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Gentrification and the Fighting Game Community

Analyze the path the Fighting Game Community has taken and how its path towards more mainstream "Esports" appeal may be pulling it further from its roots. Look at how the origins of Fighting Games, which until about 2009 were competitively played primarily in arcades, separated them from other competitive fighting games primarily played online. Look at how the economic factors required to play online games in the early 2000s vs the quarters required to play in an arcade created two separate groups. Look at how attempts to court sponsors to major FGC events could be seen as disrespectful to its roots. The racial undertones of Evo's "No Thuggery" rule.

  • Great concept! You might have this already in mind, but I'd recommend highlighting the tipping point where fast online connections turned regional gaming competitions into world competitions, perhaps where people from foreign cultures finally had access to sponsored gaming competitions in the US. That moment when gaming blows up on a global scale is an exciting moment for the origin of fighting games. – Nate Océan 8 years ago
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Are podcasts changing how we talk about serious problems

Podcasts are becoming more and more popular, and many are hosted by comedians, even though their show's topics range from murder to history. Is this candid, improvised, and comedic take on these more serious topics changing the way that we discuss them or even deal with them in our daily lives?

  • Is this focused solely on podcasts by comedians? Might be helpful to draw a contrast between the followers of a podcast like OnBeing vs those who follow a podcast from a comedian, and how we get different consumers to relate to the same news (like CNN vs The Daily Show) by packaging and presenting it differently (like traditional news vs comedy). – Nate Océan 8 years ago
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  • I think drawing a contrast like that would be really interesting, both types of show generate conversation, but I think they change perception and how we interact with the facts presented. That seems like a great take on this – boldlygone 7 years ago
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The Focus of Pokemon Games

The Pokémon franchise has captivated audiences worldwide from generation to generation. But what is it about Pokémon that has captivated the people for all these years? Is it the characters within the game, the story plot, the setting, or the phrase "gotta catch 'em all"? Each Pokémon game consisted on having a focus ( a representation on what the game is about). Analyze each game of Pokémon and discuss what these games are talking about.

  • Interesting topic! Perhaps it's the desire for young people (or anyone of any age, really) to travel and adventure. I know more than a handful of people with wanderlust. And to top it all off, there's success as a champion at the end. – ChristinaGilbert 8 years ago
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  • I would also consider how Game Freak balances the popular appeal of Pokemon with the international competitive battling community. They need to have cute and cool Pokemon that are fun to use in the story, and they also need to energize and maintain a diverse meta-game. – bshoalz 8 years ago
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  • Maybe a large part of the charm of the games comes from the manga and animation. – yigu8115 7 years ago
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  • Pokemon is always an interesting topic to tackle. I'd say, when attempting to answer the question of why Pokemon has such a massive appeal, you will need to take pretty much everything you can think of into consideration. Not just the games themselves and their stories, but the art styles they incorporate, the human desire for collecting and completion, and of course Pokemon as a franchise, and how it has been marketed throughout the years. – Yanni 7 years ago
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The Appeal of Harry Potter

Harry Potter continues to be an endearing franchise. What thematic elements make it so loved years after the books and films have been completed?

  • I think it has to do a lot with the fact that the books were famous before it became a movie and the kids who grew up reading those books are now adults and thus, they encouraged their younger siblings to take interest in the movies and read the book. Not to mention that some of us read the books as adults, (like me) and encouraged our children to take an interest in the franchise (both in books and movies). (at least that is what I did). – Nilab Ferozan 8 years ago
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  • I have see how popular the topic is on the Artifice itself. – Munjeera 8 years ago
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  • This would be a super read! I think it's important to consider the books and the films as separate entities , but also compare their success at some point in the article – LilyaRider 8 years ago
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  • Harry Potter has this certain nostalgic appeal that leads to people feeling a connection with the series, and the desire to pass it on to younger traditions. Aside from fantasy, the series deals with issues of friendship, loss, families, hope, struggles, etc., which allows for a multitude of viewership. Due to these numerous facets, this series has the ability to reach readers/viewers in at least one area of human emotion. – danielle577 8 years ago
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  • It's the characters. There are so many characters or parts of characters that each of us can identify with or want to be. I started to read these books as a teenager, and yet older than the targeted audience. I wanted to get my letter telling me I was a wizard (or witch) and would be swept away into this magical world that exists alongside of our muggle world. Even as an adult it is wonderful to believe that somewhere there is magic or this alternate world that could exist. The core story of love and friendship endures past the books and films. And even as I re-read the series I laugh and cry at the same moments that I read in the first reading. And am sad when it's all over that I need to re-read and re-watch. It's one that shall continue to endure. – therachelralph 8 years ago
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  • I agree that it's the characters because the characters are thought out to such an extent and written in such detail that they can easily be imagined as real people instead of just imaginary people from a book. They also cover a wide range of types of people and do not stick to hard stereotypes. The good characters have flaws. The bad characters have good somewhere inside them or backstories explaining why they are how they are. The booksmart Hermione doesn't always have the answer and brought new depth to the 'nerd' and 'bookworm' characters. All the characters have an amazing depth to them that is actually surprising considering just how many characters there are. Even small characters that you hardly see or ones that didn't even make it into the movies have complete characters. None are hollow characters just there for the furthering of the plot, instead being fully-formed people. I would say that the characters are the main reason the series remains relevant. The magic doesn't hurt though. Essentially, the series creates a world perfect for the imagination of all ages to explore and young fans just get to know the world and the characters in new and deeper ways as they get older. It doesn't just fade away and get forgotten because there's always more to experience and enjoy. – AnisaCowan 8 years ago
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  • It's the appeal of the alternative reality: this rich and amazing world that is just around the corner, if only we know how to look for it. I'd also say it was how well Rowling constructed her universe and how rich and detailed it is. Just the care she put into naming her characters, it reminds me of Tolkien. I think another part of the appeal is that we can all imagine ourselves in that world. If not as students, then as teachers or at least as a denizen. In that respect, it reminds me of Star Trek. – LisaDee 8 years ago
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  • Someone please formulate what Rowling did. I need the money. – Tigey 8 years ago
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  • Many people have mentioned the characters and I agree that is a huge part of it. JKR has called them "character-driven" books and after reading that quote I was immediately like, oh, yeah. It got me thinking. Technically all books are driven by the actions of characters, but some plots don't require you to know the characters on a personal level to be entertaining. JKR takes character to a whole new level; as people have said, it's like you know them (not just the main characters--almost all of them) and could predict what they would do in any situation. And her dialogue is fun, witty, and personal to each of her characters. It makes her writing more fun and truly exceptional, and the story so much more dimensional than the plot of defeating Voldemort. That goes along with the idea of world creation. I hate comparing HP to things like Twilight and The Hunger Games because it blows them out of the water from a writing, literary, and overall goodness standpoint. But a comparison serves to make my point--Stephanie Meyer and Suzanne Collins created worlds within or in the future of our world. They added new rules and created some creatures, devices, and spaces that are purely the products of imagination. But J.K. Rowling created a Wizarding world that, while occasionally intersecting with the muggle world, is a space all it's own. She doesn't even rely on the existence of technology. She invented hundreds of spells, animals, laws, backstories, places, histories. It's mind-blowing. – katybherman 8 years ago
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  • J.K. Rowlings Harry Potter series helped change my life as a child. Being of the Harry Potter generation I grew up reading the books, waiting in lines at midnight to get the books and skipping school the next day to barricade myself in my room to read it in its entirety as soon as possible. J.K. Rowlings taught me lessons about hardship, friendship, bullying and life with her stories, for that, I will be forever grateful. Literature to me is going on an adventure. No matter the genre, fiction or non–though I am partial to fiction. By opening the pages of a book we can be transported into a new world, learning and living through characters in the world created. We study and write about it for many different reasons, some to learn, others to simply enjoy. Literature has no bounds, it is not limited by the past, present or the future. It's the relatability of the characters and their progression through growing up learning about, life, love/lust, friendship, bully, and loss that allow us to connect with them, breath with them and even grieve with them. The world of Harry Potter is so much more than one boy with a scar on his forehead or simply words on a page. – RoyalBibliophile 8 years ago
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  • Check out Sarah's recent post, pending approval, as it addresses Harry and enduring popularity. – Paul A. Crutcher 8 years ago
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Exploring the concept of time in Tarkovsky's films.

Analyse the passing of time and how it is depicted in Tarkovsky's films. How is the concept of time relevant to the overall poetry of the work?

  • Great topic! This probably goes without saying, but whoever tries to tackle this should definitely read Sculpting in Time. He shares a lot of great insights in there, and it really changes the way you experience the films. – ProtoCanon 8 years ago
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In the run up to mothers day (UK) who are some of the best movie mothers.

In the run up to mothers day what better way to prepare than by reconnecting with some of our favourite movie mothers who have had an influence on use as much as our real relatives. From Maria in the sound of music to 'the cool mum' Mrs. George in mean girls who are some of your favourite movie mums?

  • Could this be expanded to TV moms as well? I can think of several, from Clair Huxtable and Hariette Winslow (Cosby Show, Family Matters) to Lorelai Gilmore (Gilmore Girls) and Annie Camden (7th Heaven). Some favorite movie moms of mine are Eudora (Tiana's mom from The Princess and the Frog), Vianne (Chocolat), Helen Harris (Raising Helen), and the moms from The Joy Luck Club. – Stephanie M. 8 years ago
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  • The mom from The Wonder Years is also a good pick for TV. In movies I would pick the mom from Queen of Katwe, mom of chess champ who struggles with giving the best to her genius daughter. – Munjeera 8 years ago
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The Evolution of the Horror Genre in Video Games

"Horror" has become a rather subjective term nowadays in that people define it differently and recognize certain qualities of a horror game differently. What is it about certain horror games and/or horror franchises that makes them so successful and so appealing? Is it atmosphere? Is it the amount of jump scares? Is it audio? Is it all of these things combined? Analyze the way the horror game has evolved over the past few decades.

The writer may want to consider (but is certainly not limited to, or required to consider) notable franchises and games such as the Silent Hill franchise, the Resident Evil franchise, Doom, Alan Wake, Five Nights at Freddy's, Amnesia, Until Dawn, Outlast, and/or Dead Space. What is it about these games that makes them so successful in the horror genre? How thin is the line between horror and just plain silly or ridiculous? Lastly, how might publishers prevent recycling and rehashing the same horror tropes when making a new horror game?

  • Amnesia: The Dark Descent would be great to talk about here because it's been deemed one of the scariest games ever by many, so much so that SOMA, it's successor, was deemed not as scary. I disagree with that because SOMA is mature, brilliant, tension-fueled sci fi horror. (Maybe the genre crossovers like sci fi horror could be a point to bring up? Dead Space, SOMA, Alien: Isolation, etc.) But Amnesia definitely had an influence on horror games. I also think the way Frictional Games changed from Amnesia to SOMA, from frights to existential dread, is something to talk about because it deals with the way horror has changed and is received by an audience. (The reaction that a game is not "scary" without jumpscares and many chase sequences, much like how movies like The Witch are received...) On a smaller note, there's the third person (Silent Hill) and then the now ubiquitous first person POV. I could go on, haha. – Emily Deibler 8 years ago
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  • I've never actually had the guts to play horror games, so I'm very interested in reading this once someone takes it (if someone takes it!). The closest I've ever gotten to horror is F.E.A.R. and Bioshock, neither of which are that bad. – Christina Legler 8 years ago
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  • About F.E.A.R and BioShock, and also Doom, it's possible their accessibility can be discussed when talking about cross-genre horror games, and how the action shooter element may make the horror less alienating for a player who doesn't enjoy horror games without some genre-crossing. Some may be more open if they, say, like fantasy and sci-fi, and the horror is dark fantasy or sci-fi/cosmic horror rather than "plain" horror. – Emily Deibler 8 years ago
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  • That's a really good point! For me personally, I enjoy things with dark elements and the macabre, and Bioshock felt like that for me...which is what made the jump scares and occasionally creepy/horrific parts less traumatic for me. Lol. F.E.A.R. is interesting because, like you said, it's more of a cross-genre game. Parts of the game focus on the creepy horror elements, whereas other parts seem to be strictly FPS (if I remember correctly...I haven't played that game in years). There is a nice balance in there that makes it bearable. On the other hand, something like P.T. (which I didn't have the nerves to play...I only ended up watching walkthroughs on Youtube) terrifies me because of the atmosphere and the constant sense of inescapable dread, since you don't know what will happen or when it will happen because the AI is so advanced. – Christina Legler 8 years ago
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  • I was pretty freaked out by the first BioShock, despite being a horror fan. The Splicers were pretty scary, and I have this fear of the ocean. And P.T. is terrifying. It definitely feels confined--and many horror games like P.T., Amnesia, SOMA, and Layers of Fear have no shoot/fight option. In some, you can run and hide, but if it's like P.T., it's just a hallway. There's nowhere to go. And the unpredictability of the A.I. definitely enhances the terror. – Emily Deibler 8 years ago
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  • I love horror games. I think the genre is so broad because you have action-horror games that have many jump-scares and monsters, but you also have games that focus more on the atmosphere and narrative to create the horror aspect. It is very interesting. I hope somebody picks up this topic. – Lexzie 8 years ago
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  • Explore the difference between RPGs and Literature as the first-person narrative is you in a much more explicit way than the "you seeing through someone else's eyes" of novels. Horror is such an engaging gaming genre not because of the individual elements but because of the user's experience in dabbling in adrenaline and conjuring real and lasting images in the user's mind. You have the safety of playing from your living room, but it feels instead like you've invited the horror into that living room, rather than stay removed form it. If we want to pick apart the elements, the ever-evolving graphics, acute plot writing, dark visuals, swelling and eerie original compositions are all contributing factors, but it's the reward of the cinematic, particularly the jolt in transitioning from "how do I react/escape from this once I regain control" and are thrust back into the game post-cinematic. Those cutaway scenes have developed in ways that contribute instrumentally to the user experience. – PiperCJ 8 years ago
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  • Great topic! – alexledonne 8 years ago
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The Constant Quest For Immortality

In 1818, the theme of immortality was considered by novelist Mary Shelley. Today, science has nurtured the desire to prolong life, with Cryonics. In between, the film industry thrives on the possibility of advanced human existence. From the earliest civilizations, the theme of longevity has been pursued and immortalized in monumental structures, lore, and ritual. A variety of human achievements can be traced from these contributions to reveal a long-standing preoccupation with thwarting the inevitable termination of life.

  • I just was rereading Frankenstein! It is an amazing piece of writing and the themes of the story translate incredibly well to discussion about modern science and technology as they related to life and death. I would love to see some dive deep into this topic, it would make for an exciting and fascinating article. – SeanGadus 8 years ago
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  • Already written, just waiting for more audience reaction, and for the Pending Review to open the gate, so to speak. Be on the look out, it won't disappoint, lots of food for though. – lofreire 8 years ago
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  • This is one of the broadest topics I've come across. So fascinating, because you could apply it to a whole hosts of works - but where would it end? (no pun intended!) – Luke Stephenson 8 years ago
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Can You Teach Someone How To Become a Writer?

I have recently been faced with this question and I find that my response is not as black and white as I had originally supposed. Yes, you can teach someone the fundamental aspects of writing: thesis, introductory paragraph, syntax, diction, body paragraphs, topic sentences per paragraph, and a conclusion. But what about teaching someone to think like a writer? The love/hate relationship with writing that leaves one elated or deflated? Do you believe being a good writer is an innate gift, or something that can solely be taught? I do understand that some people need to be pushed to realize they do have the gift for writing, but what if it is not there, can it be induced?

  • As with any subject you can't teach someone who doesn't want to learn. You can teach someone how to achieve the goals of their writing. I think this idea of a good writer is an idea that has to be revisited in light of medium. Certain platforms are more conducive to various types of writing. I favor helping someone to develop their unique voice. Just like speaking and any form of communication, it is important to reach the audience that you want to reach. When rap first came on the scene, critics did not consider it to be music. Now it is accepted worldwide. Going back even further Beethoven's work was considered to be a cacophony, Picasso underappreciated etc. Digital communication has changed the status quo on traditional rules of writing. I think there are three basic guidelines for effective writing: Who is your audience and does your piece reach them in an authentic and meaningful way? Are your ideas strong and expressed effectively? Have you remained true to your voice? I recognize that sometimes people feel frustrated with editing errors but writing should be done with heart and while writing conventions can be taught, I think that transmission of ideas are the most important part of communication. Generating ideas can happen when people research their topic thoroughly and gain knowledge by examining all sides of an issue or genre. It is like movie making. When you look at a movie like While You Were Sleeping, it is a pretty conventional rom-com. But it was a hit because all the conventions were well played. It is bringing the writing conventions together with great ideas that make for effective written communication. – Munjeera 8 years ago
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  • Good to whom? I love Vonnegut and shake my head when I see Catch 22, which I despise, recommended for Vonnegut lovers. I love Bob Dylan's writing and roll my eyes when someone brings up Jim Morrison as a poet. I'm intrigued by John Calvin's views on predestination, but laugh when Oliver Stone "implies" - well, what word do I use for that heavy-handed hack? - the fatalism of Nixon's paranoid megalomania through flashing microscopic cells on screen. One man's meat is another man's organically-fed vegan pet. – Tigey 8 years ago
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  • In all honesty, I did NOT want to use the word "good," but if I didn't, I felt as though people would just focus on the fundamentals of writing, and then think if course this could be taught. – danielle577 8 years ago
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  • Sounds good. – Tigey 8 years ago
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  • There are whole books dedicated to this notion. Academics like Peter Elbow and Stephanie Vanderslice have committed large chunks of their career to exploring this thought. I don't know that a single web article can give this subject the attention it needs. See Elbow's "Anyone Can Write" or Vanderslice's "Rethinking Creative Writing." – Tarben 8 years ago
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  • Danielle, You pose a timely question. If you put it in the context of what challenges writer face today and what advantages are present due to online writing I think you may have a topic someone will pick up on as a compare/contrast piece. I find writing today much more enjoyable as I can reach a large audience, in real time and it is not impossible to get published. I also try to have a fun voice, academic voice and a persuasive voice depending on who I want to reach. Let me know what you think. – Munjeera 8 years ago
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  • While I don't know how the writing experience can be taught, I think a good source for showing aspiring writers what works and what doesn't would be the book "How NOT To Write A Novel," which humorously gives examples of bad writing - from poor grammar to inappropriate use of certain tropes in fiction - and explains why they're bad. Awareness of what doesn't work could be an excellent tool for bettering a writer's work, even if they feel they have no talent. Even if the writing is nonfiction, writers could still benefit from some of the advice the book has to offer (such as "don't use words you don't know the definition of," "Don't be repetitive," etc.). Sometimes common sense isn't all that common. – PressXToNotDie 8 years ago
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  • I do think with effective work and communication teaching writing styles can get better and more efficient for new writers. – sadafqur 8 years ago
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  • Teaching someone the framework to write with is the easy part. Teaching someone to express themselves effectively? I think not. Perhaps they teach themselves as they go along, practicing the act and acquiring the skill. – nwh52 8 years ago
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  • I think everyone can write. But, it really comes down to whether people want to stick with it. Like all things in life, some people are just don't match with certain things. However, I do think that writing is one of those things that people convince themselves that they can't do. It takes dedication and time to learn writing as a craft. Outside of the just grammar, I think we can encourage people to be open to writing and foster an environment that allows them to find their own desires to write, but I think that's about it. – eugeneleec 8 years ago
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  • Not to be over the top, but I think you'd have to question what it means to be a writer. You can teach someone how to write, sure. You can teach them how to write stories, articles, screenplays, etc. However, I feel like that just makes them someone who writes, not a writer. Writers want to express themselves and you cant teach someone to want to express themselves through writing. – elisetheastronaut 8 years ago
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  • There are so many ways in which one can be a writer. Anyone can learn to write well. For some, writing is not difficult to grasp. Others have a harder time with it. Then there are those with a special gift or an innate need to write. For me, writing is survival. – ajforrester75 8 years ago
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  • Thinking like a writer can totally be taught. I learned. Before I was taught I just looked at the story to determine if a book was good. Since I learned how to think like a writer, I've started to look at the craft of the writing even more than the story. The elements of writing can be taught, but I do not think the artistry can. – good1bl 8 years ago
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  • I believe a talented writer is someone who have loved writing for many years. It takes alot of skill and imagination to become a writer and it can be taught but to be a unique skilled writer you need prior experience. – bdh202 8 years ago
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The Implications of Carrie Fisher's Death in the Star Wars Franchise

After the passing of its iconic and lovable star Carrie Fisher, the makers of Star Wars have reached a standstill about how to respectfully write out her character of Princess Leia. Consider the ethical, technological, and creative methods by which Fisher's memory can be served in a series built on a foundation of visual breakthroughs in film.

  • This will be huge for Episode 9, as Carrie Fisher supposedly finished her scenes for Episode 8. This article will be relevant for a few years! – SeanGadus 8 years ago
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  • You might also look to The Fast and Furious franchise and how they responded to Paul Walker's death. They ended up using his brother as a CGI stand-in to finish some sections of the film he never was able to finish. – Nate Océan 8 years ago
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  • Mustn't forget Heath Ledger who finished filming his performance as the Joker in The Dark Knight (2008) . He died while the The Dark Knight was being editing and during filming of his last role in The Imaginarium of Doctor Parnassus (2009). Although his untimely death garnered criticism over the unfettered promotion of the Batman film, Ledger received many posthumous accolades for his critically acclaimed film performances. Wouldn't be fair to fans either, only days away from completing The Crow (1994), Brandon Lee died on the set after being shot by a faulty prop gun that fired the tip of a dummy round left accidentally lodged in the chamber. The film was completed by script re-writing, CGI, and stunt doubles. It was released one year after Lee's death to critical and commercial success, unlike Ledger's fallout. The Crow (1994), based on the 1989 comic book series, is now considered a cult classic. Brandon's death only added to the mystique surrounding his father's equally jarring demise, martial artist Bruce Lee. – L:Freire 6 years ago
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Feminism in Video Games

Are video games getting better or worse at depicting women? What should they do to change it? How can they find a balance?

  • I don't have a lot of knowledge on this subject because of my limited experience with video games, but I think it could make for an interesting article. The first female characters that come to mind are the tough warrior types (female knights in medieval fantasy games) or, on the other hand, the overtly sexual types (such as Cortana in the Halo series). This article would need many examples to form a complete argument. – AlexanderLee 8 years ago
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  • There's also the tropes of the damsel-in-distress (re: plot device) or the naive/innocent girls who are really there to be love interests (or to be killed off to spur the protagonist onward in his journey). I think the topic might be difficult when considering the amount of female representation across many genres of games. It might help to narrow it down to specific genres or even specific series, or high-selling games with notable female characters. You can even discuss the seeming absence of female characters in certain games. – Karen 8 years ago
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  • Could you suggest some thought-provoking video games that could compliment the topic? Some suggestions with a strong female protagonist or sidekick could be helpful. The only one I can think of now is Bioshock Infinite with Elizabeth as the sidekick. Other than that, I think this is a promising topic. – AbeRamirez 8 years ago
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  • I would suggest looking into Elizabeth from Bioshock Infinite and the damsel in distress trope and how it confirms and breaks from this trope. Also, you might possibly examine Ellie from the Last of Us. She is a very interesting female character. – SeanGadus 8 years ago
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  • At least people aren't hating on what they did with Mei in overwatch – TBNRronic 8 years ago
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  • In my recent experience I have had the choice to be male or female in many games. In some games, it makes more sense to be male but in other if you were anything but female you would lose. Logically, it no longer makes sense to have just one gender and big companies are seeing that. – Angel1014 8 years ago
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  • Better in some, worse in others – ZekeAnthony 7 years ago
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Best Launch Titles In Video Games

It is always exciting when a console or handheld device launches! But there isn't always great games to play day 1 when a system comes out. With the Nintendo Switch and The Legend of Zelda: Breath of the Wild launching tomorrow (Zelda is receiving rave reviews from a variety of critics), what are some of the best launch games (on any consoles/handheld) in history?

  • Note, after playing Breath of the wild for a day, I think it should be high on this list... – SeanGadus 8 years ago
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  • Great topic, it should also be noted the impact of these launch titles on their respective console. – shynspears 8 years ago
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  • Be sure to go more in-depth with how these launch titles helped the consoles they came out for. – BMartin43 7 years ago
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  • Or how the console highlighted its features. For example: Super Mario 64 and the analog stick and 3D gaming. – SeanGadus 7 years ago
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Race Relations in Comedy

Analyze the way racial stereotypes are utilized in comedic settings such as Chappelle's Show. Are racial stereotypes permissible when used for comedic effect, and perpetrated by members of the race being stereotyped? Do these representations bring light to social justice issues, or further engrain harmful thought patterns? Is is possible to do both?

  • Interesting and very relevant topic. However, I think a more fruitful approach would be to look at both sides of the spectrum. We live in a society that has become very attuned and sensitive when it comes to comedy/jokes surrounding race, language, gender, and sexuality. There's actually a lot of excellenty articles examining how comedy (especially the standup variety) is dying because people simply cannot "take a joke". If you're going to pursue this topic I would urge you to look at both these spectrums and see if a happy medium can be found, or if one will have to concede to the other in order for the genre to survive. You could even extend beyond the Chappelle's Show to comedic forms in writing, etc. – Mela 8 years ago
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  • Historically, comedy has always had racial undertones. Telling a joke at another's expense is nothing new. Neither is intolerance. What is new is the backlash comedians face when an audience perceives they have crossed the line. People can get on social media and the comedian can be ostracized. That being said, I think you have posed your questions well. "Can joking about stereotypes actually perpetuate the stereotypes?" Great thought provoking question. Comedians of colour such as Chris Rock and Russell Peters have answered these questions in interviews and would be worth taking a look at for this article. – Munjeera 8 years ago
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Movies to TV: What caused the shift?

Whether it's True Detective, Fargo, Mad Men, Boardwalk Empire, Stranger Things, etc. there has been a strong shift of interest from movies to TV. TV shows now have high production levels that mimic large-scale movies in both aesthetics and tone. TV is perhaps taken more seriously now than ever before. Does this have to do with ease of access? With services such as Netflix, viewers can binge-watch entire seasons if they want to. There is also the bankable element of episodic teasing out of narrative compared to the contained narratives of movies. Are TV shows taking more risks? Orange is the New Black and Stranger Things cast mostly unfamiliar faces yet Netflix is also responsible for reboots of familiar shows as with Fuller House and the upcoming Gilmore Girls. Even actors have shown greater interest in moving to TV, which was once seen as lesser than being a film star. Or is something else at work here? Can films make a comeback from this and how?

  • Good topic! In terms of what caused the shift it seems like part of it is economics. Tentpole movies these days are supposed to have boxoffice appeal across the world—which is one of the main reasons most of them have low-IQ CGI action sequences that seem almost endless. TV shows, in contrast, can appeal to niche audiences and go for awards, which means prestige television tends to be more character-driven and thought-provoking. Since economics is driving this, at least to some degree, my guess is that it can't be reversed. – Ben Hufbauer 8 years ago
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  • You're right! I don't know how I forgot to mention that aspect of it. Yes, movies nowadays are more keen to appeal to a global audience (especially China at the moment). That's also why big budget, CGI action movies such as those with universally recognizable superheroes became very popular. With exciting action sequences, as you mention, it also minimizes any problems in terms of language/cultural barriers. Thank you for the note! – aprosaicpintofpisces 8 years ago
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  • I think it is a mixture of things that has resulted in a decline in movie attendance and the rise in television viewers. 1. Ticket prices. People turn away from cinemas because of the cost of not only admission but concession items. Also, perhaps people do not find it as necessary as they once did to rush to the cinema to watch a new movie. 2. The accessibility to premiere television programming from HBO and others. Whether it is through streaming providers or through pirating, perhaps people enjoy the comfort of their own home when watching movies or television. 3. The most interesting analysis could be that the mini-series format that alot of television shows incorporate now is indeed a better way to tell a narrative than to squish the story into a 2 hour time limit. – Jeffrey Cook 8 years ago
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  • The above commenters pretty much covered why there's been a shift to tv shows. I just wanted to add that tv shows give directors more time to cover stories, and they can flesh out their plots too since movies have a limited time frame. – seouljustice 8 years ago
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  • I think its people's hunger for character development and relatability. We are living in difficult times and its hard to share or talk about experiences and having someone understand us. That's what TV is for. We like to feel like we can relate to characters, and we like to see their stories unfold and see them grow for better or for worse, while learning from them at the same time. It is a new form of growth for these modern times, but society hasn't fully grasped that concept. – jcastro4 8 years ago
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  • I've read that some actors prefer to work on TV series because it allows them to develop more their characters. And now that we have shows like Game of Thrones, House of Cards, etc. that are like movies, and have attached directors like David Fincher in House of Cards, and the recently announced TV series that Alejandro G. Iñarritu will be making with Emmanuel Lubezki. The line that differentiates TV from Film production has become harder to draw. With the big studios producing just sequels to superhero movies, TV has become the place to find original content and allows filmmakers to experiment with pilots before investing millions of dollars. – arturoandre 8 years ago
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  • Great observations. I have also noticed that although people are still going out to the theaters and appreciating movies, TV seems to be the go to for a casual evening at home. I think it's because now television is broaching more adult topics, like you said. In the past TV was the one place where things were censored, or created with family friendly intentions. Nowadays because of the new technique of showcasing intense and emotional moments, people find tv just as riveting as a major motion picture. Orange is the New Black is a great example of this. The subject of the show itself, a women's prison, is relatively controversial to start and the creators even took it to the next level by adding powerful character dynamics that resemble real life. Hollywood could actually learn a thing or two from the emotional resonance new television enraptures the world with. The Walking Dead is about zombies but it's easily one of the most moving shows of the last decade. At least, the first four seasons were. Movies are great because they have an entire storyline in only one to three hours. Maybe because the shows have more airtime they can explore more in depth topics. This may also affect why people have become more interested. Because the good shows have more runtime, thus the viewer can get more comfortable in their experience and enjoy having a lot of quality television to watch. Sometimes we even 'binge watch' tv for hours, even an entire day, because the quality of the show is so good. There are very few movies that have this effect; that they are worthy of wasting an entire day watching them. Lord of the Rings is binge watchable. However, the quote really usually only refers to the nonstop viewing of a tv series. If a show can capture a person's attention that long, most of these shows have adult topics, it's no wonder there's been a shift in favor towards television. Movies will always be loved though. You can't watch TV at a theater. – animerose 8 years ago
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  • Great points made. I think that its definitely a mixture of a lot of things. A good thing to find would be statistics especially from streaming services. It would give great insight into this interesting observation. – vivientopalovic 7 years ago
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Amadeus and the Mark of Cain

Juxtapose the Biblical story of Cain and Abel with Milos Forman's film Amadeus. Posit that the relationship between Salieri and Mozart mirrors the relationship between Cain and Abel.

Salieri perceives that God has betrayed his faith by granting more talent to Mozart, similar to the ways in which Cain feels that God has given Abel the upper hand. While Mozart's cause of death was not murder, Salieri repeatedly expresses a desire to kill him. Salieri also spends so much time manipulating Mozart, while Mozart spends most of his time composing; similar to the work ethic of Cain and Abel.

At the end of the film, Salieri attempts to play God by "absolving" himself and his fellow psych ward inmates, much like Cain tries to play God by taking away a life.

  • Sorry I didn't mean to mark that as fixed, I just wanted to thank you for the note. I thought I was so witty and original for thinking of this! In all honesty, I'd much rather explore a different topic based on this recent discovery. But I'm glad you told me about this research. I'm reading the article now! – DrownSoda 8 years ago
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  • Unfortunately, I haven't seen Amadeus, but this makes me want to check it out. :) – Stephanie M. 8 years ago
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  • Genius! You have a talent for seeing connections. – Munjeera 8 years ago
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Portrayals of Omnipotence and Ascension in Japanese Animation

Princess Mononoke (Miyazaki), Paprika (Kon) and Akira (Otomo) were landmark films in the development of Japanese animation in the late 1900s and early 2000s. Otomo's magnum opus has had an unprecedented impact on science fiction. Miyazaki's groundbreaking work established his reputation as Japan's most skilled animator. Kon's film, on the other hand, is a showcase of his inimitable style paired with his excellent editing, detailed in a video by Every Frame a Painting.

(Spoiler Alert)
All three sport a familiar plot device that kicks in in the third act: the presence of an omnipotent being, though not quite fitting entirely in the definition. The three films end with the presence and emergence of a godlike figure-in PM, the Forest Spirit, in Paprika, the chairman and eventually Chiba/Paprika herself, and in Akira, the eponymous character. Personally, i found these three films (both because of their similarity in portrayals of omnipotence yet varying style, as well as the proximity of their releases) as good examples of a possible investigation into Japan's preoccupation with omnipotent and powerful beings (most involve a kind of ascension, a veil that is passed through, a barrier crossed). Perhaps one could go further into analyzing Japan's postwar cultural booms and how they eventually culminated in such films.

  • Hey thanks for the revision! Actually i did consider putting in under the anime category, but i wasn't entirely sure if it was strictly anime. The anime section and i suppose, by extension, the definition of anime itself is pretty widely contested, but i came to understand anime as more than just Japanese animation but the smaller subset of serialized animation within the larger sphere. I assumed "anime" to be long-form, that is, a series of episodes (ranging from 10-40) a season as opposed to Film, which i thought fit my bill of examples better. Hopefully someone more educated than me on such definitions could help clarify. – Matchbox 8 years ago
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Economic analysis of early-access and preordering games

Analyze the steady push of AAA developers to offer "early-access" to an unfinished game, the economics of pre-release hype and how it can immensely help the numbers of a sub-par game (see: No Man's Sky), and the disturbing trend of releasing a game whether it's finished or not–only to release the rest of the game as expensive DLC (Star Wars Battlefront). Are these methods sustainable or will enough disappointment eventually dissuade gamers from preordering?

  • A good way to drive the point home would be to compare games released before pre-release culture with games being released toady. What would have happened if an unfinished game were released on a system that had no internet access? You could also look at how specific game franchises or developers have changed (for better or worse) over the years. – Disastromancer 8 years ago
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  • Have you heard about Star Citizen? It started as a crow-fund project and now its like this whole investment monster. Its initial goal was for 2 million dollars and was slated to be released a few years ago. But as of now, the project has been funded 141 million dollars, thus giving the creators opportunities to make the game bigger than its initial concept. Its gotten to the point where donators have been given unique starships, planets and in-game money. The game itself has become an enterprise and it hasn't even been released. I think people, in this case, like to feel part of something as big as this and be compensated for it. Everybody wins. In the case of DLCs and expansions, I feel like regardless of people not wanting to purchase them, they will still feel peer pressured into it. – jcastro4 8 years ago
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  • Also, it's worth noting the ways that places like Amazon, through Prime, are incentivizing consumers in the current market to buy physical games. With prime, Tier 2 editions are discounted often to where the MSRP is for a regular Tier 1 "standard" edition, and the same sort of relationship goes for the Tier 3 editions to the Tier 2 editions. Great topic, and worth exploring. – Paul A. Crutcher 8 years ago
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  • I feel like preordering is more of a AAA practice, where you see early access done far more often in the indy scene, as paid early access often helps bridge the gap that would normally be bridged by a publisher. – John Wells 8 years ago
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Pomegranate symbolism in ancient literature

Pomegranates have been cultivated by humans for thousands of years, and perhaps one of the oldest harvested fruit. The red, bulb-like fruit is mentioned in Ancient Egyptian texts, Greek mythology, the Bible, and the Quran. Different cultures used this fruit as treatment for various ailments (i.e. tapeworm in ancient Egypt). It is interesting how different ancient cultures viewed pomegranates and used them symbolically in their literature.

  • So the article would provide a perspective about Pomegranates (what they are, where they are grown, which cultures had them) and then expand on that point, using symbolism and literature perspectives. Or so I understand. Will it have religious connotations? Just curious. – shehrozeameen 8 years ago
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  • I believe it will have religious connotations as some cultures (such as the Zoroastrians and Jews) used pomegranates in their traditions and rites. – AaronJRobert 8 years ago
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  • Pomegranates definitely have religious meaning and significance! It would be interesting to see how they all tie together, even in later medieval symbology (in art and heraldry). It might be important to note how many of these more ancient cultures were interconnected and played off of each other's mythology. – boldlygone 8 years ago
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  • I think this could be a very eye-catching article. There's definitely history and plenty of research material there. It would be interesting to see how you would integrate culture, literature, and tradition. – ReidaBookman 8 years ago
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  • Interesting information, but what are people supposed to do with it? – T. Palomino 1 year ago
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Games and Rising Costs

I'd like to see a discussion on the rising costs of games and the resulting considerations that are being made re: industry trends, such as where the resources are going, and what that means for creativity, innovation, etc.

Also what this means for the on-going discourse re: content vs costs. How much content justifies the cost of the Day One pricetag? Developers are pushing a notion that many hours in an open world will equal more bang for your buck, and so we've seen on-going debate about quality vs. quantity while more and more games are being made in accordance with the "more hours = worth it" mentality. What of those of us who don't have the hours in a week to sink into a game? Do we get left behind?

  • I work at an electronics store that sells video games- I am also not a huge gamer- and have therefore always been baffled at the exorbitant price tag attached to most games upon their release. I would like to see someone discuss this topic in the way you have proposed. From what I understand, Open-Word maps (such as those available on Skyrim, Grand Theft Auto, Fallout, etc.) are becoming the norm and may be taking away from some of the deeper, more involved narrative interactions (ex. L.A. Noir.) My one suggestion would be to introduce the competition that modern day piracy provides. PC gamers can often pirate games for free and play unlimited time for free on their computer, along with downloading mods, making this platform a more customizable and cost effective choice for gamers. This creates a sales deficit for platform games that a huge price tag helps make up for. Other than the addition of that point I'd narrow the thesis and keep rolling with it. – AndyJanz 8 years ago
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  • This, is a topic I would love to see being put forward! Thank you for sharing! – shehrozeameen 8 years ago
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  • This is a really good topic. I think there has always been a debate about the value of a game versus the number of hours you spend with it. I don't think you can equate value to number of hours a game takes because you should also factor in the quality of experience, nature of the game and its genre and other factors. The indie video game community is an interesting example of this. Indie games can range in price and range of experience. Online distribution of games through Xbox Store, Steam, Playstation Plus, and The Nintendo E-shop has allowed some companies to sell games for a cheaper price then $60 and challenge some notions of what a game should cost. You can also think about DLC and the sometimes hidden cost it can entain and how companies roll out this extra content, which will be charged for. – SeanGadus 8 years ago
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  • It's also important to note how many games are getting price cuts so soon after release. For example, Titanfall 2 and Battlefield 1 can often be found for $30-$40 despite it only being out for a few months. Also, Amazon Prime and Best Buy Gamers Club offer 20% discounts for preorders and games until 2 weeks after release. Lots of analysis could be put into the economics of preorders, the culture of AAA producers pushing pre-orders and how pre-release hype can immensely help a game's bottom line regardless of quality (see: No Man's Sky). – Sofie 8 years ago
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  • There are also issues of rising sales goals for video games. When the Tomb Raider reboot came out and sold 3.4 million copies Square Enix later came out and said that it had "failed to meet sales expectations." When games are so expensive that selling a million copies can be seen as a failure, how does that affect the design space? – John Wells 8 years ago
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Graphic Novels that have powerful themes

It would be enticing to examine graphic novels that explore very powerful themes. "V for Vendetta" is a story that explores totalitarianism. These books could have important meanings that could potentially apply to the real world. These powerful themes can be based of off real-world problems such as government corruption. Whoever writes this can choose any graphic novel or comic book series they feel is relevant to today's world.

  • There are so many graphic novels you could talk about, I'd recommend bringing some more focus to your topic. – SeanGadus 8 years ago
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  • I'm interested in writing on this, but I do agree with the revision note. Are you wanting the author to bring in works of their own choosing? Are you wanting a specific theme about power? – Matt Sautman 8 years ago
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  • Can you explain what you mean by "powerful themes?" – Stephanie M. 8 years ago
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  • I agree with the revision notes posted so far. While I definitely approve of this topic, I think elucidating a few more details would be helpful for prospective writers. Please expand. – Vishnu Unnithan 8 years ago
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  • This would be such a cool topic, but it's more of a massive concept than a single topic that a single piece can be written on. Even within some single graphic novels, there is tons of material to explore. What exactly do you mean by "powerful themes"? Things that are more political, moral questions, a discussion of sequential art as literature, ways in which the novels have affected the genre? – sk8knight 8 years ago
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  • Whoever does end up writing on this, could you create a top ten list? It would be nice to get an overview of what is out there. – Munjeera 8 years ago
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  • Please specify: 1) What you mean by "powerful themes", it could be anything. You can pull a theme from almost anything so what do you mean by "powerful" 2) Which or what kind of graphic novel are you talking about. There are many graphic novels about anything and everything. – RayOfSun 7 years ago
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