BEGINNINGS AND ENDINGS: HOW TO WRITE THE HARDEST PARTS OF YOUR STORY.

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pianotm
The TM is for Totally Magical.
32388
This topic is to cover the suggestions of everyone who's ever found him or herself in this quandary.

For my own experiences, I'll start with endings, since I usually find them much easier. The real problem here is that we tend to keep writing even after we've reached our ending. The audience genuinely doesn't have to have every single loose end tied up or every plothole closed. Attempting to do so can cause the story to outlive its welcome.

Beginnings are always the hardest for me, but lately, I've managed to get my stride. I no longer introduce the story. I either simply open by giving a description of the main character and going about his or her opening routine, or I simply throw the reader in cold turkey, letting the reader learn about the world gradually as the story progresses.

What other methods have worked for you and what advice would you give to story writers having trouble with these aspects of their stories?
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Depends on the narrative, but generally I go for either establishing the status quo or showing the inciting incident. Usually the former, since it allows the audience to catch up with the protag and what their life is like before you start throwing craziness around. The latter is more for times when it feels too slow to build up to things, and I can better introduce characters via action.

A beginning should help the audience understand who the protag is and what kind of story to expect. (Not necessarily what kind of story they're getting, if you're planning a twist.) You don't really need to establish things like worldbuilding up front- keep it minimal at first, so that your audience can ease into the story and get attached to the characters, rather than trying to juggle a bunch of proper nouns that don't apply to the immediate situation.

Endings... fuck, man, I don't even know. I just kind of wing it. Tie up whatever loose ends are important to the main story, then ease out... somehow.

Or just cut to a black screen with poorly translated white text, that seems to have done well in the past. :V

ETA: Wait, I do have some advice on endings!

Assuming you established the status quo previously, show how all the stuff that's changed over the course of the story is doing with its new status quo. Same with the characters- demonstrate how they're different after all the events of the narrative, and what they're up to. Apparently people care about characters or something?
...you mean you dont just make it up as you go along?
author=kentona
...you mean you dont just make it up as you go along?
pianotm
The TM is for Totally Magical.
32388
Liberty
kentona
...you mean you dont just make it up as you go along?


No, actually, I don't. And Liberty, you know this. After McB Jam 3, you def know this.
I'm sure we both meant the 'you' as in 'general populace', not you specifically piano~ ;p
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I mean, you can write by the seat of your pants AND have a general idea of how you're doing it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
One time I had a whole story planned out pretty thoroughly up until just before the final battle, where I just had written "The rest of the story probably will go through so many changes that whatever gets written here will end up being dumb, so I'll figure this out later, once I have a better feel for the characters and the story arcs." Like to the point that I didn't even know which side would win. I wanted the ending to fit really well with the rest of the story's primary struggle, and at that point, I wasn't totally sure what that parts would end up getting emphasised and what parts would end up being minor.

Predictably I never finished that story.

Don't use that method. I thought there was some logic to it, in my head, but it was a trap. Figure that shit out first, before anything else in the game. Before you even decide who the main character is.
NeverSilent
Got any Dexreth amulets?
6299
"The hardest parts of your story"? I always have the exact opposite problem. Whenever I start working on a story, I design the beginning and the ending first - and then I usually get stuck trying to find some way to get to the ending from the beginning. Coming up with an interesting premise and a hopefully good way to bring the idea to a conclusion feels easy to me, but putting the actual meat on the bones, that's where I start to struggle. Which is one of the reasons I've started to become less and less confident in my ability to tell longer stories, and try to focus on short ones instead.
Beginn with the ending, figure out all the crucial characters and events that lead to it, (main plot points) fill out some of the gaps directly, while still leaving some room for originality as you go, and finally, let the story start in medias res.

Or at least thats how I did it... still no idea if it'll work out in the end. ;P
Marrend
Guardian of the Description Thread
21806
I find myself falter with endings, sometimes. I may have one planned, but, the execution isn't quite right. The project I've got on hiatus now has at least some vision as to it's beginning and end, but the middle is one giant question mark.
Cap_H
DIGITAL IDENTITY CRISIS
6625
I usually have a scene i start with. Usually it ends up being the beginning, sometimes I need to put things in front of it. I tend to have a vague idea of an ending, which often changes.
It's not difficult to keep your audience interested during these two parts, you need to come up with quality meat to fill the space between them. That is crazy hard to do. If you know your ending, you can end up predictable easily. That's why I focus more on characters and environments than the actual story.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Reading over the posts, it seems like some people read "ending" as "climax" and some (like me) read it as "denouement." Which I think is a pretty significant difference, and probably something that needs to be noted just to make things clear.
Addit
"Thou art deny the power of Aremen?!"
6394
I always thought that coming up with the beginning and the ending of a story is one of the easiest things to do because it’s one of the main factors that you first often think of when first coming up for writing your story. It’s always the filler parts and everything else that’s in the middle that always seems to take a bit longer to flesh out for me, because I’m not sure if all said plotpoints are either unnecessary or considered too much to be of any significant importance to the story or the characters as a whole…but I guess some writers are different than others. But, yeah like Sooz’s said - it really depends on the narrative.

I remember when I first wrote the storyline for one game that I have that it initially started off as something that I just put together rather loosely just for the sake to see if a story mode could possibly work for a game like that. When I reached the end of the story on my first draft, I remember enjoying it so much and that there was so much more that I wanted to add, change and alter after spending some more time with it that I went back to the beginning again and started touching it up and added a lot more to the story to flesh it out and make sure that it made more complete sense from all points. I ended up going through four drafts in total before finally settling on what I thought was acceptable for it. And I like to think that all of those rewrites of the story was totally worth the effort that I put into it. It also helped by bouncing different ideas off of others and constantly thinking of new situations and things for the storyline that I could add or fix during all those boring, slow days at work when I had nothing else to do or think of, lol.

But, yeah, it’s generally a good idea - and wise - to come in with basically a rough plan of what you going to tell in your story. You should have a basic idea about who your main characters are, roughly about what’s going to happen throughout the course of their journey, and their end goal or whatever happens to them at the end. Taking your time and brainstorming different ideas – and even coming back later down the road after some time has passed to fix up and clean up some of your plotpoints, which you can do at any time – is greatly appreciated and will make your story stand out way more.

author=kentona
...you mean you dont just make it up as you go along?

Sometimes making the story up as you go along can sometimes be a good thing if it works rather well for you. You may write yourself eventually into a bit of a corner at times, but a good imagination and sense of direction can get you out of any mess. And, of course, you can always go back and change some things throughout the course of the story once you’ve fleshed it out more yourself and have some more ideas to add in.
I think coming up with the beginning and ending can be both the easiest and hardest parts of the game in different ways.

In a sense, they're the most obvious parts of the premise of the game. If you know what the premise of your game is, then in broad terms the beginning and the ending are the parts that are most likely to follow directly from that premise. The ending most of all, because when you know what the plot is supposed to be, how to introduce it is generally a more open question than how to resolve it.

On the other hand, in terms of the actual execution of the scenes, the beginning and the ending are some of the most unforgiving parts of the creative process, because they do so much to determine the audience's feelings about the work.

As far as actual advice, this might be too vague to be useful, but I think you want to aim for a good medium where you introduce enough about your story and setting to get players interested, but not enough to bog them down. On the one hand, if you just toss them into things without feeding enough information to pique their interest, then they're going to think "okay, why do I care about what's going on?" (recently started up a game which got this reaction out of me, didn't get far in.) On the other, it's very easy to become convinced that your player needs to start off with a really clear idea of what your setting is like, so you tell them a bunch of details about its history, about important people, about the mechanics of the setting, etc. and the player is like "I have no idea why I should care about any of this," because they don't have the context to make any of it meaningful.
halibabica
RMN's Official Reviewmonger
16948
When it comes to writing stories, you need to understand the kind of story you want to tell before diving in to write it. Having a general overview of the basics is crucial to making it coherent. Stories have conflict; without it, they aren't really stories. The beginning establishes that conflict and the ending resolves it. This may sound obvious, but understanding it conceptually is important for defining your task. There's a certain logic to writing that makes it both completely clear and wonderfully unpredictable.

See, in a way, the beginning and ending should be the most obvious parts of the story to plan for. How does the conflict arise, and how does it eventually conclude? These are the two points that everything else falls between, but it's the middle stuff that makes it complicated. I'm sure you've heard that characters may often write themselves, and this is where the logic becomes unpredictable. If the actions of your characters make sense for them personally, things may take a turn you didn't foresee when they act on their own (because they did what made sense to them instead of following the script). These surprises can be fun for writers and their audience because new developments are included that neither may have seen coming. However, because the beginning and end are both established events, these happenstances don't impact the overall story very much. One way or another, for better or worse, it must all come back together.

So what's important to a beginning? A bunch of the stuff mentioned so far is good to keep in mind. You want to engage the audience and keep their interest piqued. You need to establish the circumstances of the story, including physical things like time and place, as well as concepts like tone and theme, and there are many ways of doing this. There are some basic things you can assume your audience will understand on their own, but be careful with how you present new concepts or unique aspects of your story. Everything needs a frame of reference in order to make sense, and some methods are much classier than others. "Show, don't tell" is important. Infodumps are boring. Long strings of nonsense fantasy names will confuse people. It may hurt, but keep lore on a need-to-know basis. You can stuff an in-game library with your Silmarillions if you have to. The quicker you can establish the conflict and characters involved, the better. I wish people these days had a longer attention span, but instant gratification will never stop being a thing. -_-

As for endings, that depends on a lot more factors. Again, the conclusion itself should be fairly obvious: how does the conflict cease? If you want player choices to matter, multiple endings can solve this conundrum for you. Causality is such a fun thing to play with; you should never be afraid of it (but respect that it can be hard to use well). Endings are a little more elegant than beginnings, because all they really need is closure. The audience will be satisfied with the ending if they feel their questions were answered and the conflict has truly ceased. Even in the case of a "bad" ending, the conflict could be resolved by the hero's defeat, meaning they can no longer pursue their efforts. It's also important to recognize what DOESN'T belong in an ending. This gets more difficult with extensive plot threads, but you need to have a clear idea of the story's main conflict and how it is resolved. Since games often depend on how much effort the player is willing to sink in, non-crucial plot threads should resolve on their own arcs, independent of the story's main conclusion. If you have a big cast, not every character needs their last little quip to tie things up. Consider also that not everything needs to reach epic-scale just for coolness' sake. Your final boss might not really need three forms to feel compelling. It's tempting to drag things out, but don't. Elegance lies in brevity. You don't want your ending to turn into an endurance run, or your audience will just wish it was over.

There are way too many microcosms for me to get into here, and this post is already dragging on. I hope some folks find this advice helpful!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Oddly enough, I think it's the middle that hardest to write. You have a pretty good idea of what you want the big starting action to be and you know where you want the story to ultimately conclude, but trying to keep it interesting, logical - and most importantly - developmental throughout is 90% of the work.

You could just do the lazy thing and slap cool sounding stuff together until you're done, but most times that won't work. I'll have a better answer when I'm not re-watching the Grumps Let's Play a visual novel that did just that.
Firmly in team "I have the opposite problem" here. I always write the beginning and ending first, with a rough and flexible outline as to how that beginning gets to that ending. For me it's a question of "This is how my characters start, and this is where I want them to end up." And figuring out all of the infinite possibilities between point A and point B can be very daunting indeed. And because of that I never stick myself to following a rigid plan; even when I'm eventing, sometimes I'll just throw the original idea out the door and make up something on the spot.

Remember that things can, and probably will, change.
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