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Your Online Presence: Is It Fun At Parties?

Picture of carnival masks
Your online persona is a mask, created out of what your words. You do have some control over how you’re perceived, perhaps even more than in real life.
I’ve updated my book, Creating an Online Presence, and it’s part of this terrific Storybundle of writing books. Since the Internet moves at the speed of an animated gif with Yakety Sax as the background music, I had a lot of work to do with the update (like checking every link to make sure it was up to date), and it included adding a few essays. Here’s one of those additions, talking about how you present yourself online.

Your Online Persona

One of the things I emphasize in the Creating an Online Presence for Writers live class is that before you start setting up your website and social media, you need to think about some things. What level of personal detail are you willing to give out on the Internet? What side of yourself do you want to reflect? How can you be both professional and approachable at the same time?

And perhaps the most important question: how do you go about being someone who people want to spend a little time with, whose words they want to read and consider, lingering on your webpage rather than clicking away to some more entertaining section of the Internet?

Let’s think about a real life situation: parties. A person’s choice of reading material is like a party they’re creating, inviting different voices and entertainment in order to assemble a pleasant and entertaining medley. If you’ve got a choice, do you invite the braggart to your party? The weepy incoherent girl? The dude who makes every conversation about himself? The preachy lady from down the street? No, and no, and no, and no.

Here’s some ways you can create a bad impression that makes people want to close the door in your virtual face.

Spamming about Spamming

I know, I know, we’re all brought up to believe that it was spam, not lead pipes, that brought about the fall of the Roman Empire, and it’s been causing social ills and woes ever since. We all hate spam. And we hate being thought of as spammers too.

Which brings me to what I’ll call “social spam.” Not some nameless person somewhere on the Internets trying to get you to buy Viagra. Nope, it’s your Uncle Edith, and he wants you to come work his farm in Farmville. Or your buddy Big Burt has tagged you in one of those silly memes where your friendslist gets translated to show which character each friend would be if they were a pie filling. Are either of them doing it because they want to harass you? Probably not.

So what to do if you want to avoid that spam?

Well, first let’s consider the notion that people who, in real life, spend a lot of their time correcting other people are probably not as popular as they could be. And let’s think about whether or not that carries over to virtual life.

Here’s a hint. It does.

Let’s factor in something else. A certain amount of spam is unavoidable. If you post something loud and shouty and ANTI-FARMVILLE on your Facebook page, it may cut down on the Farmville requests. For a while. And then some Farmville player’s going to come along who hasn’t seen it.

So perhaps rather than excoriate the players, disable the game so it can’t send you requests? That’s what I’ve learned to do, and when a new game pops up, I don’t spend time upbraiding my friends for being silly enough to invite me to play a game. I do get invites whenever some new game is popular. I used to get annoyed, now I just ignore.

If someone tags you in a meme, just don’t respond. No one’s forcing you to play. But don’t go further and be a jerk about it and scold them, particularly publicly. If someone tagged you, it’s because they thought you might be interested or enjoy it. It’s as though, in a real life party, someone offered you a mint and you started yelling at them for pushing sweets on you because you’re trying to avoid candy.

Vaguebooking

It’s just…ugh. Just don’t. First and foremost, it makes you look childish, and melodramatic. So often it’s passive aggressive BS and the only person who cares is (sometimes) the person you’re committing it to, which is just petty. Come on. Get out of the high school mentality. For everyone else, it’s like being around that couple that keeps fighting and pretending they’re not.

Beyond that, it makes you look horribly unprofessional, particularly when you’re doing it about an employer, past or present. Yes, you are being funny and entertaining right now. You are also saying to anyone who might want to hire you and that looks at your social media presence — increasingly common with employers — that you will be doing this about them as well.

We have all yielded to this temptation at times. Avoiding it is a habit I continue to work on, because every time I’ve done it I find myself regretting it later.

Setting Other People Straight

Is someone saying something wrong on the Internet? Probably.

Does it matter? Probably not.

If it does, and you have the bandwidth and the energy, more power to you.

Pooping on Other People’s Passions

I know, I know. Everyone else is saying how hot and innovative that new show about the Emperor’s clothes is, but you’ve got the skinny. But maybe hang on a moment before you start letting them know what fools they are.

Do you remember when your grandparent said, “If you can’t say anything nice, don’t say anything at all?” Yeah. They were right about a lot of other stuff too.

It’s okay for other people to like things that you don’t, maybe even love them or otherwise find value that you just don’t see. It is. It really is. Nascar, for example, still exists, much to my bemusement. And that’s okay.

You Are Only a Small Part of the Universe

A wonderful one, to be sure. but one that does not exist for most people. Don’t assume slights are deliberate or that your perception matches up with the other’s. I find that giving other people the benefit of the doubt goes a long way. Such a very long way.

The Perils of Pontification

It is pleasant to be the authority, to hold forth on something you know well, and to have everyone listening. It is okay to do every once in a while. But if that soapbox is something you rarely descend from, rather than something you rarely hop up on, think about your strategy. It’s good to listen; it’s great to solicit opinions (and listen to them). Remember that good communication is a two-way street.

Along the same lines, don’t be afraid to admit when you screw up. It’s part of being human, and it’s better form than blustering or emitting a cloud of excuses and half-truths. Pretending you didn’t make a mistake when you did is not a good strategy usually. Own up and say what you’re going to do in the future to avoid making the same mistake. If it’s something you can fix, fix it. Don’t pretend that it never happened.

Conclusions
In short, you have some measure of control over how you are perceived on the Internet. Act the way you wish other people would act and you have a much better chance of influencing them than by bluster, mockery, or other attacks.

And finally — no one is ever looking as closely at you as you think they are. We are all the center of our particular universe, and that’s always, inevitably, inarguably going to shape your perceptions. If you keep that in mind, it makes dealing with your fellow humans a little easier.

At least, that’s the opinion of one of your fellow humans. Be well and prosper.



#sfwapro

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The Last Week of 2011

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It’s the last week of 2011, a year that has, like most of them, had its good and bad moments. I remain hopeful about the future, and glad to be in this world, and I look forward to seeing what happens in 2012. I plan to fill it with writing, editing, and teaching. (And a certain amount of reading and playing video games and that sort of thing.)

Speaking of the productive part of those goals, I just sent off the last batch of feedback to someone on their NanoWriMo novel. I’ll remind folks that this is the last week to do so if you want to take advantage of my editing offer for NaNoWriMo novels mentioned here: http://www.kittywumpus.net/blog/2011/12/06/nanowrimo-what-now/

A couple of people have asked about my doing an edit of their stories for workshops like Clarion West or Clarion. I am willing to do a look over of the developmental edit type, where I suggest to you what needs to be amplified, eliminated, or otherwise changed, but I won’t do a sentence by sentence one, since you need to be getting in on your own merits, in my opinion.

Next week I’ll be announcing the next round of classes – stay tuned for some cool possibilities (in my opinion!)

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Zen and the Art of Spiral-Carved Incense Burners

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A stone lantern sits along the pathway, waiting to be sold to a Kadian merchant.
This essay originally appeared in the February 2001 issue of Imaginary Realities. The crafting system in Armageddon is something we worked towards for a long time. The implementation may not have been the most efficient (I still, vividly, remember making hundreds of arrow objects so we could have them with every possible color combination of fletching) but getting it into the game was a huge source of satisfaction.

One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.

We laid the groundwork for crafting by first creating ways to get the raw materials. I reviewed what was produced from skinning the various creatures in the game, both to make sure that players could skin most corpses and to ensure that what was being produced was reasonable. We implemented skinning difficulty: some things, such as pelts, are harder to extract from a corpse, as opposed to cuts of meat. Beyond that, we added a forage command, allowing players to find rocks and wood. Later, this was expanded to add other arguments: artifacts, salt, and roots. Forageable objects differ according to the sector type of the room and in order to make this reflect geographical differences, we added some more sector types, such as thornlands, salt flats, and ruins. Salt can only be foraged in the salt flats, for example, and roots are only available in fertile land (hard to find on a desert planet).

Once the ability to gather raw materials was in place, a couple of initial crafting skills were implemented: basket weaving and tanning. Basket weaving, admittedly, started out as a bit of a joke, but it served its purpose: to allow us to discover flaws. Both skills necessitated the creation of the objects to be crafted: a series of baskets for basket weaving, and tanned versions of various pelts and hides. With each, I tried to make sure there were incentives to use the skill: tanning a hide made it both more valuable as well as sometimes adding wear flags, while baskets included some objects that were wearable on the back or otherwise handy. I included the ability to craft an object, a numut vine sash, that had vanished from the game when the city of its origin was destroyed, and this in turn led me to wander through the database to find other objects that could be recycled and used for the code. As part of this effort, I ended up adding a component crafting skill for the magic users in the game in order to use a series of objects left over from an immortal project that had never been fully finished.

Although some objects could be recycled in this fashion, many others had to be made for the crafting code as we began to implement additional skills, including bow making, knife making, cooking, dyeing, leather working, bandage making, etc. Occasionally, obsessiveness got the better of me: after creating four different types of arrowheads, I decided that people should be able to make striped fletching for their arrows, so they could, if they wished, make arrows using their clan or House colors. This required me making some 300 or so arrow objects in a madcap building session that left me not wanting to ever type the word “arrow” again. Here, planning out the entire effort in detail ahead of time and having used a different structure for coding the items would have paid off, instead of having added bit by bit as I went along. For example, I found myself regretting the variety of gems one could forage in the game when I ended up making multiple bone dagger items, each with a different gemstone in the hilt. Having the entire structure sketched out ahead of time, rather than adding in skills as they occurred, might have been helpful, although some of the skills came from player suggestions after they’d been exposed to the new code.

As the skills began to be more fleshed out, we started making them available to the players. Cooking was a skill everyone got, while others were fitted into the skill trees (Armageddon has a branching system) where appropriate, with merchants ending up the vast beneficiaries overall, going from a possible 13 skills to 38. Some additional skills grew out of the effort, such as analyze, which allows a player to determine an item.s component parts, and armor repair.

At the same time, we added a secondary guild system, which allowed players to flesh out their backgrounds further, by adding a few skills, usually crafting. The secondary guilds were not the same as the regular guilds but intended to reflect life experiences or talents, including stone worker, bard, house servant, guard and mercenary, and I enjoyed putting the packages together in a way that made sense, such as giving the house servants pilot, flower arranging, and a high cooking skill or the mercenaries ride, knife-making and an increase in their ability to hold their liquor.

Inevitable questions and problems arose. On Armageddon, skilled merchants can often identify the style of an item via the value command, if it came from a specific region or culture, and in order to accommodate this, I made the crafting of some items dependent on materials available to only those groups. Shopkeepers began to be glutted with some items (nothing is sadder than a Kadian merchant laden with nothing but spiral-carved green marble incense burners), but this allowed us to check and adjust item prices by monitoring the shops to see what items were appearing at what costs.

For example, since wood is more expensive in Allanak than in the Northlands, some players were cashing in wildly by making and selling wooden spears to House Salarr, which I hadn’t realized would happen till I noticed them selling for 300 sid (Armageddon uses obsidian for its coinage) in the shops.

The experiment still continues and new items, many contributed by players, are added every few weeks. Currently, there are some 3000+ possibilities, crafting wise, coded, and there are still gaps. When I initially did the dyes, for example, I left out the color orange, which means that I keep getting inquiries about implementing variations with that color from the players. The fact that it would require writing up another 300 or so objects has stopped me so far, however. But the players are using the code right and left, and some are actually supporting their characters with it. Though there is still a limited market for incense burners.

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