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5

Cosmology and Metaphysics in Fiction: Liberatory or Constraining?

The inspiration for this post came from an interview that I read recently with Kentaro Miura, the creator of the manga series Berserk. Miura is commenting on a particular chapter of the manga that he explicitly omitted from the tankoban collections. The chapter in question involves one of the characters encountering and conversing with the "Idea of Evil", or the Berserk universe's analog of God. When asked why he omitted that chapter, Miura said that by introducing 'God' he had 'given away' too much information about how the universe that Berserk takes place in operates. Miura said he wanted to give just enough information about how the Berserk universe is situated, as he felt that too much detail would constrain possible future developments of the story. Now, in a lot of fiction and fantasy, authors put a ton of effort into creating the cosmologies and underlying metaphysics of their fictional universes. Tolkein has an entire mythos about the creation of the world and a metaphysics about the structure of reality for his Lord of the Rings series, and many sci-fi authors ( I am thinking of Orson Scott Card and his universe of 'philotes' as an example) create a cosmological background in which their stories take place. I find myself wondering if Miura's worry is a legitimate one: does the construction of these fantastically elaborate cosmological systems in fiction ultimately constrain the possible development of said fiction? At first glance I may think so. Authors who have created these elaborate systems may feel pressure to conform every detail of their story to fit that system, and ultimately limit the kinds of events, processes, or entities that the author would feel comfortable putting into the story. Sometimes, an otherwise unspecified explanation of an event may suit the story just fine. On the other hand, having theses complex mythologies in place does give an element of consistency and realism to the fictional universe that would otherwise be absent.

  • This topic is unnecessary detailed and wordy. – T. Palomino 2 years ago
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The Corporatization of Diversity in the Arts

This generation has seen a reinvigorated interest in the representation of women and minorities in the arts past and present. Entire industries are racing to be more inclusive in terms of both fictional characters and real-life labor, to avoid stereotypes and sexualization in favor of agency, to make up for previous manifestations of prejudice, and to give more due recognition to women, nonwhites, LGBTQ persons, etc., for works of merit. To what extent is this a genuine cultural reckoning, and to what extent is this (speaking from the extreme polar opposite perspective) a cynical corporate ad strategy targeting millennials which isn't really meaningfully changing the wealth-geared, elitist, social Darwinist neoliberal reality we live in? Where do we see this trend creating new stereotypes as opposed to new, truly refreshing narrative paradigms? One potential avenue for the writer to consider is the sustained neoliberal negligence towards issues of class, particularly in Trump's America–as opposed to issues of sex, race, ethnicity and sexuality, discussion of which has no doubt been rightly rejuvenated.

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    Sports as Storytelling

    An analysis of how sports create a promote story-lines to increase interest. This could discuss how sports journalism and online fan forums find points of interest and incorporate them into larger stories about teams, players, rivalries, etc. It could also discuss how Olympic coverage often use "Behind-the-Athlete" segments to catch-up on the story-lines of sports they might not be familiar with outside of the Olympics.

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      The Walking Dead – LGBTQ in the zombie apocalypse.

      Did it really take a zombie apocalypse? The Walking Dead has several integral characters who happen to be same-sex attracted, yet their place in the narrative does not revolve around their sexuality. It is stated, inferred or shown, but is not a major plot point. Does this mean we are finally able to present LGBTQ characters without dwelling on their sexuality? How is this viewed by the fandom? Why does mainstream media still feel the need to sensationalize a character’s ‘coming out’?

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        Do We Always Need to Know What's Next?

        The media loves sequels. Name almost any popular action, animated, or other movie from the last decade and you can pretty much bet it has a sequel or is getting one this year. The same is true for television shows. For example, Fuller House serves as a sequel to Full House, although it's something of a reboot, too. Books that were not meant as series also get sequels. The wildly popular Wonder (a personal fave) has some short story sequels from the POV of other characters besides Auggie.

        Sequels are great, and there's obviously a huge market for them. But do we always need them? That is, do we always need or want to know what's next, or can we be content to let characters live happily ever after, as it were? What about writing our own sequels – besides being a ton of fun, do fanfictions and headcanons fill some sort of creative void? Discuss.

        • I like this, so long as the focus is on the creative merits of sequels, rather than a look at the financial incentives to produce them. The two are inexorably linked, but the latter topic has sort of been done to death. – John Wilson 7 years ago
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        • The media loves sequels? No! The production companies love sequels to swell their bloated bank accounts and, in my opinion, have been (and still are) guilty of pumping out any old garbage because they know there are fans who are desperate for more and so will even accept something that doesn't come up to the originality and/or quality of the first. Conversely, I have no problem with genuine sequels taken from source, or imaginatively created sequels that stay true to and further explore the world of the first, but when we get to the point where a James Bond sequel is based on an idea based on a novel that Bond happened to be reading in one of the original books, I despair! It also makes me wonder why some fans of a certain film or TV series can't simply accept that the story ends here - why do they need a continuance? One example I can use is a You Tube comment in response to the 2012 anime film 'Ōkami Kodomo no Ame to Yuki' (released in the West as 'Wolf Children'); she wanted to know what happened next. Why? The story is complete as it is and had she been paying attention to the story then she would have understood that there is no need for a sequel. – Amyus 7 years ago
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        Adaptations: Are They Meant To Be?

        Film adaptations are the result of taking a story, usually a text, and adapting it to, well, film. Adapting a piece of work for the screen is not easy. A novel, for example, was created with specific detail. Taking a 300-page novel and condensing it into a 120-minute film is challenging. You are forced to remove or adjust certain characteristics to fit concerns, like financing. Otherwise, you may have a short story with hopes to create a full feature. That's just the beginning. Imagine if there is a verbal story carried on through generations. What does a screenwriter do then?

        Can something that was created for another medium successfully "work" as a film, narratively and stylistically?

        • Optimally, art should be as protean as possible, and the borders between the various art media should be as porous, permeable, and flexible as possible, so as to foster dialogue (meta and otherwise) between media. Film adaptations at their best are a great reflection of this ideal, but it begs the question: why are the inverses--film novelizations, say--not nearly as prominent? Novelizations do not have nearly as great a critical reputation as adaptations; they are usually hastily written cheap paperbacks, sold as tie-ins and/or for franchise-building, out of print quickly. If filmmakers have frequently been able to distill novels into films--into effective unions of image and sound derived from text--then why can't (or don't) authors expand images and sounds into text that can interact meaningfully and/or provocatively with the film by addition, subtraction and/or alteration, as film adaptations do with their source texts? If novels are used as source material for other media but films aren't, what does that say about how our culture values (or not) those media in terms of art and entertainment? Of course films can expand upon novels, so could novels not expand upon films by, for instance, coloring in the characters' psychological states? Novelizations, qua adaptations, provide (I believe) a ripe opportunity for artistic renaissance, if there are any authors out there willing to consider it and take the plunge! – Alec Johnsson 7 years ago
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        • Coincidentally I have recently watched 'Ten Canoes' (2006), an Australian film entirely in the Aboriginal languages used by those who appear in it. It's a morality tale told during a hunting expedition, which attempts to address the verbal story carried on across generations theme you suggested. Well worth watching. I'd recommend it to anyone who is looking for something a little different. – Amyus 7 years ago
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        • I think the worst decision you can make is to try to copy and paste a book scene for scene and make it a movie. With a completely different medium, screenwriters and directors need to make conscious cuts and changes because the books were never intended as a blueprint for a film. Changes have to be made. To see successful adaptions, I suggest you look at how screenwriters and directors make conscious changes to the source material. Example: Both Godfather book and film are successful but Mario Puzo and Francis Ford Coppola make decisions about cutting material from the book and changing some things. L.A. confidential by James Ellroy was another successful adaption in 1997 by Curtis Hanson (with Russel Crowe, Kim Bassinger, Kevin Spacey, and Guy Pearce. In order to adapt the 500-600 page book, clear changes were made to the source material, entire storylines were cut, but the movie captured the essence of the book and it was an impressive creation on its own right. Another fascinating adaption is Blade Runner, which is vastly different than its book counterpart (Do Androids Dream...By Philip K. Dick) yet was a huge influence on many films and books and has surpassed the popularity of the film. – Sean Gadus 7 years ago
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        Can Auteurism Exist in Video Games?

        In 1954 François Truffaut coined the term 'auteur' in his groundbreaking work "Une certaine tendance du cinéma français", a descriptive that would subsequently be used to describe directors whose style or approach is so idiosyncratic that their films would be easily recognized (See Wes Anderson, Scorsese, Charlie Kaufman and the Coen Bros). But could this perspective and theory be possibly applied to the video game world?

        We don't hear much of names in the video game industry, but the ones that come to the top of my head include Hideo Kojima, Shigeru Miyamoto, Toby Fox (for his sheer creative control in Undertale), Ken Levine (of the Bioshock games) and Sid Meier, who has built his own empire from his Civilization games. So my question is: is it possible to consider such visionaries auteurs? Can their games be considered solely products of their own unflinching vision? Or is another step in order: wherein we ought to consider companies/collectives as auteurs in their own right?

        • An interesting topic - I would argue that the "auteur"-theory is also controversial within the film-community. Theses days, the tag " A Spielberg/Scorsese/Coen Bros... -film" seems to be as much about marketing than about artistic vision. Is the screenwriter not as important in the development of a film than the director? After all, he creates the story/plot, themes, characters? I think the same argument can be made about the production of video games. A video-game does not need to reflect the vision of one individual creator to be considered a work of art. – Nightshade 7 years ago
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        Life and Tetris

        As video game players have risen from a small subsect of people into a large swath dominating the country and planet, how has this effected how we humans interact with one another. The Tetris Effect is when a repeated activity shapes the way your brain functions, as the repetitive action causes the brain to assign importance to said action. Given the prevalance of gaming today, how may be the Tetris Effect be changing society, and how may this look in our future as gaming becomes further mainstream.

        • Interesting topic! It may be making a few leaps to go from talking about local changes in the brain function of an individual to talking about behavioral changes in that same individual to talking about behavioral changes throughout society. I'd encourage someone to take this topic on (I'd like to read the result!) but would also encourage the writer to think about the difficulty of establishing cause and effect. – JamesBKelley 7 years ago
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        • Interesting, since gaming is so prevalent in modern culture. However, that since the Tetris effect is more of an analogy than a specifically gaming culture related idea, if you just want to talk about that, you should try to extrapolate the Tetris effect to other places (i.e. doing math problems causes dreams about numbers, playing basketball nonstop causes one to throw everything into containers like a field goal, etc). If you're looking to talk about gaming's prevalence in modern culture, you could also talk about other gaming-related terms that have become accepted in modern vernacular (i.e. politicians referencing video games, Let's Play celebrities, video game movies and tv shows, internet memes about video games, and events related to video games (like Pikachu Festival, E3, etc). Hope this helps. – tedytak 7 years ago
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        • Interesting, would love to know more on your thoughts about this – galalhassan 7 years ago
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        They're Fat? That's So Funny!

        Discuss exposing the correlation of the comic relief character in television often being overweight actors that Hollywood has created. Often case they are the only overweight actor on the show or film, and it may even be the only part offered. When screen casting the casting call may even call specifically for an overweight comedic relief. Discuss the implications of this and how it can harm the industry as a whole, as well as the effect on actual overweight individuals exposed to such decisions.

        EXP: Gilmore Girls, The Hangover, Austin and Allie ( feel free to use your own)

        • It is true that overweight characters are often place in secondary, comedic roles. This may sound cynical, but it seems to me that this casting choice has done little to harm Hollywood as a whole over the years as it is a reflection of our society's general preference for actors and actresses who are thinner, fitter, and healthier. – MKLee 7 years ago
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        Japan through the lens of anime

        Anime is mainstream, there is no question about that. Yet, why is there such a lack of intensity of discussion about Japanese movies that aren't animated, with the exception of Akira Kurosawa's films, especially Seven Samurai and Rashomon? Any thoughts on what is causing this? Feel free to add any information on Japanese cinema and animations' reception internationally as well.

        • I'd remove the commentary, it removes some of the professionalism from your topic. Maybe phrase it more as why are more mainstream works the only ones we as American's value instead of here are these things, they're good but not good enough. Maybe move focus to why are these pieces mainstream, why have they gained this popularity, as opposed to these are popular do you agree. – alexpaulsen 7 years ago
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        • Based off what I've seen at the youtube channel censoredgaming the only reason western audience really follow anime now is due to the fact that it was easy to turn a profit off them. In the early nineties when networks had the Saturday morning cartoon blocks many channels would fill them with censored and poorly translated animes because they could pay the (at the time) rookie voice actors very little. So all they really had to do was pay for the licensing fees. This lead to a boom in the popularity of anime (which before that was more a subculture thing). I would say that is the main reason for the people not watching Japanese film. – Blackcat130 7 years ago
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        • I think another important aspect to add onto Blackcat130's critique) is whether or not this helped influence Japan being more recognized for its animated media? For instance, despite Japanese films being unpopular, you could look at Studio Ghibli and how internatinally renowed and respected the company is. – Mela 7 years ago
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        • I actually have an issue with designating anime as "mainstream." Certainly, some titles have wide reception (Pokemon, DBZ, Attack on Titan, etc.) but these (arguably) successful examples don't mean that the anime medium as a whole has become "mainstream." Anime is as much of a niche market today as it was during the boom in the 1990s. While it does enjoy increased consumption throughout the world and more appreciation even back at home in Japan, there is still a slight stigma towards those who enjoy anime, due to many reasons (pedophilia, violence, and occultism for example). So yes, anime may have a slightly more positive reception and appreciation among a wide audience but the designation of "mainstream" implies mass public approval, which the medium surely has not obtained. – Ma-kun 7 years ago
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        • Generally, foreign culture (and language) outside USA's Hollywood is something that doesn't matter and should be seen as exotic or odd. The real question is: Why is anime mainstream despite this cultural deafness? Or, is anime really mainstream in the USA or is it just an impression media gives to people? – T. Palomino 2 years ago
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        Netflix: Anime's new frontier or Anime: Netflix's new frontier

        I have only fairly recently discovered that Netflix now streams anime, many of which is produced by Netflix themselves. Netflix delving into anime gives me mixed feelings: does it spell the end of 'real', 'pure' anime – anime being a Japanese invention, there seems to be an unspoken rule that it can borrow as much references from the outside world without stop being 'anime' yet if another country attempts to create an animated work inspired by anime, such as Avatar the Last Airbender, it is not considered anime. Herein lies the confusion. Netflix is an American company yet their Original anime series seem undoubtedly 'anime' – looking, sounding, and feeling like anime. In this topic, I have quite a few questions: does Netflix creating, producing, and distributing anime spell the end of Anime being 'pure' or does it mean that Anime has finally progressed even further upon its path of global, nay, universal domination? At what point , or how much foreign involvement is needed before anime stops being anime? As many 'Japanese' anime outsources work from other countries especially China or Korea for in-betweening, does this mean that as long as the creative force behind the work is Japanese, the resulting work is Anime?

        • Anime is an art form. The way I it looks is what makes it anime, much-like how one recognized looney tunes. They way they are drawn, scenes, and dialogue are all key components of these animations. Netflix creates another convenient outlet to view and enjoy them. – TeddyJ 7 years ago
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        What defines an anime to be Great?

        Well, after witnessing the recent crunchyroll anime awards and laughing spectacularly how much loss potential that the award show was, I started questioning what makes a show great, let alone to be the best. Does it have to be a show that's critically acclaimed by not only critiques but the general audience? A show with great animation, story and music, or something that is just dumb fun to watch and yet interesting not to get bored after a few episodes? I'm curious to hear your opinions on this topic.

        • One of the problems a topic such as this will inevitably face is the perennial 'Best versus Favourite' debate. All anime fans have their favourite films and/or series, so by its very nature favouritism is subjective and the same applies to what is 'great' or 'the best'. We can probably all name at least half a dozen websites and countless You Tube videos that list 'The Ten Greatest Anime Shows' or similar, but those are rarely, if at all, objective in their lists. Critics and critiques alike are no different - just take a look at the variance in reviews and critiques that appear on Rotten Tomatoes; what one critic will applaud another will pan and having a degree in 'Filmology' (sic) doesn't guarantee that critic has 'good taste'. Even popularity is no guarantee of quality so perhaps the only way to truly judge a show's worth is the test of time and how our opinions about it may (or may not) change over the intervening years. Do we perceive the show differently after 10 years have passed? Does it still seem fresh or even relevant or is it so hackneyed that we cringe at thinking how we once enjoyed it so much? That's just my two-penneth worth, but I'm sure others will have equally valid opinions; still, I'm going to add my approval and I'd be interested in others' comments. – Amyus 7 years ago
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        Games as Multimedia Storytelling

        Approached from the perspective of being an interactive story, what is unique to games like MMORPGs (esp. sandboxes), metroidvania, war games or survival games, as stories? What are some of the ways that gaming has innovated new ways of telling stories (think non-linear, interactive etc). Games can pull together disparate storytelling techniques like visual, auditory and interactive in a way that books, comics or film alone can't. Has the gaming industry harnessed this potential?

        If you want to narrow it down to a specific category i'd recommend visual novels and RPGs, as they feel a lot closer to the question.

        • It would be very helpful to mention Final Fantasy XV, which one could argue spread itself too thin with the multimedia storytelling. It was a double-edged sword: People could access the series through the anime, the feature length movie or even the retro style gaming experience of A King's Tale. For someone like me, who was heavily invested in the series already, it was wonderful and got me excited for the game in the lead up; but for a casual gamer who just wanted to play the game, or a movie-goer just wanting to watch the film, it would make it difficult for them to grasp the entire story without turning to the internet to fill in the blanks. – AGMacdonald 7 years ago
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        • You could also look at the different ways games try to pull a story. For instance The Last of Us is an excellent example of envrionmental storytelling and how you won't get the full plot without actually interacting with the space around it. If you're mentioning comics, the Walking Dead and The Wolf Among Us (anything Telltale, really) are great examples of how the universe expanded beyond the game (or how the game expanded beyong the comic) to create a larger universe – Mela 7 years ago
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        • I think a good recent example of non traditional story telling is the game Nier Automota. In order to play the game to completion, you have to complete three different storylines, each of which that follows the more or less same story, but each is from a different character's perspective. Depending on which character you are playing as, different information about the story is available to you. For example, one of the characters cannot read or understand the language of the primary antagonists, so when you are playing as that character, the language and writing of the antagonists look and sound like gibberish to you. However, when playing as another character who does understand their language, you are able to read and understand the speech of the enemies. There are also multiple endings that differ substantially depending on which storyline you are playing, The game also breaks the 4th wall a lot. The way that the game represents your character's status is seamlessly integrated into the gameplay. As another example, since your player character is an android, some enemies can hit you with a computer virus that will mess up your vision. The game does not just make it harder for you to move, or harder to attack though; the game actually screws up your visual display so its like your own vision is messed up. Other attacks may cause 'glitches' where your screen jumps in and out. Overall, I thought the integrated HUD did a great job of immersing you in the world and it was probably one of my favorite narrative elements in the game. – alexbolano92 7 years ago
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        The legacy of Devilman

        With the release of Devilman: Crybaby, many anime fans in the west were exposed to the shocking story of Devilman saga. While Devilman was known to be the classic that inspired many dark-themed manga and anime works, the series was mostly unavailable for the wider audience. Those who knew about the original story felt the same shock in different style, but many new fans were exposed to the brutal scenes and plots of Devilman.

        It would be worthwhile to examine the impact of Devilman on the popular works and how they shaped the genres dealing with dark and grotesque fantasies.

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          Weasel words - The Art of Tergiversation

          8 out of 10 cat owners, who expressed a preference, agree that a growing body of evidence supports our new and improved formula's usefulness in combating the signs of ageing with up to 99% accuracy when compared to our nearest competitor…and so on. That sentence is complete and utter nonsense and yet it represents the gobblegook we see and hear every day, whether it be a claim about cat food, beauty products or WiFi. Discuss and analyse the insidious growth of weasel words, especially within the mainstream media, and how this can affect the ability to think critically and stifle independent creative thought. Alternatively, is there actually a place for weasel words (other than the bin)? No animals were harmed in the writing of this topic suggestion.

          • I'm not 100% sure what this article would be about. Is it about combating gobbledygook? Is it asking where such language is used? Politics and advertisement use it all the time. However, my final question is are "weasel words" gobbledygook, or is there an alternate definition for what these words represent? This sounds like an article on rhetoric which I'd be extremely interested to write about, but some clarification is necessary to fully understand what your asking to be written about. – DKWeber 7 years ago
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          Love in Christopher Nolan's Interstellar

          Analyze the lack of on-screen romantic love, as the spouses/love interests of the two main adult characters (Cooper and Dr. Amelia Brand) have both died. However, there is an incredible amount of love between Cooper and his daughter Murph, which allows for there to be love within the story.

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            The Rabbit Hole of Alice in Wonderland Adaptions

            What is it about Lewis Carroll's Alice in Wonderland that has managed to endure so many remakes without audiences calling for enough? With the exception of adaptions such as the video game Alice: Madness Within and books like Alice in Zombieland, few break outside of the original story and yet, particularly throughout the nineties, every time you turn around there appears to be a new adaption.

            • Just a few quick pointers - it might be worth combining this topic suggestion with the three previous 'Alice' topic suggestions here at The Artifice - see "Alice in Wonderland: in Adaptation: What Makes it so Difficult?, The Legacy of Alice in Wonderland and American McGee's Alice in Wonderland, all of which have a similar theme in mind re adaption/adaptation (whichever variation is preferred). There's also the recent suggestion that Carroll's original intention behind writing 'Alice's Adventures in Wonderland' was to parody and pick apart what he saw as the inherent weakness of new abstract mathematics - a theory that actually makes a lot of sense if you really dig into the original text and read between the lines. Reductio ad absurdum, as Carroll decided, declaring that the new mathematics was nearly impossible to teach. It might also be worth bearing in mind, with regard to filmed versions of the story, that the world's first 'Alice in Wonderland' (silent) film was made in 1903. A partially restored copy is available on You Tube, for those interested. – Amyus 7 years ago
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            • As a beautiful tale for children; the timeless classic is often overlooked as a treat for adults too. The Mad Hatter is such a character who can produce huge amounts of contents alone. – TheBlackCurse 7 years ago
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            At What Point Does Parody Become Art

            Look at parody fiction, and discuss at what point it stops being "Parody" and becomes "Art", can these coexist? Is parody automatically art?

            Suggestion: Hillywood Productions; YouTube

            • That's a really interesting topic! Parody can parasitic in some ways; it often doesn't have a life of its own, doesn't age well, etc. Maybe to become "Art" it has to be able to stand on its own, divorced from the very thing it's parodying? – JamesBKelley 7 years ago
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            Fillers in Anime - Good for development or Waste of Time?

            The one common debate among anime fans is the quality and importance of filler. Most of the time filler is used in anime not to surpass its ongoing manga that came first so it is used to pad the story out so the manga is further ahead of development than the anime. But when it comes to stories that doesn't have an original source, filler is often used to slow the pace down to let audiences get familiar with the characters and even build up its own lore. But these days audiences want a faster paced story at the cost of character development and world building. So should filler be excluded from all stories if it has no purpose? Or when done right, should it be allowed to stay?

            • The only time I've had/heard complaints is when the filler is a stretch for time, in which they can't provide character development without the manga's insight. Filler made for that reason, inherently can't have purpose. So it kind of answers it's own question: anything without actual content/progression can be categorized as unwanted. But at the same time, I'm not someone willing to sacrifice character development or world building for fast pacing. They're both undesirable. The handling of character development is most important and should always be present in order to remain engaging. – Slaidey 7 years ago
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            • Fillers can add depth to the characters and the setting if they are used right. A filler that does nothing to further develop characters would not please the audiences, so it would be important to make sure that it does have some point about characters etc. It can also be used to smooth out few points that were barely touched in the original works, such as characters that were "forgotten" or provide explanation to some plot elements. In short, the filler needs to "fill" the gaps in the original work. – idleric 7 years ago
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            • I feel that Fillers (although some are underdeveloped) can be used efficiently by making the series more in-depth. Not only can the audience see the daily events that impact the protagonist, yet also highlight moments in a Filler's life that affect the happenings of the whole plot. – AnnaliseAtua 7 years ago
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            Story vs. Plot

            Discuss the difference of story and plot, and how each contribute to the film experience an audience has. Many people think that story and plot are the same thing; however, the story consists of any events that impact the characters, while plot consists of what we see on the screen.

            • A good idea for a topic sugestion, Sarah. After all, how often to people generally misunderstand the difference between story, plot, summary and synopsis, even exposition for that matter? You have my vote. – Amyus 7 years ago
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            • I think it's a good topic, too, but I don't share your definitions of story and plot. You write: "the story consists of any events that impact the characters, while plot consists of what we see on the screen." For me, it doesn't matter if something happens on screen or off screen. What matters is whether or not there is causality. E.M. Forster famously wrote: "‘A plot is also a narrative of events, the emphasis falling on causality – “The king died and then the queen died” is a story.’ But ‘“the king died and then the queen died of grief” is a plot. The time-sequence is preserved, but the sense of causality overshadows it.’" Forster's definition isn't the only one out there, of course, but it's a standard one. As I understand it, "story" has simply to do with the telling of events in time. This happened, and then that happened, and so on. When we talk casually to a friend about what happened the previous day, for example, we often tell a story but often are not thinking at all about plot. We usually haven't plotted out a chain of events that leads to some resolution. We're usually just telling what happened -- that happened, then that, etc. -- over the course of the day. Maybe a specific example or two from film would go a long way toward convincing me! :) – JamesBKelley 7 years ago
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