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| Hi there. I'm Richard E. Dansky, horror writer,
game designer and writer, and general cad. Welcome to my website, which is intended to provide
updates on my published work, my current projects, and other
events that may be of interest (or morbid fascination) to the
world at large. The theme of the site is something I call "snowbird
gothic," a mixture of the classic Southern gothic with the sensibility
of a relocated Yankee. Below you'll find news, updates, interviews, and
whatever else catches my eye. Enjoy! |

    
 


Upcoming
Appearances:
NanoCon - November 6 & 7, Madison, SD
Game Developers Conference - March 9-13 2010, San Francisco, CA
Current
News:
November 4 2009: Halloween Pics
Courtesy of the incomparable Badger.
November 2 2009: Linkosity!
Book Reviews - here!
(and here,
and here,
and here
and here...)
Storytellers Unplugged Essay - here!
An interview with Christopher Golden - here!
Five
for Writing: Norman Prentiss
"He
seemed like such a nice man." "He was always very quiet, and very
polite." "He never seemed like the sort of guy who would hurt anyone."
These are the sorts of things you generally hear about serial killers.
They're also things that could be used to describe the estimable,
charming, and talented Norman
Prentiss, whose debut work of long fiction, Invisible
Fences, is getting hosannas from the critical sector. A man of many
talents, Norman also served for two years as the first line of defense
(read: slush pile reader) for Cemetery
Dance Magazine, and works as a high school English
teacher. Here, now, are his thoughts on the insights of the slushpile,
the world's biggest book, and why you should read Thomas
Hardy along with your Thomas
Ligotti. It's Five for Writing with Norman Prentiss:
1-You
sat on the other side of the slush pile for Cemetery Dance. Did
that experience affect what and how you write? And did the fact
that you're writing and publishing cause you to attack the slush
pile a little differently than you might have otherwise?
It may be a different situation
for other markets, but most of the unsolicited stories for CD
are decently written--not as "slushy" as you might expect. That
makes it harder for a particular story to stand out, obviously.
I don't know if I attacked the submission pile differently because
I'm a writer - maybe some days it made me more sympathetic, and
other days more impatient? But it's definitely a learning experience.
I'd read a story and say, "Hey, I've used that same plot device!
And I don't like it!" - so it helped me be more critical of my own
writing. Slush reading helps develop a more critical ear, so it's
a useful job for a writer to live through. Even if you're not on
staff with a magazine, it's an interesting exercise once in a while
to pick up an anthology or magazine and skim it for one hour as
if you're deciding "yes or no" on the stories. Maybe do it for an
anthology outside the genre, where you don't recognize the names.
How long are you willing to wait for a story to grab your interest?
What, for you, defines a professional writing style? A distinctive
voice?
2-You're
a big fan of Thomas Hardy. What can Hardy bring to the table that's
relevant for today's horror reader - or writer? 
Well, a lot of Hardy's
short stories are horror, based heavily on folk superstition. "The
Withered Arm" is a favorite of mine. The major novels,
all tragedies, have memorable scenes of horror: an old man in The
Woodlanders identifies his own health with that
of a tree outside his window ("The shape of it seems to haunt him
like an evil spirit. He says that it is exactly his own age, that
it has got human sense, and sprouted up when he was born on purpose
to rule him"); after a man in Tess
is stabbed to death, his blood seeps through the floor to blot the
image of an ace of hearts on the downstairs ceiling; and in Jude
the Obscure, a child says to his mother, "It
might have been better if we hadn't been born," and she actually
agrees!--and worse things follow. They're tragedies, but Hardy's
world view can be so bleak that they often read like apocalyptic
novels. In his poem "The
Darkling Thrush" he writes, "The land's sharp features
seemed to me, / The Century's corpse outleant."- not a huge step
from there to I
Am Legend, The
Stand, or The
Rising.
3-
Invisible Fences is your first long publication, and it's
getting rave reviews. It's also getting compared to the work of
Charles L. Grant in several places. How do you
feel about that comparison, and do you think your work is "quiet
horror"?
I've been really lucky with
the reviews so far, and with a lot of nice comments from readers
too (especially considering the book hasn't been published yet--people
got advance copies as part of Cemetery Dance's book club
this year). The Grant comparison is particularly gratifying, since
his brand of atmospheric writing was the kind of thing I was going
for with the book.
When I think of "quiet horror," compared to other types, I like
the analogy of channel surfing. Some horror movies, when you flip
to them, you can identify the horror instantly: you hear the sting
on the music track, see the monster or the drips of Technicolor
blood. With quiet horror, it's like you've flipped onto a normal
movie, and yet something's not quite right. You still sense it's
a horror movie, but can't always pinpoint why: maybe it's a shadow
in the wrong place, an odd camera angle, or the way an anxious character
glances offscreen. That's the kind of effect I went for in
Invisible
Fences. Some readers have said it seems
more like a mainstream book, in places, but I think it's horror
all the way through.
4
- There's a lot of concern and internet chatter about
"the death of the reader". By day, you're a mild-mannered™
high school English teacher, which means you're sitting down every
day with the people who theoretically are going to be the readers
of tomorrow. What do you see from them in terms of reading - or
not reading, and do you think the doomsayers are right?
The Internet is the world's
biggest, unedited book, yet people don't seem to mind reading that
thing one screen at a time. Even people who balk at reading a .pdf
file onscreen will still read a detailed online news story or a
multi-screen message board thread, as long as it's about something
they're really interested in. From the teacher's perspective, I've
had some students who would admit (sometimes proudly!) that they
don't like to read - and yet, I've seen some of these same students
eventually enjoy particular books or stories. So the optimist in
me says, people will always read, as long as they can find something
they really like - although it's true there's a lot more competing
for people's attention these days.
5-How
exactly do you explain to the parents of your students that despite
the fact that you've been published in Tales
from the Gorezone, you're not going to warp their
kids' minds? Or do you…
It seems the word's gotten
around in our parent community that I'm a writer, but they don't
always know what kind of writer I am unless they ask me in person.
When I say that I write horror, sometimes I get "the look"--the
same look you get from anybody who's not interested in that genre
- but really, most people have been very supportive. I am pretty
mild-mannered™ in person, as you said earlier! :)
Mild-mannered
enough to put up with these questions, at least…Many thanks to Norman
for taking the time to do the interview. You can find him online
at his website,
and you can order Invisible Fences here
(or in a special deal on the Cemetery
Dance main page with two other novellas - limited time
only). You can also read my review of it over at Green
Man Review - and I'll give you a hint: I liked it. Coming
up soon - Jess Hartley and French graphic novelist Henscher - among
others. Until next time…
September 29 2009: Not Tuesday, Not Belgium
Lots
of news to get to, folks. First of all, a big thanks to everyone
who attended the Writers'
Summit at the Austin GDC. It was a fantastic conference
for lots of different reasons, with the people attending being one
of the most important. If you're interested in game writing, want
to hear how it's done from some of the best pros in the business,
and a general good time with professional peers, I'd highly recommend
checking it out. (The fact that I'm somehow now the co-chair of
the Advisory Board for the Writers' Summit has nothing at all to
do with my endorsement. Honest.)
Splinter
Cell: Conviction has a release date: February of 2010.
For more Sam-related goodness, check out the Tokyo Game Show trailer
here.
Melinda's Manga
Math books are out and gorgeous. You can find reviews
of them here,
here, and here.
Or, you can download a sample chapter here.
Also, look for me at NanoCon
in Madison, South Dakota, along with
Jeff Tidball and Chris
Sims.
Up next: a Five for Writing with the estimable Norman
Prentiss. Seriously. I've been sitting on this one for
ages, and I'm glad I can finally run it. Keep watching this space...
Five
for Writing: Thomas Sniegoski
Any man who puts together
whisky and dinosaurs is a man I admire. In this case, the man in
question is Thomas
Sniegoski - comics writer, author, and generally cool
guy. From his collaborations with Christopher Golden (The
Menagerie) to his YA work (Billy
Hooten, Owlboy) to his original fiction, Tom
specializes in taking readers into hidden worlds that are hidden
beneath the skin of our own: Angels working as private detectives,
creatures out of myth safeguarding the world from evil, and of course,
a kid who turns into an owl-themed superhero. He shares his thoughts
on daring to write that first novel, how he got to work on Bone,
and why there's no love for Devil
Dinosaur and Moon Boy. I give you Five for Writing with
Thomas Sniegoski.
1-A
Kiss Before the Apocalypse was your first adult fiction novel, but
prior to that you'd done extensive comics work, young adult fiction
and collaboration on adult fiction. What led you to finally taking
on fiction on your own, and did the path you took to it affect the
way you approached it?
Chris
Golden! He did it…blame him! Seriously, I'd always planned
on eventually tackling a novel, but I just never seemed to be ready
(or so I thought). It was Chris who got me to take a dip in deeper
waters when he proposed that we do (along with Stephen
Bissette)
Buffy the Vampire Slayer: The Monster
Book. This was a pop culture history of all the
monsters that appeared on the Buffy show at that point...we sort
of traced all the origins of these beasties, and gave the reader
an overview of what they were, where they came from, and the other
places they had appeared in pop culture. The book was a real chore,
but the editor that we worked with really liked what I did, and
asked if I wanted to pitch an Angel novel (based on the Buffy Spin-off)
Not really thinking that anything would come of it (oh silly me)
I did, and Angel:
Soul Trade became my first solo novel. Phew!
I approached the whole novel thing with very much fear. It was terrifying.
What if I couldn't do it? What if I couldn't meet the deadlines…crap
like this went on and on…and still goes on till this day.
2-Lots
of writers have horror stories about dealing with Hollywood. On
the other hand, your YA series, Fallen,
was (monstrously) successfully adapted by ABC Family for television.
What are the keys to a successful adaptation that leaves everyone
- especially the author - happy with the result?
Basically, you sort of have
to remove yourself from the equation. The less you think about it,
the less that it will bother you. You have to learn to separate
YOUR work-meaning the book(s) itself, from what the Hollywood guys
are doing. If you don't, you will lose your freaking mind. Honestly,
my experience was pretty darn good. They actually tried to keep
me somewhat in the loop, and would send me the various scripts to
read and comment on. This was only the first of the films though…after
that, things got a little less inclusive.
3-You've
got two ongoing series that feature paranormal protector protagonists
and a hidden supernatural world: the Remy Chandler books and Billy
Hooten, Owlboy. What is it that attracts you to this sort of material,
and how do you modulate it for your different audiences?
I think the love of this stuff
comes from my love of comic books, books, movies and television.
I live and breath this crap…it's what makes me happy, so of course
that's going to show up in my work. Owlboy is me as a kid finding
a monster world beneath the cemetery next door to my best friend's
house, and learning that I can be a superhero there…the Remy Chandler
stuff is me (much cooler though) walking the
mean streets of Boston flipping over rocks and finding
horrible things squirming there. These two series are just slightly
different reflections of what I love and who I am.
As far as modulating, one is just written in a younger, more goofy
tone…I'll let you figure out which one. 
4-With
Stupid, Stupid Rat Tails, you became the only other writer Jeff
Smith ever trusted with his Bone characters and universe. How did
that come about, and what was the appeal of writing in the Bone
setting?
First let me say that I think
BONE is probably the greatest comic book achievement
of my lifetime. Yep, there's Watchmen
and Dark
Knight floating around, but BONE
is just pure genius.
I'd met Jeff a few times at various conventions, and we really hit
it off. Out of the blue, his lovely wife, Vijaya, called me up and
asked if I would be interested in writing the prequel to BONE
which eventually became known as Stupid,
Stupid Rat Tails: The Adventures of Big Johnson Bone.
After I picked myself off of the floor, I of course said yes.
The
BONE universe is this amazingly rich and fertile place.
Jeff has put his fingers all over it, and showed us how wonderful
it is…but there was still so much that he didn't show us. The Valley
(where the BONE stories take place) is a VERY big
place, and I think there are countless stories to be told there.
In fact, I'm currently writing brand spanking new BONE adventures
for Jeff and Scholastic Books that will be released sometime next
year. These will be novels…a trilogy called The
Quest for the Spark. Should be very exciting.
5-Your
website mentions your work on The Menagerie, The Brimstone Network,
the BPRD, Bone, the Remy Chandler books, Fallen, and more - but
not your work on Devil Dinosaur. Why this persecution of DD, who,
after all, is the greatest Kirby-derived dinosaur character ever
to grace the pages of comics?
No Devil Dinosaur?!!! I'm
going to need to fix that at once! Seriously, if there was
one comic book project that I'm completely proud off, it's my Devil
Dinosaur book that I did with Eric
Powell. When writing this, I was intimidated by
Jack Kirby's shadow, that I would down a great big tumbler
of scotch (12 year) before I would sit down to script. For some
reason this helped me get into the proper frame of mind to write
about a monkey boy (Moon Boy) and a bright red Tyrannosaurus Rex.
I wonder why?
Honestly,
I'd figure absinthe to get in the mood for Devil Dinosaur - or possibly
to see him hanging around the house. Many thanks to Tom for taking
the time to answer these. You can find him online at
his website. Until next time!
Five
for Writing: John D. Harvey
How do you kill a man with
time-traveling unicorns? Ask John
D. Harvey. In a position to be mistaken for either a
supervillain or a two-fisted pulp adventurer - how many folks do
you know who live in a Revolutionary War-era manor home - he's also
the author of The Cleansing, one of the most interesting werewolf
novels of recent memory. So what does a man who rescues pit bulls
and studied with David Gerrold have to say about Arkham House, living
in a museum, and how to kill Jack Haringa? Read on and find out.
I give you Five for Writing: John D. Harvey.
1-Most
writers dream of having a fascinating, unique place to live and
practice their craft. You live in a museum, which definitely qualifies.
Does living in that kind of space help fuel your writing? Can you
draw inspiration from those surroundings, or are they a distraction?
It is a very unique living
space. I live in the former manor home of a Revolutionary War hero,
James
Mitchell Varnum. The house was built in 1773. It's
a eight room Georgian mansion on a nice stretch of property. I don't
just live there. I provide the services of curator and business
manager in exchange for rent. The fact that it's a museum doesn't
really inform my writing at all, but the fact that it's quiet is
helpful. Also keep in mind that I have my responsibilities at the
museum in addition to working a full time day job. So, the museum
gig adds another hurdle when it comes to time management and writing
goals.
2-You
had a very impressive fiction debut with The
Cleansing. Having your first book appear in hardcover
from Arkham House is definitely not an everyday occurrence. What
was the route The Cleansing took to publication that led to such
an auspicious appearance?
The route to publication is
a bit of an anti-climax. My agent at the time had been shopping
the book to all of the major publishers with some nibbles, but no
bites. We came close a couple of times. I'd been asked by various
publishers to do everything from subtract 100 pages, add 200 pages,
split it into two books, and more before they'd tell me they just
weren't sure if it had a market.
At that point, my agent suggested that we shop it around to some
of the smaller presses. She didn't have a ton of experience with
small press horror publishers so I sent her a few places where she
could do some research. About a month later, she called and told
me that she had a offer on the book, but she wasn't sure if I'd
like it. The advance and print run were relatively small, but it
would be in hardcover. I asked who the publisher was and she replied
"Arkham
House." Well, that just about knocked me down. We got
the terms worked out and the book was published in 2002. .
Here's the other edge to that sword, though. Even if it's an Arkham
House book, it's not easy to get people to part with $35 for a first
novel from an unknown author (and the book got some great reviews
in all the right places). So, looking back, I think I would have
preferred a less auspicious paperback deal that would have gained
a wider readership. I'm not knocking Arkham House; it's an honor
to be published by them. April Derleth did a lot of work to promote
The Cleansing and I'm very happy with how the book
came out. Still, a high-priced hardcover with a low print run may
not be the most efficient way to springboard a new writer's career.
3-These
days you're moving into comics and screenwriting. What about these
forms attracts you, and what does it take to move from fiction to
these new formats?
Actually, almost all of my
foundational education in fiction writing was in screenwriting.
I majored in Creative Writing at Pepperdine University in Malibu,
CA. The writing program there was very much geared toward commercial
fiction. My adviser was Dr. Michael
R. Collings, which is a name that should be familiar
to many folks in genre fiction (particularly Stephen King fans).
Meanwhile, my screenwriting teacher was David
Gerrold who is best known for writing the
"Trouble with Tribbles" episode of Star
Trek, but he's also a prolific novelist. So, I earned
some pretty decent geek cred early on in life. David ran an extremely
challenging screenwriting course and his
teaching continues to influence me today. .
I like screenwriting because it strips a story down to very basic
elements, plot and dialogue, and does not give you the leeway to
ramble as much as prose. I also conceive of stories very visually.
So, when I write a screenplay, I'm really just putting down a description
of the images playing out in my head. When I write prose, I actually
have to work harder at teasing out all of the texture that good
prose writers put behind the action and dialogue..
One of the biggest challenges for prose writers moving into screenwriting
is knowing what NOT to put in their screenplay. I read a lot of
scripts by inexperienced writers where they go into great detail
about elements that will almost always be the domain of the director,
set designer, costume designer, actors, etc. This includes camera
angles, minutiae about wardrobe, hand gestures, and a lot more.
If a detail does not directly hook into a plot point or a key bit
of dialogue, then cut it. If you don't, then someone else will..
I hear a lot of writers say that they're intimidated by the format.
I can see why; it looks intimidating at first. Learning the format
does require that you flex new muscles, but once you get the basics
down it's all pretty intuitive. So, format should not be a barrier
to entry. Software tools like Final
Draft make it even easier, but that tool is not free.
For anyone who wants to thrash around within the format without
hurting their finances, I suggest Celtix.
Celtix is free, stable, and very robust. That said, Final Draft
is the current industry standard. If you start marketing scripts,
you'll likely have to buy Final Draft eventually. A great book resource
for formatting is The
Screenwriter's Bible.
I'm so new at writing comics that I'm still shiny and in my original
packaging. It's similar to screenwriting in that you primarily write
action and dialogue, and leave almost everything else to the artists.
That said, pacing by the panel and by the page is not something
I'm used to doing. At this point, I'm reading a lot of comics scripts
to see how the masters do it and creating a few abominations of
my own along the way. I would not dare give advice to anyone on
this subject as I'm such a complete amateur.
4-You're
heavily involved in animal rescue, with an emphasis on work with
pit bulls. There's also a definite canine-centrism to The Cleansing.
Did one inform or inspire the other?
Yeah ... I'm definitely a
dog guy. I've had a fascination with wolves (and werewolves) since
early childhood. This continues on today. I find the pack dynamic
and sociology surrounding wolves in the wild to be incredibly interesting.
They're intensely complex animals and I think it's unfortunate that
they're use in genre fiction is often so hackneyed. When I wrote
The Cleansing, I tried very hard to stay away from the tropes
and incorporate the real social dynamics that exist in a pack. I
think I did a fairly good job at that. .
What attracted me to pit bull rescue (and dovetails with the status
of wolves in the US) is that both animals face uphill battles in
terms of rumor/disinformation versus fact. There's a lot of people
out there who feel very passionately that wolves and pit bulls should
be made extinct. For wolves, the battle is being fought against
ranchers, the agricultural industry, and other politically and economically
motivated groups (and Sarah Palin ... but I won't go into politics
here). What it comes down to is that wolves are financially inconvenient
for some people who have deep pockets. That makes preserving them
in the wild a massive logistical and public relations challenge.
.
For pit bulls, the battle is more visceral. The media as well as
countless irresponsible and criminal owners (don't get me started
on Michael Vick...) have made it very hard to convince people that
pit bulls are not inherently vicious. I've worked with about 250
to 300 pit bulls and have not had a single bite incident. When I
ran a rescue league, I adopted out scores of pit bulls and pit mixes
(many to families with kids) and never had one brought back due
to an attack or bite incident. Rather than listen to me natter on
about pit bulls, I encourage people to visit Bad
Rap Rescue and Pit
Bull Rescue Central for accurate breed info. 
5-You're in a
writers' group with Jack Haringa. It is well known in horror
circles that Jack Haringa must die. How does one go about accomplishing
this?
Actually, I'm in a great writers
group including Jack,
Paul
Tremblay, Paul McMahon, and Don
D'Ammassa. Killing Jack is a lot easier to accomplish
in fiction than it is in real life. At ReaderCon,
I heard Jack referred to as the 'Keyser Söze of Dark Fiction,' but
I actually think of him as Rasputin.
Everyone in the group has taken turns slipping toxic poisons into
his food and drink but he always shows up at the next session.
I'm going to take a different track and submit a short story to
the group about time-traveling unicorns (two literary devices that
drive Jack completely mental). Actually, I suggest that everyone
reading this interview send Jack a story about a time-traveling
unicorn. At some point, his head will explode with rage. .
It takes a village to kill Jack Haringa ... an angry, rioting village.
Jack Haringa hunters of the world, you now know what you must do.
Many thanks to John for his time and kindness answering these questions.
You can find him online at his website,
and order The Cleansing - and you know you want to -
from Arkham
House. Until next time!
Storytellers Unplugged: The Stories Are Where You Find Them
The semi-epic rant about
the tyranny of word count goes up next month. This month, something
a little different...
August 18, 2009: Come to Austin, Save Some Money, Hang With Awesome Game Writers
(
July 5, 2009: On the Road Again (and Again)
Sam Fisher is kidnapping me up to Montreal this week. So, in the
absence of any other updates, I figured I'd riff on something I
saw on the mighty Cherie Priest's site and throw out a list of Top
Five Sad Songs and Top Five Happy Songs. Why? Why not?
Sad:
Richard
Thompson, "Meet on the Ledge", Small Town Romance
- When a guy sings the song about losing his friends and girlfriend
in a car crash live for the first time, odds are it's going to rip
your guts out as you listen.
Fish,
"A Gentleman's Excuse Me", Vigil in a Wilderness of Mirrors
- Bereft of the anger that livens up Fish/Marillion's more extroverted
stuff, this is the sound of a man falling out of love.
Drive-By
Truckers, "Danko/Manuel", The Dirty South - The
distilled essence of a too-hot, too-long, too-lonely night when
you've long since drained the last beer in the cooler and you know
there's not going to be any sleep coming.
David
Gray, "The Other Side", A New Day At Midnight
- You don't really expect much out of David Gray besides acoustic
guitar-laden stuff that's obsessively hummable, but this is a little
different. A note to his late father, it's a little too eager for
that inevitable posthumous reunion.
Aimee
Mann, "Fourth of July", Whatever - The thrown
away lyric of "what a waste of gunpowder and sky" says it all, really.
Happy:
Oysterband,
"When I Get Up I Can't Get Down", Holy Bandits - What they
said.
Thomas
Dolby, "Silk Pyjamas", Astronauts and Heretics
- A friend of mine claims that she gave grades that were on average
20% higher when listening to this song. I can see why.
Eastmountainsouth,
"You Dance", Eastmountainsouth - Just plain bouncy, in a
down-from-the-mountains sort of way.
Boiled
in Lead, "Rasputin", Antler Dance - The drummer
for Boiled in Lead once swapped me a CD for a Changeling book. The
CD later disappeared into the clutches of Mark Rein*Hagen. No, I'm
not still bitter. But the song is irresistable.
Peter
Himmelman, "Closer", Flown This Acid World - The
live acoustic version off Stage Diving ain't half bad, either.
June 30, 2009: Random Bits
My
short story "The Deep End of the Shallow Water" is now up at BlogNosh.
My first review for Fantasy Magazine can be found
here.
Look! News on the Game
Writing Summit at Austin GDC!
On the same note, congratulations to Red Storm's Jay
Posey!
Less than three weeks until NECON!
And the inimitable Bob Booth reports that the arrival of The
Big Book of Necon (which I had nothing to do
with, but which I think is very
cool) is nigh!
Some good thoughts
and great news (though you'll have to read the whole thing for it)
from my favorite writer here.
There's some news on the slasher movie essay collection Butcher
Knives and Body Counts!
And look, it's Splinter
Cell: Conviction box art. Shiny!
Five for Writing: Angel Leigh McCoy
Old-style
White Wolf splatbooks
were a special case. It was rare for a single writer to get more
than one splat per game, simply because each one demanded a singular
voice and sense of identification. For Changeling: The Dreaming,
two writers got two each: me and Angel Leigh McCoy. In my case,
it was most likely because I was available, fast, and cheap. In
Angel's case, it was because she was that good.
Fast-forward to the present, and Angel's migrated into the video
game writer ranks, by way of game journalism. She's also the driving
force behind the Wily Writers project, a substantial contributor
to the Forgotten
Realms setting, and a generally cool person. Here she's
kind enough to share her thoughts on writing about games as well
as for them, the impact of her struggle with cancer on her writing,
and why you'll never see an ACME Man-Bat outfit over at the Wily
Writers site. It is my pleasure to give you Five for
Writing with Angel Leigh McCoy.
1-What
is the Wily Writers project, and what inspired it?
The Wily Writers project started
first as a writers group. It birthed one auspicious Halloween afternoon.
I had e-met
Ripley Patton (an amazing writer who lives in New Zealand)
at a critique site (critters.org). She had given me a mind-opening
critique on one of my stories. We found we had much in common, and
before we knew it, the Wily Writers core group was formed.
Quickly, we ascended to the idea of hosting a website where readers
could download speculative fiction in text or audio format. The
core Wilies and I talked about it a lot. We wanted a site that would
help writers advance their careers. As with the core group, our
primary goal was to support writers of speculative fiction. We hand-pick
contributors. We want people who are serious about writing and publishing
speculative fiction, who are kind and supportive of others, and
who show talent and vision.
I have to admit that the Wily Writers site owes a great deal to
Barack Obama and the feelings of hope, camaraderie and progress
that came out of his election. We understood that for the site to
mean anything, we had to give back to the community. We call the
e-zine a cooperative effort because many talented people have contributed
to it, including artists and musicians as well as writers. Each
contributor brings his or her own audience of fans to the collective
audience, and we share those eyes and hearts. 
2-Like many former tabletop RPG writers, you've made the jump to video games. Do you miss the tabletop side of things? Are there aspects to tabletop writing you wish could make the jump into video games?
I loved writing for tabletop
RPG games. What better job could a contract writer possibly want?
I got to create fascinating and strange characters and locations.
I had a great deal of creative freedom. It was a dream come true.
Who would have thought that it could get any better? I never would
have guessed. But, it has.
Writing for a video game has all the same perks as writing for tabletop,
except that I get to see my characters come to life in 3-D instead
of just 2-D. It's beyond amazing. If there's anything that I miss
about tabletop writing, it's that the world evolves at a much faster
pace. When you work on a computer game, you spend years working
on the equivalent of the "Player's Handbook," "Monster Manual" and
"Dungeon Master's Guide."
As a designer, I'm involved in more than just producing text. A
lot more goes into building a computer game (design collaboration,
programming, art, etc.), and it is all coordinated together. The
development schedule is much longer. I'm impatient. I want it now!
They tell me that patience is a virtue, and when it's all done,
I'll be glad for the wait.
On the other side of that, though, I want to say that writing for
video games has one very cool perk that freelancing for tabletop
games didn't. When I was writing freelance for companies such as
White Wolf and FASA, I rarely had face-to-face time with any of
the incredibly talented people with whom I was collaborating. Contact
was done via phone or email. Today, working at ArenaNet,
I have the most inspiring people around me all day long. Oh, the
conversations we have! My mind has never been so stimulated in all
my life. I walk down the hall, just to go to the break room or to
the bathroom, and I pass jaw-dropping concept art. I am one of six
writers working on game dialogue, and a handful of times every day,
we stop to share ideas and laugh with each other. I am blessed.
3-You've
recently re-focused on your fiction work. What brought about the
change in direction?
I have always been a fiction
writer "on the side." As early as 6th grade, I was writing my first
novel. It's in my blood. Despite this, I had never finished a novel
and had not made an active push to publish my short fiction. I'd
won awards, but I hadn't put any effort behind my fiction to get
it out in front of people. In July of 2007, I was diagnosed with
breast cancer. My story has a happy ending, thank goodness (*kiss*
of encouragement to all you folks out there who have been touched
by the big C).
Getting cancer made me do some re-evaluting. For the first time
in my life, I asked myself, "What if I'm not going to live forever?"
My answer was that, if I were here for a finite amount of time,
I wanted two things. I wanted to help people, and I wanted to become
a respected fiction writer (in that order). I'm working on both.
For me, after the long and successful writing career that I've had,
making it as a fiction writer will be the sprinkles on top of the
cupcake--without them, it's still damn yummy, but with them... well,
it's Heaven. So, here I go. We'll see if I make it or not. 
4-You
have a large body of work of video game journalism. How does writing
about games differ from writing games, and did the one allow you
to transition more smoothly to the other? What's the key to good
writing about video games?
Excellent questions, Richard.
Writing about games is very different from writing the game material
itself. The former is technical. The latter is creative. One of
the coolest things about writing articles for a gamer audience is
that gamers just want you to tell it straight. A person reading
a game article wants information, concise, clear and as down-to-Earth
as they are. A person reading a gamebook wants to have their imagination
tickled and supported with tools they can use to improve their games.
Gamers are a special and delightful group. They're smart. They're
real, and they know their stuff. You can't bullshit a gamer. If
you don't know what you're talking about, they will not only notice,
they'll call you on it, in public. Rightly so. I learned enough
about the games industry and its products during my time as a tabletop
designer that it allowed me to write articles with authority. When
you're a gamer, as I am, you immerse yourself in all kinds of games.
It's a lifestyle shared by some of the most creative people I know.
5-Does
Wily Writers have a sibling site called Wile E. Writers, which largely
deals with the travails of authors who send their manuscripts to
ACME? And if not, why not?
Another excellent question.
Hehe. It's a long story, but I'll give you the short version. We've
been attempting to set this up for some time, but every time we
get it almost live, something blows up. We strongly suspect there's
a saboteur out there stalking us. *beep beep*
Many
thanks to Angel for taking the time to answer these questions. You
can find her
- and the rest of the Wily
Writers - online here. Until next time…
June 16, 2009: Tidbits
David Niall Wilson! T-shirts! Killer Green! Here!
The official Splinter Cell: Conviction website! Here!
Dan Jolley's Redeemer's Law project! Here!
Cedar Creek Gallery's "Art of the State" exhibit! Here!
June 2, 2009: I Got Your Sam Fisher Right Here
The
E3 trailer, for your amusement and delectation.
Five for Writing: Cherie Priest
The
first time I read a Cherie
Priest novel I was sitting in a laundromat on the Rue
de Lappe in Paris. It was late on a Sunday, I was doing the preliminary
reading for the Blooker Prize (which Four
and Twenty Blackbirds ultimately won the fiction
category), and there may have been a crepe mixte involved.
I loved the book, did some digging online, and discovered that the
author and I had shared at least one professional experience, a
ping-ponging off a particular small publisher. (Though to be fair,
her ponging was much less pleasant and much more protracted than
my pinging.)
The second time I read a Cherie Priest book, I was in a hotel room
in Burbank on a voice shoot for a video game, in tandem with the
game's primary dialog writer. I'd gotten the book as a review copy
for Green
Man, mentioned this to my partner in crime on the shoot
(the estimable Michael B. Lee, of
Nagash the Sorcerer and Age
of Conan fame), and heard him mention that he
knew her, that she was really cool, and so on and so forth. A small
world got even smaller.
(And then Mike asked if he could borrow the book once I was finished
with it.)
All of which leads here, and the fact that Ms. Priest was kind enough
to sit down and answer a few questions, which I have been unconscionably
tardy in posting the responses to. So here she is - critically acclaimed
author, a leader of the new Southern Gothic revival, and generally
cool person. I give you Five for Writing with Cherie Priest:
You're
at the forefront of what seems to be a reinvention of the Southern
Gothic. Instead of moldering mansions hidden beneath Spanish Moss,
with Four and Twenty Blackbirds
you transplant the action to a more urban setting. What do you think
of the new Southern Gothic revival and your place in it, and what's
gained or lost by taking it out of the more traditional settings?
I'm a long-standing fan of
Southern Gothic as a genre, but it didn't really occur to me that
I was writing it until Four and Twenty Blackbirds hit the shelves
and people started giving it that label. I certainly didn't mind,
but as you said - I had a mental image of a more isolated setting
- the mansions, the moss, the family drama, insane relatives who'd
been hidden away, grisly murders - and then, well, I realized that
I had absolutely all of that stuff in my book somewhere. Though
most of the story happens in Chattanooga, Chattanooga isn't really
a very big city; and it's easy to preserve that "rural" feel even
as I wrote about coffee shops, museums, and malls.
I'm glad to see that the genre's making a bit of a comeback, and
I wish I could participate in that comeback more than I'm presently
able. Those
Who Went Remain There Still will probably be
my last southern-set story for awhile (though yes, it's Kentucky
-- I still think it's a Southern Gothic in the old tradition).
The
monster in Those Who Went Remain There Still is one of the
more unusual-looking critters to haunt a book in recent memory.
Where did the inspiration for that come from?
I was actually thinking of
a traditional Greek harpy, for starters...but I made her less
human and more animal. The illustrations that accompany the novella
don't so much portray the creature I had in mind (though I think
they're pretty nifty); but in the back of my head, she's a large,
monstrous, owl-like creature filled with wrath and rue.
With
the move to Seattle, have you found yourself moving away from the
Southern themes of your earlier work? Will your fiction be following
your personal path?
Sadly, yes. My heart remains
in the southeast, but it's difficult to write about it when I'm
so far away. I find that I've lost the cadence for the way people
speak there; and I no longer have easy access to the small particulars
that make the place so interesting to me.
I'd very much love to write more southern gothic material; but then
again, I'd very much love to live there again one day. Although
I've come to make some wonderful friends in Seattle, the northwest
really isn't home.
Most
of the horror influences you list are more classical ones - LeFanu,
Blackwood,
and so on. What do these authors have to say to the modern horror
reader (or, for that matter, writer?)
It's always interesting to
read the folks who wrote it first - and though some of those "classics"
read as dated or cliche these days, I'd argue that they remain well
worth reading. Especially to any fan of genre -- or any writer of
genre - it's both informative and entertaining to get back to the
roots of the field.
Why
exactly would
Dr. Seuss want to write about Michael Jackson, and is
it more likely that he'd be taken out by the Star-bellied Sneetches
or a vengeance-crazed Lorax?
For the sake of topical relevance.
:)
You
really can't argue with that logic, Sneetches or no Sneetches. Many
thanks again to Cherie Priest for taking the time to answer the
questions. You can find her online here,
and her latest book, Fathom,
is getting rave reviews and is available at fine bookstores everywhere.
Until next time!
May 27, 2009: Roger Clemens' Pasty Buttocks
As mentioned in this month's
Storytellers Unplugged essay.
May 20, 2009: Reviews in 3
Some more reviews are up at
Green Man, specifically Wolverine,
Camelot
3000, and The
Big Book of NECON. Enjoy! (If, err, book and movie
reviews are what you enjoy.)
May 17, 2009: A Man of Conviction
Here's
a little teaser for what I've been working on, video game-wise.
Enjoy!
May 16, 2009: I Am Wily
Specifically, my story
"Small Cold Things" is up at Wily Writers for text and/or
audio download. It's about a normal, loving couple who have a cat
problem. No, really, it is...
May 4, 2009: New Work
Digs and Reviews
Red Storm Entertainment, my employer of the last almost-ten years,
has finally completed the move into its new digs. We've moved one
exit over and two floors up, added a ton of space and amenities,
and gone from brown walls to a lovely shade of blue. Everything
got unpacked today; tomorrow we should be back up to speed.
There's a new speaking gig added. I'll be appearing at the Game
Education Summit on June 17 in Pittsburgh, sitting in
on a panel with Sande Chen and Lee
Sheldon (who will be doing an upcoming Five for Writing,
incidentally) to discuss the
care and feeding of young game writers.
There will be a new Five for Writing posted later this week, with
the victim being the ridiculously talented Cherie Priest. I managed
to avoid mentioning to her that the first time I read one of her
books, I did so in a Paris laundromat while going through the nominees
for the Blooker Prizes. Do me a favor and don't tell her, OK? Beyond
that, there will be bits from Henscher, the aforementioned Mr. Sheldon,
Chris Klug, and others whose names cannot yet be revealed. Finally,
I've got a small pile of reviews up at Green Man. In no particular
order, there's JLA:
Exterminators (Christopher Golden),
The
Map of Moments (Messrs. Golden and Lebbon), Angelic
(Kelley Armstrong), Nightwing:
Year One and Batman
R.I.P. on the comics front, World's
End (Mark Chadbourn), and Cemetery Dance's latest
installment in the Shivers
anthology series, #5.
Oh, and there's a new Storytellers Unplugged piece up. Read and
be enlightened, or at least amused: Twenty-Five
Things About Being a Writer.
Five for Writing: Bev Vincent
Bev
Vincent knows pretty much everything there is to know
about the writing of Stephen
King. If that were all he did, that would be plenty to
earn him a place of honor in the horror writing community. Of course,
you could say the same thing about his burgeoning body of fiction
work in both the horror and mystery genres, and you could make a
tip o' the hat to his extensive book reviewing as well. Tirelessly
versatile and creative, Bev took a few minutes to share his thoughts
on why he gravitates toward crime fiction, writing for desk calendars,
and the supernatural terror that is the Trans-Canada
Highway. Ladies and gentlemen, I give you Five for Writing
with Bev Vincent:
1
- It is widely acknowledged that you are the world's greatest living
authority on Stephen King (non-Stephen-King's-immediate-family division).
It would seem to be a unique role. How did you find yourself in
that position, and do you find yourself being bombarded with Stephen
King trivia questions by random strangers?
I am but a humble Canadian
who has ended up in an unusual and, some might say, enviable position.
During the burgeoning days of the internet, I became active on USENET
newsgroups, particularly the one devoted to King. I happen to have
a fairly good memory. On top of that, I had a number of resources
at hand, so when someone asked a question, I either knew the answer
or knew where to look it up. So, I gained a reputation as a know-it-all.
This reputation, more than anything else, I think, led to my being
offered the chance to write News
From the Dead Zone for Cemetery
Dance, something I've been doing for most of the
21st century. And so the reputation grows.
I'm not generally bombarded by trivia questions-except when we were
taking submissions for The
Illustrated Stephen King Trivia Book - but a lot
of people do contact me about non-trivial matters. Often they have
to do with first edition books, because I wrote the
guide to identifying them for King's official web site.
Others have questions about King's Dollar
Baby program for amateur filmmakers, because I collaborated
on the script for the adaptation of "Lunch
at the Gotham Café". Sometimes people hope to use me
as a conduit to King. It doesn't happen all that often, but it does
happen. I decline all of those requests.
2
- You've been steadily building a reputation for your own fiction.
Has the renown you acquired for your work on King affected how you've
approached writing and publishing fiction of your own?
I'm not sure that it has.
Oh, I've written a couple of stories that were clearly influenced
by King. "The Lady of Lost Lake" from Dark
Discoveries is one of those "four friends in the
woods who encounter something strange" stories and "Special Delivery"
in Cemetery Dance was inspired by King's "guys in the basement"
- his metaphor for his muses.
Most of the time, though, I find that stories that I think will
have supernatural elements end up going off in mundane directions.
Most of my scary things are real people or situations rather than
zombies or vampires or Lectroids
from the 8th Dimension. My first published story, "Harming Obsession,"
reportedly disturbed a lot of readers, and all it has for a boogeyman
is an active case of obsessive-compulsive disorder. When I'm not
writing to someone else's guidelines, I tend to gravitate toward
crime fiction more than anything supernatural.
I like to think that when I get an invitation to write for a closed
anthology it's because of my accomplishments in fiction rather than
because of my non-fiction work about King. 
3
- In addition to writing, you also serve as a contributing editor
for Cemetery Dance, one of the best-regarded horror fiction magazines
out there. These days we're hearing a lot of conflicting reports
of how this is either the best of times or the worst of times for
genre short fiction. What's your take on it?
Every time I get a rejection
letter for a story and I go searching for a new potential market
for it, I get a little exasperated by the relative dearth of pro-paying
genre markets. Then I remind myself that there are a lot of pro
markets if I don't restrict myself to genre magazines. I would love
to break into some of the more general or literary magazines with
a short story, and it's not for lack of trying that I haven't yet.
I don't have anything against genre, but I think we limit ourselves
when we don't try to find a wider audience. We want our stuff to
be read, and not always by the same people over and over again.
One of the reasons I'm thrilled to have a story in Ellery
Queen's Mystery Magazine - besides the high regard
people hold toward that venerable market - is the fact that it puts
my story in front of many thousands of pairs of eyes, most of whom
have never read anything by me before.
I also think that some writers tend to overlook non-fiction. If
you're looking for a paycheck-and writers who are doing this full
time surely are-it's hard to beat the pay rate for articles in magazines
like Rue
Morgue, for example. I did a couple of pieces for
them in 2007 and was impressed by what they offered. I'm currently
writing a 500-word essay for a desk calendar that pays more than
I would get for a short story ten times that length. It's not all
about pay, of course, but since I enjoy writing non-fiction, it's
a very good avenue for me. I still get the most excited about acceptance
letters for short stories, though.
4
- With Onyx
Reviews, you've produced a large body of book reviews,
primarily in the mystery genre. What do you look for in a good mystery
novel? What are you hoping never to see again? And most importantly,
how do you review mysteries without giving away the ending?
I've been a crime fiction
reader since my early days. I read all the Hardy
Boys before moving on to Agatha
Christie as a teenager, and probably two thirds of what
I read these days would be considered crime fiction, including courtroom
dramas or suspense novels. I read very little horror at novel length.
Science fiction or fantasy, either, all of which I read avidly in
my twenties. Crime fiction speaks to me in ways those other genres
don't.
In a good mystery novel, I am looking for character development
and a rich setting. I like series where the main characters evolve,
not only over the course of a single book, but have a complex trajectory
over the entire series, like Ian
Rankin's Inspector Rebus. Though I liked Ed McBain's
87th
Precinct novels a lot, his characters were frozen in
time for decades, so they lacked that extra dimension that made
them seem more real.
My favorite mysteries are the ones where the solution to the crime
is the least important part of the story, which makes them a lot
easier to review without fear of divulging the ending. Books like
Kate
Atkinson's Jackson Brodie novels, for example. However,
in the case of real whodunits, I can talk about whether the ending
was predictable and whether the writer played fair with the readers.
The worst whodunits are the ones where the killer was a bit player
who was only on screen for a few pages until the big reveal. Agatha
Christie did that from time to time and I always felt cheated when
that happened.
As for what I'd like to never see again-I think that sociopathic
serial killers have more or less run their course. I don't mind
when a murderer is forced to kill more than once because he's at
risk of being discovered. That being said, though, I like the Chelsea
Cain books a lot, where the killer is essentially a female
Hannibal Lecter.
5
- Is there any truth to the rumor that The Road to the Dark Tower
is in fact the New Jersey Turnpike? Or are the horrors of the Vince
Lombardi Service Area too much for even the Gunslinger
to handle?
No, the Road to the Dark Tower
is actually part of the Trans-Canada Highway that runs along Western
New
Brunswick. It's paved, like all such roads, with good
intentions.
Suddenly,
much about Canada - and the Gunslinger - is made clear. Thanks again
to Bev for taking the time to sit down with these. You can find
him online at his website,
and his regular work in Cemetery
Dance magazine. Until next time…
Five for Writing: Alethea Kontis
Very few people seem to have more fun writing than Alethea
Kontis. Publisher, author, book buyer, editor and all-around
cool person, she proudly wears the tiara of Genre Chick; it goes nicely
with her status as a New York Times Bestselling author. There's also
a rumor that she's hell on wheels when it comes to roller skates,
but that one I can neither confirm nor deny. What I can confirm, though,
is that she's an incredibly versatile and talented writer, capable
of bouncing from children's fiction (Alpha-Oops) to
non-fiction (The
Dark-Hunter Companion) to the moderately indescribable
bit of awesomeness that is Beauty
& Dynamite. In between all that, Alethea was gracious
enough to take time to answer a few questions. Here now are her thoughts
on what you actually get for being a NYT Bestselling author, how Heisenberg
affects writing, and how one becomes a Genre Chick (Hint: I'm not
eligible). Without further ado, here's Five for Writing with Alethea
Kontis.
1
- One of the clichés about writers is that you need to have some
sort of insanely varied and unique background in order to write.
Yours certainly fits the bill - child actress, scientist by training,
descendant of pirates, and now artist. Does any of this feed into
your writing? Why do you think so many writers have unusual backgrounds?
Little
Women was one of my favorite books as a child
- I read it every Christmas. It was where I first heard about "write
what you know." The phrase instantly depressed me. I was the most
boring kid on the planet, and therefore doomed to uninteresting
mundanity. I think my Coming of Age as a Writer (and Creator of
Messes in General) was less about developing my craft and more about
realizing just how cool I really am...and just how awesome I have
the potential to be. 
I think all of our backgrounds could be described as "unusual."
It's just we artists who exploit it.
2
- You are famously a "self-proclaimed Genre Chick". What are the
entrance requirements for Genre Chickdom?
First Rule: One must
love genre fiction.
Second Rule: One must be a chick.
Um....that's it, really.
Back in 2004, when Janet
Lee and I launched our much-loved interview column in
the Ingram
newsletter, we originally wanted to call ourselves "The Geek Chicks."
However, the industry needed not just hip, smart women...but hip,
smart women who loved genre fiction. Mystery, romance, horror, sci-fi,
fantasy, comics...the whole shebang. So we exchanged a few Scrabble
letters and TA-DA! The Genre Chicks sprang forth, in full battle
dress.
Now every time someone at work has a question about Nora
Roberts, Dean
Koontz, Alan
Moore, or Sam
Raimi, I'm the first one they call. Which is kind of
awesome. I've only ever had those kinds of conversations in the
elevators at Dragon*Con.
3
- Has your work as a book buyer affected your writing, or vice versa?
Do you find yourself writing to what you'd buy, or do you keep those
two aspects separate?
Well, yes, of course. The
Heisenberg Uncertainty Principle says it must.
Being a writer and editor (and what little bit I've flirted with
micro-publishing) has definitely made me a better buyer. I am always
keenly aware of the big picture, and the role my puny pixels play
in it. Plus, knowing enough to be dangerous is rarely a bad thing.
Contrarywise...hmmm. Has my dayjob improved my contacts and visibility
in the industry? Sure. Has it influenced what or how I write? Not
really. Deep down, I'm still just a twelve-year-old writing fairy
tales for my mother.
4
- What goes into writing a successful children's book? Are there
any similarities to writing genre fiction?
Format
wise, when I wrote the first AlphaOops,
it was like a story with "background information" happening in brackets
-- that way needed a lot of editing. So I wrote the sequel like
a script, like all those plays I was in as a kid, complete with
dialogue and stage directions. That made things a lot smoother.
It was easier for Bob [Kolar,
the artist] to "see" what was going on. (I'm told it's also very
similar to writing for comics, but I haven't done that. Yet.)
Success? Every Greek knows that's entirely based on what animal
you sacrifice, when, and to whom. (A rooster, midwinter, and Athena.)
5
- What happens when you officially make New York Times Bestselling
Author? Do they give you a lapel pin? Is there a secret handshake
involved? A decoder
ring?
There's a lovely initiation
ceremony, where you are gifted with a watch that counts down your
fifteen minutes of fame.
I traded mine in for a tiara.
Can't
really argue with that, depending on the tiara in question. Many
thanks to Alethea for taking the time to answer these. You can find
her online at her website,
and find Beauty & Dynamite at Apex.
Until next time!
April 6, 2009: Post-Travel
Whew
There's some writeup-type
text of the "Dating Game?" panel I did at GDC with Steve Meretzky,
Wendy Despain and Dustin "Purple Face Bang" Clingman here
and here.
[Note: Wendy informs me that she was actually looking away from
Steve because every time they made eye contact, he cracked her up.]
The panel itself was, I think, a success - good discussion and audience
participation, and a blessed absence of "Well, my personal experience
was X, so the rest of you are poopyheads" comments. Instead, folks
seemed really into the core idea of the panel, which was to get
discussion going as to why people will, say, go to a movie on a
date instead of gaming. The whole thing was inspired by the time
Melinda and I went to see The
Aristocrats and spotted a breathless young couple
sitting a few rows ahead of us, gazing lovingly into each others'
eyes and muttering things like "I'm so glad we're seeing a movie
about free speech." Those of you who have seen The Aristocrats may
now dissolve into helpless laughter at the thought of what happened
roughly eight minutes into the film's running time.
This past weekend I headed north to the land of randomly triggered
early morning fire alarms, aka Connecticut, for the 19th annual
running of the Jim
Vatcher Memorial League fantasy baseball draft. Basically,
it's an excuse for a bunch of old friends to get together, rag each
other about things we did fifteen years ago, and say things like
"Travis Ishikawa, three dollars, you son of a bitch!" with a straight
face. For a certain sort of nerdly gent, things like this are our
Vegas, and we're just as happy that way. For all the likelihood
that you will find yourself knowing way, way, way too much about
the minutiae of Carlos Zambrano's BABIP
[Batting Average on Balls In Play, in case you were wondering],
there's really no chance that anything involving dead hookers, pissed-off
drug lords, burying bodies in the desert or someone losing their
pants will ensue. And, really, it's just as well that way.
Jumping back to GDC, the book signing for Writing for Video
Game Genres went wonderfully well. Kudos to AK
Peters' man on the spot, Kevin Jackson-Mead, for setting
it up. We had fourteen or so of the twenty authors of the book there
and signing, and a full house of folks buying that book and the
Writing SIG's previous opus, with books going every this way as
folks signed with devil-may-care abandon. It was also the first
time a lot of the writers had met face-to-face, which made for fun
convo in between the scribblings. Write Club, hosted at the legendary
John's Grill
(of Maltese Falcon fame) was also a rousing success. The new champion
was Jeremy Bernstein, late of my old "run-around-the-woods-and-hit-people-with-plumbing-supplies"
LARP and more recently The Dead Zone, but there was a great
bunch of folks there, and a good time was had by all. Well, except
maybe the waiters.
Switching gears, there'll be another Five for Writing going up this
week, this time with legendary Genre Chick, roller derby goddess
and NYT bestselling author Alethea Kontis. There are a few more
lined up behind her - I somehow managed to get proactive this time
- so look for interviews with Chris Klug (of James Bond RPG
fame), new Southern gothic maven Cherie Priest, television and game
writer Lee Sheldon (Charlie's Angels, among others), and
Bev Vincent (The Road to the Dark Tower), with many more
to follow.
Five for Writing: Douglas Clegg
If all Douglas
Clegg had done was publish Naomi,
he'd be remembered. After all, it was the first publisher-sponsored
electronic print serial, and helped usher in our brave new reading
world of Kindles and e-books, a sizeable and notable contribution
no matter how you slice it. But that's not all that he has done,
not by a long shot. A pioneer in fields from e-publishing to book
trailers, over the last twenty years he's produced a superb body
of work while championing the horror genre. Now, he shares his thoughts
on going back to his serial roots, how to make a book trailer, and
what you actually call someone from Connecticut (hint: It isn't
"Connecticutian"). It is with great pleasure that I give you Five
for Writing with Douglas Clegg.
1-One
of your earliest successes was the serial novel presentation of
Naomi. Now you're returning to the form with The
Locust. Why go back to it now? How does writing a novel
serially differ from a more traditional form of composition?
I wrote Naomi
in 1999, 10 years after my first book came out -- which was called
Goat Dance. 2009 is my
20th year doing this for a living. With the new serial at my website,
The Locust, I just want to do something in the 20th
year of my career as a thank you to readers.
I also want to offer something free during a very rough economic
time for people on the internet. Why not a free serial? Plus, beginning
this year, other projects are rolling out, some of which I can't
quite talk about yet.
The serial begins in mid-summer. I'll write the book week by week
and send out episodes as they're completed. It's essentially the
process of writing the book itself, although I edit as I go.
I'll have structured the serial well-ahead of time. Story structure
-- in my opinion -- is 80% or more of what makes a novel work.
2-While
Twilight has made the world safe for vampire fiction once
again, the Vampyricon
seems to have the field of historical vampire fiction to itself.
What's the appeal of writing vampires who don't listen to Bach or
Bauhaus,
and what drew you to the historical setting for the series?
The story dictates the historical
environment. I've been writing several stories, novellas and even
novels with historical settings.
I approach a story in this way: what do I want to write about, what aspect of human nature, what aspect of life and the human condition?
Once I've decided on that and find my point of view on it, I have a premise. And I think: where's the perfect time, environment and place for this?
That's the beginning of how a novel or story builds for me. Whether it's historical or contemporary, the central idea and its ramifications make the demand.
Nightmare
House was set in 1926 because the story itself
was a kind of old-fashioned ghost story that made me think the '20s
were the era for it. Neverland
is set in a fairly vague 1960s environment. Isis
is set at the turn of the 19th century into the 20th.
With the Vampyricon trilogy, the story that came to me had
an alternate medieval history slant to it.
I don't think a lot of the world has gotten too far from the medieval mindset, actually. Then, my personal connection to the material became the memories of travels from childhood on -- from the pyramids and ruins in Mexico to the Alhambra in Spain to my early 20s when I lived in France for a bit and slept in a beautiful forest in Brittany.
From that, I began to shape the story of Aleric as a boy, his mother, his grandfather -- and then it just grew. The premise and story structure shaped the trilogy.
3-You've
put a lot of work into doing video trailers for your novels. Have
they been worth it? How did you go about putting them together?
For me, it was easy work.
I sat back.
I hired a terrific creative team at COSProductions.com.
Sheila English -- who runs the company -- came up with everything
for the trailers.
All I had to do was watch them.
Are they worth it? Absolutely. I've heard a few people say that book trailers do not get them to buy and read a book. That's true.
In movie theaters, the movie trailer doesn't exist to sell a movie ticket. It exists to announce the movie. Months later, the person may even forget they saw the trailer. But they might think they've heard of the movie or the movie seems familiar to them.
Book trailers can function in a similar way. They announce. As with movie trailers, they appeal to some people and not others.
The book trailers have been used as TV commercials on cable and as in-theater advertising. More than 150+ high traffic websites have carried those videos. I couldn't reach those with a message about those books otherwise.
And it's all COSProductions.com's doing. They've been very innovative
with both video and distribution, and for what they over-deliver,
the price is also right.
4-You
mention in the bio on your website that you love travel. Have there
been places you've traveled that have inspired stories for you?
Conversely, are there places you don't want to see, for fear of
overwriting the fictional versions of them you've created in your
mind's eye?
Everywhere I go inspires writing.
When I was a kid traveling in Mexico with my parents and siblings,
going from Mexico city to archeological sites, or at sixteen with
friends in Spain, or in my 20s in Europe, or driving a car across
the U.S. about 18 times or thereabouts over a 30 year period --
those places stayed with me.
I usually write about where I've been or else, in a few cases, where
I'd love to go.
There is no place on earth I wouldn't like to go. I envy people
who travel constantly. I feel like a nomad to some extent and yet
I'm very home-centered, too.
5-You
grew up in Hawaii, Virginia, and Connecticut. Someone from Virginia
is a Virginian; someone from Hawaii is a Hawaiian. What, in your
opinion, do you actually call someone from Connecticut?
A New Englander.
But I'm a Virginian at heart. Still, Connecticut is the southernmost
of the New England states, so I'm a southerner -- just a Yankee
southerner.
To
be fair, even southern New England isn't exactly tropical, and if
you say "Y'all" in Greenwich they look at you funny..
Many thanks to Doug for taking the time answer these questions!
You can find his work, including The
Lady of Serpents, at fine bookstores everywhere,
and his website online here.
Plus, you can sign up for his online newsletter! Until next time…
March 24, 2009: Write
Club
It's my pleasure to announce
that, in conjunction with Professional Media Services, I'll be sponsoring
this year's edition of the IGDA Game Writing SIG's two-fisted improv
game writing throwdown, Write Club, at the legendary John's
Grill in San Francisco on Wednesday night. The carnage
starts at 6PM. If you're in the area and want to see what an arterial
spray of ink looks like (OK, maybe not), then come on down! And don't forget about the group signing for Writing for Video Game Genres,
Thursday at 5:30!
Five for Writing: Gary Braunbeck
The
acknowledged master of quiet horror, Gary
Braunbeck is one of the most respected voices in the
field. The winner of 5 Bram
Stoker Awards, Gary has received extensive critical acclaim
to go along with his IHG
and Black
Quill Awards. From his role as an instructor at Seton
Hill to his editing work (Masques
V, Five
Strokes to Midnight) to his extensive body of
fiction work, Gary is a major presence in the horror field. He's
also got a cunning feline-related plan for winning more Stokers,
strong opinions on "art", and the details on his repeated attempts
to murder Cedar Hill. Without further ado, it's my pleasure to present
Five for Writing with Gary Braunbeck.
1-One
of the most famous out-of-context quotes in American literature
is Flannery O'Connor's aside about universities not stifling enough
writers. As someone who teaches writing at Seton Hill University,
what's your take on O'Connor's comment?
As far as I'm concerned,
the person who wrote
"A Good Man Is Hard To Find" can make any comment
about the education (or mis-education) of writers that she wants.
But I think O'Connor
was referring to the types of university writing programs that try
to horse-whip a tunnel-visioned definition of "literature" into
the heads of potential writers, as well as those writers who buy
into the concept that they are creating "art" (ugh! That word!)
every time they apply ass to chair and fingers to keyboard. Writers
who believe that what they produce is "art" should be stifled (or
at least given a couple of swift kicks in the nether regions) because
-- for all their craft, for all their intelligence, and for all
their high-brow goals -- there will never be anything of the humane
at the core of their work. Yes, it may very well be technically
perfect -- dazzling, even -- but if all that lies at the heart of
a piece of writing is a deep-frozen heart, then any chance said
writers have of touching upon something truthful to the human experience
is lost forever. "Art" is not something that can be created -- it
has to happen; and when it does, it's an intensely intimate, personal
moment between the work itself and the individual who experiences
spiritual, emotional, and intellectual communion with a piece (and,
yes, as far as I'm concerned, all three must be present in order
for "art" to happen).
Universities tend to teach writing-from-the-head rather than writing-from-the-heart
because the latter seems too self-indulgent or is unjustly characterized
as pandering to the lowest common denominator -- witness the brouhaha
a few years back when Stephen
King was given the National Book Award; throughout the
halls of academia there was heard a cumulative
groan of despair. There will always be those who believe
(and teach this belief to others) that something that is Popular
cannot possibly be Good. Charles
Dickens would never have stood a chance were he writing
today, because other writers, too full of self-importance and notions
of "art" (a.k.a. writers whom universities should have stifled)
would have mocked his notions of humanity and the manner in which
he chose to focus on the heart and spirit instead of solely upon
the cold intellectual.
2-In
your discussion of Mr.
Hands over at Fearzone,
you mention that you don't particularly like putting monsters in
your horror. To many readers, monsters are synonymous with horror.
How do you reconcile that gap?
I think what I actually said
was something along the lines of I try to "avoid using traditional
tropes" in my work, and that I don't do that unless I can offer
(from my POV as both a reader and a story-teller) a different angle
or fresh perspective -- but, yes, I do feel that way. In the case
of Mr. Hands, as much as the idea of using a traditional
monster rubbed me the wrong way, in the end I had no choice because
the story required that there be a physical manifestation of the
anger and helplessness experienced by the 2 central characters.
Their emotional and spiritual states were the main focus of the
story, the monster entering the tale only when the 2 of them met
and merged -- which is why the creature itself doesn't show up until
just past the halfway mark in the book.
Bear in mind that what follows is simply my opinion, what I hold
true for myself; I am not throwing down a gauntlet or issuing Absolutes.
I don't have it in me to be that arrogant.
You are right when you say that for many readers monsters are synonymous
with horror, but as far as reconciling the gap between my own views
of what constitutes horror and those notions held by many readers
(notions that are, let's face it, gotten mostly from horror movies,
most of which tend to stink)... I don't reconcile that gap. I don't
know that it can be reconciled -- or even if it should be. If the
past decade has taught me nothing else, it's taught me that my work
is never going to be embraced by the wider horror audience -- my
notions and definitions are not based on the popular misconceptions
of what constitutes horror, and they never will be. I have rarely
sat down and said to myself, "Time to write a horror story!" (The
3 times I did set out to write a "horror" story all ended in utter
disaster, disasters that were, unfortunately, published.) That's
defeating the purpose not only of honest story-telling but of being
true to one's individual worldview of the field, both within and
without. Nothing can grow in a vacuum -- and, yes, I still find
that many of the traditional/popular tropes of horror instantaneously
create deadly vacuums of their own if you begin with the "horror"
instead of the human heart in conflict with itself, as Faulkner
put it. All monsters, all beasties, zombies, vampires, werewolves,
Freddy/Jason/Pinhead-type of killers, what-have-you -- all of them
spring from the darker places in the human condition and psyche,
and that is where it all has to begin: the heart in conflict with
itself.
3-Lovecraft
had Arkham, Charles Grant had Oxrun Station, and you have Cedar
Hill. What's the process in creating an enduring setting like that?
Do they have a natural lifespan - a point at which there's simply
too much weird stuff happening in one town - or is there an endless
font of stories for a continuing locale?
I have tried 3 times in the
past to bring the Cedar
Hill Cycle to an end, and every time I think the end
is in sight, I suddenly find a dark corner I hadn't noticed before
and have to go exploring, only to find that this corner leads to
another, and another, and another.
I don't think fictional locales such as Oxrun
Station or Castle
Rock or Green
Town, Illinois have a lifespan (barring that of their
creator). I think the wellspring of material for one's own fictional
town (read: universe) is bottomless. Yes, a lot of weird stuff happens
in Cedar Hill, but the weird has become so commonplace to most of
the town's citizens that it's all accepted as a natural fact of
life, something that cannot be avoided. Like traffic jams at rush
hour, not enough money at the end of the month to pay all the bills,
or Uwe Boll movies.
The process -- if it can really be called that -- isn't so much
in the conceptualization and creation of a town, but in its exploration,
getting to know its streets, its schools and churches, its citizens,
its history and tall-tales, its economic status, all of the minutiae
that makes for a rich, compelling, believable setting that readers
will (hopefully) find mysterious and fascinating.
Creating
Cedar Hill was actually fairly simple, in that I took the
Newark, Ohio of my childhood in
the 1960s and early 70s and made alterations to its every aspect.
There is a singular melancholy to a hardcore blue-collar town that's
slowly dying away, and I've tried to capture that desperation, that
sadness, that loneliness, in all the stories and novels set there.
The place hasn't run out of surprises for me yet, and I hope that
extends to readers, as well.
4-In
Silent Graves was originally titled The Indifference
of Heaven, which is also the name of a Warren Zevon song. You've
also got an extensive list of links to musicians' web pages on your
site. How important, then, is music to your writing process, and
how do you incorporate it into your workflow?
I cannot write without music.
(Well, okay, I can, but it's not my preference.) I even go so far
as to create "soundtracks" for whichever book or story I'm working
on at the time, music that conveys some small part of the tone I
want to capture in said story or book. Admittedly, it's not as "organic"
or noble a method as writing in longhand by candlelight at 3 in
the morning, but my guess is that if Poe or Shelley or Stoker had
been given access to an iTunes playlist, they would have used it
as part of their writing process.
I also listen to music as I write because just once, once before
I shuffle off this mortal coil, I would like to capture the sublime
beauty of something like Bach's "Sheep
May Safely Graze" in prose form.
5-You
have five cats. You have five Stoker awards. Is the plan to get
more cats in a nefarious plan to attract more Stokers, or do the
Stokers actually demand their own feline servitors?
That memo was sent to you
by mistake. Disregard it. You never saw it. You know nothing. Look
up "plausible deniability" already, why don't you? Some secrets
are best not leaked, Richard, and HWA knows where you live :-)
As I write this, the voting on this year's Stoker Preliminary Ballot
has closed and the Final Ballot will be announced sometime in the
next 2 weeks ... and there's a cat that has been hanging around
the house at night, staring at me wistfully through the front window,
so ....
Will
Gary adopt another cat? Will the Stoker Awards committee demand
more feline worshippers? Tune in next week - or keep up with Gary
at his web
site - to learn the shocking truth! As always, many thanks
to Gary for taking the time to answer these. Until next time!
Five for Writing: Sande Chen
In
RPG terms, Sande
Chen is probably built on more points than you are. A
graduate of both MIT
and the London
School of Economics, a Grammy nominee and a noted game
writer, an author and an advocate for women
in gaming, she also authored the chapter on serious games
in Writing
for Video Game Genres. Here now are her thoughts
on games and social change, adapting Polish best-sellers, and why
she hasn't taken over the world yet. I present Five for Writing
with Sande Chen:
1-With
Anne Toole, you've formed a successful game writing partnership
at the Writers
Cabal. Game writing is normally viewed as a solitary
pastime; how do you make a partnership work?
I've had writing partnerships
in the past and I think each one has a different dynamic based on
the personalities of the individuals. With my first writing partner,
who later became my design partner and is now someone important
at NASA,
we had an extremely collaborative vibe and discussed everything.
So, pretty much everything that was produced in that partnership
was collaborative.
With David Michael, my co-author on the Serious
Games: Games That Educate, Train, and Inform
book, we divided the work by strengths and likes/dislikes. He's
not really into doing interviews and so, I ended up conducting all
the interviews for the book. Another big portion of our research
was based on polling. David wrote and programmed the serious games
questionnaire so that we got the data we needed.
With Anne
Toole, it's been a mixture of both. When the partnership
started, it was advantageous to the both of us because we were both
working full-time in game development jobs at that time. I had The
Witcher and I really didn't want to give it up. Yet,
the schedule meant that I would need help. So, I reached out to
Anne and convinced her that by working together, we could each put
in 1/2 on The Witcher and still do our full-time jobs.
Actually, right now, Writers Cabal is on hiatus and we're not working
together. Anne is pursuing other interests. So, we'll see in a couple
months what happens to Writers Cabal.
2-Your
chapter in the upcoming IGDA Game Writers' SIG book focuses on writing
for serious games. What are the particular challenges associated
with serious game writing as opposed to, say, something like The
Witcher?
David and I wrote Serious
Games: Games That Educate, Train, and Inform especially
for game developers who were interested in serious games because
it is a completely different world. At one lecture at the Serious
Games Summit, a military guy described the culture shock he had
when he walked into a game company to discuss work for America's
Army. 
When you've been in the game industry for a while, you may not remember
that other non-gamer people haven't the foggiest notion what you
do or how games are made. I'm sure game writers understand this
because often times, there's a follow-up question: "So what exactly
does that mean? You're a game writer.... so you're a programmer?"
Meanwhile, people in non-profits or in the government know all about
organizations known by acronyms and how to get grants - This is
stuff that most game developers don't have to deal with at all.
So, if you work in serious games, you are an ambassador from another
world. You're bridging the gap and getting people to understand
why it's beneficial to work together.
3-You've
written about "social change games". How much change do you think
games can really effect? Is this something we're just seeing the
beginning of - video games as a larger social force? Or are games
always going to be perceived as "fringe" when it comes to having
a social impact?
It's hard to quantify the effect of games, especially when it has
to do with human rights or revolution, but studies have come out about
the benefits of games in marketing, training, and healthcare. More
and more companies are using games or interactive media for non-entertainment
purposes.
When we start to see games in the educational process, in workplace
training, and in daily life, then the impact of games will be more
widely accepted due to its ubiquity.
4-The
Witcher was developed in Poland from a series of best-selling Polish
fantasy novels. Did that present particular issues in writing the
dialog for the game? How did you coordinate the writing for the
project?
The short stories and the
Witcher
Saga hadn't been translated into English despite Andrzej
Sapkowski's enormous popularity in Eastern Europe. The
first short story actually was published in 1986. Initially, we
were provided materials from CDProjekt
RED and later I stopped by Atari,
since their office was close to mine, and got English translations
of two of the short stories. These translations were later included
in the European box sets. Anne decided to buy the French translation
of
The Last Wish, the collection of short stories,
since that was what was available in the U.S.
Mostly,
though, we relied on the dev team for background info since the
main characters in The Witcher are not from the short
stories but from the Witcher Saga. From the beginning, our main
contact person was Borys Pugacz-Muraszkiewicz, the translator at
CDProjekt RED. Sebastian Stepien at CDProjekt RED wrote the dialog
in Polish and then it was translated, but it wasn't translated according
to character. For instance, we got several lines of "You win," but
we wrote "You win" and its variations for each character.
The dialog and quests were still in the process of being written
when we were brought aboard and as soon as a bulk of it was done,
it was sent to us, but of course, there were always changes happening
as you would expect in game development. The main challenge for
us was that when we got the translated lines, we were never sure
about the order of the lines and who was speaking to whom, so we
relied on our experience in RPG writing to figure it out.
Generally, companies call me to coordinate schedule and then deliverables
are submitted via FTP. In the case of The Witcher,
Skype
really helped a lot because I had more of a chance of getting immediate
assistance. I also think it helped to forge a more personal relationship.
I was in Europe at the time of The Witcher premiere and I
really wish I could have gone to Warsaw to see it, but alas, I was
stuck in Paris during an Air
France strike.
5-You
have degrees from USC,
MIT and the London School of Economics. Why are you working in games,
instead of taking over the world, which is clearly what you seem
to have trained to do?
Well, in games, you can take
over the world as well as save the world. The world is always in
jeopardy.
In all seriousness, though, game development is a field that successfully
combines my fields of study. I've got advanced degrees in economics,
writing, and cinema-television and I'm appreciative of what I've
learned because it has been useful in my career. I haven't always
taken the accepted path in that I didn't blindly follow my classmates,
but I chose my own path. I have to be happy with that.
For instance, I combined theatre arts and literature into my writing
major at MIT and in my first year, I had a play produced. At USC,
I directed music videos and I became the first graduate screenwriting
student at USC to be nominated for a Grammy. I definitely went after
a career in game development after graduation and I'm glad that
Vicarious Visions (now Activision) called me up in its formative
years. I got my first game writing credit on an IGF winner.
But most importantly, I've met amazing, amazing people at these
universities and when I run into them again, I'm always inspired
by them, whether they are a documentary director, a professor, an
exec at ABC, or the Japanese economic consul. One of my classmates
even married a Malaysian prince!
To
be fair, one of my classmates at Wesleyan was the son of the Bangladeshi
minister of finance, but that doesn't quite have the same cachet.
(And besides, he transferred to Tufts after our freshman year.)
Many thanks to Sande for her thoughtful answers to the questions.
You can find her online at her new project, Game
Design Aspect, and pick up The Witcher at fine game stores
everywhere. Coming up soon, look for Q&As with Chris Klug, Lee Sheldon,
and more. Until next time!
Five for Writing: Stephen Dinehart
The keeper of the Narrative
Design Exploratorium, Stephen
Dinehart has lent his talents to projects for EA, Activision,
THQ, and more. Now part of the team at Day
1 Studios, he also contributed the chapter on RTS to
Writing for Video Game Genres - fitting, as he's
worked on top RTS series like Dawn of War, Battle
for Middle-Earth, and Company of Heroes. Here,
then, are his thoughts on narrative design in other media, what
a young game writer needs to break into the biz, and whether someone
should stop touching him (virtually). I give you Five for Writing
with the inestimable Stephen Dinehart:
1-You've
written the chapter on writing for RTS games in the new book Writing
for Video Game Genres. Seeing as RTS gameplay is generally short
on character interaction, what sort of writing does an RTS require?
Yes indeed. I'm excited to
have the company of so many talented writers. RTS is full of character,
but not in the way we would consider typical game-like dramatic
interaction. It's hard to deliver, but I'd say the same for all
games. What is required is a combination of tactical information
delivered with consistent tone and literary voice, but differentiated
enough for the player to say, that's my Heavy Weapons Unit, or that's
an enemy Heavy Armored Unit. The characters tend not to be singular,
but plural in form, so that the character for large groups, a particular
army or division of said army, as opposed to individuals. Since
RTS puts the player in the perspective of a commander, or "God"
view, the game type tends to deliver broader character strokes.
2-
One of the most frequently asked questions game writers get is "How
do I get into the field?" How did you break in, and what do you
think a young game writer needs to do to get into the business today?
I went to grad school, and I crashed E3, and the GDC. I didn't have
any connections, so I did my best, spent 100k+ (in loans) and found
myself working at EA, Activision, and Warner Brothers. It wasn't graceful,
but it worked. To that end there is no one path, visualize your goal
and make it happen.
A video game writer needs to be savvy, and cross-disciplined, like
a good multi-media designer. It's a bitch! Storytelling is hard enough
as it is without thinking about interactivity, play and delivery systems!
Also, experience life, and I mean first-life, real-life.
3-
Do you think we'll ever get to a point where you can have emergent
narratives in RTS games, or will they always need "baked" storylines
for the sake of their campaigns?
Once a publisher is ready
to invest in it, the potential for emergent stories is definitely
there! Story tends to be a side note for RTS, despite the fact that
most RTS players play the campaign mode; multiplayer is given more
resources and attention. Multiplayer is awesome, I love and still
play live ranked matches, but RTS campaigns could evolve into a
whole new beast. As one example, like any good RPG does with player
characters, an RTS could have a player grow their army/squads with
investment of time and resources, to use again and again in campaigns
of increasing consequence. Someone will try it, and soon, I don't
think strategy gaming will ever die, despite the calls. I just hope
to be there to play it, and if I'm lucky write and/or design the
narrative of the experience.
4-No
other storytelling medium has a role equivalent to that of "narrative
designer". Does that help or hurt games as a storytelling medium,
and is there anything that narrative design can potentially bring
to other media?
One of the problems I have
right now with the term is its abuse by posers. I can't tell you
how many people saw what I and others are doing and said, "Oh, I'll
call myself a narrative designer now too, and add it to my list
of consulting services! Well looky there I'm a narrative designer
too!" A narrative designer is not someone trying to steal writing
credits, or trying to say 'just plain writing isn't good enough'.
It's about the production of a video game and how to integrate well-written
storytelling into the interactive experience. The aim is to create
a cohesive user experiences that communicate a teams' vision from
beginning to end. From start screen and GUI, to dialogue and implied
verbiage. If anything it threatens game design as we know it.
It's a different way of doing things, like when you are in a meeting
and someone says "Well we won't need any narrative for this segment;
the player is just running around accomplishing objectives." This
person clearly doesn't get it. Narrative design seeks to craft experiences
with meaning, from beginning to end, and that includes having the
semblance of purpose in sub-objectives that plays into the overarching
vision. It's kind of like production design in film.
Yes it can help other mediums. I think any form of media could use
narrative design. It's all about definition. Narrative is delivered
in parts, pieces, are narremes. Whether designed with narrative
intent or not, elements of a particular experience weave together
in the mind of a viewer/user/player (VUP) to create a cohesive narrative,
or not so cohesive; depending on the story created by that subjective
viewing.
What well crafted narrative design can give to an experience is
not that much unlike the well crafted branding of great companies
and products, like Coca-Cola, or Nike, these brands are driven by
divergent audio and visual elements throughout various marketing
campaigns, which when combined in the cognitive blender of a consumer
help that person to create consistent stories about the image of
the brand. Its identity, identifying your vision and delivering
on it, and video games still have a long way to come. Dead Space
did it very well, I was surprised! It left me thinking, "This isn't
my mom's EA!"
5-The
single greatest piece of writing for an RTS came in Warcraft, when
a unit you'd repeatedly clicked on would grumble "Stop touching
me!" Agree or disagree, and why?
Agree. It's truly part of
the RTS cannon now. Naturally, we did it in Company of Heroes too.
It's great because we as writers actually get to directly acknowledge
the players actions, "Stop clicking on me." Just spells it all out,
when you get come click happy bastard scratching your back while
your digging mortars pits or, as in the example you used, chopping
wood, the system get's to acknowledge it. We try to hide and contextualize
that the players are using some abstract input device to participate
in the simulation, and this is the one time we can acknowledge it
and break the reality of the RTS world. It can only make a developer
smile. It's like "Hello numb nuts? WE are trying to create an experience
here! Click, click, pass…"
Mind
you, I was always
a fan of "I've got a hammer for you", but that's neither here nor
there. Many thanks to Stephen for taking the time to give thoughtful
answers to these questions! You can find Stephen online at the Narrative
Design Exploratorium here,
and his work on gamestore shelves everywhere. Until next time!
March 5, 2009: More
Congrats!
Kudos to my good friend Lucien
Soulban, whose DragonLance novel Renegade
Wizards has hit the shelves with a meaty thump!
Also, the authors of Writing for Video Game Genres will be doing
an appearance en masse at GDC this year - Thursday, March 26, from 5:30 to 6:30 at the IGDA booth at GDC. See you there!
Five for Writing: Haris Orkin
Proof that there's more than one route into video
game writing, Haris Orkin's road has taken him from advertising to
critically lauded plays to Disney
to the Call
of Juarez series without missing a beat. One of the
co-authors of the chapter on first person shooters in the upcoming
Writing for Video Game Genres,
Haris now shares his thoughts on Westerns, what 30 second ads can
teach you about writing 20 hour games, and whether we'll ever see
the Barbra Streisand FPS. Ladies and Gentlemen, I give you Five for
Writing with Haris Orkin:
1-The
Western is a genre that's seen a lot of
success and a lot of re-invention in film, but which really hasn't
had a defining videogame moment. What's it like approaching a genre
like that for a game like Call of Juarez? Do you think there's something
about the western that's resisting adaptation?
Well, first of all I'm a huge
western fan. Even though I can't shoot worth a damn and horses scare
me, I'm deeply into the history of the west. I've read lots of non-fiction
books and novels about the west. I've seen all the classic western
films as well as all the schlocky ones. Movies by John
Ford, Howard
Hawks, Anthony
Mann, Sam
Peckinpah, Sergio
Leone, and Clint
Eastwood.
So I actually approached Techland
when I saw a demo of their western game at E3 back in 2005. I had
only written one game at that point, but I'd been a screenwriter
for quite awhile and in the movie business westerns were pretty
dead as a genre. There is the occasional exception, but if you go
into a Hollywood studio and pitch a western they look at you like
you're on loco weed. So I saw this as a chance to finally write
a western in a medium I actually believe it's perfect for. It was
a labor of love. But as you point out, there hasn't been a cowboy/western
video game that's been a massive hit…yet. Now a lot of games actually
are just updated versions of westerns. George Lucas has said that
the original Star
Wars is basically a western in space. So was Joss
Whedon's Serenity.
I'm playing Fallout
3 and it feels a lot like a western in some respects.
Maybe the lack of success for western themed video games is partly
generational. My son, who's eighteen, isn't into the wild west thing,
though he will sit down and watch a western if I twist his arm.
Once he settles down, he usually enjoys himself. I mean, what's
not to like about The
Good, The Bad, and The Ugly? I guess there are a
limited number of weapons in a western as opposed to something modern
or more futuristic. (Fallout 3 has everything from laser
rifles to combat shotguns to missile launchers.) And there obviously
aren't any vehicles. (Well, there are horses…of course.) But I'm
still optimistic that if someone finally creates a western game
that's state of the art in terms of game play as well as setting
and story, it will find an audience. Rockstar just announced Red
Dead Redemption, the sequel to Red
Dead Revolver. It will be an open world western ala
Grand Theft Auto and that could do very well. Call of
Juarez 2 is coming out this summer and I really think it could
be the one that breaks through. The story is epic, the characters
have a lot of depth, and from what I've seen so far, the game play
and graphics will blow people away.
2-Part
of your writing background is in advertising, which means you've
gone from a medium that works in thirty second increments to one
that potentially works over a stretch of thirty hours. Is there
anything that corresponds between the two? What can game writers
learn from copywriters?
Actually, I think I learned
quite a bit in advertising. Mainly how to write economically, which
is something very necessary for game writing. You learn to grab
people's attention quickly and to impart exposition in a fast and
entertaining fashion. Advertising is all about convincing people
to pay attention to something they don't really care about. They
way you do that is by finding an emotional hook. Something they
can identify with. Something that speaks to their personal experience.
In games, many players just want to play the game and blow the bad
guys away. They'll quickly escape through the cut scenes if they
aren't compelling. Which, admittedly, is most of the time. As hardcore
gamer, I feel their pain. I mean who enjoys a dull, wordy, awkward,
badly acted cut scene? (Of course, sometimes they are so profoundly
horrible they actually cross the line from awful to entertaining.)
My challenge is to make the story as compelling as the game play
and if it's done correctly, it should all feel seamless.
3-You
have a knack for provocative titles, like "Sex, Impotence, and International
Terrorism". Where does a title like that come from?
"Sex, Impotence, and International
Terrorism" was inspired by the fatwa against Salman
Rushdie and the rumors that
Muammar Gaddafi was an impotent cross-dresser. (Which
I later learned was disinformation plan put out by the CIA to aid
Libyan dissidents and exiles who wanted to overthrow him.) The play's
about a professor who has written psychological biographies about
dead world leaders. Mostly tyrants and despots. His agent convinces
him that a book about a living dictator might generate more PR and
sell more copies Soon after the book is published, his agent puts
out a press release, claiming that a fatwa was issued against the
professor, even though it wasn't true and the despot hadn't read
the book. The PR move boosts book sales. But also catches the attention
of the despot, who reads the book and then puts a price on the professor's
head. Now everyone in the world is trying to kill him.
4-You've
had two screenplays produced for Disney television. What are the
keys to successful family-friendly writing? How did you jump from
that to a heroic fantasy like Dragonshard?
For me, writing a family-friendly
feature isn't any different than writing something for adults. There
are standards and practices you have to follow when you write for
television, but I don't find those very onerous. I purposely don't
try to write down to kids, but instead try to remember what it was
like to be a kid. Having a kid helps, but I wouldn't recommend having
children just for research purposes. (You can easily borrow one
from a family member instead.) Kids are very sophisticated and they
hate it when they sense you are writing down to them. In both cases,
those scripts weren't initially written to be family films. One
I pitched to Paramount and one was a spec script I sold to Universal.
Both coincidentally ended up at Disney. Because of those two scripts,
I was hired by Disney Feature Animation to work on one of their
projects, which took over a year, and unfortunately never came to
fruition. Right around that time, a friend of mine, a producer at
Atari, brought me in to work on Dragonshard. I wasn't a Dungeons
and Dragons aficionado, but I was a big reader of fantasy fiction.
I read the Hobbit and all the Lord of the Rings books
to my son when he was little as a way to make him fall asleep. Hearing
my voice drone on about the geography of Middle-Earth knocked him
out like a Quaalude. So I was well-versed in that fantasy universe.
(I also read him all the Narnia books.)
5-It
is highly likely that you are the only working videogame writer
who's also opened the Streisand Festival of New Jewish Plays. Is
there room for more Streisand-videogame cross pollination? If there
were one piece of Streisand's oeuvre you could adapt to a game,
what would it be, and how would you do it?
Hmm. That is a fantastic question.
Yentl Unleashed comes to mind. But would gamers want
to step into the sensible shoes of woman pretending to be man and
not just any man, but an Orthodox Rabbinical student? Not a lot
of gunplay or fast driving involved obviously, but I guess there
could be a "put on the tefillin" minigame.
If there's a third F.E.A.R.
game I would love to see Babs
cast in the part of Alma. It would be pretty scary for the player
to see Barbara's face popping up randomly in hallucinations, kvetching
and complaining as she sends her whiny minions (most likely agents
and lawyers and personal trainers) to wreak havoc and destruction.
And
so another interview ends, leaving us with only misty-colored memories
of the way we were. Well, that and some wonderful answers from Haris.
Until next time!
February 28, 2009:
Yay Successful Friends!
Congrationations go out to, in no particular order, the mighty
Mur Lafferty
on a very successful signing for Playing
For Keeps, over at Chapel
Hill Comics, and Alice
Henderson, on the release of her novel Voracious.
If you have not yet read either of these two fine books, you are
(in the words of Sam the American Eagle) "disgracefully
lacking in culture." Well, maybe not, but you're missing
a couple of great reads.
(and the quote in question is at about 2:26 of the link, but trust me, you'll want to watch the whole thing.
Five for Writing: Paul S. Kemp
Any
number of best-selling authors have emerged from the ranks of those
producing fiction set in Krynn,
Faerun, and other such imaginary
worlds. If you know what I'm talking about here, you've probably
played Dungeons
and Dragons; if you don't, there's still a good chance
you've picked up and enjoyed a piece of D&D tie-in fiction at some
point anyway. Among the more recent heavy hitters to emerge from
those bringing D&D to the bookshelf instead of the gaming table
is Paul
S. Kemp. A lawyer by day, Kemp scribes the tales of Erevis
Cale and his companions, a darker and more morally complex
take on the Forgotten
Realms setting than one might expect to see. Fortunately,
Paul was able to squeeze in time between jurisprudence, scribing
best-selling licensed fiction, finding representation for his new
work of original fiction and a truly disastrous fantasy football
season (three words: Quarterback
Derek
Anderson)
to answer a few questions. So here are his takes on creative control
of a character in a licensed setting, how best to bludgeon John
Grisham to death, and getting that faint whiff of necrophilia
into a Forgotten Realms novel. Ladies and gents, I give you Five
for Writing with Paul S. Kemp:
1-You're
best known for your Forgotten
Realms writing, but you recently
took the step of finding an agent to try to sell some original work.
What led to that decision, and how did you go about tracking down
the wild agent in its natural habitat?
I had the novel (a supernatural
thriller/dark fantasy entitled Azazel) kicking around
in my brain for a long time. I worked on it as time allowed, but
my contracted work with WotC
and Del
Rey, combined with my day job, made it hard to carve
out some time for Azazel. I got a bit of a jump start on it recently
when my sons, Roarke and Riordan, started asking me to come home
early from work (I'm a corporate lawyer by day). I thought that
if I ever wanted to write for a living full time, I needed to turn
it up a notch.
So, I researched agents online (Preditors
and Editors is a great resource for that) and started
sending queries. I was fortunate and got a few bites, then finally
signed with Kristin Lindstrom of Lindstrom
Literary Management. Azazel is making the
rounds of publishing houses even now.
2-For
all of the Jack
Chick-induced hysteria, Dungeons and Dragons has always
been the "cleanest" of the tabletop RPGs to spin off tie-in fiction.
Part of that may be the fact that it's the most prominent RPG, part
of it may simply be the subject matter of heroic fantasy tends to
lend itself to that sort of fiction. On the other hand, your work
includes - and let me know if I miss anything here - torture, sado-masochism,
a faint whiff of necrophilia and all sorts of other goodness that's
normally more at home in, say, the World
of Darkness or Over
the Edge. What has the reaction to that edgier material
been, both from WotC and the fans? Did you have any trouble plumbing
those sorts of depths in a Forgotten Realms novel? 
"Torture, sado-masochism, a faint whiff
of necrophilia" - and that's just one character in the first
chapter! Ba-dum-ching.
Wizards was a bit iffy on some of the content in my novels, at least
at first. I think some of the changes in the editorial staff that
have happened over the last ten years have loosened the reins a
bit on content. WotC seems genuinely interested in having lots of
different styles and tones featured in Forgotten Realms fiction,
and I think that's a great thing. It's a big place, with room for
any different kinds of stories.
In terms of fan reception, it's been overwhelmingly positive. I've
never gotten any emails from disturbed readers or parents worried
over the content (and I'd note here that I'm not gratuitous with
graphic material; I include it only when I think it's necessary
to further the story). Obviously, darker, gritty stories are not
every reader's cup of tea. But my style seems to appeal to enough
folks such that I've been able to continue the story of Cale and
his companions through eight novels and four short stories.
3-One
of the trickiest bits of
doing game tie-in fiction is satisfying the expectations of the
fans - and their knowledge of their rules. Do you think game tie-in
fiction has to hew to the game rules, or do you bend things for
the sake of storytelling?
I think game tie-in fiction
should be respectful of the underlying rules, but that the rules
should never, ever handcuff the story. For me, the story is paramount.
To the extent the needs of the story run afoul of the underlying
rules, the story trumps them. This bothers some fans, but they seem
to be a relatively small subset of the whole. Most readers want
a great story in a setting they love, not a fictionalized account
of the game rules in action.
4-Erevis
Cale seems to be your signature
character. But, if I'm guessing right, he belongs to Wizards of
the Coast. How do you feel about someone else potentially writing
him some day?
I feel filled with unspeakable rage and a murderous impulse. (Just kidding!)
Seriously, it is a real risk. Wizards seems disinclined to allow
that kind of thing to happen today (largely, I suspect as a result
of their grab years ago at Drizzt,
created by R.A.
Salvatore, and their attempt to have another writer continues
Drizzt's adventures) but the perspectives of the editors could change
and it could happen tomorrow. As you correctly note, I don't legally
own the character. I'd like to think, however, that my fans consider
me the owner of the character in the sense that matters - the creative
sense - and they would be disinclined to go with another author
purporting to write stories of Cale and his companions.
Honestly, it's hard for me to imagine another author with an ounce
of creative pride willing to take over a character created and built
over many novels by another author.
5-John Grisham and you in a no-holds-barred best-selling lawyer/author cage match.
Who wins, and why?
I win. And here's why. Grisham
writes mainstream fiction. I write speculative fiction. He is, at
the outset, weakened from a dearth of imagination. He doesn't understand
where he is or what's about to happen.
He enters the cage mumbling something about the Federal Rules of
Civil Procedure. I enter humming the theme song to Mad Max:
Beyond Thunderdome.
"Did you know that a fraud case requires specific intent?" he asks.
I punch him in the nose and he goes down, leaking twin strings of
snot and blood from his nostrils. But that doesn't stop him from
uttering more lawyer crap.
"Do you know that hearsay is not allowed into evidence unless one
of the exceptions applies?"
"Boring procedural mumbo jumbo," I say, and put a boot in his ribs.
They splinter like crystal. "No one cares."
He's gasping now, his bloody wheezes like a sodden bellows. He mumbles
something about a Pelican Brief, more rules of evidence.
"Hearsay!" he says, wincing, obviously confused by the pain. A froth
of blood and spit squeeze from between his teeth, stains his chin.
I loom over him, the crowd noise long gone, just him and me in the
center of a cage stained dark with his blood. "I remember law school
now, John. You know my favorite exemption to the hearsay rule?"
He looks up, eyes hopeful, thinking I'm talking his language now.
"What?" he asks. "Excited utterance? Present sense impressions?"
"The dying declaration."
His eyes swim in the cups of sockets already showing bruises. "Please,"
he says.
But there's no pity in me for lawyers who write about lawyers. A
kick to the throat finishes him, and I swear his eyes show relief
as he spasms through those final few breaths and empties his bowels
on the canvas.
"Two men enter, one man leaves!" shouts the goggled dwarf
who tends the gate.
"No," I say. "There are no men here. Just lawyers."
Having
just killed my chances
of ever getting an interview with John Grisham, Paul can now ride
safely into the virtual sunset. You can find out more about Paul
and his writing at his
website, and pick up the adventures of Erevis Cale and
company here
or here.
Many thanks to Paul for taking the time to answer these questions,
and for doing so…emphatically. Until next time!
February 21, 2009:
Gamasutra's 20 Best
The fine folks over at Gamasutra
have published their list
of the 20 best game writers, and I'm very pleased to
announce that I'm one of 'em. Congratulations to my fellow list
members; it's an honor to be mentioned alongside the writers who've
worked on so many games that I've loved. I also think that the debate
going on as to who should be on a list like that demonstrates how
many good game writers there are out there, and how strong the craft
of game writing has gotten.
February 16, 2009:
With Honors
I'm very pleased to note that
my story "Missing Pages", in the Hero Games anthology Astounding
Hero Tales, received an Honorable Mention in
the Year's
Best Fantasy & Horror - 2008. The stories by
Hugh Cave and William
Messner-Loebs from the same anthology also made the Honorable
Mention list, which makes for a pretty impressive showing. A tip
o' the cap to James
Lowder for his fine editing work, and to Hero
for knocking it out of the park with their first dabble in fiction.
Andrew Walsh's talk on On-Demand
Storytelling at Austin
GDC 2008 was one of the surprise hits of the conference…unless,
of course, you were familiar with Andrew's impressive and varied
track record. Having written for stage, screen,
and game, he recently took on the daunting task of collaborating
to re-invent the venerable Prince
of Persia franchise. He's also one of the co-authors
of the IGDA Game Writers' SIG new
book on videogame writing, having penned the chapter
on writing for platformers. Here now are his thoughts on what accent
a Persian prince ought to use, writing for soap operas, and what
sort of egomaniac writes a play called "Me, Me and Me". Ladies and
Gentlemen, I give you Five for Writing with Andrew Walsh.
Few video game
characters have been through more reinventions
than the Prince of Persia. What was it like steering the story and
character aspects of the latest incarnation of this classic character?
Daunting.
Being asked to help reinvent a character and a franchise
is a scary thing. There is a loyal fan base that wants to re-experience
something they have grown to love. Reviewers tend to compare the
new game to the ones that came before rather than with a blank slate
as they would with many other new titles. That said there is also
a need to move on. Once there has been a decision made to carry
out a fresh revisioning then the characters in this new game need
to be clearly discernible from those that came before them.
One way to start any reimagining process is to look how the previous
treatments of the Prince were received
so as to get some clues as what elements to use in a new Prince.
The problem here was that the Prince's character always seems to
generate controversy. Sands
of Time was hugely popular and has been well remembered,
but at the time there were those who thought the character too cartoony,
a little wishy-washy. The Prince was then reinterpreted as a darker
character and this new incarnation was criticised from his design
to his gothic character traits. There was even a split over the
accents of the previous Prince (who was voiced with both an English
and an American accent). On the other hand, alongside such criticisms
came praise and a very successful series of games. The previous
incarnations of the game were not, therefore, something that gave
a clear pointer as to exactly what people wanted.
What makes this
incarnation of the prince unique? Are
there elements from previous versions that you felt were important
to keep, or did you rebuild the character from scratch?
While the previous incarnations of the
Prince were different they did have a number of underlying characteristics
which we felt were important to us and to the majority of fans.
The Prince needs to be an epic character, one drawn from legend
rather than gritty modern realism, he had to have an underlying
sense of morality and a powerful urge to 'do the right thing'. He
has to be a hero rather than an anti-hero (while the split personality
played with this, the Prince himself remained the moral man in the
middle of the immoral web).
Another factor which fed into how the Prince needed to behave was
the game's setting which is very Arabian
Nights fantasy. Many of the characters in these tales (not the sanitised
kids' versions, but the
original tales) are very bawdy, brash characters. This
and the need to differentiate the new Prince from old was a good
part of our decision to give the Prince a sense of humour and to
make him brassier than his earlier selves. This would give us a
hero true to the setting but clearly different from this 'Prince's'
predecessors.
A number of the other characteristics in the Prince arose from thinking
where he came from…we learn he has
spent a long time adventuring, probably mostly in the company of
men with little female company; we learn that he has made no real
emotional connections and that this could spring from losing his
parents as a boy. He is a man with no ties, no causes…a drifter.
He lives for the day, but although he presents a carefree attitude
there is obviously something running deeper in him. Elika picks
up on this.
As part of laying the ground for any character thought must be given
to how the character will develop within
the game. The cockiness the Prince has at the beginning of the game
remains throughout, but it tones down and other elements of his
character come through as he learns about having a cause beyond
his own personal needs. This change happens as we see a bond with
Elika forming. However, while the Prince does evolve, we didn't
want anything too radical in terms of development. Prince of Persia
takes place in 'real time' there are time jumps. This means changes
in character and relationships are also limited to this timeframe.
When you meet someone for the first time you are likely to get only
an impression of them - the person is friendly, reserved, or boisterous.
During this first meeting you often get just glimpses of other sides
to these characters - they are reserved, but you know once they
get to know you they will thaw, they are boisterous…the life of
the party…but you can see this hides an anger and an aggression,
but you don't get to see the whole picture. The adrenalised situations
the Prince and Elika are in help to push this revealing process
and to shed light on their characters but the player and the characters
are left as anyone is after their first meeting, with an impression
not the whole picture. The game's DLC continues this process and
evolves both the Prince and Elika on from where the game left off…
How did you make
the jump from television to games?
What are the differences, and does the British series model have
more in common with game writing than the American one does?
I
worked on my first game around the
time my television career was kicking off, the game wasn't released,
it was dropped when Ocean was restructured. This was at a point
in the industry that many companies were trying to work out what
to do with writers and writers were trying to work out what to do
with the medium.
Television served as a great apprenticeship. My first couple of
jobs were working in the story office
for soap operas. I got to work on a vast amount of story, to see
what worked and what didn't in a very high pressure environment
surrounded by very able storytellers. Soap gets a lot of criticism
but it is a hard place to work and tell stories. When you step into
a show that has been running for thirty, forty years, most stories
you can think of have already been told and often several times!
Resources, characters and deadlines are rigid forcing you to work
within very specific parameters, which is a great way to learn discipline
within your writing. Games writing tends to involve delivering a
huge amount of material often with ridiculously short deadlines,
the experience I gained early on in television definitely prepared
me for this.
In terms of switching mediums, well, learning to work for an industry
(having ideas rejected, or changed,
how to write after feedback, how to deal with characters and settings
that are not your own etc) is valuable whatever form of writing
you do. Learning your craft is also a sadly underrated part of writing.
Any writing you do, be it novels, television, or games can help
you learn about storytelling (the three act structure, narrative
drive etc) as well as character and dialogue. Learning this by testing
your work on an audience, by taking courses, is a must. It is not
all right just to know your medium as a writer, you also have to
know your craft. 
You've done extensive
writing for the stage. What's the continued appeal of dramatic writing
when you've worked in so many other media?, Do those other fields
inform your stage writing?
As I said above I think all writing informs
and cross-fertilises your other work
regardless of the medium you are working in. As for why the stage
is a lure…There's an immediacy in terms of time and audience that
doesn't exist in other forms, you can sit there in the audience,
breathe it in, not knowing what will come next, what spin the actors
will put on things today, what the nuances will be. You can watch
the material come to life which is a real adrenalin experience!
Your first play
was a monologue called "Me, Me, and Me". Have you added other
pronouns in your more recent writing, or just more iterations of
the first person objective singular?
Well, they say you should always start
with something you know…the play was
written really quickly. I had promised to write something for a
play festival but heard nothing back from the organisers until just
before the event. I decided with the short time left (four days
to write and rehearse in amongst everything else) that a monologue
would be the best way to go. The 'me, me and me' is because the
play takes the form of a man's life lived in a day, from waking
up, to going to sleep, with the 'me's being the 'me past', 'me present'
and 'me future' of the central character. It's a play about identity.
Strange to think that if the festival organisers hadn't nudged me
to finish the play and I hadn't decided to act on that
then I might not be here writing now. My 'me past' took that choice
and the positive reception the play got gave me the confidence and
interest to write more. Over the next three years at university
I wrote and put on another five plays and a one-off comedy for television
and haven't stopped writing since. My 'me present' is writing this
in Stockholm where I'm working on a new game and I'm about to head
home to work on two more. Where the 'me future' goes…only time will
tell but it should be interesting getting there.
Many
thanks to Andy for such a detailed look inside what was a challenging
and fascinating project, and for taking the time to give great answers
to nosy questions. (I'm keeping my end of the bargain - I'm not
posting any pictures of him from the pirate-themed bar we hit together
at Austin GDC in 2005.) You can find Andy's work on the shelves
at any store that carries video games, and track him down online
here.
Until next time…
February 9, 2009:
Did You Miss Me?
January was a month of madcap deadlines
at work, capped off by a two-week trip to the frozen north. And
when I say "frozen", I do in fact mean "Oh my God, my breath is
solidifying in midair", as it was minus-nine in Montreal when I
hit town. But now I'm back home, my computer actually has a working
network adapter, and my office is re-arranged to my liking, so I
can get back to the serious business of various writing-type things.
First up is GDC-related news. In addition to the traditional Game
Writers' Roundtables I run, I've been asked to take part in a panel
that's an outgrowth of my Project Horseshoe workgroup on gaming
and dating. All the gory details are here.
You can now also pre-order the new book on videogame writing from
the IGDA Game Writers' SIG. Edited by the mighty Wendy Despain and
featuring twenty serious game-writing types (including Lucien Soulban,
Lee Sheldon, Haris Orkin and more), it's called Writing
for Video Game Genres: From FPS to RPG.
Over at Green
Man, there's a slew of new reviews - Christopher Golden's Strangewood,
Micah Harris' Heaven's
War, Otis Adelbert Kline's Swordsman
of Mars, the art book written by and dedicated to the
late Dave
Stevens, a couple of Batman
graphic novels...right, time for
decaf, I think.
And, you can expect a lot more content in the next couple of weeks, starting with a Five for Writing from Prince of Persia scribe Andrew Walsh, and a few other announcements
of variable and high strangeness. But for now, enough.
Five for Writing: James Swallow
If
you read James Swallow's
blog, you know that he keeps busy.
Really busy. As in doing video game writing, radio plays, movie
novelizations, tie-in novels, and more, all without missing a beat.
With that in mind, it's a small miracle he had the time to tackle
a Five For Writing, but he graciously took time out from his breakneck
pace to answer a few questions. Now, here are his thoughts on proper
anti-Dalek tactics, the virtues of Dr. Who as source material
for radio plays, and the perils of charitable Tuckerization. I give
you Five for Writing with James
Swallow:
1-You've
acquired some fame as the only British writer to work on a Star
Trek television series. Seeing as the show was originally
called "Wagon Train to the Stars", is there something quintessentially
American about it that discourages non-American writers?
I think there's a perception that's true
among writers from my side of the pond, but I don't believe it is
- in fact I'm proof it isn't. There's certainly a strong sense of
the American experience in Trek - very much so in the original series
- but at the same time, the themes at the core of the Trek mythos
transcend the show's nationality. Star Trek's central tenet,
of diverse peoples working together for the betterment of humanity,
is something that can speak to you no matter where you're from.
2-You've
worked on properties as varied as Warhammer, Stargate, Star Trek,
Dr. Who, and Battlestar Galactica. Which one offers the most freedom
to you as a writer? Do you prefer having a lot of latitude when
dealing with a licensed property, or is a tighter set of constraints
preferable? 
Different franchises are run
in different ways - some licensors have little interest in the tie-ins
based on their properties, and they're fairly indifferent to the
whole process, while others are very invested in the project and
want to ensure a good degree of parity with the source material.
Both approaches have their positives and negatives. Then there's
the type of franchise you're writing for; something like Stargate
has a large cast of characters that are the focus of the franchise,
whereas Warhammer
has a strong fictional world at its heart. For the former you write
stories about the characters, and in the latter you write stories
set in that world. So, the question of how much "freedom" you get
is a loaded one - it all depends! But the general rule of thumb
is that you can't 'break' the world. As a tie-in writer, you're
essentially playing with someone else's toys, so you can't expect
to rip them to bits before you hand them back.
On the surface, this all makes it sound like a straight-jacket for
creativity, or a crutch for lazy writers, but the reverse is true.
Working inside a set of constraints is, for me, a challenge that
I embrace. You have to work harder to tell a tale under these conditions,
and that can be a spur to good story. Part of that challenge is
to not only tell a tale that fits the texture of the fictional world
you're writing in, but also to bring your own unique authorial voice
to bear.
Tie-ins often get a bad rap from the lit-snob crowd, who decry the
work as little more than hackery, and that's something that ticks
me off no end; writing a tie-in novel is no different from the work
that's done by TV or radio writers working on series that they didn't
create, and yet tie-ins are looked down upon. As m'colleague Keith
DeCandido, a fellow tie-in guy, recently said; writers
who adapt a book into a movie are eligible for an Academy Award,
while writers who adapt a movie into a book (which requires considerably
more writing) are considered untalented.
3-More than once, you've auctioned off a "walk-on" role in one of your novels
for charity. How has the response to that been? Have any of the winners wanted
anything particularly special, and have they been happy with their portrayals?
I
got the idea for doing these kind of 'Tuckerizations'
as a charity thing from SF & Fantasy author Diane
Duane, and I've done it a few times at conventions and
the like. The winning bidder gets to have a minor character named
after them, and a dedication in the finished book. I usually set
the ground rules about what kind of character it will be, what they
get to do, that kinda thing. I'm not likely to write them in as
the love interest - not unless they bid a lot of money for the charity…
I've never had any complaints after the fact - most people are just
happy to get killed off in unpleasant ways! The most memorable response
I had was from a young lady who was borderline hysterical at winning
the bid and the prospect of being immortalized alongside her fictional
heroes.
4-There are a lot of audio plays on your C.V., with a fair number of them being
tied to Dr. Who. What are the opportunities that an audio-only Who story offers
that couldn't be done in a television or novel format, and how do you go about
taking a license so strongly tied to a visual medium and making a radio play out
of it?
I think the things that work
on radio for Doctor
Who are what work on radio for science fiction as
a whole - SF is the literature of the imagination and radio is the
medium of imagination, so they're a perfect match. Dramatically
speaking, its as hard to write a radio scene of a billion starships
racing past as it is to write a radio scene of two guys in a room
- as long as you have good sound effects and a good script, you
can sell the drama of it. Radio has the best effects budget ever
- the listener's mind! Consequently, you can tell stories with a
scope or with narrative styles that would be too costly or too difficult
to render on the screen. Radio shares a lot of that with prose writing,
but in the audio medium you can have a sense of immediacy and intimacy
that you might not get so easily with the written word.
As for taking Doctor Who specifically from TV to radio, it's
a good fit, and it always has been. I think the Doctor's adventures
all have a sense of the theatrical about them and that translates
well to audio drama. Iconic stuff like the sound of the TARDIS,
the voices of the Daleks,
they paint pictures the moment you hear them.
5-Would
you agree or disagree that giving Daleks the ability to fly in the
new television series is a betrayal of the classic "run up the stairs
to get away from the most feared creatures in the universe" trope?
Or is it a necessary reaction to advanced Time Lord escalator technology?
I could answer that, but first
you force me to assert the strength of my geek-fu by pointing out
that the Daleks actually defeated their staircase nemesis via levitation
back in the 1980's, in 'Renaissance
of the Daleks', not to mention the use of flying saucers
by the militant pepperpots since their comicbook adventures in the
'60's…
I hereby proclaim myself vanquished in the area of Who geekery, and bow to Mr. Swallow's mastery in this regard. That being said, I still
figure that Daleks never bothered with stairs because they'd just blast the building in question to rubble. Many thanks to James for taking
the time to answer these questions over the holiday season. You can find him online at his blog, and you can find his work in bookstores everywhere.
Until next time...
Five for Writing:
James Lowder
All that you need to know
about James Lowder is that he's a Red
Sox fan. Never mind that he's a bestselling author, a
superb editor, and comics writer of some renown. Never mind that
he's picked up multiple Origins Awards for books like Hobby
Games: The 100 Best and Astounding
Hero Tales. Never mind his critically acclaimed anthologies
like The
Book of All Flesh, the work he's done directing book
lines for companies like Green
Knight, and never mind the Stoker and IHG nominations.
Then again, maybe that stuff is important, which is why James
has been kind enough to answer a few questions in the year-end edition
of Five for Writing. Here now are his thoughts on why he stays connected
to tabletop gaming, the difficulties in finding original work by
work-for-hire writers, and exactly how much flesh is out there to
get eaten. I am pleased and honored to present Five for Writing
with James Lowder.
1-Recently,
you seem to be wearing your editor hat more prominently than your
author one, with award-winning titles like Hobby Games: The 100
Best and Astounding Hero Tales to your credit. What's appealing
about editing as opposed to writing, and is it something you see
yourself continuing to do frequently?
That's a knotty problem. I
enjoy editing and find it much easier than writing - writing is
a grim, painful process for me-but I consider myself an author first
and an editor second. Yet it has been easier for me to land editing
gigs recently. I have a diverse skill set for use on that side of
the blotter: I can edit and typeset, put together a budget and negotiate
contracts that equitably serve the writer and publisher. (The last
is a feat akin to juggling rabid, radioactive Tasmanian
devils, if most of the publishing industry legal types
are to be believed; I don't share that opinion.) I've even done
print buying and art direction on occasion. So I can wrangle projects
in ways that make them cost effective for even small presses. I
also really enjoy working with writers. The most rewarding part
of editing is helping an author fine tune a story about which he
or she is passionate and then get it into print.
I started out pitching some of the anthologies
I've edited because no one in the hobby game part of the market
seemed to be doing the types of fiction projects for which I'd want
to write, particularly in terms of the contracts offered. After
several of the books received positive reactions from readers and
even some critics who normally frown mightily at anything vaguely
game related, it snowballed. If someone else steps forward to champion
these sorts of creator-friendly projects, I'd be happy to hand him
or her the editor's hat and do more writing. Even without that,
I'll be writing more frequently in the coming year. I have several
writing projects in the works, so the balance is shifting back that
way at least a little.
2-Tabletop
gaming has been a fruitful conduit to other media for many years
now, with "alumni" ranging from Raymond
Feist to Warren
Spector to Greg Rucka. A lot of those folks tend to distance
themselves from tabletop RPGs once they've moved on to other media,
but you've maintained a close association, editing tie-in anthologies,
writing game-related material, and scooping up Origins Awards. What
about tabletop gaming still inspires you? Do you always see yourself
working with, if not necessarily in, gaming, or do you see a point
where you'll be moving on as well?
I'm interested in a lot of
different media. I would love the chance to work on computer games
or film, but I don't see myself moving completely away from gaming
or hobby industry publishing. In fact, my ability to work on projects
across various media has always been a strong suit. It helped me
land my first job in TSR's book division-I had a background in literary
studies and academia, but also loved genre fiction and played games
and read comics. I was frequently assigned the fiction projects
at TSR
that required a lot of interaction with the game designers because
I could "speak both languages," as it were. For the first few years
I worked in Lake Geneva, I was the only fiction editor who was also
designing and editing RPG material.
Several facets of tabletop gaming inspire me - in particular the
creative and storytelling aspects of roleplaying games and the social
aspects of the hobby in general. Gathering around a table with friends
and family and interacting over the night's entertainment-interacting
as the night's entertainment-is a powerful reminder to all would-be
storytellers of communication's centrality to their aspirations.
All that said, I understand why writers and editors, particularly
of fiction, distance themselves at least a little from the hobby
industry. To admit affiliation with, or affection for, roleplaying
games usually opens you up to some pretty nasty sniping. Now, not
all the criticisms leveled at game-related fiction are unfounded;
there are a lot of things wrong with the way publishers and editors
approach game-related material. They
push out novels and stories that are less fiction than RPG support
text or marketing gimmick, and treat authors as interchangeable
typists. Those tendencies, coupled with the often-onerous contracts,
maximize the chance for game-tied fiction to be merely product.
But that's a tendency, not a necessary condition. I hope to distance
myself, and the books I work on as a writer and editor, from the
bad practices often used with game-related material, but I can't
see distancing myself from gaming itself.
3-Were
there any particular challenges with putting together the Worlds
of Their Own project?
After the project got underway,
I discovered that I would be drawing from a slightly smaller talent
pool than I'd expected. As you know, Worlds of Their Own
reprinted creator-owned stories penned by people known for their
game-related novels and stories. The trouble was, several writers
interested in participating didn't own any stories they'd published.
Everything they had ever put into print was work for hire, mostly
because their shared world assignments had been so steady they'd
never found time to write anything else. Worlds of Their Own turned
out to be a strong collection, but it took a little longer than
expected to line up stories.
4-You've
done some D&D-related comics writing, including "The Rigor of the
Game" this year. Are RPG and comics stories similar? Does a good
gaming story translate well to the comics medium, or is it more
a case of adapting the setting than reproducing the game experience
faithfully?
RPG narratives and comics narratives share some elements, particularly as sequential storytelling. But a good piece of prose fiction-whether tied to a game or not-does not necessarily translate well into a comic. The two media have different rules and conventions, a different artistic language. Each will be able to convey certain facets of a story or character or setting effectively, but don't do all the same things equally well.
I was thrilled when Devil's
Due contacted me about adapting "The Rigor of the Game,"
which I'd written for Tales
of Ravenloft some years back. That invitation
grew into an assignment to do some editorial work on the Worlds
of Dungeons & Dragons anthology comic, once DDP realized
I understood comics, knew the D&D-related story pool (I'd been the
original editor for some of the other stories they were considering),
and could even get some of the original prose authors involved in
the adaptations. My main task as co-editor on the book was to find
works from the various Forgotten Realms, Dragonlance,
Ravenloft, and Eberron anthologies that would translate
well-meaning they had visual potential and required a minimum of
tweaking to work as comics. Hasbro
and Wizards
were reluctant to approve of adaptations that required any substantial
changes to accommodate the shift in medium.
Adapting "Rigor" was tougher than I'd expected. It wasn't originally
conceived as an illustrated story, so it is fairly talky in places.
I had to find a way to tighten up the dialogue and make the long
dice game central to the second act more visually compelling. Fortunately,
I was working with Tim
Seeley, an absolutely stellar artist. He made the adaptation
script work better than I probably had any right to expect. And
his depiction of Azrael, the dwarven werebadger,
was fantastic.
5-You've
edited The
Book of All Flesh, The
Book of More Flesh, and The
Book of Final Flesh. Exactly how much flesh is there,
and is there a particular ratio for dividing it up per book, or
did one get less flesh than the others?
If editing three "open call" zombie anthologies
taught me anything, it's that there's an endless
supply of interesting flesh out there and almost as many ways to
slice it, gnaw on it, and spread it around. Each of the All Flesh
books got its fair share, as will any future anthologies in the
series. And there may be new volumes. As I said, there's a lot of
interesting flesh out there….
I've
had the privilege of working with James on three projects now, and
I can say without hesitation that he's one of the very finest editors
I've ever had the pleasure of collaborating with. Many thanks to
James for taking time out of his busy schedule at this most hectic
time of the year to share these answers. You can find his website
here,
and his work durn near everywhere. Until next time!
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