Chapter 250: Countdown: Early Morning of the Sixth Day (Part II)

Historical fiction is inseparable from history, so entertainment authors can't be completely ignorant of history, and even if they can't be proficient, they should at least read some historical materials to avoid too obvious loopholes in their works. Pen? Interesting? Pavilion wWw. biquge。 infoHowever, for this type of author, history-related knowledge can bypass most of it, as a layman of history, you can still write historical novels, and the key to doing this is to learn to avoid the real and the virtual, and promote the strengths and avoid the weaknesses.

For this kind of author, obviously, plots involving specific historical, geographical, cultural, military, political, economic and other knowledge should be avoided as much as possible, and try not to let the protagonist upgrade in officialdom to describe temple struggles; Don't let the protagonist escalate on the battlefield and depict the battlefield competition; Try to avoid depicting overly specific plots, such as buying a flatbread for a few pennies, how many families a family has, and so on.

Some people may ask, this can't be written, that can't be written, what else can be written? What's left? Quite simply, what remains is the protagonist himself, the modern knowledge and modern ideas that he has. In the novel, history is only a background, the historical environment and historical figures are only to set off the talents of the protagonist, the protagonist shocks the predecessors with the literature of later generations, fools the predecessors with the science of later generations, uses the technology of later generations to benefit the predecessors, and uses the ideas of later generations to convince the predecessors, everything revolves around the characteristic selling point of historical novels - the leading edge of modern civilization.

In a sense, it is easiest to write through historical works, because of the fixation of its selling point, there have been countless predecessors who have created countless examples, and latecomers can learn from the experience of their predecessors to the greatest extent, learn from the successes of their predecessors, and go down on a flat road that has been paved with gold bricks, but at the same time, historical works are also the most difficult to write, because the predecessors have developed this selling point quite perfectly, and future generations want to continue to innovate on this basis, and want to get rid of "following the trend" and "cliché" It's really not easy.

Of course, this is not impossible to think, to innovate in essence, it is indeed quite difficult, which requires the author's flexible and divergent thinking and a flash of aura, not by any small skills can be done, but on the surface to make some changes, slightly reflect a little novelty, but there is still a way to follow, the point is to be good at digging, good at contact, starting from a small place.

The simplest change is the protagonist's profession, or the professional knowledge and skills he has.

Looking back at the previous works of traveling through history, it is easy to see that the protagonists of such works generally start by a few means such as burning glass, making steel, and making food after traveling back to ancient times, or relying on a solar-powered laptop to become an omnipotent protagonist. Obviously, we can work on this and design a relatively unpopular but practical professional skill for the protagonist in ancient times, so that he can rely on this to get his first pot of gold. And after that, whether it is to stick to the professional route or return to the old-fashioned route of competing for world domination, the characteristics of the work are already there, that is, the superficial innovation has already existed.

Example: Modern advertising planning goes back to ancient times to be a shop guy; Modern traffic police go back to ancient times to develop traffic lights; Modern calligraphers go back to ancient times to show their stunts; Modern acrobatic troupes go back to ancient times......

Because this is an entertainment creation, in fact, there is no need to delve into whether this skill can really be eaten in ancient times, such as writing acrobatic troupe members, there is no need to consider whether the ancient juggling level is higher, just need to explain in the text that the protagonist of the novel is the number one master in the modern acrobatic world, he has undergone modern system training, used the most advanced equipment and facilities, and spent a lot of money to practice such skills, so that when he returned to ancient times, it seemed very reasonable, at least most readers will not question this.

In addition to the professional expertise of the protagonist, the difference in the things he carries when he travels, the difference in his personality, and so on, can be used as a novel selling point that distinguishes it from similar works, as long as this characteristic is determined before writing, and then attention is paid to amplifying and exaggerating it in writing, and letting it run through the whole text, then, at least on the surface, this work is novel.

Another important point is the selection of dynasties. It is also important which dynasty the protagonist travels to.

Some authors believe that the choice of dynasties must be novel, and it is necessary to write about dynasties that others have not written, or that few people have written about. This is an extremely wrong view. Although the Three Kingdoms, Tang, Song, Ming, and Qing dynasties have been written by countless authors, but they have been written so many times, obviously for their reasons, why did those authors choose these eras? Why are books set in these times popular? Obviously, this is a question of familiarity and acceptance.

Taking the Three Kingdoms as an example, a "Romance of the Three Kingdoms", almost everyone knows it, no one knows it, even if he hasn't read this classical masterpiece, he should know the Taoyuan Three Knots, and he has also heard the prestige of historical celebrities such as Zhuge Liang, Cao Cao, Zhao Zilong, Lu Bu, etc., and should also be familiar with the allusions of events such as the Battle of Chibi, Sanqi Zhou Yu, and Baidi Tuogu. At the same time, this well-known dynasty is also more familiar to the authors, they will be more comfortable writing and will have easier access to references.

On the contrary, if you write about an era that few people know, then the author finds it difficult to write, and more importantly, the reader lacks a sense of familiarity, and will also feel impatient when reading, unless the author is strong enough, and the servant street of this kind of work is almost inevitable.

As for which one to choose among those popular dynasties, it depends on the specific work setting, the protagonists with different personalities, different abilities, and different works need to correspond to different dynasties and different periods.

For example, if the protagonist's specialty lies in the military, then he should be allowed to travel to a troubled era, and military ability can also be divided into focusing on the deployment of cold weapons and focusing on the use of hot weapons, which should correspond to the era of cold weapons such as the Three Kingdoms and the era when hot weapons were also useful in the late Qing Dynasty; If the protagonist's ability lies in literature, in poetry and lyrics, then he should be born in the prosperous era, as for the Tang Dynasty, the Northern Song Dynasty or the Ming Dynasty, it depends on the specific cultural characteristics of the dynasty and the protagonist's field of expertise; If the goal of the protagonist is ideological innovation and political power, then it depends on what kind of concept the protagonist has, what kind of social productive forces this concept needs, whether it needs the cooperation of an enlightened monarch, and so on, and determines the specific period of passage through these.

This kind of completely professional counterpart crossing seems to be a coincidence to the point of unreasonableness, but the so-called no coincidence does not make a book, we can fully understand it this way, a hundred traversers, ninety-nine have crossed to the dynasty with the wrong specialty, and then the protagonist starved to death, they are either not worthy of being written into a book, or no one cares about it after the book is written, and the work is still buried. In the end, all we see is the story of a successful traverser.

In short, it is relatively easy to succeed in entertaining historical novels by choosing a suitable era, choosing a suitable protagonist, starting with the details, making appropriate amplification and exaggeration, and paying attention to absorbing the experience and experience of predecessors.

In contrast, the creation of professional historical novels is much more difficult, in politics, culture, military, history, economy and other aspects, the author must be involved, and familiar with several of them, when writing must also be combined with detailed information, to achieve complete rigor, for this reason, even must sacrifice some story, sacrifice some selling points that can attract many readers, to maintain the truth and rigor of the work, otherwise, the work will be unflattering, both scolded by professional readers, and can not attract many public readers.

However, professionalism itself is not the real difficulty of creating professional historical novels, relatively speaking, it needs to be both professional and entertaining, which is where its real difficulty lies.

Because the number of professional readers and entertainment readers is seriously disproportionate, so for entertainment works, as long as they can catch the entertainment readers they are targeting, it is enough for it to be popular, but even if professional works attract the attention of most professional readers, the popularity is still not enough, and it must also win a part of the entertainment readers in order to reach the basic bottom line of popularity.

Therefore, for professional historical novels, the real difficulty lies in striking a balance between rigor and entertainment, properly weighing the pros and cons, and appropriately adding entertainment elements while maintaining the loyalty of professional readers, so as to please pure entertainment readers.

To do this, it is relatively simple to keep the overall structure unchanged, but add some dispensable bridges to the details, so that the protagonist's talent has a stage to show, in other words, the entertainment elements are used as embellishments and inserted into the original text.

As for the specific balance, professional authors can also refer to the works of their predecessors, whether they are successful or unsuccessful, they can find the corresponding experience in them as a stepping stone to their own success.

In addition to the above two situations, there are four special variants of time-traveling historical novels, namely the ancient protagonist class, the ancient time-traveling class, the future time-traveling class, and the reverse time-traveling class.

Among them, the reverse crossing class refers to the ancients crossing to the modern age, or the modern people crossing to the future, to the later and more advanced era, this kind of work has its unique selling point, using the protagonist's mastery of the ancient lost skills, the use of advanced civilization to the ancient protagonist's shock, the use of the impact of two civilizations and a series of interesting things, to attract its readers, these selling points, and the traditional historical works have a great difference, I will not elaborate much here, however, it is undeniable that this type also has its broad space for survival and developmentThe key is that the author should be good at grasping the details, and be good at comparing and discovering the differences between ancient and modern societies.

Example: "Martial Arts Master on Campus". The protagonist of the book is the pioneer general under Yue Fei's tent during the Song Dynasty, he is proficient in martial arts, and has also dabbled in ancient Chinese medicine, calligraphy and painting, ancient literature, etc., and his crossing object is a modern student with a cowardly character, almost useless, under this strong contrast, the work not only gets a rich plot impetus, but also because a generation of masters is hidden under the identity of the weak, deeply integrated with the essence of entertainment literature, whether it is pretending to be a pig and eating a tiger, or an amazing outbreak, it can arouse the reader's reading pleasure to the greatest extent.

The future travel class is an extension of the traditional time travel history novel, which inherits the signature selling point of this type of novel, only moving the era before and after the protagonist to the back at the same time, and the protagonist with a more advanced culture travels to the relatively backward modern society.

Compared with traditional historical works, it does not require the author to have any historical knowledge, but it needs to have a certain degree of scientific literacy and rich imagination, and from this point of view, this genre is closer to soft science fiction.

Example: "Cultivating Immortals and Healing Gods". On the surface, the book does not contain a time-traveling component, but in essence, it depicts a high-tech protagonist of the future who travels to the modern age, uses knowledge beyond the times to achieve some of his goals, and uses high-tech means to assist his practice. In this sense, the book can be regarded as a work of future travel.

The ancients crossed the class, which is also a type that is fundamentally different from the traditional historical works, because its design is that the ancient people travel into the ancient people, there is no modern knowledge system mixed in, the impact of different civilizations no longer dominates, and the protagonist's personal knowledge, experience, experience, and mentality are the top priority of this type of work.

This type of work can also be divided into three situations according to the era traveled, and their main selling points are different.

The first is that the protagonist of the ancients travels to an earlier era. This kind of work is closer to the traditional time-traveling novel, and it also uses the protagonist's familiarity with history as the main selling point.

Second, the ancient protagonist travels to a slightly later era, which is closer to the above-mentioned reverse time-traveling text, but is still limited to the ancient range.

The third type ignores the changes of the times, which is often a closer time travel, and it emphasizes more on the change of the protagonist's identity, such as crossing from the emperor to a beggar.

At first glance, the above three types can be classified into other categories, but if you look closely, you will find that they have their own unique charm. These three types, whether it is the protagonist or the background of the times, are limited to ancient times, this setting, in addition to abandoning modern civilization, while reflecting a little new accident while the flood of traditional historical novels, more importantly, it loses some of the cost of the sense of substitution brought by abandoning the identity of modern people, in exchange for a historical celebrity as the protagonist, so that the protagonist image of the work is congenitally full, so that the work attracts some readers before it is released, the advantage of this ancient celebrity, can not be ignored.

Example: "Jingzhong Lu Bu". The book is about Lu Bu's heroic soul after his death, and he crossed into an ordinary general in the kingdom of Empress Li. As such a well-known historical celebrity, Lu Bu, the protagonist, has attracted enough eyeballs before entering the play, and the huge difference in his two identities has also created a dazzling selling point and suspense. In his previous life, he rode the fastest horse, used the sharpest weapons, had the most beautiful woman, and had the highest martial arts reputation, but in this life, he had almost nothing, only his invincible martial arts in the world. Under such circumstances, how Lu Bu reproduces his brilliance one by one, and how to make up for the shortcomings of his previous life, have become what readers are eager to know. In addition, the confrontation between Lu Bu and Zhao Kuangyin and other historical celebrities, this kind of collision between Guan Gong and Qin Qiong, also constitutes a great reading pleasure for readers.

As the mainstream of current historical works, the type of time-traveling history, roughly as mentioned above, no matter which sub-category it is, its historical background is a real history, and if the real history is changed, or even a history is completely fictionalized, it is a mutated historical type.

Abandoning real history, that is, abandoning a sense of identity that readers are familiar with, it brings fewer limitations and a broader space for development.

In terms of creation, abandoning the real history does not mean abandoning the truth of history. History is fictional, but the social environment, politics, economy, culture, military, and so on that make up history must be logical and self-consistent. In fact, it is not easy to do this, compared with understanding an existing history through data, it is obviously more difficult to use knowledge to construct a new history, and it is a great test of the mastery and comprehensiveness of knowledge.

Because of the abandonment of the history that readers are familiar with, the pleasure of changing history brought by modern people after crossing is also gone, and there are some flaws in the innate selling point of the mutated history genre, therefore, it is not difficult for us to find that successful mutated historical novels often combine other elements and give full play to the strengths of marginal works, so that readers are really left. However, if the work is mixed with elements that are too mysterious, it is easy to destroy the structure and proportion of the work, and make the work fall into other categories. In the case of not being able to affect the main body of the work, but also to enhance the attractiveness of the work, martial arts has become the preferred element to save the market.

Here are two examples that differ widely.

Example: "Chu's Spring and Autumn". This is an example of changing the real history, according to the vaguely revealed information in the work, we can guess that before the protagonist, there is another time-traveler who returned to ancient times, and it was he who subverted the history we are familiar with, and when the protagonist travels through, we naturally find that the historical environment is both familiar and unfamiliar. In this unfamiliar environment, the protagonist learns peerless martial arts, which attracts the reader's attention to a large extent, thus gradually leading to the author's description of politics, military and other aspects, and the reader has not yet reminisced from the martial arts story, and then immerses himself in other stories, completely attracted by the novel.

Example: "A Generation of Military Divisions Who Went with the Flow". In many places in the book, the opposite is the case with "The Chu Clan", in which the protagonist himself has peerless martial arts, while in this book, the protagonist is powerless; In "Chu Clan", the protagonist travels through a history that has changed, but in the book, the protagonist does not travel through, he is in a completely fictional history. However, these two novels still have many similarities, such as the two protagonists are resourceful and have a calm heart that is different from ordinary people, and more importantly, the construction of the historical environment, the combination of martial arts and history, and the shaping of the main characters are very successful.

As for the genre of historical biography, because of the limitations of the subject matter itself, it is more suitable to exist as a rigorous historical novel, if you insist on adding entertainment elements to it, then the novel will change its genre with the different elements added, and it will no longer become an orthodox historical biography type novel. This category will not be explained in detail here.

In short, although the historical genre is only aimed at a specific group of readers, the number of this group is also quite large, which makes the genre slightly limited, but has an unusually stable reader support, therefore, historical works are still worth trying, especially through the historical genre, its main selling point is fixed, to a large extent, it can learn from the achievements of predecessors, for novices who have some historical knowledge, but do not know much about online writing, it is worth trying as an introductory theme.

Take advantage of celebrities

8 military class

In a sense, military works are an enhanced version of the historical genre, which requires more specialized knowledge, has a more targeted readership, and tends to have more loyal reader support.

Military works can be roughly divided into ancient, modern, modern and future military according to their different ages.

Among them, the ancient military includes historical military and cold weapon warfare under fictional history, the former pays more attention to the combination of history and military, and the latter emphasizes military play. However, no matter which one it is, they all describe the war of the cold weapon era, reflecting the ancient art of war and tactical thinking, although there are a few works that depict the crossing of modern people to add some influence of modern military concepts, but it is only an auxiliary, the main body is still the cold weapon military concept.

Although modern military is still a combination of history and military affairs, it has an essential difference from ancient military affairs, that is, war has entered the era of hot weapons, but it is only at the beginning of the prosperity of hot weapons, and it still retains some remnants of the military concept of cold weapons.

There is a special branch of modern military novels, that is, anti-Japanese works. Although the Eight-Year War of Resistance Against Japanese Aggression was only a short moment in the long river of history, its historical significance was very special, and it was a piece of history that all Chinese people did not want to see and hoped to change. Compared with other genres, anti-Japanese novels, although very limited, have great advantages in sensationalism and arouse patriotic feelings, which will be mentioned below.

Modern military novels are mainly divided into two types: military life and special warfare. Among them, military life, as the name suggests, describes the bits and pieces of soldiers in the army, especially the works with special forces as the protagonists; Special warfare, on the other hand, depicts small-scale wars or local wars in which regular armies or mercenaries participate, and their background is modern society or a fictional world similar to modern society.

The military of the future includes two distinct categories: great power wars and interstellar wars. Among them, the War of Great Powers is a story about China's gradual rise to strength, conflicts with other countries and large-scale wars. It is difficult to avoid political issues in this type of work, so it is not advisable to choose this category, and I will not say much about it here. The interstellar war is written when science and technology develop to a higher level, and human beings go to the universe, and there is a large-scale interstellar war with extraterrestrial creatures or an interstellar war within human beings. This kind of work is largely combined with science fiction, but compared with science fiction works, it pays more attention to an imaginary military concept, a new type of war art in the special environment of interstellar space.

In fact, in addition to the above four categories, there is another kind of work closely related to the military, that is, the Otherworldly Battle. However, this kind of work is either an imitation of ancient cold-weapon warfare, or it is more absurd and magical, so I will not describe it here.

No matter what period of military works you are, if you want to write them well and attract more readers, you need to have some common points. Let me explain each of these points below.

First of all, although it does not affect the brilliance of the novel, it is the most important thing, and we must always pay attention to it, and that is the political issue of the work.

The subject matter or content involving political issues, no matter how attractive, must not be touched, such as the war of the future powers, this type of work has considerable advantages and can attract a large number of readers, but because of the minefield, this kind of work is strongly recommended that the author should not touch, including allusions that use the fictional world as the background of the novel.

As for how to violate the bottom line of political issues and how to avoid political risks on a small scale, this issue will be elaborated in the following special scale grasp chapter, together with the erotic scale.

To write a good military work, the second important thing is to learn to sensationalize.

The flesh-and-blood, war-torn battlefield is very exciting in itself, but when it is written as a novel, it is easy to write boring, especially for those professional authors, it is easy to fall too far into the description of weapons and equipment and tactical ideas, which will undoubtedly make many readers who are not very professional drowsy.

In order to reverse this disadvantage, it is necessary to learn to sensationalize, so that the reader can experience a passion in the boring description, and the reader's chest is full of emotion, and at such a moment, the otherwise boring description is immediately transformed into the most attractive description, allowing the reader to fully immerse himself in the fictional scene and experience the exciting atmosphere of the battlefield.

In fact, among the many genres of fiction, military works are relatively the most sensational, but at the same time, they are also the most boring to write. There is only a thin line between the wonderful and the boring, and the difference is reflected in this sensationalism.

Example: Bullet Marks. The book can be said to be a model of sensationalism, the author fully mobilizes the emotions of the readers, so that they follow the protagonist, share joy and sorrow, rejoice for the protagonist, and shed tears for the protagonist. And this emotion, once mobilized, can largely mask other deficiencies.

In the writing of military works, the third point of attention is the mastery of rhythm, which needs to be relaxed, among which, the word "relaxation" is more important.

In contrast to the slow pace that often occurs in other types of works, military novels are the opposite, and many inexperienced authors often write battle after battle, battle after battle, always maintaining a stormy rhythm, always leaving the reader tense a heartstring and breathless. This approach will make readers feel very exciting in a short period of time, but after a long time, reading fatigue will naturally occur, and the same plot is likely to make readers feel bored and give up the whole novel.

Reasonably grasping the rhythm of the work, properly describing the work before and after the war, as well as the life and even feelings between the war and the war, and using some other aspects of the plot to ease the atmosphere of the work, is also a necessary guarantee for the success of military works.

The fourth thing to pay attention to is the presence and prominence of the protagonist.

Compared with other types of works, military novels pay more attention to a whole, war is not a game between a few people, it involves thousands of troops, involving countless officers and generals, and countless key characters, and its characteristic is easy to distract the author's pen and ink, and scatter the description of the protagonist to many other supporting characters.

Generally speaking, this approach is good, but it has a degree problem, although the protagonist's role is reduced, he must maintain a minimum appearance rate, must reflect a minimum sense of presence, and he must be greatly highlighted, must be relatively bright compared to other supporting roles, for this, can even pay the price of weakening the image of the supporting role.

In fact, from the perspective of the novel alone, it is not impossible to pay equal attention to many characters, but in the specific scope of online novels, the protagonist is the key to the success or failure of the work, and if he is not outstanding enough, it means the failure of the whole work.

The fifth point is a supplement to the fourth point. Because of the integrity of military works, after ensuring the prominence of the protagonist, the image of the supporting role is also quite critical, under the premise of not overshadowing the protagonist, the more successful the portrayal of the supporting role, the easier it is for the work to become popular, and in some cases, the popularity of the supporting role can even be higher than the protagonist. Among the major types of novels, only in competitive works, the importance of supporting roles can be compared with military literature.

Example: "Wolves". In the book, not only the protagonist Xingtian, but also supporting characters such as butcher, fast and slow machine, genius, etc., are almost all outstanding, they did not take away the halo that the protagonist should have, and did the best in the position of supporting role, they not only set off the protagonist to a certain extent, but more importantly, they can independently attract readers with their own personality.

To write a good military novel, the sixth point to pay attention to is to grasp its rigor.

This point, similar to the historical works mentioned above, the same, military readers are also divided into two categories: professional and entertainment, before writing, the author needs to be clear about his ability and positioning, know what type of readers he is aimed at, among them, professional authors must pay more attention to the balance between rigor and entertainment, must consider the entertainment to attract mass readers, and entertainment authors only need to ensure general rigor, to avoid too obvious hard injuries.

The seventh point of writing military works is to stimulate readers' patriotic enthusiasm and national pride.

This point is mainly reflected in some military works involving the fight against foreign humiliation, among which works with anti-Japanese themes are even more important, and some works about the late Qing Dynasty, the Southern Song Dynasty and other war-torn periods also contain such selling points. It uses the patriotism, national pride, and collective sense of honor that the vast majority of readers have, so that the work is more depressed and more refreshing, and this greater contrast will bring a large number of loyal readers.

Example: "The Great Wall of Flesh and Blood". A very important factor in the success of the book is that the protagonist's enemies are Japanese. In such a situation, it is easy for the reader to share the same hatred with the protagonist, quickly substitute into the work, share the joy, anger, sorrow, and joy with the protagonist, sigh for the protagonist's temporary defeat, and rejoice in the protagonist's success. If the work is converted into a civil war novel, and the protagonist's opponent is changed to a national compatriot, then there is no doubt that the same plot will be ignored.

The final point of military works is the use of historical knowledge.

Military novels are inseparable from history and politics, needless to say those ancient military works, and modern, and even future military texts, although they have nothing to do with history, but they also need the support of politics and some related elements.

Under such circumstances, authors who are familiar with history and politics are undoubtedly very advantageous, and these authors should try their best to give full play to their own advantages, combine history with military affairs, and make their works more rigorous while maintaining entertainment, so as to create works that are both applauded and popular.

In short, military works require strong professionalism, and it is difficult for authors who know less about this aspect to involve this field, while authors who are good at military history, this genre is a good choice, because of its own characteristics, so that its requirements for entertainment elements are not as high as other types of works, as long as the above points can be noted, it is not too difficult for professional authors to write a popular military text.

9. Game class

Compared with the previous two major genres of history and military, game novels are also a limited type with a special audience, however, because the number of readers who play games is quite large, its audience limitation can be said to be minimal, at the same time, affected by objective factors such as the purchasing power and purchasing habits of the readership, the loyalty of readers of the game type is not too high, therefore, in terms of the performance of the work, the game type is often the opposite of the historical military type, with more readers, better popularity performance, However, it does not have a clear advantage in the final sales results.

However, the same type of game, their specific content is different, and the readership will be completely different. According to the specific content, game works can be roughly divided into four categories.

The first is traditional online games.

Traditional online games refer to the authors who have developed new game modes and settings based on some well-known MMORPG games, and used a full-perception simulation helmet with science fiction as the device, based on the usual sense of fighting monsters and upgrading, fictionalized a new large-scale online game, and used this as the background to write a novel about the growth of the protagonist in the game.

It is said to be a tradition, but it has only been three or four years since it suddenly flourished. In 04, online game novels blossomed almost overnight, everywhere, and the growth momentum of both authors and readers was jaw-dropping. In this golden age of online game novels, it is almost a popular one, and it is completely in short supply. However, with the increasing number of works of this genre, the needs of readers gradually reached a balance and even saturation, and the traditional online game novel, like its prosperity, declined at an unusually alarming rate, reaching its lowest point in 06.

Until now, the category of traditional online games has improved slightly, but it still hasn't really recovered its vitality, perhaps because of some flaws in the genre itself, or because readers have completed the transformation of rational reading after the initial hunger, in short, there are not many works of this genre that can emerge.

Example: Starting from scratch. This is a model of traditional online games, it is one of the very few traditional online games that have persisted until now, from the attitude of its new readers, we can easily see that traditional online games still have a certain market demand, but it is not as good as before.

When the traditional online game is no longer in the limelight, the second type of game, the new type of online game, is quietly emerging.

There is no essential difference between the new online game and the traditional online game in terms of game setting and game content, and their differences are mainly reflected in the content of the novel and the writing technique.

From the perspective of the content of the work, the traditional online game is more like a diary, which faithfully records the complete growth process of the protagonist as a player in the game, and records every upgrade and every data of the protagonist; The new online game is more like a fantasy novel, although it also uses online games as the background, and emphasizes the gameplay to a large extent, but the growth of the protagonist is described by the author from another angle, ignoring the accumulation of data, ignoring the virtuality of ability, and replacing it with a more realistic description of the situation.

In addition to this essential difference, the new online game is also very different from the traditional online game in many appearances. For example, the beginning of a traditional online game is much the same, starting with the introduction of the game, to the protagonist's decision to play the game, buying or introducing the game helmet, registering an account, lucky coincidence, introducing the initial state of the character...... Almost any traditional online game is inseparable from this opening mode. The new online game is different, it is more flexible in processing, at the beginning, the protagonist may have just entered the game, or may already be in the game, the protagonist may be a leader, or a lonely hero......

In short, after inheriting the advantages of their predecessors, the authors gave full play to their imagination, so that the new online games are no longer the same as traditional online games, but have their own characteristics and highlights. It is a continuation of traditional online games, but it has taken online game fiction to a new level and maintained its vitality.

Example: "Shushan". In the book, you can still see the shadow of traditional online games, but in most places, the work seems more flexible, especially the personality characteristics of the protagonist who does not follow common sense, and the rich equipment system derived from the original novel, which left a deep impression on the reader. Reading the book is more like reading a Xianxia novel.

The third type of game type is the featured online game.

In traditional online games or new online games, the game settings are generally based on the integration and development of multiple popular online games, which has a wide adaptability. The featured online game is a distinctively developed game with obvious characteristics of the game, or simply uses the game as the background of the novel.

Now, the game that is more used by the author is the "Heroes of Invincible" series, and popular games such as "Legend", "Warcraft", and "Dark" have also been written by the author.

The advantages and disadvantages of this explicit link between the background of a novel and a game are equally obvious, and it is at the expense of narrowing the readership, increasing the loyalty of specific readers, and to a certain extent, strengthening the rigor and balance of the work's setting.

It can be expected that when the overall readership of online novels is further expanded, the base of various single and niche readerships will also grow, and this kind of characteristic online games should have better development in the future. Even now, a handful of featured online games have shown their strong vitality.

Example: "Online Game Mix in Beauty Studio". This is an online game novel based on the game "Invincible Heroes", on the one hand, the author relies on this game characteristics to attract a large number of fans of "Invincible Heroes", and on the other hand, through traditional entertainment writing methods such as pretending to be pigs and eating tigers, it attracts a large number of popular readers, making up for the lack of a characteristic readership.

The above three types of game novels have certain commonalities in game genres and settings, and their writing techniques and skills are also similar. To write these three types of game novels well, we must work on three main aspects.

Give full play to the game's upgrade advantages.

The upgrading of the protagonist and the gradual enhancement of abilities in all aspects are the first elements of online novels to attract readers, and game novels have unparalleled advantages in this regard. First of all, its game-based upgrade is completely naked, and compared to other genres, online game novels are inherently inseparable from this upgrade. Secondly, the upgrade of online game novels has a fairly complete system, which is not only the improvement of the protagonist's level, but also the all-round improvement of attributes, equipment, skills, pets, enemies and other items, which greatly enhances the richness and refreshment of the content of the novel, and at the same time, because of the relative perfection of the game system, it is easier to grasp the balance of abilities.

With such a unique entertainment advantage, it can be said that as long as the online game novel really grasps the upgrade elements, it is already invincible. To grasp the upgradeability, the main thing is to grasp its rhythm.

Upgrades are cool, but too much, and if there are too many and too frequent upgrades, it will make it less valuable and too easy, and the reader will lose the thrill of experiencing the game. But if it is not upgraded for a long time, the work will not only have the possibility of being dull, but more importantly, it will lose the sense of upgrade, which is the biggest advantage of online game novels. How to master the rhythm of upgrading is the key to online game novels, and it is also the place where the author should work hardest.

Second, choose the opening time and mode of the gold finger reasonably.

As an entertaining novel, the existence of the protagonist is necessarily unfair compared to other characters, and the protagonist often has better luck and better initial conditions. However, the game itself is fair, a good game will inevitably take into account the interests of various types of players, and it will inevitably be fair to a certain extent, if you want to win in the game, you must put in more effort.

The contradiction between the two makes the opening of the golden finger inevitable, but the opening of the golden finger greatly reduces the sense of achievement of the protagonist and greatly weakens the interest of the work, which creates a new contradiction.

Therefore, to write a good online game novel, it is necessary to choose a rather hidden golden finger, so that the protagonist can achieve a considerable lead or upgrade advantage in a seemingly fair environment, and then kill all sides to please the readers.

With the change of online game novels from traditional to new, the selection of this golden finger is gradually changing. In the beginning, the authors' choices were almost always lucky accounts, so that the protagonist could get a lucky account through some kind of opportunity, and at the beginning he had special attributes or super equipment, so that he could get ahead at the starting line, and always maintained this advantage. Gradually, Goldfinger has more patterns and more variations, often more hidden.

It is more common to postpone the protagonist's lucky point, change the special equipment or special abilities he obtained when he enters the game, and change it to the official game, so that the protagonist is lucky enough to trigger a hidden mission, or accidentally kill a super boss to get a higher starting point, or spread out a big opportunity, so that the protagonist can get unexpected luck many times, so as to get ahead.

Another common technique is to set the protagonist to be extremely special or extremely biased, and the game is set up so that only this special player can obtain some form of power. This is actually a kind of luck in disguise, but it makes luck more reasonable, through the protagonist's intentional or unintentional settings, so that the development of the game's characters' attributes and other developments become extremely uneven, and often seemingly useless imbalance, in order to trigger the generation of lucky events.

In addition, there are some more subtle and plausible cheat patterns. For example, the protagonist is unemployed and has more time to level up, and even because of some accident, he is trapped in the game and has to play 24 hours a day; The protagonist is a RMB player, who saves a lot of time by using a small amount of real money in exchange for equipment in the game; The protagonist is very intelligent, or he knows some of the inside story of the game, such as participating in the closed beta, so as to actively find treasures and get a chance to lead the way.

Third, the combination of games and reality should be reasonably arranged.

There is an essential difference from other types of novels, no matter how real an online game novel is, it only exists as a virtual world, and outside the game, there is another real world, and the players in the game have their own other identities in the real world. Therefore, the combination of games and reality is an issue that online game authors have to consider.

In the beginning, most of the authors chose to alternate between the game and reality, but in this way, although the protagonist can also use his achievements in the game to show off in reality, but compared to the wonderful game, the real world is a bit boring after all, and more importantly, the appearance of reality not only interrupts the rhythm of the game, but also reminds the reader that all this is just a game, so that the refreshing feeling that should be there is greatly reduced.

Gradually, many online game works have reduced the proportion of real life, or even avoided talking about it altogether, which strengthens the coherence of the game to a certain extent, but it also brings a new problem, that is, the protagonist's emotional life will inevitably be affected, although he can also make friends of the opposite sex in the game, but virtual is only virtual after all, and it is always different from the interaction in reality, and the protagonist's emotional life will be somewhat lacking.

The question of whether to choose emotional depiction or plot coherence, and whether to depict the real world or not, is quite difficult. In fact, there are pros and cons to both ways of writing, and it is indeed difficult to choose, as for the final choice, it should depend on the author's strengths in writing ability.

If it is an author who is good at describing his emotional life, good at layout, and good at using the protagonist's game identity to show off in the real world, he can appropriately describe some real-life events without affecting the description of the game; If you are good at describing game upgrades and creating a sense of realism in the game, you can consider completely ignoring the real world and completely depicting the game process in your work.

The above three aspects, especially the first two, are the key to writing a good online game work. As a major category of games, it also has two special branches, that is, e-sports and real-world games.

Among them, e-sports game novels refer to special game novels with highly confrontational games such as StarCraft, Pro Evolution Soccer, Counter-Strike, and The King of Fighters. In this kind of novel, the traditional online game's monster fighting and upgrading mode is almost ignored, and it pays more attention to the improvement of the player's own skills, and to a large extent, it can be regarded as a branch of personalized competitive works, which is similar to competitive novels such as Go that emphasize individual ability. Therefore, this type of novel will not be described here, and authors who want to know something about it can refer to the competitive genre below.

The last type of game works is the real world category, which has been separated from the category of orthodox games, depicting the real world and real characters, but using the game's unique upgrade system and other settings to add to the real background. To a large extent, it can be classified as a fantasy.

Because of the particularity of this work, it is difficult to explain it clearly in simple language, so here is a specific example to introduce the characteristics of this type of work.

Example: World of Warcraft: Real-World Mages. The book tells the story of an ordinary student who receives the promise of a god and gains the abilities of a player in the game World of Warcraft. The book is set in a real city, but the growth of the protagonist is completely in accordance with the game, he has clear, digital data indicators, level improvement, equipment acquisition, skill use, etc., are all derived from the setting in the game, the bad guys that the protagonist encounters in reality will automatically become leveling NPCs of different levels, for the protagonist to kill and gain experience and equipment, at the same time, the protagonist can also use some god-specific means to take on tasks, buy items and equipment, and after being injured, you can also use the potions purchased or refined by yourself to recover.

Obviously, the essence of this story is an urban fantasy novel, but it is characterized by the choice of a game system as the setting of the novel, which is not only relatively new, but also has a considerable degree of advantages. It completely inherits the upgrade advantages of online game novels, and after digitizing the protagonist's ability, the improvement of the protagonist is more obvious at a glance, and the entertainment in this area is further strengthened, while at the same time, it does not have the disadvantages of online game novels originating from virtuality, it describes the real world, and every achievement achieved by the protagonist is real, not a bunch of data in the game.

So far, this kind of real-world game novel is rare, but it can be expected that it will inevitably become a fashion, because it originated from online games, got the biggest advantages of online games, but abandoned its biggest shortcomings, and inherently has a unique advantage. It doesn't have to be set in the city, fantasy, fantasy, Xianxia, and even competition, martial arts and other types of works can adopt this model, so that the protagonist can use the skills in the game to fight against the inherent abilities in the background world, so that the abilities of the two different systems burst out with dazzling sparks, so that the protagonist can get the greatest benefit from it and show the strongest value.

In fact, there can be other variations of game novels, such as adding elements of entertainment such as rebirth and time-travel, which are now used on a large scale, to online game novels, forming a new marginal genre.

Example: The fictional work From Legend to Warcraft. Let's assume a theme where players in the Legends game travel across the server to the Warcraft game and use his special attributes to create a super hero.

Example: The fictional Legendary Player Reborn. Let's assume a theme that allows the protagonist to be reborn in the era when the "Legends" game was just beginning, and use the protagonist's familiarity with the game to get ahead of the curve.

This new variant of online game fiction is still in a state of silence, but it can be expected that imaginative web novel authors will inevitably notice their value and translate it into concrete works.

In short, in the game category, online game novels are a category with limited audiences, but very few limitations, for novices, this is a relatively easy subject to use, but if you want to achieve good results, you must innovate and give full play to the special advantages of the genre to make up for its shortcomings as much as possible; The e-sports category can be classified as the competitive category, it has a highly targeted readership, and at present, it is difficult to achieve a real hit, but the readership is relatively stable, and it is also a subject that can be tried; The real-world game novel is a new category, which is still rare, and belongs to a pioneering period, which requires the author to have good imagination and innovation.

10 competitive classes

Competitive works are a highly targeted genre, second only to the fan genre in terms of audience limitations, but at the same time, the reader loyalty of competitive novels is also quite high.

Compared with other types of classification, there are several different systems for the sub-classification of competitive works, and analyzing it from different perspectives will lead to different classifications, and thus different ways of writing can be inducted. In general, competitive works can be divided into two categories: group competition and individual competition, or physical competition and intellectual competition from the competition category, and can also be divided into popular competition and unpopular competition from the project audience, or divided into player competition and coach competition from the function of the protagonist, in addition, it can also be divided into realistic competition and fantasy competition from the entertainment method.

Below, let's take a look at the differences between the various classifications and what they need to pay attention to the most.

Team competition and individual competition are mainly divided by the number of competitors. The former refers to competitive sports such as football and basketball in which many people participate in competitions and are determined by team results; The latter is athletics, chess, tennis, table tennis and other competitive sports that participate in competitions in an individual capacity and fully reflect individual ability. Among them, although some of them are registered in the form of teams, the specific duels are still individual confrontations, such as Go leagues, gymnastics team competitions, etc., which are classified as individual competitions.

The difference between these two classifications in writing is mainly reflected in the portrayal of characters. Obviously, the team competition category has higher requirements for character portrayal.

No matter what type of novel, the portrayal of characters is important, and personal competitive works are no exception. It not only needs to portray a distinct and vivid protagonist, but also needs supporting characters at different stages one after another to set off the strength of the protagonist and his growth. However, works in this category, even if the author's grasp of the characters is not very good, it does not necessarily lead to serious consequences, because except for a few characters who accompany the protagonist's growth such as the protagonist's teacher, the supporting characters are generally just going through a passing scene, and they don't need to have a plump image, and even, because of the prominence of personal heroism, even the image of the protagonist can be slightly blurred.

Group competitive works are completely different, because it emphasizes a team, is a whole, therefore, the image of the protagonist alone, is completely unable to support, it must have a considerable number of various supporting roles to play their important role, the whole work is likely to achieve real success, and at the same time, we must also note that the status of the supporting role has improved, which means that the protagonist must be raised higher, and the image of the protagonist must be more distinct and fuller than the supporting role, must not be robbed of his due shine by any supporting role.

Therefore, in order to succeed in the group competition category, it is necessary to put enough effort into the character portrayal, and in this regard, the team competition category is the one with the highest overall requirements for character portrayal among all genres, and on the other hand, the team competition category is the signboard of the real competitive works. However, the requirements for character portrayal are slightly weaker in individual competitive works, but higher in traditional entertainment techniques.

The difference between physical competition and intellectual competition, as the name suggests, is the difference in the main abilities required for the competitive event. In sports such as football and track and field, although the decisive victory also contains an element of wisdom, it mainly relies on the physical strength of the athlete to achieve, and they are classified as physical competition; In sports such as Go and bridge, although long-term matches also require physical support, they mainly rely on the wisdom of players to decide the winner, and they are naturally classified as intellectual competitions.

The difference between these two types in writing is mainly reflected in the character portrayal of the protagonist. The protagonists of the physical competition category are generally more suitable for hot-blooded personalities, more extroverted, or introverted but equally good at expressing themselves, and they are often the focus of attention in their works; The protagonists of intellectual competitions, more of a calm type, although they may also be public figures, but generally do not show them to others, they are often like military advisers, hiding behind the scenes to create one brilliance after another, and they are also able to look at the situation calmly and rationally in the official game, and choose the most correct approach.

Therefore, in physical competition works, there are often big reversal scenes such as the protagonist's "increased anger value" and "small universe explosion", because of the protagonist and the blood of the work, this unprovoked outburst seems extremely reasonable, and readers can generally accept such a plot and do not feel abrupt. In intellectual competition works, more emphasis is placed on the open and secret battles at the level of intelligence, if a certain side suddenly turns the tables, there must be some reasonable reason, it must be a game arranged by the party in advance, or some result that can be inferred through reason.

In addition, most of the intellectual competition novels belong to the personal competition genre, and the main precautions for the individual competition category, that is, the grasp of traditional entertainment elements, are the authors of this genre who need to pay special attention; The physical competition novel may be an individual competition or a team competition, and it needs to be judged according to the specific project to determine its focus.

The difference between popular and unpopular competitions is mainly rooted in the mass base of specific sports in reality, but it is also related to whether the project is easy to adapt into a novel. Generally speaking, sports such as football and basketball, which have a very wide base of the masses, are popular sports; Discus throws, truck competitions, which have a weak mass base, are unpopular competitions; A project with a certain mass base, such as Go, is somewhere in between and can be classified into any category.

Obviously, novels that describe popular sports will have a larger relative readership, while authors who choose unpopular sports as their themes have to face the dual audience limitations of large genres and sub-categories, which seriously hinders the further development of their works.

Therefore, in order to achieve satisfactory results, authors who choose unpopular sports must look for highlights in other aspects that are slightly related to the sports, so as to attract some readers who are not familiar with the sports. They must integrate competition into their lives, insisting on the main body of competition, but inserting a lot of off-the-field depictions, such as depicting the popularity of the protagonist who has succeeded in the arena and is outside the arena. At some point, it is even necessary to abandon the characteristics of the unpopular competition and change the work to an urban genre, only to emphasize the athlete identity of the protagonist in the work, and write this competition as a characteristic highlight of the novel.

This is not the case in the popular competitive category. For example, novels about football, although it also limits the audience to readers who have a certain understanding of football, but because of the large proportion of this readership, their number has greatly weakened this limitation, as long as the work can capture the majority of special readers, it has a chance to become popular.

Players compete and coaches compete, and they naturally reflect the difference in the functions of the protagonists. In the competitive works of players, the protagonist is mainly a contestant and participates in the competition in person; In the Coach Athletic category, the protagonist exists as a coach or similar mentor for the contestants, watching his disciples or teams fight for victory from the sidelines. In addition, there is an extended category of coach competitive works, that is, manager works, in which the identity of the protagonist goes one step further, becoming the owner of the participating team, and participating in the competitive competition from another level.

As it stands, it is the competitive novels of the players that dominate the market, while the competitive novels of coaches or managers are on the rise. Needless to say, the former is the main point of attention in the latter, which is the detailed description of the specific process of competitive competition. Whether it is a coach or a manager, this kind of protagonist is outside the official arena, and the competitive game process that should be the focus of the description is strictly speaking without his participation, so if the game on the field is described in too much detail, it will inevitably affect the protagonist's role, and if the description of the official game is insufficient, it will lose the unique charm of competitive novels.

In order to solve this contradiction, a more common practice is to deliberately increase the protagonist's on-the-spot command, increase the number of reversals and unpredictable factors on the playing field, so that the protagonist has enough opportunities to show his face and can fully show his ability and presence. However, this brings two new problems: first, a large number of descriptions of the protagonist's key on-the-spot command, which requires the author to have a deeper and thorough understanding of the competitive sport; The second is to interrupt the game too much and emphasize the score reversal again and again, which will not only affect the authenticity of the work, but also bring a certain amount of reading fatigue, which requires the author to have a good grasp of entertainment writing techniques. In short, to write a good coaching competition, the author needs more solid professional knowledge and a higher level of writing.

The difference between reality and fantasy competition is mainly reflected in the acquisition of the protagonist's ability. In realistic competitive novels, there are no fantasy elements, and the protagonist's success may be due to his talent, but in any case, this talent is still within a reasonable range, and it must be inseparable from the protagonist's constant sweat; In fantasy competitive novels, the strength of the protagonist's ability often stems from a surreal reason, perhaps because the protagonist has a thousand-year-old demon as a master, perhaps because the protagonist has special abilities to assist, or because the protagonist has experience in his previous life, in short, these unconventional factors are the real key to the protagonist's success.

If you roughly summarize these two categories, then realistic competitive novels are mainly aimed at readers who have greater needs for special competitive events, it has a stronger sense of reality and substitution, and has a broader development space in the middle and late stages of the work; Fantasy competitive novels, on the other hand, are mainly aimed at readers with higher traditional entertainment needs, and they can often have a compelling start, be more impactful in the early stage, and gather enough popularity faster.

In fantasy competitive works, because of the protagonist's special abilities or encounters, he is either standing at a higher beginning, or has a faster upgrade speed, in short, he has opened an unknown golden finger. In this way, even at the beginning of the work, the reader can effortlessly predict the great achievements of the protagonist in the future, can have a sense of anticipation, and read the novel with a more relaxed mind.

However, whether it is a higher starting point or a faster upgrade speed, it means that the challenge of the protagonist is reduced, and the entire upgrade process is shortened, especially if the author does not pay attention, the protagonist can easily occupy the peak of the industry and reach the point of no development, therefore, the lack of follow-up is a problem that often occurs in fantasy competitive works.

Therefore, for this type of writing, the most important thing to pay attention to is the control of the protagonist's abilities. Generally speaking, in the work, you must not be forced to improve the ability of the protagonist unplanned just because you have to deal with a strong enemy, or in order to show the protagonist for a while, and you must maintain the continuous growth of the protagonist's ability and leave a certain room for improvement.

Of course, when the protagonist's strength reaches its peak, the work does not necessarily have to be unable to continue, but at this time it requires higher entertainment skills. For example, let the protagonist pretend to be a pig and eat a tiger to experience the thrill of playing with his opponent; Let the protagonist accidentally lose his memory and start a new legend in a foreign land; Let the protagonist act as a teacher, and set off his super ability through the growth of his disciples...... If the author has a good grasp of these traditional entertainment writing skills, it is not impossible to make the protagonist invincible even at the beginning of the work.

However, in any case, maintaining the protagonist's upgrade momentum is undoubtedly more beneficial to the long-term development of the work, and in order to meet this demand, in addition to strict control in the process of the protagonist's upgrade, it is also necessary to carefully set the protagonist's initial ability and the degree of opening of the golden finger. As mentioned above, if the author has a good grasp of entertainment writing skills, the initial ability of the protagonist can be set slightly higher; If the author lacks experience in this area, it is necessary to reduce the initial ability of the protagonist by bringing the story into the time earlier.

As for the opening of the golden finger, it has nothing to do with the author's writing experience, and it cannot be set too high, otherwise, once the sense of cheating is displayed, the pleasure of success will be greatly reduced, and in this kind of work with the real world as the background, the obvious sense of cheating will also affect the authenticity of the work, and then affect the reader's sense of substitution. Therefore, in fantasy competitive works, the addition of fantasy elements must have a degree, if the protagonist has an ability, his ability must not be too strong, and if he has the guidance of a Master or experience in a previous life, it cannot interfere too much with his growth.

Realistic competitive works, in many places, are just the opposite of fantasy competitive novels, the latter's relatively weak late description, is a good time for the former to develop, and the latter's early description, which is easy to enter the state, is the most headache for the former.

In realistic competitive novels, unless a superstar who has become famous is chosen as the protagonist, the protagonist's initial ability must be limited, and without the fantasy element, the protagonist's growth must also be within a reasonable range, and it is impossible to suddenly have a great improvement. At the same time, realistic competitive novels are usually used as the main selling points, such as the struggle of the protagonist, and the large number of characters with full images and distinct personalities in the work, which can only be obtained through a large number of coherent reading, and it is difficult to reflect them in a small range of text. Therefore, although such a work is more realistic, it lacks dazzling selling points in the early stage, and it is easy to appear bland and lose the ability to attract readers who pass by in a hurry.

In order to save this disadvantage, realistic competitive authors must put more effort into the beginning, choose the right entry point, and highlight the personal charm of the protagonist as quickly as possible, so as to attract early readers through him. At the same time, it is best to reveal the reasons for the success of some of the protagonists in the future, and hint that the protagonists will be able to succeed in the future, so that this kind of work can narrow the starting line with fantasy competition and take the first step towards the success of the work.

The above describes the five classifications in the competitive category and their main points, but there are some common writing points in the competitive category.

First of all, in order to write a good competitive work, you must pay attention to the combination of on-field and off-field descriptions.

Writing about competitions is naturally inseparable from the description of the arena, which is the focus of this type of work, but it does not mean that the description of the arena should be abandoned. The off-field description can be divided into three parts, namely the description of the off-field atmosphere during the game, the preview and review description before and after the game, and the description of the protagonist's life outside the game.

Of the three components, the off-field atmosphere is the most crucial. While describing the wonderful game, if you can take into account the performance of the audience outside the court, describe their nervousness, excitement, disdain, frustration, and so on mood and action, describe the different reactions of the supporters of the protagonist's side, the cheerleaders of the rivals, and the different reactions of sports reporters and unrelated people, or the different mentalities and behaviors of the opponents and their supporters, this will be a good supplement and foil to the competition situation on the field.

The other two parts of the off-field depiction are slightly less necessary, but they are equally important. Among them, the analysis or summary description before and after the game is more critical for the coach's competitive works; The depiction of daily life, which is not directly related to competition, is of great significance to enrich the image of the characters and supplement the emotional life of the characters.

Secondly, when describing the game on the field, it is necessary to pay attention to the control of the rhythm.

One of the signature selling points of competitive novels is its tense and intense competition atmosphere and thrilling competition process, however, if the author does not control it and allows this tension to continue for a long time, the reader's heartstrings will always be tense, and it is easy to produce reading fatigue.

Therefore, the control of rhythm is also a key to the success or failure of competitive novels, and it must be relaxed in order to truly reflect the brilliance of the work.

Third, to write competitive novels, you must learn to deal with frustrations.

The charm of competitive sports lies in its unpredictability, if the protagonist is always smooth sailing, not only loses the suspense of the work, but also loses an important selling point of the genre, but if the failure of the protagonist is described from time to time, it is extremely dangerous in terms of the psychological capacity of the reader now. How to deal with this kind of frustration has become a very tricky problem. This will be discussed separately in the frustration management section of the writing skills section, so I will not repeat it here.

Fourth, when writing competitive novels, character portrayal is the top priority.

Regarding the characterization, it has been explained in the classification points above, but here I want to emphasize again that for competitive novels, the characters are its soul, and it is the first thing to pay attention to in this type of work. As for how to portray the characters well, this book will also be explained separately in the writing skills section.

In short, the competitive genre is a better choice for authors who are familiar with a certain sport, especially a popular sport, and can choose a specific competitive category according to their depth of understanding of competitive sports and their grasp of entertainment elements, and start their own competition in the field of fiction