Underneath my yellow skin

Tag Archives: meta

Getting meta with it

Hi, I’m a writer. I have been a writer since I wsa seven. I have written poetry, short stories, novels, novellas, screenplays, and more experimental works. I read House of Leaves back in the day (did not care for it) and really dug the idea of it. I also read other experimental authors, less famous and female, queer, of color, etc. I like the fresh perspectives, but it’s not for me. I will say that I was turned off poetry because it seemed so antiquated and stale. Plus, I had a teacher who told me I had to capitalize and punctuate (never heard of e. e. cummings, apparently), must have a title (I just used the first sentence of each poem as the title), but at least she didn’t say I had to rhyme. It was a terrible class, though, and nothing Advanced or Creative about it.

I’ve read books about writing and suggestions from authors about how to write. The most common are tips such as write at the same time every day, write first thing in the morning, and have an outline. In fact, the latter is one of the most consistent pieces of advice I see given about. Make an outline. You have to have an outline. Outline all day long.

Now, I want to make it very clear that I am not anti-outline. If it works for you, have at it! I’m sure it’s helpful for many writers in part because it’s given so frequently as the number one tip. So there has to be some value in it. What I AM saying is that I don’t use outlines. Ever. I don’t find them useful and in fact, I find them restrictive.

Here’s the thing. I always have scenes racing through my brain. Before my medical trauma, it went like this. I would  get a germ of an idea. Say different species of beings (not necessarily aliens) who live in our world and interact with humans. They are superior to humans, but are treated as lesser. I really wanted to do a contemporary urban fantasy (NOT sci-fi) murder mystery. The main character was an Asiatic-looking creature who was part of the patrol for her species. And then it was revealed over time that many nefarious things were happening at the agency, oh, and it’s a trilogy. A very loooooong trilogy. But it started with a germ of an idea that festered and simmered in my brain for weeks.


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Night in the Woods, part three: Putting it all together

free your mind, mallard.
Mallard! What have they done to you?

Hello. Welcome to the third and hopefully the last post on Night in the Woods. Not because I’m tired of talking about it because I am most emphatically not, but because I know I sound like I’m obsessed–which, to be fair, I am. Anyhoo, here’s part two. OK. Let’s get down to brass tacks and talk about the third playthrough. Needless to say, there are going to be spoilers, and while I’ll try to note the more egregious ones, just be forewarned that I can’t talk about my third playthrough without revealing some spoilers in general.

After I finished the second playthrough, I immediately started the third. I was in a groove, and I knew there was still things I hadn’t discovered. Also, there are things I saw at the end of my second playthrough (while watching a streamer play), and I didn’t have enough days to do the whole quest. The fact that this quest exists at all is a marvel. As I was walking on the wires the second playthrough, I found a window I could open. I did that, and I went inside. There was a big float duck named Mallard bolted down, and I found a hole inside him. In the hole were two rats. Mae notes that they look hungry, and I decided I needed to find them cheese. I couldn’t find any cheese and it was only when

*SPOILERS*

I watched BaerTaffy steal the pretzel from the pretzel/pierogi vendor in the underground tunnel that I knew what I had to do, and I felt like a complete idiot. I knew it was there, and I knew the paw icon popped up when I passed by the pretzels, and Mae was chastised by the vendor for stealing before. I should have put together the whole thing, but I didn’t. I stole a pretzel and brought it back up to my babies. Unfortunately, I did not have enough days to finish it, so I made sure to do it during the third playthrough as soon as I could–which is the first day, I think.

I fed them faithfully every day and each day there was one more, and then after four days (I think), they were gone. They were free. The coolest thing is once they left, I saw them all around the city. They weren’t there before, which is a neat little touch. also, in the same place as Mallard, there was a door to the bottom right that would not open throughout my entire first and second playthrough. It’s a door that you could easily miss, and even if you found it, you probably wouldn’t try to open it more than a few times. That’s the brilliance of this game, but also the frustrating thing. You need to check everything every day, and while the payoff is so damn fulfilling when it happens, it’s few and far between.  Continue Reading