DO YOU THINK UP OF AN ENDING BEFORE YOU START A STORY?
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Like in tweening where you have two keyframes. Do you have a planned end in mind every time you start writing a new story and just make aconnection between the start and the end. Or do you slowly develop the story as it goes along?
This is a good question. I don't really write stories. The longest story I've written was when I was 10, and it was about 30 pages long. I want to be able to write a story, but everything I write I feel like it's crap. It seems like I'm getting better though. Hopefully I'll be able to be happy with something soon. I've heard Pixar begin at the end, sometimes.
Yeah, I pretty much do that like, 90% of the times. :P
I think it's because it's more easier (at least for me) to plan the ending than to plan the rest of the storyline.
Ugh! Why it's so hard to plan the rest of the storyline!?
I think it's because it's more easier (at least for me) to plan the ending than to plan the rest of the storyline.
Ugh! Why it's so hard to plan the rest of the storyline!?
I've heard somewhere that starting with the end in mind is a technique used to be more efficient, or whatever. Saying that, going back to the topic at hand, I'm going to have to answer with "sometimes". For example, each of my Matsumori series games had/has a definitive ending in mind. On the other side of the spectrum, there's Okiku, which certainly did not have a definitive ending in mind!
I usually have at least a vague idea of where I want most stories to end, but I keep it loose in case I think of something better or have missed something. When making games in specific, I find that having a set beginning, middle, and end helps me plan the overall locations and dungeons I need and is thus very useful ^_^
I varies. Sometimes I need to flesh out a lot of stuff before I even think of a good story, other times I have a vague idea of where the ending will be, and sometimes I have a few really good ending concepts written out.
As the author of 4 comics, each over 400 pages, I learned that not only was starting with a full outline more efficient, but it also made for a better story.
Creating a sequence of events with no planned ending is creating a historical account, not telling a good story. Historical accounts are a record of what has happened, for better or worse, chaos or order. But stories resolve.
Creating a sequence of events with no planned ending is creating a historical account, not telling a good story. Historical accounts are a record of what has happened, for better or worse, chaos or order. But stories resolve.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I start out with the defining moment of the story. Most of the time it's either the ending, the final battle, etc. 90% of the time that moment either changes or is scrapped entirely because the story moves in a direction I didn't expect. I used to start at the beginning, but then the characters get way too distracted and start doing a whole bunch of things that don't contribute to the story.
I usually think of how I want it to end in terms of mood, whether I want a sad or happy ending, and what kind of message I want it to send. I usually don't nail down the specifics until much later, though, because the I usually change the rest of the story so much.
it depends. As I write I usually have an idea for the ending but I don't have it written until I get there.
No. For me, thinking of an ending is easy. I have a terrible time thinking of a beginning. In fact, my inability to think of beginnings is my top reason I'm now on year five of writing my second book.
No, I don't.
(If you write something with classic structure, you are usually well aware how it's gonna make out)
(If you write something with classic structure, you are usually well aware how it's gonna make out)
No, because an ending is already part of a story and if you got an ending then you already started a story!
When I was younger and writing my super cool video game stories of the day I always started at the beginning. Graduate from hero school and get out there for adventure! Go to the eight mystic shrines and unlock super moves! Go to a town and befriend a talking cow! Continue on with whatever random thoughts I had at the time bereft of any sort of pacing or buildup to anything. It's like a shitty serial that goes on endlessly and when anything gets close to being resolved it's time to dig up more shit from the compost pile.
Now I follow more of what Zachary and Red Nova talked about with a top level view and work my way down. Think of the general vision, concepts, themes, major plot points, characters, and the climax as what ties everything together. I usually have an idea of what I want the climax to be but no guarantees that it'll survive untouched (or rewritten entirely) by the end. Having a plan for it helps keep everything in focus for me as everything should be building up to the (or at least a, with the number of subplots and so on that can exist in a narrative) climax. With a destination in mind I find the rest of the journey can flow much easier.

When I was younger and writing my super cool video game stories of the day I always started at the beginning. Graduate from hero school and get out there for adventure! Go to the eight mystic shrines and unlock super moves! Go to a town and befriend a talking cow! Continue on with whatever random thoughts I had at the time bereft of any sort of pacing or buildup to anything. It's like a shitty serial that goes on endlessly and when anything gets close to being resolved it's time to dig up more shit from the compost pile.
Now I follow more of what Zachary and Red Nova talked about with a top level view and work my way down. Think of the general vision, concepts, themes, major plot points, characters, and the climax as what ties everything together. I usually have an idea of what I want the climax to be but no guarantees that it'll survive untouched (or rewritten entirely) by the end. Having a plan for it helps keep everything in focus for me as everything should be building up to the (or at least a, with the number of subplots and so on that can exist in a narrative) climax. With a destination in mind I find the rest of the journey can flow much easier.
author=Marrend
I've heard somewhere that starting with the end in mind is a technique used to be more efficient, or whatever.
Interesting, I've read somewhere that the best way to spot a mistake in your writing is to read it backwards. Maybe it has something to do with that?
Awwww - but coming up with the ending towards the end of a story is the best part! It’s like treating yourself to something very grandiose after slogging through all those many countless hours writing the thing, thinking about the thing, dreaming about the thing, and getting all the way to the end of the thing!
I mean, yeah, I’ll usually after I start brainstorming and beginning to write the story think about initially how the tale is going to end and what exactly might happen, but the exact words and the very exact sequences of events during that particular moment I like to wait until I officially get there first before I write that part, because it also gives me, the author, a bit of a sense of wonder of what exactly might happen in the story since by that point there’s very little for me to look forward to anymore. Also, you might suddenly have an idea somewhere later on for a potential sequel, prequel or a side-story and you might wanna adjust a few things here or there to leave it off on that note.
Either way, the ending is always something that I’ll think about from time to time, but I won’t actually really type it or do the actual scene until that faithful day comes…you know, just to keep me in suspense a little bit more. :)
I mean, yeah, I’ll usually after I start brainstorming and beginning to write the story think about initially how the tale is going to end and what exactly might happen, but the exact words and the very exact sequences of events during that particular moment I like to wait until I officially get there first before I write that part, because it also gives me, the author, a bit of a sense of wonder of what exactly might happen in the story since by that point there’s very little for me to look forward to anymore. Also, you might suddenly have an idea somewhere later on for a potential sequel, prequel or a side-story and you might wanna adjust a few things here or there to leave it off on that note.
Either way, the ending is always something that I’ll think about from time to time, but I won’t actually really type it or do the actual scene until that faithful day comes…you know, just to keep me in suspense a little bit more. :)
I guess I'm a bit weird. I usually develop a story like this:
1. Think of a situation, constellation or other broad subject that I find fascinating and would like to see explored.
2. Flesh out this idea into a concept for a game's/story's setting.
3. Think up the ending (which is usually the climax that brings aforementioned concept to the point).
4. Think up the beginning.
5. Think up some important scenes that mark turning points and broadly connect the ending with the beginning.
6. Design everything that happens between the beginning and the ending.
So, yeah, I pretty much start backwards and then work from both "sides", so to speak. And it's not like I do this consciously - it's just the way my brain approaches a subject, it seems.
1. Think of a situation, constellation or other broad subject that I find fascinating and would like to see explored.
2. Flesh out this idea into a concept for a game's/story's setting.
3. Think up the ending (which is usually the climax that brings aforementioned concept to the point).
4. Think up the beginning.
5. Think up some important scenes that mark turning points and broadly connect the ending with the beginning.
6. Design everything that happens between the beginning and the ending.
So, yeah, I pretty much start backwards and then work from both "sides", so to speak. And it's not like I do this consciously - it's just the way my brain approaches a subject, it seems.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
For most of my stories, I have a pretty good idea of how it's going to end going into it. If on the off-chance I don't, it's usually resolved early in the planning process. Like, I knew the world was going to come to an end when it was all said and done, but it wasn't until I started working on a different game that I adopted into the main narrative of the world that I decided to change the ending to not show this final conclusion. Now it's simply implied if one reads into it deep enough.
Of course, when it comes to storytelling, experience is key. The only way you're going to be able to make a beginning and an end before going back and filling in all the middle bits is if you know how a story is typically told and how its conflicts are resolved. I had the misfortune of not having this experience going into my main project so the first few iterations were just awful in terms of pacing and plot-holes.
I've also found moderate success with just coming up with a list of places and then trying to put them all in an order that makes sense both geographically and allows a story to basically write itself.
Of course, when it comes to storytelling, experience is key. The only way you're going to be able to make a beginning and an end before going back and filling in all the middle bits is if you know how a story is typically told and how its conflicts are resolved. I had the misfortune of not having this experience going into my main project so the first few iterations were just awful in terms of pacing and plot-holes.
I've also found moderate success with just coming up with a list of places and then trying to put them all in an order that makes sense both geographically and allows a story to basically write itself.
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