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zekonos
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latest user's comments
| #224 - HOW WAS IT? [+] (1 new reply) | 05/16/2013 on Mr. Satan's Got Weird Taste | +1 |
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| #21 - Thermodynamics is just differently flavoured math. [+] (3 new replies) | 05/14/2013 on Kids now days | +3 |
| #38
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cabbagemayhem (05/14/2013) [-] I wouldn't call it the language of science. They're both methodical, and that's about it. Two different things. #40
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N. Korean citizen (05/14/2013) [-] well math is at least the language of physics, as physics is applied math | ||
| #121 - That's a lot of trees for Sask. | 04/24/2013 on Canadians | +2 |
| #67167 - Alright, thanks for the help man! I will now try build even moooooore. [+] (1 new reply) | 04/19/2013 on Advice - love advice,... | +1 |
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| #67165 - Okay, so as far as world building goes, flesh out everything a… [+] (3 new replies) | 04/19/2013 on Advice - love advice,... | 0 |
| #67166
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nightmaren (04/19/2013) [-] | ||
| #67160 - Alright, well I'll remember for next time. Anyway. Si… [+] (5 new replies) | 04/19/2013 on Advice - love advice,... | 0 |
| World-building is my favourite pasttime, so I might be able to help out. It sounds like you're taking on a lot of shit, but as long as it blends nicely it should work out. You also will probably need a lot of back-story, and history, and explanation for most of that stuff. Basically, the more stuff you have = The more stuff you need. Like in Mass Effect, for example. There are a lot of alien species, and the game would seem bland if each species wasn't as fleshed out as they are. (IE; any even remotely significant relations to other species, history, history on individual colonies, etc;) I'd set a fairly high standard for the amount of information you need for every individual topic. When you just have a lot of things, with a little bit of explanation for all of it, and you end up with a lot of content, but simply because you have a lot of different topics, the world ends up seeming rushed, and not very lively. I'd rather read about a world that doesn't have a lot in it, but what it does have is very deeply explained and fleshed out, than a world that has a shitload of things in it, but with only 2 or 3 sentences explaining it. When that happens, it just seems insanely cluttered. #67166
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nightmaren (04/19/2013) [-] | ||
| #67146 - ....is this the wrong board for this kind of thing? | 04/19/2013 on Advice - love advice,... | 0 |
| #67145 - Hey guys. Could I have some advice on a kind of unusual topic?… [+] (12 new replies) | 04/19/2013 on Advice - love advice,... | 0 |
| No, a setting cannot become too vast. There can never be to much detail in the background. The problems start when you put too much of them into the story you're trying to tell; it gets bogged down and overwhelmed and the pace grinds to a halt if you really overdo it. Your story needs to stay streamlined, if you put unnecessary information into it it will suffer. That doesn't mean you can't have all the cool stuff you want, of course not, but you have to make it important to what's happening or it will become boring technical information. tl;dr: The world you're building can't ever have too much detail. There might be stuff that just doesn't fit, but you practically can't overdo the stuff that does. The actual story itself can take as much as you can cleverly tie into it and not a bit more. Yes it can have too much stuff. You want to make sure things aren't distracting from the main character, but looks nice to see in the back ground. #67160
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zekonos (04/19/2013) [-] Alright, well I'll remember for next time. Anyway. SirSheepy: Forgive me, but I haven't been able to partake in the Walking Dead yet. School is tough. But it seems like that setting is mostly just "a zombie apocalypse". There don't seem to be many elements at play. Just an overall destruction of society, and an ever present threat of zombies. nightmaren: Yeah, basically just world building. I was a bit worried that I might be including too much stuff. Magic, mutants, genetic modification, cybernetics, aliens, and artificial intelligence in a common day setting, along with past lives and re-takes on mythology. I think other people may think it has too much in it, but I'm not really sure. anon67159: I am aware that this may become a problem, and this just has to become a balance between narrative and exposition. World-building is my favourite pasttime, so I might be able to help out. It sounds like you're taking on a lot of shit, but as long as it blends nicely it should work out. You also will probably need a lot of back-story, and history, and explanation for most of that stuff. Basically, the more stuff you have = The more stuff you need. Like in Mass Effect, for example. There are a lot of alien species, and the game would seem bland if each species wasn't as fleshed out as they are. (IE; any even remotely significant relations to other species, history, history on individual colonies, etc;) I'd set a fairly high standard for the amount of information you need for every individual topic. When you just have a lot of things, with a little bit of explanation for all of it, and you end up with a lot of content, but simply because you have a lot of different topics, the world ends up seeming rushed, and not very lively. I'd rather read about a world that doesn't have a lot in it, but what it does have is very deeply explained and fleshed out, than a world that has a shitload of things in it, but with only 2 or 3 sentences explaining it. When that happens, it just seems insanely cluttered. #67166
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nightmaren (04/19/2013) [-] #67159
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N. Korean citizen (04/19/2013) [-] a setting can't have too much stuff/be to vast, but you can spend to much time relating your setting to the audience, causing them to lose focus on what is actually happening/important. and yeah this is probably a /lit/ or /tg/ question. certainly not advice or fj in general | ||
| #57 - ...........................sauce? | 03/16/2013 on This is not what it looks... | 0 |
| #22 - Is it bad that I have this thought a lot? Like, just with rand… | 03/16/2013 on My everyday thoughts in... | 0 |
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