Category: Writing (page 45 of 81)

Savor the Flavor of Rejection

Courtesy United Artists

It’s been years since I’ve seen Rocky. I know, as someone who even tangentially identifies as a Philadelphian, I should watch it more often. But I remember Mickey. I remember him training Rocky, talking him up, telling him things about eating lightning and crapping thunder. In pretty much any story involving a fighter, the pep talks are meant to bolster the fighter’s confidence, before they step into the ring to take a few more punches to the face.

I’ve never, personally, been punched in the face. Not physically. Metaphorically, though, I’ve had my share of right hooks to the jaw.

And to be honest, I’m a better person for it.

I don’t mean that in the sense that I’m better than any of the people around me or any of you fine, wonderful strangers who’ve happened upon this blog. I mean that in the sense that I’m better than I used to be. By no stretch am I a perfect person. Hell, there are days when I struggle to just be good, or at least good enough. Good enough to hold down a dayjob, good enough to not suck at writing or gaming, good enough for a wife or my family or my cats to stick around.

This appreciation has come from rejection, and if I continue on this honest streak, I wouldn’t be where I am without it.

I’ve been told my work wasn’t good enough, that it didn’t live up to its promises, that I failed in this aspect or that way. And I’ve improved because of it. It’s tempting at times to let such things overwhelm one’s psyche, to let the negativity wash away potential energy as sure as a skier slamming into a tree or an offensive jab leading to your jaw getting rocked by a counter-cross. I’m not up on boxing lingo, so if I’m wrong please don’t hit me not in the face.

Anyway. Writers. You’re going to get rejected.

It’s the way things go. Even if you go down the e-publishing route, you should pass your work in front of other eyes – test readers, editors, etc. Strangers, if at all possible. And more than likely they’ll call you out on something they don’t like. Don’t shy away from this. Don’t avoid it. Do not, under any circumstances, tell these fine people that “it’s MY work” and “you just don’t get it.” You will not advance as an artist if you clutch your work to your chest, run to your cave, and proclaim that it belongs to you and nobody else has any say on the matter.

You do that and my knuckles are going to itch to say hello to your chin.

What, do you think art is immutable? Do you operate under the notion that once a word is set down, it can never be changed? Is a painter or film director some sort of demigod whose works cannot be approached by mere mortals? Are games quantum-locked in the state in which we find them on the shelf or our hard drives, only changing behind the curtain of a developer’s studios when we aren’t watching them? Don’t be an idiot. I challenge any film critic to tell me that any cut Ridley Scott made of one of his films is worse than the studio’s theatrical release. The Anniversary Edition of Halo is not only a lot easier on the eyes but also helps expand some of the less solid story points of the universe, and in fact does its job so well I have had to re-examine my feelings on that franchise in general. It is a better product than the original, and only because they changed stuff in it. Minor stuff, to be sure, but stuff was changed nonetheless. Change is good. To reject change is to reject the notion that art is alive, or important, or even necessary.

Let me be clear on something before I wrap this up. I don’t think my opinion’s the only one that matters. This is not the word of Caesar being dispensed from on high onto the unwashed masses. This is one opinion from one ultra-geek who happens to have a semi-established corner of the forum to shout from while he’s pelted with things.

But the fact remains. Rejection happens, and as much as it hurts, it’s good for you.

So suck up the punches there, Rocky. Take a few shots to the face. Bleed a bit. It’s going to happen, so you might as well get used to it. That’s not the important part.

The important part is you punch back. You don’t mind the pain. And you get back up.

If you can keep doing that, no matter how many times it happens, no matter how long it takes, no matter how much it hurts or how broken and lost and lonely you feel, you’ll make it.

As Chuck Wendig says, writing (or game development, or art, or anything that involves breaking free of cubicles and TPS reports and HR looking over your shoulder and long-ass meetings) is putting a bucket over your head and smashing it into a brick wall over and over and over again.

It’s you or the wall.

Rewrite Report: Elves & Dwarves

Bard by BlueInkAlchemist, on Flickr

At time of writing, the rewrite of Citizen in the Wilds stands at 50,230 spanning 17 chapters.

I’m roughly more than halfway done.

In addition to completely reworking the opening so it doesn’t suck, I decided it would behoove me to move some of the folks in the story away from traditional interpretations of fantasy races. In earlier drafts, they were elves and dwarves. It made sense to go with what I knew, but the more I thought about it, the more I realized I was doing myself a disservice in trying to make my world something special but making these races no different than what’s come before.

Acradea is a living, breathing world all its own. Its native races should reflect that. So elves and dwarves became Yusarulim and Vulumae. The Yusarulim, or Children of the Grove, blend in with the foliage and greenery of their home in the forests and jungles, protecting what wildlife and resources they can from human intrusion. Events have left their people a bit scattered, with the biggest enclave being the titular Grove that rests at the heart of what Citizens call the Wilds.

At first, Asherian saw nothing. Then he detected movement, sliding down the vast trunks towards them. The coloration and texture of those approaching was nearly identical to the tree. Others emerged from the bushes and ferns, fronds wrapping around slender limbs that looked so delicate, Asherian feared they’d break with the slightest pressure. Their features and proportions, while vaguely humanoid, unnerved him, from their long digits to their slanted, almond-shaped eyes. The more they moved from the trees and plants, the more they appeared to be clothed in garments bearing motifs of leaves and sky, rather than those elements themselves. Their skin tones complimented these patterns, some with dark skin to match bark while others were the color of a clear summer sky. They were all armed, some with bows or spears, and others with wickedly curved daggers. And they were all staring at Asherian, not saying a word.

The Vulumae, while more numerous than the Yusarulim, are actually more secluded, living as they do far beneath Acradea’s surface in Holds of various description. With magic outlawed and lacking open air in which to travel, they have developed a rail system spanning the planet. Their society is highly regimented and vigilance is constant, as many believe that their proximity to the depths of the world brings them perilously close to what is referred to as ‘the Deep Darkness’.

Where the Yusarulim are slender and graceful, the Vulumae are massive, tending to move with deliberate purpose. They’re not quite as tall as the Children of the Grove, but the Stone-Folk easily have half again as much mass as a human of comparable size. Their skin tones range from soot to marble to obsidian and granite, slowly becoming more and more stiff and immovable as they age. They have large, dark eyes, well-suited for dark caverns and caves, and where humans have hair, they have either ridges of darker color than their skin that somewhat resemble cornrows or braids on a human, or strands or ringlets of what would appear to be spun metal, copper or gold or silver to name a few. They move in battle as one, with towering shields made to lock together and provide space for their spears, becoming mobile fortresses dangerous to approach and fearsome to behold when they charge.

So there they are. I didn’t want to just change the names of the races to sound different. My goal is to have them be functionally different from what we’ve seen before in “fantasy” settings. There’s a lot going on with Acradea and its origins, and these two races are a part of that. It’s my hope that readers will find them interesting and they add to the tapestry I’m weaving in Citizen in the Wilds.

And I managed to avoid spoilers! Not bad for my first rewrite update.

Slow And Steady

Original located at http://www.pbase.com/kekpix/image/58276518

No writing happens instantaneously. There’s no shortcut to success. From start to finish you must make your choices carefully. You have to discern the story you want to tell, and take the time to tell it properly.

When your story opens, you are in essence making a promise to your audience. You are saying, “Here’s a story I want to tell you, and if you stick with me, it’ll be worth the time you’ve taken to experience it.” The audience agrees to invest their time (and, in ideal cases, money) with you and your storytelling skill. You, in turn, are obligated to tell a good story.

Not necessarily a story they will like, mind you, but a good one.

If you rush this, if you try to barrel headlong to a scene or, worst of all, a conclusion, the entire story will suffer. It’s your characters who should suffer, not the story. The events of the tale should include a variety of hardships for those involved in it. But if you instead make it a hardship for your audience to find enjoyment, be it on the surface of the narrative or in the deeper meanings they’ll inevitably explore, you can be damn sure they’ll let you know it.

So take your time, won’t you?

Better food comes out of a crock-pot or an actual oven than it does from a microwave. You get better results painting something with tiny, painstaking touches of a small brush than you do the wide spray of compressed air mixed with paint. The more time you take to get your story right, to bring your characters to life and make the audience care when you inevitably hurt them, the better the story will be, and the more inclined your audience will be to ask you for another one.

Rewarding Rewrites

Courtesy floating robes
Courtesy Floating Robes

You finished writing something! Congratulations! All your time and sweat and inspiration and maybe even some blood has contributed into a new idea and a powerful work you feel some measure of pride for. Yay!

Now go rewrite it.

Any writer who’s actually worth their ink will tell you that you’re an idiot if you think the first draft of anything is worth reading. I mean, yeah, you have good ideas, interesting characters, some cracking dialog, and maybe even a powerful theme or two, but let’s face it, after tens or hundreds of thousands of words, you’re at a very different place at the end of the story than when you were at the beginning. Once you reach the end, you can go back to the beginning with fresh eyes and start pulling out things that don’t work. Use a scalpel in some places, a hatchet in others, and the rubber cement of new words in between.

It’s arduous at times, and takes time away from the fresh new ideas dancing like sugar plums in our heads, but it’s ultimately rewarding.

Rewrites make our stories better. As we smooth out rough passages and form more coherent connections between the events in the story, we make the read more enjoyable. Taking the time to rewrite means refining our story more and more. Sometimes this means losing words left and right, and other times you’ll find chapters growing or splitting to accommodate more text. Either way, once you’re done with the rewrite, you get to feel accomplished all over again.

The way I see it, every rewrite yields something new, and there’s always something that can be touched up a little. So if your writing is out there, and nobody seems to be picking it up, keep rewriting until someone does. Find your rewards in this process, and the rewards of actual recognition will be all the sweeter as a result.

The Video Game Singularity

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.

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