One who deals with the Daily Life, and the other who takes over during Deadly Life.
(While they could share POV's during the Prologue, there could also be a third decoy protagonist we follow who, at the end of the Prologue, tries to rebel against the mascot only to be killed, leading to the POV switch.)
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Quality
Anya is LIVE right now
FREE
Free to watch ⢠No registration required ⢠HD streaming
I dunno where I first saw this specific video game trope, but I wish I saw it a bit more. Quite honestly it's possible my memory just invented it and no game I've ever played did this, but it's close enough to an existing trope that it probably exists somewhere.
It's an offshoot of the "rivals" trope Pokemon started. The choice of at least 3 distinct and unique protagonists to play as, where instead of the ones you don't pick vanishing from existence, the other protagonists are best buddies with you and accompany you on your journey as party members or AI controlled bots or whatever. The important thing in this trope is to build the players RELIANCE and CONNECTION with the other protagonists, usually through the abilities of each protagonist being both fun to use as a player and incredibly useful to the player when used by another protagonist. Let's go with the typical "fire water grass" design for an example, and give each of them 2 activated abilities -attack and defense- that synergize with each other. (Feel free to skip the next 3 paragraphs)
"water" protagonist is a typical big beefcake, the Muscle. Defense ability could be a blue flavored shielding ability- let's make it give him either truckloads more health/invulnerability and also add a taunt effect that draws aggro away from his friends. Attack ability let's go with a damaging uppercut/ground slam style attack that incapacitates several enemies by knocking them down or launching them up for several seconds. I'd prefer the uppercut in a shooting game, like shooting clay pigeons- oh and of course the enemies give funny screams as they go flying up into the sky and plummet back down, with bonus funni for a comedic splat sound.
"fire" protagonist is a charming leader type, the Hothead. Defense ability is a versatile Wall of Fire, good for defensive and offensive area control. Attack ability is obviously a classic Fireball. Hothead's fire abilities not only give that typical burn damage over time, but also a high chance of a fear/panic effect that prevents enemies from attacking until they put themselves out. Plenty of funni value to be had with the panic debuff, with enemies having unique voice lines, behaviors and/or animations to really sell that "oh my God I'm on FIRE!" gag.
"grass" protagonist is a "support" character in name only, the D&D Cleric kind of healer vibes- allies get the healing while the enemies get to burn in holy fire. Defense ability is a group heal that can revive allies as well, pretty standard. Attack ability could be a lot of things honestly, but let's go with something akin to a Captain America shield bounce- a ricochet projectile that deals a fair bit of damage while stunning the enemies hit.
Now, the key thing to do with this trope is to let the player get really accustomed to those other protagonists helping out, build up that connection both through gameplay and through the story. Why are these characters friends? What are their goals? What do they plan to do after the adventure is over? What are their favorite hobbies? Give the player an incentive to grow attached, like collectables or completion percentage or whatever you have to...
Because this tropes true purpose is to exploit that connection- one of the friends suffers cruel death at the hands of the antagonist, or perhaps they get captured and even mind controlled to fight against you, or most cruel of all, a betrayal-they were never your friend to begin with...
The Drama, the Suspense, the Hurt and Anger, UTTER PERFECTION!
 There are different ranks of monsters, and the higher up the ranks the monsters go, the more difficult to deal with they become.
 The higher their rank, the smarter they become. The highest ranked monsters have even far surpassed the level of humans. The monstersâ rank are common, elite, special elites, chieftains, lords, and high lords.
 There are also monsters that are termed as âDisaster-classâ or âCalamity-classâ. They could be at any rank, and would be termed so if their level is high enough. A single disaster-grade monster could destroy a big city, whereas a calamity-class monster could destroy a kingdom.
Content warnings: suicide, self harm, depression, recreational drug use, non-explicit sex scenes, death by illness, and a sexual relationship between a minor and an adult.
Each evening was nearly a religious experience. The death girls would close their eyes and think of the suicides of their poets, of the sadness that filled every inch of space. Soon there would come that familiar off rising feeling in each of them, and whoeverâs turn it was that particular night would begin to read the lines of a poem (8).
Edition reviewed: Wolitzer, M. (2014). Sleepwalking. New York: Riverhead Books.Â
Original publication: Wolitzer, M. (1982). Sleepwalking. New York: Random House.Â
Sleepwalking takes place two years after the death of the fictional poet Lucy Ascher, who killed herself after many years of depression defining her life and her poetry. It follows Claire Danziger, a first year university student with severe depression and an adoration of Ascher and her poetry. She meets two other girls who, like her, devoutly love a poet â Naomi, with Sylvia Plath, and Laura, with Anne Sexton. They are called the Death Girls. They meet each night, light candles, and talk about their poets and their deaths.
Claire begins a relationship with Julian, a boy unfamiliar with poetry and death, and she begins to feel unfulfilled in her relationship with Ascherâs poetry and the way it defines her life. Taking the advice of the other Death Girls, she finds the home of Lucy Ascher and offers her services as an au pair to Lucyâs parents, Ray and Helen. The plot diverges, Lucyâs childhood through to adulthood and death and the lives of her parents from the beginning of their relationship through to the ways her suicide both violently and insidiously changed their lives unveiling alongside Claireâs childhood and family history, while in the current day, Claire shares a home with the Aschers and the other Death Girls and Julian try to get her back.
Sleepwalking is a beautiful and winding expose on grief, human connection, and the way that writing and poetry can change and meld and save lives.
Aesthetics:Â 8/10Â
Perspective: First person
Tense: Past tense
Focalising characters: Four (Claire, Helen, Ray, Lucy)
Style: Ruminative poetic prose, slightly varying with each focalising character. The influence of the poets on each Death Girl is clear in their speech.
Characters: Very real and immensely sympathetic.
World-building: Vivid, detailed, and just as Claire observes of Lucyâs poetry, Wolitzer âdid the most incredible thing â she made death a landscapeâ (17), but made it something liberating, rather than suffocating.
Pacing and structure: Two parts in fourteen chapters; slow â the events of the novel in the current day span little more than a month, but could have been months.
Ethics:Â 7/10Â
Sleepwalking is unlike any other book Iâve read which focuses on mental illness and/or suicide, particularly in the context of books about artists, authors, or poets. It is very explicit in representation of self-harm and suicide, but it doesnât romanticise them. The Death Girls do so in the beginning, but it changes over time. The book makes mental illness real and horrible in the charactersâ own headspaces, and while the writing is poetic and beautiful, it doesnât cast the themes in the same light. It makes beautiful the small, day to day and mundane things, and it also makes beautiful recovery and moving on, which is so rare, particularly in YA and NA books. The Death Girls stay loving their poets, but they stop self-destructing in the name of that love.
The portrayal of drug use and underage sex is somewhat detached â it preaches nothing.
Itâs horrific for a stranger to come into the home of a celebrityâs parents under false pretences, and while it has a good result, itâs never quite acknowledged how invasive Claire was in coming to the Aschers.
The cast of characters is quite small and focused tightly on families; itâs not particularly diverse. The Danziger family is Jewish and itâs integrated through the text naturally, which is lovely. The portrayal of people of different ages was something I really appreciated â developing from childhood through to middle age, they all seemed real and dynamic, and the middle aged characters werenât written with derision as they sometimes are in books centred on young adults. Their suffering and recovery are treated just as seriously as Lucyâs and as Claireâs.
Rhetoric:Â 8/10Â
I read this book in less than twenty-four hours, much of that reading time being between midnight and six a.m., which is a big deal. It was an experience of âcanât put it downâ.
The Aschers so willingly taking Claire into their home seems, in hindsight, almost absurd, but midst the depth of their grief and the disruption of their lives of the years since their Lucyâs death, I didnât even question it. However, they questioned it and themselves, and reflect on how it was a bizarre choice to make. Their self-awareness made it seem real.
Fun fact: Wolitzer says that the book âpredates the Brat Pack era that would follow it in a couple of years; this book does not feature a college world ... of careless debauchery, but instead one of bookish, brooding self-consciousnessâ (xiv). Funnily enough considering her scorn, Wolitzer has been considered part of the literary Brat Pack for decades, alongside those such as Donna Tartt and Bret Easton Ellis. She is right, though â while still a part of the Brat Pack, as a campus novel it is far different from The Secret History or Rules of Attraction.
Would recommend: Yes, with the caveat that it could be triggering for some, and probably with a reading age of eighteen and up, with a limit of perhaps fifteen. If you donât like âslowâ books itâs probably not for you.
Does it fit into Dark Academia? Yes! Itâs pre-Dark Academia but has a clear influence on it and fits into the aesthetic, themes, and values of Dark Academia. It doesnât, as Wolitzer said, have the focus on debauchery and decadence that many of the key Dark Academic texts do, and the Death Girls arenât studying poetry â itâs extracurricular, with the University more of a setting based on their ages than part of the plot. Their rituals, cultishness, and taking on of Sexton, Plath, and Lucy Ascher is pretty archetypal of Dark Academia. Itâs more ruminative and character based than plot and action based, but the questions of eternity and immortality, personal responsibility, the importance and joy of connection about something loved, and âwhat makes life worth living?â are central.
Sorry this ask ended up sitting for awhile. Lifeâs been rather hectic.Â
Okay, so the first thing is Iâm sure thereâs plenty of blog posts and articles about this, and a lot of them will have really good pointers. Iâm going to limit this to a few things Iâve learned when writing multi-protagonist stories.Â
As always, ymmv, but hereâs what I try to keep in mind.
Start small. Two, maybe three at most.
Give them a shared goal but different motivations.
Figure out how they complement each other.
Figure out how they clash, too.Â
Tie them together, thematically, but give each a motif.
Keep them together as long as possible.
Get comfortable with writing ignorant narrators.
Write the first draft, then check the word count per POV.
Make sure the storyâs big enough to support that many protagonists.
Behind the cut.
1. Start small. Two, three at most.Â
Go with five, seven, nine, or more on your first outing, and itâs gonna get away from you fast. Youâre going to end up throwing out half your plans and setting for one of the so-called protagonists getting an arc that consists of deciding whether to get the baked beans or the refried beans. Itâs just way too much, unless you know youâve got the room to write 500K words (and an audience that will stick with you that long).Â
So, letâs say three protagonists.
2. Give them a shared goal but different motivations.Â
So, Alice, Bernice, and Candice all want to kill the dragon. Thatâs their âwhatâ -- itâs their âwhyâ that differs. Alice wants to avenge her brother, Bernice wants the bounty to pay her college tuition, and Candice's family will disown her if sheâs not a brave warrior.
By giving them differing reasons -- and, one hopes, differing ideas on how best to achieve the end -- you get a good conflict. Itâs not just three people arguing about which route to take; instead, theyâll argue over whether to take the trolley or walk or skateboard.Â
An alternate way -- and much harder -- is to give them the same basic motivation (ie âavenge our familyâ) but different goals. The risk is the story may quickly spiral out of control unless you let one of the protagonists be more-right -- balancing all three requires epic-sized texts or a really good sense of parallel conflicts.Â
If you havenât done multiple protagonists before, this alternate approach means chances are good youâll end up with one protagonist and two supporting secondary protagonists.Â
3. Figure out how they complement each other.Â
If Alice is the extrovert who can charm anyone into telling their secrets, then make her someone who tells her own secrets too easily, as well. Then Bernice becomes the pragmatic one, who can reel Alice in before she starts telling everyone their super-secret plan. But Bernice has major trust issues, so she wonât welcome potential allies without a very good reason. That means Candice becomes the thoughtful one, who can provide rational reasons so Bernice is comfortable with risk. Except Candice is, hmm, horribly shy, and Alice is the only one who can distract/ease Candice enough to get her to talk.Â
4. Figure out how they clash, too.Â
They wonât start being able to balance each other, after all. Remember: when characters interact, their conflicts result in choices, and the progress of their choices towards their end is, in effect, their arc. In the first half of the story, when things are going wrong and theyâre scrambling to catch up with (or reacting to) the antagonist, use each of them against each other.Â
5. Tie them together, thematically, but give each a motif.
Letâs say the underlying theme is that one person can make big changes if they work together with others. So when the protagonists can cooperate or compromise, they have some measure of success. Thatâs your guideline for each scene, to reflect that thematic throughline.Â
For each individual character, you then find a variation on that, and a way to represent that, which becomes your motif. It can be pretty abstract. Say, Aliceâs motif is water -- from a mountain creek when she talks too much, to a rushing brook, to a gentle mighty river that draws from multiple sources. Berniceâs motif could be blades, so her POV might use metaphors related to sharpness of an edge, or gradually recognizing the need for a shield to balance the offensive strikes. And Candiceâs motif could be weaving; from simple threads to colorful blankets to intricate tapestries, reflecting the growing complexity of her plans.
6. Keep them together as long as possible.
No, seriously. The âthree people in three places each journey to one place to meetâ doesnât just make for confused (even annoyed) readers. Itâs also damn hard work, âcause youâre basically doing three first-chapters in a row. Still, as long as you can make clear how each fits in, you can possibly ride through that.Â
Frex: if we meet Alice first and learn sheâs off to kill a dragon, then we meet Bernice on her own roadtrip and we find out right away sheâs also going to kill the dragon, we can see these two will probably meet up. Add Candice, with her own comments about killing a dragon, and the readers will know where youâre going.Â
What is definitely god-tier is keeping the protagonists on completely separate journeys, never meeting until the end. Thatâs hard, and I donât recommend that without a crapload of stories under your belt and possibly some serious rethinking. And maybe some internal prep for the reality that some readers will choose a favorite character and simply skip the other two POVs.Â
7. Get comfortable with writing ignorant narrators.
One thing about multiple protagonist POVs is that a conflict (scene) should get a reaction (sequel) where we get the same characterâs POV for their decision and new goal. If that argument was important enough to the character that they got POV, then they should get the reaction beat, too.Â
However, if that conflict was with another protagonist, then you need to weave in the other charactersâ reactions, too. This is where it helps to learn how to give clues on another charactersâ true emotional state while keeping the POV character suitably distracted and/or unaware. I wonât go into the ways, here, but studying up on unreliable narrators is probably the easiest approach.Â
I tend to give the non-POV character body language that conveys an emotion, but I donât let the POV character stop to interpret, or even react. It just goes right on past them, and itâs there for the reader to read between the lines. I donât know if thatâs really the best way, but the feedback Iâve gotten is that it works, so there you go.Â
8. Write the first draft, then check the word count per POV.
Sometimes the story really is a single-protagonist with two (or more) secondary characters. The quickest way to discover that is really just to write the story, and then go back and count up who gets how many words in their POV. I have a WiP where I went into the first draft thinking it was four equal protagonists, only to discover half the POV goes to one character, and the remainder is split equally between the 2nd and 3rd, with only a fraction left for the 4th. Looks like that story does have a main protagonist, after all.Â
If youâre determined to balance all three, an old (but quite workable) trick is to alternate chapters. One POV for each, regardless of scenes. The problem is that sometimes, a character will be at a part of their arc where they donât have the biggest stakes in the chapterâs events. Thatâs where outliners have something over pantsers, to be able to plan ahead for the conflicts+outcomes that will shape the event, to make sure the right character holds POV.Â
Even then, still check the word count. If you find Aliceâs chapters are all 8K monstrosities and Berniceâs chapters are all 2K dual-scene chapters, then youâre probably heading towards protagonist+secondaries, again.Â
9. Make sure the storyâs big enough to support that many protagonists.
This is possibly the hardest (at least for me, I guess) because it means you need an antagonist (or more than one) who provide enough of a threat that the story requires all three to achieve any victory. If you get to the end and Alice does all the work killing the dragon, you need more than just the dragon.Â
It means you need to create antagonists who parallel the protagonists, and each antagonist must -- while also being allied with each other, or tied to each other, in some way -- have a goal that stands in direct opposition to a protagonistâs goal.Â
That means, say, a local lord who has no intention of paying out the bounty, so heâs going to block the trio so Bernice canât get the bounty. And maybe there are cousins whoâll inherit if Candice fails, so theyâre supplying the dragon with extra firewater to make sure the dragonâs unbeatable. And, of course, the dragon, who might have it in for Alice personally as the lone family member of the guy who cut off the dragonâs foot. Etc, etc.Â
Hopefully that gives you enough to think about, as youâre figuring out the storyâs shape before you start writing. Or, just start writing and see where it goes -- and add in complications as you need them. Then go back, and figure out what needs more foreshadowing or earlier scenes to support the later complications (ie, mentioning ahead of time that the dragonâs awfully pissed off for having lost a foot, or that the local lord is a greedy bastard).Â
Remember, being mediocre is a first draftâs sovereign right. Think it through as much as you can, outline if thatâs your groove, and then write. Canât revise what you havenât written, after all, but fortunately revision is the fun part.Â
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Quality
Anya is LIVE right now
FREE
Free to watch ⢠No registration required ⢠HD streaming
The </reality> Launch Trailer is live! Take a look and let us know what you think!
And, the </reality> Steam Store Page has been updated with the new trailer and fresh new screenshots! Launch is just under 3 weeks away now, folks! Woah! Itâs getting real around here (pun intended).
Donât forget to add the game to your Steam Wishlist if youâd like a reminder upon release!
Meanwhile, we are furiously working to complete the last of the story revisions and final touches needed before testing and release.
As always, weâre so grateful for all of your help spreading the word about the project! Here are some links to make your life easier: