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Printed from https://writing.com/main/newsletters/action/archives/id/10982
For Authors: September 22, 2021 Issue [#10982]




 This week: Patterns
  Edited by: Max Griffin šŸ³ļøā€šŸŒˆ Author IconMail Icon
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Table of Contents

1. About this Newsletter
2. A Word from our Sponsor
3. Letter from the Editor
4. Editor's Picks
5. A Word from Writing.Com
6. Ask & Answer
7. Removal instructions

About This Newsletter

We all have reasons to come to a place like Writing.Com. For me, it's always been you, the members. My life is richer for reading your stories. My writing is better for receiving your wisdom. Writing this column can't repay the debt I owe, but it's my way saying "Thank you," by sharing some of what I've learned. I hope you enjoy what I've got to offer.


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Letter from the editor

Once in a while, psychologists do interesting things--things that writers can use.

Bear with me, as I have a point to make about writing fiction.

The Gambling Task

The Iowa Gambling Task  Open in new Window. is a psychological experiment regarding ā€œgut feelings.ā€ The researcher presents the subject with a game of cards involving four virtual decks. The subject gets to draw cards from the decks, one at a time, in whatever order they wish. In the game, some of the cards award positive points and some negative. The playerā€™s score is tallied after each draw. The instructions to the subject are to maximize points.

The kicker to this game is that the decks are rigged. All of the decks have both positive and negative cards, but two of the decks result in better scores, at least in the long run. At the start of the experiment, the subjectsā€”people playing the gameā€”are unaware of any difference in the four decks. Eventually, however, they figure out the pattern, namely that two of the decks are better. As might be expected, once aware of the difference they then begin to choose accordingly. For most participants, this takes about forty draws.

Hereā€™s what makes this interesting. Most participants consciously figure this out after about forty draws, but statistical analysis shows that they start changing how they choose cards after as few as ten draws. In other words, they have a subconscious ā€œgut feelingā€ about the bias in the cards even before they are aware of it.

It gets even weirder. The psychologists wired the fingertips of the players to detect changes in galvanic skin responseā€”think ā€œlie detector.ā€ These detected physical changes as early as ten draws, well before the players were consciously aware of any bias. In other words, the subjective gut feeling involved a physical response, also before they were even aware of it.

There are other interesting features of this test. For example, people with certain kinds of brain damage that impair empathy and the ability to make moral judgements tended to not show the galvanic response and to take longer to figure out the bias. Even more peculiar, such people tended to continue to choose the decks with lower payoff despite knowing the outcomes would be worse.

Patterns and Fiction

Now youā€™re probably wondering what an obscure psychological experiment has to do with writing. Well, the relevant point from this experiment is that patterns influence people, and that the influence happens even when the people are not consciously aware of the pattern.

Itā€™s not just that there is merit to ā€œgut feelings.ā€ There is merit in using patterns in our fiction because they induce gut feelings in the reader even when the reader is unaware of the pattern.

What kinds of patterns? Well, any kind.

Thereā€™s the famous ā€œrule of three.ā€ Suppose, for example, at the climax of your romance novel the protagonist must choose between her career and her lover. Since itā€™s a romance, the happily-ever-after ending requires her lover wins. But if, prior to the climax, she has twice before had to choose between her career and someone she cared about, and if she has chosen career, now weā€™ve upped the tension. The prior choices suggest a pattern and an expectation, even if the readers donā€™t consciously make the connection.

Then thereā€™s plot. The whole idea of a ā€œbeginning, a middle, and an endā€ dates to Aristotleā€™s Poetics. The three-act play is another pervasive pattern in literature. Billy Wilder reportedly said that this structure consisted of ā€œin the first act of a story you put your character up in a tree and the second act you set the tree on fire and then in the third you get him down.ā€ Countless stories follow this pattern. Think of the typical half-hour TV show, with the acts neatly sandwiched between commercial breaks.

Joseph Campbellā€™s Heroā€™s Journey is an elaboration on the three-act play, made famous by George Lucas in Star Wars. But countless movies and novels use this patternā€”from The Magnificent Seven to Huckleberry Finn.

Of course, archetypes exploit cultural patterns. Boris Badunov (Boris Godunov) and Natasha Fatale (femme fatale) were the archetypical bad guys in The Adventures of Rocky and Bullwinkle, even though the target audience of pre-teens probably never heard of either prototype. They didnā€™t need to be aware of the basis since the archetypes themselves are already pervasive in our culture.

Cadence and the sound of words create patterns and expectationsā€”consider, just for one of countless examples, The Raven. Setting also sets expectations, especially if elements of a setting repeat. The same goes for sounds. If the rolling thunder of a motorcycle plays a roll in the middle of your story, putting a similar sound at the beginning and end can help unify the parts, even if most readers wonā€™t even think about it.

You get the idea. Itā€™s worth your while to put patterns in your stories. It helps you as you think through whatā€™s important and whatā€™s not. It helps you to unify your story and to tie things together. It helps to add tension and structure. It does all of these things, even if most readers never overtly notice the reference.


Editor's Picks

Some of this month's stories are a little dark. Unsettling but effective. Read with caution.

"Gone Too Far"  Open in new Window. by Jim Hall Author Icon
"Darker Than Dark"  Open in new Window. by ą“¦Ę–Ļ…Ņ½įƒ§Ņ½Ź šŸ¤ Author Icon
"Invalid Item"  Open in new Window. by A Guest Visitor
"Demons Ago"  Open in new Window. by Kotaro Author Icon
"I Still Miss Someone"  Open in new Window. by L_P Author Icon
"Cookout"  Open in new Window. by Robert Waltz Author Icon
"The Operation"  Open in new Window. by L_P Author Icon

 
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Ask & Answer

Some patterns are so pervasive they become tropes,  Open in new Window. like teens at summer camp (the endless Jason movies) or moving into a haunted house.(Amityville Horror, et al.). What's a trope from your favorite genre?

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