If you've been reading my blog posts for a long time, you may have noticed that I posted a lot of theory articles in 2014, but that stream ran gradually thinner and shallower, until now I post less than one a month, and I've left my biggest teasers (the principal component of art and the general evolutionary theory of fiction) hanging for years.
That's not because I'm thinking and reading less about those things, but because I've been thinking and reading more about them. My reading got so far ahead of my blog posting that I couldn't post the things I was thinking about, because to explain them would require explaining other things first. This snowballed as time went on.
I put together this spreadsheet to organize my thoughts. My overly-ambitious plan is to work through it, releasing posts in an order that will make sense to everyone, without needing to write them in that order. (Some are already written; more are in draft form or are just accumulating notes. My "$5 or more per 10,000 words" Patreon donors can read them in advance, which may or may not be a good idea. Did I mention that I have a Patreon? I have a Patreon.)
I can, however, list some books and articles which I've found especially revealing about the big-picture history of thought and art. I'm giving a short summary of each here in advance of their big reviews, in the hope that you'll be more able to see some of the connections between them. Some I haven't finished but have just skipped about in, reading the parts that interest me. Links are to Amazon pages, so you can buy & read these in advance if you want. I'll post longer reviews of most of these books on my Patreon blog after I read them, and on this blog when the time for them comes along in my grand scheme. Page counts end at the last page of text; they don't count bibliographies or indices, because I figure you want to know how long it will take to read them.
(Did I mention that I have a Patreon?)
Originally, I titled this post "great books", I guess because I wanted to encourage people to read them. I'm taking that back, because I'm adding more books, some of which definitely aren't great, and some of which I haven't even read yet. Many of them I consider great, but wrong; I don't endorse their conclusions. My criteria for selecting these books is not how great they are, by any measure, but how helpful they are for my particular task, which is trying to detect patterns in art history.
Each of these books looks at some historical period as a time of conflict between worldviews. The biggest theme running through them is the intellectual conflict between faith, logic, and empiricism, and their use in the struggle between traditionalists and progressives. Platonic idealism is very consistently associated with conservative, suppressive regimes, yet also logically validates independent thought, so the history of the major civilizations is one of careful control of art and thought by the traditionalists in power, who find Idealism useful but dangerous.
This manifests as two opposed views of art. The traditionalists and conservatives--certainly including Rome, medieval Europe, Puritan and Reformation England, neo-classical Europe (~ the late 18th century), Nazi Germany, and the Soviet Union--used the word "art" but really meant "propaganda". Art was good if it taught their own dogmas and reinforced their own political position. The subversives, including the Elizabethans, European literature from the 19th century on, and Greek playwrights from Euripides until Greece's fall, sometimes see art as progressive propaganda (e.g., Brecht), but often as something mysterious which was a source of insight and an activity for original thinkers rather than a mere mouthpiece for tribal elders and logicians. Traditionalists write down to an audience they assume is more stupid than themselves; subversives often seem to be discussing things with equals. Traditionalists write about, paint, and sculpt archetypes; subversives care about individuals.
In other words, when we today say "art", we are referring to a concept of art which has existed only during a small fraction of the history of the West. I'll write our concept as "Art", uppercase. If I use the term ars or "craft", I'm talking about the medieval concept. The entire stretch of time from the Romans until about 1400 A.D. had no concept comparable to Art, which is why their ars sucked by our standards.
Much of the art we really love--for us, notably Lord of the Rings and Star Wars--is an insidious mix of the two: a comfortable conservative message over-simplifying the problems of life and calling for a return to old ways, clothed in the storytelling techniques of the subversives.
Some of the large sub-themes of the development of Art include the development at the end of the Middle Ages of:
- a belief in real numbers and in the real world, and a corresponding development of empirical philosophy and realistic art
- the notion that humans could be creative
- the idea that change might sometimes be good
- a belief in the value of individual people, even if they were not rich or dead
These sub-themes are all rigidly tied to the larger theme, as they're associated exclusively with rebellions against Platonic idealism and traditionalism. Perhaps an unfortunate meta-theme of interest is that periods of intellectual and artistic freedom are unstable or weakening, and never last more than a few centuries before the societies that indulge in them collapse or are conquered. Historically, that seems to be the case so far.
I'll have some mercy on you and split this post into four parts:
Part 1. The grand sweep of history: Books covering more than one large period of history.
Hazard Adams 1971, 2ed 1992. Critical Theory Since Plato. 1254 p.
Vincent Leitch, ed. 2001, 2ed 2010. The Norton Anthology of [Literary] Theory & Criticism. 2653 p. This is similar to Critical Theory Since Plato, but with a much larger fraction devoted to hostile critiques of Western literature and Western society from social justice activists and deconstructionists.
Mircea Eliade 1949, expanded+translated 1954. Cosmos and History: The myth of the eternal return. 162 pages.
Pitirim Sorokin 1938. condensed edition 1957. Social & Cultural Dynamics.
Lawrence Brown 1979. The Might of the West. 549 pages.
Part 2. The Middle Ages
Alfred Crosby 1997. The Measure of Reality: Quantification and Western society, 1250-1600. 240 pages.
Umberto Eco 1959, translated 1986. Art and Beauty in the Middle Ages. 119 pages.
Johan Huizinga 1949. The Waning of the Middle Ages. Citations from 1954 Anchor Books edition. 335 pages.
The Walters Art Museum 2011. The Medieval World. This is the best medieval art book I know for my purpose, because it discusses the reasons why people made art the way they did.
Pamela King 2011. Medieval Literature 1300-1500. Edinburgh University Press.
Part 3. Modern Totalitarian Art
This random, insightful blog post on totalitarian art, which talked about Kundara, below.
Milan Kundera 1984. The Unbearable Lightness of Being, Part 6: "The Grand March". Fiction. Why totalitarian art is kitsch. This seems to contradict most of the books below, which claim that totalitarian art is modernist. Kundera summarizes totalitarian art the same way I've summarized medieval art: "all answers are given in advance and preclude any questions."
Marcin Giżycki. "Modernism and Post-Modernism in Eastern Europe." Artium Quaestiones VI 1993, p. 39-43. Argues that modernism is totalitarian.
Igor Golomstock, 1990. Totalitarian Art in the Soviet Union, the Third Reich, Fascist Italy, and the People's Republic of China. I haven't read this yet.
Boris Groys, 1992. The Total Art of Stalinism: Avant-Garde, Aesthetic Dictatorship, and Beyond. Argues that totalitarianism is modernist, and modernism is totalitarian. I haven't read this yet.
Mikkel Bolt & Jacob Wamberg, eds., 2010. Totalitarian Art and Modernity. I haven't read this yet.
James von Geldern & Richard Stites, eds. 1995. Mass Culture in Soviet Russia: Tales, poems, songs, movies, plays, and folklore, 1917-1953. Indiana U Press. I haven't read this yet.
The most-controversial thing I want to say is that both medieval art (European art during the High Middle Ages, 1000-1300 A.D.) and totalitarian art are bad art, and that they are deliberately bad art because they are both opposed to the expression of the human spirit, for the same reasons. These reasons are extensively thought-out and documented. Both the High Middle Ages and totalitarian regimes viewed art only as propaganda; both ended up producing only kitsch because of the nature of their power base and their resulting philosophy and morality. None of my argument is new or even controversial; it just consists of many pieces which have not been put together before.
Part 4. Everything else
Jeffrey Hurwit 1985. The Art and Culture of Early Greece, 1100-480 B.C. Cornell U. Press. I've only skimmed this, but it looks interesting. It appears that Greece did not make realistic art in 600 B.C. and did in 570 B.C., a change which matches the time of Solon's reforms.
[Something about Roman art and culture.]
Geoffrey Marshall 1976. Restoration Serious Drama. Asks: "Why does restoration drama seem so bad to us?" Murcushio has volunteered to read this.
Pseudo-Longinus, 0-300 A.D. "On the Sublime."
Edmund Burke, 1757. "A Philosophical Inquiry into the Origin of Our Ideas of the Sublime and Beautiful."
Roger Shattuck, 1955. The Banquet Years: The origins of the avant-garde in France 1885 to World War I. 360 pages.
Clement Greenberg 1971. Art and Culture. This is a famous book shaping the contemporary interpretation of modern art, by the guy who invented the concept of "kitsch". Modern art largely sees itself as the war with bourgeois kitsch. I haven't read it. I expect not to like it.
W. E. B. Du Bois 1926. "Criteria of Negro Art." In Leitch et al. p. 870-877.
Langston Hughes 1926. "The Negro Artist and the Racial Mountain." In Leitch et al. p. 1192-1196.
Zora Neale Hurston 1950. "What White Publishers Won't Print." In Leitch et al. p. 1023-1027.
W.E.B. Du Bois & Langston Hughes both insisted that blacks should or could write only black-activist propaganda. Zora Neale Hurston complained that blacks were allowed to write only black propaganda. Collectively, these essays support my argument that cultural survival mode (a generalization of the conditions leading to what Nietzsche calls "slave morality") leads to totalitarian-propaganda art.
Gregory Bruce Smith 1996. Nietzsche, Heidegger, and the Transition to Postmodernity. U Chicago Press. This is a frequently illogical book which, contrary to the intentions of its author, alerted me to much of the bad philosophy in post-modernism.
Part 1. The grand sweep of history
Hazard Adams’ Critical Theory Since Plato is a 1271-page collection of the most-famous essays on Western literature from Plato up to 1988. I already reviewed it here. IMHO it was most remarkable in opening my eyes to the true history of literature and literary theory:
1. There has been very little useful literary theory since the start of recorded history.
2. Most "literary theory" has been a covert attempt to subvert literature for political purposes. Many societies throughout history have tried to limit literature to mere propaganda.
We can divide Western literary history into five periods:
1. Ancient Greek: There were two contending views of literature, Plato's and Aristotle's. Plato saw literature as purely functional; it should be allowed only insofar as it was useful propaganda for the community. Aristotle saw literature as being useful to individuals, and not just for conveying information, but for its emotional effect on them. Literature was relatively free, particularly from Euripides onward, and good by our standards.
2. Ancient Roman: Aristotle's view that literature had a psychological, individualistic function is not represented in Roman writings, and the Roman attitude towards the "plastic" arts (arts manifested in physical form, notably sculpture and painting) was strictly functional. A Roman statue might commemorate a battle, or an individual, or demonstrate the wealth or power of its possessor, or be a captured statue from a foreign capital whose presence in Rome signified Roman supremacy. It would not be a work of individual or emotional expression. Poetry was more highly respected, but there was no analogue of the Iliad in Roman literature. They had only poems such as the Aenead that glorified Rome in an unreflective, socially conservative way, and comedies. The fact that Romans thought the Aenead was comparable to the Iliad tells us they were rather stupid and unperceptive about art. (This same fact tells us the same thing about every culture that thinks the Aenead was comparable to the Iliad, notably the neo-classicists.)
3. Christian / medieval: The attitude shown in writings from 400 through 1600 A.D. reveals a monomania with religion that is unique in human history, and occurs only in the Biblical-descended religions (Judaism, Christianity, Islam, Mormonism) and in religious cults. Christianity controlled every aspect of thought. The degree of ideological control of thought during this period was, contrary to popular belief among historians today, stronger than anything Stalin or Mao could have done with modern technology, for it recruited faith (and guilt and fear) much more powerfully than communism did. People self-policed more forcefully than any secret police could.
During the years 400--1400 A.D., art was on the defensive. The question in public debate was not whether art should have some expressive value or be purely propagandistic, but whether art should be allowed to exist at all. Throughout that entire time period, clerics repeatedly called for the abolition of nearly all art. Pictures, poetry, and music were all under nearly continual attack as being sinful, distractions from God, wasteful, and inherently untruthful. The Muslims did outlaw most representational art, and the Byzantines destroyed all their paintings and sculptures in both the 8th and 9th centuries.
4. Renaissance, Enlightenment, Romantic periods (with time-outs for the Puritans, Restoration, & neo-classicists): Rather than describe these individually, I'll say these were time periods during which no one ideology controlled art, and so artists were free to express their own visions. The art of these periods therefore matches our modern conception of Art.
5. Post-Modernism: There are strong ties between modernism and post-modernism, but the critical literature of the two is quite different. Modernist theory was written by people trying to make sense and move forward; post-modernist theory was made by people trying to deny and destroy sense and move backwards. It is destructive nonsense, and dominates literary theory from the 1960s until the last essay of this book in 1988.
Mircea Eliade 1949, expanded+translated 1954. Cosmos and History: The myth of the eternal return. 162 pages.
Eliade divides people throughout history into two categories that are forerunners to the modern categories of conservatives and liberals. Traditionalists, he says, think the good things in life are those that repeat: marriage, love, birth, harvest, spring. (I don't know about winter and old age.) Unexpected things are always bad: famine, plague, war, death. Traditionalists therefore think in cyclical time. They take comfort in the idea that everything repeats, nothing ever really changes, and so nothing really matters. Morality doesn't mean trying to reform society, but only to cultivate your own attitude of resignation.
Their stories glorify things that repeat. This includes people. They try to fit even outstanding and historically important individuals into some archetype, so that they become just one more instance in a recurring pattern rather than someone unique in history. Their stories subtly communicate that there is nothing new under the sun. (Buddhism and Hinduism fit this pattern perfectly.)
The Jews, he says, introduced the notion of history, with their signposts of significant events in historical time (the captivity, the Exodus) and a prophesied future coming of the Messiah. Christians and Muslims took the concept further, and this eventually led to modern science and liberal progressives, who both see change as a good thing rather than as exclusively bad.
However, Eliade says, history, which requires us to look reality in the eye, is so terrifying that humans can only tolerate it if they make up a God who directs it, to give this heroic confrontation "meaning". Modern people, having progressed far enough to realize there is no God, have pulled out the floor from underneath themselves. Without a belief in a God, they no longer have the courage to face the terror of History, and are turning back towards cyclical time and the idea that change is bad.
I find this book potentially important for several reasons:
1. It suggests an explanation for the rise of science in the West and only the West, as being caused by Judaism and Christianity. It is interesting but confusing to note that Muslim lands also had a scientific revolution, but cast it away in the 14th century, at the same time that it was taking hold in Europe. (Some historians have suggested that the Black Death caused Europe to reject its religion and the Arabs to reject their science.) This hypothesis is especially interesting because Christianity was anti-scientific--it would present a strong example of a doctrine bearing the seeds of its own destruction.
2. It makes a link between religion, philosophy, and the artistic theory of realism. Realism--the depiction of realistic individuals doing realistic things, rather than Mary Sue heroes doing grand heroic things, is always a major break with earlier artistic tradition. However, Eliade has clearly gone wrong somewhere, since his theory puts the Middle Ages on the side of realism, and artistically and philosophically, it very very obviously was not. Also, he puts the classical Greeks firmly on the side of tradition and idealism, but classical Athens was experimenting with realism before it was weakened and then conquered.
3. It explains the difference between people with progressive intent, and New Agers in progressive disguise. I am, as GhostOfHeraclitus can tell you, anti-communist. I think communism is unworkable, inherently violent, and unreformable. But communists have progressive intent. A communist will agree with me that tractors, fertilizer, and antibiotics are good things. Contrast them with "progressives" who want to build a commune where they'll work the land with oxen and use only "natural" fertilizer and medicine (as if antibiotics weren't natural!) You could try arguing with these people, but it won't do any good, because they aren't progressives, but regressives. They don't want to help people; they want to return to cyclic time.
4. It predicts that civilization is inherently unstable. Civilization leads inevitably to atheism, which leads civilization to destroy itself. I hope this isn't really inevitable, but if the argument has some merit, then we need to understand and deal with it to avoid destroying ourselves (as we seem intent upon doing at present).
Pitirim Sorokin, 1938, condensed edition 1957. Social & Cultural Dynamics. The link is to the 1957 edition, which is a mere 704 pages, about one-fourth as long as the 1938 edition. Some of the data tables are only in the 1938 edition.
I found this book while I was formulating my own theory of the principal component of art from reading Critical Theory Since Plato. I think Colin Martindale referred to it in The Clockwork Muse. Sorokin had come to the same conclusion I had about the principal component of art after decades of studying art from all time periods, from all around the world.
Sorokin's useful insight is dividing ways of thinking into the "ideational" (by which he means what everyone else calls Platonic or idealistic) and the "sensate" (empirical). He notes that the ideational is associated with conservative regimes, and the sensate is usually subversive, associated with concern for the lower classes (which he calls "decadent"). He notes that most great swaths of history produce either ideational or sensate art, but great art is produced only in brief periods of transition when the two are blended, such as in classical Greece or Elizabethan England. His enumeration of the characteristics of ideational and sensate art are identical to what I've formerly called totalitarian and subversive art, and his observation on blended art is one I've also made.
Sorokin also claims--insightfully, I think--that there have been only three bases for epistemology throughout history: empiricism (direct observation of the world, associated with sensate art), rationalism (logic, associated with ideational art), and faith. Nearly everyone else fails to remember that not only are empiricism and rationalism not the same thing, but they were historically opposed to each other. The Greeks and the medieval scholastics were rationalists; they believed it was more reliable to deduce truth while sitting in your armchair than to go out into the messy world and try to figure anything out from it. The Middle Ages, unfortunately, spent its brainpower trying to synthesize rationalism (which they called "reason") and faith rather than rationalism and empiricism, so that synthesis, which resulted in humanism, statistics, and science, wasn't begun until the 17th century, and wasn't completed until late in the 20th century with the discovery of information theory, Bayesian networks, and machine learning.
(The distinction between empiricism, logic, and science will become especially important when studying post-modernism. All phenomenology and deconstructionism is based on mistaking logic for science, on account of having a classical but not a scientific education.)
However, Sorokin was a madly conservative Catholic. He liked the Platonic, the traditional, the authoritative and hierarchical, and hated democracy, the poor, the sensory world, the new, and the free. I think this is the only book I've ever read, outside of communist propaganda, which puts "freedom" in quotation marks when talking about Western liberties. He thought the modern world could be saved only by re-instituting monarchy and placing the world back under the chains of the Catholic church--and not the Roman Catholic Church, which is a bunch of heretics, but specifically the Russian Orthodox Church, which is the only repository of good and true values in the world. So I find his data and his observations brilliant and useful, but his interpretations sometimes stupid (to avoid contradicting his prejudices), and his conclusions insane.
Like Eliade, Sorokin sees something like conservatives and liberals as being the only two artistic traditions throughout all of time and space, but his theory slices up reality a little differently, putting the European Middle Ages on the side of tradition, and classical Greece in his transitional category. This corresponds better to reality. It's unfortunate that he didn't incorporate Soviet realism and Nazi art into his 1957 edition, because they add a new twist to the totalitarian / subversive art dichotomy, which turns out (I think) to be the exception that proves (in the modern sense) the rule. [1]
[1] "The exception which proves the rule" has three different interpretations:
- The original legal interpretation, which is that an assertion of an exception to a rule proves that the rule itself is otherwise in force, e.g., "Parking is free on weekends" proves that parking is not free on weekdays.
- An extrapolated, hypothetical original interpretation, which is that it was using the Elizabethan sense of "prove" to mean "test", e.g., "The exception tests the rule."
- A sophisticated modern scientific interpretation that it expresses the common phenomenon that something which appears to be an exception to a scientific rule will on investigation reveal further circumstances which only make the evidence for that rule stronger. For example, most instances of particular animal behaviors that have been raised as objections to evolution have, on inspection, revealed new facts about those animals which predict the observed behavior under evolutionary theory.
Lawrence Brown, 1979. The Might of the West. 549 pages.
This is a well-researched and insightful book which seems to have been ignored or dismissed by historians, probably because its conclusions are so weird. TMotW combines one of the insights Sorokin relied on in Social & Cultural Dynamics (modern science is a blend of the opposing schools of the rational and the empirical) with the main argument of The Measure of Reality (the crucial impetus towards the scientific revolution was the development of measurement, which did not exist in the classical tradition). Brown argues that, except for Archimedes, the Greeks knew nothing of the empirical, that the rationalist tradition is mostly useless, and that therefore the classical world is really not that important to Western history.
I think that's an exaggeration, but still a really interesting insight. We say Aristotle knew everything, but he didn't know arithmetic. He probably couldn't multiply, and he would have said division was theoretically impossible. Geometry is pretty useless. It's only useful once you start computing sines and cosines, and then it's not Greek geometry anymore; it's Arabic. Statistical (empirical) learning techniques trounce (rationalist) logic in nearly all artificial intelligence applications. (Though note I am typing this on a computer that uses Boolean logic.)
The sensible conclusion, then, is that European civilization owes most of its scientific inheritance, and thus its modern might, to Persia and the Jews, not to the Greeks and Romans--which Brown agrees with--and that, after acquiring this inheritance in the 14th century, Europe moved through the Renaissance and Reformation towards Enlightenment and modernity--which Brown disagrees with. For some reason he wants to say Christianity's influence was entirely negative, so he argues that the Renaissance and Reformation were steps backwards. I haven't read this part, but it sounds nuts.
It's odd that the most-common objection made in Amazon reviews of a book arguing that Western civilization comes not from white people in Italy and Greece, but from darker people in the Middle East, is that Brown is racist. I don't yet know what racism these claims refer to, but I suspect white supremacists are also not very happy with Brown.
______________ Part 2: The Middle Ages, to follow ______________
At university, I had a professor who kept going on about 'hypertext' fiction and how it was the NEXT EVOLUTION of literature. This was basically CYOA. It uh, never took off.
I am 99% sure a choose-own-adventure clopfic has already been done before, but hey, that's never stopped writers in the past. Personally, I thought you did a bang-up job with the ending, and wouldn't want to see it changed, but in the end I'd be glad to see the story expanded upon. Also, CYOA is something I haven't seen much of on this site, so it'd be interesting to see what you do with it in a more serious fashion.
Comments driven story yes please
All the CYOA stories I've ever read are in second-person POV, to better accommodate the "What do you want to do next?" question. I wonder if you'd have to edit Moments to fit that. Also, all of them featured a blank-slate character (the reader) as the protagonist instead of a preestablished character like Twilight Sparkle.
You're breaking new ground here, and I'm excited to see where this goes.
>>1811586 You'd think that was what hypertext meant. But the people who did it, like Robert Coover, didn't write CYOAs. If they thought that was what they were doing, they misunderstood. They gave you "choices", but ones with no cues to make you care which one you took, and no resulting narrative significance.
Really, they sucked. They displayed a complete lack of understanding of story, probably because they were written by literary elite types like Robert Coover who prided themselves on not writing anything so vulgar as stories. That's why they didn't take off. If they had written things like this instead, literary history might have been different.
And if a professor told you that while you were at university, you're older than I'd guessed.
>>1811633 I've read a fair number of CYOA stories that weren't second person. Just finished a Zelazy Amber spinoff where "you" were Random, in fact, which was pretty nicely done.
I'd be very interested to see a CYOA version of this. I think the nature of the original story with its repeating versions of that same time period actually quite lends itself to the idea. That's really what Twilight was doing, living out that time the way I always read CYOA stories, where when I reached an ending I'd just loop back and see what other choices I could have made.
1. In the Infocom style (which continues to the present day in fan and indie works), the tree of branches as a whole is treated as a single, coherent work; parallel branches are part of the same story*, even if they don't belong to the same timeline.
By contrast, the CYOA style offers more diversity, at the cost of the artistic coherence of the gestalt. Infocom-style is a triptych; CYOA-style is a gallery.
(* That is, not just set in the same universe, but part of the same work, in a way that e.g. sequels aren't.)
2. Branching genres probably works better in the more schizophrenic CYOA style. Diversity of genres in a single work can work, as in Doctor Who or The Sweetie Chronicles: Fragments, but in that case the diversity itself tends to become one of the main themes of the overall work.
3. I don't think there's a question in section 3; I only included this line so it wouldn't look like I missed a number.
4. You might find serious CYOAs in the Electronic Literature Collection, but on the other hoof you may just find wankily pretentious Modern Art; Sturgeon's Law applies. You could also look for CYOAs at the IFDB, but not all of those are serious.
I like the idea of a serious attempt at a CYOA. That would be great. I'd read that.
I don't like the idea of a clopfic, though. Especially with a story like Moments—the premise isn't suited for that sort of thing, and I think it would harm the story. I probably won't read it if it's a clopfic.
I enjoyed Moments very much. Personally, if you're going to rewrite it, I'd leave the original up for posterity. I'd rather see it as a separate story, so that users with their filter permanently on can read the original, but I'd also put a link to the other story in each of the other's descriptions.
That's just my two cents, but I think it does have potential.
I.....
I suppose I can see why you would do this with "Moments." I think I took enough damage from it as a linear story though.
Skip the clop though.
Oh, in a only slightly related note, I did a brief spat of research on the Mesozoic era. The story would have ended with the impact event that ended the Cretaceous period (65 Mil years ago), the Triassic period (which ended 200 mil years ago) did not end with a meteor impact (or at least it's considered highly unlikely), it only saw the start of the dinosaurs, and they hadn't gotten very big yet. Certainly not big enough to confuse with dragons. And Pangea was only beginning to break up at it's conclusion.
>>1811698
I had an ending in mind in which Twilight uses her discovery that she gains a little power every time she has sex to accumulate enough magical power in 23 minutes to leap back farther in time and save the day. Then she asks Celestia, indirectly, whether she's ever done anything similar, and Celly just smiles and glances around at the seemingly-useless Royal Guard.
You're probably right that that ending doesn't belong in this story.
...but I still like it.
Sorry; let me rephrase that as a question:
If I imagine rewriting a story as a CYOA, and there’s a chapter break that I couldn’t end with a “Should the protagonist do X or Y?” followed immediately by the next chapter, does that mean there’s a problem with the original (non-CYOA) story?
The IFDB is bigger than I remember. They need knighty to redesign their website. There are some CYOAs there; thanks for the tip.
>>1811907 Yeah, I just misspoke when I originally said Triassic.
CLOP CLOP CLOP!
If the end of the world isn't a good time for some all-out, pile-driving, furniture-splintering FUCKING, when is?
Where are you aiming for with the clop sections? Is your objective to write scenes that contain sex or to write scenes that are primarily meant to be erotic for the reader? I don't mean that you can't do both, but the 'ew clopfics no' crowd is usually more receptive to the former than the latter. (Actually when I say both I'm neglecting the distinction between doing both in the same chapter/scene and both but in separate chapters/scenes. Insert "...and in the story!" joke here.)
Well, I like the idea, but I don't see Moments as lending itself to a clopfic and I'm not convinced about a CYOA.
My problem with clopfic is basically that the story is a real mood killer. I could see sex being included from a story / character perspective, but I don't see a reader getting involved enough to enjoy the clop for being clop, rather than a study on the characters involved.
One of the selling points for CYOA is that the reader gets to change how the story ends, but again I can't see Moments ending in a way where the reader would feel that their choices were meaningful. Artistically, I could see that as an interesting comment, but it would be very difficult to make the experience enjoyable.
A CYOA story lets the reader influence the protagonist, which dilutes the protagonist's character and Moments feels very character driven.
That being said, I'd go CYOA rather than Infocom - apart from the easier writing and easier shifts in tone, the CYOA approach would play to character while Infocom would play to the setting.
I don't see question 3 as being a problem with the story, just a possible issue with break points. You could consider the option for the reader to influence the environment rather than the protagonist - rather than say what Twilight does, say how the world reacts to Twilight's changes. Might give a different perspective on things.
CYOAs basically make for difficult serious literature because the main protagonist becomes a cipher. The reader will not necessarily 'role-play' rigorously, which leaves the rest of the story (other characters, the environment) trying to take up the slack. I've seen plenty of serious attempts at serious CYOA games (read: interactive fiction games), but comedy works better than the serious stuff where reality is a little weak and there is no cohesive storyline.
I'd suggest publishing it as a new story, keeping the existing story available, purely so that people can see where the new story came from and the decisions you made in the process. Educational.
>>1811915 Right then.
3. I don't think it's necessarily a problem; there are lots of ways to end a chapter, and writing advice of the form "you must/mustn't follow X formula" is almost always wrong.
Ursula K. Le Guin on the rules of writing:
P.S. I usually prefer to minimize the splinters in my fucking, personally.
>>1811962
Point.
>>1812093
Actually, it's possible to characterize the protagonist very effectively through presenting a restricted range of choices, especially combined with competent narration that conveys clearly why just these options are under consideration.
For example, suppose the situation is that Twilight has just arrived in Ponyville for the first time.
Playing as Fluttershy, you might have choices like:
> Turn and run.
> Back away slowly.
> Try to hide.
> Wait for her to make the first move - maybe she'll decide to ignore you?
Playing as Rarity, you might have choices like:
> MAKEOVER!
> Ooh, is she from Canterlot? She could be your ticket out of this town!
> "I'm so sorry, dear, but I simply must finish these decorations by tonight - I'm sure you understand."
> A customer! And you have simply the perfect color of silk to set off her mane...
This is exaggerated for effect, of course, but I think you get the idea.
>>1812190
I absolutely agree that each individual choice can be tailored to suit the character, but each choice reflects subtle differences in the character's approach, and the reader is unlikely to be consistent in these choices.
The character does not develop over the course of the story. The reader can learn, but the character probably won't, or vice versa. If the character at the end of the story is the same as they were at the beginning, what has the story really said?
With a story like Moments, I'm just not certain you can get away with an inevitable ending and a character that doesn't learn anything from the experience. If the character doesn't change and the ending doesn't change, what does that leave you to have an impact on? Why chose?
I'll comment more later, but my initial thought:
Whatever you decide to do, leave the original version as-is, and available to read. It's that good, so don't throw it away.

In terms of a serious CYOA with themes that does something literary with the genre, I don't know of any pony ones, but in general, I would recommend Katawa shoujo. While the concept seems completely unserious (a high school anime dating sim featuring girls with disabilities), it is very serious in tone and provides a good example of how involving the reader in shaping the story can enhance storytelling. Although it is a visual novel, the appeal of the story comes mainly though the text and narrative, not the pictures, so it's still comparable to what you're trying to do. However, it might count more as a game than a CYOA, because there are good and bad endings, so implicitly, the readers are making their choices with a goal in mind. Plus, the story is more of a branching, linear narrative rather than one with looping, intersecting scenes as seen in many CYOA stories.
Basically, the story revolves around the lives of five different girls, and the choices the reader makes in Act I determines whose story the reader will follow. Notably, the protagonist is slightly different in the five different acts, reflecting his choices in Act I. For example, getting to one character's (Rin's) route requires acting fairly neutrally toward all the characters in Act I, and in Rin's story, the protagonist is more aimless and detached than in the other routes. Similarly, the different storylines seemed tailored to the types of people who would make the choices leading to the different routes. For example, getting to the storyline of the bossy, aggressive girl requires making a choice fairly early in Act I, even before meeting the rest of the cast. Pursuing that character's story requires the reader to match her decisiveness. This is perhaps an argument for letting the characters develop in different ways depending on the choices the reader picks.
One nice feature of the overall story is that information you learn from one route sheds insight into how characters act in the other parallel storylines. In one of the "bad" endings, the protagonist gets dumped, and another one of the characters goes to console him. The scene is nice although you don't quite understand why that character would come help the protagonist unless you've played her route and realize that she's gone through a similar situation. This is perhaps an argument for keeping some things consistent across the branching story.
One thing that I liked most about one of the girl's stories (Rin's) was that the act of making choices at the end of each scene really added to the narrative. Overall, her story is about whether it's possible for two people to really understand what's going on in each others' minds and whether that understanding is necessary for love to develop. In her route, many of the choices are rather philosophical in nature and really challenge the reader to try to understand what each scene reveals about her character (it turns out that most of the decisions have only minor effects on the story. It's not whether you understand her that matters, it's the desire or need to understand her that's important, reflecting the overall message of her story). Similarly, in other routes, some of the choices help to focus the reader's attention on some of the most thematically important issues. This is perhaps an argument that a well executed CYOA can address certain themes and ideas better than a linear, non-branching narrative.
>>1812264 The range of options on later choices can be affected by which choices were selected earlier, reflecting the new character. If you chose to follow your friends into the scary forest in chapter 1, then when the big bad shows up in chapter 2, you lose the option to run away but gain the option to give a how-dare-you speech.
Why would I have an inevitable ending and a character that doesn't learn anything from the experience?
This raises possibly the most-important question: How does it effect the tragic or sad-heroic endings if I have a happy ending?
>>1812845
It depends on the point of divergence. Does the protagonist make a different decision? Then the bad ends are Tragedy. Is it dumb luck, or an attempt that succeeds instead of fails? Then it's an opportunity that was lost due to circumstances beyond the protagonist's control. Was some sort of background information different? Then the protagonist never really had a chance.
Even in the last case, though, the existence of happy endings makes the story as a whole feel less hopeless. (Edit: unless you get there by blatantly ridiculous means, so that it doesn't feel like something that could have happened.)
For my part, I loved the original version and I'd kind of hate to lose it, especially since it's currently sitting in my Fimfiction Top 5.
That said, I think doing this as a branching story could be really cool and a lot of fun. I think I'd probably prefer the CYOA format inasmuch as I like the idea of exploring multiple possibly conflicting realities (and I figure that's thematically inline with the present story, but I'm an Anathem junkie, so yeah).
I definitely think you could have a lot of fun playing around with stylistic and thematic differences between various branches. I'm not opposed to clop, so having some of them end in cloppy black comedy sounds like quite a lot of fun. That said, my attitude is probably colored by the fact that I feel like the present story has an unabashedly happy ending. If I didn't think there was a good ending, I'd probably find a multitude of endings more frustrating than rewarding, since it'd basically be like taunting me with lack of catharsis.
As for chapters 3, 4, and 5, they're probably my favorite part of the story as it currently exists, so I wouldn't want to see them changed a whole lot, personally—at least not without having a record of the original (expanded) version.
Leave "Moments" as is. Do the CYOD (Choose Your Own Doom) as a new and different story.
All I ask is if it's gonna be a clopper, let everyone know going in. If the sign on the door says STATE SPIDER HATCHERY you pretty much already know whether you wanna see what's behind it.
>>1812525
Ah yes, Katawa Shoujo. A visual novel with some pornographic scenes about a guy going to a school for disabled people, and he can date one of five differently disabled girls - one with no legs, one with no arms, one who is blind, one who is deaf, and one who is badly scarred (and not in the "good scars" kind of way) but actually otherwise seems okay. Oh, and it was made by 4chan.
And it is good and a fairly serious and sensitive treatment of the subject matter, with shockingly high production values.
I don't think anyone will ever understand how that happened.
>>1813171
This got added to my book of quotes. State spider hatchery. I'm still giggling on the inside.
>>1813420
Remember this is the same 4chan that gave us the brony fandom.
/b/ is Discord: often malicious, but fundamentally chaotic. They'll think nothing of the most wretched acts of evil imaginable, but sometimes they'll decide to be nice and beautiful and wonderful just for the hell of it. Because why not?
...holy crap, Discord is /b/. Avatar of chaos, 4chan's random board; ultimately tamed by a combination of the awesomeness of the Orbital Friendship Cannon and the adorableness of Fluttershy.
5. Definitely keep the original version up. I don't know what the site rules would require, but don't disappear good literature.
... No one else is going to say it? Alright, I will.
Bad Horse, you just want to be a real bad horse and put poor Big Macintosh through the most devious and grim sexual experiences ever, don't you? And they be getting worse and worse as Twilight gets more and more bored!
You are a monster. A terrible, happiness-destroying monster that wants to make Fluttershy walk in on Big Mac balls-deep into a squealing Twilight Sparkle as she siphons out his life force to fuel a dark ritual that will break the cycle.
For the safety of our children, I'm revoking your writer's license; maybe some time in the real world will snap you back to an acceptable reality.
... I eagerly await your next work.
>>1811640 I so wish that someone would make a pony visual novel, or interactive fiction for that matter. I believe that intersection of literature and interactive medium contains lots of unexplored potential, interactive fiction have scratched the surface back in the 1980's but then the mainstream went some other way. Visual novels were lauded as "the best form of virtual reality that we've got" by someone or other, but they only seem to thrive in Japan. I, for instance, keep being amazed by the fact that there were zero commercial attempts to do visual novels on the Web. One could have thought that all new VN's should have gone to the Web, by now, but, somehow there are none. Maybe because they are only big in Japan, and Japan is strange that way, but still - to only sell your software on CDs in the age of cloud technologies? Anyway, if I ever got up to it, I would definitely try to do one.
I would love to try myself at making some tiny little bit of interactive literature with ponies to see how this goes, but, judging by my progress lately... I don't know when, if ever, I'll even get there.
I could ask you to look at Undum - one of the latest (2010) and slickest engines for interactive fiction, all web-HTML+JS. If I will get to doing something interactive-fiction-y, this one is the first on my list. Good examples of what can be done with it are The Play and Almost Goodbye.
I would definitely post it as a separate story. Firstly, the original linear version could act as a teaser for non-linear one. Secondly, interactive fiction is still at an experimental stage; we don't know for sure the capabilities and limitations of it; we don't know what will add to experience and what will harm it. FWIW, the non-linear version may end up worse than the original. So the original should stay.
If I was doing it, I would take away the possibility to go back to the earlier point in the story and make a different choice. This way, there are several possibilities, the reader may choose to go with one or the other, but they must choose one and their choice has palpable consequences. As the reader makes choices, the story progresses forward. You can re-read it, but you can never go back. In the end, you're stuck with what you've got as the result of the choices you made. A short game You Only Live Once has explored the concept of irreversibility a little. Maybe I'd end up with something less radical than that; that could be figured out by experimentation: maybe only let the reader go back and choose another path for real money? And/or limited number of times, or each re-made choice becomes exponentially more expensive? Definitely, something should be put in place; free "save/load" should be disallowed. And yes, that requires some server part; in case of Undum, it is completely absent and should be coded in.>>1815108
> Undum
Other leading interactive fiction platforms include Twine (hyperlink-style) and Inform 7 (parser-style). (If you're considering Inform 7, you may also be interested in Playfic, a shiny thing for Inform 7 in the browser.)
>>1815303 Playfic is kind of YouTube for Inform 7 stories, right?
Would you agree that Undum is the slickest one? I don't know about the features, but it's the only truly web-based interactive fiction platform that I know of. Also, from the looks of it, it's the one that makes interactive fiction authoring looks like the furthest from programming... while actually being programming. I believe a further step is needed for mass adoption of interactive fiction: to make editing interactive fiction as accessible as editing conventional, linear one. One doesn't have to become a coder to write interactive fiction in the twenty-first century. (dreaming
)
>>1816162
> Playfic is kind of YouTube for Inform 7 stories, right?
Kind of, yes. There's also an in-browser editor, though, so it's more like Fimfiction for Inform 7 stories.
> Would you agree that Undum is the slickest one?
Maybe I'm missing something, but I don't see any really major advantages of Undum over Twine. In both cases, the games are served as webpages and played in a browser, but no in-browser editor exists (except the pre-alpha Twine 2 the only in-browser editor is for the Twine 2, which is a forthcoming "sequel" to Twine).
My underinformed impressions are:
* Twine has a graphical editor if you're on Windows or Mac, or can use Wine, or are willing to use the pre-alpha browser editor.
* Undum seems to have more support for CRPG-like stats; you can do this in Twine, but Undum makes it somewhat easier.
* Twine is a little easier to get started with.
* Undum is a little easier to use at an intermediate level.
Can you confirm or disconfirm any of these impressions?
>>1816242
Actually, not, since I'm only somewhat familiar with Undum, which I was trying to learn to use at some point.I went to Twine's homepage, saw downloads for Windows and Mac and understood that this is another IF platform that runs on a local computer. So, it publishes to HTML, and version 2.0 has in-browser editor. Cool! That's what Undum (or any modern IF authoring tool) needs IMO, anyway.
>>1816329
On further reading, it turns out that Twine 2 is not just an updated version, but a complete rewrite. So I'd recommend the desktop-application graphical editor as the best way to write in Twine.
Edit: Also, there's a cross-platform version of the graphical editor.
>>1811748
There's a clopfic branch, and it will probably be obvious that if you say "Twilight should run immediately to Sweet Apple Acres, and seduce Big Mac," that sex is about to happen. Bad Horse could even pull a Dragon Age II and put a heart emote by the options that will lead towards clop.
>>1812190 This is done to great effect in Gamer Mom, especially because the UI is used to convey more information than just text.
Three gaming experiences I've had that come to mind, not counting Gamer Mom:A. Did you ever play One Chance? It's a CYOA flash game that is set up so that you "can't" play it more than once. (It's not difficult to trick if you know what you're doing, but that alters the feel, so I'm not sure you should.)
I found it from someone saying the ending they got, and knowing that that ending existed made it easy to recreate the path that led there. I recommend playing it blind. Once you've done that, then look in to the other ones- and it may give the choice you made more weight.
B. One of the things I found interesting about The Stanley Parable was how the endings reflected the choices you make, which was only obvious when you saw many of the endings. When you always did what you were told, the run ended with a pleasant scene and the narrator telling you that you did a good job and you won. When you always did the exact opposite of what you were told, the run ended with you having to commit suicide while the narrator begged you to not--you have so much to live for!--and you had to attempt multiple times to succeed. The violent disobedience led to a violent end, and it made it all the more sad to have experienced both endings, and imagine choosing the violent one.
C. Mordin in Mass Effect 3. Incoming wall of text with spoilers, though I'll minimize any ME-specific jargon to make it understandable if you haven't heard of ME3. (Also, other ME3 players, focus on the on-topic part of this, not the game itself or my description of it.) So, as the 3 suggests, this is third in a line of RPGs where you make choices that you can import from one game to the next. My second favorite NPC in the series is from the tech-race. In the semi-distant past, the violent-race was poised to crush everyone else and dominate the galaxy, so the tech-race engineered a plague that dropped their children-per-women to about 2, from ~200, by making it so that only 1 out of 100 children survives pregnancy. (The numbers are inconsistent in various ways, but oh well.) As a side effect, this huge amount of personal tragedy destroys the pleasant parts of the psychology of the violent-race, and their numbers dwindle as they murder each other and don't even try for the 200 pregnancies they need to replace themselves.
However, the plague is genetic, and the ones that do survive are the ones least affected, and it looks like they're a threat again. The simulations all agree: huge probability that there will be galactic war that everyone else will lose, unless they design a new plague. A few years before you meet Mordin, he was part of the redesign team, and it works.
But then Mordin has a change of heart, and decides that he should cure the plague before he dies of old age. For plot reasons, this is dangerous and will kill him if he does it, but he's dying anyway. Nothing about the broader situation has changed, though- the simulations still predicted war and destruction if the plague was cured. My character trusted Mordin, and said "don't do this; I will stop you."
Mordin says "Okay. Shoot me." then walks into an elevator, ending the conversation and starting a cutscene. Mass Effect sometimes has "interrupt" actions during cutscenes, where you need to click a button to do something, and if you don't it won't happen. The interrupt icon showed up, telling me that I needed to click a button to actually follow through on my threat, and shoot my second favorite character because of a major disagreement.
I went through with it, and did not sleep easily that night. That was probably the most emotionally affected I've ever been by a game.
And then after I finished the game I learned that if you made a different choice than I did back in the first game, it was possible to convince Mordin that the violent-race was not saveable, and he would give up on curing the plague when you ask him nicely, and then he survives. This bothered me, but I don't know how much of that was because the way they laid out the tree, and how much of that because the situation I found myself in, and the hard choice I made, was avoidable.
Actually, a CYOA format might actually be really really cool! This is the first story in which you can actually justify the format in a narrative quite easily. I remember when I used to read CYOA books when I was a lot younger I would go through and read every option. In this story, that wouldn't feel like a narrative contrivance. It might even be able to get the feeling along of twenty-four or somesuch minutes of helplessness even better.
So yeah, could be cool.
At the same time, I feel a little bit how Bradel feels in that I revere the original format quite a lot.
>>1816162 I've moved in the opposite direction. My latest IF engine was a "text physics engine" in Prolog, that also had a planning engine and a set of social-convention rules, to let characters reason about what other characters (or the player) might do, based on their beliefs about their goals and what they had seen. For instance, a character who had been with you in a room where you had seen something would know you had seen it, and would be able to infer that you would return to that room if you had a goal that required getting that item.
I think we're closer to making IF that's read by the masses than written by the masses. It's almost a pre-requisite.
No; I just kept hacking at the game engine until I got too busy & moved on to other things. It was too slow at the time. It would take about a minute per turn on a Sun workstation in a small world. I decided to wait until computers were faster. It would probably take a second per turn on a modern quad-core desktop. I wonder if Prolog's Rete network could be run on a graphics processor.
My dissertation work was related, in taking a system like Prolog and restricting it to pursuing only certain lines of logic, using environmental cues. It didn't work very well, and my advisor wasn't interested, so I never finished that.
There's a trade-off in making the characters use the same knowledge base as the physics engine. It saves a lot of time, but it means they can't deal with uncertainty in their predictions & plans.
>>1826614
That's what might be happening to most attempts at innovation in interactive media (interactive fiction, and to some extent, computer games, though games are better off). Writing a story while coding a game engine while at the same time figuring the capabilities of the new medium is hard, unnecessarily so, I presume. It's so much more realistic if you're doing just one of these at the same time. Thus, with regard to your earlier statementI would say the most likely way I see for the former to happen is through the latter. The way I see it, technology is strongly democratizing art and enabling new forms of it, by making the impossible possible and the possible easy (also sometimes the common obsolete, like photography had killed portraiture as a source of income). Say, like the emergence of electric instruments spawned new genres of music, and I believe the advent of chromatic printing is not coincidental with the rise of art nouveau that happened about that time? One would think that with computers becoming commonplace, the potential of intersection of fiction and interactivity would have been explored long ago, and today we would have the established formats for interactive text (like we do for static text, graphics, audio and video), and FiMFiction would accept it, likewis other fiction websites. Alas, to this day, to write interactive fiction, one still has to be both a writer, a programmer and a researcher. That's too much to ask of everyone. You will only get a few masterpieces done that way by someone with mad skillz (like that game Another World: the guy wrote the script and the graphics and coded the engine in assembly, and made level editors with them and the game is awesome) or, maybe, you will get nothing. When we'll have accessible tools for creating and publishing interactive fiction, with a usability of FiMFiction or blog, then, of course, I think, there'll be people exploring the capabilities of the medium in all different ways, and they'll figure out what works, and someone talented will use it, and then we'll see what this medium is capable of. Till this day, I believe, we're stuck in the dark age of interactive fiction, like the guys who learned four letters and eagerly ran off to write words with them, instead of learning more of the alphabet.Now, I always wanted to see if I can to do my little bit about the situation and hack together a little interactive something that's better than the current status quo. My plan was to hack on Undum to make a) some fiction with it that will hopefully show off some potential benefits of interactivity, b) make a tool for easier writing of IF out of it. I'm not there, though; I'm still learning Javascript/node.js. Now I'll have to check out what is possible with Twine and the general state of the art. Engine in Prolog sounds plenty cool, but it must be harder to implement and harder to make other people write stories with it, so for now my sympathies lie with Undum. I also like the fact that in Undum the book writes itself as you're reading it, the text adds to the book (in The Matter of the Monster the author experimented with adding text at the beginning rather than at the end; it took me 3 playthroughs to grok it.). One thing that needs to be added to it, IMO. is finality and persistence: when you turn the last page of the book, the ending will still be there when you'll return back to it; and the minute after that, and the year after that, too. I'm not sure which features will be actually worth copying from the physical books, but just in case by default I want to leave the same anything but what we deliberately change.
Now, motivated by this exchange, I'm going to:
• contact authors and/or pro users of Twine to arrange a video demonstration of the capabilities of the system
• see if I can arrange a group couching course with a node.js guru and split the cost between the participants
If anyone is interested in any of these, please contact me.
>>1826968
Are you aware of Fear of Twine? It's not really what you're talking about, but it might be a starting point.
Also, this is a video tutorial. Again, not exactly what you want, but related.
...Can the CYOA clopfic have hoof tickling? It's bondage to a lighter degree. I'm sure S&M would be a choice in this, so it would stand to reason something that's the opposite but still in the same vein should be another choice.
Or bastinado. With hooves.
*drools*
Do this and I'll be your personal emo slave for a month. I know you like feeding on bronys' emotional negativity, and I like producing said emotions. I'll bring chains and crap (just gotta stop at Rona). Or maybe find them rusted outta a dumpster. Ooo, it can have a grungy dirty aesthetic!
It'll be like make believe Hostel, except instead of scythes and cutting torches there'll be super sad shit in the form of various media.
It'll be awesome... where did I put that collar? The cute one with the giant bell?
And then I read the rest of the post, not homing in on the word "clopfic" this time.
I don't think I'd like to see Moments with clop scenes heavily ingrained. Maybe separate from the main story, yes, but I dunno... I like it how it is currently.
Would clop add or take away from the story?
I can kinda see why you considered going with this. The whole time loop thing is like a jab at CYOA. How many times have you fucked up in a CYOA book and backtracked, effectively going back in time to stop that ending T-Rex from falling on its ass on top of you? For me, quite a few. Cause when I checked that book out in elementary, some asshat tore out the pages that had the other choices. Seriously, who the fuck does that to a CYOA book? I feel like part of my childhood was taken away... think being annihilated by a comet is bad? How about being sat on by a T-Rex over and fucking over.
As for the clop scenes... I can kinda see Purple Panderer wanting to steal Red Assed Baboon from Butter Bitch.
Stop those technically virgin lips from being technically virgin... wait, how does that work in a time loop? Bah...
Twilight could have infinite first times with Big Mac for all infinity, thus causing humies to never be created... does this count as a bad ending? When sex ruins the greater good, maybe the greater good wasn't so great.
Just a CYOA version of Moments would be amusing just to screw with Twilight's whole damning situation. The sex might be lulzy.
Eey... this is kinda as interactive as when defender2222 put the Mad Libs chapter in Secret Origins of Scootaloo.
As for putting a CYOA Moments on fimfiction, if it isn't allowed, maybe posting it on a different site and putting a link to it on your blog or something? The only other fanfiction site I can remember is mediaminer.org but I dunno if they allowed CYOA... maybe they didn't care. Maybe they're dead. It was a shitty site. BTW, don't search up any Witch Hunter Robin fics on there, I'm warning you...
I think I'm going to go with I liked Moments because I found it fucking hilarious. The idea that somepony screwing up and stagnating her world so many times before finally accepting deth amuses me.
Eey... there's 22 minutes in an episode without commercials. Bet Twilight wished she had some commercials.
>>1829468 >>1813171 >>1811907 >>1811748 When I said clop, I really meant adding sex in one or more story paths. Not changing it to a Penthouse-letters confessional. Maybe something like >>1814155 said...
It does sound like a pretty appealing scenario, doesn't it?
A very large survey that had people record what they were doing and how happy they were at the time found that the thing that made people the most happy, by far, was sex; and that a large fraction of the sum of human happiness comes from the small amount of time spent having sex. Makes you wonder why we don't do it more often.
>>1829945 I know what you meant. The difference between a sex scene and a lemon (what bronies call "clop") is that one describes that the characters are having sex, and the other goes "his big, bulbous penis was squashed into my face".
I do not want a clop.
>>1830155
>>1829945
That's more or less what I figured you meant. I just am with Ed on this. "Moments" is fine the way it is. A CYoD (I am in love with that term forever.) sounds really interesting, with a few naughty bits or without, but I think "Moments" should be left be.
If you DO go ahead and do it with "Moments" though, then have one of the sex bits actually have two possible choices at the end of it. One choice leads to ruination of all, the other results in saving the day. Because I think that would be cool.
...Point.
You would think, wouldn't you...