Wednesday, April 29, 2015
First, you may think avoiding this might be quite easy: just plan your story better next time. The problem with this is that a scene often sounds better in your head before you actually commit it to paper. Godzilla was originally just going to wander into Tokyo and get blasted by Dimension Tide; hell, in one draft it was just going to be a straight continuation of Godzilla vs Megaguirus. The problem is that while a low-key scene like that might work okay in a first chapter, a prologue calls far a more intense scene which leads you into the story proper. No matter how you look at it, Godzilla wandering around and suddenly disappearing is pretty damned hard to make sound interesting. Looks good in the mind's eye, but it's not very compelling in writing. Godzilla needed a sparring partner, and I couldn't have realized that until I started writing.
The second way to avoid this is to run the idea by someone else. This is fairly foolproof most of the time, and is the strategy I'd recommend. The only reason I didn't do this is because the people I could talk to either aren't interested in this type of story, or were not easy to reach at the time.
Lastly, you can page-vomit some ideas before you actually plan the whole story. It lets you see which premise is the most workable, allowing you to proceed from there. This is really what I should have done, and I just kind of didn't. Hey, it's the first time in like 5 years I've actually tried to write, cut me some slack!
As far as fixing this, there are a few things I could do. The first would be to have Emi team up with the main cast somehow to defeat Godzilla. However, the story would last all of maybe two chapters if I did that, plus the RWBY characters would get shoved into the background while the entire focus is on Emi and Godzilla; I might as well set this story in Equestria for all the significance it would have as a crossover setting. Considering this story was intended to last between 10 and 20 chapters, this is clearly not an acceptable option.
Option two would be to kill off Emi and Ghidorah. This would allow the story to proceed on-track with no further alterations, and save me several headaches. Again, this has problems: Emi and Ghidorah have already been established as characters we somewhat sympathize with, and having them basically die offscreen has the potential to put a bad taste in readers' mouths as they progress through the story. It could be seen as wasted potential, and that would distract from how the story actually unfolds.
Option three is to draw further inspiration from Godzilla Neo and have Ghidorah possess Emi, making her an antagonist from this point forward. This again poses several problems: she upstages the main villains one way or another, whether by joining them or doing her own thing. That, of course, pisses off fans who may be looking forward to seeing Cinder and Roman dealing with Godzilla. Not to mention, there's the question of how Ghidorah fits back into this: if too much of the story relies on the Godzilla characters, there's no reason to set this in Remnant. A potential compromise might be to start things a little further in the past: Emi wakes up first, gets out of there, and on Ghidorah's behest ends up becoming Cinder. This has the fewest problems, and is the solution I may ultimately go with, but it is still imperfect. Doing this means I basically have to write a second prologue, and that means the story takes even longer to get moving because the story of Emi becoming Cinder is basically irrelevant to the rest of the plot. Again, there are potential solutions to that, each with their own potential problems, but listing those out would spoil things should I decide to go this route.
The big lesson you should take away is this: try not to write yourself into a corner. And if you do, pause and think about it before you continue forward, as any potential solutions may not be as clear-cut as you prefer.
Friday, April 24, 2015
I remember reading somewhere that Yang's character takes inspiration from Goldilocks. While re-watching Volume 2, I finally made the connection.
Why couldn't Yang deal the decisive blow to Roman? Because Roman isn't a physical fighter. He's crafty, and he always has an escape plan. As Yang's semblance makes her progressively more overcome with rage, she loses focus, allowing Roman to slip away. Her semblance was burning too hot, and she couldn't muster the focus needed to take him down.
Why couldn't Yang do all that much to Neo? There's no question that Yang at full fury could wipe the floor with Neo; but Neo never did anything to light up Yang's semblance. Yang's semblance was too cold, which meant Neo could bring the blonde down to her level and beat her with experience.
Yang won't be able to decisively beat this duo until she's able to control her fury and get her semblance to a level that's just right to deal with their respective tactics.
Am I on to something, or am I over-thinking this?
via reddit http://ift.tt/1IT48XA
Monday, April 13, 2015
Continuing from an older post I did, I am now even more convinced that expansions are in dire need of a mutation. About two weeks ago I finally reached a point where I could ascend well before my normal larva production exceeded what my mutagen produces. With this most recent ascension, I knocked the cost to ascend all the way down to being free, and my expansions still didn't even get close to catching up with mutagen production.
I actually have two suggestions this time. First is simply to have an expansion mutation. Expansions are just way too out-classed by everything else late-game due to not having a mutation of their own. The hatchery mutation, by itself, is not enough to compensate for this. Accomplished Ancestry with all achievements unlocked is also not powerful enough to make up the difference. Territory mutation also doesn't make a lick of difference late-game. Expansions need a mutation to stay relevant in the late game, plain and simple. Either that or we need a new late-game mechanic that can compete with mutagen levels reaching and exceeding a googol.
My other suggestion: make ascensions cost exponentially more energy each time. A simple formula like "(worlds infested+1)x(base cost)" should be sufficient. As it is currently, ascending is seriously overpowered once you get the frequency and meta-mutation buffs, because the larvae produced from mutagen can put you a couple tiers above where you left off, and you can do this once a week. That is just insane, to me. If ascending is going to be that powerful, at least give it a price to match!
via reddit http://www.reddit.com/r/swarmsim/comments/32ga5w/expansions_really_need_a_lategame_buff/