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| Welcome
to the official website of Richard E. Dansky, horror writer,
game designer and general cad. The site 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 Northeasterner. I've been living in the South
since 1995, and find more and more of it – its landscapes, its
folklore, its literary traditions, and more – seeping into my
writing. At the same time, well, I'm just a guy from Brooklyn
who grew up in the Philly 'burbs, and it's the collision of
those two worlds that produces the stories I'm writing now. |
     
   

Upcoming
Appearances:
May 29-June 1 - Book
Expo America, Los Angeles, CA
August 12 - Local Authors @ Eva Perry Public Library, Apex, NC - 7-9 PM
Current
News:
May 8, 2008 - Last Bits
A couple of notes before Melinda and I take off on our long-postponed honeymoon...
I have in my hands my copy
of Professional Techniques for Video Game Writing.
It looks gorgeous. Kudos to editrix Wendy Despain (who will be gracing
the site with a Five for Writing soon) and the writing and editing
staff, including my Red Storm partner in crime Jay Posey and the
estimable Ms. Rhianna Pratchett.
Also, here's a couple of pix from the Cameron Village talk. Thanks again to everyone who swung by. For those who didn't, here's what I
look like when I'm simultaneously using Powerpoint and summoning evil:

And that's all for the next week and a half. When I get back, Five for Writing will resume, with David J.
Williams, Wendy Despain, and more, and I'll have a few announcements, including something about a world of my own. Until then...
May 4, 2008 - Hiatus
There will be an interruption in your irregularly scheduled updates, as my wife and I are finally going on our
oft-delayed honeymoon this upcoming Friday. Apparently, I am indeed a keeper...
On a completely unrelated note, the talk at Cameron Village went extremely well. Many thanks to Rob Lambert of the
Wake County Public Library System for setting it up, and for being a gracious and excellent host. Pictures will be up as
soon as I remember what exactly I did with my digital camera.
As for Five For Writing, the scheduled interviews for when I get back include game writer Rhianna Pratchett, comics writer Cullen Bunn,
cyberpunk novelist David J. Williams, and more. Dates will be posted as soon as I have 'em.
April 27, 2008 - Switcheroo
Sorry, there's no Five for
Writing this week. There is, however, a new essay up at Storytellers
Unplugged. And, while you're over there, I'd recommend checking
out this one by Mort
Castle, and this piece by Janet
Berliner, and maybe this one by Justine
Musk as well. There's some talented folks over there,
which makes me wonder why exactly they let me in...
April 22, 2008 - No Focus
First, the big news. Once again, I am an uncle! My new niece decided
she couldn't wait, and arrived on Saturday night. Consider me to
be feeling extremely avuncular.
Just a reminder for those in the
RTP area - I'll be speaking at the Cameron Village Library in Raleigh
on Saturday, May 3rd, on writing for video games. Waitaminute, that's
less than two weeks away. Yikes!
Congratulations to Ubi-Boss Matz for his Eisner Award nomination
for The Killer!
And in the media department, Erin Hoffman quoted me in a piece over at The Escapist on what
aspiring game writers need to take in college. No, the beer pong elective minor is not on the list. Everyone
knows that aspiring designers should drink scotch.
Five For Writing: Rob Rogers
Devil's
Cape is Rob Rogers' first novel, one of the first releases
on Wizards'
new Discoveries line. By now, you've probably heard all about the
book - modern-day superheroes in a gritty New Orleans-style setting
- and about the excellent reviews
it's been getting. But you probably haven't heard what's really
important: Rob's take on whether Superman could beat the Hulk at
thumb wrestling. I give you Five for Writing with Rob
Rogers:
1-Your path seems to have taken you
from Illinois to Tennessee to South Carolina to Texas. Why write about a fictionalized Louisiana?
You missed Massachusetts, too!
One of the themes of the book
is that the city where it's set--Devil's Cape, naturally--has been
corrupt since it was founded. I wanted to tie that in to a pirate
founder (the masked pirate St. Diable), and pirates are a consistent
part of the background of the book and the city. So I needed a flavorful
coastal environment. Louisiana came to mind--after all, the Disneyland
Pirates
of the Caribbean ride starts out in the Louisiana bayou--and
seemed to fit well with what I was trying to do. I took the Louisiana
environment and ran with it, customizing it a bit to give Devil's
Cape its own distinct flavor.
2-Superhero
stories in non-traditional superhero formats are big these days,
from Kavalier
and Clay to Soon
I Will Be Invincible to movies like Iron
Man. And, of course, there's Devil's
Cape. Why do you think we're
seeing this explosion of superhero-related material, and where do
you see yourself as part of that movement?
I've
always been a huge superhero fan--some of my first "books" were
comics like Spidey
Super Stories or World's
Finest. So they've always been a part of my own world.
It's neat to see superheroes
coming into general popularity a bit more these days. That's something
that seems to wax and wane over time. Superman
came out and they peaked for a while, then dropped. Then there was
Batman.
Then the comic book industry went nuts for a while with a ton of
companies popping up and a huge speculative market, followed by
things kind of folding in on themselves for a while.
I'm not sure what's led to
this latest surge. I think it maybe started kicking in big-time
with the first Spider-Man movie and it's been carried along by other
developments as well--the books you mentioned, the success of TV
shows like Smallville
and Heroes,
etc. Graphic novels are getting more coverage in the general media,
too, and hot properties like Stephen
King's The Dark Tower and Buffy the Vampire Slayer
are bringing people into the comic book stores more, too.
I hope that the interest sustains
itself for a while longer, and that Devil's Cape is
part of that.
3-You don't spend a lot of time on
origin stories in the book, which sets Devil's Cape apart from a lot of modern superhero media.
Instead, the world just accepts that superheroes exist. While we do get the origins of the main characters,
they're born into a world that flatly accepts superheroes, and there's no attempt to rationalize it Why go that
route, and are the origins of your heroes something you're going to go back and look at more later?
The whole "where do superpowers
come from" concept often sets a clear point of demarcation from
the real world. In the Wild
Cards series, it's the alien virus getting spread in
1946. When Marvel Comics introduced its New
Universe line in the 1980s, powers also came from a single
event of some kind. In Heroes, the origins of the heroes'
powers hasn't been revealed yet, but it looks like they're all tied
together. This kind of "how'd they come about" process can fill
whole books--and they can be very good books--but that's just not
the story I wanted to tell. I wanted something different than a
shared origin, something more like you get in the comic books--
some heroes get their powers from magic, some from radiation accidents,
some are aliens or reincarnated hawk gods, etc. Not that I covered
all of those in that way in the book, but that's the kind of vibe
I wanted.
On a similar note, I didn't want to deal with the first person to fly
or to put on a superhero costume or whatever. Again, those can be really cool stories. They just weren't this story.
Devil's Cape has its roots in the types of comic book worlds that have been around since the late 1930s. It deals with
legacies and history. Part of the pitch for Devil's Cape is that in a world filled with heroes, Devil's Cape is a city
run by villains. And for the world filled with heroes part, I wanted superpowers to be part of the status quo--certainly
not possessed by everyone, but known enough that some of the conventions of comic books, such as masks, superhero teams,
or weird science, are accepted by the general population.
As far as the origins of the heroes in Devil's Cape go, I feel like I covered the
basics in the book, but in each case, there is room for further exploration if I want. I'm trying to avoid spoilers here,
but I could easily revisit the origin of those golden threads, the lives of the prior Doctor Camelots, the implications of
Cain's curse, etc. And I plan to do that.
4-The book ends with what seems like a clear hook for a
sequel, or a series of sequels. Was this your plan all along, or did the ending evolve naturally out of the action and the characters?
A little of both. A lot of the pleasure of writing Devil's Cape for me was in
developing the setting and the characters, and I think I could write a lot more about these. My aim was to tell a
complete story, with a sense of resolution at the end, but to leave room for more, and that's essentially where I ended up.
The ending of the book was
something that evolved a bit for me as the book developed. I wrote
the final scene quite a while before finishing up the rest of the
book--it kind of started churning in my head until I just had to
get it down, although I generally write things in sequence (I might
add intermediate scenes in later drafts or move scenes around, but
for a single draft, I usually start at the beginning and work forward).

5-Superman
versus the Incredible Hulk, no holds barred steel cage match thumb
wrestling. Who wins?
Tough, tough question. With the Hulk, you've got the advantages of rage,
ruthlessness, and really, really big thumbs. On the other hand, Superman has intelligence, nimbler thumbs, and
arguably greater strength (he's pushed the entire Earth before). I'm going to have to go with Superman on this one.
You can check out more
Rob Rogers-related goodness over at his site.
Many thanks to him for taking the time to answer these, and for
shedding a little more light on the fascinating world of Devil's
Cape. Until next time...
April 16, 2008 - Upon Further Review
There's a slew of new reviews
of Firefly Rain available. You can find them at Hellnotes,
Horror
World, and School
Library Journal. They call the book "a true southern
treat", "an excellent addition to anyone's to be read
pile" and "Compelling", respectively, which definitely
makes me feel all warm and fuzzy.
Also, the estimable folks
at Horror Fiction News Network have been gracious enough to post
a chapter of the novel in their reading
room. If you're curious, you can check it out here -
and check out the rest of their site as well, which is chock full
o' good stuff.
Five for Writing: Will Carroll
Normally, baseball fans love
to see their favorite players' names in a nationally known sportswriter's
column. The exception to that rule is Will
Carroll's Under the Knife at Baseball
Prospectus, a must-read for any serious fan these days.
One of the pre-eminent
writers on baseball injuries, Carroll has introduced
terms like "subluxation"
and "cascade injury" to a wider audience. The author of two books
(Juiced
and Saving
the Pitcher) and a three-time Fantasy
Sports Writers Association award winner, Carroll opens up on
the history of baseball injury journalism, the doping crisis we
all should really about, and how exactly a professional athlete
can strain an eyelash. I give you Five for Writing with Will Caroll:
1-With
your UTK columns at Baseball Prospectus, you essentially invented
the field of writing about baseball injuries. Bearing in mind the
fact that there are still people out there who think a SLAP
lesion is something you get in a Bangkok massage parlor,
do you think better awareness of injuries has penetrated the fan
base? What sort of things should a fan know to consider himself
reasonably well-versed on the topic?
Oh, I didn't invent it. Rick
Wilton should get the credit for that. I think I took it in a new
direction, focused more on the injury itself, what the trainers
were doing, rather than the simple fantasy implications. I think
that it was just one of those gaps, something that baseball fans,
like baseball teams, took as part of the game. Now, I think we're
at a stage where the better beat writers are getting it and where
more need for content opens up a bigger space for this. What should
a fan know...that's a good question. I treat my readers like they
want to know more, but I also want to kind of walk them through
it without being insulting. They read BP, I can assume some level
of sophistication. I never know how often to "re-explain" something,
since there's always new readers. Add in that every injury is individuated
and it's always new. I don't think I'll get to a stage where I won't
have anything to write about. One of the things I'd really like
to do is get a serious injury glossary or even a book that's a reference
without being a medical text.
2-A lot of the interest in baseball injuries seems to be
driven by fantasy baseball fans. Do you think the rise of fantasy fandom has been a good thing for the game, particularly
as it seems to have paralleled the rise of statistical analysis?
Yeah, why else watch the west
coast games at midnight than to see if J.J. Putz gets the save?
It's made everything meaningful in a way the game might not often
seem. I don't understand the people that JUST want the fantasy angle,
but hey, if that's how you watch the game, cool. I don't go to the
ballpark and think pitching mechanics; I'm thinking "Do
they have anything other than Bud Light?"
3-Writing
about injuries by necessity involves a lot of medical jargon. The
last column of yours I read included words like "Costochondritis",
which is rarely something you see in the same paragraph with "Mariners"
or "Josh Hamilton bomb". What's the key to taking such specialized,
technical material and making it accessible to a baseball audience?
Explain without talking down. Most of the time, it starts with me having a very general understanding.
4-You've
written one of the definitive books on steroid use in baseball with
Juiced. In a post-MacNamee, post-multiple-Canseco-book-deal
world, what changes would you feel would be needed to bring out
a revised edition, and what other sources do you think readers should
go to in order to get the - pardon the phrase - straight dope on
PEDs?
Definitive is taking it a
step too far, but thank you. If more people read it, maybe we wouldn't
have a need for most of this discussion, but we're a TMZ society
and Jose Canseco will always outsell me and outyell me. There's
surprisingly little that's changed. The names of the drugs, the
spread of the usage (it's significantly down, but it was always
lower than most expected), and such. I think the biggest thing is
that we're closer to some of the doomsday scenarios regarding genetic
doping and I don't think anyone has any better clue what
to do with that yet. That one is a world-changer, not just a game-changer.
5-How
exactly does a professional athlete strain an eyelash, anyway? [Ed.
- The late San Francisco Giants 3B Chris Brown once notoriously
missed a game because of a "strained eyelash".]
Same way you get to Carnegie Hall -- lots of practice.
And
so Chris Brown remains a mystery for the ages. Many thanks to the
estimable Mr. Carroll for taking the time during this injury-riffic
season (yes, that was the sound of another one of my roto league
outfielders going down. Ow) to answer these questionsYou can find
Will's writing at Baseball Prospectus, Football
Outsiders, and SI.com,
and hear him regularly on Baseball
Prospectus Radio. Until next time…
March 27, 2008 - Off Into the Wild Blue Yonder
Just a quick news update before I head west for WHC. Due largely
to travel and time constraints, there will most likely not be a Five
for Writing this upcoming Sunday. With luck, things will resume next Sunday, and the list of
upcoming interviewees includes comics writer Cullen Bunn (The Damned: Three Days Dead), science
fiction novelist David J. Williams, French graphic novelist Henscher, and Devil's Cape-meister Rob Rogers.
On the other hand, to tide
you over there's a new Storytellers Unplugged essay entitled "In
Memory Yet Black and Twisted". There's also a raft of
book reviews up over at Green
Man Review - five at last count - for your reading pleasure. One Spider Robinson, one Jack Vance, two graphic novels,
and one of the all-time great horror novels by Ramsey Campbell - it's a diverse lot.
Five for Writing: Keith Law
With baseball season just
around the corner, today's Five for Writing is a special treat (for
me, at the very least). Formerly one of the writers for Baseball
Prospectus, Keith Law joined the front office of the
Toronto
Blue Jays in 2002. By the time he left the organization
in 2006, he had risen to the role of Special Assistant to GM J.P.
Ricciardi. Currently, he writes regularly about baseball for ESPN.com,
as the senior baseball analyst for Scouts, Inc., as well as maintaining
his
own blog. From his thoughts on the Hall of Fame to what
really happened in the Blue Jays' draft HQ on that fateful day in
2005, Keith was gracious enough to give us this week's Five for
Writing:
1-With your writing for ESPN.com,
you seem to be standing at the intersection of two different debates raging about baseball writing
and analysis: statistics-based analysis versus traditional scouting, and mainstream media versus bloggers.
How do you see yourself as straddling those divides and integrating all of those approaches?
The key point for me when
I write about players, teams, or front-office decisions is to take
a single view. I don't present the scouting argument, and then the
statistical argument, and hedge every bet. I am responsible for
doing the integration myself and presenting one argument to the
readers. Because we have Rob
Neyer to provide stat-based arguments, and because there
are several popular and talented other writers on the net who do
the same, like Joe
Sheehan, I try to skew my arguments toward the scouting
perspective. It's what I was hired to do, and I think it has helped
me carve a separate brand identity for myself in a crowded space.
I don't think of myself as a member of the mainstream media or as
a blogger. My work doesn't appear on dead trees. Mainstream media writers sit in the press box and collect
vapid quotes from players and coaches after the game. I sit in the stands and evaluate players the way
scouts do, and I speak to front-office execs and occasionally scouts, nearly always off the record, to
gain insight or identify my own mistakes rather than gather quotes. It's a different job.
At the same time, I'm not the stereotypical guy-in-his-mother's-basement.
(Other than summers between years in college, I haven't lived with my parents since I was 17.) I go to games.
I have to comply with the ethical guidelines of a big media company. I know most of the people whose decisions
I praise or criticize. I know most of the writers who draw bloggers' ire. And I have the experience of working
within an MLB front office for several years. So I don't fit in either camp.
2-Most of the ex-baseball professionals
working in the media are former players, or in rare cases, former managers. You're one of the very few former
front office personnel to have moved to the media side of things. What do you think that perspective brings to
the table that's different from, say, Joe Morgan's?
I think there's something to be said for having gone through certain processes -
evaluation of amateurs, being in the draft room, being at the winter meetings and present at negotiations for trades or with
agents, etc. It gives you a better idea of how those processes work in the real world, and it gives you some perspective on
what actually matters in terms of winning ballgames or assessing trade value. You'll rarely if ever hear me spout the usual
cliches about the game because I know they're bogus, either from my own work with statistics or from significant anecdotal
evidence I accumulated during my four-plus years with Toronto.
There's an idea out there that being a former player or manager
confers credibility on an analyst. I get that sometimes from readers who dislike what I say, trotting
out the tired "well how many years did you play in the big leagues?" appeal to authority. Even before I
joined ESPN, I never believed that that had value. Credibility is earned or destroyed by what comes out
of your mouth. Every new person I see on TV starts with a blank slate, and the onus is on him or her to
earn my trust.
3-
Gary Huckabay recently announced on Baseball Prospectus that "baseball
analysis is dead". Do you agree, disagree, or wish to
analyze the statement further?
I said at the time that I felt the statement was wrong and
hyperbolic. It seemed to be a way to garner attention, perhaps to stir up controversy. Baseball
analysis is alive and well, but the standard is much higher today than it was five years ago.
4-Hall of Fame debates seem to be getting
more and more heated these days, especially along battle lines like Jim Rice's candidacy. They also seem to
be the new flashpoint for the stats vs. intangibles debate. Why do you think this is, and how do you think
the situation will play itself out long-term?
There are myriad reasons,
but one sticks out in my mind. Hall
of Fame voting is sort of the last bastion of dinosaur
baseball journalism. It's the exclusive province of the BBWAA,
and the large number of votes each year ensures anonymity for writers
who desire it.
Yet the aggregate results
seem to regularly display an obstinate adherence to a completely
discredited way of looking at value in baseball. Seventy-five percent
of eligible voters thought that Tim
Raines, one of the hundred best players to ever take
the field, wasn't a Hall of Famer, yet nearly that many thought
Jim
Rice, who was the third-best player in his own outfield
for a few of his prime years, is a Hall of Famer. I think it drives
knowledgeable fans nuts that a group of people who, as a group,
refuse to acknowledge the most basic facets of how baseball games
are won and lost control so much of the flow of baseball information.
I'll make a confession: I don't care all that much about the Hall of Fame. Its relevance to the game is
extremely limited, and Halls of Fame in general are exercises in self-congratulation. I speak up, loudly,
about Hall of Fame elections because I despise the process, and the way that so many voters pat themselves
on the back for objectively incorrect choices.
I should add the obvious caveat, which is that there are many intelligent and thoughtful baseball writers in the mainstream media,
many of whom cast Hall of Fame ballots. They're just outnumbered by people who still think RBI are the measure of a hitter
and W-L record is the measure of a pitcher. Those ideas are analogous to the idea that each human sperm contains a homonculus.
5-What are you
going to do to the next person who asks you in a chat why the Jays
didn't draft Troy Tulowitzki while you were there? {Ed. - The Blue Jays famously picked pitcher
Ricky Romero over their expected - and Keith-Law-recommended - choice, shortstop
Troy Tulowitzki in the 2005 amateur baseball draft. Last year, Tulowitzki helped
lead the Colorado Rockies to the World Series; Romero struggled in
the minor leagues.)
Oh, that never gets old. It's
a textbook example of a managerial failure. The consensus of the
people who were hired to evaluate players was to take Tulowitzki
over Romero.
(It wasn't unanimous, but it was the majority opinion.) The GM substituted
his own evaluations, based on one observation for each player and
a flawed one at that for Tulowitzki, who was just coming off of
a wrist injury. Several of us made the case for Tulowitzki over
Romero, myself included, but Ricciardi is not one to change his
mind, and I always thought he rather enjoyed digging in his heels
when anyone questioned a decision. There had to be a million dollars
in salaries sitting in that draft room, and the GM overruled them.
If you're going to hire talented people and pay them all that money,
let them do their jobs. The fact that the decision has backfired
so spectacularly just justifies that point - if the Jays had Tulowitzki
at short, they'd probably be one of the top four teams in the AL.
It
would probably be tacky of me to thank J.P. Ricciardi on behalf
of my long-running N.L.-only fantasy baseball team, which is now
built largely around Troy Tulowitzki. That being said, it is entirely
appropriate to thank Keith Law for taking the time to answer these
questions. You can keep up with Keith's work at ESPN.com,
as well as at The Dish, where he shares his thoughts on literature,
food, and occasionally baseball as well. Until next time…
March 22, 2008 - Reading at WHC
To quote Sean Connery in Dragonheart,
"I
am the lasht one!" 12:30 on Sunday, that's me. I fully
intend to have "Carmina Burana" going in the background so it's
suitably apocalyptic and finale-like.
March 21, 2008 - Congrats to Matz
Congratulations to Ubisoft coworker (and Five
for Writing victim) Matz, a.k.a. Alexis Nolent, whose graphic
novel Cyclopes
just
got picked up by Warner Brothers for a feature film deal.
The movie will be directed by James
Mangold, previously responsible for 3:10
to Yuma and Walk
the Line.
Five for Writing: Susan O'Connor
Susan O'Connor is one of the
best-known and most visible video game writers in the field. From
her stellar body of work to her tireless advocacy for the role of
game writing in game development to her leadership of the writers'
track of the Austin
GDC, Susan is a force to be reckoned with in the video
game writing world. She also is a force to be reckoned with while
interviewing, as you'll see below. From her thoughts on why game
writing isn't a sausage factory to her criteria for projects to
whether she'd kill a small child for the sake of mutagenic goo,
here's Five for Writing with Susan O'Connor:
1-Every game writer is constantly asked "how do I get into game writing." Let's turn that around - how did /you/ get into game writing?
By accident, I'm afraid. I was looking for a writing position - any place would do; I was starting out so I would have written haikus on the sidewalk if somebody paid me for the trouble. A friend of a friend introduced me to a producer at a small games studio in Austin. They produced kids' games, and they were ramping up production on a slumber party game. Four little-girl avatars, onscreen jabbering all the time = lots of talk. So they needed a full-time writer, and I got the job, even though I was completely unqualified. Except for the fact that I had past experience as a little girl, and therefore understood the slumber-party phenomenon.
What makes video game writing different from, say, writing movies or television?
The player and the writer
tell the story together. I think it's the game writer's job to feed
the player's imagination, so that he can become engaged with the
world. In a perfect world, the writer's story and the player's story
connect - and in a REALLY perfect world, the whole is greater than
the sum of its parts. 
Game development is, to be honest, very much still a boys' club. However, many of the best and best-known game writers (such as yourself, Marianne Krawczyk, Rhianna Pratchett, and many others) are women. Is this indicative of a larger change within the industry, or is there just something about game writing that lends itself to a different sort of gender balance than the rest of gamedev?
When you say boys' club, you mean sausage factory, right? HA! Well I'm flattered to be counted in such good company. I think writing is a gender-neutral exercise. Anybody can do it, as long as you don't mind opening a vein. Good writing is emotionally honest and revealing. And our society really teaches guys to shove their feelings way deep down inside. That becomes a handicap when it's time to put pen to paper and write a good story. The older I get, the better writer I become - because I'm slowly, painfully learning what it is that makes people tick.
You've been a part of numerous projects that have garnered both critical raves and financial success. What sort of criteria do you use when you're looking at a project?
I
look for a couple of things. Well, more than a couple. What kind
of story/story world/game do they already have in place - and is
it compelling? Second, how do they collaborate? Third, have they
worked on a story-heavy game before? Fourth, do they have somebody
in-house (like a narrative designer) who will be running interference
between story and game development? Fifth, who are they and what
have they done? Sixth, are they guys I'd want to have a beer with?
Wow! That's a serious list. I didn't realize I had one, to be honest.
Well I'm sure they have a list of criteria they apply when they
consider me for the job.
Would you, in fact, harvest a Little Sister?
No. It's too hard to have any objectivity when it comes to them. I used to be a little girl myself.
You
can find Susan's website
and check out her numerous credits, awards, and cool projects. Or,
you can come to Austin GDC and just bask in her general coolness.
Many thanks to Susan for taking time out of her insanely busy schedule
to answer these questions. Until next time…
March 12, 2008 - World Horror Convention Panel Schedule
Here's my panel schedule for WHC, for those of you who are attending and looking to throw rotten fruit at me
live and in person:
Saturday:
1:00-1:50 - Horror video games
Richard Dansky, Christopher Treagus
2:00-2:50 - Writing (and marketing) an RPG
Richard Dansky, Christopher Treagus
6:00-6:50 pm - Call of Cthulhu: the best horror RPG on the market?
Cullen Bunn, Richard Dansky, Cody Goodfellow
Sunday:
2:00-2; 50 pm - The best horror games
Cullen Bunn, Richard Dansky, Christopher Treagus
I'll also be part of the mass autographing session. Otherwise, I suspect I will be wandering around and generally causing trouble. I'm
good at that, you know.
Five for Writing: Lucien Soulban
Confession time: Lucien
Soulban and I have been friends for a long, long time.
We first met face-to-face during the disastrous trip I took for
the Montreal
By Night book release party, but had worked together
before that on numerous books for White Wolf: Buried
Secrets, Guildbook:
Haunters, and more. At the end of my White Wolf tenure,
the tables were turned, and I wrote for Lucien on the critically
acclaimed series Orpheus.
That was, as they say, years
ago. In the intervening years, Lucien's made waves as a fiction
writer (The
Alien Sea, a story in the upcoming anthology Blood
Lite), a video game writer (Warhammer:
Dawn of War, Rainbow
Six: Vegas) and RPG writer (Lockdown
and Hero
High for
Mutants and Masterminds). The busiest man in Montreal,
I give you Five for Writing with Lucien Soulban:
Necromunda,
the World
of Darkness, and Dragonlance
are three of the most recognizable settings in tabletop RPGs, and
you've done a novel set in each. Which is your favorite sandbox
to play in, and why?
The
diplomatic answer would be: Why, all of them, of course! That said,
I'd have to say each of them lets me stretch a different writing
muscle. The Warhammer 40K line is science-fantasy,
and military to boot, so I get to write war fiction. World
of Darkness allowed me to write horror… sort of. I'd have
to say that I actually enjoyed writing the WoD novel the least.
There was an element of the supernatural lacking for me, even though
I was happy with the results. Well… that and I got tired of fans
telling me I didn't write like another author and why that was bad.
Dragonlance,
however, holds a special place in my life, primarily because I devoured
the novels when I was growing up in Saudi Arabia. I drew war maps
of the different armies and where they battled for a campaign that
never saw the light of day. But I was hooked, so the opportunity
to write for that world is both fulfilling and it's coming full
circle from me as gamer to me as professional. Otherwise, Dragonlance
also has the most leeway because it is fantasy. Magic can account
for a great many original ideas, so I rarely feel constrained.
Your
video game work, with credits including Kim
Possible and Tom Clancy games, is very different from
your fiction. Even the licensed novels you've done tend to have
a dark edge to them, while Chicken
Little…not so much. How do you see the dichotomy between
the games you write and the fiction choices you make?
What, you didn't get the subtext of Chicken Little's cannibalism through his
love of Chicken McNuggets? Oh wait… I think they excised that part of the dialog. Fact is, there is no real dichotomy for me.
It's just different personality elements that rise to the fore or fade into the background as I need them. I would classify
it more as an ability to compartmentalize different elements of my personality. Writers are afflicted with multiple
personas…writing demands it in our characterizations and in our stories. We may feel comfortable with one or two voices,
but it's the ability to tackle different voices and types of story that keeps our writing fresh and invigorated. In my case,
there's my humor, there's my dark imagination, my childlike sense of whimsy, my fascination with history and war, etc.
No dichotomy, just elements of myself that I let loose.
One thing that does help, however, is the profound difference writing fiction
and writing in script format. They are two different muscle groups mentally, and I find that writing for either also
requires I tap differing parts of the imagination. In fiction, I need to worry about setting and lighting… framing the
shot essentially. In script format, I'm free to ignore those and focus on writing dialogs in as concise a manner as I can.
You've
written extensively in both tabletop and video games. What, in your
opinion, is the difference between the two forms, and are there
any overlaps or similarities? 
The most immediate difference is that writing for a tabletop game can be a solo experience.
Your only lifeline is your editor and maybe your co-writers. The experience is very much insular… in your own head. That allows
you to develop an idea and run with it through the first draft. Videogames, on the other hand, are a team effort… collaboration
in the truest sense of the word. You can't go off writing whatever you want, everything you do relates to another team. Your
environments are tied into level design, your character actions relate to animation and programming, your dialogs must fit a
format outlined by the sound engineer. The list goes on, but writing for videogames is very modular and very reliant on the
social dynamics of your coworkers. Check your ego at the door… you need to play well with others.
To borrow a line that I once used when comparing writing for novels and videogames,
game writing can benefit from embellishment, but videogames will suffer from it. That said, videogames force you to be
economical in a creative way. The dialogs can end up being far punchier than RPG writing.
Another difference is that videogames rely on dramatic conventions, because
the voice you're writing in belongs to a character. Paper and Pen RPGs, however, are more technical in their approach,
giving the reader the where, whys and hows of their subject matter.
Where they overlap is that at their mutual core, it's about imparting
information. In the case of videogames, you're using dramatic elements to relate information, while in tabletop games,
you're using rules and world-fact to do the same. In the end, however, the reader comes away knowing more about their
purpose in the game environment.
With Orpheus, you pretty much pioneered the idea of an
episodic RPG mini-series. What was that like, compared to working on longer-term properties, and did it provide any particular
challenges or creative rewards?
Oof…
prepare for a short answer made long. I loved working on Orpheus,
possibly more than any other roleplaying game. White Wolf made my
career and helped me improve as a writer. I felt like I was given
a sacred honor by a company I held in high esteem, by editors and
line developers I held in higher regard.
Working on longer-term projects is a bit of an assembly line mentality.
You churn out books trying to detail as much of the world as you can, knowing that every book you release somehow
diminishes the sense of wonder by demystifying everything under a pile of facts. Worse yet, each book detailing the
world somehow locks the players and GM into running canon. They are part of a storyline that they can rarely hope to
influence because the world is set or the timeline hasn't been determined yet. Thus, books can actually derail campaigns
because they go against the wishes of its fans. With Orpheus, I could detail enough of the world to run people in a direction,
I could still maintain a sense of mystery about the world and its monsters, and I could offer advice with each book for
players who didn't want to follow canon.
More importantly, it allowed
me to tell a story without the X-Files or Lost factor…
where people want answers instead of being strung along with more
questions. Orpheus was all about Setting the World,
Presenting the Global Mystery, Investigating the Mystery, Discovering
a Greater Truth, Taking Matters into Their Own Hands and Resolving
the Situation. Six books… each pushing the storyline along and falling
along those guidelines.
As for the challenges… let's
start with trying to foresee potential hurdles that might arise
in the future. With Orpheus, I used the old writing
adage of "If you fire a gun in Act III, you better have shown the
gun in Act I, and if you show a gun in Act I, you better damn well
fire it by Act III." Orpheus forced me to take a global approach
to the game, where I had to consider where the game was going to
better foreshadow events in each book up to the ending. That said,
man is it easy to overlook things and not realize how important
they are until your actually writing about said event.
Another challenge was taking into account the fact that some people didn't want an
evolving world. They might choose to play in one specific point in time, or not agree with where I was taking the story.
While I couldn't account for every facet of the game, I could offer advice and acknowledge the reader's imagination and will.
That proved to be a crucial lesson for me in game writing: Provide the tools and rules for people to contribute to the process
just by running a game. It was no longer about what I wanted to do, but how I wanted to enable the player and game master to
make the game their own. That way, no player or rules' lawyer could ever say: But that's not in the rules!
For the rewards, the fan enthusiasm about the project and the fact that it's still held
up as a model of something done right is something that warms my heart. Could I have done more with it, sure… but that's experience
talking. The end result is that I don't regret an inch of the process, and the fan support is what makes it all worthwhile.
You and I have known each other for a long time, and have
shared many mutually amusing, embarrassing, and otherwise noteworthy incidents. What's the one anecdote you absolutely don't
want related in this space?
One of those question, eh?
You do realize that I'll expect quid pro quo the next time we go
out to The
Keg, right? Okay, but I do this knowing that I'll forever
scar Maurice
Broaddus, who is straight and yet still offended I'm
not attracted to him whatsoever. When I first met you, I thought
you were cute and considered hitting on you. Then that pesky hetero
thing came up and, now, I couldn't think of having a finer friend.
Oh… and sometimes, my genitals fall
asleep. Pins and needles asleep. You could almost call it a "prick-ly
situation."
OK, this definitely qualifies as the most revealing
interview I've done. And don't tell Lucien, folks, but even if I
had hit on me, I probably wouldn't have noticed - I tend to be oblivious
that way. In the meantime, you can find his work in finer videogame
and bookstores everywhere, and more of his wit and wisdom at his
website. Next week, we have award-winning game writer Susan O'Connor.
Until then...
March 6, 2008
Congratulations
to the inimitable Henscher
(no, I'm not telling you his real name - all these French comics
guys have cool aliases), whose first graphic novel has emerged from
the presses into the light of day today! The book is entitled Brothers
in Blood, and it's the first release in a planned series
called Lords of the Knives. It's chock full of medieval
skullduggery, so if you like getting your French comics schwerve
on, check
it out (and before you ask, yes, it's in French).
Switching gears, for a slightly
different take on the whole interview thing, there's this
one, done by old friend and Boston College classmate
Tracy Montoya (whom you may remember from her Five for Writing a
while back). Tracy drags back the curtain on the moment when I asked
her to join my Vampire game back in Boston, among other things,
and gives some seriously good interview. Just don't ask her about
Denise Austin...
Last but not least, the cover
for Professional
Techniques for Video Game Writing is here , for
your perusal and enjoyment. And yes, those are in fact evil pumpkins.
March 4, 2008
Rob Rogers, author of Devil's
Cape, has a new interview with me up at his website.
Check out his site for all sorts of goodness, and his novel for
what looks to be some serious superpowered coolness. You can find
the interview here.
Five for Writing: David Niall Wilson
David
Niall Wilson is a busy guy. From co-wrangling the writers' collective
blog Storytellers
Unplugged (for which he received a Bram
Stoker Award nomination) to consistently producing critically
acclaimed, thought-provoking horror novels that meditate on faith,
music, and more, David is a writer who is constantly, visibly writing.
His most recent novel, Ancient
Eyes, literally sold out before it was released,
and his short story collection, Defining
Moments is also up for a Stoker this year. With all of
that heavyweight cred on David's side, it seems natural to get his
take on how dismal the Great
Dismal Swamp really is, what he really thinks of Tom
Clancy, and what it will take to get him to sing, dance, and go
to DisneyWorld. Without further ado, I give you Five for Writing:
David Niall Wilson:
1-On
your website, you've discussed tying together your novels Deep
Blue and Ancient Eyes, as well as some of your
other work. Is this something you've always had in mind, or did
you find the threads of your work growing together on their own?
And if so, how did it all come together?
I don't think I consciously set out to tie my works together, though several of the
locations that made it simple to do so were created (originally) for stories and novels based on a particular set of characters.
I think I thought it would be one of many worlds, perhaps, and didn't understand at the time how big the "entirety" of a world could
become without the people and places overwhelming one another.
The three novel tie-in you
are talking about is Deep Blue, Ancient Eyes,
and an as-yet-unwritten third book titled "The Bone Witch." Deep
Blue came first. I started it out in my fictional town of
San Valencez, California, which is based loosely on my time in San
Diego. They took off into the mountains of California, and ended
their "quest" in a place called Friendly, California. Friendly is
a TINY fundamentalist town way off the beaten track. It might amuse
you to know that one of the characters, Dexter, roughly ties in
to the Wraith:
The Oblivion novel you edited for me so long ago,
(Ed. - For the curious, it was Except
You Go Through Shadow, in The
Essential World of Darkness) and the snake-handling
church that Love Constantine was associated with.
When I started writing Ancient
Eyes, which began in my head late one night after watching
the movie Next
of Kin, I had my character, Abraham Carlson, walking
back up a mountain, and when I brought that story fragment out and
built a novel around it, I made it one peak over from Friendly,
California. Not sure what made me do that, but it worked out beautifully.
That snippet didn't end up as chapter one, but got stuck away in
the middle somewhere…what it DID do was to help me tie it all together.
The idea for The Bone Witch was born in my novella "Roll Them Bones," which takes place in the
fictional town of Random, Illinois. I knew I needed to send Brandt and the band from Deep Blue that way, and when it occurred to me that
it would be cool to have Abraham along with him…I thought it was just possible they could all meet in a bar at the base of the mountain,
and that old Wally could show up and shove them on their way.
Not to mention that in my
(as yet unpublished) novel "On the Third Day" the Cathedral of San
Marcos by the Sea, which is visible from the beach cottage where
Abraham Carlson lives, is the setting for yet another strange novel,
and my upcoming book Maelstrom
takes place in Lavender, California, right outside San Valencez.
Vintage Soul, my supernatural "urban mystery" takes place on the
"dark side" of San Valencez…it's all one big happy world.
I think when I started to
realize how much I loved what King did with his Dark Tower books,
drawing everything from Salem's
Lot all the way up through his new work into one
intricate universe, I knew it was a direction that appealed to me
as well…so consciously or subconsciously, it's all drawing in upon
itself. Did I even come close to answering the actual question?
2-Having served in the U.S. Navy
(and written about it memorably at Storytellers Unplugged), you'd nevertheless not gone the technothriller
route that a great many writers with military experience seem to favor. What is it about horror, as opposed
to the Andy McNab model, that appeals to you?
Even
though my "thing" in the US Navy was electronics, and I've always
been pretty much of a techno geek, it's always been function for
me - just a means to an end. I got more than enough ships and yes
sirs and no sirs from my time in the USN to last me a lifetime,
and I couldn't imagine spending my creative time trying to build
models of ships in words. I've written a few short stories based
on sailors on liberty, and I used a lot of my military background
in the novel The
Mote in Andrea's Eye, which IS a technothriller -
AND there's an unfinished novel titled "Faded Giant," which is another
code word like "Broken Arrow," dealing with nuclear material. It
just isn't what I love. I watch and read dark fantasy, horror, and
mystery. Clancy bores the hell out of me (sorry Rich) (Ed.
- No apologies necessary). I've always been more at home
with things that go bump in the dark than I was with things that
go "blip" on radar, and people can get all the terrorists and war
from the news that they need…so for me it was never really a question.
I enjoyed my time in the military for the adventure and the wealth of experience, but I don't really enjoy "the military," if that makes sense. I was pleased to get out, and though I still work for Government contractors, I find it no more appealing to write about now than I did in the past.
3-You're one of the driving forces behind Storytellers Unplugged. At this point, it's been going strong for coming up on three years. What inspired it, and where do you see it going in the future?
The inspiration for it was
all Joe
Nassise. To be honest, I tried to talk myself out of
it when Joe first brought it up. I was already involved, at the
time, in a group blog for Five Star authors, and it was taking up
too much time. Still, we started out with a pretty cool "core" group,
and the idea grew on me. In the early days, it was hard to get people
to be on time, it was hard to get people to take it seriously, and
even Joe got pulled away for quite a while. At some point Janet
Berliner and Thomas Sullivan convinced me that it was
up to me to keep it going, so I started jumping in and putting up
wall prints and coming up with new folks - and slowly the whole
thing came together.
We've had everything from the original group of horror authors we started with to
fantasy authors, audio book narrators, booksellers, mainstream and mystery authors - the group has become very diverse,
and the content has evolved along with it. We are trying not to be another "how to" place for writers, but more of an
experience for those interested in writing. The site is a place where authors share their lives, their work, their
thoughts and processes. Sometimes they get "teachy" and "preachy," but that's okay too…it's the diversity that matters.
In the months and years to
come, I'd like to see it become daily reading for aspiring and practicing
authors everywhere. The more people who enjoy Storytellers Unplugged,
the more people who are likely to try our books. The more Thomas
Sullivan and Richard Dansky readers show up to read a
David Niall Wilson essay, the more chances I have to win fans and
influence people. We've also discussed, at some point, culling the
archives for a print project or two. Who knows? For the moment it
allows me to feed off the inspiration and words of my peers, and
I can get mighty hungry…
4-Is there a better place on earth for a writer of dark fiction to live than in North Carolina's Great Dismal Swamp? Is it as horror-worthy as it sounds, and does it inform any elements of your writing?
We
haven't gotten out into the "swamp proper" yet, but the area is
amazing. I think it's not so much this particular area, but the
out-in-the-boondocks sort of location that I love. I base a lot
of my spookier, more memorable fiction on things I recall from very
small town Illinois, and I have used this area - near Hertford and
my fictional town of Old Mill - to build on that with a more southern
flair.
I'm working on a story now titled "Hickory Nuts & Bones" that uses images from my childhood walking the railroad tracks with my grandfather…my story "The Call of Farther Shores" that got so much notice was born in the small-town barber shops of my youth. Big cities and small towns have very different fictional dynamics. In a big city, you withdraw into very focused imagery to keep all the sensory influences in hand. In the country, you can't get the walls close enough. Things are exposed. Things that would be ready to hand just aren't, and things you might take for granted - safe things- are not to be had at all. There is a deep, frightening vulnerability in the country, and particularly in the south, that I love to work with.
The history is still visible through the skeleton of the modern world. The graves are hundreds of years old, not ten. The old homes are really OLD homes, and the stories and legends linger. I love the idea of living on the edge of the Great Dismal Swamp more even than the reality of it, and the swamp I write about is a bigger-than-life not-quite-like-it-is place that gives me a LOT of leeway I would have more trouble finding in an urban setting. The Gods knew what they were doing when they called me to the swamp.
5-You're currently nominated for the Bram Stoker Award in three categories:
Fiction Collection (Defining Moments), Short Fiction ("The Gentle Brush of Wings") and Nonfiction (Storytellers Unplugged).
If you win all three, will you in fact go to DisneyWorld?
I'm still reeling over the
triple nomination. I've been on that final ballot a total of two
times in all the twenty plus years I've been associated with the
HWA. My novella "Roll Them Bones" was a finalist, but didn't win,
and I won for poetry along with Rain
Graves and Mark
McLaughlin for the multi-author collection "The Gossamer
Eye." All the hundred and fifty plus short stories and fourteen
or so novels were passed over. Now - in one year - I feel things
turning. It's not just the awards.
Ancient Eyes
sold out before it even really went on sale. I have four, maybe
five books due out in the near future…all at once. One of those
books is with Neil
Gaiman and Lisa
Snelling - and could be a career maker, considering how
far reaching the fandom associated with my two collaborators can
be. It's like things shifted in some other dimension, and suddenly
this IS Disney Land…and I'm already there, without a clue how it
happened.
In any case, I'd like nothing better. It's a small world, after all - and I do have a
four year old daughter. I'll go on record now…if I win a Stoker I'll dance. If I win two? I'll sing. If I win THREE - yep -
check me out at Pirates of the Caribbean, because I'm on my way…
Many thanks to David for taking the time to answer these. You can
find his work
and writing
at his websites, and order Ancient
Eyes directly from David himself. Until next time…
February 27, 2008
I'm back from GDC and off the road for a couple of weeks (I hope),
with plenty of catchup - and laundry - to do. Edits are proceeding
well on Vaporware, and the mystery collaboration project is chugging
along as well. GDC, for what it was worth, was a blast, a chance
to see old friends, meet virtual acquaintances in the flesh, and
pick the brains of some of the sharpest people in game development.
Highlights included meeting
Yahtzee Croshaw (of Zero
Punctuation fame) and game writer Rhianna Pratchett,
sitting down with Green
Ronin's Chris Pramas for the first time in years, and
plotting world domination with Mark
Terrano and Susan
O'Connor of the AGDC Writers' Track board. Many thanks
to the generous folks at Borderlands, who were wonderful hosts.
Borderlands is one of those bookstores that has its own line item
in the budget, if you take my meaning, and it was a pleasure seeing
the store in the brick and mortar for the first time. Thanks also
to the folks who came out (Hi, Simon!) - here's hoping you enjoyed
the festivities as much as I did.
Speaking of books and San
Francisco, the fine folks at A.K. Peters had a proof of Professional
Techniques For Video Game Writing, the first look I'd gotten
at it. With luck, it will be out on shelves soon, and I think it's
going to be a valuable resource to anyone interested in the day
to day of video game writing.
And lest ye be without reading
material in the pixelated wasteland, there's a new
Storytellers Unplugged essay up at the site, as well
as a review of Peter Cannon's Lovecraft
Chronicles over at Green
Man Review.
Five for Writing
readers, I haven't forgotten you. Look for interviews with Susan
O'Connor, David Niall Wilson, Cullen Bunn, Lucien Soulban and more,
coming soon.
February 18, 2008
A fast update before a long plane ride...
First of all, it's the
last time I mention the signing at Borderlands on Saturday. Honest.
Second, it now looks like I'll be attending Book Expo America in Los
Angeles at the end of May.
Third, GDC will
witness the unveiling of Professional Techniques for Video
Game Writing, the latest magnum opus from the IGDA Game
Writers' SIG. Published by the fine folks at A.K. Peters, the book
breaks down game writing by role and technique. For my part, I contributed
the chapter on Script Doctoring (#15, if you're looking for which
one to skip.) Other chapters were produced by luminaries such as
Evan Skolnick and Rhianna Pratchett, and I'm looking forward to
finally seeing the whole book. Street date has not yet been announced,
but when it is, I promise I'll let you know.
On the game side, Dark
Messiah of Might and Magic: Elements, an XBox 360 reworking
of the original PC Dark Messiah, has hit shelves.
The shelves, in turn, cast fireball and then tried a sword combo
strike. Or maybe not, but what the heck, it was worth a shot.
And last but not least, the winners of the Attack of the Contest II were Alex Helm and Matt McElroy. Congrats, and thanks!
February 16, 2008
With both GDC and the Borderlands
appearance sneaking up (OK, barreling toward me), I wanted to get
in a quick update before hitting the road again. Last week I was
in the frozen wilds of Montreal - maybe not so wild, but definitely
frozen - so I just have a few quick tidbits whilst I thaw out. First
up, I'm very pleased to note that Firefly Rain just got a starred
review in Publishers Weekly. This is, as they say, a big deal, and
you can read the extremely nice things they said about the book
here.
Next up, over at Dark
Scribe magazine, On Writing Horror copped a win for Readers
Choice: Best Dark Genre Book of Non-Fiction. Kudos to the mighty
editorial powers of Mort Castle, and to all of my fellow contributors
to that particlar tome.
In a similar vein, Storytellers
Unplugged has been nominated for a Bram Stoker Award.
Vote early, vote often! (Just kidding, rules committee - you can
put the axe down now. Honest.)
There's a new appearance on the calendar,
as I'll be giving a talk on May 3rd at the Cameron Village branch
of the Wake County Public Library system. I was a library rat as a
kid - hard to believe, I know - and I just love wandering around being
surrounded by all those books and folks intently reading. So, it's
always a pleasure to be asked to do something for or at a library.
I'll post more details on this one as things get closer to fruition.
And on a last note, there's now an iMix up at the iTunes store of
songs that were key in the composition of Firefly Rain. If you're
so inclined to discover what was in my ears while the book was in
my head, you can find the iMix here.
February 10, 2008
Many thanks to all the folks who joined us at the Regulator on Thursday. It was a blast, the
reading went well (I think), and I managed to avoid either completely spacing on what I'd written or going through the entire book in
one breath and run-on sentence. In any case, here's a few photos from the evening. A special thanks to nephew Michael, who manned the camera
whilst I was psyching myself up.
That's Michael in the stylish knit cap. And yes, I am once again
wearing my lucky author grey-shirt-and-braces combo. Tom Wolfe it
ain't, but it's getting there...
Five For Writing: Evan Skolnick
Welcome back to Five For Writing,
folks. This year's first interviewee is the multitalented Evan Skolnick,
Editorial Director for video game studio Vicarious Visions. A writer
on games including Spider-Man 3, X-Men Legends 2, and Ultimate Spiderman,
Evan comes by it honestly - he's also a former comics writer and
editor who's written for legendary characters like Dr. Strange,
the Hulk, and of course Spider-Man. Evan's also a staple at game
development conferences, including GDC
and the Austin
GDC, where his talks on game-writings are SRO. But for
the moment, he's all ours, and has plenty to dish about comic book
movie adaptations, how game writing relates to Star Trek, and most
importantly, why the Hartford Whalers are dead to him. Without further
ado, I present Five For Writing with Evan Skolnick:
1-Your
first publication was a self-published gaming 'zine dedicated to
Dungeons and Dragons, and your first comics work was as an editor.
Do you view yourself as an editor or as a writer first, and how
does the experience with one inform your work as the other?
A very perceptive question, and one that I've wrestled with over the years.
While I find the writing experience extremely fulfilling and I'm proud of most of the writing work I've done, when
I'm honest with myself I have to admit that I seem to be a stronger editor. Perhaps some of the writers whose work
I've edited over the years would disagree, but I believe I have a particular ability to look at the work of another
writer and quickly figure out what might make it better. Starting from a blank page isn't quite as effortless for me.
And editing my own stuff, well... most writers are aware that it's almost impossible to effectively edit one's own work,
due to being too close to it.
During the time I was writing
and editing for Marvel
Comics there was a very large editorial staff, and so
it was a great opportunity to see firsthand the gamut of editorial
styles, and figure out what attributes I did and didn't want to
emulate. One area I specifically concentrated on was trying to keep
my mind open. Sometimes a writer and I would agree on the phone
about where a certain storyline was going to go, but when the script
arrived I would find the writer had delivered something quite different.
Rather than being annoyed and rejecting the new take simply on the
basis of it not being what I expected, I would very consciously
try to read it with an open mind and give it a chance to win me
over. And I'd say at least half of the time that's exactly what
happened, because the writer had discovered a superior solution
during the writing process. I could relate to that, being a writer
myself.
So, I like to think my experiences as a writer kept me from being a jerk of an
editor - because I knew what it was like to be on both sides of that desk - but like a writer trying to edit his own work,
I'm probably the person with the least perspective on that.
2-Your talk at last year's Austin GDC was titled
"Everything I Needed to Know About Game Writing, I Learned From Star Trek". Everything?
Well, not quite. As I said
during the lecture itself, I couldn't teach the audience everything
I know about game writing because we only had an hour, and teaching
everything I know could take up to 90 minutes.
My session's title, of course,
was a reference to that sickeningly sweet book from the 1980's called
All I Really Needed to Know I Learned in Kindergarten.
For anyone not familiar with the book, it's a collection of presumably
heartwarming essays, including one after which the book is titled.
In that essay, the writer muses that the simple lessons taught in
kindergarten - sharing, being kind to others, cleaning up after
oneself, etc. - are rules that adults should pay more attention
to in their daily lives, as well as on a global scale. So, simple
truths that should be obvious, but somehow aren't always applied.
I thought the title was catchy
and appropriate for a lecture in which I lay down some solid foundational
lessons in fiction writing, all drawn upon a common frame of reference:
Star
Trek. And yes, I did learn a hell of a lot about good
storytelling from watching those wonderful repeats in the 1970's,
which continue to inform my writing today. Long live Captain
Kirk!
3-Comic book-related movies are big at the
moment, but pretty much all of them seem to be leaning on much older stories from the various characters'
mythologies. As a former comics writer, do you prefer the older stories, or would you like to see something
more recent take center stage? And are there any characters you think would make compelling movies (or games)
that haven't yet?
Generally
I think the writers of these big-screen adaptations are drawing
upon the foundational periods in the characters' lives - their origin,
their first adventure, and so forth - because that's where the characters
exist in their purest and simplest form. Later on, you tend to see
a lot of complicated, messy stuff that may not translate as well
outside the serialized comics medium and its intricate continuity.
And I was as guilty of that
as anybody. When I look back on my run as writer of New
Warriors - having taken over the reins four-and-a-half
years into the series - I'd say nearly all of my issues were heavily
tied into continuity I inherited, created, or purposely dug up from
the rich history of the characters. I felt like it made for good
monthly reading. But it would be next to impossible to extract any
of my Warriors storylines from continuity and blow them up to the
big screen without jettisoning and/or altering a lot of the material.
The movie writers do all this,
and more. If you look at any of the recent superhero movies based
on comics characters, you'll notice that the writers draw upon key
moments from various points in the characters' decades of comic
book stories, weaving unrelated characters, situations and scenes
together. In Spider-Man
3, for example, you have Spidey's first encounter
with Sandman
- which occurred in the comics way back in 1963 - mixed together
with the appearance of Venom,
which didn't happen until 1988.
The
older comic stories, pre-1985 or so, tend to be more naïve, simplistic
and/or outdated, and so can need a good deal of sprucing up to match
a modern sensibility - which is vital to maximize the mass market
appeal of the movie. It can't feel old or cheesy. The modern comic
stories, on the other hand, are probably more movie-script-ready,
but the most prominent ones seem increasingly cynical and deconstructive
of the heroic ideal. There's a certain movie audience who will appreciate
that, but most moviegoers who attend a superhero movie aren't going
in there looking for moral ambiguity or heavy questions. They want
to be entertained by fantasy and special effects and a likeable
hero. The older stories are more likely to deliver these.
And, of course, let's not
forget that some comic books aren't about superheroes at all, and
have made for compelling films, such as Road
to Perdition and V
for Vendetta.
But when it comes to superheroes,
there are so many untapped comic book characters out there that
the leading publishers could feed off their massive I.P. collections
for decades to come and not run out of good material. A few characters
I'd love to see make it to the big screen from Marvel are Turbo,
Helix,
Khaos,
Timeslip,
Tracer,
and Hybrid.
But I may be a bit biased on those... ;-)
4-There seems to be a growing trend of comics writers
moving into games, spearheaded, of course, by yourself. What's the impetus behind that, and do you think there's
anything about comics writing that lends itself to video games?
I hadn't really noticed that this was a specific trend, which is odd because
I never miss an opportunity to claim myself to be a trendsetter.
I think what's happening is that writers in general are perhaps more transportable
than they used to be. In the past it seems like writers who found success in a medium were pretty much stuck there.
Maybe "stuck" is too strong a word, but they tended to stay put. Oh, occasionally you'd see a comics writer make
good and "graduate" to TV or film writing, never to return to comics again. But for the most part you saw a writer
reach the top of his form in one medium, and stay there for the rest of his career.
And there was a whole fiction-writing food chain, with "downward" mobility
highly discouraged. Movie writers poo-pooed TV writers, TV writers poo-pooed novelists, novelists poo-pooed animation
writers, animation writers poo-pooed comic book writers, and comic book writers didn't really have anyone to poo-poo,
per se. I mean, we might have kicked a playwright in the groin if we passed one on the street, but how often did
opportunities like that come up? Not often enough. So, we were essentially poo-poo-less.
Today comics writers who make the transition to movies or TV often keep their hands in
comics. We also see established movie and TV writers moving over to comics, game writers writing for comics, comics writers
moving over to novels, and other cross-media intermingling. With all of these writers jumping from medium to medium,
they of course need to become cognizant of each new form's conventions, limitations and strengths.
As for comics writing in particular lending itself to that of video games,
I'd say the parallels are limited to the common foundational rules of good storytelling that apply to any fiction-based
medium, and the subject matter, which is often similar between comics and games (superhuman abilities, physical conflict,
sci-fi/fantasy, wish fulfillment). Those elements aside, the comics writer who is not intimately familiar with video
game development isn't any better prepared than any other professional fiction writer. They'll need to gain an
understanding of the myriad differences, pitfalls and challenges of writing for an interactive medium.
5-You're
originally from Hartford. How did it feel when the Hartford Whalers
finally won the Stanley Cup in their reincarnation as the Carolina
Hurricanes, and can you hum "Brass
Bonanza"?
I'll answer the last part
of the question first, as you've now got that victory theme song
echoing through my head (thank you very much!). When I was a kid
my dad used to take my brother and me
to at least two or three Whalers
games a season, starting when they were in the WHA
as the New England Whalers and continuing on during their NHL tenure
as the Hartford Whalers. We had a blast.
But it apparently wasn't enough
for me to hear "Brass Bonanza" every time the Whalers were introduced
or scored a goal. I actually used to own the 45 RPM single of "Brass
Bonanza" (though I think on the record it actually just said "Whalers
Victory Song"). So, yes, I can certainly hum the first few bars
for you. And oddly enough, on the B-side of this single was a
four-minute recording of the longest in-game fight in WHA history,
between the Whalers and some other team [ed
- it's the link at the bottom of the linked page]. Seriously,
it's four minutes of sports announcers yelling things like, "Ohhh,
he coldcocked him!" I didn't know what that word meant, but it didn't
sound good.
Once the franchise left Hartford,
abandoned the entire Northeast and then changed their name for good
measure, the Whalers ceased to exist for me. I haven't followed
the franchise since then and I wasn't even aware that they'd won
the Stanley Cup until I read your question. I follow the Hurricanes
with all the interest and investment that Boston
baseball fans follow the exploits of the Atlanta Braves;
i.e. none. You leave Hartford,
you leave my heart, dammit!
Apologies to Evan for bringing up such a painful memory, and many
thanks to him for taking the time to answer these questions. If you're
going to GDC, you can catch Evan's excellent
tutorial there. You can also look for his work from Vicarious
Visions in game stores everywhere. Until next time...
February 1, 2008
I'm back in
off the road from a short trip that weather made unexpectedly longer.
I'll try to dig up an image of what it was like in Chicago last
night - a bit of a far cry from the gorgeous, sunny afternoon weather
in Durham. (The fact that it was miserable and rainy this morning
when I landed is besides the point.).
In the news department, I'm very pleased to announce that I'll be
doing a signing at the legendary Borderlands
Books in San Francisco on February 23rd at 1 PM. I actually
have a line item in my con budgets labeled "Borderlands", so getting
to do a signing there is a huge thrill for me. If you're in the
Bay Area, I'd love to see you there.
And, as a reminder
for the local folks, I've got a reading this Thursday at the Regulator
in Durham at 7 PM.
Firefly
Rain keeps picking up good reviews. The latest two
are from Macabre
Ink and Flames
Rising. Thanks for the kind words, folks, and here's
hoping people continue to enjoy the book.
In the "good
work by good folks" department, the James Lowder-edited Astounding
Hero Tales has made it to the preliminary Stoker
Award ballot. James did a great job of pulling the anthology together,
and my story "Missing Pages" in the anthology is much
improved for his having taken his red pen to it. Also on the ballot
is Storytellers
Unplugged, ably guided by David Niall Wilson and Joe
Nassise. For the curious, my latest Storytellers essay is up here.
The next one, incidentally, has the working title Vaporware.
No more clues as to what it's about - that would be cheating.
January 24, 2008
Attack
of the Contest II: Return of the Contest
Because I am
shameless, and because I am genuinely interested in hearing what
folks think about the book, it's time for Attack of the Contest
II: Return of the Contest.
Contest, you
ask? What contest? Why, it's a very simple one - post a reader review
of Firefly
Rain on Amazon.com,
and be entered to win valuable prizes. The rules of the contest
are simple:
- Step 1 - Post a serious reader review of
Firefly Rain to Amazon.com. If you loved it, great,
I'm glad to hear it. If you hated it, warn the rest of the reading
world. Either way - I'm interested in serious feedback.
- Step 2 - Email me to let me know you posted
a review, and that will get you entered.
- Step 3 - Ideally, win. That's it.
Really. Honest.
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