Storyist review 20161/5/2024 ![]() This leaves the dream of reaching the game’s stated goal of 1000 commendations well out of reach to most players. The other thing is that the game seems to “score” you based on how many people commended your work, and this suffers the same problem as all user-created content systems: that a few popular stories will rise to the top, while the vast majority will never be read at all. You see so little that you basically have to remember what you saw when you played it, or the text will often make no sense. ![]() It’s fun to see other people’s interpretation of the same visuals, but the reading experience is greatly hampered by its presentation: instead of seeing the full scenery to accompany the text, you see one or two small windows of objects in the scene. The game lets you share stories in public and read other people’s stories. By the end of it, if you took the writing task seriously, you will feel like a moving story has been told to you, and then you realise that you told it yourself.Ī big part of the game is the sharing and reading experience, and it’s also the most flawed. So you aren’t so much writing a story from scratch, as seeing a story unfold in front of you: one that the designers didn’t necessarily intend, but that will have meaning to you. Like a Rorshach ink blot, everyone will see something different. In both the artwork and the writing guides, there are loads of things to get your mind going, but none of them have an explicit meaning. The genius of the game is meticulously designed ambiguity. Or, you can turn off the writing guide and write freely. It gets your ideas going, but it doesn’t ever constrain you to a particular story. The default writing guides give you a framework to write in (eg. Player review: Elegy is a simple concept executed well: you walk around a beautiful dead world, full of vistas and abandoned structures, and you write what you see. You can also reproduce your writings in digital and print media” “writing can be personal and frightening enough, without attaching a score or anything negative to it … When you’re done with the game, you can share your story with other players, read their works, post comments, and participate in discussions. Those who know what they’re getting themselves into love this app. ![]() It’s like a writing exercise mixed with a game, but isn’t really a game. The game responds to your writing with music, background, and character cues. “They create a strong, moody atmosphere that becomes the breeding ground for feelings and ideas.” Users can then share their stories with a community of other writers. The idea is that you’re discovering new worlds and writing about them. Game provides images, music, sound as prompts for the user / player / writer to write their notes. WriteMonkey* - despite the name, this seems like the best app out there.Many of the fully-featured apps with organization tools (Ulysses, Scrivener, Storyist) seem to favor skeumorphic design to a large degree, like digital corkboards or index cards. The nicest-looking ones are all Mac apps. The gamut of products are all over the place, with some apps looking like they were designed in the 90’s (they probably were). Regardless of what the end product will look like, the design problems novelmonkey fundamentally wants to solve have not been directly or completely addressed by any of these following products. It’s important to note that I’m not creating the next Pages and Microsoft Word. As I mentioned earlier,this project will go tête–à–tête with any of the more established writing tools. These are not so much competitors to novelmonkey as a comparison of products aimed at creative writing. This is a fairly exhaustive list of the most popular NaNoWriMo writing tools I’m using as a design reference, benchmark, or even as a competitor review.
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