The Four Pillars of Fiction: Introduction

The Four Pillars of Fiction need to be structurally sound in order to maintain your story’s integrity. Each pillar needs to be of equal height and width of the other pillars, or you may end up with a lopsided surface.

But with every rule comes an exception, and there are times where uneven pillars can either work for or against the story. We shall explore the convention of an even structure, and the possibility of leaving one intentionally short within good reason.

4 pillars

Welcome to a four part series where I will be detailing the fundamentals of writing fiction!

Together we will go into great on crafting solid blueprints that will help you develop a firm foundation for your story. Each pillar should seamlessly compliment each other and ultimately deliver a rivetting and captivating experience for your readers.

Part 1: PLOT

The plot is the pillar built from the events in your story. Every scene has a purpose, and every significant plot point must simutaneously ask new questions and reveal vital information about the world and its inhabitants.

Part 2: Characters

Without any characters, there is no story. We need some form of a sentient being in which to experience the world through, as well as relate to in terms of emotionality and intellectual stimulation. I’ve already made several posts about characters, and that very fact alone is reason enough to prove just how important it is to have solid characters in your story.

Part 3: Setting

Likewise with characters, a physical setting is required for a story or your characters will just be interacting in an empty vacuum. The world in which they inhabit needs to exist within the metaphysical laws of your story in terms of its relation to reality.

Magic? Technology? Or just plain contemporary? Whatever your setting is, it must serve as a logical physical playground for your characters to act out their particular drama.

Part 4: Dialogue

We relate and reveal through conversation. What do your characters have to say about the world, themselves, and their situations? To each other? Every character is equipped with their own unique way of speaking that expresses their desires and inner turmoil.

And of course, conversation is not just limited to verbal communication. We will also take a look at how non-verbal communication can serve as a solid substitute for conventional dialogue.

Pack Your Bags For an Adventure

And that is all for a quick overview of what I will be covering in the next couple of weeks.

I hope you are as excited as I am right now to delve into The Four Pillars of Fiction!

Bring your existing tools and be ready to sharpen them, as well as craft several new ones along the way. Together we will build the most structurally sound stories.

 

Anna’s Quest Review

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Anna’s Quest is by far my favourite point and click game! It’s about a little girl with telekensis who sets out on an adventure to find a cure for her sick grandpa. Her level of innocence, empathy, and resourcefulness makes Anna a great character to play as.

Much to her detriment, though, she is very naive and trusts everyone too easily. And I guess that has been the best part of her character arc having reached Chapter VI so far. Learning who to trust and not to trust has become a fundamental aspect to the story, and it’s great to see her keep pressing onward despite of the betrayals and disappointments she’s confronted with.

327220_screenshots_2015-08-14_00007The puzzles in this game are very logical, fun, and very rewarding to figure out. Point and click games are known to have some cryptic puzzles that you’d either need a guide for or several hours staring blankly at the screen, frustrated and scratching your head.

You won’t have that problem with Anna’s Quest, as the puzzles are easy enough to respect your lateral thinking, but not so hard that you sigh or groan is resignation from trying.

There were only a couple of times where I needed a guide, but I know that if I spent a little more time to think or exhaust one more possibility, I would’ve figured them out on my own.

My gripe with this game along with anything by Daedalic, though, is the lip sync. Like, is it really that hard to program the lip sync to go with the vast amount of dialogue in this game? What I would also like to see from this company is some close up shots on the characters while they talk, kinda like in Broken Age, and maybe more physical gestures from the characters as they speak.

There’s also the problem of dialogue strings starting off as if the first syllable or so gets cut off and it’s a bit jarring when you’re so invested in the dialogue exchange.

Lastly, what I do love about this game is the amount of maps there are in it to traverse through per chapter. The point and click games I’ve played so far have had the tendancy to recycle maybe the same 5 or so locations for most of the game, and that gets a bit boring.

SPOILER WARNING


327220_screenshots_2015-08-24_00007There’s a point in the game where you get to play as the villain in their childhood, and that really helps flesh out her character more instead of just making her pure evil. You get to understand why her heart was wrought with grief, but ultimately made the wrong choices to lead her on the path of darkness.

After you’ve vanquised her, the end seemed to happen too quickly. As it was Anna’s Quest and no one else’s, I didn’t like how quickly they narrated her ending instead of showing what happens with her grandpa after she saves him. It would have been nice to see him wrestle with the fact that she went against his wishes to go out into the dangerous world JUST to save him.

That would have made for a great dialogue to show ambivalence on his part. After all the story did begin with him forbidding Anna from venturing out into the dangerous world and she went ahead and did it due to her love for him. It’s a missed opportunity and there’s been some debate about the ending here and there on the Steam forums whether it was sufficient or insufficient for an otherwise great tale.


END OF SPOILERS

Loved the story about learning who to trust and seeing the harsh and dangerous world through the eyes of an innocent child. It’s sad to see how easily they can have their innocense exploited as with the case with a few characters betraying Anna throughout her journey.

The ones that betray Anna or take advantage of her, I think, was like a commentary on how destroyed some adults can be when it comes to children needing their help. And the few helpful adults that will empathize with her and genuinely want to help her is indicative of how very few adults there are in the current world that will genuinely care for children’s needs.

All in all, Anna’s Quest is a solid game. I got it full price and don’t regret it, but if you ever see it on sale, do not hesitate to get it! If you get it for even 50% off, it will out live its value.

 

What I Learned From Being a Spy

First off, if I were an actual spy, I’d blow my cover easily by writing this post.

What I’m actually talking about is how I’ve gotten my spy on this past month by revisitting the hit series Nikita and playing a whole lot of Invisible Inc on my free time. I don’t normally hunt for achievements on Steam or Xbox360, but I love this game so much that I woke some completionist part of me to get as many achievements as I can.

One of those achievements, of course, is one you can get for beating the game in Expert Plus Mode, THE hardest difficulty of an otherwise already difficult game.

Invisible-Inc-title-screen

Spyin’ Ain’t Easy!

Invisible Inc. is a turn based strategy game where stealth, strategy, and perserverance are the keys to survival. You play as the operator of secret agents, commanding them to infiltrate corporations in order to steal their weaponry, technology, and many other useful resources to help rebuild and relocate the agency of tactical espionage.

What’s awesome about this game is that there are several mission types and every map is randomly generated so that you get a fresh and new experience every time. And you only uncover as much of the map as you explore, otherwise the unexplored remains unseen (kinda like life!).

There’s also a huge roster of agents all with their own unique abilities, personalities, and synergies depending on which ones you choose at the beginning, and the ones you rescue in recovery missions. It’s up to you how to play their strengths and weaknesses together to formulate the perfect team.

The possibilities are endless!

As you command your agents to infiltrate these corporations, you have to be careful not to blow their cover and be seen by the guards. In most video games, your initial instinct is to inflict as much violence as you possibly can and stun or kill all the guards you see, but that can only work against you and make things unnecessarily harder than they need to be.

When guards wake up from being stunned, they’ll suspect someone has broken into the building and begin to hunt for you, thus making it harder to predict where you can safely venture out to.

If you kill any of them, it significantly advances the alarm tracker, and the higher it gets, the more obstacles get generated. These can include higher firewalls for devices (making them harder to hack), spawning extra guards, and turning on extra surveillance cameras.

So I’ve been playing Expert Plus Mode where all of these already daunting aspects of the game get even more challenging, and I gotta say, it really pushed me to my limit!

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Repetitive Failure Can Only = Future Success

As you can see here, I have two agents hiding from possible detection. The red tiles indicate the vision range of the guards, and in the earlier difficulties of the game, you can see them so you can plan out where to tread. In Expert Plus Mode, the danger zones are not shown unless you can see the sources (guards, cameras, turret machines).

That means you can easily walk into a safe looking area, only to find out that a structural intrusion originally blocked your sight from seeing a guard that’s ready to shoot your agent down on sight.

I must have restarted my agency 20+ times because of how hard this mode is, and when you get caught and have all of your agents killed on a mission, you lose ALL of your progress and have to start from scratch.

Your stat boosts, all that high tech gear, and all that money you acquired can all be thrown away due to one mistake. Something as simple as not closing a door, causing a guard to see you snooping in the next room, could easily mean death.

And I’ve made that mistake. Along with many others. Several times!

When I said I loved this game, I wasn’t just speaking from the geek within, but also from the very depths of my entire being. What I learned from playing this game is learning to maintain composure in pressuring situations and to approach challenges with determination.

I think that when you love something or someone–this could be building your business or dating your possible future spouse–you learn to take the good with the bad, the easy and the challenging, and embrace it all with all you’ve got.

So many times I’ve had agents die and require reviving just when I was about to exit the level, or needing to rescuing them from a detention center in a later mission while having an agent fly solo. And trust me, you want to have at least two agents at a time to uncover as much of the map as possible and to help each other out in a bind.

So many times I had acquired some of the best gear during the highest security levels, surviving the mission by just a hair away from detection and death.

So many times I had upgraded my agents’ stats and equipment, only to lose it all because I got greedy for more credits and equipment during a mission, instead of heading for the exit when I had the chance.

But still. I kept shrugging it off and starting over, because that’s what you do when you’re committed to something. You do everything you can to maintain your standards and continue reaping the benefits of your hard work.

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Gotta Lose a Lot Before You Gain a Lot

And in some cases…you also need to learn to let go of everything you’ve built if it means a better start later. That was the case with this particular screenshot. When you’re surrounded and have nowhere else to go, you can make an agent speak some final words before they’re shot to death.

Nika’s spoke my mind perfectly after a campaign that took 5 hours to build.

“Just get it over with.” That was my mantra when I got surrounded and really had no way out.

There was even a time where I lost so much progress that I kept starting over only to fail early on because I was playing on tilt. I was impatient and deliberately making the same mistakes I knew were horrible, but I was just so frustrated with the game.

But then I remembered what I wrote about in my Gamer, Know Thyself series and reevaluated my approach.

I started playing more vigilantly and more strategically.

I stopped trying to get extra credits from safes or items, and started taking guaranteed exits when I saw them.

I stopped walking into danger zones and started ensuring visibility of the map before moving onward.

I stopped stunning and/or killing guards and started to save the violence for when it was absolutely necessary.

Otherwise, I avoided violence as much as I could to mitigate the ramping difficulty of each turn taken. As I mentioned earlier, KOing or killing guards advances the tracker. Yeah well, so does taking a turn, but it doesn’t advance the tracker as much as committing acts of violence do.

Most importantly, I learned from all my mistakes and kept in mind what were some good or bad things I’ve done in previous campaigns in order to survive longer in each passing attempt.

Hell, I could have easily allowed myself the option to use the REWIND function where you can rewind to a previous turn in case you make a mistake.

Nope, I played hardcore Ironman Mode along with Expert Plus so that I can be even more responsible for any missteps taken.

In the end I achieved this:

EP+ Completion screen

With these stats and equipment per agent at the final mission:

I normally try to max out their stats, but I had to make do with what I got in the end and it was more than enough to complete the final mission.

As I’ve said before, video games are a good source for self-knowledge, and now having experienced what it was like to really love and commit to something to this degree, to something as simple as a video game (or in this case, NOT so simple video game) it’s time to apply that attitude to real life!

This game and many others are great and safe training grounds for such mental fortitude, and if more gamers transferred that dedication to real life pursuits, the results would be astronomical.

Offering FREE Creative Consulting

Digital-Campfire-StorytellingStorytelling.

Think; gathering over a camp fire. Feel the warmth on your skin and in your heart. That is what stories provide us: warmth and connectivity.

Do you have a story burning up inside you?

Want to stoke the flame and tell that story to the world, a small audience–or do you simply want to write something for your eyes only?

If you need help on generating, connecting, and re-evaluating ideas, I can help.

From now until the end of September, I am offering FREE Creative Consulting!

In our sessions we will build your fictional world, or reconstruct your reality onto the page in a stylized and purposeful way. Whether you are writing fiction or non-fiction, we will discover what you truly want to convey.

Together we can create your:

– Plot/Theme/Philosophy

– Characters (their relationships with each other, and impact to the story)

– Setting and its significance to the Plot and Characters

– Dialogue nuances between your characters and any running gags or motifs

 

I will also be reading your content to give you critiques that will reveal where your strengths and weaknesses are as a writer, and help you reach your potential.

If you want these little embers to erupt into an inferno, drop me a line and we can work out a coaching schedule that works for you!

Add me on Facebook and we can talk!