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kasdeya

Fun fact: Apparently modern Mario games use kishotenketsu in their level design

youtu.be/dBmIkEvEBtA

6 comments
Normal :jo_2: :v_enby:

@kasdeya just watched this, while i think that the approach nintendo does to this works for their games (where its about fun gimmicks), i question how well it would apply to stories

what is talked about in the video is indeed a introduce-develop-twist-conclusion mechanic, but the image you sent at first makes me feel like it is something very different

something like... the hero goes on a story, learns about the problems, and then prepares to confront the final villain... only to realise that the villain is not the one they should be fighting, but that the system that brought them there is rife with problems, and instead they throw away their knights' armor, and join the villain's ranks, to move against that oppression

its not an anti-climax, its not even really a twist, but its a re-framing that changes the narrative inertia entirely, with just a few changes

\

@kasdeya just watched this, while i think that the approach nintendo does to this works for their games (where its about fun gimmicks), i question how well it would apply to stories

what is talked about in the video is indeed a introduce-develop-twist-conclusion mechanic, but the image you sent at first makes me feel like it is something very different

Normal :jo_2: :v_enby:

@kasdeya what i'm way more interested in in looking at, for my own stories, would be iyashikei, because i dont think a continual tension-release structure would be good for some of the things that i want to cover, such as real-life relationships, which should not be done under pressure

tension might exist in micro-steps, where its a tension of wanting to bridge a gap between telling someone what you want, and them seeing and accepting it, and then going another step by showing you what *they* want, developing the dance

its also that i just want to find out what makes slice-of-life, how to make cutesy(?) and low-stake interactions fun to read and write, seeing characters be themselves, flow freely, without needing ti put up a face

@kasdeya what i'm way more interested in in looking at, for my own stories, would be iyashikei, because i dont think a continual tension-release structure would be good for some of the things that i want to cover, such as real-life relationships, which should not be done under pressure

tension might exist in micro-steps, where its a tension of wanting to bridge a gap between telling someone what you want, and them seeing and accepting it, and then going another step by showing you what *they* want,...

Normal :jo_2: :v_enby:

@kasdeya oooooo

I think I get it now, I read someone's blogpost on it, and I'm very very very reminded of stardew valley, which has the *exact* same feeling, wow

kasdeya

@ShadowJonathan If you have the energy, can you expand on the Stardew Valley connection? I'm really curious. I played a little of that game but never close to completing it.

Normal :jo_2: :v_enby:

@kasdeya to me, the entire premise of stardew valley is relaxation, being away from "modern society", disconnecting entirely and simply enter a simple life of farming and dealing with very slow town politics/drama or whatever

now that i think about it, animal crossing fits this description very well too :blobcatpeek:

Normal :jo_2: :v_enby:

@kasdeya i feel like iyashikei isn't a story *structure*, per say, but an idea of how you'd want people to engage with that world, a walk-in relaxing poster, a tea house on the edge of the world, a quiet farm with little hubbub

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