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2021-06-10 17:35:09 +00:00
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<h1>Zk | Critique for Jump</h1>
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<h1 id="critiques-2">Critiques 2</h1>
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<ul>
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<li>Kiri:<ul>
<li>Twists and turns, interested to see where it would go/pan out</li>
<li>Neat to see it pivot to Ursula&rsquo;s from Sim&rsquo;s</li>
<li>Nice to see characters from the wrong side, more chaotic</li>
<li>Bit more characterization from Ursula early on, comes off as Sim being her hype man</li>
<li>Dialog, had to read it over, aimless</li>
</ul>
</li>
<li>Al:<ul>
<li>Beautifully written, lyrical, poetic, like listening to a song</li>
<li>Themes/motifs of opposites: size differences</li>
<li>How many terms the words jump can mean (Sim needs to jump, Ursula jumping people, Sim jumping Ursula&rsquo;s bones, literal jump at the end)</li>
<li>Startup/Index area</li>
<li>Run-ons were kind of nice to make the action move faster</li>
<li>Some words repetitive close to one another</li>
<li>Ending emotional, want to believe she&rsquo;s running away to a better life.</li>
</ul>
</li>
<li>Kyell:<ul>
<li>Nervous because more personal? Done quickly? Hope you&rsquo;ve been reassured</li>
<li>Works well as is, more about shoring up what&rsquo;s there and adding texture</li>
<li>Voice is very strong:<ul>
<li>familiar, echoing folk songs/tales</li>
<li>feels like someone telling about what <em>really</em> happened</li>
<li>Sim&rsquo;s voice within the voice is a pleasure b/c it&rsquo;s jumpy</li>
<li>Ursula has a voice, even though she has no dialog, it&rsquo;s still present in the descriptions and physicality</li>
<li>Two or three sex scenes in one sentence each, works despite not getting the scene</li>
</ul>
</li>
<li>Thematic meanings of jump</li>
<li>Contrast between the early part and later part:<ul>
<li>early part is very grounded, enjoyably so</li>
<li>Ending part, a lot of space spent on parts where there was less</li>
<li>After the convenience store, there&rsquo;s a shift toward imagination</li>
<li>Kind of drop back to the real world, but still, Sim is imagining Ursula</li>
<li>Then on to magical realism</li>
<li>Signal the transition between physical and imagined worlds</li>
<li>Head toward magical realism, bounce around in the middle, which can work, but feels a little arbitrary</li>
</ul>
</li>
<li>Opportunity to show us more about the relationship between Sim and Ursula:<ul>
<li>What&rsquo;s the snap/final straw?</li>
<li>How many times has he made that speech about going straight?</li>
<li>A bit tricky b/c Ursula doesn&rsquo;t speak, so we don&rsquo;t hear &ldquo;I&rsquo;ve heard this 10 times before&rdquo; or, re: abusive relationship, &ldquo;Maybe he really means it this time&rdquo;</li>
<li>Maybe the convenience store is the last straw? &ldquo;This has to be it, why do they keep having to go off and do other things&rdquo; - maybe bring that back?</li>
</ul>
</li>
<li>Four possible stories<sup id="fnref:fivesections"><a class="footnote-ref" href="#fn:fivesections">1</a></sup>:<ul>
<li>Internal story</li>
<li>Interpersonal story</li>
<li>External story (plot)</li>
<li>World story</li>
<li>In a novel, have all four, but in short story, usually just three</li>
<li>May not need the fourth, but it might help solidify it:<ul>
<li>Why does Ursula need to say?</li>
<li>Why do they need to keep doing this?</li>
<li>In abusive relationships, there&rsquo;s usually a reason (imagined or otherwise) why they stay</li>
<li>Maybe just a couple of sentences for a little more background without having to be specific to the characters themselves</li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li>Dayna:<ul>
<li>A joy to read</li>
<li>cool things being done with voice:<ul>
<li>Integral to forming the story from the beginning, whereas that usually comes in later drafts</li>
<li>Sim&rsquo;s voice is pretty complete for characterization, good for other stuff in intermediary way</li>
<li>Narrator voice:<ul>
<li>I/we is good</li>
<li>Refrains for days - bought repetitions more than might have otherwise done because of song-like aspect</li>
<li>Narrative folk song</li>
<li>Indirect characterization - opposites serve well, showing what the other is not</li>
<li>Noverbal character (or is she&hellip;?):<ul>
<li>Veering towards Sim&rsquo;s style, so Sim probably just hears a mumble</li>
<li>&hellip;</li>
</ul>
</li>
<li>Imagine/suppose:<ul>
<li>sometimes whistful</li>
<li>Sometimes definitely supposed to infer, or infer the opposite</li>
</ul>
</li>
<li>Narrator voice can make one further jump before the last jump (the biggest jump)</li>
<li>Need more outright shift their eye to Ursula according to what she really wants, as opposed to Sim rewriting her</li>
<li>Before Ursula&rsquo;s flight through the woods, need more from Ursula</li>
<li>It&rsquo;s like an ache, endless pining on of smaller bummers, but we miss the actual snap</li>
<li>Want the clear eye turned on Ursula so that we can&rsquo;t doubt it</li>
<li>Vagueness around &ldquo;time passes, and <em>someone</em> saw her&rdquo;</li>
</ul>
</li>
<li>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</li>
<li>Ambiguous ending that intends to be ambiguous and restructures the stuff before</li>
</ul>
</li>
</ul>
</li>
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<li>Makyo:<ul>
<li>Difficulty in editing due to through writing</li>
<li>Something that comes from the voice:<ul>
<li>Can carry a lot of smaller mistakes</li>
<li>But also can stand in the way of editing</li>
<li>Editing can feel like ruining the flow of the language</li>
</ul>
</li>
<li>Being a folk tail told over a fire by drifters:<ul>
<li>Didn&rsquo;t want it to be super explicit</li>
<li>Still, as a framework, can use it to transition out of the framework, or lean into the narrator &ldquo;We&rsquo;re going to leave sim down on the trail and head up the hill&rdquo; or &ldquo;I&rsquo;m tired of talking about Sim and never give Ursula no time&rdquo;</li>
<li>Narrative voice can provide the framework</li>
</ul>
</li>
<li>Could be kinda funny to have it all be the convenience store clerk&rsquo;s imaginings</li>
<li>Ursula as literally nonverbal? Ideas:<ul>
<li>The physicality is there, could that be that she&rsquo;s not passive anymore, it&rsquo;s stiff</li>
<li>The narrator noticing those things could be the snap</li>
<li>Or could just play it up a little more</li>
</ul>
</li>
</ul>
</li>
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</ul>
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<div class="footnote">
<hr />
<ol>
<li id="fn:fivesections">
<p>FIVE SCAFFOLDINGS WHEN YOU WISH TO BOOK A THING</p>
<p>PLOT
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.”</p>
<p>STORY
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.”</p>
<p>STRUCTURE (**this vs. Narrative is when vs. how)
The order in which you tell these things, the presentation element, the revelation of information.</p>
<p>VOICE
The words that the characters use to communicate the story, to communicate with the reader (POV, protag, etc.)</p>
<p>NARRATIVE (TONE) (this vs. Structure is how vs. when)
Style description, the actual presentation of the words to the reader, the mannerisms you choose for the phrasing of the story.</p>
<p>THERE ARE FOUR STREAMS OF STORY THAT EVERY BOOK SHOULD HAVE
In a world thats 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.</p>
<p>Your characters INTERNAL</p>
<p>INTERPERSONAL</p>
<p>EXTERNAL (plot)</p>
<p>WORLD STREAM (the way in which the world is changing)&#160;<a class="footnote-backref" href="#fnref:fivesections" title="Jump back to footnote 1 in the text">&#8617;</a></p>
</li>
</ol>
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2021-06-10 17:35:09 +00:00
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