Category Archives: The Writing Life

Dragon Writers: An Anthology

dragonwritersEvery year for the past three years, alumni from the Superstars Writing Seminar submit short stories for an anthology published by Wordfire Press. The anthologies began as one of Kevin J. Anderson’s lessons to up-and-coming writers: no matter how silly a writing assignment may seem, if you accept it, you must do the best job of it you can. If your task is to write a story about purple unicorns, make it the best damned purple unicorn story ever written.

Thus One Horn to Rule Them All: A Purple Unicorn Anthology was born, followed a year later by A Game of Horns: A Red Unicorn Anthology. And guess what? From a seemingly silly concept, a lot of great stories emerged.

A third anthology called for a change of themed creature, and we are now pleased to present to you Dragon Writers: An Anthology. It’s available now in both Kindle and print formats. Regular readers of this blog will see a lot of names they recognize in the table of contents, and not just Fictorians, but such luminaries as Brandon Sanderson, David Farland, Jody Lynn Nye, and others. As always, James A. Owen provided the cover art (as well as the forward this time around, because who better to write a forward about dragons?) and Lisa Mangum provided her expert editorial services.

As with the previous years’ anthologies, all proceeds from the sales of this book will go to the Don Hodge Memorial Scholarship Fund, which helps aspiring writers further their education on the business side of the publishing industry. Please check it out, and we hope you enjoy!

No Stone Unturned – Launch Weekend!

No Stone UnturnedSome days it’s fun to simply celebrate a big milestone.

This weekend, No Stone Unturned charged onto the world ebook scene, already hitting #17 in Amazon’s Humorous Fantasy listing.

No Stone Unturned is book three of my popular Petralist YA fantasy series, which I describe as Big Magic, Big Adventure, and Lots of Humor. Check it out here. It’ll be released in paperback and hardcover formats on Dec 16th.

As student armies clash in intense group battles and Connor struggles to leverage a pitifully underpowered army against overwhelming competition, the intrigue at the Carraig intensifies to deadly new levels.

There are secrets at the Carraig buried for centuries that could shake the nation to its roots. Once Connor pokes that hornets’ nest, the Tallan’s own fury will be unleashed. To survive, Connor must outsmart conniving noble houses, dodge international assassins, survive unbelievably bad poetry, and risk exploring new powers that were concealed for very good reasons.

As the conflict escalates and his ultimate enemy steps out of the shadows to strike, Connor must face a threat not seen since the Tallan Wars. Connor’s best hope may be to embrace the thing he fears the most.

And become the ultimate unclaimed.

For more information, access to cool illustrations and maps and a sneak-peek into a sample chapter, check out this recent blog post.

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About the Author: Frank Morin

Author Frank MorinA Stone's Throw coverFrank Morin loves good stories in every form.  When not writing or trying to keep up with his active family, he’s often found hiking, camping, Scuba diving, or enjoying other outdoor activities.  For updates on upcoming releases of his popular Petralist YA fantasy novels, or his fast-paced Facetakers sci-fi time travel thrillers, check his website:  www.frankmorin.org

The Other Way Around: Novelizations of Movies, Games and TV

I’m old enough to remember the days before my household got a VCR.  If we wanted to watch a movie, we had to catch it at our local cinema.  If we wanted to watch a TV show, we had to make sure we were sitting in front of the TV when the show came on.   If we were busy, or sick, or just forgot, our chance to see it was gone.

But what I remember most was the bittersweet knowledge that when I was watching a movie I loved, I wouldn’t be able to just watch it again any time I wanted.  Until–if–it aired again, I would have to content myself with my memories…

…and my books.

I had junior novelizations of films, illustrated with pictures of stills from the movie.  I had movie tie-in novels, designed to recreate the story as best they could using the printed word instead of audio and visuals.  I even had comic-book adaptations.  Later, when we got our VCR, I had the experience of renting movies that I’d previously known only as books…this was particularly amusing with movies like Star Trek:  The Motion Picture and Back to the Future, which had begun as movies, but which I’d first experienced as books.

Many movies and shows are based on books, but sometimes it’s the other way around.  Tie-in books are created to tell the story of a movie (or video game, or TV show) in another format.

What’s the purpose of a tie-in book, though, in an era where fans of the movie are going to be able to download it on their computers, stream it on Netflix, or buy it on Blu-Ray?  Now that it’s easy to get a movie and watch it any time you like, what’s the point of having a novel version?

Novels are a different medium from movies, TV, or games, and the best tie-in novels play to the strength of the medium.  In a novel, it’s easy to write about what a particular character is thinking, or give the reasons why a character made a certain choice.  In a movie, it’s a lot harder to do this without resorting to the voice-over narrative technique, a technique which needs to be used appropriately and sparingly.  Tie-in novels can provide new insights into why characters do what they do, and how they feel about the events that are unfolding.

Tie in novels can also provide looks “behind the scenes.”  Maybe certain scenes were cut from the finished movie.  Maybe the movie didn’t make it clear if a certain character survived or not…but the book does.  Maybe a plot hole’s been patched.  Maybe we get to find out more about the villains, or the minor characters, or a group who were “out of the spotlight” while the original movie focused on the protagonist.

(For the record, “Snakes on a Plane” makes a much better book than a movie.  The novelization is a much more character-driven, much meatier, much more entertaining story.  And the cat lives.)

How do you write a bad tie-in novel?  Create a generic story of the same genre and slap on the names of the characters from the show.  Fans will not be happy if the characters that they know and love are acting jarringly out-of-character, missing their unique defining traits, or seem to be oblivious to information that’s common knowledge about their world in their original medium.  The tie-in needs to feel like “part of” the world it claims to represent.

Most importantly, these days, tie-in novels aren’t bound to retelling the story of a video game/movie/TV show.  Many tie-ins are prequels or sequels to the action depicted in the video game or movie.  Others “fill in the gaps” between the second and third games in a series, or the second and third movies in a franchise.  Particularly with video games, tie-in novels can flesh out the world of the games, provide backstory, and give deeper insights into the characters.

In the age of Netflix, the art of the tie-in novel isn’t in re-hashing someone else’s script; it’s in expanding that script’s story, providing details and scenes and character depth that enhance the experience of re-watching the original.

The White Whale of Adaptations – A Blockbuster Video Game Movie

Roger Ebert (may he rest in peace) famously contended that video games are not art.  He acknowledged that video games could contain art within themselves, but that they, as a whole, did not constitute art. The reason? The end -user of a video game, namely the player, had too much control over what did and didn’t happen. True art, Mr. Ebert contended, was something that could only be experienced by the end-user, never directed or controlled.

Now, I know plenty of gamers who would love to challenge Mr. Ebert’s assertion, myself included. But in at least one respect video games have lagged behind “story-based” art such as books, television, and films themselves. Despite three decades of in-home gaming, there has yet to be a video game adapted into a movie that is both critically and commercially successful.

Now, as any gamer and movie-goer can tell you, this is not for lack of trying. From 2001’s Tomb Raider to 2016’s Warcraft, Hollywood is littered with video game movies that were critical failures, commercial failures, or more often, both. This despite video gaming as an industry projected to make $82 billion (with a “b”) in revenue in 2017. Put simply, the intersection between moviegoers and video gamers must be huge. There is a ton of money to be made if this pairing can be made successfully.

So why haven’t we had that breakthrough film adapting a video game yet?

In actuality, I believe there are several difficulties in adapting video game into passive viewer experiences. From most to least obvious, I’ll discuss them below.

  1. Many people like playing video games. Significantly fewer like watching someone else play them. Repetitive action by the player with slight variations makes up a majority of most video games’ run-time. For the gamer, this is usually fun if the game is well-designed, because they are in control. For a passive observer, not so much. So the first step of any attempt to adapt a game into a successful and artful film is to figure out which parts of the game have to get stripped out. You’ve got to compress the game to a two-hour run-time without boring people to tears OR losing the feel of what you are trying to adapt. The Last of Us is a beautiful and wrenching story of love and loss in the twilight of humankind, but a film version would still need to find the balance between just-enough and too-much stabbing of fungal-zombies.
  2. Story continues to be secondary in many games. Now this only makes sense. The goal of a game is to provide the player with an enjoyable interactive experience. Telling them a story is generally secondary. While some people (me again) will almost always prefer a game with a well-written story (and there are plenty of those now), many are just looking for an escapist good time with endless replay value and the chance to pretend-kill their friends online. With some notable exceptions, most video games did not expend much effort on a meaningful story until relatively recently (and even now, many still don’t bother). This doesn’t mean that games can’t be adapted into quality films, but it does narrow the field of possible candidates quite a bit. But surely a movie based on the board game Battleship can be green-lit, Hollywood can do better in the video game adaptation department.
  3. Video games are waiting for their champion. This one came to me after Sam Raimi successfully adapted Spider Man into a successful and critically acclaimed movie. At around the same time, Peter Jackson knocked it out of the park with the Lord of the Rings trilogy, which Frank Morin will be discussing later in the month as Evan Braun tackles his more complicated The Hobbit trilogy of films. What did these two filmmakers have in common? They were both huge fans of the subject matter they were adapting. And that’s what the coming breakthrough video game movie is going to need, a talented director who grew up loving video games and has a special one close to their heart that they are going to make into a film if it kills them. The problem with video games (as opposed to classic fantasy or comic books) is that the medium hasn’t been around long enough for those directors to really come of age. But do the math with me. It’s been just over thirty years (ugh) since the Nintendo Entertainment System took the home-gaming world by storm. An entire generation of directors who grew up playing video games is just entering the height of their careers. All it’s going to take is the right pairing of director and project.

And that’s where we’re going to wrap things up. Make no mistake, the time of the video game blockbuster film that wows critics is coming, and it’s coming soon. And there are so many games to choose from. The Last of Us has a more emotionally moving story than most movies I’ve seen. With the revivals of both Star Wars and Star Trek, the Mass Effect universe is just begging for a cinematic franchise. Ditto for Dragon Age. Bioshock: Infinite is the very definition of a game whose mind-bending story of parallel universes is better than its gameplay.

So take heart, fellow gamers who watch with envy as every single comic book character is adapted for film. It won’t be long now.

 

About the Author: Gregory D. LittleHeadshot

Rocket scientist by day, fantasy and science fiction author by night, Gregory D. Little began his writing career in high school when he and his friend wrote Star Wars fanfic before it was cool, passing a notebook around between (sometimes during) classes. His first novel, Unwilling Souls, is available now from ebook retailers and trade paperback through Amazon.com. His short fiction can be found in The Colored Lens, A Game of Horns: A Red Unicorn Anthology, and the upcoming Dragon Writers Anthology. He lives in Virginia with his wife and their yellow lab.

You can reach him at his website (www.gregorydlittle.com), his Twitter handle (@litgreg) or at his Author Page on Facebook.