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File: book.gif (666 KB, 800x800)
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I want to redesign the concept of a book using a game engine instead of using a PDF.

Can /lit/ help me with some feedback here?
>>
>I want to use a medium that distracts from the text itself
You’ll end up making a bad game and a worse book. Have fun with that.
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>>24728410
I don't even know what this means.
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>>24728415
the idea is making something new.

>>24728416
I want to make not a VN, but a newer medium.
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>>24728410
My feedback is I can't read something that's spinning around.
>>24728421
Just because something hasn't been done doesn't mean it's worth doing.
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>>24728425
newer things can evolve into newer cool stuff.

like at some point the novel, the zine, the doujin, the comic, the magazine were novel ideas.
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>>24728410
>feedback here?
on what? you haven't even done anything yet. i agree with the other anon that it's not promising. you will end up with " a bad game and a worse book."
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>>24728429
They can also suck and be a waste of time. Anyway, if you really want our help, you need to give us more to go on than one headache-inducing gif.
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>>24728430
>>24728432
I'm trying to figure out something I have no clue what I am doing.

Right now I am trying to code a demo in godot.
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>>24728421
I still don't understand what you mean. What does it mean for a book to use a game engine? Like what exactly are you envisioning here?
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>>24728410
For this to work, you must create an entirely new medium of conveying information. This is going to be a hard one but I think with the combined effort of all /lit/ posters we might be able to do it.
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>>24728415
It's for pseuds who obsess over the decorative aspects of a book rather than its content. The kind of people who say they love the 'smell' of a book and that audiobooks 'don't count'
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>>24728532
But it's true that audiobooks don't count.
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>>24728533
>>24728532
"Audiobooks don't count" is such a funny /lit/ meme. If you ask someone why they don't count, they'll say something about how you can't focus on the book when you're listening to it. Then you ask them what they're usually doing while they listen to an audiobook and they'll say "oh I'm doing 30 different household chores and also grocery shopping and also having a conversation" and they won't make the connection between that and focus. Like it fully won't occur to them. It's fascinating
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>>24728551
It's active engagement vs. passive engagement. That's all there is to it. Reading is active. Listening is passive.
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>>24728421
>>24728410
Wait until the drugs wear off and then make a coherent statement of the user story of whatever the fuck you’re talking about.
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>>24728410
Just make a Doom WAD where you have to shoot each sentence to get to the next one and also the sentences shoot fireballs at you.
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>>24728551
The original form of storytelling was pure audio. Written stories are in many ways a degradation of the medium of stories. As long as you aren’t doing anything more intensive than repetitive chores, an audiobook is the same as a book. It’s possible to read a paragraph and then realize you haven’t absorbed any of it, too.
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>>24728557
Actually I am ESL.

But I am trying to figure out what I want.
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>>24728566
>>24728415
>You’ll end up making a bad game and a worse book. Have fun with that.
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>>24728569
My goal is not a game neither a book.

I want to add things like clicking on a random hyperlink in the text to unlock a hidden chapter.

And add 2D animoo vaginas and 3D models and a song.
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>>24728566
>This chapter isn't about permanence, it's about motion.
Too ESL to remove the Chat-GPTisms from the text I see.
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>>24728573
It's just lorem iptsu shit.
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>>24728572
>>24728415
>You’ll end up making a bad game and a worse book. Have fun with that.
>>
>>24728572
A lot of analog horror indie games are kind of this, with ARG elements. Who’s Lila, etc.
It’s a niche that makes some money, but a small amount, and the audience is all children and YouTubers.
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>>24728599
My goal is to use most of the same skills of a game, but without the massive cost of making a game.
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>>24728601
>You’ll end up making a bad game and a worse book. Have fun with that.
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>>24728410
Sounds like what early webcomics experimented with. Scott McCloud wrote some about it. You weren’t stuck to four panel comics they could sprawl infinitely, have optional paths, animated sections. “Comics” could be ANYTHING bro! Limitless potential!

And decades later we’re back to the same fucking three and four panel formats and nobody is doing experimental storytelling and those flash projects that did are all forgotten.

So, I get the general concept of imagining new depths in written form with game mechanics or options or dynamic changes in the words, display of the words. All cool experimental shit that will have no audience whatsoever and people will be back to reading formulaic sloppa.

Only weirdos like us will care to even see it.
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>>24728410
>redesign the concept of a book using a game engine instead of using a PDF. House of Leaves on cryptographic steroids

Player progression and puzzle physically alter the performance of the engine itself. Player input physically rewrites the code of the game-- NG + = Rubix Cube of playthroughs. A literate coder could audit the code raw and glean insights, even messages. Save files are incorporated into a blockchain which documents who did what first (Achievements; think Kojima's miscarried Chapter 3 of MGS V and the multiplayer FOB invasions securing Nuclear Disarmament cutscenes if platform serves/all existing ones achieved it as a community). The way the game(events) transpose to a convertible .PDF alters the source text in myriad ways. Novel generation of NFTs which their player-creator becomes the owner of (and can use on Steam profile/Console Whatever widgets). Past a certain threshold, the 'canon' version of the text is set and printed as the 'novel adaptation' and/or 'source text'. Individual Player-Reader constellations of the game-novel can be made public if they choose to share as instances/worlds-- which ties into an Invasion Mechanic, treating yours as a palimpsest at certain decision tree nodes.

A holographic novel. The 3D actions become narratized. If you rewrite the 2D, you're effectively playing time traveler and will face the consequences of hyper-savescumming in the world you return to. You could even 'play' it strictly as a coder and in text and only see what resulted as a world/novel thereafter. Idk man, read the MYST novelizations or something

The Idea is Mandela Effect, interdimensional intelligences friendly and hostile, and finding the silver thread to help to parse simulation and simulacra.
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yes, I did it chuds.

I was able to make it.

:D
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>>24728555
completely wrong. i listen to audiobooks while driving long distances and the driving is completely passive. its about as distracting as a sneeze while sitting and reading ordinarely.
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you need to describe more concretely what it is that youre making. like other anons are saying it sounds like you are about to make a really shit video game and an even shittier book. are you essentially just making a disco elysium clone? are you making a text adventure? what is it exactly?
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>>24728959
see

>>24728840
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>>24728559
Best post in this god forsaken thread.
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I agree that video games present the best of all possible worlds for much of art, e.g. sculptures, paintings, tactile shit like that, assuming you can produce enough fidelity in the virtual spaces for it to rival "the real thing," but I wonder...

There's lots of games that are basically short stories dressed as walking sims, text floating across the skies and brick walls and all that, but I suppose that's not what you want. I'm thinking something like "oh, you're confined in an apartment, and each object reveals some part of the non-linear text that relates through its form to the full narrative" type of shit? This form of a written story could be pulled off in reality, it'd just take a lot of space. Do you want essentially a story built into an impractically large space, or a dynamic story that progresses with gameplay (in which case you're hardly innovating at all)?

There's endless options for narrative experimentation in games, which means this comment could be endless in length and I really don't want to expound every single idea out there. I don't think there's any one solution that could be "the thing," necessarily. They're all interesting in their own ways. You're being a bit of an "idea guy" without much of your own to contribute; this can be done by anyone with some experience with a game engine in one thousand different ways.
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>>24728572
these already existed, they were marketed as "interactives" instead of games. Usually for children, winnie the pooh, etc.
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>>24728983
You'd also have to question why you're so attached to the novel format, whose existence is as-is due to its constraint to the form of the printed volume. It's in no way superior to omit hearing, sight, touch, taste, basically the entire spectrum of human experience. Not that this whole idea isn't worth exploring—I'm just saying that it's one thing to make a compelling, novel narrative experience and another to standardize some format that is itself narrow enough to be likened to a book and interesting enough for people to use as prototype: why shouldn't I just play one of the existing video games that lean heavily into storytelling?
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>>24728974
a tough act to follow
but OP should play The Stanley Parable and read some Choose Your Own Adventure books and play some Hypercard games like Cosmic Osmo and fiddle around with https://beyondloom.com/decker/ as a prototype tool



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