- Joined
- Mar 22, 2003
- Messages
- 14,995
I can't outdo anything KatG is laying out on the table, but during my Animation degree, I was specifically told time and again that the business world and the readers often want "the same, only different". That's essentially what you're doing. Just my humble two cents to add in since I'm late to the party (again).
Same but different is kind of a myth too, I'm afraid.
At the same time, because readers (and viewers) have to process possibilities of the direction the story might take (plot structure,) they're really good at doing that, because that's how humans communicate, and so what is fresh to one who was expecting a different possibility may be boring and trite to another. Authors get hung up on the endpoint outcomes of their plots, the answers to the questions they set up in the story and readers' reactions to them, as if that was the big deciding factor. But readers are going through the experience of the story through their own personal lens, of seeing what questions the author sets up with the characters and guessing what direction (possibility tree,) the author is going to go with the answers from among the many possible answers they can imagine. As the author answers those questions the author set up, a reader who guessed right might be happy about that or annoyed by it, and vice versa. (Or they might not understand the answer the author is giving at all and see it as a totally different answer/interpretation.) If the author leaves some questions unanswered at the end of the story, some readers will love that and others will hate it -- or not really care since getting all the answers is not necessarily the point for them in reading the story. Often characters and their emotional journeys are a lot more important to many readers than what you do with them via plot, (see t.v. shows.)
So instead of concentrating on and trying to control reader reactions to the outcomes, the answers -- which is impossible -- authors are working on the questions, the clues to the answers and the answers that interest themselves, crafting an experience using story characters. And then they are hoping that enough readers' personal interpretation of that experience and of their written use of language is positive enough that they'll want more stories from the author. Which is often the case if readers discover the book's existence and are willing to give the story a try, a situation that involves many factors that are outside the story itself.
So SteveW writes a rogue story, and it will be his rogue story, with his characters and their thoughts and actions and speech, and he will pose his questions in the SteveW way and set up a plot pathway to the answers that are the answers that SteveW picked in the setting that SteveW designed. And that's all you get -- total uncertainty. You can construct what you think is the most used, trite, predictable plot ever, and there will still be people who find parts of it different and fresh because of how they interpreted the experience and the characters and guessed on answers, and/or enjoy the experience and the characters or not.
And don't count on them all to share your preferences -- some may love your story because they are rooting for a monster to win or at least like that character/creature best. Or they may sappily love the sub-plot romance you didn't particularly care about creating between two supporting characters. They will totally miss your brilliant allusions to Aristotelian logic axioms, or they will love your book for its nihilistic philosophy that you didn't put in but that's what they experienced/interpreted, (ask an author whose work gets called grimdark.) If you write a fantasy story -- any kind -- you will be accused of ripping off a well known author by some readers, even if you yourself become a well known author. Again, you have no control over the reactions, which will vary. You only have control over the construction.


