Category: Writing (page 14 of 81)

From the Vault: The Video Game Singularity

I’m on my way to Boston for PAX East this morning. While I make my way through several states on what are certain to be lovely roads, have a look at my thoughts on the lines between video game developers and video game players, and what might happen if they get blurred.


X-Box Kitten

I feel we are rapidly approaching what I’ve chosen to dub “the Video Game Singularity”. It’s the point at which the lines between developers and players of video games blurs to the degree that the storytelling experience these games convey is one truly shared between both camps. We’re on our way with RPGs with user mod tools like Skyrim, massively multiplayer experiences and yes, Choose-Your-Own-Adventure tales like the Mass Effect trilogy. Now, things like marketing departments, stratospheric fanatical expectations, and the limitations of current technology will hinder this advent, but it’s sooner than we think.

The Internet’s instant communication and dissemination of information is accelerating the process as we, as gamers, find and refine our voices. While we’ll never be able to excise every single idiot or douchebag from the community, we can minimize their impact while maximizing what matters: our investment in our entertainment. We are patrons, and video games are the art for which we pay.

Games are unquestionably art. Moreover, they a new form of art all their own, with their own traditions, their own classical periods, their own auteurs, their own mavericks. So I pose the question: why do we judge them as works of art extant in other forms when they clearly do not belong there?

Think about it. A movie critic, with little to no exposure to gaming in general, has no basis by which to judge the merits and flaws of BioShock or Killer7 in comparison to Kane and Lynch. By comparison, many gamers who only see a handful of movies may not recognize the reasons why film aficionados praise Citizen Kane or 2001: A Space Odyssey. The two mediums are completely different, and the biggest difference is in the controller held by the player.

From the moment we put our fingers on buttons, sticks, or mice at the start of a game, we have a measure of control over our experience. A well-designed game lets the player feel like they are truly a part of the world they’re being shown, that their choices will help shape the events to come. In a movie or a book, there’s no interaction between the observer and the observed. We experience the narrative the authors want us to experience regardless of whatever decisions we might have made differently. Video games, on the other hand, invite us to make our choices and experience the consequences for better or for worse.

Since players are a part of the building process for the narrative, it could be argued that they have just as much ownership of the story as the developers do. That isn’t to say they should get a cut of the game’s profits, as not everyone can render the iron sights of a gun or the glowing eyes of a dimensional horror-beast as well as a professional, who has to pay for things like training and food. A game done right, however, makes the player feel like a part of its world, and with that comes a certain feeling of entitlement.

That word’s been bandied about quite a bit lately, and to be honest I don’t think gamer entitlement is entirely a bad thing. The problem arises when gamers act like theirs is the only opinion that matters. Gaming is, at its best, a collaborative storytelling experience. Bad games shoulder players out of their narratives with non-interactive cutscenes or features that ruin immersion. Bad gamers scream their heads off whenever things don’t go exactly the way they expect in a given story. “This sucks and so do you” is not as helpful as “I think this sucks and here’s why.”

Not to belabor the point, but you can tell an author or director how much a book or movie sucks in your opinion, and the most you might get is a “I’m sorry you feel that way.” Game developers, however, know their medium is mutable. It can be changed. And if mistakes are made in the process of creating a game that slipped by them or weren’t obvious, they can go back and fix them. Now, the ending of a narrative is not the same as a major clipping issue, games crashing entirely, or an encounter being unreasonably difficult, and not every complaint from the player base is legitimate. And in some cases, the costs in time and money required to make changes to adjust a story even slightly can be entirely too prohibitive. But when there’s truth found in the midst of an outcry, some merit to be discerned from a cavalcade of bitching and moaning, game developers have power other creators of narrative simply don’t have.

The question is: should they exercise it?

Let me put it another way:

Should finished games be considered immutable things like films or novels, set in stone by their creators? Does listening to players and altering the experience after much debate ruin the artistic merit of a given game?

I think the answer to both questions is “no.”

Changing the ending of a novel or film because fans didn’t like it is one thing. Most directors and authors would cite artistic integrity in keeping their tales as they are. There are those who feel game developers should maintain the same standards. That doesn’t seem right to me, though. For one thing, a writer may change an ending if a test reader can cite issues with it, and a director can re-cut their film if focus groups find it difficult to watch without any benefit. Moreover, gaming is so different from every other art form, so involving of the end user of the content, that sooner or later a different set of standards should be observed.

As we approach the Video Game Singularity, it becomes more and more apparent that the old ways of judging those who create the stories we enjoy no longer apply. We are just as responsible for the stories being told through games as the developers are, and while games empower and encourage us to make decisions to alter the outcome, we must realize that our power in that regard is shared with the developers, and is not exclusively our own. By the same token, the onus of integrity does not solely fall on the developers. We, as participants in the story, must also hold ourselves to a standard, in providing constructive criticism, frank examination, and willingness to adapt or compromise when it comes to the narratives we come to love. Only by doing this can we blur that line between gamers and developers. Only by showing this desire to address these stories as living things in which we have a say and for the benefit of which we will work with their original creators will gamers stop coming across as spoiled brats and start to be considered a vital part of the game creation process.

We can stop being seen as mere end-user consumers, and start participating actively in the perpetuation of this art form. To me, that’s exciting and powerful.

I mean, we still have people using racist and homophobic language in the community, but hey, baby steps.

500 Words on Chuck Wendig

Courtesy terribleminds
Courtesy terribleminds

If you don’t know who Chuck Wendig is by now…

First of all, watch this.

Second of all, what the hell is wrong with you?

I’ve worshipped at the Altar of the Terriblemind more than once. It involves sacrifices of coffee, whiskey, tacos, and an outpouring of creative swears while dancing naked under the light of a full moon. While it’s yeilded quite a few fantastic books, which I’ll get to, it’s also given me the sense that I need to kick my writerly ass.

The last few months have been surprisingly stressful at the dayjob, which is perhaps due to extenuating circumstances in my head and diet and whatnot, but that’s not really an excuse. The dayjob only lasts a certain number of hours per day, and I could easily carve out more of the remaining time for writing. Hell, Hearthstone has long queues, as does Heroes of the Storm (waiting on my invite, Blizzard!), World of Warcraft has pauses for travel and queues of its own… and those are just the Blizzard games! I like to write posts like this while watching Crash Course or The Cinema Snob. It’s possible to pour the words into the cracks between the day’s longer hours. I just need to do it more often.

A while back, Chuck posted a photo of where he writes. It’s beautiful. Isolated. A window to the outdoors, a rig for his iPad (disconnected from the Internet, I’d imagine), a place for his coffee. I’m reminded again that not only do I need to make the time, I need to make the space. Sitting here tapping out blog posts isn’t too difficult, writing-wise, but it’s still incredibly easy to be distracted and if I want to get anything done, I need to focus. I must do that more often, just like I should work out more often. I can make all of the excuses I like about the dayjob or my mental/emotional state or what have you, but in the end, the only way to write is to write.

Wendig reminds me of this because, damn, that motherfucker’s prolific. He’s writing novels, novellas, serialized fiction, non-fiction about writing… basically everything a canny genre writer can write to keep writing. He’s got various points of entry if you’re not up on his work, too. Are you into vampires and/or zombies? Read Double Dead. Want a powerful female protagonist? Blackbirds is for you. How about urban fantasy mashed with gripping crime drama? Try The Blue Blazes. Young adult reader looking for something unique? Under The Empyrean Sky might be your bag. Just need advice/a kick in the ass for your own writing? Buy The Kick-Ass Writer already.

See what I mean? Whenever I worry that my ambitions are too “all over the place”, that what I write can’t possibly make it, Chuck reminds me that such thinking is bullshit. All I have to do is get off my ass. Or at least sit my ass down and write.

Do What You Gotta

It’s an unfortunate truth: we don’t all have the luxury of doing what we love all day, every day.

Some do, and that’s wonderful. The world needs more people who come fully alive and do what they love for the benefit of others as well as themselves. I support them wholeheartedly. But we can’t all do that. Some of us toil. Some of us put aside what we want to fulfill our obligations and make ends meet in a more expedient but less satisfactory fashion.

You have to remind yourself that this is okay.

There’s nothing wrong with committing to a bit of the old day-in day-out. Being as present as possible where you physically are can help make a better future for yourself. Employers like to see reliability and adaptability in their assets, and these attributes can make future employment opportunities easier to secure. From that perspective, putting aside other ambitious is a worthwhile sacrifice.

You also have to remind yourself not to give up.

Our dreams matter, and are worthy of being pursued. Having goals beyond the mundane day-to-day helps us see beyond the inbox, work through the frustations that come from tasks that ultimately have no real impact on us, and give us hope for the future. Our problems are temporary. To paraphrase Theodore Parker (who was himself paraphrased by Martin Luther King Jr), the curve of history is long but it bends towards justice. If you can hold onto what’s good in your life, and strive towards your goals even if your steps on that journey falter, you will see that your setbacks and failures do not matter anywhere near as much as your joyous occasions and your successes.

In the end, our measure is not truly taken in the unfortunate difficulties that hinder us and the oversights and mistakes we are bound to make. We’re going to get in our own way. We’re going to leave aside what we’ve put aside for the sake of our sanity and decompression. These are forgivable, human, and ultimately temporary conditions. If we keep moving forward, if we persevere, if we eventually reach that goal towards which we strive, all of the frustation and all of the shame and all of the despair will evaporate, and satisfaction is all that will be left.

Tomorrow will be a new day, no matter how badly today might go.

Try to remember that, especially when the days begin to turn sour. You can make it. And you will.

Until then, do what you gotta do.

Create Fearlessly

I think it’s normal for creative types to experience a measure of jealousy in the entertainment they enjoy. “Why didn’t I think of that?” “How do they do that?” “What are they doing right that I’m doing wrong?” So go the thoughts one can have when consuming media in line with what one wants to create themselves. Jealousy can become trepidation and even fear. Why try to create something new where something new that’s very similar has already been created?

When I run into this question, I try to remind myself of what I feel is the correct answer: Try to create anyway.

It’s difficult, at times, not to care about the works other have done that lay within our interests and skill set. We want to know the competition, after all, to gauge our chances at meeting with the same level of success. We want that knowledge, that assurance, even if it means we have to give up on our ideas because, according to all of the evidence, the ideas don’t stand a chance.

That knowledge, as essential as it seems, gives rise to our fears. We’re afraid our dreams aren’t good enough. That our ideas will never find an audience. That at the end of all things, all we’ll have to show for our desire to create is some disconnected scraps of thought and art, a bitter feeling of repeated and callous rejection, and a whole lot of wasted time.

You shouldn’t be afraid of these things. And if you want to give your dreams a fighting chance, you can’t be afraid of them.

It doesn’t matter if what you want to do has been done. What matters is, how are you going to do it? What parts of your creation will set it apart from others? Why is it yours? Answering those questions, instead of the others I posed, will help you move forward, create more, and bring your dreams to life. You’ll find confidence and joy in doing so. And you will leave your fears behind.

The world needs more creators. Go forth, and make something new. And when you do it, do it without fear.

Breaking The Ice

Courtesy West Orlando News

You might think, from the title, that this is going to be another post about Netrunner. As much as I could ramble about cyberpunk card games until the post-apocalyptic cows come home, I want to talk more about the weather. No, not the weather in Night Vale, that’s yet another post. Lately the weather where I live has been cold. The winds have teeth. Snow is everywhere. And slowly but surely, almost every surface has languished under a coat of ice.

We’ve had to dig ourselves out of weather like this, situations like this, before. Even if you haven’t (in which case, consider yourself very fortunate), I’ll enumerate to facilitate better understanding. We have a bit of a hibernation instinct, the impulse to withdraw from the biting winds and damaging cold, to retain all the warmth we can by staying as huddled and insulated as possible. Whatever we leave behind, whatever escaped our notice in our withdrawal, becomes encased in that ice we’re desperate to avoid.

So it is with projects we leave behind. It could be for any number of reasons – fatigue, stress, more pressing projects, mere distraction – but whatever the cause, we put our ideas on a shelf in the freezer of the mind, to preserve it for later. Thankfully, ideas do not themselves suffer from freezer burn; the only real danger is that time may have made the idea too hip or too passé to be completely actionable. But no idea is completely without merit. All you have to do is break the ice around it and see what you have to work with.

This goes back to reinterpreting the entire concept of writer’s block. I maintain that it doesn’t really exist, at least not in the form of some ineffable construct that simply appears in the path of the writer. What does exist is this reshuffling of priorities in our heads. If you feel like something is preventing you from doing what you want to do, all it takes is some time to recharge, rethink your approach, and maybe break the ice covering something in your mind that hasn’t had attention in a while. I’m sure, in some case, there are truly daunting things in the way that can mess up one’s personal productivity, so I don’t mean to generalize. However, for the most part, if you’re wondering what’s happened to that idea you once had, if it’s any good or if there’s something fresh about it you can use elsewhere, I encourage you to dig it out from the back of that mental freezer, chip off that ice around it, and see what you can do.

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