Author Archives: fictorians

From Crap to Craft

A guest post by S. James Nelson.

It’s very likely that the first bit of fiction that anyone writes is crap. There are three potential responses to this:

1. Give up because doing this fiction thing right is going to be hard

2. Remain oblivious to it, and continue writing crap

3. Improve

Don’t give up

If you’re honestly interested in becoming an excellent writer, I’d recommend not choosing the first response. Don’t get all offended at yourself or others who discover that what you wrote is no good. It’s only natural. It’s just a fact of life that the first time you do something you’re not going at be good at it–because, you know, real life isn’t like a video game: designed to be easy at first.

Don’t be oblivious

I’d also recommend avoiding option two–if you want to get good at writing, at least. Oh, maybe you don’t have to be so brutal as to call what you wrote crap, but you should probably at least realize that whatever it was you gave birth to wasn’t perfect. That’s a starting spot: admitting there’s a problem is the first step in correcting it. And writing an imperfect story is a problem, wouldn’t you say?

Improve

So how do you not remain oblivious to the flaws in your writing? It’s nothing new.

Finish something. A story. A book. Something. Anything. Do not revise endlessly, trying to perfect. There is a point where each revision provides less return. As you write more, you’ll learn where this point is. For now, on your first project, assume that after 3 passes it’s as good as it’s going to get. For now. We’ll call it Project 1.
Put Project 1 aside and write Project 2. Immerse yourself in Project 2, to the point that you’ve completely forgotten Project 1 exists (a slight exaggeration). Finish Project 2.
Put Project 2 aside.

Do the pre-writing for Project 3. Depending on the scope, this could take days or weeks or months. I’ll get to the point of having done several revisions on a plot outline, because I’m an outline writer. If you don’t use outlines, hopefully you’ve at least got everything done that you need to do before you start writing. If your first draft is always a piece of junk and you completely re-write draft two, you can treat your first draft as your pre-writing. Just be sure you’re fully immersed in it, and you now spend your mental CPU cycles on Project 3, not Projects 1 or 2.
Once your pre-writing on Project 3 is done, return to Project 1. Read it as if you were your target audience. As you do, take note of things that worked and things that didn’t work. Be brutally honest. This is where you will learn about what works and what didn’t work. You may even notice typos you never saw before. And of course you will–you’re two projects down the road, by now. Naturally you’ve improved. Naturally you’re much smarter and more skilled at this point.

Re-immerse yourself in Project 1, and revise based on the observations you made. Make one pass. Maybe two. Right about now, Project 1 is basically done. It’s probably overkill to set it aside and then return to it a third time.

At this point what’s nice is that the lessons you learned from reviewing Project 1 will stick with you. You’ll be able to apply them in all succeeding projects. And now you’re going to start having at least 3 projects going at once. To keep things simple, there are basically three phases:

Pre-writing
Writing
Fixing and polishing

You want to get to the point where you have a project in each phase. Never complete two phases for a single project at once. Instead, move the other projects on to different phases. Each time you fix and polish, you must learn something. Maybe something about how to tell stories. Maybe something about how to write good prose. Maybe something about world building. But you must always complete step 3 with the following philosophy: steps 1 and 2 did not make this as good as it can be.

The point is that you distance yourself from a project before really finishing it. Then you can return to it with fresh eyes. This is nothing new, and it’s very difficult to do when you’re a new writer because, you know, you feel urgency to finish. But be patient. Set it aside. You’ve got way more time than you know. Work on some other things, then come back to it with fresh eyes. You’ll be amazed.

Be patient

The good news is that “things can only get better” from where you started. The question is, how do you improve? As far as I’m concerned, there is really only one answer to that question, and it’s probably the same answer that a million others have articulated before.

You must practice. You must practice a lot.

It’s the same as with anything. To get good at something, you must do that thing over and over and over, never accepting that what you’ve done was good enough.

A friend and I are learning to golf. We thought we’d like to be as good as Tiger Woods–until we thought about how many golf balls Tiger Woods has hit in his lifetime. A scanning of the Internet indicates that when he was younger, he hit as many as 1,000 balls a day. Some quick math puts his number of balls hit over 20 years at 7.3 million.

That’s a crapload of balls.

If you’re going to be a pro at golf, you’d better plan on hitting millions of golf balls just to get in the game.

Likewise, if you’re going to be a pro writer, plan on writing millions of words. There is no substitute for practice. Nothing can replace the experience of having stories written, completed, and analyzed. You’re going to be competing with people who have millions of words under their belts. You should expect that it’s going to take you millions of words to be able to compete with them.

A few other notes

Read books about writing. Attend seminars. Not everything you read or hear is going to be true or applicable to you. It’s not all going to be useful. But hopefully some of it will be. Personally, I’ve really benefitted from a handful of books, such as Orson Scott Card’s “Character and Viewpoint,” “Self-Editing for Fiction Writers” by Browne and King, and “Writing the Break-out Novel,” by Donal Maass. There are others I’ve read that I haven’t taken much from, or only a thing or two. But in the end, they were probably all worth it.
Spend your time writing, not talking about writing. It’s probably not a bad idea to find one writing group and use it as a tool to improve your writing. But don’t let the writing group detract from your time spent practicing. For each amount of content you want critiqued, read the same amount from others in the group. This is scary, because if you want a book critiqued, and there are five others in the group, that means you’ve got to read five books. that will drain your time. Manage your participation in the group, and be protective of your time. Oh, and only submit something to the group once.

Lose your fear of killing your babies. Yes, this is trite. But it’s true. I’d heard the maxim a thousand times before I really internalized it. Heck, I may not have completely accomplished this yet–I may never. But it’s huge, and fortunately it gets easier with time. You see, when all you’ve written is 100,000 words, it’s hard to admit that you don’t need 10,000 of those. But when you’ve written 2,000,000, it’s much easier to admit you don’t need 10,000 of those. Regardless, it’s very difficult thing to learn to throw away entire chapters or scenes. But it’s true that you must be willing to do this, or your writing will not improve. You must learn to accept the fact that the time you spent writing this or that thing is a sunk cost. You cannot regain it. But your work can get better if you re-write it or delete it or whatever the case is. You cannot hold on to what you’ve written. Once you’re willing to accept that, your writing will get much better. Don’t worry, the more you revise and write, the easier this will become, to the point that you may eventually throw away entire projects because while the idea seemed good at the time, it actually just wasn’t.
Love what you write. Love every character. Love every plot point. Every world you build. Write the story that, when you read it a few years down the road–just for fun–you absolutely adore even despite its imperfections.

I reckon that’s enough advice from a writer still trying to find his way to success–but hopefully one that has at least taken his writing to the “a step above amateurish” level. You should read one of my books and decide for yourself if I’ve succeeded. šŸ˜‰

And as with those books I said you should read . . . take from this article only what is useful to you. Throw everything else away.

Guest sjamesnelsonWriter Bio:
S. James NelsonĀ recently won first place inĀ David Farland’s Nightingalewriting contest. If you enjoy action-oriented, deep-thinking fantasy, take a look at his book,Ā The Demigod Proving. If you like strong characters, real-world fantasy, and hiking in national parks, take a look at his bookĀ Keep Mama Dead

The Monster Looms

monsterA guest post by Mary Villalba

The monster looms. The ā€œto-doā€ list is long and the day short. Armed with coffee and good intentions I begin to tick off tasks. The pile before me like the Sorcererā€™s brooms inexplicably grows. By noon, I have managed to lob off more than just those items listed, but I have also laid down another twenty to fill the space between noon and eleven pm, when I will fall exhausted, but satisfied, into bed looking back on the day with pride in my productive behavior!

The problem? The have-to list crowds out the want-to list. I want to do a final edit on my first novel and fine tune the synopsis. I want to sell millions of copies of my book. I want to post ā€œauthorā€ legitimately on my FaceBook profile. Why canā€™t I?

Another writer and lecturer whom I greatly admire, Barbara Sher, came up with the term ā€œresistanceā€, which pretty much sums it up. What is it that creates resistance to doing the things you want to do? As an overachieving, type-A personality I have gone through my own life determinedly setting goals up on fence posts and shooting them off. At twelve I determined that I would live in the most exclusive neighborhood in Denver; at twenty-nine I moved in to the house I built there. When it became clear to me that there was a great need for services for the hearing impaired in third world countries a doctor and I created the World Hearing Network, which is today the most successful outreach program for the hearing impaired in the world. I decided the Rocky Mountain District of Kiwanis should have a female governor at the helm, and became the first female elected to the position in eighty-five years. The ridiculously long list of accomplishments goes on and on. It should be easy for me to apply the same ambition to my writing, but it isnā€™t. So, as much as I hate to be introspective, it must be time for me to look at why I am holding myself back.

Yes, I am the reason I have not overcome the monster inertia. We, I, reach plateaus where the level of risk and reward become just about even. I donā€™t anticipate a greater reward for my writing than there is risk in exposing my inner-self and my writing to others; so I stop. I suppose that if there was a champion cheering me on with a contract for a million books I might be more motivated to take a chance on myself. Risk versus reward. Ah ha! In the rest of my life I create my own rewards, but when it comes to writing I canā€™t envision a real world reward coming my way.

Crawling back into my head and rummaging around I see the box labeled ā€œget a jobā€. When I open it up it contains letters from parents who grew up pre-depression era. They want me to set concrete goals and they want me to be realistic about what I can and cannot do. The letters indicate they donā€™t think I can live in the neighborhood I picked, they donā€™t think I can build my dream empire, but, waitā€¦ā€¦ā€¦I did! They were not my champions, I was my own champion.

In my mind, I set that box on fire and sweep the ashes out of my head.

Hmmmm; now what? See the problem, solve the problem, move on! Eureka! I can approach writing the same way I have approached every other goal in my life. So, today, right now, at the top of my to-do list I have written ā€œfinish synopsis.ā€ It will get done today, because I will give myself a reward for getting the task done and because the risk of negative feedback burned up in the mental box Iā€™d been carrying around for the last sixty-five years!

Take a look in your own attic and see what you can clean out! Then get to work!! You have a lot to accomplish and I, for one, will be your champion! I believe in you and know you can do it!! And, BTW, Iā€™m posting ā€œauthorā€ on my FaceBook profile right now!

Guest Writer Bio:Mary Villalba
ā€œItā€™s about timeā€ is a good description for taking up novel writing at her age!Ā  Mary started writing stories and poetry when she was about six years old, and over fifty years of her professional life as a real estate broker and owner of her own strategic marketing company she has used language as a communication tool, even holding press credentials, but writing a novel was beyond her wildest dreams.Ā  It was a group of inspired writers half her age who threw her off the cliff and into the waters of authorship.Ā  She is very grateful they didnā€™t stop to ask her if she knew how to swim!

Inspiration by Imitation

A guest post by Brenda Sawatzky.

The key is to keep company only with people who uplift you,
whose presence calls forth your best.

ā€”Epictetus

Iā€™m relatively new to the world of writing, still a fledgling searching for my deep, commanding, authoress voice, beckoning readers to visit the world as viewed through my eyes. I long to be regarded among the Ann-Marie MacDonalds of fiction, the Erma Bombecks of humour writing. How do they do it? Is it a latent talent bestowed on a few lucky stiffs? A creative gene passed on from the early Neanderthal cave sketchers or Sumerian hieroglyphic scribes?

While I work out the troubling answer to that, I pen my thoughts, just in case while jotting down my grocery list one day I find myself crafting an exceptionally creative work of genius and say, ā€œEureka! I think Iā€™ve got it.ā€

Iā€™m really too new to the craft to be plateauing just yet. From my position somewhere near the base of the steep, craggy hillside, the plateau isnā€™t even visible. Iā€™m still longing for the plateau. But I do understand what itā€™s like to desire to do better, to keep my eyes focused on the prize, to search for the genius within. Iā€™ve joined writers workshops, registered with an online writing course, looked to mentors, and created a blog to feel the thrill of finding forty-odd people in cyberspace who want to read my stories.

41WNVSW4JWL._SY300_Iā€™ve read books on writing, editing, and grammar. One of my favourites is titled On Writing Well, by William Zinsser. Zinsser says, ā€œWriting is learned by imitation. If anyone asked me how I learned to write, Iā€™d say I learned by reading the men and women who were doing the kind of writing I wanted to do and trying to figure out how they did it.ā€ And so, I turn to the great sages of the written word, authors who captivate me page after page with descriptive metaphor and sublime prose. Authors who know the craft of taking a simple grouping of alphabets and weaving them into a picture in my head that leaves me breathless and wanting more.

I look to classic novelists like John Steinbeck, carefully analyzing his ability to spend the first four pages of The Grapes of Wrath telling me that there was a drought and the crops were poor, and holding me mesmerized throughout. And I turn to Erma for a whimsical look at the everyday, who teaches me to find the ludicrous in the fundamental truths of life. And on to Ann-Marie for a sensory adventure, first allowing myself to be drawn deeply in, then re-reading, underlining and objectively dissecting under a microscope.

These authors, and others, uplift me; their words call forth my best. In a writing slump, I always turn to a good read, revelling in how their writing speaks to me and how I might imitate what they do.

But at times, even then, when the blank page of the computer monitor stares back at me, when I struggle for the bait to place on the hook of my opening line, when Iā€™ve blown a circuit in my creative juicer, sometimes I just need to walk away. As writers we may not have an ā€œonā€ button but we do have a ā€œkillā€ switch, and sometimes itā€™s best to turn off the computer and get our negative selves out of the way of the creative processes. Invention often occurs when weā€™re not ā€œin the lab.ā€ Answers often come when weā€™re not looking.

Author Bertrand Russell described it succinctly: ā€œIf I have to write upon some difficult topic, the best plan is to think about it with great intensityā€”the greatest intensity of which I am capableā€”for a few hours or days, and at the end of that time give orders, so to speak (to my subconscious mind), that the work is to proceed underground. After [some time] I return consciously to the topic and find that the work has been done.ā€

I do this by finding a physical outlet where I can quiet my mind from distractionā€”walking or cooking. Some of my best ideas come to me when lying in bed just moments before my brain shuts off for the night. The key is to have a pen and notepad beside the bed.

Other key creativity boosters are self-imposed exercises, such as focusing on an item in its simplest form and describing it in as many delicious, sentient words as possible.

Recently I discovered the Bulwer-Lytton contest, challenging writers to pen the worst possible opening line to a fiction novel. Entries come in from around the world and itā€™s truly amazing just how crafty and creative bad opening lines can be. Iā€™ve submitted a few and itā€™s an enormously fun challenge. This, also, is great distraction that keeps my writing muscles flexed and oiled for the real task at handā€”serious writing.

Most important of all is to release the steam from my self-imposed pressure cooker, to take my time, and to remember Zinsserā€™s words: ā€œYou are writing primarily to please yourself, and if you go about it with enjoyment you will also entertain the readers who are worth writing for.ā€

Brenda PicGuest Writer Bio:
Brenda SawatzkyĀ is a relatively new, unpublished writer hailing from the wide-open prairie spaces of southeast Manitoba. She and her husband of thirty-one years are self-employed and parents to five kids (two ushered in by marriage). She is presently working toward fiction and non-fiction writing for magazines and managesĀ a personal blog.

From Zork to Halo and Back Again, Part Two

2389904-master_chief_in_halo_4_wide[1] A guest post by Aaron Scott Hildebrandt

If you haven’t done so yet, make sure you read From Zork to Halo and Back Again, Part One.

Computers, as a storytelling medium, are separated by the mediums that preceded them by a simple but important difference–computers are technology, and technology is constantly shifting. At first, personal computers were glorified word processors, and naturally some of the first stories told on computers were the same stories we had been telling in books, but with some added eyestrain.

It wasn’t long, however, before the medium evolved. With computers, stories could be manipulated in ways that were never possible with just a printed page. Out of this one of the earliest computer game genres was born: interactive fiction. Essentially, these were books that cast the reader as the main character, telling stories in second-person while giving the reader control over where they went and what they did. It’s a setup we’d already seen in previous mediums; the Adventures of You books, followed later by the Choose Your Own Adventure series, played with this very effectively, though the interaction you could have with the book was confined to choosing one of several predefined paths through the narrative.

Role-playing games like Dungeons and Dragons (the direct inspiration for the first piece of interactive fiction ever written, Will Crother’s Colossal Cave Adventure), used a mixture of written and oral storytelling to achieve this. But computers could do this on a much more impressive level–stories could have more variation, more interactivity, and could achieve this without the reader/player having to rely on another person to tell the story, or dice rolls to determine random outcomes. It was awesome. It still is.

It wasn’t just interactivity that set computers apart as a medium. In 1992, William Gibson’s poem ā€œAgrippaā€ took advantage of the fact that, on a computer, words were mutable; as you read the work, it deleted itself from the device it was stored on, driving home the poem’s feeling of loss. When all computers could do was store and manipulate text, it created a fertile ground for experimentation. We can thank this era for some of the most impressive examples of the medium, such as Steve Meretzky’s philosophical masterpiece A Mind Forever Voyaging, and Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling’s definitive game Zork (and its numerous sequels).

But as I said, technology shifts. After a while, computers started pumping out more than just text. Soon, there was sound, and then graphics. Now, only a handful of years later, we have high-definition ray-traced stereoscopic visuals, 5.1 surround sound, and fifty-inch plasma displays (not to mention motion controls, virtual reality helmets, and the Rez Trance controller). Things have changed.

This constantly shifting technology has a peculiar effect on storytelling. At first, computers could be used to emulate the storytelling we used in books. Then the medium evolved, and people used it to tell original stories that could only have been told in this medium. But with the advent of computer graphics, we found we could emulate stuff other than books. We could draw on new inspirations and translate other mediums, like movies. Imagine movies where you are the main character! In a way, it was the holy grail of entertainment–something that involved multiple senses and placed you in the middle of the story.

This is where the history of computers as a storytelling medium breaks from a lot of the mediums that came before it. The idea that computers could be used to tell the same sort of stories we saw in movies–with bonus interactivity–launched us into a technological arms race. With the static mediums that came before it, we had a lot of time to sit and think about how we could use the medium to tell stories in new and exciting ways. With computers, however, we became obsessed with telling the same stories with newer technology, over and over, each time embracing the new technology but almost never pushing the medium. By and large, we treat computer and video games like we treat movies; we use the same visual language, the same story structure, the same narrative tricks. Instead of evolving the medium to tell new stories, we put innovation on the backburner. What separates games released one year from the games released the next isn’t a daring new approach to computer-aided storytelling–it’s iteration.

In a way, I wish a giant pause button could be pushed on the computer industry, forcing everyone to get creative with the toys we already have. But as much as the technological arms race has stunted the growth of computers as a storytelling medium, it’s also gotten us to an incredible position for innovation. The computers we have now are cheaper and more accessible than they’ve ever been before, and it’s allowing an incredible amount of people to get into computerised storytelling–people who are less obsessed with chasing the technology curve, and more obsessed with pushing the medium.

Offhand, I can think of numerous games that tell stories that could never have been told–or at least couldn’t have been told nearly as effectively–in other mediums. FaƧade, by Michael Mateas and Andrew Stern, casts you as the friend of a quarrelling couple, using a simple interface to tell you an intimate, emotional, and deeply mutable story. The recently released Papers, Please, by Lucas Pope, has you playing an immigration inspector, the story dictated only by the simple action of accepting or rejecting passports. Zoe Quinn’s phenomenal Depression Quest puts you in the shoes of someone dealing with chronic depression, using an extremely clever interactive device to stress how powerless those fighting depression can feel about their situation.

It’s no coincidence that all these games use very simple graphics and are usually the product of extremely small teams–often just one or two people. None of these stories use bleeding-edge technology. Instead, they use existing tools to tell new stories, leveraging the aspects of computers that help them construct their narrative and discarding the ones that don’t. People with no background whatsoever in programming or computer sciences can now make interactive stories in their spare time, and many do.

Of course, there’s more to computers than keyboard, mice, and screens, and this is one of the preconceptions we need to shed. Alternate Reality Games (or ARGs), popularised by Elan Lee and Jane McGonigal, use computers to pull off incredible feats of storytelling that break free of the constraints of the screen, telling single stories across websites, emails, videos, and phone calls. Epic, multimedia stories like The Beast and I Love Bees couldn’t have been told without the use of computers. Players of the hilarious, fantastic, and impeccably named game Johann Sebastian Joust (made by Copenhagen-based Die Gute Fabrik) might forget that there’s a computer involved at all–though the game is played with video game controllers, the screen can be ignored completely by the people playing it.

Sometimes it’s hard to imagine that the same medium has spawned Colossal Cave Adventure, Call of Duty, FaƧade, and The Beast. Computers might be the most versatile and powerful storytelling medium that’s ever been found, and its potential has been largely untapped. We’ve gotten a little stuck. But that doesn’t mean it’ll stay that way–science fiction has already dreamt up countless ways we can use technology to tell stories, from the magic of Star Trek’s holodeck to the fever dream of William Gibson’s virtual reality to the educational potential of Neal Stephenson’s A Young Lady’s Illustrated Primer. We’re ready for the next stage in computerised storytelling, whatever that is.

As a storytelling medium, computers have still only flirted with greatness. But we also need to remember that using computers to tell stories is still a brand new thing–we can forgive this little hiccup. We’ve been telling oral stories for so long that we have no idea when we started. We’ve been writing down stories down for at least four and a half thousand years. Novels have been refined over four hundred years, and we’ve been making films for a hundred and thirty. It’s only been fifty years since the first computer game, and less than forty years since we started using computers to tell narrative stories. This is where things get interesting. Right here, right now. The medium has become accessible, prevalent, and open to experimentation. It’s time to start throwing shit at the wall–some of it might even stick.

Guest Writer Bio: Aaron Scott Hildebrandt
Aaron Scott Hildebrandt is a narrative designer and animator living in Vancouver, Canada. His work can be found in a number of games, including Halo: Anniversary, Halo 4, and Remember Me, as well as the web series H+. He’s also the author of the upcoming web serial Hanna Buys the Farm.