Mind monolog experiment
For a start, I think mostly the oucasts are having a relation to sexuality and family a little different, since in the beginning, there is no hierarchy (remember the rats experiment I mentionned earlier?) You could introduce as many sexuality experiences as you wish, in order to determine who has the strongest sex drive in the group, or which one is the strongest, or the smartest, or the one most able to resolve the crises in that group. And if it turned out that each role is equally shared, that is that they belong to different persons, then this group has a whole new dynamic, unheard of in this wolf-pack society, which is... teamwork? Where the goods balance out the bads? And they would help each others? This could make for a whole new hatred of the outcasts.
But I think in the end, there should always be a leader of the group, and preferently a leader NOT chosen in the wolf-pack society traditional manner. Maybe the physically weakest, but most apt to discuss his way through anything? Always cool headed when things get heated...
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
You are following the progress of the "obvious bad guy", and make it as likeable as any "Good guy". Think of the manga "Berserk".
Or you could possibly follow alternately the progresses, thoughts and discussions of BOTH potential leaders, and analyse their reactions to each other's behavior.
The first way of doing things require HIGH, VERY HIGH writing skills. It begs for ways of describing the situations away from traditional moral landscapes, and explaining why each is following THIS precise way.
Following YOUR exemple: The "Tough-but-crass" leader has quite smart followers, even if he is an evolutionnary throwback, precisely BECAUSE he is an evolutionnary throwback, and the smarter followers DO follow him for political beliefs that "it was better in the old times, let's get back to it...", whereas the "smart-but-weak" leader is an evolutionist at heart, and wants to lead his wolf-pack society towards a new and egalitarian future, in which both the weak and the strong, the smart and the dumb will have a place and a task to accomplish, and all wil be dependant on the others. They both want to make their society evolve to suit their own capacities.
The first needs it to go back to the times where his muscles would have earned him respect, and his followers think on similar terms, although they, on the average tend to be weaker, making those followers particularly dislikeable (think nazis), whereas the second has enough wits to use what is at hand, and is a GREAT orator, and easily convinces whoever he happens to be talking to, but is too weak to fight for himself, and therefore requires muscle (Think Hitler's skills) but have the followers be realistically convincing that they are following the rightful path, since they are tending towards what can be seen as today's society in the Western World.
Both groups have their own Good guys and their own Bad Guys, and should, therefore provide the reader with enough situations where empathy is required. The way empathy leads should be made individual in the interpretation of said situations, in order to please the audience in all ways, and make ALL characters look nice, antipathic and pathetic...
Also, there's the question of who wins at the end of the story - if both factions are presented sympathetically, the audience will not want to see either one get hurt or lose. An anime such as Fushigi Yuugi is an excellent test case to study this - it has two teams of fighters. One is presented as the 'good guys' and one as the 'bad guys', but even the bad guys were characterized somewhat sympathetically, and some of the audience sided with them. Similarly with the Harry Potter books, you will find a lot of fans who self-identify as Slytherins and read the books rooting for the 'bad guys'. Then there's the whole issue that pitting two teams against each other tends to result in members of both teams getting killed, which a lot of audience members feel hurt and betrayed by...
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
As for the skills, I find myself more at ease with plotting intricate events, long and complicated storylines, and quite often requiring the horrible deaths of more than one major character. But I seriously lack skills in the emotional part and the dialogues. And since my style relies heavily on puns and in-jokes, I usually end up having fun lines within a scene that is supposed to be terribly sad.
Want to team-up?? looool
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
In my vision of things, sex is just another weapon to make the ends meet the means. And love is usually deceived, because sex is just another mean. The orientation of sex is absolutely unimportant. Hell, everything in my stories usually boil down to unresolved conflicts. Maybe I should consult a psy?
My writing is made up of about 1/2 romance (equal parts humor and angst), 1/4 people manipulating each other, the net effect of which is narrowly avoiding prejudices and restrictions and leading to non-violent social progress, and 1/4 exploring cool complicated worldbuilding. If your stories boil down to unresolved conflicts, mine probably boil down to cleverly avoiding conflicts. Which is probably why I'm bad at plotting, because plot is all about conflict, and avoiding conflict is kind of like avoiding plot.
So why do you like sad endings? I've never understood why some writers like to write that sort of thing.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
It probably has to do with the fact that I am a Paladin at heart, and am used to hope against hope. In the darkest hours of despair, in any situation, i usually find a reason to hope, which is also usually deceived in the end. And I keep hoping that there is a way to go out, a way to make things better. I usually believe that there is a way to dream things to perfection. And that a sad ending to a book is just the beginning of a lifelong dream of how to find the way to right the wrongs, to analyse the errors to weed them out...
I also like what is usually dubbed, in french, "sidestep transitions", where you leave one character at one point, leave the scene, and find another character in a similar situation, but a step ahead, or where the first line of the second scene's dialogue indirectly and often oddly answers the last line of the first scene's dialogues. I like it when there is echo. Think of Bernard Werber Ant's trilogy.
And I remember you mentionned somewhere one of my favorite books ever: the Cryptonomicon. It often uses this kind of "sidestep transitions", blends the action between three different epochs, and uses situations of deep despair and personal desires (remember the passage about the "morphium" and the U-boot?) to divert the reader's attention of the main goal of the team, which is utterly important while leaving the men individually doomed if caught. (Impossible Mission style). I simply love this whole thing of self sacrifice to something bigger, and willingly accepted doom. Plus, if doesn't end tragically, the sacrifice is stupid and meaningless, since it didn't serve the higher purpose. And if it does, but did NOT serve the higher purpose, it is even worse, for there is a feeling of loss for the reader...
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.