Everyone always wants to know the writer’s writing origins, when for many of us we can’t recall the first time we scratched out a story. Was it a moment of inspiration, they want to know, a story we’d run across that needed our personal improvement? Or maybe we had somehow leaped over childhood development itself and landed in the middle of our search for identity only to discover that damn it, we were writers.
I don’t remember when I thought of myself as a writer, even if I know I bundled up in the front room of my parents house because it was cold enough to see my breath, and I banged away on a towering Royal typewriter, feeling every carriage return as small progress. But my writing genesis is far less interesting to me than its trajectory. I had no idea, making up tales about natural disasters and families and sea monsters, that I’d come to have certain inalienable opinions about my work thirty-plus years later. I write with purpose beyond that of simply selling my work””which don’t get me wrong, is a great goal, fellow authors””I write because there were books I needed in my youth and early adulthood that didn’t exist. I write to fill in at least a few of the gaps. I write for myself, of course, and sometimes I’m writing for one other person who will read the thing and send me a Facebook message saying they’d never seen themselves in a story before mine. I am so lucky to get the opportunity to write for even a few others who will find it resonant.
A professor friend of mine who is rather brilliant in many regards was almost boastful with me last week by declaring that she simply doesn’t read novels. The novel is a product of The Enlightenment, she said, all about a kind of egotism between a luxuriating individual (presumably because they have the time to read) and a narrative that centers their being through the protagonist or movement of the plot. It’s the very act of finding oneself in the text that she found so distasteful. But I ask, when do Americans not seek themselves in their lives? We are told to “find” careers that we love, we buy our sofas with our own comfort in mind, we make friends based on common interests and with the expectation that they will understand us. While it is useful to inquire into our relationship to literature, why only do this to literature and not everything in culture? And why is the best move to act like literature isn’t there?
I would rather engage the process of reading and writing, of authorship and ideology. My ponderous process of writing has led me through many questions about narrative itself and the late-capitalist products that support narrative, like novels, blogs, Internet free-for-alls of visual productions like House of Cards. I return again and again to the production gaps””whose stories aren’t being told, which communities aren’t heralded in the publishing industry, in Hollywood, in New York City””and I revisit the questions of our newest generation of readers. Yes, stories should destabilize the oversimplified identification with the protagonist. Good writing should push those boundaries, as well as resisting the expectations we have for form, genre, literary merit, and popularity. Great writing should speak to readers who have never before felt spoken to, who have before that latest moment always had to wrap themselves around the writing in order to engage the text.
I thought nothing about any of this when I first sat down in my childhood, even if the kinetic energy of these questions was always at my fingertips. Who I was in my earliest stages of writing was not very interesting. What I try to achieve with my writing today however, fascinates me. I take that as a good sign I am headed in the right direction.
BIO: Everett Maroon is a memoirist, humorist, pop culture commentator, and fiction writer. He has a B.A. in English from Syracuse University and is a member of the Pacific Northwest Writer’s Association and was a finalist in their 2010 literary contest for memoir. Everett is the author of a memoir, Bumbling into Body Hair, and a young adult novel, The Unintentional Time Traveler, both published by Booktrope Editions. Everett blogs at transplantportation.com.
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Guest Post from Carrie Patel: Whose Story Is This, Anyway? - Character Craft for Novels and Games
Growing up, two of my favorite things were books and video games. If you’d told me twenty years ago that I’d grow up to write both, I probably would have choked on my Mountain Dew.
But over the past few years, I’ve been doing exactly that. I’ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and I’ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.
In both media, the principles of good storytelling””establishing a strong story arc; building a vivid, believable world; and populating it with complex, memorable characters””are the same.
But the user experience differs, and understanding that is key to knowing how to satisfy both audiences.
Readers generally pick up novels to immerse themselves in stories that they experience through the eyes of another character. Players generally sit down with games to immerse themselves in stories that they discover and define through their own actions.
A large chunk of storytelling in both media comes down to understanding the role your characters play and how to make them real.
Characters bring a fictional world to life. Their problems and dilemmas create the oft-sought tension and “stakes,” and their choices and conflicts drive the story. Most readers and gamers would be hard-pressed to discuss their favorite stories without also talking about the characters who populate it. We connect emotionally with the people in stories rather than the ideas and philosophies.
But who are those characters?
In a novel, the most important character is typically the protagonist. It’s not just because the action (mostly) follows her. It’s also because we experience the story through her perspective. We see what she sees and know what she feels, even if we don’t always agree with it. First-person and close third-person stories have become immensely popular because of the intimacy of the perspective they offer.
For the protagonist’s story to be engaging, she has to have challenges to overcome. Strengths and vulnerabilities that add variation to her journey. A deeply personal investment in the events of the plot. Writing a protagonist who meets these criteria is often a matter of architecture in the planning stages””figuring out who this person is and what it is about her that generates interest and tension””as well as retrofitting in the revision stages””finding ways to connect her more deeply to other characters and events and building momentum over the successes and setbacks she faces.
When it comes to games, protagonists may be a lot more varied. For the sake of simplicity (ha!), I’m mostly talking about Western-style RPGs, which are often characterized by protagonists who are defined by the player in some significant way and whose stories are often discovered over the course of (fairly) open-ended gameplay.
The degree to which players define their characters differs widely between games. In some games, you have a protagonist with an established identity and established personality whose significant choices are defined by the player. That includes Geralt of Rivia from The Witcher.
In other games, you have a character whose overall identity is set, but whose personality and outlook is determined by the player. For example, Commander Shepard of the Mass Effect series is always a human operative intent on saving the galaxy, but the player can cast her as an idealistic savior or a ruthless maverick.
Finally, there are other games, such as Pillars of Eternity, in which nearly everything about the protagonist, including personality, backstory, and race, is player-determined.
In these types of games, the task of the writer is to build everything around the player character as much as””or more than””defining the player character on his or her own. You develop a story that is just loose enough to fit whatever way the player might choose to define the protagonist according to the options you have given them. You create a world with enough freedom for the player to make choices and enough context to give meaning to those choices. You write side characters who establish the world as a living place and who frame the stakes for the player.
It’s a delicate balance, and it’s one that places a much greater burden on the writing that establishes the world around the protagonist.
That’s because you’re defining this character””or, to some extent, allowing your player to””through negative space rather than positive space. You’re creating a stage that will allow the player to shape a personal story, and one that doesn’t feel at odds with the choices you’ve given them.
Heroes of their own stories
And yet, protagonists aren’t the only characters on the page (or screen). A common piece of writing advice is to write villains as though they were the heroes of their own stories. It’s good advice, and it holds true for all characters””sidekicks, love interests, mentors, and spear carriers.
In many books, the most memorable and beloved characters are often secondary characters. Written well, they are typically less encumbered by the constraints of following the plot. Writers may feel freer to embody them with the quirks and idiosyncrasies that help them stand out. And the foil they frequently provide for the main character””whether as comic relief or as someone who pushes and challenges the protagonist””can create entertaining humor, conflict, and character development.
Put simply, these characters work because they have goals and interests that do not always line up with those of the protagonist.
Games may contain even more secondary characters””often called NPCs (non-player characters). Of course, if every character is the hero of her own story, you’ve still got to make them good stories. And “bring me five puffleberries” and “get my cat out of this tree” don’t quite cut it. We don’t like busywork in real life, so why does anyone assume we’d do it for fun? Yet “fetch quests”””formulaic tasks in which the player character is sent to handle a routine errand for someone else””are everywhere.
The problem isn’t just that they usually make for dull content. It’s also that they suggest a world in which other characters’ concerns go no deeper than grocery runs. In which they only exist to provide some degree of involvement for the player. And in which the protagonist only relates to them as an errand boy.
Every quest need not be epic. But it should mean something or reveal something, both with respect to the protagonist and the other characters involved.
In both games and novels, we rely on good characters to develop our stories and to hold our audience’s interest in them. Novelists and game writers merely need to understand how their readers and players will relate to them in order to deploy them most effectively.
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Bio: Carrie Patel is a novelist and a narrative designer at Obsidian Entertainment. She is the author of the Recoletta trilogy, which is published by Angry Robot. The final book in the series, The Song of the Dead, comes out on May 2. She works at Obsidian Entertainment as a narrative designer and writer. She has worked on the award-winning Pillars of Eternity and its expansions, The White March Parts I and II. She is currently working on Pillars of Eternity II: Deadfire. You can find her on Twitter as @Carrie_Patel as well as at http://www.electronicinkblog.com/.
Guest Post: Thoughts on How and Why to Write Non-Human Protagonists by S. R. Algernon
As a writer, sometimes I find myself inspired to write by seeing other writers use a particular device and wondering what I can do with it. Having grown up with Star Trek and the Twilight Zone, and having encountered Babylon 5 in my teenage years, I felt confined by the typically anthropomorphic aliens, particularly the ones that were obvious stand-ins for Russians or Romans or other human cultures. The aliens were usually in supporting roles, and their biology, worldview and motivations were usually within human norms, not counting special abilities. I appreciated these characters and their stories, but I wondered how far writers could push the envelope in adopting an alien perspective. The Star Trek episode “Devil in the Dark” gave agency and purpose to a non-humanoid life form, and works like Lem’s Solaris, showed aliens that can be beyond alien understanding, but I wondered what stories could be told from non-human perspectives and how they could contribute to the genre.
Footfall by Larry Niven and Jerry Pournelle gave me a more expansive sense of what could be accomplished by setting a story within a non-human perspective. The Left Hand of Darkness by Ursula K. LeGuin and “Story of Your Life” by Ted Chiang inspired me to consider reproduction and language that departed from the human norm. They drew me to non-human stories and came to enjoy stories that normalize aliens and de-normalize human experience,
It is important to distinguish between stories that aim primarily to tell an alien story and those that use the alien as a prop in an allegory about human society. While the latter trope is common (“Eye of the Beholder” in Twilight Zone, “Let This Be Your Last Battlefield” in Star Trek, etc.), they can be too neatly prepackaged, so that the audience merely interprets the message, as explained by the human characters, rather than engaging in an alien experience.
Humans, at heart, are pattern detectors; the patterns of our daily lives inevitably become biases and prejudices. We can sometimes erode those prejudices by stepping outside of our usual experience and our usual metaphors for understanding the world (even the phrase “stepping outside” is grounded in human biology). Naturally, an alien world created by a human author will draw from human experience, but the characters’ thoughts and actions should be tangibly grounded in their own environment.
Like Plato leading prisoners out of his eponymous cave, a truly alien story, told within its own worldview, for its own sake, can expand the reader’s experience without framing or explaining the story in terms of a human cultural narrative.
I find that immersing myself in an alien culture without an easy allegory or a human narrative to explain the story can push me as a reader to be cognitively flexible and to understand others without necessarily expecting the experience to translate readily into their own.
So, what would I like to see more of from non-human characters in science fiction, and why? Here are a few ideas (for me, and for any other writers out there looking for a challenge). To show that I’m trying to practice what I preach, I’ll raise a few examples from my recently-completed #NaNoWriMo novel, Elevation, which is told in part from the perspective of an insectoid race.
Sensory systems: Non-humans in sci-fi almost invariably have the same senses as humans. If there is a sensory difference, it usually comes across as a one-off special ability. Other animals on Earth have sensory systems that differ multidimensionally across the senses. There are different color palettes, different ways of perceiving sound, and so on. Once an animal perceives something, it is classified and responded to in the context of its evolutionary history. One needs only consider the diversity of ways in which insects and birds, for instance, use sound and color, to appreciate what we will face when encountering extraterrestrial life. Even trained scientists can fail to appreciate ultraviolet light, infrared radiation, ultrasound, magnetic fields and other sensory cues. It also bears noting that different animals (and different humans) can perceive the same sensory information in different ways.
In my most recent novel project, Elevation, my characters communicate mainly through sound and smell. The use of smell means that ““ particularly in the cities ““ their social world is literally part of the atmosphere, shaping individual character interactions and cultural landscapes.
Communication: How many times do first contacts start with a simple message delivered through a straightforward audio message (such as “Take me to your leader”) without much thought into how the aliens perceive and use human language and how those words relate to their own concepts of the world. A Far Side comic strip parodies this by showing aliens with hand-shaped heads who – as it turns out – do not take kindly to a human attempt at a handshake. “Story of Your Life” explored non-linear communication (expressed well visually) in the movie Arrival), and it raises the question of how else alien communication could differ from our assumptions. How would an intelligent species use smell or touch to communicate?
In Elevation, the characters use their sense of smell to identify individuals socially. As a result, they do not, strictly speaking, have auditory or visual “names’ for each other, which poses a problem for humans trying to keep them straight. This has been a challenge for me when writing dialog and narration, but it compels me to think about the characters’ identities in new ways.
Agency and autonomy: It is important to me that the non-humans are more than talking points for the human characters’ debates. The characters should act in accordance with their own drives, in the contexts of their own worldview. This can be challenging as a writer because human readers will have moral expectations even of non-human characters. However, it is unreasonable to think that characters will act the way humans expect them to or strive toward human morality (which is hardly a monolithic construct anyway) unless led to do so by interaction with humans.
For example, the protagonist in Elevation has had children in the past, but ““ like some Earth insects ““ left the eggs behind after laying them and expresses no parental feeling toward them. Tending to young is driven by pheromones and is seen as a civic duty to the colony rather than a social bond. This is not framed as a statement on human parenting, but as an expression of the character’s drives in cultural context.
Reproduction: One of the primary drives (or the primary drive, depending on who you talk to) is reproduction. Whether or not we as individuals reproduce, our drives and our behavior are a product of the behaviors that led our ancestors to successfully reproduce (or else we would not be here). These behaviors, as they often are in humans, could be shrouded in social norms and mechanisms of social control, but these would be different from human norms.
For instance, in Elevation, the non-human characters reproduce parthenogenetically (through virgin birth) unless the eggs are fertilized by the King, the city’s sole male. Care for the fertilized eggs is done at hatcheries and nurseries near the Royal Palace, so care of larvae by individuals outside the city is seen either as putting on airs or as a desire to create a rival colony with a new king. These forces create social injustice and conflict, but in a way that differs from human conflicts.
In short, I like to explore non-human societies not to understand the human condition better, per se, but as a way of exploring the wider, underlying conditions that are a foundation not only for humanity but for intelligent life in a more general sense. It could be argued that science fiction and fantasy are meant for humans and, as such, that even the non-human characters will be seen through a human lens. I think there is truth to that, but I believe that the more clearly that an author can establish the worldview of all characters, the less vulnerable we are to literary solipsism, where are characters are simply preaching our own worldview back to us.
As we get into the habit ““ as readers and writers ““ of fleshing out alien characters in their own terms, perhaps we will be more vigilant in expecting the same from our human characters. Our concepts of normality, having been stretched by science fiction, might find themselves more capable of accepting the ways that we humans are alien to one another. It will encourage us, particularly in these tumultuous times, to move beyond simple allegories to examine the deeper underpinnings of our differences. I can’t say myself whether my work rises to that lofty ambition, but it is a goal well worth aiming for.
Works Cited
Chiang, T. (1998). “Story of your life.” Stories of your life and others,
117-78.
Larson, G. (2003).The Complete Far Side: 1980-1994. Andrews McMeel Pub.
Le Guin, U. K. (2012).The Left Hand of Darkness. Hachette UK.
Lem, S. (1970) Solaris. Walker & Co (US).
Niven, L., & Pournelle, J. (1985).Footfall. Del Rey.
Roddenberry, G. (1966). Star Trek. Desilu/Paramount
“Devil in the Dark” (1967) by Gene Coon and Gene Roddenberry.
“Let This Be Your Last Battlefield” (1969) by Oliver Crawford and Gene
Roddenberry.
Serling, S. Twilight Zone. (1956) CBS Productions.
“Eye of the Beholder” (1960) by Rod Serling.
Straczynski (1994). Babylon 5. Warner Brothers.
Author Bio: S. R. Algernon studied creative writing at the University of North Carolina at Chapel Hill. He has been published in Nature and Daily Science Fiction, and is the author of two short story anthologies, Walls and Wonders and Souls and Hallows. Both can be found at: https://sralgernon.wordpress.com/anthologies/. He currently resides in Michigan.
3 Responses
I’m happy to have a piece on Cat Rambo’s blog today, asking about the question, “how did you get started writing?” http://t.co/qT0hSps9wZ
RT @EverettMaroon: I’m happy to have a piece on Cat Rambo’s blog today, asking about the question, “how did you get started writing?” http:”¦
in case you missed it this morning: this is really, really fantastic http://t.co/irFWHmA9iO
from @EverettMaroon