Reviews Standards
9 years ago
General
Many stories, movies and cartoons have been made over the years. But it is the good ones that have weathered time and are more than just a feel good story that lasts a short time. A good story has a few basic parts. A sound plot, a rich world, good characters, a moral or point of the happenings but most importantly, consistency.
Plot: A good Plot is more than just our hero goes to fight the evil villain and win. Its about the reasons of everyone. Why is the hero going? Why did the villain do it? Why didn't the kings guards go instead?
This is what makes H.P Lovecraft better than Creepypasta.
World building: If a world is just thrown together it will never measure up to one that has been carefully made like a clock. While a world isnt critical, the more things don't fit, the more it distracts from the story, the more it hinders it. Why is the world the way it is? Sometimes just a little change can make a big difference.
This is why 'Avatar the last airbender' is remembered and Sponge Bob is forgotten.
Characters: Its true, you can have a character in a story where something happens. But if you have a story where something happens to a character. A hero can overcome a villain and save the princess. But what if you play it from the position of the Villain? What led them to this? why did they do it? What if the hero spares the villain, does he develop more as a person? Does the villain change before its to late and set things right?
This is why "Return of the Jedi" is loved and why we don't talk about 'Starwars: Droids.'
Ending Thought: So whats the point? Romeo and Juliet are dead. The point is that the hate between two groups crushed the sprouting of love and that both family's could have not suffered the death if they had made peace. Or maybe something different. A good ending isnt black and white, sometimes it leaves the ending open.
Its what makes the Hobbit a classic. There arnt many stories that can measure up to it.
Consistency: While this can fall into World Building, it may not always. Some of these are not big, like if the language is functional, do the words and markings match up or if a character suddenly does something they don't have the know how to do. Like a Paladin suddenly lock picking a door to save the person. A Peasant suddenly having a lawyer level intuition or any sudden skill or knowledge suddenly without explanation. This is what often breaks a story.
Plot: A good Plot is more than just our hero goes to fight the evil villain and win. Its about the reasons of everyone. Why is the hero going? Why did the villain do it? Why didn't the kings guards go instead?
This is what makes H.P Lovecraft better than Creepypasta.
World building: If a world is just thrown together it will never measure up to one that has been carefully made like a clock. While a world isnt critical, the more things don't fit, the more it distracts from the story, the more it hinders it. Why is the world the way it is? Sometimes just a little change can make a big difference.
This is why 'Avatar the last airbender' is remembered and Sponge Bob is forgotten.
Characters: Its true, you can have a character in a story where something happens. But if you have a story where something happens to a character. A hero can overcome a villain and save the princess. But what if you play it from the position of the Villain? What led them to this? why did they do it? What if the hero spares the villain, does he develop more as a person? Does the villain change before its to late and set things right?
This is why "Return of the Jedi" is loved and why we don't talk about 'Starwars: Droids.'
Ending Thought: So whats the point? Romeo and Juliet are dead. The point is that the hate between two groups crushed the sprouting of love and that both family's could have not suffered the death if they had made peace. Or maybe something different. A good ending isnt black and white, sometimes it leaves the ending open.
Its what makes the Hobbit a classic. There arnt many stories that can measure up to it.
Consistency: While this can fall into World Building, it may not always. Some of these are not big, like if the language is functional, do the words and markings match up or if a character suddenly does something they don't have the know how to do. Like a Paladin suddenly lock picking a door to save the person. A Peasant suddenly having a lawyer level intuition or any sudden skill or knowledge suddenly without explanation. This is what often breaks a story.
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