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I liked the bit of dialogue at the begining ... for about the first three lines. Then it went straight into crap country with cheap, hollow lines from movies about insecure men who make a front of being badass. Your words are lifeless (and that may be me, honestly, I've found a very large part of English is lifeless and dull), your characters even more so. Your prose is straight-cut (even a kid could guess you're male, and not even by content) and leaves no room for mystery, for exploration. Everything happens in a predictable, gamer-ish way and I hate that. This isn't a short story; it's a script for two minute movie at the begining of FPS video game, with all the implied cliched crap sprinkled in appropriate amounts. Disclaimer: neus was sufficiently bored whilst typing this post and the above text ought to be taken with a grain of salt, preferably sea salt, without iodine, farmed on the coasts of the Adriatic Sea. Way to fail at reading neus. Editing this post now. Allright. I missed the constructive part of the criticism (yeah right, asshole) so let's try this again:
When introducing characters, take this route: make us believe they are human and then when you have us hooked, let your imagination fly off and paint his character. It's fun to paint a character first but if you start with the paint before the meat, your audience doesn't believe the character. We become alienated and we stop caring.
THe only place where you can find this kind of crap is in video games and "action packed" B-grade movies. There's a reason why people devote half a paragraph to stories in video game reviews. Show, don't tell.
It makes one of the characters (the one who says I hate you, you haven't distinguished them enough for me to remember their names and you haven't given me a reason to remember their names), it makes him seem weak and that is not what you ought to be aiming for here. They are discussing something large and radical -- not who gets to go grab pizza when it's raining outside. The rest of your story doesn't seem light-hearted enough to warrant this kind of crap. If the entire story was light-hearted and half-joke every two sentences, this'd be right in. But in the middle of a serious story about conflict and revolution and (cringe) lost love, this kind of thing has no place. Your voice needs to be uniform. That quote above is such a glaring deviation from the voice present in the rest of the story (well, not quite voice but style, tone) that it stops the suspension of disbelief. (It makes people step out of the story, they are not in a world of your crafting anymore -- you've lost them.) Keep your tone, style, voice, gut-feeling, whatever, unifrom.
If you have a long story, people can associate characteristics to a name, that is, they can make the connection "Deremus walked off, ah, yeah, he's the denim coat guy, the one who told off the guard, and is married to thta girl and ...." -- they can associate an idea, a character, to the name. In a story this short, the reader doesn't have the time to associate a name to an idea. Only enough character is present to warrant the name of the main character. And only use it when you need to -- constant use of names makes the text stop in a reader's mind while they associate who this name is to the character it represents. I'd advise very strongly against use of more than one name (the one for the main character). If you use more, you find people doing what I did -- not associating the character to the name and basically not even caring to remember the names or to distinguish them. Distinguish people by how they act, what they do, what they wear -- not their names.
Then show us that there is more than one faction. Possibly describe these factions in terms of what the main character thinks of them because we already know who he is, his position is strengthened and remembered in our minds: we can make up our ideas "hmm, he's fighting these Alliance bastards, they must be horrible cunts. I hope they get fried." Basically for anything: characters, factions, languages, areas, worlds, etc.: introduce the main one, the one relevant the most to the stroy. Develop that one thoroughly. Then frame the rest from the point of view of that one. Otherwise, people get confused, caught up in names, and ultimately stop caring about the characters or ideas or whatever it is you are trying to say. Say who Daniel is, mention his coat that could somehow show his affiliation to one of these factions, expound the idea of who Daniel is and then associate him with one of these factions. Then, show him observing others of different factions and present his views. Make him mutter as he passes by a member of a different faction something colorful to show off who he is. Even your views, impartial author ones, but you can't introduce eight factions all at once. That just makes people confused and they refuse to care.
You've abused this "author" trust by hyping, by saying and not showing. Had you shown him encountering a soldier and getting in a tussle and escaping with some offhand remark about his previous exploits, I'd believe this is a badass guy. Now I have your word for it and I haven't a reason to believe such a fantastic fact about some guy I've just been introduced to. Don't tell people what to think about characters: make them think that by showing what these characters do.
The first part, in the bar, was a slow introduction to a very long piece. This was a short ending to a short piece. I can't put that better: the story has no meat, no character development. Add in five more pages of Daniel's struggle so that we can see who he is, who this Lilia girl is, what the heck this conflict is about: make us care. Right now, the structure is all broken. Keep it simple. Short story = short conflict = single idea. No huge revolutions with eighty factions, none of which you've introduced past a name. That's all. Jam it back in, in the dark.
Last edited by neus; Nov 21, 2007 at 11:23 PM.
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You know, fuck all, I didn't (and I still don't) like this onion_mk3 guy, but this literary workshop idea is a good one.
Let's keep this shit going. We need more people reading and typing. There's nowhere I can't reach. |