nightshadesys - such a pretty poison garden
such a pretty poison garden

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239 posts

Tell Me More About Hell

Tell Me More About Hell

Tell me more about hell

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More Posts from Nightshadesys

1 year ago
His Little Hooting Giggle And "i LOVE Words!! :D" While Ozzie Looks Like Hes Going To Die Is SENDING

his little hooting giggle and "i LOVE words!! :D" while ozzie looks like hes going to die is SENDING ME


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1 year ago

GUYS. DID YOU KNOW YOU CAN WRITE CHOOSE YOUR OWN ADVENTURE FICS ON AO3

1 year ago

Part 5 of the Alastor complation. The Susan bit is so fucking funny lol.


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1 year ago

I've been thinking about what it is so specifically about Minecraft roleplay that involves so much sharing of interpretation between creator and audience. And what I've landed on is that the crux of it is something entirely separate from either. There is a third party providing interpretation—that of the "world" (the video game) the characters occupy.

See, there are a lot of different game worlds used for storytelling. For example, The Sims. When a creator tells a story using The Sims, the actions are provided by the game. There's very little that is vague in terms of what the characters are doing. The creator may still provide the characters' thought processes and link everything together for you, but the game is doing the heavy lifting of the storytelling.

Take an opposite example. D&D provides quite a lot in terms of worldbuilding, but most of the story is told via an entirely separate medium: speech. If one character stabs another, the game provides, perhaps, two minis colliding. That doesn't tell you much. So, the creators narrate every aspect of the what's happening, from the characters' thought processes to the sensory impact of what they've done. The actions themselves still leave little up to interpretation because you've heard them directly from the creators' mouths.

Finally, take Minecraft. In contrast to the other two, the actions characters take are often ambiguous. We know if one character hits another, but we don't know what that means. It could be nothing, or it could be a deep betrayal. The same action is used by a QSMP egg to say "hey, I have a sign for you to read" that c!Wilbur uses to violently and righteously beat c!Dream to death in his fantasy. So, in the ambiguity of the action lies a tricky situation. The game doesn't detail what the action is (a tap on the shoulder or a punch to the face), but the creator can't either. It would be a betrayal of their medium to do so. They have only the tools of context and reaction to indicate what an action means. And these are very useful tools! It's clear that when Wilbur beats Dream, it's to be taken with the gravity of a real-world beating.

But because of this unwritten rule that actions can't be clearly stated, Minecraft roleplay creates a story that requires the audience to interpret themselves what, exactly, is happening. They can choose not to engage with this. If two players bump into each other, the audience doesn't have to say what that means. The creator can also choose to state things outright at times. Perhaps when those players collided, it was a hug. But the gift of the medium is when neither of those things happen, and the audience gets to say, "They did that on purpose to be hostile!" Maybe that wasn't what the creator intended with the action, but they kept to the rule—so the story now, uniquely, belongs to the audience to create.