I've been catching up on some writerly-world blogs lately, including Dean Wesley Smith's. I just finished his sum-up of the year 2013 in publishing. Plenty of good thoughts and observations in there, as is expected from this particular industry vet. If you haven't yet, definitely peruse his and his wife's blogs: they have lots of info for aspiring authors of all stripes.
A few of the comment's to the post I was reading sparked my memory of a topic I'd wanted to revisit for some time now. The stigma of self-publishing: how it continues to affect reader perceptions and how it is changing. Especially in the area of copyediting.
I can say without a doubt that two out of the last four traditionally-published books I've read recently had a higher rate of typos and other proofing errors than my own offered books. I've been hearing more and more from non-writers who are beginning to notice this downward trend in quality from the major houses.
Yet, in most reviews I see of trad-published books, such a thing as a typo is never mentioned, whereas in reviews of indie-published books they are mentioned with a high frequency even when it is to say "I didn't find many."
In many ways, the stigma of the self-publisher is dying. People rarely bat an eye anymore when I say I'm self-published as opposed to traditionally published. The world of the serious indie publisher is becoming more refined and polished, with business and production practices trending to a standard much closer to the major houses. In a lot of cases (including, I hope, my own) you cannot tell the product of one from the other.
Except, it seems, in the case of editing, in which self-publishers are taking the lead in quality. Because we have to. When a reader stumbles across an error in a book they know is self-published, it becomes a major event. That still-present stain is seen more clearly; the book feels soiled in their hands. It becomes a confirmation of the "not-quite-there-yet" status of the indie crowd.
But the same reader takes no similar notice of errors in traditionally-published books, even when present at a higher rate. With indie published work, the reader is on the lookout for that confirmation of a second-tier status they still believe in. Thus to be taken seriously, self-publishers don't have to be "as good as" a traditionally published work.
They need to be better.
I try to stick to topics like writing and publishing - but no promises. It says 'ramble' right there in the title.
Showing posts with label rant. Show all posts
Showing posts with label rant. Show all posts
Sunday, December 29, 2013
Sunday, October 13, 2013
Of Course You Can
This is a quibbly, nitpicky thing, but I really wish people - generally beginners - in the arts would quit asking "Can I do <X>?"
Of course you can do it.
What you should be asking is: Should you do it? Do you have the ability to do it effectively? Even if done effectively, will it achieve the goal you want? What will be the consequences?
Naturally, a couple of the above are technically impossible to answer accurately, such as the "do you have the ability..." one. Can't know until you try - and even then, you'll get mixed reactions.
The "Can I..." question smacks to me of asking permission, and for some reason that really gets under my skin. I realize most people are probably actually asking "Can I... effectively?" which is an altogether more productive line of inquiry. Even then, though, the answer is almost certainly "Yes, if you're good enough."
So I suppose what I'm really trying to encourage artists to do is forego asking the "Can I" question. Instead, do whatever it is you wondered about, and do it as well as you can. Then take that work to people whose opinions you trust, and ask this question instead:
"Have I done <X> effectively?"
Then all you have to do is reconcile the many conflicting opinions you'll get in return...
Of course you can do it.
What you should be asking is: Should you do it? Do you have the ability to do it effectively? Even if done effectively, will it achieve the goal you want? What will be the consequences?
Naturally, a couple of the above are technically impossible to answer accurately, such as the "do you have the ability..." one. Can't know until you try - and even then, you'll get mixed reactions.
The "Can I..." question smacks to me of asking permission, and for some reason that really gets under my skin. I realize most people are probably actually asking "Can I... effectively?" which is an altogether more productive line of inquiry. Even then, though, the answer is almost certainly "Yes, if you're good enough."
So I suppose what I'm really trying to encourage artists to do is forego asking the "Can I" question. Instead, do whatever it is you wondered about, and do it as well as you can. Then take that work to people whose opinions you trust, and ask this question instead:
"Have I done <X> effectively?"
Then all you have to do is reconcile the many conflicting opinions you'll get in return...
Monday, March 18, 2013
A Slightly Bumpy Book Launch
Wheeew. That was more of a chore than usual.
Being a rather tech-savvy person (not to mention a pretty decent programmer), I haven't really had issues with eBook formatting before. Sure, it took a couple hours at the beginning of it all to learn the ropes, but after that I never had much trouble getting my books to look the way I wanted. Until yesterday.
So long as you upload a .doc file, Amazon's conversion process is a breeze. The only other version I tried was uploading .html, and that had some issues - mostly because the HTML output from both OpenOffice and LibreOffice is extremely flawed. I was about to dive in an fix it manually when I remembered I could just go with a .doc. I wish they'd just start supporting .odt, but oh well. Can't have it all.
Smashwords, on the other hand, is a different beast. A lot of people decry the Meatgrinder, but I've never had too bad of an experience. The only real beef I've got with the output is that their "Online Reading" view (accessible from the Smashwords store itself) butchers text stylings. It can't seem to take text alignment from the text styles, so all the centered text displays improperly. It makes the book look horrible right from the title page. Fortunately, not many people buy directly from Smashword's site, and the epub, mobi, and other formats all look fine. People who find my books on Apple, B&N, and the other stores will have a properly arranged product.
Still, it annoys me. I'll probably see what I can do about it later this year (maybe just start a conversation with the Smashwords people themselves and see if they can fix the way their Online View is put together).
The most... erm... amusing lesson of yesterday and today's formatting issues is that the epub validation process (required for distribution to Apple) can get a bit wonky. I don't know a vast amount about the process, but apparently it can mistake your style names for html tags and think that the file is malformed. I had a style called "blockquote" because it was for freaking block quotes and other text formatted like them; for instance, a missive from one king to another, printed verbatim on the page.
I ended up changing the style name to the more fanciful "LetterScribe." That fixed the problem. Still, it took unzipping the epub and going into the text with Notepad++ to find the source, and that was rather annoying.
Still and all, it's done. The book is published on Smashwords and being vetted on Amazon as we speak. Once Amazon comes through and tells me the thing is published for true, I'll be making the official announcement.
Being a rather tech-savvy person (not to mention a pretty decent programmer), I haven't really had issues with eBook formatting before. Sure, it took a couple hours at the beginning of it all to learn the ropes, but after that I never had much trouble getting my books to look the way I wanted. Until yesterday.
So long as you upload a .doc file, Amazon's conversion process is a breeze. The only other version I tried was uploading .html, and that had some issues - mostly because the HTML output from both OpenOffice and LibreOffice is extremely flawed. I was about to dive in an fix it manually when I remembered I could just go with a .doc. I wish they'd just start supporting .odt, but oh well. Can't have it all.
Smashwords, on the other hand, is a different beast. A lot of people decry the Meatgrinder, but I've never had too bad of an experience. The only real beef I've got with the output is that their "Online Reading" view (accessible from the Smashwords store itself) butchers text stylings. It can't seem to take text alignment from the text styles, so all the centered text displays improperly. It makes the book look horrible right from the title page. Fortunately, not many people buy directly from Smashword's site, and the epub, mobi, and other formats all look fine. People who find my books on Apple, B&N, and the other stores will have a properly arranged product.
Still, it annoys me. I'll probably see what I can do about it later this year (maybe just start a conversation with the Smashwords people themselves and see if they can fix the way their Online View is put together).
The most... erm... amusing lesson of yesterday and today's formatting issues is that the epub validation process (required for distribution to Apple) can get a bit wonky. I don't know a vast amount about the process, but apparently it can mistake your style names for html tags and think that the file is malformed. I had a style called "blockquote" because it was for freaking block quotes and other text formatted like them; for instance, a missive from one king to another, printed verbatim on the page.
I ended up changing the style name to the more fanciful "LetterScribe." That fixed the problem. Still, it took unzipping the epub and going into the text with Notepad++ to find the source, and that was rather annoying.
Still and all, it's done. The book is published on Smashwords and being vetted on Amazon as we speak. Once Amazon comes through and tells me the thing is published for true, I'll be making the official announcement.
Thursday, March 14, 2013
More like SimShitty, eh? Eh?
An interesting thread here on reddit supporting my suspicion that at least some of the worst changes to SimCity (always-on DRM and tiny maps) were either late changes to the game forced on the dev team or taken out in order to provide for DLC later on.
Not the way to make a game, folks. Not the way at all. And implementing the changes in Javascript, client-side? That's just bizarre.
Not the way to make a game, folks. Not the way at all. And implementing the changes in Javascript, client-side? That's just bizarre.
Tuesday, March 12, 2013
SimCity: A Lament
It's been very sad to see the kerfuffle surrounding the recent SimCity launch. Although at least it gave me the excuse to use the word "kerfuffle."
SimCity is a venerable brand. I've played many of them, including an old SNES version which, as I recall, was actually my introduction. The engineer in me loves learning the systems and making things run along, and solving problems when they come up (in fact, my biggest complaint is that SimCity never gave you enough realistic problems to deal with). SimCity 4 was fantastic, introducing the regions that you could tie together with various transport methods. I spent stupid amounts of time just sculpting landscapes.
Of course, EA wasn't content to let a good game be made. They wanted to engineer a revenue stream, making sure their players' gametime was filled with "oppurtunities" to buy extra stuff RIGHT AWAY. Hence the always-on connection requirement. More control, larger audience, more ways to suck the cash out of the customer. EA has grown so large they've lost the institutional focus on actually providing great games. I feel sorry for the folks at Maxis. I'm certain a lot of these "features" were demanded from on high.
This reminds me of what happened with SPORE, the Will Wright masterpiece that ended up being a pretty hum-drum little disappointment. Reading Will Wright's vision for the game and seeing some of their early demos, the game looked amazing. Plenty of buzz was building. In steps EA with DRM demands and modification designed to make the game "accessible."
In case you haven't cracked the code, accessible generally means boring. I've heard from several people that SimCity - in the brief moments they can play it - is also pretty shallow compared to earlier versions.
EA, please stop ruining good games. Stop "suggesting" changes. Stop demanding fussy DRM. People, stop pre-ordering games from EA. How many times do they need to abuse your trust before they lose it?
I never did buy SimCity, even though I was hopeful that it would turn out well. SPORE (along with others) taught me a valuable lesson, and I never pre-order games anymore. I've begun to back some on Kickstarter - we'll see how that turns out in the long run.
SimCity is a venerable brand. I've played many of them, including an old SNES version which, as I recall, was actually my introduction. The engineer in me loves learning the systems and making things run along, and solving problems when they come up (in fact, my biggest complaint is that SimCity never gave you enough realistic problems to deal with). SimCity 4 was fantastic, introducing the regions that you could tie together with various transport methods. I spent stupid amounts of time just sculpting landscapes.
Of course, EA wasn't content to let a good game be made. They wanted to engineer a revenue stream, making sure their players' gametime was filled with "oppurtunities" to buy extra stuff RIGHT AWAY. Hence the always-on connection requirement. More control, larger audience, more ways to suck the cash out of the customer. EA has grown so large they've lost the institutional focus on actually providing great games. I feel sorry for the folks at Maxis. I'm certain a lot of these "features" were demanded from on high.
This reminds me of what happened with SPORE, the Will Wright masterpiece that ended up being a pretty hum-drum little disappointment. Reading Will Wright's vision for the game and seeing some of their early demos, the game looked amazing. Plenty of buzz was building. In steps EA with DRM demands and modification designed to make the game "accessible."
In case you haven't cracked the code, accessible generally means boring. I've heard from several people that SimCity - in the brief moments they can play it - is also pretty shallow compared to earlier versions.
EA, please stop ruining good games. Stop "suggesting" changes. Stop demanding fussy DRM. People, stop pre-ordering games from EA. How many times do they need to abuse your trust before they lose it?
I never did buy SimCity, even though I was hopeful that it would turn out well. SPORE (along with others) taught me a valuable lesson, and I never pre-order games anymore. I've begun to back some on Kickstarter - we'll see how that turns out in the long run.
Tuesday, March 5, 2013
The Story Reconstruction Blues
I've been editing The Crown Unconquered for a couple weeks now. It's been hard going. My beta readers were pretty much in agreement with me on the main problem spots, which means those things need to get solved, hard. Sadly, I've been in a funk this last couple of weeks as well, which never makes writing easy.
The process goes as follows:
-Get charged up to fix the story, sit down to edit
-Make some progress
-Grow daunted by the task in front of me and unsure of my own skills
-Despair sets in, walk away from story confident I'll never get anywhere with my writing
-Do other things, dwell on story
-Remember how awesome the story will be once I fix it
-Get charged up, sit down to edit...
Rinse. Repeat. Low moods never help, of course. I feel myself emerging from that, so I'm still confident I can get this story fixed and published by the end of the month.
The process goes as follows:
-Get charged up to fix the story, sit down to edit
-Make some progress
-Grow daunted by the task in front of me and unsure of my own skills
-Despair sets in, walk away from story confident I'll never get anywhere with my writing
-Do other things, dwell on story
-Remember how awesome the story will be once I fix it
-Get charged up, sit down to edit...
Rinse. Repeat. Low moods never help, of course. I feel myself emerging from that, so I'm still confident I can get this story fixed and published by the end of the month.
Friday, February 15, 2013
Could Apple Beat Orange in a Fight?
I'm going to ram my head into the wall every time I see another "Gandalf vs. <Some other wizard/magic-user>" discussion. Seriously, I can't stand them. Generally for phenomena that exist purely for fun I can put aside the logical quibbles I have with them, but this one is just so.... so fundamental I can't help but be driven crazy by it.
To every fanboy out there: Unless you are arguing about characters within the same mythos (and preferably written by the same author - looking at you here, Star Wars fans) you have no basis for comparison. I can't tell you whether Gandalf would win in a fight against Voldemort, because the entire fundamental rules of their realities are different.
If I'm being glib I'll just pick the character I like better, but if someone were to - in all seriousness - ask me to decide the question, I'd demand a lot of money for all the time I'm going to need to spend constructing the logical/physical/magical framework that translates one world into another. Most of that would be pulled straight from down under, and thus the decision is still arbitrary.
Technically the same applies even to mundane warriors, though at least there you can kind of trust that they need to follow basic physics. However, given the prevalence for fiction authors (myself included) to have their characters do some pretty improbably stuff, they become just as impossible to compare.
To every fanboy out there: Unless you are arguing about characters within the same mythos (and preferably written by the same author - looking at you here, Star Wars fans) you have no basis for comparison. I can't tell you whether Gandalf would win in a fight against Voldemort, because the entire fundamental rules of their realities are different.
If I'm being glib I'll just pick the character I like better, but if someone were to - in all seriousness - ask me to decide the question, I'd demand a lot of money for all the time I'm going to need to spend constructing the logical/physical/magical framework that translates one world into another. Most of that would be pulled straight from down under, and thus the decision is still arbitrary.
Technically the same applies even to mundane warriors, though at least there you can kind of trust that they need to follow basic physics. However, given the prevalence for fiction authors (myself included) to have their characters do some pretty improbably stuff, they become just as impossible to compare.
Thursday, January 17, 2013
A Fantasy Author in a College Creative Writing Course
As some of you know, I am nearing the end of what has been a very, very long journey to a college degree. In that time I have majored in three different subjects and accumulated enough credits to earn a pair of degrees (albeit if those degrees had requirements as eclectic as my own tastes).
However, despite my copious and varied experience in college and despite the fact that I have been writing fairly steadily since I was ten, I have never once taken a creative writing course - until now.
Why? Because fantasy writers do not fit in with academic creative writings courses. Because Science Fiction writers do not fit in with academic creative writing courses. And, to a certain extent academic creative courses are not designed to create professional authors. They are designed to create professional "critics and academics," as the excellent Kathleen Rush puts it. I will let her blog posts (which I just linked) do the heavy lifting on those assertions. Suffice to say that I agree with her on most points in which I have any basis for comparison.
This semester, however, I decided to take a chance on a creative writing course. On the one hand, thus far it seems pretty nice. I get to write whatever I want, as much or as little, and the prof will attempt to grade me based on the portfolio of work I have submitted by the end of the class.
On the other hand, it does not seem that the class is going to overturn any of the preconceptions I had about a college-level creative writing course. After sharing some of my first submission to the class, the professor was upfront about not 'getting' why people read Fantasy. It struck me as an odd question from a college literary professor.
People read their preferred genre for a lot of reasons, but I've always believed that the basis for every genre is the same. Characters that feel real to us, and a story that entertains us.
I should say that he was in no way condescending. I actually rather like the professor; to a large extent because of how honest he was about his lack of understanding. But there has never been a genre that I simply did not get the appeal of. It may not hold that same appeal for me, but I can at least begin grasp why others read it.
I digress. My point is not to say that I think the class is bad - in fact, I think I will enjoy it. Partially because of my little ongoing experiment to see how an author like myself is received in a class like this. (I may even try to stray outside of my own genres, to give them a rest and maybe even to grow a little as an author). However, as I suspected, I'm the black sheep of the class - at least at first glance. And I don't really expect there to be much concern with how to get work published despite the fact that we have several talented writers and at least one whom I know is concerned with publication.
It ought to be an interesting semester. I might even try submitting some things I intend to publish.
However, despite my copious and varied experience in college and despite the fact that I have been writing fairly steadily since I was ten, I have never once taken a creative writing course - until now.
Why? Because fantasy writers do not fit in with academic creative writings courses. Because Science Fiction writers do not fit in with academic creative writing courses. And, to a certain extent academic creative courses are not designed to create professional authors. They are designed to create professional "critics and academics," as the excellent Kathleen Rush puts it. I will let her blog posts (which I just linked) do the heavy lifting on those assertions. Suffice to say that I agree with her on most points in which I have any basis for comparison.
This semester, however, I decided to take a chance on a creative writing course. On the one hand, thus far it seems pretty nice. I get to write whatever I want, as much or as little, and the prof will attempt to grade me based on the portfolio of work I have submitted by the end of the class.
On the other hand, it does not seem that the class is going to overturn any of the preconceptions I had about a college-level creative writing course. After sharing some of my first submission to the class, the professor was upfront about not 'getting' why people read Fantasy. It struck me as an odd question from a college literary professor.
People read their preferred genre for a lot of reasons, but I've always believed that the basis for every genre is the same. Characters that feel real to us, and a story that entertains us.
I should say that he was in no way condescending. I actually rather like the professor; to a large extent because of how honest he was about his lack of understanding. But there has never been a genre that I simply did not get the appeal of. It may not hold that same appeal for me, but I can at least begin grasp why others read it.
I digress. My point is not to say that I think the class is bad - in fact, I think I will enjoy it. Partially because of my little ongoing experiment to see how an author like myself is received in a class like this. (I may even try to stray outside of my own genres, to give them a rest and maybe even to grow a little as an author). However, as I suspected, I'm the black sheep of the class - at least at first glance. And I don't really expect there to be much concern with how to get work published despite the fact that we have several talented writers and at least one whom I know is concerned with publication.
It ought to be an interesting semester. I might even try submitting some things I intend to publish.
Monday, September 24, 2012
Inspiration Gives You Sentences - Dedication Gets you Books
With the ubiquity of the internet these days, I expected (well, hoped, anyway) some of the more whimsical ideas about creativity to finally die their proper deaths. It seems, however, that the internet is at least as good at perpetuating myths as it is at killing them.
This week, I have encountered not once, not twice, but three separate times (once online and twice in person) a particularly ridiculous idea that I was lucky enough to shed by the age of fourteen or so: "I cannot create if I'm not inspired."
I could throw out plenty of quotes by successful artists about the value of hard work over so-called inspiration, but you can search out those yourself. I'd rather approach this from a more personal vantage.
I have known what it is to be truly inspired. I have felt the serenity of being seemingly guided by some otherworldly force as I put words to the page, and everything that I got out was golden. When I was lucky, this feeling would last for a couple hours, giving me a few thousand words that needed minimal tweaking or editing. They just worked.
The feeling always went away before I had the entire story, though - and usually it doesn't last for hours. Usually it is just for a few moments, and often not when I am actually writing. I need to trust in memory or jot the ideas down before they escape, because inspiration struck in the shower or at work or - most often - just before I fall asleep (I have taken to jumping out of bed to write things down when this happens, now).
These quick visits of "The Muse" rarely garner me any more than a sentence or two, perhaps a quick exchange of dialogue, a plot point, or a visual scene. All these things need to be tied together, made sense of, and elaborated on with sufficient skill as to harness, not detract from, their perfection.
That part doesn't come with inspiration. It comes with work. Inspiration gives you an idea. Work makes it real.
This week, I have encountered not once, not twice, but three separate times (once online and twice in person) a particularly ridiculous idea that I was lucky enough to shed by the age of fourteen or so: "I cannot create if I'm not inspired."
I could throw out plenty of quotes by successful artists about the value of hard work over so-called inspiration, but you can search out those yourself. I'd rather approach this from a more personal vantage.
I have known what it is to be truly inspired. I have felt the serenity of being seemingly guided by some otherworldly force as I put words to the page, and everything that I got out was golden. When I was lucky, this feeling would last for a couple hours, giving me a few thousand words that needed minimal tweaking or editing. They just worked.
The feeling always went away before I had the entire story, though - and usually it doesn't last for hours. Usually it is just for a few moments, and often not when I am actually writing. I need to trust in memory or jot the ideas down before they escape, because inspiration struck in the shower or at work or - most often - just before I fall asleep (I have taken to jumping out of bed to write things down when this happens, now).
These quick visits of "The Muse" rarely garner me any more than a sentence or two, perhaps a quick exchange of dialogue, a plot point, or a visual scene. All these things need to be tied together, made sense of, and elaborated on with sufficient skill as to harness, not detract from, their perfection.
That part doesn't come with inspiration. It comes with work. Inspiration gives you an idea. Work makes it real.
Monday, June 4, 2012
Prosaic Formulaic
I just finished reading this article, and I enjoyed it. Go check it out. I'll wait.
...
Amusing, isn't it? So many people writing How-To's for writing best-sellers and cracking the formula... and not a single one of them has actually written a smash-hit novel. One of them, Donald Maass, is a very successful agent - but not, to my knowledge, a particularly successful writer.
I'm not a statistics guru, but I believe one of the major failings of those experiments, which the author of the article referred to, is known to as 'selection bias' (Don't quote me on that). They picked only the best-sellers and located very general (in fact, too general - I'll come back to that) common traits.
They did not, however, locate these same traits in the books that didn't make it big. I love the description of Baldwin's grand flop (The Eleventh Plague). Could there be a more telling example? The authors studied the 'formula,' collaborated with the 'experts,' and even managed to convince the agents, editors, and big-wigs at the publishing houses that they had a sure-fire success, netting them a seven-figure advance...
... and Plague didn't even crack the NYT bestseller list, let alone become a runaway success.
I do have some theories as to why they so expertly fooled (if it can be called that) the pros of the industry, but I'll leave those for another post. Suffice to say that the most concerted research-driven attempt to find the formula was a huge failure.
How can I say it was a failure when it earned the authors a cool million each?
Because it is likely that the publishing house lost a lot of money on that investment. Whether or not Baldwin went on to publish anything else (a quick Google search reveals that he did), he did not impress the readers. He fooled the false prophets of the industry, and thus made money off them, but he did not actually write a book that millions of people loved.
All leading, of course, to the obvious conclusion: There is no formula. Just write your damn story.
As a final bit of fun, I looked at the ten elements that Baldwin apparently cooked up, quoted here for convenience:
Seems like writing the formula for a best-seller is a lot like writing someone's horoscope...
Thus, and let me repeat this for emphasis:
There is no formula. Just write your damn story.
...
Amusing, isn't it? So many people writing How-To's for writing best-sellers and cracking the formula... and not a single one of them has actually written a smash-hit novel. One of them, Donald Maass, is a very successful agent - but not, to my knowledge, a particularly successful writer.
I'm not a statistics guru, but I believe one of the major failings of those experiments, which the author of the article referred to, is known to as 'selection bias' (Don't quote me on that). They picked only the best-sellers and located very general (in fact, too general - I'll come back to that) common traits.
They did not, however, locate these same traits in the books that didn't make it big. I love the description of Baldwin's grand flop (The Eleventh Plague). Could there be a more telling example? The authors studied the 'formula,' collaborated with the 'experts,' and even managed to convince the agents, editors, and big-wigs at the publishing houses that they had a sure-fire success, netting them a seven-figure advance...
... and Plague didn't even crack the NYT bestseller list, let alone become a runaway success.
I do have some theories as to why they so expertly fooled (if it can be called that) the pros of the industry, but I'll leave those for another post. Suffice to say that the most concerted research-driven attempt to find the formula was a huge failure.
How can I say it was a failure when it earned the authors a cool million each?
Because it is likely that the publishing house lost a lot of money on that investment. Whether or not Baldwin went on to publish anything else (a quick Google search reveals that he did), he did not impress the readers. He fooled the false prophets of the industry, and thus made money off them, but he did not actually write a book that millions of people loved.
All leading, of course, to the obvious conclusion: There is no formula. Just write your damn story.
As a final bit of fun, I looked at the ten elements that Baldwin apparently cooked up, quoted here for convenience:
1. The hero is an expert.My first novel has all of these to some extent. It lacks 5 almost entirely - but you could make a case for a weak instance. 10 sorta happened. 9 sorta happens. All the rest are slam dunks. I looked over some notes for other books I have outlined, begun, or conceived the general storyline for - yep, these ten are found to a large extend in them too.
2. The villain is an expert.
3. You must watch all of the villainy over the shoulder of the villain.
4. The hero has a team of experts in various fields behind him, etc.
5. Two or more on the team must fall in love.
6. Two or more on the team must die.
7. The villain must turn his attentions from his initial goal to the team.
8. The villain and the hero must live to do battle again in the sequel.
9. All deaths must proceed from the individual to the group: i.e., never say that the bomb exploded and 15,000 people were killed. Start with "Jamie and Suzy were walking in the park with their grandmother when the earth opened up."
10. If you get bogged down, just kill somebody.
Seems like writing the formula for a best-seller is a lot like writing someone's horoscope...
Thus, and let me repeat this for emphasis:
There is no formula. Just write your damn story.
Tuesday, May 29, 2012
Diablo III, Rant II: "The Lord of Error"
This won't be as long as the other one, I promise.
First of all, I was entirely correct in that, had Blizzard simply let me start playing on a higher difficulty level, I would have enjoyed the game far more.
Perhaps if I had stepped away from the game for a long while and come back and played it on the so-called Nightmare difficulty, I could have gotten a new sense of the story. Much like re-reading a book after many years, when you have forgotten many of the details. However, I wasn't about to do that. It's a new game and I'm gonna play it now.
I say again that the game and story are inextricably linked only on the first playthrough. On subsequent 'runs' nobody cares about the story. They don't stop and listen to the dialogue, and they probably don't even pause to watch the cinematic. Later playthroughs are not about atmosphere, or appreciating the finer points of the game - they are about loot and experience. The faster I can click on the hostile little bundles of pixels, the faster I can gather up both.
I covered a bit of how even the loot system feels cheapened in Diablo III, and I won't rehash the topic. Suffice to say that the blow to the story of Diablo III - which, while actually the least well-written of the three games, is still pretty entertaining - is almost unforgivable. I would have enjoyed it far, FAR more if I had merely been allowed to pick a higher difficulty setting from the beginning.
I know there are reasons for their choice. As a game designer myself I can see some of the logic behind it, but in my own humble, not-earning-billions-with-my-games opinion, I think they did it poorly.
Also, the permanent Battle.net connectivity requirement is a horrible decision as well. I'm basically writing this because I can't log in to Battle.net in order to play the game completely solo - because, despite its flaws it is still a decent game (and moreover, one I sunk $60 to pay for) and I'd rather be playing it than complaining about it.
First of all, I was entirely correct in that, had Blizzard simply let me start playing on a higher difficulty level, I would have enjoyed the game far more.
Perhaps if I had stepped away from the game for a long while and come back and played it on the so-called Nightmare difficulty, I could have gotten a new sense of the story. Much like re-reading a book after many years, when you have forgotten many of the details. However, I wasn't about to do that. It's a new game and I'm gonna play it now.
I say again that the game and story are inextricably linked only on the first playthrough. On subsequent 'runs' nobody cares about the story. They don't stop and listen to the dialogue, and they probably don't even pause to watch the cinematic. Later playthroughs are not about atmosphere, or appreciating the finer points of the game - they are about loot and experience. The faster I can click on the hostile little bundles of pixels, the faster I can gather up both.
I covered a bit of how even the loot system feels cheapened in Diablo III, and I won't rehash the topic. Suffice to say that the blow to the story of Diablo III - which, while actually the least well-written of the three games, is still pretty entertaining - is almost unforgivable. I would have enjoyed it far, FAR more if I had merely been allowed to pick a higher difficulty setting from the beginning.
I know there are reasons for their choice. As a game designer myself I can see some of the logic behind it, but in my own humble, not-earning-billions-with-my-games opinion, I think they did it poorly.
Also, the permanent Battle.net connectivity requirement is a horrible decision as well. I'm basically writing this because I can't log in to Battle.net in order to play the game completely solo - because, despite its flaws it is still a decent game (and moreover, one I sunk $60 to pay for) and I'd rather be playing it than complaining about it.
Sunday, May 20, 2012
Diablo III: When Storytelling and Gameplay Clash
*Diablo III spoilers ahead*
I just beat Diablo III. As it came out only a few days ago, and I only played it for ~15 hours so far, I definitely thought it went by too quickly.
It seems that Blizzard has designed this game experience to be like the 'high-level play' experience of World of Warcraft. That is to say - repetitive and grinding. To be fair, I have not looked into multiplayer very far, and know nothing about how PvP might work, but all in all, I admit to being disappointed with the end result.
The game itself was certainly fun, and I'm sure I'll continue having fun playing through on the higher level (Nightmare) difficulty. However, they should have given me the option to skip right to it. I didn't want an easy first run. I want to be challenged. Basically, they set up Normal difficulty as the tutorial - sadly, the tutorial happens to run through the entire game.
Had they let me skip the 'beginner' mode, I would have been far more satisfied with the game. It is hard to take the story (which is okay) and the grandiose cutscenes (which are phenomenal) seriously when I am tearing through the most powerful enemies Hell has to offer with a beam of destruction in one hand and a cup of tea in the other. I'm not even sure my wizard bothered to look at the terrible creatures he was annihilating.
One boss battle in the fourth act was especially laughable. I'm standing in the shattered ruins of Heaven itself while Diablo taunts me and tells me his most powerful servant, the Spikey Minion of Doom, lies ahead to stop me. I walk into the next room and said servant taunts me as well as our fight begins.
Spikey Minion died before his taunt had finished. Of course, the game didn't seem to expect this, as his coarse, arrogant voice kept playing even as I began to grab the magic loot off his spikey corpse. That sort of thing kind of detracts from the grandeur of the storyline. How am I supposed to take the fires of Hell seriously when I can snuff them like a match?
Even when playing through on Nightmare, if I decide to do that, won't restore the feel. I already know the story. I've seen everything the game has to offer. If the challenge had gone hand in hand with the discovery of the story itself, I would have been able to immerse myself in the titanic battle for the fate of all creation. As it was, I paid more attention to the magic items hemorrhaging from the holes I blew in the various demons than the demons themselves, even when they had fancy names and dialogue.
Some might say that collecting loot is what Diablo is all about - I'll even say they have a point. The story would have been great if I'd been challenged on my first play through (which is the only play through where story matters!) but oh well. As long as the rest of the gameplay is involving, I can forgive that failing.
Sadly, loot has been 'streamlined' to the point where it, as well, is boring. Magic items are now part of a harvesting system where you are expected to break most of them down for raw materials. That part ain't a big deal - they were common in earlier games too.
More damaging are the laughably named "rare" items, which by my guess drop about once every ten minutes. At first it was exciting to see those little gold names pop up, wondering what strange and powerful relic I had happened upon. By the end of the game they were no more exciting then any other item. Diablo III had managed to take the fun out of collecting loot. Rarity is a big part of the fun. If you remove that, you remove the whole point.
This post has gotten long... but I'm probably not done venting on the subject. I have been a fan of Blizzard since Warcraft (the original). I remember going to the mall for all seven of Starcraft's release dates. Though I quit World of Warcraft I still think it a well-done game.
Diablo III is, in my opinion, Blizzard's first stumble. Still a good game, had it come from any other company. But the bar for Blizzard is very high.
I just beat Diablo III. As it came out only a few days ago, and I only played it for ~15 hours so far, I definitely thought it went by too quickly.
It seems that Blizzard has designed this game experience to be like the 'high-level play' experience of World of Warcraft. That is to say - repetitive and grinding. To be fair, I have not looked into multiplayer very far, and know nothing about how PvP might work, but all in all, I admit to being disappointed with the end result.
The game itself was certainly fun, and I'm sure I'll continue having fun playing through on the higher level (Nightmare) difficulty. However, they should have given me the option to skip right to it. I didn't want an easy first run. I want to be challenged. Basically, they set up Normal difficulty as the tutorial - sadly, the tutorial happens to run through the entire game.
Had they let me skip the 'beginner' mode, I would have been far more satisfied with the game. It is hard to take the story (which is okay) and the grandiose cutscenes (which are phenomenal) seriously when I am tearing through the most powerful enemies Hell has to offer with a beam of destruction in one hand and a cup of tea in the other. I'm not even sure my wizard bothered to look at the terrible creatures he was annihilating.
One boss battle in the fourth act was especially laughable. I'm standing in the shattered ruins of Heaven itself while Diablo taunts me and tells me his most powerful servant, the Spikey Minion of Doom, lies ahead to stop me. I walk into the next room and said servant taunts me as well as our fight begins.
Spikey Minion died before his taunt had finished. Of course, the game didn't seem to expect this, as his coarse, arrogant voice kept playing even as I began to grab the magic loot off his spikey corpse. That sort of thing kind of detracts from the grandeur of the storyline. How am I supposed to take the fires of Hell seriously when I can snuff them like a match?
Even when playing through on Nightmare, if I decide to do that, won't restore the feel. I already know the story. I've seen everything the game has to offer. If the challenge had gone hand in hand with the discovery of the story itself, I would have been able to immerse myself in the titanic battle for the fate of all creation. As it was, I paid more attention to the magic items hemorrhaging from the holes I blew in the various demons than the demons themselves, even when they had fancy names and dialogue.
Some might say that collecting loot is what Diablo is all about - I'll even say they have a point. The story would have been great if I'd been challenged on my first play through (which is the only play through where story matters!) but oh well. As long as the rest of the gameplay is involving, I can forgive that failing.
Sadly, loot has been 'streamlined' to the point where it, as well, is boring. Magic items are now part of a harvesting system where you are expected to break most of them down for raw materials. That part ain't a big deal - they were common in earlier games too.
More damaging are the laughably named "rare" items, which by my guess drop about once every ten minutes. At first it was exciting to see those little gold names pop up, wondering what strange and powerful relic I had happened upon. By the end of the game they were no more exciting then any other item. Diablo III had managed to take the fun out of collecting loot. Rarity is a big part of the fun. If you remove that, you remove the whole point.
This post has gotten long... but I'm probably not done venting on the subject. I have been a fan of Blizzard since Warcraft (the original). I remember going to the mall for all seven of Starcraft's release dates. Though I quit World of Warcraft I still think it a well-done game.
Diablo III is, in my opinion, Blizzard's first stumble. Still a good game, had it come from any other company. But the bar for Blizzard is very high.
Wednesday, March 28, 2012
Professional = Deadlines
The Giant of Tidesmouth won't be out on time. "On time" was supposed to be by the end of the month, and the story itself may well be finished by then, but in a completely unedited state. Unlike Three Fingers of Death, which required fairly little editing, I suspect Giant is going to need a heavy hand on the cleaver.
Not that I suspect anyone is waiting for the next Wandering Tale story with baited breath. Nobody will notice if it doesn't arrive on time or get on my case about it. The fact is, the only one setting these deadlines is myself. I'm trying to work my way into the life of a professional fiction writer, and I damn well know that it will help to act the part even before I'm there. Thus, the deadlines, and the desire to hold myself to them.
It's funny - the first time I decided to write something seriously was due to my hatred of deadlines. I wrote a story when I was in second grade, for school, but it was due before I could make it really good (to my seven-year-old mind). I tried again in third grade, and it got a lot longer. Then I had an epiphany: Why bother writing it for school?
I worked on the 'full version' of that story for years. Until I was twelve or thirteen, I think. I abandoned it after realizing that I'd come up with the plot when I was eight, and it was just as derivative and self-insertion heavy as you could imagine. Still, it was a beginning. All without a deadline.
Of course, the reason I was writing it for years without any end in sight is partially because there was no deadline. No deadline means no pressure, and no pressure means it will likely never get done. I will endlessly tinker with a story long after the point when it should have been done, even if I finished the first version ages ago. "Stories are never finished - only abandoned," as the saying goes.
I also know that even a self-published professional author needs to be producing new things if he wants to stay a professional author, and so I thought it a good idea to get into the habit of writing on a deadline more. Sadly, the fact is that because it brings me scant little income (so far...) writing has to be one of the first things that gets pushed aside when other responsibilities await. These last couple of months have been thick with them.
I promise myself, though - or rather, threaten myself - that come summer, I will be keeping to my deadlines. Or else I won't get any dessert.
Not that I suspect anyone is waiting for the next Wandering Tale story with baited breath. Nobody will notice if it doesn't arrive on time or get on my case about it. The fact is, the only one setting these deadlines is myself. I'm trying to work my way into the life of a professional fiction writer, and I damn well know that it will help to act the part even before I'm there. Thus, the deadlines, and the desire to hold myself to them.
It's funny - the first time I decided to write something seriously was due to my hatred of deadlines. I wrote a story when I was in second grade, for school, but it was due before I could make it really good (to my seven-year-old mind). I tried again in third grade, and it got a lot longer. Then I had an epiphany: Why bother writing it for school?
I worked on the 'full version' of that story for years. Until I was twelve or thirteen, I think. I abandoned it after realizing that I'd come up with the plot when I was eight, and it was just as derivative and self-insertion heavy as you could imagine. Still, it was a beginning. All without a deadline.
Of course, the reason I was writing it for years without any end in sight is partially because there was no deadline. No deadline means no pressure, and no pressure means it will likely never get done. I will endlessly tinker with a story long after the point when it should have been done, even if I finished the first version ages ago. "Stories are never finished - only abandoned," as the saying goes.
I also know that even a self-published professional author needs to be producing new things if he wants to stay a professional author, and so I thought it a good idea to get into the habit of writing on a deadline more. Sadly, the fact is that because it brings me scant little income (so far...) writing has to be one of the first things that gets pushed aside when other responsibilities await. These last couple of months have been thick with them.
I promise myself, though - or rather, threaten myself - that come summer, I will be keeping to my deadlines. Or else I won't get any dessert.
Wednesday, February 15, 2012
I wish this were my job
Aie. It has been a helluva couple of weeks.
I've come up against one of the key obstacles to writing 'professionally' - namely, that writing professionally takes the kind of time commitment that doing most anything professionally does, and I don't have that kinda free time. I already have a job, as well as numerous other non-optional parts of my life that soak up free moments faster than I can acquire them.
While I'm perfectly aware that I won't be able to devote eight hours a day to writing - and never expected to - the approach I was taking was to write every day. A few hundred words a day, at least. It shouldn't be too hard. Hell, when I taught Martial Arts for a living I was always telling my students that they waste plenty of time during the day that they could have been practicing in, and now I find myself struggling to free up one hour each day to write in. Some days it's easy enough, but others it really does seem like I can't string 60 minutes together to save my life.
I've tried writing in even smaller chunks of time, but for better or for worse I just can't settle into it enough in half an hour, or fifteen minutes. I need time to decide where the story is going, what scene I want to write, and most importantly to focus on the task. I consider myself a pretty mentally disciplined person, but that doesn't come without a bit of effort, which also takes time. Bloody hell, everything takes time.
The one thing I have been able to do is keep my mind on writing, which helps to a certain extent. If I can solve the little obstacles - like "How do they start this important conversation?" or "Why would character A do activity B which gets them in position C in time for Plot Device D?" - in my free moments here and there, it makes it all the more easier to settle into that writing time when I finally get around to it.
It's a good thing I take the bus to work.
I've come up against one of the key obstacles to writing 'professionally' - namely, that writing professionally takes the kind of time commitment that doing most anything professionally does, and I don't have that kinda free time. I already have a job, as well as numerous other non-optional parts of my life that soak up free moments faster than I can acquire them.
While I'm perfectly aware that I won't be able to devote eight hours a day to writing - and never expected to - the approach I was taking was to write every day. A few hundred words a day, at least. It shouldn't be too hard. Hell, when I taught Martial Arts for a living I was always telling my students that they waste plenty of time during the day that they could have been practicing in, and now I find myself struggling to free up one hour each day to write in. Some days it's easy enough, but others it really does seem like I can't string 60 minutes together to save my life.
I've tried writing in even smaller chunks of time, but for better or for worse I just can't settle into it enough in half an hour, or fifteen minutes. I need time to decide where the story is going, what scene I want to write, and most importantly to focus on the task. I consider myself a pretty mentally disciplined person, but that doesn't come without a bit of effort, which also takes time. Bloody hell, everything takes time.
The one thing I have been able to do is keep my mind on writing, which helps to a certain extent. If I can solve the little obstacles - like "How do they start this important conversation?" or "Why would character A do activity B which gets them in position C in time for Plot Device D?" - in my free moments here and there, it makes it all the more easier to settle into that writing time when I finally get around to it.
It's a good thing I take the bus to work.
Friday, February 3, 2012
The Wandering Tale
My published story The Swordsman of Carn Nebeth is the first in a series (but I must use the term loosely) of novellas I'm calling The Wandering Tale.
This is a series of stories for those who don't feel like starting another epic. Don't get me wrong, I love epic fantasy - Ice and Fire, Sword of Truth, Lord of the Rings, Wheel of Time, all great stuff - but sometimes I want a "one and done" deal. I don't always want to feel like I'm committing to an entire series by picking up a new book Some authors don't even bother completing a full story arc in their initial novel! Drives me nuts!
Turns out, both The Wandering Tale and my first novel are meant to be one-and-done. The Wandering Tale is a very, very loosely connected series. Each novella will be a completely stand-alone story arc, with one character existing as a connection between the last story and the present one.
The stories will exist in a single world, and yes I will continue to explore that world with each story - it's not like I don't want to reward people who stick with the series. I just don't want readers to feel like they need to read them all to get the whole story. Maybe this isn't good marketing, but I have plenty of EPIC SERIES in mind to write. The Wandering Tale is meant to fulfill a more casual fantasy reader's desires.
I do have a few small tie-ins brewing. Little things that I'm calling Loops where we eventually see previous characters return for a quick cameo. I'm not sure I'll even bring attention to the fact that they are returning characters, though. Returning readers will recognize them, but nobody else will be the wiser.
I'm actually quite excited for The Wandering Tale. I believe Swordsman to be one of the finest stories I've ever written, and I think The Three Fingers of Death - entry two of the Tale - is as good. It's also exciting to be 'discovering' a world as I write it. Many of my other stories, I do world-building as a separate task once the initial story is written (If you enjoy world-building as much as I do, check out the Mythic Archipelago). With the Tale, though, I don't have anything planned. I come up with it as the story needs it. It's like exploring in my own head!
It gets scary in there, sometimes...
This is a series of stories for those who don't feel like starting another epic. Don't get me wrong, I love epic fantasy - Ice and Fire, Sword of Truth, Lord of the Rings, Wheel of Time, all great stuff - but sometimes I want a "one and done" deal. I don't always want to feel like I'm committing to an entire series by picking up a new book Some authors don't even bother completing a full story arc in their initial novel! Drives me nuts!
Turns out, both The Wandering Tale and my first novel are meant to be one-and-done. The Wandering Tale is a very, very loosely connected series. Each novella will be a completely stand-alone story arc, with one character existing as a connection between the last story and the present one.
The stories will exist in a single world, and yes I will continue to explore that world with each story - it's not like I don't want to reward people who stick with the series. I just don't want readers to feel like they need to read them all to get the whole story. Maybe this isn't good marketing, but I have plenty of EPIC SERIES in mind to write. The Wandering Tale is meant to fulfill a more casual fantasy reader's desires.
I do have a few small tie-ins brewing. Little things that I'm calling Loops where we eventually see previous characters return for a quick cameo. I'm not sure I'll even bring attention to the fact that they are returning characters, though. Returning readers will recognize them, but nobody else will be the wiser.
I'm actually quite excited for The Wandering Tale. I believe Swordsman to be one of the finest stories I've ever written, and I think The Three Fingers of Death - entry two of the Tale - is as good. It's also exciting to be 'discovering' a world as I write it. Many of my other stories, I do world-building as a separate task once the initial story is written (If you enjoy world-building as much as I do, check out the Mythic Archipelago). With the Tale, though, I don't have anything planned. I come up with it as the story needs it. It's like exploring in my own head!
It gets scary in there, sometimes...
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