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Glassworks

Crowds Of Characters Make Storytelling Suffer

5/1/2020

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by Christopher M. Comparri

The appeal of books, movies, television and any sort of story-telling platform can be boiled down to two key components: having a great story and having great characters to fill out said story. As viewers and readers, we often find ourselves rooting for certain characters and despising others to the pits of our very soul. This can be for any number of reasons: rooting for the underdog, finding a character that is relatable, finding one that embodies the essence of what we feel is right or wrong with the world. Finding the handful of characters that you feel strongly about builds an emotional tie between the content produced and the individual consuming it. However, the trend of incorporating huge casts of characters into stories is now having an adverse effect. People are finding too many characters to like or hate in passing. These characters are being masked as huge markers in a story, but the reality is quite different. In literature, sometimes less is more.


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Feel-Good Ink: A Defense of Standards

8/1/2019

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by Mark Krupinski
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“Anything and everything can be art!” is, I feel, a deceptively sinister phrase. You could substitute the rather generic “art” in this situation with your medium of choice, be it poetry, film, literature, or what have you, and the situation remains unchanged. It seems innocuous at first, even encouraging. Anything can be art; no matter how lost you may feel, no matter what vision you lack, your expression has merit. You exist and you are valid. As someone who has spent more time than perhaps he’d like to admit pacing fretfully to and fro, hyperventilating into a McDonald’s bag because the words don’t sound the way they’re supposed to, I understand. Writing is a painful, clumsy, often fruitless task, so positive affirmation is as valuable as it is rare. But there’s a danger in creating that sense of comfort, tossing standards by the wayside in favor of blind positivity and confidence. The idea that everything, every single careless, thoughtless, witless, messy, wishy-washy, meandering, pointless thing is art gives me pause.


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Leave Genre Fiction Alone

6/1/2019

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Image via Pixabay
by Kaitlyn Gaffney

​
I am an unabashed fantasy nerd. I was raised on Harry Potter, YA vampire novels, Brandon Sanderson, and Dungeons & Dragons. I still play World of Warcraft and I world-build for fun, but my entire life, I have heard fantasy--and genre fiction in general--referred to as a “guilty pleasure.”

With the explosion of YA and genre fiction in the past decade or so, the literary world has seen many arguments for the distinction between genre fiction and literary fiction and, in many cases, for literary fiction’s superiority. Arthur Krystal, in his piece “Easy Writers” for The New Yorker, promotes this hierarchy on the basis of genre fiction’s disproportionate focus on archetypal plot and inherent escapism. He describes genre fiction as “a narrative cocktail that helps us temporarily forget the narratives of our own humdrum lives.” I read this article a few months ago and felt the familiar sting of shame for my love of fantasy fiction.


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Interactive Storytelling: A New Era

8/1/2017

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by John Gross

Throughout time technology has changed how the writer crafts his novel. From pen and paper, to typewriters, to word processing—the tools of the trade are constantly evolving. In today’s world, the writer can craft a sentence and move it around to different places, supplementing paragraphs where he sees fit. This can be a powerful tool, that makes the revision process more fluid and dynamic. An author can be less committed to putting something on a page, where it can be easily reshaped, moved, and removed. While this technology has fundamentally changed how the novelist crafts his work, it hasn’t really changed how the reader consumes it. Sure, we are in a period of time that is showing the rise of e-readers and digital print, but ultimately the novel is being experienced in the same traditional way.

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Play Your Books: Video Games as Electronic Literature

9/1/2016

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By Jessica M. Tuckerman
Here’s a brief description of one of my favorite stories: Desmond Miles just escaped from Abstergo Industries, the modern day face of the Knights Templar, after he was forced to live out the genetic memories of his ancestor who fought in the crusades. He escapes with Lucy Stillman and two others who help him to reach a secluded cave where Desmond relives the memories of Ezio Auditore da Firenze. The story jumps between Ezio’s story in the Italian Renaissance and the cave where Desmond is desperately trying to find an alien device which will destroy the world if it falls into the wrong hands. By reliving Ezio’s memories, Desmond hopes to find where the device is hidden before Abstergo catches up to him. 
​

The story is full of twists and turns. I actually cried when Ezio, the narrator for much of the story, had to watch his family hang in the middle of Firenze. I love the plot, I love the framed narrative, I love seeing Italy during the Renaissance. I was consistently surprised throughout my first reading of the piece and I truly recommend that you pick it up.

The story is from 
Assassin’s Creed II. A video game.  

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