Nifty indeed.aubergine wrote:Regarding time line visualization, there's a nifty Mac app called Timeline 3D which makes putting linear timelines together pretty trivial. However, it doesn't facilitate (at least in the version I have) visual links between items on the timeline or "threads" that run throughout the timeline.
As for visualizing dynamic relationships and threading, I'm building a "Brain" for that. It can handle over million items and their relationships (btw, the "Brain" is cross-platform and can be exported in a variety of containers). Not something I would expect of any timeline or would even attempt in that type construct - at least not for something of this scope. This "Brain" is specific to the novel and while inclusive of the timeline's events, it will also go well beyond in dynamic relationships, the itersections of characters (major & minor) with one another as well with world events.
The expanded timeline will be one of essential highlights / milestones from which many more relationships can be infered (only a smattering, by comparison, will be declared) by those who are motivated to use their imagination to whatever creative ends - from stories to campaigns to mods... and so on. Any declared connections in the timeline will in truth be but a graphically manageable subset of the superset of undeclared possiblities, I think. By their very nature, timelines cannot be visually dense and thier specificity selective not exhaustive. Though I do think they can achieve the compressed power of poetic diction and thus for sure it will be generative which is where the enduring power of the expanded timeline will reside. To inspire to venture forth and mine for yourself the gold ingots from the superset of undeclared possibilities. That's the ticket for the real journey, I believe.
The organizing is a means to an end for me as much as it may be for others and that is creating in the WZ universe - whatever. That's both the motivation and payoff of vesting effort in the organizing structures. Without that there would be no reason or inclination to make that organizing effort. In my case up front it's story, an illustrated novel in particular. But from the same material I can see my self inspired to make game play stuff - mods, maps, CAMs, FMVs, new gfx, music, etc. However, I really cannot dissociate creation in any of the art disciplines from compelling story, compelling characters. Not even the most non literal, non representational art form - instrumental music.As for the overall organising, I think that is perhaps even more useful than the stories/art that it will result in. An organised and navigable plot will allow future generations to extend and elaborate, and should custom campaigns one day become easy to develop it will facilitate many interesting and interconnected campaigns.
When I listen to Debussy's "Afternoon of a Fawn" or "Snowflakes Dancing" or Aaron Copeland's "Rodeo" or Grofe's "Grand Canyon Suite"or Holtz's "The Planets" (to ref but a smattering) I cannot help but visualize a concrete narrative, usually with me the staring player.
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