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Meow Tse-tung
Oct 11, 2004

No one cat should have all that power

Endorph posted:

and also have ownage stories and characters because anime loving rules

What about video games that are based on animes? Are they even better than gone home or mass effect?

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discount cathouse
Mar 25, 2009

Roger Tangerines posted:

so you think The Last Of Us is a melodrama?

zombie melodrama, lets use the right terms here. oh and the walking dead:the comic:the television series:the game too.

closeted republican
Sep 9, 2005
I told Kenny off throughout most in Season 1. It made me cry later on when he saved me but left the group because it showed how much he wanted to protect me and because I am a giant baby with the emotional maturity of a 13 year old girl.

Endorph
Jul 22, 2009

Meow Tse-tung posted:

What about video games that are based on animes? Are they even better than gone home or mass effect?
the greatest game of all time is dragon ball z budokai 3 so yes

yes they are

discount cathouse
Mar 25, 2009

Meow Tse-tung posted:

What about video games that are based on animes? Are they even better than gone home or mass effect?

play ghost trick you baka gajin

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
My 9-year old cousin kept asking me if he could play Last of Us and I told him no because it's too deep and he wouldn't get anything out video gamings' Citizen Kane.

chumbler
Mar 28, 2010

Zoq-Fot-Pik posted:

I've never heard of this. Can you provide any examples?

http://www.nytimes.com/2013/09/29/books/review/are-we-too-concerned-that-characters-be-likable.html?pagewanted=all&_r=0

http://www.newyorker.com/online/blogs/books/2013/05/would-you-want-to-be-friends-with-humbert-humbert-a-forum-on-likeability.html

A couple I dug up from a quick search.

Zoq-Fot-Pik
Jun 27, 2008

Frungy!

Stuntman posted:

Exactly. If we wish to tell good stories within videogames, we must break away from the traditional, narrow mold of what defines a video game, and instead experiment with alternative methods of storytelling. In this case, the level of interactivity, while admittedly low, does wonders to keep you invested in the story. By making it so you're the one "doing" the actions (i.e. causing them to happen with your input), the game keeps you invested in the story. The protagonist being a stand-in for you also accomplishes this.

I'm just going to play actual games with "good stories" instead of this awful tripe. This thread is ostensibly about writing in video games. Well, cheers.

icantfindaname
Jul 1, 2008


I like Half-Life's storytelling, and Fallout 1/2 are also good. even though half life is literally a steven king ripoff, it does a pretty good job of it

Zoq-Fot-Pik
Jun 27, 2008

Frungy!
Hey guys, making good progress on my latest game purchase, The Name of the Rose by Umberto Eco. It's interactive and a game because I have to press buttons on my ebook reader to make it go to the next page.

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
I enjoyed Asura's Wrath's storytelling because it used QTEs in cool ways, used anime tropes in fun ways, and both of the main characters punched poo poo really hard.

It's a shame about the actual game part.

discount cathouse
Mar 25, 2009

icantfindaname posted:

I like Half-Life's storytelling, and Fallout 1/2 are also good. even though half life is literally a steven king ripoff, it does a pretty good job of it

wetern vidcons, eh?

Stunt_enby
Feb 6, 2010

by Jeffrey of YOSPOS

Zoq-Fot-Pik posted:

I'm just going to play actual games with "good stories" instead of this awful tripe. This thread is ostensibly about writing in video games. Well, cheers.
What are some games you consider to be an "actual game" and have a good story? I'm curious as to what you consider to be a good story, and am also looking for some game recommendations. For that matter, what is your definition of an "actual game?"

Roger Tangerines
Apr 15, 2013

by Debbie Metallica
Alright, well, this was a lot of fun.

Kewpuh
Oct 22, 2003

when i dip you dip we dip
hello

Ekster
Jul 18, 2013

this thread is the citizen kane of imp zone topics

01011001
Dec 26, 2012

Stuntman posted:

Exactly. If we wish to tell good stories within videogames, we must break away from the traditional, narrow mold of what defines a video game, and instead experiment with alternative methods of storytelling. In this case, the level of interactivity, while admittedly low, does wonders to keep you invested in the story. By making it so you're the one "doing" the actions (i.e. causing them to happen with your input), the game keeps you invested in the story. The protagonist being a stand-in for you also accomplishes this.

just wanna quote this because its probably the funniest post in the thread

Bored Online
May 25, 2009

We don't need Rome telling us what to do.
i prefer my games stories in item description form

Plebian Parasite
Oct 12, 2012

if we want games to be more like books we need more where we play as meek victorian era dental hygenists who get swept away by sensitive yet bulky time traveling vikings

The Wu-Tang Secret
Nov 28, 2004

Dongslayer. posted:

i prefer my games stories in item description form
You kid, but Dark Souls is easily one of the strongest pieces of art to ever be produced in the 21st century, effortlessly weaving together setting, story, and gameplay into a single unified tapestry. Indeed, if Wagner were alive today, he himself would have readily crowned it a Gesamtkunstwerk, or "total work of art"

LordHippoman
May 30, 2013

I, frankly, want this smug Jagen to be my avatar on all forms of social media immediately.

The Wu-Tang Secret posted:

You kid, but Dark Souls is easily one of the strongest pieces of art to ever be produced in the 21st century, effortlessly weaving together setting, story, and gameplay into a single unified tapestry. Indeed, if Wagner were alive today, he himself would have readily crowned it a Gesamtkunstwerk, or "total work of art"

This video is wonderful and a good break for my daily Ornstein and Smog runs.

I legitimately kind of like this topic though. Some games have good stories. They're hard to find, and usually bogged down by random bullshit, and usually you can just read a book, but eh. Shlocky, goofy poo poo is usually pretty fun. Maybe we should have put Bowser's crippling racism in the title though, since it's like a Games mainstay now.

LordHippoman
May 30, 2013

I, frankly, want this smug Jagen to be my avatar on all forms of social media immediately.

No Such Thing posted:

if we want games to be more like books we need more where we play as meek victorian era dental hygenists who get swept away by sensitive yet bulky time traveling vikings

Please tell me what book this is so I can send it to all my professors, tia.

A Fancy 400 lbs
Jul 24, 2008

The Wu-Tang Secret posted:

You kid, but Dark Souls is easily one of the strongest pieces of art to ever be produced in the 21st century, effortlessly weaving together setting, story, and gameplay into a single unified tapestry. Indeed, if Wagner were alive today, he himself would have readily crowned it a Gesamtkunstwerk, or "total work of art"

then he would've wrote about how it would've been better, but something something something kill all jews

discount cathouse
Mar 25, 2009
You could also read it as "gesamt kunstwerk" ie seeded, Spermed work of art

Tokyo Incident
Nov 1, 2011

relax
Sometimes in Goldeneye I'd write things on the wall by shooting at it.

Vermain
Sep 5, 2006



The Wu-Tang Secret posted:

You kid, but Dark Souls is easily one of the strongest pieces of art to ever be produced in the 21st century, effortlessly weaving together setting, story, and gameplay into a single unified tapestry. Indeed, if Wagner were alive today, he himself would have readily crowned it a Gesamtkunstwerk, or "total work of art"

mr btongue is probably my favorite youtube GAme's commentator

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
the wolfpack is back causing mass destruction

Butt Frosted Cake
Dec 27, 2010


lol I'm guessing you didn't read those articles very closely because neither of them condemn "likeable" characters they just say that flawed ones can be sympathetic too so shut the gently caress up about literature and go back to war ham human being

qnqnx
Nov 14, 2010

This thread was hella gay when it was made and it is is still hella gay.

Sir AIDS
Nov 5, 2013

Roger Tangerines posted:

please ban me i am a terrible poster


So, what should I look out for if I want to see some different ways in which games can have good writing?

(This section is painfully incomplete because I am but a man. I will add good suggestions to this list as they are suggested and discussed in the thread.)


Gone Home - If nothing else, this game certainly provokes a lot of debate. In Gone Home, you explore an empty house which is packed with detail - most everything can be picked up and examined, and further informs the story that you're being told. I like Gone Home, because it's a great example of a storytelling method that only videogames are capable of.

Spec Ops: The Line - Another divisive game. Spec Ops starts off like any mediocre shooty war game, and then yanks the rug out from under you a couple of hours in and forces you to rethink things.

The Stanley Parable - I'm just gonna stop saying that games are divisive because it seems like every game with a focus on writing splits people right down the middle. The Stanley Parable can be described as a collection of surreal comedic vignettes which explore and send up the mechanics and idiosyncracies of videogames. There's a lot to discover and think about, and behind the jokes the points being made are often pretty clever, even if the vignettes can be a little hit-and-miss.

The Last Of Us - A good example of a well-written triple-A game. The Last Of Us is a solid enough action game, but the real draw is the development of the interpersonal relationship between Joel and Ellie, which is continually well-explored and has a powerful payoff.

Mass Effect Trilogy - Whether Mass Effect is well-written is very debatable, but it's worth playing because the sheer amount of writing over the course of the three games is impressive, and keeping it reactive and influencable by the player (to whatever extent) is an impressive technical achievement.

Alpha Protocol - The plot is your standard Hollywood spy thriller, but anyone who's played Alpha Protocol can tell you just how good the writing is. The whole game is massively reactive and Mike's decisions and attitudes can dramatically affect the outcome of the game. Every major character is well-realised with full backstories that you can discover, read up on, and even exploit.

The Walking Dead - Some of the best videogame storytelling ever produced, Telltale's five-part Walking Dead series is the perfect zombie game - one with no shooting at all (well, almost none). Instead, the focus is on survival, decision-making and human relationships. The second season is in progress, and I haven't played it, but the first is almost universally critically acclaimed. Warning: this game will make you feel like poo poo and break your heart.

Ekster
Jul 18, 2013

mentions mass effect, does not mention planescape torment

01011001
Dec 26, 2012

good edit, op, its a shame that it was lost for all time

quote:

Writing! :words:

It's frequently said and widely accepted that the writing in videogames is not as good as that found in a book, or even a film. This is weird, because writing has been a part of the medium since not long after its inception. The original text adventure - Colossal Cave Adventure - was designed in 1976, and is nothing but writing. Even non-text games of that era show elements of writing, even if that writing is limited to the premise - the Space Invaders are invading! (Spoilers: we lose).

So, if the writing in videogames has had the same forty years to improve as the rest of the medium, what's the deal? Why does it still suck? Does it still suck? Can it be as good as a book, or a film? Is it fair to compare these media and say that one is better or worse than the other? There's a lot of room for discussion and opinion here, but in-depth discussions of game writing traditionally don't happen much in the gaming community outside of some specific genres, even though story is an essential component of a huge majority of single-player games. There is, for example, no SA thread specifically dedicated to writing in videogames. What's that? This is one of those? Boy, that's meta.

This thread is for discussion of all issues related to game writing. This is a spectacularly wide-ranging topic, so there should be plenty to talk about. However, it's important to note that everyone has a different depth of knowledge about writing, so with this OP I'll try to provide a bit of a primer so that we're all starting on the same springboard.


What is videogame writing?

This might sound like a stupid question, but it's not. When you hear the word "writing", your mind most likely jumps to one of several concepts. Let's use films as an example. Here are three films notable for good writing: Seven, Inglourious Basterds, and Shaun Of The Dead. All three of these films show evidence of great writing, but it's different in each case. Seven, for example, has an excellent, tightly-written plot which keeps you watching right up until the phenomenal payoff, which sticks with you for a while after the credits have rolled - but the dialogue is often a little stilted. Inglourious Basterds is driven purely by situation, tension and dialogue. It's a slow burn, and the plot actually doesn't really matter all that much, but it's a riveting watch. Shaun Of The Dead's plot and situation are both standard, boring zombie movie fare, but it excels in clever homage, satire, wordplay and witticism.

The point I'm coming around to is that writing isn't narrowly defined. In a story-based videogame, nearly everything you come across has been written and designed. Take the original Tomb Raider. There's plot, and there's dialogue... and then there's that bit where you first slide down the side of the Sphinx and the camera suddenly draws way back and shows you just how tiny you are in comparison to the level. That wasn't a camera glitch, somebody wrote it with the intent of producing that effect.

So, broadest definition: videogame writing is anything that attempts to convey an idea to the player. It's not just the plot of a game, or the dialogue, or the text logs you find - it's all three and more.


Alright, but surely videogame writing is never going to be in the league of, say, a good book, or a movie, or a Japanese comic about sexy witch schoolgirls.

This misconception is older than Grandma's toaster and we need to stop saying it, or it might come true.

The fact is that we've been saying this about every new form of media since the Egyptians decided to try staining words onto paper instead of hammering them into the wall. When films came onto the scene, people lamented that they were intrinsically less worthwhile than books. For years people thought television was the idiot's opiate, and some still do. People thought that comic books were vulgar and couldn't be used to tell a story worth reading. We've been wrong every time and we're wrong this time.

Comparing games to films is like comparing films to books. It's a fool's game. Both films and books can have fantastic writing, but you can't compare them with each other directly because they're a different medium and must use different methods to convey their stories. You've probably heard the phrase "the language of cinema" - the way in which films are shot to convey atmospheres and emotions that wouldn't be possible in, for example, a stage play, or even a book. This language has been developed and improved continuously throughout the history of cinema, and we're still discovering new techniques and storytelling methods. Nowadays, claiming a film couldn't ever be as good as a book would strike many people as a silly comparison - film is a totally different art form.

Videogames are the same. They have their own language, which is still being developed. There is stuff that they can do that films and books can't (provide you with a choice! Ask for your opinion! Judge you by your actions!), and there is stuff that films and books can do that videogames usually can't (control pacing! Dictate the opinions of the protagonist! Be the subject of an interesting conversation with your dad!). Writers are still learning how to do things in this medium, and it's only lately that the audience for games with real, worthwhile story is starting to emerge. Now, with the advent of Steam and the indie game, more and more experimentation is being done in this art form. We've already seen major improvements in game storytelling in the past three years. In the next ten, we're going to see this improvement continue, just like it has with every other form of media. And one day we'll get our 2001: A Space Odyssey, our Watchmen, or our Breaking Bad. We're on our way already.


OK, I'm convinced by your totally bulletproof argument. But I buy all the most popular videogames, and the stories all suck!

Well, yeah, to an extent that's true. At the moment (and this is changing, if slowly), the big games that you've seen advertised on TV are mostly about spectacle, not story (and it's worthwhile to remember that spectacle isn't a bad thing). But recently, good writing has become much more important to media consumers in general - witness the success of True Detective, House Of Cards, and Fargo. This is already starting to bleed over into mainstream videogames, even if for now it's just casting Kevin Spacey in the new CoD.

But yeah, at the moment, if you want good stories in games, more often than not you'll have to go looking for them.


So, what should I look out for if I want to see some different ways in which games can have good writing?

(This section is painfully incomplete because I am but a man. I will add good suggestions to this list as they are suggested and discussed in the thread.)

Gone Home - If nothing else, this game certainly provokes a lot of debate. In Gone Home, you explore an empty house which is packed with detail - most everything can be picked up and examined, and further informs the story that you're being told. I like Gone Home, because it's a great example of a storytelling method that only videogames are capable of.

Spec Ops: The Line - Another divisive game. Spec Ops starts off like any mediocre shooty war game, and then yanks the rug out from under you a couple of hours in and forces you to rethink things.

The Stanley Parable - I'm just gonna stop saying that games are divisive because it seems like every game with a focus on writing splits people right down the middle. The Stanley Parable can be described as a collection of surreal comedic vignettes which explore and send up the mechanics and idiosyncracies of videogames. There's a lot to discover and think about, and behind the jokes the points being made are often pretty clever, even if the vignettes can be a little hit-and-miss.

The Last Of Us - A good example of a well-written triple-A game. The Last Of Us is a solid enough action game, but the real draw is the development of the interpersonal relationship between Joel and Ellie, which is continually well-explored and has a powerful payoff.

Mass Effect Trilogy - Whether Mass Effect is well-written is very debatable, but it's worth playing because the sheer amount of writing over the course of the three games is impressive, and keeping it reactive and influencable by the player (to whatever extent) is an impressive technical achievement.

Alpha Protocol - The plot is your standard Hollywood spy thriller, but anyone who's played Alpha Protocol can tell you just how good the writing is. The whole game is massively reactive and Mike's decisions and attitudes can dramatically affect the outcome of the game. Every major character is well-realised with full backstories that you can discover, read up on, and even exploit.

The Walking Dead - Some of the best videogame storytelling ever produced, Telltale's five-part Walking Dead series is the perfect zombie game - one with no shooting at all (well, almost none). Instead, the focus is on survival, decision-making and human relationships. The second season is in progress, and I haven't played it, but the first is almost universally critically acclaimed. Warning: this game will make you feel like poo poo and break your heart.


Anything else I can check out?

If you'd like to listen to videogame designers talk about writing, you could do worse than to listen to Idle Thumbs. The podcast is focused on general game design rather than specifically writing, but the cast members have worked on games such as The Walking Dead and Gone Home. It's also just a really good podcast about videogames in general.


Seems a bit late to abandon this Q&A conceit now. Could you wrap up the OP somehow?

Alright, I'm just about done, so now I hand over to everyone else. This thread is for discussion of writing in games, and games with good or bad writing. Basically if you can take the words "games" and "writing" and mash 'em together in a fun-sounding sentence, you can discuss that.

That said, this is a topic that tends to incite lovely argument so there need to be a couple of ground rules.
  • Don't just poo poo all over games you don't like - if you call something bad, justify it properly. We can call this the "Gone Home" rule. It's fine to criticise a game, but you need to qualify it with a good reason. What, specifically, didn't you like about it? What parts didn't work for you? If a game is divisive, that means some people really like it, so don't come in and say it sucks without qualifying, or you're just going to wind people up and cause a lovely argument.
  • Don't fakepost - People have all sorts of weird, lovely opinions about videogames, so don't assume that you can post something incredibly dumb on purpose, and people will understand it and laugh. Someone will take you seriously and there will be an lovely argument.
  • Don't get angry - you're a grown-up for christ's sake
  • Crazy Catch-All: Don't start lovely arguments - Just... don't. You know how not to do that, right? Before you post anything, ask yourself the question "Am I starting a lovely argument?" and if you are don't post. Remember your ABC. Always Be Checking-whether-you-are-starting-a-lovely-argument-and-not-posting-if-you-are.

I'll add more to this OP as needed and suggested. Please suggest good links if you know em, or anything important you feel I've missed, or disagree with anything I've written. Otherwise, discuss away!

Plebian Parasite
Oct 12, 2012

LordHippoman posted:

Please tell me what book this is so I can send it to all my professors, tia.

http://www.amazon.com/Viking-Unchained-Time-Travel-Sandra-Hill/dp/0425222950

Zoq-Fot-Pik
Jun 27, 2008

Frungy!

Roger Tangerines posted:

please ban me i am a terrible poster

Please come post with us, OP.

Falsum
May 10, 2013

Crazy for the Bros

Ekster posted:

mentions mass effect, does not mention planescape torment

Yeah but see Planescape doesn't span three games and a whole galaxy. It's thus less remarkable than Mass Effect's writing.

discount cathouse
Mar 25, 2009
Many more days went by, however, and that too came to an end. An overseer's eye fell on the cage one day and he asked the attendants why this perfectly good cage should be left standing there unused with dirty straw inside it; nobody knew, until one man, helped out by the notice board, remembered about the gaming artist. They poked into the straw with sticks and found him in it. "Are you still gaming?" asked the overseer, "when on earth do you mean to stop?" "Forgive me, everybody," whispered the gaming artist, only the overseer, who had his ear to the bars, understood him. "Of course," said the overseer, and tapped his forehead with a finger to let the attendants know what state the man was in, "we forgive you." "I always wanted you to admire my gaming," said the gaming artist. "We do admire it," said the overseer, affably. "But you shouldn't admire it," said the gaming artist. "Well then we don't admire it," said the overseer, "but why shouldn't we admire it?" "Because I have to game, I can't help it," said the gaming artist. "What a fellow you are," said the overseer, "and why can't you help it?" "Because," said the gaming artist, lifting his head a little and speaking, with his lips pursed, as if for a kiss, right into the overseer's ear, so that no syllable might be lost, "because I couldn't find the well written female character I liked. If I had found it, believe me, I should have made no fuss and lived IRL like you or anyone else." These were his last words, but in his dimming eyes remained the firm though no longer proud persuasion that he was continuing to game.

SunAndSpring
Dec 4, 2013
I agree, OP, Spec Ops is great because it constantly insults you for playing a bang bang shootey man game and rips off Heart of Darkness. Deep poo poo, man.

Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

Ekster posted:

mentions mass effect, does not mention planescape torment

planescape torment is not that well written sorry

discount cathouse
Mar 25, 2009
pretend i lolled at whoever said fallout games had good writing.

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Lt. Danger
Dec 22, 2006

jolly good chaps we sure showed the hun

As I closed my eyes, I blinked and re-opened them - my eyes were brimming with tears, and I was overcome with a terrible sensation of *drowning.* As the sensation rolled through me, there was a stirring in my breast, a *hunger,* poisonous like a serpent, BITING into my heart, until I felt as if my breast would *explode.* I wanted desperately to steady myself, focus, but all that came to my eye was tears...

I raised my hand to wipe away my tears - my hands were soft, delicate woman's hands; they brushed the stray tears from my cheek, and I cupped them in my hands, each of the tears like jewels shimmering in the lights...

The lights were cast by candle-globes that drifted through my sanctuary. I had come to this place to gather my thoughts, to reflect on the past with an eye toward the future, to cleanse the mind before the coming journey. Yet... I could not *concentrate!* My thoughts remained in the present, trapped there by the terrible feeling that writhed in my breast. What did he MEAN...?!

I closed my eyes, but his words echoed in my mind, a hundred, a THOUSAND times. Would he EVER return?! The sound was a whisper, an echo: "Only you. ONLY you." Yet I HESITATED, at the brink of time's door, and he must have thought me AFRAID to go, but I was not, I was AFRAID to stay, and the fear... the serpent writhed in my breast again, its fangs biting into my heart, filling it to bursting with its *poison.* The tears came again, running down my cheeks in streams, his words echoing...

Echo: "Only you. ONLY you."

My eyes snapped open - it was HIS voice! I whirled, and I gasped; he stood, powerful, in the shadows, and he strode into the light of the drifting candled globes, and I felt the serpent writhing and DYING... he returned! His face, stern, but somewhere, in those features, I could almost see his pleasure at seeing me. After all, he returned for m-

Echo: "Only you can help me, Deionarra. But it was wrong for me to ask you for your help..."

I spoke... Deionarra... yet I, it was ME, gray-skinned like a statue, striding from the light - was I that *scarred?!* My body looked like it had been bathed in knife blades, the wounds, the tattoos, horrible - yet, I saw through DEIONARRA'S EYES, and she saw... how could she SEE me in such a way, she put a CLOAK over my features, she saw me in such *light,* such terrible longing, *light*... for she...how... could she FEEL such...?

I felt my vision tearing, doubling until I was that man striding from the light, it WAS me, but NOT me... I felt myself being TORN; it was Deionarra's experience, but at the same time, it was also *mine,* and I... what...

Echo: "I asked too much of you to accompany me, Deionarra. I have no right to place you in such danger for my sake..."

It was my words, but they were a surgeon's words, chosen with cold skill, without a TRACE of emotion. With every word, I felt myself SNEERING inside, knowing what the (stricken) girl would see next through her (longing-stained) eyes, and who - was I THAT person, that man TWISTING her with my words, not KNOWING how powerful they were to her, like bolts from a ballista, piercing her breast, her... yet, she SAW only RELIEF at my return. How... how could she FEEL... and not know I meant to...?

Echo: "I have come to ask your forgiveness, Deionarra. I shall return to you as soon as I am able -"

My vision tore again, doubling and bleeding, until I was facing myself again, trying desperately to speak, to WARN Deionarra that this was not a man, but a creature that killed for his own needs, he didn't CARE about you, Deionarra, you were a TOOL to him, a TOOL he needed to - but Deionarra spoke, and I couldn't STOP her....

Echo: "I would place myself in a *thousand* dangers, embrace eternity for you, my Love! I am *not* afraid! Listen to me -- I will accompany you, though the Planes themselves should bar the way...."

I felt myself shattering, relief and satisfaction - his SATISFACTION at her words, KNOWING she would say them, always KNOWING, and her admission of love was like the slamming of a portcullis across my heart. Trapped. She was mine, but I must be *certain,* so I drove the nail home.

Echo: "The way is dangerous. You will have to be strong... *far* stronger than you are now."

Swimming through her mind, relief, the wave of relief, the end of longing, yet LONGING for him more at his words, not noticing his manipulations... all I needed to be was strong, and his path would be as one with mine! My thoughts were like fires... for I could be strong, stronger than he knew, I knew no fear, I would DIE for him...!

Echo: "I can be strong, my Love. I will -"

Her words slid off of him like water. The serpent in her breast, the one piercing her heart with its poison had been replaced by this serpent in the flesh. She saw nothing of this, and his next words were planned, carefully, so carefully...

Echo: "I can't say if we'll succeed, Deionarra, but I'll do my best to protect you. And I will expect nothing less of the same from you. You …"

"… you may be required to make some *sacrifices.*" At that final, terrible, word, I felt myself being TORN apart; he meant her harm... he meant ME harm, for I was HER, and he meant to HURT her, yet I NEEDED her to be harmed, and - I wanted to SCREAM, SCREAM AT HER THAT SHE WAS IN DANGER, RUN, RUN, DEIONARRA, FOR HIS EYES UNMAKE ALL THINGS AND -

Echo: "Of course, my Love. Life is sacrifice. This I have learned."

I... she... her... I spoke the words, and in it, I felt myself dying inside. I was a spectator, and I had watched a woman die, for the words were a death sentence. Yet, still, still she spoke, unheeding, uncaring....

Echo: "I... left a legacy in my father's keeping, my Love; ask for the sixth, the third, the Kay and the 'S.' In it, I bequeathed everything to you; it's not much, but with it, I left..."

I... him... a wave of *irritation* washed over me; I clenched my teeth to prevent the irritation from crossing my features. Must she *always* continue to prattle, even when I did not *prompt* her?! Must she - but no - no, kept the irritation inside, only a trace slipped out...

Echo: "Come now, I cannot DIE, Deionarra. There is no NEED for such foolishness..."

Her... I... she was overcome with FEAR, fear that revolted me, and the fear welled up inside her... I, I as I watched him frown, and I hastened to correct him! He must know the reasons and know the wisdom behind them so he was impressed with my planning! Speak! Speak, before he turned away...

Echo: "I know I often act foolishly, my Love...but you said yourself that you CAN forget things if you are badly hurt. There are things in the legacy that could help you remember should you forget yourself."

She... I coldly regarded her through my eyes, tracing my gaze along her furrowed brow, wrinkled with worry, desperation. She had acted as I *expected*... yet there was something in what she said...

Echo: "Perhaps... yet I hope nothing in this legacy is of *value*...I do not want you to leave any things here in some safe that could be of some use on our journey."

Her illusion was shattered, just for a moment - I watched, silent, as the emotion fell to the ground, splintering like silvered glass. "...of some use..." such a casual statement, yet even Deionarra SAW, and I hoped, just for a moment, I HOPED that she SAW him for what he was... the serpent, the SERPENT......and my hope died, as in Deionnara's eyes, the emotion was rebuilt, the slivers being drawn from the ground, the illusion rebuilt, but the slight sliver of pain remained. He thought I had done something foolish! Yet, I did it for HIM! I must... must make amends, but how?! I must convince him the legacy was unimportant, but it WASN'T, it WASN'T. It was EVERYTHING...

Echo: "The legacy, my Love, it... it just has a few things to help you remem --"

The scythe of words fell on Deionarra, so quick, so sharp, I could not follow its arcing path.

Echo: "A legacy? The things you do, Deionarra... such... *romantic* gestures. No matter..."

No! She... I... Deionarra... I had driven him away again, like I did the night before! I felt the serpent stirring again, reborn, curling around my heart. There was the softest of hisses, yet he did not hear...

Echo: "Would... would you wish to leave a legacy, my Love? For yourself.. or for anyone you would want to. It might help you remember if you left something for yourself... or for the ones you loved..."

The word scythe fell again, terrible and swift. Yet this time, the illusion held, and the serpent was cloaked. The serpent was cunning, and it would not reveal itself until it struck.

Echo: "A legacy for myself? Not likely... the things I would leave for myself would not be safe in some advocate's office, Deionarra. But enough of this... I must leave."

He was leaving! I must make him remain... and the experience SWIRLED around me, terrible, the spiraling toward the final scene... the QUESTION I... she... wanted to ask, don't ask it, Deionarra! Don't ASK IT BE SILENT BE SILENT

Echo: "My Love, before you go..."

HIS ANGER HIS IRRITATION WHAT *NOW* GIRL WHAT *NOW* YOU MEWLING BANSHEE

Echo: "'Before I go?' It looks like I am in no danger of that. Come, Deionarra, can't these questions wait for the morn? There is much-"

SHE... I... SHE WAS DESPERATE DROWNING SAY IT SAY IT SAY IT AND SHE... I... SPOKE IT

Echo: "Do you *want* me to come with you, my Love?"

The rush of emotion died in my mind. This was the end. The words he... I... were about to speak were true, but the truth was not the truth she saw. There were no lies, only cold calculations. Of *course* he wanted you to come with him, Deionarra. I understood it clearly, too clearly: He had invested too much in the poor girl to let her go.

Echo: "Of course, Deionarra. I would not have asked you to come with me if I did not want your company. You *know* how I feel about you..."

There was a cold silence in his mind, then a hissing of a thought, a response sharp and deadly, like a dagger blade. The lie came swiftly, unburdened by emotion.

Echo: "I love you, Deionarra."

And I wanted to SCREAM as I felt the lie wash over her like a RADIANCE, but it was a SHADOW of TRUTH, A SERPENT'S KISS, AND HE MEANT ME HARM AND SHE COULDN'T *SEE* I WANTED TO CALL OUT BUT SHE WAS CRYING WITH JOY EVEN AS - EVEN AS -

I cried with joy... with frustration... with joy... with despair...

The emotion washed over me, like I was drowning, DROWNING, and I needed to speak, I LONGED to speak, but I could not...and...

I screamed, screamed as I tore my hands from the stone, bloody tears rushing from my eyes, running in streams down my arms, my hands, to coat the stone. Blood! Her blood! And... I couldn't WARN her... and I couldn't stop CRYING......

And suddenly, Fall-From-Grace was there, and her touch was gentle like silk, and she brushed the tears from my eyes, even as I felt the screams welling up within me. She *shhhhhhed* me, cradling my face through my bloody tears.

"I... I... can't.... bear it... I... couldn't STOP her, I WANTED to, but I couldn't do *anything*...!"

Fall-From-Grace looked into my eyes, and she nodded sadly, in understanding. "And that is the nature of *longing.* The desire for that which you cannot change or possess." She studied me, withdrawing her hand, now soaked in my blood. "Will you be all right?"

"Yes... yes... I just need a moment..." I noticed Annah was looking at me, her hand half raised, un-moving, as if paralyzed, unsure what to do for me.

"Very well…" Fall-From-Grace stepped back. "We will continue when you are ready."

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