HN 写作课

工程师们二十年里聊过的写作。

工程师、作家、编辑和创业者在 Hacker News 上聊了二十年“怎么写”:怎么写得清楚、怎么讲好一个故事、技术文档怎么写、小说和出版是怎么回事。这里把其中关于写作与讲故事的帖子挑出来,配上中文导读、可以直接用的写作要点和评论翻译。

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    1. 01

      从全量里捞

      读取 Hacker News 自 2006 年以来的全部帖子,用关键词先捞出 40 分以上、可能和写作有关的约 1.1 万篇。

    2. 02

      只留真正讲写作的

      由 AI 逐条判断是否和写作、讲故事、文风、出版有实质关系,剔除“写代码”“编辑器”这类字面撞车,并分进十个类别。

    3. 03

      提炼可用的要点

      为值得读的帖子写中文导读,提炼 2-4 条可以直接用到自己写作里的要点,并精选翻译 HN 高赞评论。内容由 AI 生成,可能有误。

    讲故事与叙事201699percentinvisible.org

    邪恶的建筑:推想小说电影中的反乌托邦巨型企业

    The Architecture of Evil: Dystopian Megacorps in Speculative Fiction Films

    阅读原文 HN 讨论
    184HN 得分
    51条评论
    4条写作要点

    导读

    99% Invisible 的这篇文章分析科幻电影里"邪恶巨型企业"的建筑语言:粗野主义、超大尺度、单一材质如何被用来暗示监控、压迫与不可挑战的权力。对写作者来说,它示范了如何用环境与视觉细节代替形容词来塑造世界观和气氛。

    关键词 建筑与叙事视觉象征反乌托邦世界观构建

    可以直接用的写作要点

    1. 01

      想写出"邪恶"或压迫感,别直接贴标签:用建筑的尺度、材质和重复感让读者自己感到不适。

    2. 02

      故意打破"人的尺度"——超大构件、到处用同一种材料——能让组织显得凌驾于个人之上、不可挑战。

    3. 03

      善用类型学的现成联想:粗野主义让人想到监控国家,希腊柱式让人想到政府,借力读者已有的视觉记忆。

    4. 04

      写分析类文章时,把"类型学""人的尺度"这类术语用日常类比讲清楚,兼顾可读性与深度,别写成清单式标题党。

    HN 评论精选

    用"类型学"和"人的尺度"解释邪恶建筑的视觉逻辑:超大构件与单一材质故意让人显得渺小。

    我在建筑学院时,课上常说"人的尺度"和"类型学"这类词。这篇文章很好地展示了"类型学":我们怎么把粗野主义建筑和 FBI 式监控国家联系在一起——你知道吗,我们也常把希腊柱式和"政府"联系在一起。"人的尺度"指建筑的形状和质感要有所切分,免得相对渺小的人觉得它逼近、有压迫感——就像人宁愿穿不同颜色的衣服,也不愿穿单色连体服。几乎所有"邪恶"建筑都故意违背人的尺度:用超大的构件、到处用同一种材料,目的是让组织显得比个人乃至社会更伟大、不可挑战。1930 年代法西斯德国和意大利的建筑也出于同样理由这么做。

    vtange查看英文原文

    Back in my days of architecture school we threw around terms such as "human scale" and "typology" in classes. The article demonstrates well the idea of "typology" - how we came to associate Brutalist structures with FBI-style surveillance states. Did you know we also associate stuff like Greek Columns with government in general? The "human scale" term refers to how a building's shape and texture should be broken up to break up any notion of the building being looming/threatening to tiny humans by comparison - kind of like how a person would prefer wearing different colors as opposed to a monocolor jumpsuit. Almost all "evil" architecture fails human scale design on purpose by making oversized elements or using the same material everywhere - the idea is to make the organization seem greater than the individual or even society, and make it seem impossible to challenge. This is also seen in architecture built or designed by fascist Germany and Italy back in the 1930s, for exactly this reason. Look up https://en.wikipedia.org/wiki/Fascist_architecture if you want more.

    反乌托邦美学辨识度极高,公司采用它可形成强品牌,读者也不会当真把它读成"我们在做坏事"。

    说实话,也许因为我是 80 年代长大的,从小看多了带强烈反乌托邦、赛博朋克风格的作品……但我一直纳闷,为什么更多科技公司不去拥抱这种美学。那些建筑如此独特醒目,会带来很强的品牌效应。而且,尽管动机可疑,我们在虚构作品里确实把巨型企业和尖端科技、惊人能力联系在一起。并不是说有人会把谷歌的明快配色和"不作恶"口号当成真的道德行为;反过来,我也不觉得阴险的美学会暗示"我们在干坏事",更像是对科幻高科技的一次有趣致敬。

    arcanus查看英文原文

    Honest statement: maybe its because I'm a child of the 80s, and so grew up around media with strong dystopian/cyberpunk styling... But I've always wondered why more tech companies and corporations don't embrace this aesthetic. The buildings are so distinctive and striking that it would result in very strong branding. And while motivated by questionable ethics, we do associate megacorps in fiction with bleeding edge technology and incredible capabilities. It is not as if anyone takes the Google happy colors and 'don't be evil' motto as actually indicative of ethical behavior. Conversely, I don't think an insidious aesthetic would imply 'we are doing bad things' as much as a fun nod to sci-fi high tech.

    好的分析文章要在可读性与专业性之间取得平衡,而不是写成标题党式的清单。

    这篇文章确实把这个主题讲透了。建筑和电影理论是我最喜欢的两个话题,因为视觉象征在两者中都非常核心。这两个领域都有大量专业术语,很容易写成让多数读者读不下去的文章;99% Invisible 的大多数文章恰好踩在甜点上:既是有趣、易懂的入门,又让熟悉该主题的人觉得有意思。这篇文章本来很容易被写成"五座住着邪恶巨型企业的真实建筑,第四座会让你惊讶!"那种样子。

    Declanomous查看英文原文

    This article really nails this topic. Architecture and film theory are two of my favorite topics, because visual symbolism is so integral in both. Both disciplines have a lot of domain-specific language that it's really easy to write an article that is inaccessible to most readers. Most articles by 99% invisible really hit the sweet spot where they are entertaining and accessible introduction to the subject, but are still interesting to people familiar with the topics being reported. This article could easily have been "Five real buildings that housed Evil Megacorporations, #4 will surprise you!" Speaking of dystopian megacorps and their architecture, I bought Invisible Inc during the Klei sale on Steam. I'd highly recommend it. It's a turn-based stealth rougelike based based in a cyber-punk world run by dystopian megacorporations. You control a team of technologically augmented spies who infiltrate these megacorps. The levels are all procedurally generated, which works really well for the inhuman sameness that corporations have in science fiction. The gameplay is well thought out, and the story mode is well written. It deconstructs a lot of themes typically present in cyberpunk, but the deconstruction doesn't upstage the gameplay (I feel like game designers sometimes try to be 'clever' when deconstructing tropes, to the detriment of fun.) The story mode isn't very long, but it has good replayability due to the roguelike nature and the procedurally generated levels. There is also an endless mode, which adds a lot of replay value, and is something that I miss in other roguelikes, such as FTL. I played it on Linux, and it runs well. It's $20 normally. I'd say it's a must-buy at $10 or below if you enjoy roguelikes or stealth games. I'd say take a pass if you don't enjoy turn based games or cyberpunk. You can probably get a pretty good idea of the gameplay from watching a video on youtube, but I'd definitely try to avoid spoilers.

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