by Amanda Rennie The world is dark, dismal, messy; there is a teenager who is, believably, old enough, clever enough, mature enough, independent enough to make life-altering decisions. 16 or 17 is a good age because then they can rebel against adults, not go to school, and have an intense and passionate relationship. This teenager isn't like all the other teenagers. This teenager can make a difference. Yawn. It started with the vampire craze, but the publishers of young adult fiction have fully submersed themselves in Dystopia: everywhere and everything is terrible, and only one young person has the ability to change it and make the world a better place. Young adult authors, lots of them, have been churning out trilogies (ALWAYS trilogies) with the same stock characters and fabled ending for years now. And guess what? It's only becoming more generic.
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by Gabrielle Lund Argue that the love triangle in The Hunger Games was unnecessary (and I’ll most likely agree with you.) Guffaw at the tension, both “sexual” and aggravating, of Edward and Bella as he refuses to turn the one girl he loves into a vampire (and I’ll probably wince at the memory of the writing in these scenes.) But do not disclaim their success. These books are all members of The New York Times Bestsellers’ List for a reason and it has little to do with their contrived plots. Stephanie Meyers and other YA authors have continuously proven that an idea which involves one girl, in a vulnerable, desperate situation (where she happens to look like the pretty girl next door, but not a model), and two guys (bloodsuckers or tributes fighting for their lives) who love her, will, nine times out of ten, fly off the shelves. By Michael Comoroto
by Kathryn Brining In 2013, President Barack Obama championed initiatives encouraging women to pursue careers in STEM (science, technology, engineering, and math), fields where many feel women are underrepresented. Publishing and media is another arena where men seem to outnumber women, so it should come as no surprise that sexism seems to reign where these two interests meet: science fiction. Both science and science fiction have long been considered masculine, male-dominated pursuits and the reluctance for some to embrace women working in technical fields may be closely linked to their exclusion when writing about the sciences. Though some might argue this is simply a case of genre, not gender, inequality, all too often, the aspiring female science fiction writer feels stranded in a hostile alien world. by Michael Nusspickel Multi-modal art has been gaining popularity among artists for the past decade, and it would be hard to argue that video games aren’t a means of creating a multi-modal experience for an audience. Within the genre of video games exists a niche sub-genre that logically should be the answer to many writer’s problems with choosing a medium, but it has barely been noticed (if at all) outside of the gaming community: the visual novel. Visual novels are novels that use visual and audio cues alongside text to communicate their content. A mix between graphic novels, video games, and pure prose, the visual novel allows a writer to have a product with visual art as an integral part of the storytelling but without sacrificing one’s prose for it. Text is delivered through speech boxes, backgrounds and characters are drawn, and sound and music add to the experience. Visual novels offer everything a graphic novel does, but with the ability to ignore a graphic novel’s layout limitations on word count. They originated in Japan but have been around for well over a decade at this point, so the question becomes: how come they haven’t caught on with Western writers? |
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