The only person doomed by the narrative in orv is Yoo Joonghyuk, Kim Dokja on the other hand, is doomed by himself, and the narrative is actively trying to save him. Han Sooyoung is a secret third thing, because she doomed herself, but in a way that is above my relam of understanding at this moment
Dracula Daily Year 1: Aww, our good friend Jonathan is poor little meow meow.
Dracula Daily Year 2: Our good friend Jonathan is in a legit horror story, and I have literary analysis to share.
Dracula Daily Year 3: We have created a metanarrative wherein not only is our good friend Jonathan in a legit horror story, but he is also cursed to live in a horrifying time loop until we stop doing this.
To read fiction means to play a game by which we give sense to the immensity of things that happened, are happening, or will happen in the actual world. By reading narrative, we escape the anxiety that attacks us when we try to say something true about the world. This is the consoling function of narrative — the reason people tell stories, and have told stories from the beginning of time.
Define Their Connection: Decide what brings these characters together—shared history, common interests, or a deep emotional understanding.
Set Boundaries: Clarify from the start that their relationship is non-romantic, avoiding any lingering tension that could be misread as attraction.
Give Them Complementary Strengths: Show how they support and challenge each other without romantic implications, emphasizing mutual respect.
2. Shape Their Role in the Story
Decide Their Impact: Determine how their bond influences the plot—do they solve problems together, serve as each other’s moral compass, or push each other toward growth?
Avoid Romantic Clichés: Refrain from using traditional romantic tropes like longing glances, accidental physical tension, or excessive jealousy.
Show Their Value Beyond Love: Let their relationship be crucial to the story in a way that isn’t reliant on romance or tension.
3. Build Their Dynamic
Use Natural Banter: Let them have inside jokes, tease each other, or share moments of camaraderie without any romantic undertones.
Create Moments of Deep Understanding: Show how they confide in one another in ways they wouldn’t with others, reinforcing their trust and emotional closeness.
Let Them Have Other Romantic Interests: This solidifies that their bond isn’t about unspoken attraction, making it clear that romance isn’t lurking in the background.
4. Define Their Chemistry
Make Their Interactions Unique: Ensure they have a specific energy that distinguishes their bond from romantic connections in the story.
Emphasize Loyalty Over Possessiveness: They can care deeply about each other without feelings of possessiveness or unresolved tension.
Show Physical Comfort Without Romance: Casual, platonic touch like a ruffling of hair, a side hug, or a reassuring pat on the back can reinforce their connection without romantic connotations.
5. Demonstrate Their Impact on Each Other
Let Them Grow Together: Show how they influence each other’s decisions, ambitions, or emotional development without needing romance as a motivator.
Create High-Stakes Moments: Put them in situations where they rely on each other, proving their bond is just as deep as any romantic relationship.
Allow Conflicts Without Romantic Resolution: If they fight, let their reconciliation stem from their friendship and values rather than an underlying romantic interest.
6. Develop a Satisfying Arc
Decide Their Long-Term Dynamic: Whether they remain lifelong friends, drift apart naturally, or take different paths, ensure their bond leaves a lasting impact.
Showcase Their Relationship’s Meaning: Highlight how their connection was vital to their growth, reinforcing the importance of strong, platonic love.
Avoid Unnecessary Romantic Subtext: Let them stand as proof that deep, meaningful relationships don’t need romance to be powerful.
Examples of Strong Platonic Relationships
1. Film/TV Examples
Frodo & Sam (The Lord of the Rings): A loyal, emotional bond built on trust and shared hardship.
Robin & Steve (Stranger Things): A brother-sister-like friendship that develops beyond a possible hetero-romance.
Steve Rogers & Bucky Barnes (Captain America): Sibling-like love based on support, teasing, and mutual admiration.
2. Literature Examples
Duke the Guarder & Dawn Demiss (The Guardians of Camoria series): A deep friendship based on emotional intellect, trust, and shared insecurities.
Jo March & Laurie (Little Women, after rejection): A lifelong friendship that remains strong despite romantic expectations.
Harry Potter & Hermione Granger (Harry Potter series): A close friendship built on trust, emotional support, and respect without romantic tension.
The Guardians of Camoria by A.A. Walker
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Yesterday, I attended a Brian Eno talk about the nature of creativity and art based on What Art Does, the short book he published with Bette Adriaanse last year:
I haven't read the book (yet – I just ordered a copy), but the talk really got me fizzing. The subject matter (not just what art does, but also what art is) is one I've given a lot of thought to, and Eno's characteristic mix of gnomic koans and deceptively plainspoken assertions brought me along to some realizations of my own.
For Eno, art is "everything you don't have to do." You have to wear clothes to protect yourself from the elements, but you don't need to adorn those clothes. You need to speak to make yourself understood by the people around you, but you don't have to sing or write poetry or make up stories.
This is a really critical point, and I think it can be further refined by this: "Art is intended to make other people feel something." This distinguishes "art" from "beauty." A sunset can be beautiful, but no one intends anything by it. An artist who takes a photo or paints a picture of a sunset does so in the hopes that it will make you feel something, but the sun and the atmosphere and the Earth's curvature and rotation don't hope anything, because they are inanimate.
This distinction has lately become far more significant, thanks to the rise of images and words that have the seeming of intent, but who don't have an intender. When you paint a painting, every brushstroke conveys an intent, even if you can't point at an individual brushstroke and articulate its purpose. The same is true of prose: every word and punctuation mark is there for a reason, and "being good at writing" (like "being good at painting") is how we describe someone who has practiced so much that these reasons can be infused into each micro-decision on a near-totally subconscious level.
Contrast this with AI: when you prompt an AI to generate words or pixels, you are conveying some intent about the feeling you want the people who experience the model's output to experience. The problem is that the AI doesn't have any intent of its own – it just has statistical predictions, based on other people's intent, which it has analyzed through its training data.
So when the AI expands the three sentences in your prompt into 100,000 words or 1,000,000 pixels, it isn't adding any of its intention to the finished work, it's diluting the intention you fed to it. Three sentences divided by one million pixels yields an image that has an average intentionality that's so low that it's practically homeopathic.
Until recently, we weren't accustomed to encountering coherent strings of words or polished images that had no intender, so we imputed the existence of that intender to them, and we did what we always do when we encounter a work of art: we tried to mentally materialize a facsimile of the feeling the artist experienced while creating the work.
Because the intention of these works was so dilute, we ended up hallucinating an intent. We made up an imaginary artist who meant something by every choice in the work, and experienced an emotional affect that we ourselves had created out of (nearly) whole cloth.
As a species, we've been through this before. Think back to those sunsets. There was a time when we all thought of sunsets as being explicitly created by another being, who was in communication with us through the natural environment (some people still believe this). Looking at a sunset was an exercise in asking yourself, "If I were God, what would I be trying to say to me with this sunset?" just as looking at one of my photos of a sunset would be an exercise in asking yourself, "If I were Cory, what would I be trying to say to me with this photo of a sunset?"
The rise of materialism and scientific rationalism is sometimes called a "disenchantment" and indeed, there's a sense in which a sunset that we know to have no intender is no longer "enchanted." The experience of a sunset becomes something like, "Those colors and their interplay with the physical world is very beautiful." It might even be, "How could I capture that beauty in a painting or a photo or a description so that I could communicate it to someone else?" But it's not, "I wonder what God wants me to feel when I look at this sunset?"
So for many of us, the experience of AI "art" went from, "Wow, there's a person in the machine that's trying to tell me something," to "Wow, that is an impressive feat of software design, but it doesn't say anything to me." Maybe some of us think, "Huh, I could take some element of this, refine it with my own brushstrokes or words, and make something out of it." That's like thinking about turning a sunset into a painting: the sunset is striking and maybe beautiful, but it doesn't become art until you work at it, in order to make it communicate something:
Mark Fisher describes the "seeming of an intent without an intender" as "eerie." It's true: when the door slams in the night and there's no one else in the house, it's eerie. But eeriness is easily dispelled: once you locate the open window that's creating the draft that's blowing the door closed, the eeriness regresses swiftly to the mean:
Banishing eeriness may be straightforward, but preventing eeriness is much harder. We are prone to imputing intent to the things we see in the world. In "Genesis," an essay from EL Doctorow's (no relation) collection The Creationists, Doctorow describes the origins of the Babylonian creation story (which the Hebrews ripped off for Genesis 1:1-29 – Genesis is Babylonian fanfic). The Babylonians made up this story about how God created the heavens and Earth and so forth, and this story was so cool that they couldn't believe that they had just made it up, so they concluded that God must have put it in their minds:
Back to Eno: central to his talk was the "theory of mind." To have a theory of mind is to be able to impute someone else's intent. It's when you ask yourself, "What does that person mean by the thing they just said or did?" Because art is a process by which an artist tries to get you to feel something, it requires that the artist have a theory about your mind. And because experiencing art is a process of trying to figure out what the artist wanted you to feel when you experienced their work, experiencing art also requires a theory of mind.
From time to time, I teach fiction writing workshops, and one of the lectures I always give is about how stories are a "fuggly hack":
It's very weird that storytellers can trick our brains into experiencing emotions based on empathy for "people" whom we know to be imaginary. Romeo and Juliet are made up, they never lived, they never died, and so, objectively speaking, their deaths are less tragic than the death of the yogurt you ate for breakfast. That yogurt was alive and now it's dead, after all. And yet, we weep for Romeo and Juliet.
Our automatic "theory of mind" processes create empathy for stuff even when we know that stuff is inanimate. But the purpose of narrative isn't getting you to experience empathy with an imaginary person. The purpose of narrative is to get you to experience that empathy so that you will feel something. In other words, the storyteller who describes a character who is swept away by the beauty of a sunset is trying to get you to feel "swept away" not "empathy for someone who is swept away."
There's lots of art that skips the step in which you are asked to first experience empathy for an imaginary person in order to arrive at some feeling. A lot of music, visual art, dance, and poetry seeks to evince that feeling in you directly.
When this works, it's profound. I think about this a lot in terms of built environments, specifically Disney themepark rides. When I started hanging around with Imagineers (the multidisciplinary artists who design and execute these rides), I noticed that they made frequent reference to the role of narrative storytelling in their ride designs, which was weird, because the very best Disney rides do not use narrative to evince a feeling.
Think of two Disney rides: Snow White's Enchanted Wish (1955); and The Little Mermaid: Ariel's Undersea Adventure (2011). In Snow White, riders follow a track through a series of animated vignettes with UV-fluorescing painted backdrops and an orchestral soundtrack. There are almost no words spoken in the soundtrack. The ride's vignettes recreate scenes from the 1937 animated film, but they don't make any attempt to explain the plot of the movie.
A rider who'd never seen Snow White and the Seven Dwarfs could not recount the plot of the movie to you. However, that rider could absolutely convey the emotional affect of every scene in the film. It is a near-perfect transmission of the feelings evinced by the movie, notwithstanding that it bypasses recounting the film's narrative.
By contrast, The Little Mermaid ride is what's sometimes pejoratively called a "book report ride." The scenes are full of dialog, and they explicitly re-create the storyline of the 1989 film. These scenes are well-executed, with lots of clever mechanical effects and skillfully painted and sculpted scenes and robots. A rider who never saw the film could give you a scene-by-scene breakdown of it – but they could not tell you about any of the emotional beats of the film. For all that the ride faithfully recreates the story of the film, it does so at the expense of the purpose of the film, the feeling the film is designed to evince from its audience.
As a novelist, I find it natural that someone trying to build a Little Mermaid ride would start from the premise that it should explicitly retell the story of the film. If you want an audience member to experience a feeling, narrative gives you the opportunity to explicitly describe the feeling you want the audience member to experience. You can situate a character on a lonely beach at sunset and tell the reader how that character feels.
The problem is that while this has an increased likelihood of being high-fidelity way of transmitting a feeling, it also has an increased likelihood of being a low-intensity way of conveying that feeling. When you tell someone about what's going on in another person's mind (including an imaginary person's mind), it doesn't fire up the theory-of-mind machine in the way that asking someone to infer the state of someone else's mind from implicit cues does.
This is why fiction writers are exhorted to "show, not tell." Dramatic, implicit evocations of an emotion are intrinsically more interesting than explicit statements about emotions. That's not to say that exposition can't evince an emotion – it can and does. It's just harder to do this with exposition than it is to do it with dramatization:
In his talk yesterday, Eno discussed abstract art, and the way that it evinces feelings in the viewer directly, without ever telling you what to feel. This is in keeping with much of Eno's own art (he recently told me that when he writes lyrics, he never uses the words "I," "me," "you," or "love").
In this theory I'm developing here, we could say that the more abstract a work is, the harder it is to evince a specific feeling with high fidelity, but the more likely it is that the feelings it does evince will be intensely felt. When your aesthetic sense resonates with a Henry Moore bronze or an Eno ambient track, the thrum is deep and strong.
Key to this theory is that it's about how hard it is for an artist to evince a feeling and how hard it is for the artist to make that feeling intense. Abstract art is more likely to be misunderstood (or not understood) than explicit narratives, but lots of abstract art is very well understood by people for whom it resonates. Explicit narratives are more likely to have a flatter affect than work that attempts to skewer your emotions directly, but plenty of explicit narratives make you feel the most profound emotions you're capable of feeling.
Imagine a 2×2 grid with "intensity" on one axis and "fidelity" on the other. It's easier to evince an intense feeling when you are more abstract, but it's harder to control what that feeling will be. These are works that operate on an implicit theory of mind ("I think I know what you'll feel when you see this"). It's easier to control the feeling you're evincing when you are more concrete, but it's harder to make that feeling an intense one ("I will tell you what someone else is feeling using this work").
None of this is to establish a hierarchy of art. As Eno says, the value of art is in whether it makes you feel something and what it makes you feel – not how that feeling is drawn forth. In What Art Does, Eno describes both art and science as an extension of our natural, in-born tendency to play. The difference is that we judge the success of science based on whether we can validate its conclusions, while we judge the success of art based on whether it excites us:
'Excitement' is to art as 'falsifiability' is to science.
(With thanks to Brian Eno.)
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog: