Вербализация («литература») — это как наркотик, однажды подсев, будешь требовать ото всех своих будущих партнёров и собеседников.
У литературы есть и другое свойство: благодаря игре слов, привыкаешь играть ещё и с интонациями. Вот уж где кайф.
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— Остается один путь — сентиментальная журналистика. В основе которой лежат невыдуманные истории людей, живущих здесь и сейчас, они не ходят строем, делают свое дело, любят. Вот именно такую журналистику пока только нащупывает программа «Главный герой», но в будущем именно она будет интересна зрителю.
— Но что-то вы пока далеки от этого будущего.
Every moment of a science fiction story must represent the triumph of writing over worldbuilding.
Worldbuilding is dull. Worldbuilding literalises the urge to invent. Worldbuilding gives an unnecessary permission for acts of writing (indeed, for acts of reading). Worldbuilding numbs the reader’s ability to fulfil their part of the bargain, because it believes that it has to do everything around here if anything is going to get done.
Above all, worldbuilding is not technically necessary. It is the great clomping foot of nerdism. It is the attempt to exhaustively survey a place that isn’t there. A good writer would never try to do that, even with a place that is there. It isn’t possible, & if it was the results wouldn’t be readable: they would constitute not a book but the biggest library ever built, a hallowed place of dedication & lifelong study. This gives us a clue to the psychological type of the worldbuilder & the worldbuilder’s victim, & makes us very afraid.
William Gibson Blog: THE GREAT CLOMPING FOOT OF NERDISM
Short stories that contain exactly 101 words.
We treat photos like stories and feel that you will want to as well. Zooomr makes it as simple and fun as possible to do just that.
Zooomr :: Experience the World Through Photos
Part 1 | Part 2 | Part 3 | Part 4
Quoted from Michael Angeles:
He riffs a little on the problem of finding the right or most interesting stories. Sometimes the anecdote can be wonderful, but there may be no reason to care. Experience, and the ability to be ruthless, choose the right stories, and abandon the crap makes the difference here.
The crap, in Glass’ case might be a boring story, or even an interesting one perhaps that just doesn’t have any importance. But when it comes to telling the stories for our projects we don’t have the option of abandoning the story because it seems boring on the surface. For example, communicating design concepts viewed from the standpoint of our personas might not seem very exciting on the surface. So the question becomes, how do we make it interesting. How do we communicate the story so that the rest of the team is interested enough to mentally engage with the characters and hold them in memory long enough to use them as a motivating factor in design.