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Guest Post from Richard Dansky: The Interesting Thing About Writing For Video Games"¦

Dansky dinosaurThe second-most interesting thing about writing for video games is that odds are, the bulk of the writing that you’ll be doing will have very little to do with the “main” plot and its showier expressions. Yes, there is dialog to write and there are cut scenes to script and they are shiny and sexy and cool, but the thing is, a player’s only going to run across those lines and those scenes once as they advance through a game’s storyline. On the other hand, if they’re playing, say, a first person shooter, they’re going to encounter the so-called systemic dialog about shooting (and getting shot, and needing to reload, and needing to get the hell out of the way of an incoming grenade) rather more frequently than that. And, that in turn, means that you’re going to be spending a lot of time working on those lines, and generating a lot of them. You’re also going to be writing things like story documents, and character writeups, and team documents, and a dozen other things that aren’t the sexy bits with explosions that everyone thinks of when they think of game writing.

And that’s perfectly cool. Because those aspects of the gig require just as much craft and care as the more obvious ones, which means developing a whole new set of tools to make sure you get them right. Don’t believe me? Then go play a game where the systemic stuff didn’t get that tender loving care – where they didn’t produce enough variants so you hear the same lines coming from dozens of different enemies who probably shouldn’t be comparing notes with one another – and see if that starts getting annoying after a while. Better yet, find a game with one jarringly out of place systemic line and see if that doesn’t turn into the equivalent of nails on a chalkboard long before you’ve picked up all of the game’s achievements. (Trust me. I was kind of responsible for one of those.)

So, yes. There’s an awful lot of game writing that most people don’t really think about that’s necessary and intricate and hard work, and if you’re good at that you’re worth your weight in gold.

But that’s the second-most interesting thing. The first is that you’re not actually writing the story. Your protagonist is not the hero. And your version of how things are going to happen is going to crumble in the face of an irresistible force: the player.

Because in games, the player is the hero. It’s the player who makes every decision so that their particular journey through the game is unique to them. Even the little stuff – deciding when to reload or change garments or duck instead of sprinting – personalizes their experience in a way that defies the cast-in-stone progression of other narrative forms. Which means that as a game writer, you’re writing the stuff that the player turns into the story through their interaction with it. The wittiest dialog, the coolest cut scene, the most interesting plot twist – they all sit there, inert, until activated by the player’s interaction with them. Then and only then do they become part of that player’s story, a story that inevitably starts with the word “I” (and not “Lara Croft or “Sam Fisher” or “Pac-Man”) when it is told to friends later.

That’s a hard thing to grasp sometimes. The urge is to want to tell our stories, to tweak the timing and hone the experience so that everything’s sparkling and perfect and immutable. But that doesn’t work in a space where players are the reason the whole shebang exists, and while you may want your narrative elements to draw them forward, forcing them to do the same is liable to get some pushback.

And make no mistake, game players do love their story. Look at the uproar over the ending of Mass Effect 3 – that was about player investment in game characters and story,. Look at the love for games as wildly diverse as Gone Home and The Last of Us and Kentucky Route Zero and the utterly insane but brilliant DLC Gearbox put out for Borderlands 2. The writing in all of these games is something players want to experience; they just want to experience it in a way that makes it theirs, something they did instead of something they read or heard or watched.

And this is so much of what makes writing for games fun. It’s seeing that moment when the player inhabits your words, picks them up and makes them their own, that makes the crunches and the meetings and the endless, endless iterations of “Arrgh, he shot me” more than worthwhile.

Which reminds me, there’s a third really interesting thing about writing for video games. But that’s another story entirely.

Bio: Writer, game designer and cad, Richard Dansky was named one of the Top 20 videogame writers in the world in 2009 by Gamasutra. His work includes bestselling games such as Tom Clancy’s Splinter Cell: Conviction, Far Cry, Tom Clancy’s Rainbow Six 3, Outland, and Tom Clancy’s Splinter Cell: Blacklist. He has published six novels and the short fiction collection Snowbird Gothic, and is currently hard at work as the developer for the 20th Anniversary Edition of classic tabletop RPG Wraith: The Oblivion. Richard lives in North Carolina with his wife, statistician and blogger Melinda Thielbar, and their amorphously large collections of books and single malt whiskys.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

This was a guest blog post.
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Assembling an itinerary for a blog tour? Promoting a book, game, or other creative effort that’s related to fantasy, horror, or science fiction and want to write a guest post for me?

Alas, I cannot pay, but if that does not dissuade you, here’s the guidelines.

Guest posts are publicized on Twitter, several Facebook pages and groups, my newsletter, and in my weekly link round-ups; you are welcome to link to your site, social media, and other related material.

Send a 2-3 sentence description of the proposed piece along with relevant dates (if, for example, you want to time things with a book release) to cat AT kittywumpus.net. If it sounds good, I’ll let you know.

I prefer essays fall into one of the following areas but I’m open to interesting pitches:

  • Interesting and not much explored areas of writing
  • Writers or other individuals you have been inspired by
  • Your favorite kitchen and a recipe to cook in it
  • A recipe or description of a meal from your upcoming book
  • Women, PoC, LGBT, or otherwise disadvantaged creators in the history of speculative fiction, ranging from very early figures such as Margaret Cavendish and Mary Wollstonecraft up to the present day.
  • Women, PoC, LGBT, or other wise disadvantaged creators in the history of gaming, ranging from very early times up to the present day.
  • F&SF volunteer efforts you work with

Length is 500 words on up, but if you’ve got something stretching beyond 1500 words, you might consider splitting it up into a series.

When submitting the approved piece, please paste the text of the piece into the email. Please include 1-3 images, including a headshot or other representation of you, that can be used with the piece and a 100-150 word bio that includes a pointer to your website and social media presences. (You’re welcome to include other related links.)

Or, if video is more your thing, let me know if you’d like to do a 10-15 minute videochat for my YouTube channel. I’m happy to handle filming and adding subtitles, so if you want a video without that hassle, this is a reasonable way to get one created. ???? Send 2-3 possible topics along with information about what you’re promoting and its timeline.

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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Guest Post from Luna Linsdsey: Putting the Mind Sciences in Science Fiction

Google's predictive powers cause this question to answer itself.
Google’s predictive powers cause this question to answer itself.
Hard science fiction tells stories based on the hardest of hard sciences, particularly on the engineering and technological application of these sciences. If a story doesn’t have space ships, terraforming, anti-grav, robots, or semi-accurate descriptions of planetary orbits and atmospheres, it cannot join the elite ranks of hard SF.

Any story which dips overly much into issues of society, culture, or what it means to be human, is often tagged as soft science fiction. Even cyberpunk, a high-tech genre, is usually considered soft, because of its thematic commentary on the fallen state of mankind.

The implication is that hard SF is somehow “better”, just as the hard sciences are “better”. Physics is a hard science. Psychology is not. Psychology is assumed to be flimsy, weak, inaccurate, and easy. “Soft.” Therefore, SF that deals with it is equally easy.

This division seems a little unfair, because to me the “soft” sciences are arguably far more complex than hard sciences. Physics and chemistry picked up the low-hanging fruit of empirical discovery, those aspects of our universe that could easily be discovered by looking through a microscope, telescope, or mass spectrometer. But understanding the interplay of synaptic pathways? That takes advanced tools like fMRIs and scanning electron microscopes, which have only recently been invented.

Your brain is looking very, very closely at a brain.]
Your brain is looking very, very closely at a brain.]

All Freud and Jung had in 1900 was instinct and anecdote. So their research consisted of conjecture. Conjecture which has been built upon and advanced greatly since their time.

Access to technology is now blurring the line between soft and hard sciences. Soft SF concepts that used to require a certain amount of hand-waving can now be written about with a foundation in actual research.

It should follow that the line between soft and hard SF should also blur. And in many ways, this process has already occurred.

I remember reading my father’s shelf of classic authors, like Asimov, Heinlein, and Clarke (but also soft science-fictionist Bradbury). My young mind didn’t care that all the characters were cardboard cutouts, barely-human actors there only to convey the ideas. Because for me, the ideas were most important.

But mere ideas, as cool as they are, flicker over the surface of our minds, the frontal lobe of the neocortex. They fail to reach into the occluded recesses of emotion and subconscious. They fail to spark our deeper neurological wiring.

Some golden era stories did dabble in psychology, but they did so at a clinical distance. For example, the classic novel Foundation depicted a science called “psychohistory” ““ only at arm’s length. Psychohistory dispassionately crunched numbers to predict how people in masses move inevitably towards some end. But these stories weren’t really about the people themselves.

As I grew up, and as SF grew up, readers began to demand real characters. They wanted to see how the technology affected human beings. There was a realization that without people, science was meaningless, and the outer space we sought to explore would simply be an empty, darkened void.

Mainstream fiction has always focused on an exploration of humanity. The golden age of SF set itself apart as a genre by instead exploring ideas about the future. Since then, it has come back around to become a reflection of ourselves via an exploration of the future. The future has become ancillary to the purpose of SF.

A story that doesn’t mean something beyond the idea is not likely to be published. It’s not enough anymore to fire off dopamine in a reader’s neocortex. A story that doesn’t also evoke some emotion or spark some unknown “thing” in the hidden depths of our hearts is unlikely to be noticed.

Psychology and neuroscience has grown up, too. But we’ve never needed it to. Psychology is often discounted as “squishy,” but that’s because the mind itself is squishy. Many of Carl Jung’s insights 100 years ago still apply today. Modern science is simply discovering how the underlying cells and chemicals work to create the behaviors and mental dynamics he and his contemporaries observed.

And we’re discovering more parts of the mind than even Jung’s two-part consciousness vs. unconsciousness model suggested. An engineer or astrophysicist might prefer the simple, predictable mechanics of a one-brain, one-mind model, (hard science!), but to accept that would be in denial of the facts.

Many may be tempted to laugh at the hand-wavy woo of Jung’s “collective unconscious.” But is it really so silly now that we’re learning about how culture spreads and how about “memes” may be thought of as living creatures that reside in our minds and self-replicate to everyone who comes into contact with them?

Getting a bit meta here (because a mind exploring the mind is intrinsically meta), science fiction has always unconsciously acknowledged psychological principles. By way of example, dreams are a common fictional vehicle to represent thematic elements of a character’s past. This is classic Jungian psychology, and as authors and artists, we know the power of symbolic metaphor firsthand.

Yet how often do we address these ideas head-on, with self-awareness, making the reader aware of the processes of her own brain as she’s reading? Wouldn’t such stories act fully in the spirit of science fiction, which has always asked the reader to ponder her place in the universe, to ponder her own relationship to the ideas of the story?

It’s time to consciously embrace the mind sciences in science fiction. It’s our responsibility, because as a society, we will soon begin to feel the impact in our own lives. Science fiction needs to step up and fill its predictive role, both warning us and giving us hope. Warning us of the dangers of advancement, while simultaneously inspiring future engineers in how to apply the discoveries we’re making right now.

Because what could be more disruptive (both constructively and destructively) than a comprehensive understanding of the human mind? I’m not just talking about obvious technologies, like neural implants, but also developments in how we practice the art of existing in fully understood self-awareness. How might we structure society to account for a better understanding of what nature has already given us?

Moreover, in past-SF, we’ve treated the obvious tech (like neural implants) like toaster oven technology (nifty conveniences) ignoring the probable fact that these technologies will change us at our innermost core. Just as social media has transformed how we relate to one another, “upgrading” ourselves will transform what it means to be human.

And though these scenarios are difficult to imagine (because how else can we relate to our fiction except through our current understanding of humanity?), it’s our responsibility to close our eyes and imagine it. We need to grapple with these disruptions via fiction before the changes come.

Here are just a few questions we ought to explore:

  • As we discover more neurotypes and cease to pathologize them, how will society change?
  • What if we could all see a live map (fMRI-style) of our minds on our smartphones?
  • Forget flying cars ““ how would the world be different if we could end the cycle of abuse, both in homes and in our public institutions? And how can we end those cycles of abuse? (Yes, this is science fiction!)
  • How can we explore newly discovered aspects of the human brain by telling stories of alien beings that take those aspects to extremes?
  • As we gain a better understanding of psycho-social manipulation, can we develop technologies (in the form of memes perhaps) that counter it?

Discoveries now tell us that the digestive tract literally is a mind of its own, and that the nerves throughout our bodies may play a much larger role in memory and thinking processes than previously thought. My words in this post may have triggered neurons in your left elbow. This point alone is worth a hundred science fiction stories.

And if that’s not hard SF, I’m not sure what really is.

Bio: Luna Lindsey lives in Bellevue, WA. Her first story (about a hippopotamus) crawled out of her head at age 4. After running out of things to say about hippopotami, she switched to sci-fi, fantasy, and horror. She also became an accidental expert on mind control, autism, computers, and faeries. Her stories have appeared in The Journal of Unlikely Entomology, Penumbra eMag, and Crossed Genres. She tweets like a bird @lunalindsey, intermittently blogs at www.lunalindsey.com, and publishes entire novels and nonfiction tomes at http://amazon.com/author/lunalindsey. Her novel, Emerald City Dreamer, is about faeries in Seattle and the women who hunt them.
#sfwapro

Want to write your own guest post? Here’s the guidelines.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

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(Guest Post) R.J. Theodore on Secondary Worlds Without Monocultures: POV, Cultural Perspective, and Worldbuilding

I cut my SFF teeth on Star Trek, and I credit The Next Generation as setting me on the path to becoming an SFF author. But I lament the monocultures encountered on those Starfleet missions as a missed opportunity. Monocultures may catch attention as a hook, but the believability crumbles when the reader has a lengthy stay and finds that they lack real depth.

My favorite part of writing SFF is inviting the reader to explore new worlds with unearthly mechanics, magic systems, or zoology that entrance the imagination. But what imprints a story on the reader’s soul is the ability to relate to the experience. The real world contains multitudinous experiences, cultures, and viewpoints. It’s important to reflect that in our stories, even if we are zooming in on a more intimate story.

Avoiding monoculture by creating characters who have different experiences makes a story feel vibrant, more faithful, and realistic. When those characters interact, it adds conflict, tension, and opportunities to create real magic.

Building this kind of depth is not hard! It just takes more of the thoughtful and intentional world-building the author is already engaged in. It doesn’t limit the author’s imagination, it gives it more opportunity.

The first book in my Peridot Shift series is told via my airship captain and ne’er-do-well, Talis. While choosing one POV tightened up the story considerably from earlier drafts where multiple characters took center stage, it was incredibly frustrating to describe the entirety of Peridot through the lens of Talis’s biases. Even as her worldview expands through the events of the story, there’s so much she still doesn’t know she doesn’t know. I was mindful of knocking her down a notch every so often, clearing the viewport of her fog so the reader could get a better view beyond it, but still, there was so much work to be done.

When it came time to write the sequel, SALVAGE’s editor, Ryan Kelley, immediately identified that there were other crucial stories here to tell. I approached a massive revision with giddy excitement. My editor had said those magic words every author dreams of hearing: More story. Here was the chance to expand the depth of my world by featuring the other denizens of Peridot!

Talis and her crew are still central to the story, but they begin in a subterranean Rakkar city where their plot to make a triumphant return to the life they knew leaves them far from bigger machinations that are turning. Machinations that threaten consequences for more than just a rag-tag crew of smugglers.

Additional POV characters let me open the map on the world I’d created. To show more cultures, and more viewpoints, including differing positions within a single culture.

Instead of waiting for book three to shatter the stereotype Talis presented of the Vein as a race of blind seers from book one, I got to give a person, Zeela, center stage moments in book two. She observes diabolical happenings and the path to become part of Talis’s crew is clarified, but Zeela also gets to smash the mystique of her people’s uncanny observations by revealing their use of secret, high-tech assistive devices. To normalize and personalize what seems strange and unnatural to someone who doesn’t share that viewpoint.

At the opposite end of the Cutter social spectrum, we follow the twisted thoughts of Hankirk, as well as the selfless aspirations of a young empress. Both people are the same race as Talis, but they live entirely different experiences and show us different ways of seeing the subtler moments of a grand story.

SALVAGE also puts the spotlight on High Priestess Illiya, a Bone priestess struggling to comfort and protect her congregation after their goddess is made mortal. In FLOTSAM, Talis introduces Illiya as more cutthroat and sinister than a pirate. Don’t get me wrong, she is! But in SALVAGE, we also get to learn of her pride, her empathy, and her anxiety.

Every character lives their own life, and each life builds more volume into what it means to be a part of Peridot.

Filling our secondary worlds with multiple cultures and viewpoints reminds us to look outside of our own experiences in the real world, to look past our first impressions so we can understand more about each other. Maybe as we go on a grand adventure to impossible realms, we also learn to see each other, here on Earth, as characters each in our own story whose viewpoints are as worthy as our own.

About the Author
R J THEODORE (website) is hellbent on keeping herself busy. No, really, if she has two minutes to rub together at the end of the day, she invents a new project with which to occupy them.

She enjoys reading, design, illustration, video games (she will take you down in Super Puzzle Fighter II Turbo), binging on movies and streaming series, napping with her cats, and cooking. She is passionate about art and coffee.

R J Theodore lives in New England with her family. With Kaelyn Considine of Parvus Press, she co-hosts bi-weekly episodes of the We Make Books Podcast (wmbcast.com).

In 2018, Theodore made her publishing debut with her self-published novella THE BANTAM, and her novel FLOTSAM, Book One of the Peridot Shift series, published by Parvus Press. Book Two of the Peridot Shift series (Parvus Press), SALVAGE is now available in print and digital.

Follow Theodore’s writing process, find her on social media, and subscribe to her newsletter at rjtheodore.com.

Enjoy this writing advice and want more content like it? Check out the online classes from the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

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