a better life.
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* Kyell:
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* Kyell:
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* Nervous because more personal? Done quickly? Hope you've been reassured
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* Works well as is, more about shoring up what's there and adding texture
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* Voice is very strong:
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* familiar, echoing folk songs/tales
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* feels like someone telling about what *really* happened
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* Sim's voice within the voice is a pleasure b/c it's jumpy
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* Ursula has a voice, even though she has no dialog, it's still present in the descriptions and physicality
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* Two or three sex scenes in one sentence each, works despite not getting the scene
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* Thematic meanings of jump
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* Contrast between the early part and later part:
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* early part is very grounded, enjoyably so
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* Ending part, a lot of space spent on parts where there was less
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* After the convenience store, there's a shift toward imagination
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* Kind of drop back to the real world, but still, Sim is imagining Ursula
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* Then on to magical realism
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* Signal the transition between physical and imagined worlds
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* Head toward magical realism, bounce around in the middle, which can work, but feels a little arbitrary
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* Opportunity to show us more about the relationship between Sim and Ursula:
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* What's the snap/final straw?
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* How many times has he made that speech about going straight?
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* A bit tricky b/c Ursula doesn't speak, so we don't hear "I've heard this 10 times before" or, re: abusive relationship, "Maybe he really means it this time"
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* Maybe the convenience store is the last straw? "This has to be it, why do they keep having to go off and do other things" - maybe bring that back?
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* Four possible stories[^fivesections]:
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* Internal story
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* Interpersonal story
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* External story (plot)
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* World story
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* In a novel, have all four, but in short story, usually just three
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* May not need the fourth, but it might help solidify it:
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* Why does Ursula need to say?
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* Why do they need to keep doing this?
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* In abusive relationships, there's usually a reason (imagined or otherwise) why they stay
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* Maybe just a couple of sentences for a little more background without having to be specific to the characters themselves
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* Dayna:
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* Dayna:
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* A joy to read
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* cool things being done with voice:
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* Integral to forming the story from the beginning, whereas that usually comes in later drafts
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* Sim's voice is pretty complete for characterization, good for other stuff in intermediary way
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* Narrator voice:
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* I/we is good
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* Refrains for days - bought repetitions more than might have otherwise done because of song-like aspect
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* Narrative folk song
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* Indirect characterization - opposites serve well, showing what the other is not
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* Noverbal character (or is she...?):
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* Veering towards Sim's style, so Sim probably just hears a mumble
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* ...
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* Imagine/suppose:
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* sometimes whistful
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* Sometimes definitely supposed to infer, or infer the opposite
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* Narrator voice can make one further jump before the last jump (the biggest jump)
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* Need more outright shift their eye to Ursula according to what she really wants, as opposed to Sim rewriting her
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* Before Ursula's flight through the woods, need more from Ursula
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* It's like an ache, endless pining on of smaller bummers, but we miss the actual snap
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* Want the clear eye turned on Ursula so that we can't doubt it
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* Vagueness around "time passes, and *someone* saw her"
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* Unreliable narrator narrating an unreliable character who is narrating the other character unreliably, jumping to conclusions - Sim is trying to overwrite her presently, but also into her future
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* Ambiguous ending that intends to be ambiguous and restructures the stuff before
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* Makyo:
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* Makyo:
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[^fivesections]: FIVE SCAFFOLDINGS WHEN YOU WISH TO BOOK A THING
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PLOT
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Any meaningful action in a book— every time something moves a little bit in the book— every happening. Example: “The king died, and the queen died.”
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STORY
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The causality that ties the plot elements together and makes them make sense/be compelling. (Without this, plot would be just a bunch of stuff happening.) Example: “The king died, and the queen died of grief.”
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STRUCTURE (**this vs. Narrative is when vs. how)
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The order in which you tell these things, the presentation element, the revelation of information.
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VOICE
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The words that the characters use to communicate the story, to communicate with the reader (POV, protag, etc.)
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NARRATIVE (TONE) (this vs. Structure is how vs. when)
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Style description, the actual presentation of the words to the reader, the mannerisms you choose for the phrasing of the story.
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THERE ARE FOUR STREAMS OF STORY THAT EVERY BOOK SHOULD HAVE
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In a world that’s suitably complex, each of these streams should change significantly. If one chapter is high-intensity INTERNAL, the next might be INTERPERSONAL, or one of the others. Transfer between the streams in terms of focus chapter to the following.
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Your character’s INTERNAL
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INTERPERSONAL
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EXTERNAL (plot)
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WORLD STREAM (the way in which the world is changing)
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