Tag: Writing (page 39 of 47)

Choose Your Own Action/Adventure

Old book.
Old book is old. Even the guy on the cover is old.

I have a dog-eared copy of the first Choose Your Own Adventure book, the Cave of Time, somewhere in my collection. I adored reading it over and over again, because every time I picked it up, something different was going to happen. Now, granted, I died more often than I succeeded, but I don’t think that’s any different from how most video games play out, especially those games called action/adventures.

To be honest, I hate the term ‘action/adventure’ when applied to video games. It feels like the term was dreamed up just to get applied to games that don’t fall conveniently into a single game-play type. Halo‘s a first-person shooter. Command & Conquer is an RTS game. Gran Turismo is a racing game. Assassin’s Creed? Action/adventure.

The thing about a game like Assassin’s Creed, though, is that the game isn’t just there to be a game. It’s also there to tell a story. Halo, for the most part, has a story that, while not the worst in gaming, merely exists to get the player from one arena filled with squishy targets to the next. A lot of shooters fall into this, and several hack-and-slashers as well (I’m looking at you, Kratos). I don’t want to seem like I’m ragging on games that exist just to entertain. Believe me, I’m just as amused and distracted by shiny objects, spurts of blood and full frontal nudity as the next guy. But a game really gets my attention when something else is going on that pulls me in.

For the sake of comparison, let’s look at Halo in contrast to BioShock.

Courtesy Take Two
No Brute ever gave me that “OH SHI-” feeling I got when I took on a Big Daddy for the first time.

BioShock is not without a few problems. It was advertised as a mix of shooting & role-playing but ended up leaning far more towards the shooting side of things. The morality system was an ‘either-or’ choice rather than a sliding scale. And the final boss is something of a let-down. However, I love BioShock in spite of its flaws because of its deep and interesting story. Instead of the typical badass X wading into situation Y with overpowered weapon Z, the player’s character is thrust into a situation in a completely alien environment and is unaware of both his potential and the dark secrets that await. In Halo, Master Chief knows he’s a badass, goes about things in his badass way, hefts badass weapons without any problems because he’s a badass, and goes about saving the galaxy in an almost nonchalant way as fits his badass idiom. I hope I’ve used the word ‘badass’ enough times to properly demonstrate how boring I find the stories in the Halo universe. Good concepts, mind, and a badass protagonist to be sure. But kinda dull in the execution. Then again, Halo seems more and more to be a vehicle for teenagers to shoot lasers at each other and teabag their opponents.

And maybe I’m just tired of having to wash that taste out of my mouth. Anyway, let’s move on.

Courtesy Squenix
Right up there with Xenogears in terms of ‘games that do dirty things to your brain’.

My wife recently played through Chrono Cross for the second time, and I have to say that I need to make time to play through it myself. In addition to suggesting someone make a time-travel MMO, she points out that the story of the game is not only well-written but the kind of thing that fucks with your mind. Now, it’s an older PSOne game, so the graphics aren’t as top-notch as they once were and some of the game systems look a bit clunky from the outside. Again, this is me, and I haven’t played it myself. However, seeing some of the story playing out and the depth given to the various characters pulled me in just as an observer. I can only imagine the experience that awaits me as a player.

I’ve never played The Force Unleashed either, but I don’t think I have to. The penance I must pay for liking the prequel films when I was younger is coming, and I know I must pay it because I am quite guilty of my sins. However, I’ve tried to mitigate the damage to the memory of my childhood, which I pray shall rest in peace after being thoroughly flash-liquefied by the blazing bonfire of ego put on the screen not once but three times by Lucas. I’ve avoided the CGI Clone Wars mess like the plague, only deigning to watch Confused Matthew‘s review of the film, and I refuse to play Force Unleashed. It, too, is something of a sweeping epic, but it is, by all accounts, full of wooden characters with flat dialog and pointless computer-driven action sequences that have little to no relevance to the story. If it turns out the case is otherwise, in comparison to Lucas’ other recent work, I would be very surprised. I hope the comparison is clear: both games deal with impossible feats (time travel and psychoflexus powers, respectively), both aim for expansive stories and both want to draw us into the lives of the characters. Just from observation, as far as I can tell, Chrono Cross is a shining success while The Force Unleashed is a bombastic high-energy failure.

It’s possible I’m being overly biased about this, and that I’ve been somewhat spoiled by earlier games that feature story in lieu of graphics and physics engines. I’ve covered what I enjoy about Mass Effect, and one of the things I talk about is its story. However, while there’s nothing wrong with having a linear story, and Mass Effect‘s is pretty linear when the side-quests are left out, I do sort of miss the ‘branching campaign’ system that, to my knowledge, hasn’t been used much since I first experienced it in Wing Commander.

Courtesy EA.  I think they own everything now.
Long before MMOs, I was wasting hours on video games. This series in particular.

I wax nostalgic when I think of Wing Commander. In a game that hearkens to the likes of Battlestar Galactica and Space: Above and Beyond, you’d think the main selling point for me would be the ability to hop into a space fighter and fire my lasers at antagonistic aliens. And while that’s always fun, especially for a space cadet like myself, the other thing that makes it stand out in my mind along with those shows is the intricate and well-crafted story. And instead of moving along from one plot point to the next regardless of your actions, the success or failure of a particular mission can take the story in an entirely new direction. I don’t know about you, but to me the idea that I can alter the fate of my shipmates and the entire human race I’ve been sworn to defend excites me. It makes me want to go back and play through the original Wing Commander games, 256-color graphics and MIDI music and all.

The difference between Wing Commander and Mass Effect, other than decades of development, advances in gaming technology and the fact that Wing Commander never got past the occasional on-screen kiss while Mass Effect doesn’t flinch at laying hot blue alien booty on us, is that Mass Effect‘s story kindly waits for the player to advance it. “Yes, the Geth are on the rampage and threaten to destroy us all, but go ahead and do a little mining, we’ll be here.” In Wing Commander there’s a different sort of urgency. The player needs to assist the story in determining where it goes next. It’s like those old Choose Your Own Adventure books, which didn’t bother with any sort of linearity other than what was chosen by the reader. I’m not saying that those books or those old games were flawless. In fact, some of the CYOA books could be downright inscrutable.

Courtesy Something Awful
Reading: It’ll expand your kid’s vocabulary!

However, the fact remains that the more control the player is given over the story, the more invested they will be in taking that story to its conclusion. MMOs put the player in the role of storyteller, allowing them to determine how the growth of their character proceeds. Now, many MMO players might be more interested in the aforementioned grind/pwn/teabag environment, but for others, including myself, there should be more to a game than that, otherwise why should I pay someone a monthly fee to do something I can do on my console or PC for free, and have had the capability of doing for years?

On that note, I want to mention how much I’m looking forward to the Star Trek Online open beta. Once again, not only will I be running around space pew-pew-pewing at things, I’ll be helping to tell a story. Like those old CYOA books, I have no idea which way that story is going to go. And that idea, the notion that what is about to happen to me is completely unknown, is undeniably exciting. It’s exciting in ways that running around tossing grenades and crouching over the face of an irate 14 year old boy could never hope to be.

Carl Sagan Shoveling Coal

I’ve mentioned sfdebris a couple times now, most recently in my post discussing my favorite critics. I bring him up because he’s relevant to something going on in my day job currently. In his review of the Star Trek: Voyager episode Good Shepherd, he covers the opening in which Seven of Nine gives an efficiency report, and mentions that a crew member with 5 degrees in theoretical cosmology is at the bottom of the ship doing menial engineering tasks.

Courtesy Paramount
Why no, I didn’t use this photo just because Seven of Nine’s in it, why do you ask?

Chuck puts it another way: “On a ship meant to explore the wonders of the universe, you’ve put Carl Sagan in charge of shoveling coal.” While this is more inexplicable than normal in a semi-utopian future world set in space, it still happens in the normal, everyday world. Over-qualification is something that happens in the workplace, especially when the economy isn’t behaving as well as most would like.

When companies cut back in areas, it’s usually in places they’d like to expand but simply don’t have the capital to invest. This means that a lot of the people who get axed are people with ideas, creative folk with esoteric backgrounds who might not be focused on business or profitability. When losing their jobs, they do what they can to look for further employment, brushing up their resumes and beginning the arduous search for a job, a search that is every bit as tedious and uncertain as the search for an agent or publisher. Those who still have jobs, on the other hand, might find themselves in a position where, in addition to their regular tasks, they’re doing things like answering the phone for other departments or watering the boss’s plants or something.

Courtesy Enquirer.com
Times are tough, even for a Nobel laureate physicist like this gentleman.

Either way, you have creative people doing menial tasks – like Carl Sagan shoveling coal. I don’t have any sort of real solution in mind for the issue, other than keeping one’s eyes peeled for better employment elsewhere. And one should continue to make time for creative pursuits, because as the man has said several times, if one isn’t fortunate enough to be pursuing their dreams on a full-time basis, it becomes a spare-time endeavor. But that doesn’t mean one should give up.

It just means one might have to get by with less sleep and, really, who needs sleep? I don’t. And now, if you’ll excuse me, there’s coal that needs a-shovelin’.

At least, if I’m lucky, it’ll be coal and not something else.

Like Water Over Rock

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

It seems that more often than not, stories in popular media from novels to motion pictures spring fully formed from the heads of their creators. Like Athena emerging from the cranium of Zeus, except she’s a goddess and a lot of these stories are more likely to ride the short bus than a blazing chariot. The idea get into the writer’s head, they put it down on paper and immediately rush to get it published or made into a movie – and that, right there, is the problem.

It takes nine months to form a new human being. Good food takes upwards of half an hour to prepare properly. Carving a statue out of wood, painting a miniature for a game – see where I’m going with this? These things take time.

Natural diamonds are the result of hundreds if not thousands of years of pressure on something that doesn’t look anything like a diamond. A story properly developed is a bit like that, in that odd things stick out that prevent the overall product being smooth. You need to work it over and over again, smooth out the rough patches like water moving over a rock. The more time spent refining the ideas and plot points of the story, the smoother the overall result will be.

About The Audience

The Empty Cinema, by Wolfskin

“It’s a work of fiction. It’s a metaphor.”

This is, apparently, what George Lucas says to people who criticize his work. When they bring up Jar Jar Binks, nuking the fridge or the complete dehumanization of Star Wars, he tells them something along those lines. And somewhere between his lips and my ears, the words change to have the following meaning:

“I don’t care what you think. It’s my story and I can tell it any way I want, and people like you will pay for it, so you’re the dumbass here, not me.”

This seems to be almost common among storytellers & directors these days. Look no further than the likes of Michael Bay and Uwe Boll. There are people out there getting paid embarassing amounts of money to tell bad stories who don’t care about the people in those stories or their intended audience. This sort of ties back into my musings on what a story should be about, but it occured to me that a major problem with a lot of the productions out there is that the creators are concerned about their creation, and not the audience.

Chuck (not Magic Talking Beardman Chuck, but sfdebris Chuck) said once that “the worst feeling when doing comedy is when you tell a joke and nobody laughs.” Stand-up comedy can keep a performer honest because you get feedback, be it good or bad, right away. The same goes for music, especially when a band is first starting out. If you think you’re awesome and you get up to play only to find beer bottles getting thrown at your head, and it happens more than once, something is probably wrong on your side of the stage. This has been true for quite a long time, back when the folks in the cheap seats in a theater would toss raw or rotten veggies at somebody they didn’t like up on stage.

Stand-up comedians, musicians and stage actors are all entertainers. When you tell a story, be it in a verbal, written or audio/visual format, you are entertaining. And if that presentation is being put together to be seen by somebody other than yourself, you are intending to entertain an audience.

It makes sense, at least to me, that you should care about that audience.

It is illogical to assume that you are good at what you do if you get no feedback. In order to get that feedback, you need to show your work to others. The other people who witness you work are your audience. And you can’t just stop at family & close friends, either. That’s the problem with George Lucas from what I’ve seen, because during the production of the Star Wars prequels he was surrounded by people who are either his friends or were told by his friends not to challenge him.

People you haven’t met need to see your work, and tell you what they think. How else are you going to improve, and more to the point, know you’re improving? If you’re only going to show your product to someone who’s going to tell you it’s great no matter how much it might suck, you might as well show it to your dog. I’d say ‘show it to your cat,’ as I’m a cat owner at this point, but your cat will treat you with disdain despite the quality of your product and wonder when you’re going to feed them again.

I feel like I’m beating a dead horse, here, but I hope I’m being understood in how important I consider it for thought to go into your work, and to try and make it about something other that sex and violence. When you show it to others, and they don’t like it, don’t just dismiss them out of hand. Ask them why. Find the weaknesses in the work, and make them better. Not only will you be glad you did, your audience will too.

PT: The Fine Art of Subtlety

You will learn by the numbers! I will teach you!

All right, nuggets, on your feet! We’re going to talk about something near and dear to my black little heart today, and I expect it’s a subject some of you have touched on before. I know I’ve been guilty of this, very recently in fact, so let me begin with an example.

In my current long-term writing project, there’s a reveal that happens at about the halfway mark. Our heroine’s been trotting along, doing her thing and generally being awesome, when she runs headlong into an adversarial brick wall and nearly gets herself killed. When she wakes up, she’s in an unfamiliar environment and made aware of some facts relevant to her situation that had previously been unknown to her. Once she gets over the shock, she’s pretty pissed about it.

When I originally envisioned the scene, it had about, oh, this much subtlety:

STOP! Hammer time!

It’s an old familiar trap. I have a cool idea in my head, and I want to get it out in front of people as soon as possible to say “SEE, THIS IS COOL!” and have them all agree. But they might not, since their heads are throbbing from the abrupt noise and some of them are picking glass out of their faces. Apparently they ignored the notice about the people in the first couple rows possibly suffering grievous bodily harm.

Anyway, it should go without saying that you shouldn’t do this. How boring would it be if we knew right from the outset that the evil armor-wearing asthmatic overlord is really our hero’s father? Or that the quiet, patient and empathetic psychiatrist we’ve been following has been dead all along? Or the planet on which the hero’s crashed that’s populated by damn dirty apes isn’t an alien world, but our own Earth?

The aforementioned stories (now RUINED FOREVER for some I’m sure, sorry about that) work because the big reveal comes not only at the right time during the story but also in the right way. The secrets and cool moments of a story should, like the action and growth of characters, grow organically from the story’s plot and theme. As our characters grow and change, an earth-shaking revelation should be hard-hitting, but not blatant. It’s a balancing act, and will only come with practice.

While we’re on the subject of character growth, I’d like to touch on something while we’re discussing subtlety. Truly effective and lasting characters are ones that grow and change over time, rather than springing fully-formed of awesomeness from the head of the creator. I mean, sure, it’s cool to imagine yourself as the new kid on the block with killer guns akimbo skills and the sort of smile that’d make the opposite sex fall over themselves to get at you (or members of the same sex, or both) but how is that interesting for other people?

Mary Sue

It’s something I’ve mentioned in the course of preparing myself for Star Trek Online, and Classholes Anonymous covered the subject better than I could. The only thing I have to add is this: Not only does a half-Vulcan, half-Romulan, half-Klingon, half-Caitian former Borg drone with powers of the Q who’s also Kirk’s half-grandchild piss people off, it’s thoroughly uninteresting. Not to mention there’s a failure at math somewhere in there.

Be subtle, nuggets. Maintain the mystery. The less you give away, the more people will want to get from you. And, ideally, they’ll be willing to pay for it.

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