Category Archives: The Writing Life

Breaking Into The Next Level Of Craft

MountainWe all know the journey to becoming a professional writer is a long one.  It takes a while to “Break In”, and no two writers ever seem to take the exact same path to get there.  New writers are told to keep working, be persistent, and they’ll get there.

It’s like dropping off an inexperienced climber at the base of a challenging mountain and telling them to just start climbing, and eventually they’ll make it to the top.

But there are trails on a mountain, easier paths marked by those who have gone on before.  True, but someone who knows next to nothing about mountain climbing can still easily get lost.  Same for writers.  There is lots of help available, but sometimes we don’t know enough to know what’s missing when we get stuck.

Climbing a mountain is done in stages, and one thing that comes as a shock to some new writers is that becoming a professional writer is similar.  We don’t Break In just once.  There are levels to craft, plateaus we reach on our journey.  Sometimes we get stuck there, unable to Break In to the next level and resume the climb up toward the ultimate goal.

Throughout the month of September, we are going to explore some of these writing plateaus where we’ve been stuck, and ways we’ve found to pass the barrier and Break In to the next level of craft.

Sometimes we need a mentor, a writing group, or an unusually honest loved one to tell us we can do better.  When I decided to pick up writing several years ago, I pounded out 70 pages in one weekend and thought, “I’m on my way!” My wife read those initial chapters and said, “I don’t like your protagonist.”

She was right.  He didn’t work.  First obstacle.

Thankfully the answer to that one was straight-forward.  Swallow pride, throw away thousands of words of crap for the first (of many) time, and start again.

Sometimes we need a seminar or a conference or a book on writing to illuminate the shadows and show us a couple steps forward down the path.  We might need to arrange our schedule better to find more time to write.

And sometimes we just need to write another hundred thousand words of crap before we get it.

In the end, we all hit multiple plateaus, or ruts that block our forward progress.  But we don’t have to stay there.

This month the shared wisdom and experience of the entire group will help map out some possible routes to reach the next plateau.

Metal Gear Solid, or How I Was Ruined for All Other Video Games

The first moment I realized that I had expectations for what a game ought to be was the moment I first popped Metal Gear Solid into my Playstation. I had read the previews about the game in all the video game magazines I subscribed to (which was every one available) and I had played games similar to it—or at least I thought I had. Metal Gear Solid was, on the surface anyway, a third-person military shooter with emphasis on stealth elements. Pretty par-for-the-course, as far as video games go.

And then I discovered that everything I believed about the world was a lie.

MGSMetal Gear Solid was footage from the International Space Station for flat-earthers. It proved that one need not sacrifice story to gameplay, or vice versa, that not only could they coexist in harmony, but become fully integrated with one another. MGS even takes it one step further: it takes the player experience and makes it an essential aspect of both the gameplay and the story.

An example of what I mean by that. (*SPOILER ALERT* for those who have not played it; shame on you, by the way!) At one point, a character named Psycho Mantis, one of the several villains you must defeat to save the world from nuclear devastation, decides to battle you. The problem is, nothing you do works—nor can it. With his psychic powers, Psycho Mantis is able to predict every action you take the moment you take it, rendering all your efforts to injure him useless. It is impossible to defeat him—until you realize that his psychic powers only extend to controller port 1. Plug your controller into port 2, and you may just have a chance. (*END SPOILER*)

One of the reasons this grinding-to-dust of the fourth wall is so effectively jarring is because the game strives for realism in so many ways. The environments are incredibly detailed, the characters are rich and deep beyond belief, yet even those things are not safe. When the protagonist, Solid Snake, returns to an old military base in Alaska (which is where the bulk of the action of the first game took place) in Metal Gear Solid 4, he also returns to the exact same 32-bit polygonal art style of the original Playstation game.

SolidSnake-600x372Kicking down the fourth wall and violating expectations was a part of the series before Metal Gear Solid was even released, though in a comparatively more subdued form. When a traitorous member of Solid Snake’s team tries get him to abandon his mission in 1987’s Metal Gear, he says, “Solid Snake! Stop the operation. Switch off your MSX at once.” (The MSX was the platform on which the game first appeared.)

What these games proved to me is that we need not be satisfied with our expectations, that suspense can be built when we shake the very foundation of our readers’ worldviews. There are times when I’m writing and I realize that my story has taken the expected path—the safer path. It’s at times like these where I wonder, “WWMGSD?” Metal Gear Solid would probably turn my novel into an ASCII flipbook animation, which is a little unconventional for even my tastes, but it can still serve as a guidepost for ways to keep readers from guessing what’s coming.

World of Warcraft: The Fiction Addiction

My name is Quincy Allen, and it’s been three days since my last login. Okay, okay, so that’s a lie. I logged in last night, but I won’t apologize for it.

Now that I’ve outed myself as one of those “lamentable” adults who dabble in MMOs, let me tell you why. Like a lot of writers, writing is not my only gig. I’m a tech-writer by day, operate a small but growing book design business by night, and do my writing in the wee hours as time permits. That means that I need to decompress from time to time. Slaying damn near any mob that gets in my way is a perfect way to accomplish it.

What can I say? It’s better than going Postal. Some people play golf. Some watch sports. I’m currently working my way towards the Pinnacle of Storms in order to slay Lei Shen who threatens all of Pandaria. Lei Shen’s power derives from ancient Titan technology, and the Titans were a race of elder gods who deemed the life of Azeroth unfit to breathe.

Over my dead body.

World of Warcraft has been a perfect environment to let off steam for someone who appreciates good storytelling and kilometers-thick back-story. WoW arguably has the most exhaustive canon of any game out there, and it creation goes all the way back to the game’s incept in 1994 in the form of Orcs and Humans. From those meager origins, a worlds-spanning history going back over 10,000 years has been born.

In many respects, that’s what has kept me playing WoW. There’s an almost never-ending sense of discovery as the main storyline unfolds for the players, and there are hundreds if not thousands of side-stories woven throughout the environment to keep someone like me intrigued.

There’s a lesson for all writers in what Blizzard has accomplished with their flagship product. History. If you’re writing contemporary fiction, then your history is written for you, and you can draw from that. If you’re writing alternate history, fantasy, or even future sci-fi, then you should do at least some work in creating your own canon. I can give one example that I use in the novel I just wrapped up.

It’s steampunk fantasy fiction set in the Old West. A half-clockwork gunslinger with magic-imbued mechanical limbs must protect a 15th century vampiress from being sacrificed to raise a demon army. Simple enough, but the obvious question is, where the hell did the magic come from?

That part wasn’t as simple. I wanted to make the presence of magic in the Old West at least plausible in my head, so I had to alter history. Granted, this tidbit of data isn’t explained in the series I’m referring to, but it is revealed in another series I’ve started, which takes place in the same universe. Essentially, I had to assassinate a 13th century Pope in order to have magic exist in the Victorian era.

Having done so opens up a wealth of possibilities in my writing and gives my rather critical notion of plausibility a leg up. Basically, I can believe in my own “invention” and build upon it as I see fit with cultures, characters, and histories that all have that single changed moment in history as their foundation. All roads lead to Rome, as they say.

This is a technique I recommend for all writers. While your story takes place “now,” you should have a strong understanding of “what came before.” Not only will this make your story richer, it will give you virtually limitless destinations that all have the same look and feel, because they all derive from the same point of origin.

If you’re writing the fantastic, then take some time to sketch out the timeline around your story. Know what’s going on in your world and have at least a moderate understanding of its history. Empowered with this knowledge, you’ll find that the depth of your storytelling increases by a factor of, and the creation of both sidelines and spin-offs is that much easier to write.

 

Q

 

P.S. If you run on Kil’Jaeden, keep an eye out for a DK named Moondawg.

 

Worldbuilding with Games

AriaA guest post by Martin Greening

Most of the articles this month on The Fictorian Era have focused on inspirational video games. I have to admit, as an IT guy, I’m pretty low tech and really don’t play too many of those other than an occasional jump into Star Wars The Old Republic or Rift. What I do play a lot of are table top roleplaying games, like good old fashioned Dungeons and Dragons. My shelves sag heavily under the weight of my growing roleplaying game collection, with titles like Burning Wheel, Blue Planet, Dungeon World, Traveler, and Aria: Canticle of the Monomyth.

That’s the game I want to talk briefly about today, Aria.

One of the biggest tasks for anyone who wants to write fantasy is worldbuilding (creating the world in which your characters live). It can be a daunting task; creating the people and cultures, political systems, economy, environment, flora and fauna. Where do you start? How do you keep it sensible so the reader doesn’t say “whatever” and stop reading your story? And readers are smart. They will find the inconsistencies in your world.

That’s where Aria comes in. The game was published in 1994 by Last Unicorn Games (sadly they are no longer in business). Only two books were released, the main rulebook and Aria Worlds. Aria is more of what you might call a metagame, a game about creating a game, or in our case, a game about creating a world. It can be a great tool to guide an author in creating a consistent and logical setting for their stories. How does it do this? Typically, most table top roleplaying games assign numerical values to a character so their abilities are easier to determine in comparison to another character’s. Aria does this same thing, but not only with characters, Aria does it with any entity: nations, cultures, etc. This is especially true for the Aria Worlds book, which outlines a method of creating a logical and consistent society.

The book begins by asking about the foundations of that society. What is their primary orientation? Conquest? Survival? How much interaction does that society have with neighboring societies? From there the book guides you towards the societies technology level and their tendencies to innovate and assimilate. These aspects of a society are used to determine what is their likely subsistence pattern, which in turn directly relates to the society’s mobility. For example, a society that has developed metalworking is more likely to be a sedentary agricultural society. The chapters in Aria Worlds then move into politics and kinship, economy, military, religion, arts, scholastics, magic, and end with the development of the society’s hierarchy of social estates. Each of these aspects can be rated on a scale of 1 to 10 for easy comparison with other societies.

The main Aria rulebook also covers the hierarchy of social estates and a very general look at the other topics in Aria Worlds, but it also has chapters on the nature of magic and what they call heritage. The chapter on magic provides interesting guidance on creating the magic system for a world, including its origins and nature, along with the repercussions of those who utilize magic. Heritage is a term used to incorporate both species and culture since they are often intertwined. The heritage chapter outlines some of the aspects of culture that are covered in Aria Worlds, but also discusses species creation, which can be very useful when creating the non-humans that populate your world.

And for more inspiration there’s the artwork in both books. The covers by Michael Kuleta are stunning and the interior design and art will tickle anyone’s muse.

Being out of print, it may be difficult to find either of the Aria books, but the hard search is definitely worth it as inspiration in building your own story worlds.

Guest Writer Bio: Martin Greening Martin Greening hails from Southern California and has been drawn to fantasy and science fiction from a young age. He is currently working on a fantasy adventure novel and several short stories. Martin lives in Sin City working as a IT guru by day and a dreamer of the fantastic at night. He can be found at his webpage.