pong video game

anonymous asked:

Hiii I'm writing a scene where this girl is at this party and 1. I don't know how to describe the party and what she could do 2. I can't make up conversations (she has to talk to some people and especially one guy *wink wink*)

Thanks for your question, darling!  This is a little difficult for me to answer, as an introverted, non-partygoing, autistic person (who struggles with conversation frequently), but I’ll give you a few tips:

  • Describe the party through the character’s own sensory experience.  Avoid overall descriptions (i.e. don’t make the reader feel like they’re looking down into the room from the ceiling fan).  As the character enters a room, describe the instant details – the music, lighting, amount of people; the chatter and any audible conversation bits; how people are dressed and which people the character recognizes.  Make sure to take into account any alcohol consumed by your MC, as it will affect her mood/sensory experience/social inclinations.
  • Consider the kind of party you’re writing.  There’s a large difference between high school parties, college parties, club parties, bachelorette parties, dinner parties, birthday parties, holiday parties, office parties, and so forth.  There’s a varying amount of alcohol, crowding, entertainment, noise, and most importantly, recognizable people.  If you’re sober at a friend’s office’s Christmas party, for example, you’ll have a slower start than if you’re drinking at a club with a bunch of friends.
  • Consider the personality of your main character.  Is your character naturally social, outgoing, comfortable with strangers, or confident in their appearance?  Or are they more introverted, sticking with their friends, looking for quieter areas, mingling mainly with friends of friends, etc.?  Are they a social drinker?  Do they like to dance?  Are they naturally flirty, or does sexual attention make them uncomfortable?
  • Consider the interests of your character, personally and socially.  Starting conversations means finding the right stranger – not just any stranger.  Whether it’s sexual appeal, an approachable nature, seeming aloof, being loud and funny, or seeming to share interests (t-shirts help me out here), there’s something there that makes a person feel comfortable talking to another person.  Once your character finds the right people, then, consider their personal interests as a guiding point for conversation.  Whatever they enjoy discussing + whatever they think other people enjoy discussing = what they’ll say when they start a conversation.  Unless they’re drinking or particularly bold, in which case they may just talk about their interests and hope the other person jumps in.
  • Consider the party activities.  An office holiday party may have a snack table and some karaoke.  A club party will have music, a bar, and dancing.  A house party may have games (billiards, ping pong, video games), a sports game on TV, a pool, or a house tour.  A high school dance has dancing, photobooths, snacks, and awards (my sister once won Most Enthusiastic Dancer because she’s a dork and danced to every song).  College parties have a lot of… well, you know.  So basically, the kind of party dictates the kind of activities involved.  If you don’t know a lot about your kind of party, look it up (or try to attend one in real life, if you can!).
  • Consider what kind of people are present.  Are they younger, older, or the same age as your MC?  Is the environment kinda sleazy, kinda sexy, kinda cutesy, kinda personal, or what?  Is your character familiar with anyone there?  Are there any random people your character keeps running into?  This will dictate the course of the scene as much as anything else.

That’s all I’ve really got for you, but if any of my followers have any additional advice, be sure to say your piece!  As stated, I have very little experience here, so I’m not a well of party information </3

I hope this helps, though, anon!  Thanks for waiting, and good luck :)

If you need advice on general writing or fanfiction, you should maybe ask me!

jimfromsales  asked:

How would Quicksilver react to a girl who had the same powers as him, but also ADHD?

- Thinks it’s pretty cool

- Challenges them to races all of the time

- Tries to be understanding of them not being able to focus all of the time

- Goes on trips around the world with them because they can get there so fast

- Ask them on a date or two

- Would probably keep the relationship platonic because he likes having a fast friend to hang out with

- Tries to get them interested in his hobbies 

- Finally has good competition for ping pong and video games

- Pranks the other x men with them

Life lessons from classic video games

Tetris: It’d be easy if everyone was straight, but that’s not the case

Mario: It’s the working class that saves the kingdom, not the monarchy or the elite

Pacman: No matter how much you collect and how many times you fend off death, the ghosts will eventually get you

Pong: The only reason you’re in conflict with other people is because you two are too narrow and don’t move towards each other

Space Invaders: Life moves back and forth, but it’s also coming at you, the more you resist it, the faster it’ll come. Don’t forget you have a shield.

Five lessons playing video games taught me about writing

The following is a guest post by DUSTIN HANSEN, author of Game On! Video Game History from Pong and Pac-Man to Mario, Minecraft, and More.

Ready for the two most obvious comments ever stated on Fiercereads.com?

  1. I’m a gamer 
  2. I’m a writer 

I mean, duh. Right? But what you might not realize is how closely related these two pastimes are. And my guess is that I’m not the only on in this gamer/writer camp. In fact, I’ll bet there is a pretty darned high coloration between writers and gamers, but that’s a topic for another blog.

Gamer/writers, can I get a WHUT-WUT?! 

But now that my book, Game On! Video Game History from Pong and Pac-Man to Mario, Minecraft, and More is almost ready to launch, I can’t help reflect over the last 14 years of my writing “career” (yeah, I’m a little slower than the average bear). It’s been a fun trip down old memory road, and while I was digging through my long battle with words, I realized that I’ve learned quite a few lessons on writing while not writing. In fact, some of the lessons that have helped me persevere this bazillion word path to publication came from, you guessed it, playing video games. So, I pulled together a small list of learnings, as well as the games that sparked the idea. 


Insert Coin. 


#5 - You can’t go it alone, or you’ll be zombie chow. There is no possible way that a writer can become their best self without the help of others. One of my all-time favorite games, is the cooperative zombie shooter, Left4Dead 2. This game pits 4 human players up against an army of slobbering brain junkies, and only asks one thing of the human team. STAY TOGETHER! If you can do that, the game isn’t all that hard, but the minute some yahoo with a chainsaw tries to be a hero the whole thing falls apart. 

Having a balanced and highly communicative team leads to success, in games – AND in writing. Critique partners, BETA readers, family members, Twitter groups, agents, editors, marketing and publicity partners, book designers….the list is listy and long, but yeah – I couldn’t do all that by myself, even with a chainsaw.

#4 - Hours of frustration can lead to glorious moments of joy. In 2009 a game snuck on to the scene that quickly became one of my favorites. Henry Hatsworth In The Puzzling Adventure, was almost like Tetris and Mario had a perfect game baby. I mean, who doesn’t want to play that? I was pretty proud of myself after beating the game in a day or two. Then I met one of the developers, a good friend of mine, Loel Phelps, who told me he beat the game without ever visiting the games in-game store. For those of you who didn’t play HH, let me just say this sounded like crazy talk. The store is where you buy the necessary armor, tools and gadgets you need to beat the game. It took me over 100 attempts to beat the game a second time. Don’t even ask how many hours that is. You don’t want to know. 

When I finally did beat the game with Loel’s new rules, I can’t tell you how much literal joy I felt. Well, I can tell you because it is the same joy I felt when I landed a fantastic agent (waves at Gemma Cooper), or when I finally singed my name on a publishing contract and met my fabulous editor (digital high-5 to my editor, Holly West). Sometimes it felt impossible, heck, sometimes writing STILL feels impossible, but nothing beats feeling like you’ve leveled up enough to enjoy a little bit of a win. 

#3 Things get harder as you progress. There are hundreds of games that prove this concept, but there is one game that really brought this home to me in a big way. Monster Hunter’s Ultimate. MHU is a FANTSTIC Nintendo 3DS game that pits knights and warriors in ridiculous armor and massive weapons against everything from ostrich sized beasties to giant dragons that would snack on a blue whale between meals. This game is a progression game; at first you just don’t have the experience or gear you need to battle something huge and fire-burping, but after you are battle tested, you learn the necessary skills to pound your way to the big monsters. 

But, the takeaway for me here was the Great Jaggi, a dinosaur like creature that is FAST, frilled, and ferocious. When I first encountered the Great Jaggi I almost walked away from the game. It just seemed beyond my skill set. I avoided going after this nasty critter for a while, working my way through the game by dueling other monsters, until one day I couldn’t put it off any longer. I had to beat the Great Jaggi to progress. I picked a fight, and do you know what? I clobbered it! It wasn’t even close. In those hours of practice, okay – weeks, I’d learned what I needed to do to make this impossible task seem simple. The writing parallels here are easy to find, but let me just say, being November and all, that NaNoWriMo was my Great Jaggi for years. The thought of a consistent 1500 words per day seemed beyond me. Now, I’m pretty sure I average a NaNo a month. It isn’t that the task is any harder, it’s just that when it comes to fast drafting, I’ve leveled up. Ya know?

#2 If nothing is trying to beat you down, you’re going the wrong way. I guess the first time I really noticed this was in the classic hit, Half Life 2. Let me sidebar a little here and say that every storyteller should give this game a go. It’s an AMAZING piece of fiction, and will change the way you think of narrative, but…that’s for another blog! Okay – obstacles. Right. Half Life 2 is an open world game, which means you can go just about anywhere you fancy. You can get lost for hours going down empty hallways, explore trashed corridors, take a digital nap in an abandoned office space if you’re up for it. But if you do that, you’ll never progress. The way the game inform you that you’re going in the right direction is by bread-crumping (yeah, it’s a verb) baddies in your path. If you look up and see a nice friendly fluorescent light above your head, you’re going nowhere. If you look up and there is a slimy alien with a mouth full of sharpies and a suction cup tongue that wants to remove your spinal column, you’re doing it right. 

And sheesh, if this isn’t writing in a toothy nutshell, I don’t know what is. Harsh, yet important critiques. Throwing away a decades’ worth of manuscripts. Thousands of dollars spent on conferences only to realize you are not even as clever as your MOM thinks you are. That 16-year-old genius that just got a 6-book deal that would clear the national debt. Yeah, those are obstacles, but facing them head on and learning how to manage them is the part of writing my creative writing teachers forgot to mention. 

And lastly – the big one. Numero Uno! 

#1 You have more than one life. There isn’t a game out there that doesn’t help with this lesson in one way or another, but Dark Souls kind of sticks in your face repeatedly. Upon entering a new area in the digital world of Dark Souls, you are reminded of the thousands of other REAL players that have gone before and lost. Ghostly reminders of their demise are left behind as a reminder of what went wrong. If you die, you leave a trail behind as well. But, you carry on. You start again, armed with the most important tool of all, experience. You can choose to try the exact same approach again, or change tactics and look at the conflict with a new perspective. 

The first failed novel I wrote was in 2002. It was the worst creative endeavor ever assembled. A crack in the hot floor of hell was created when I wrote ‘the end’ and started asking editors to read it without knowing anything about revisions, agents, crit partners, and the like. It took me another 8 attempts before I found an agent. And yet, I still thought I knew how to get published. Then out of the blue, I shifted my perspective and chased after a NON-FICTION BOOK! At first this seemed crazy pants to me, but I soon fell in love with writing Non-Fiction, and now lookee-here, coach. I’ve got a book with real pages and a cover and everything! In every way, Game On! is my second life. Not just the change to try non-fiction, there’s a whole deep dive into self-discovery, creative allowance, and personal awareness in there as well, but as I’ve said before, that’s a topic for another blog.

Learn more about Game On! Video Game History from Pong and Pac-Man to Mario, Minecraft, and More and Dustin Hansen on FierceReads.com!