AMA: On writing too concisely

Valerie asked:
Do you have any advice for people who write too concisely (i.e., me)? 

Write more.

Okay, kidding. Honestly, I don't know how much help I can be here because personally I try to write concisely. I'm not a fan of purple prose, and I'm not sure how to write elaborate description well without falling into the purple trap (although I know it can be done).

So I aim for concise. I'm not sure you can write too concisely.

Rather than worrying about concise or verbose (which is really just word count, which really only matters if you're getting paid per word), take a look at whether the prose does it's job: to pull the reader into the story. There's like a bazillion ways to do that, but I think it can be done both concisely and verbosely. I've seen great authors do both.



Got a question? Ask me anything.

AMA: Self-mutilation in Torment?

hightechzombie asked:
Do you intend to add self-mutilation to Tides of Numera like in Planescape: Torment during Ignus "lessons"?

Probably asking this way too early, considering that you are still in pre-production. Still, this is very important to me!

Backstory (because my audience includes non-Torment fans as well):
In Planescape: Torment, you played the role of an immortal who lost his memories each time he died. Because you're immortal, we were able to include moments like plucking out your own eye and replacing it with a demon's, or having a powerful wizard (Ignus) teach you how to use powerful fire magic by, literally, burning the lesson into your body.

In Torment: Tides of Numenera, you don't play an immortal, but the castoff shell of a man who cheats life by jumping from body to body (he doesn't realize the bodies he leaves behind wake up and have their own lives after he leaves them).

So you're not immortal, but the castoffs are quite hard to kill. We haven't drilled down into the details of every area yet (which is where a lot of this stuff will surface), and I'm not allowed to give spoilers, but there is definitely the opportunity for PST-like moments like Ignus and Ei-Vene.



Got a question for me? Ask me anything.

Ask Me Anything

I'm adding a new feature to the blog (poor, neglected blog). You can now ask me anything you want. At any time. About writing or game design or how Torment's going or what it's like parenting a billion kids or living in Thailand or how awesome Firefly and Avatar are . . . whatever. Periodically, I'll answer your questions here (NDAs notwithstanding, of course).

Don't have any questions right now? There's a tab up top and a link on the sidebar. Use 'em.

(Why don't I use an existing platform for this, like tumblr or Formspring? (1) I have control here. (1a) When those platforms die (like Formspring almost did last year), I'll still be here. (2) I have enough platforms, thanks. (3) You don't need more places to go either, I imagine.)

That's it. Use it if you want it. I'll just be over here. You know. Waiting.


Why I Love the Banner Saga

Guys, I think I love this game. I mean, it's over now, which makes me sad, but... Well, maybe I should tell you what it is.

The Banner Saga is a tactical RPG, kickstarted by Stoic Studio almost 2 years ago backed by over 20,000 people. It feels like what would happen if George R. R. Martin hired Don Bluth to make a short version of Final Fantasy Tactics set in a Norse world. You think I'm joking, but play it and tell me I'm wrong.

It's set in a fantasy world inhabited primarily by humans, varl (giants with massive horns), and nasty armored things called dredge. For some reason, the sun stopped moving near the horizon and the world is freezing. On top of that, the dredge are rushing out of the north, crushing everything and everyone in their path. Men and varl have to put aside their differences to save both their peoples, but that proves rather difficult.

And then things get worse.

You play a few different characters across the game, reluctant leaders of men and varl stuck in impossible situations. This is the first thing I love about the game. You don't know how to lead. You don't even want to lead. But the game asks you to make impossible decisions of the stand-and-fight vs. run-and-abandon-our-ancestors-home variety and then it makes you question whether you did the right thing.

The second thing I love is the game makes you feel like your decisions matter. They don't always, but so many of them do that you don't even notice the others. If you stand and fight, you might lose and be run off anyway, or you might actually win and be forced to make a different decision. Do you let the women of your clan train to fight, even though the men are dead set against putting their wives and daughters in danger? Do you encourage a town you pass by to flee with you, as you did, or stay and defend their homes, as you wish you did?

The game itself is a series of macro decisions on how to help your clan escape and survive, interspersed with tactical battles pitting your heroes against a few enemies. These were the third thing I loved. There's almost no dice-rolling; the outcome of your attacks is almost entirely deterministic (some people like to give me crap for designing elements of chance, but guess what? I can love both). And the abilities of the different heroes at your disposal can be combined in unique, sometimes unexpected ways, so that a clever commander can sometimes win even a hopeless battle.

The music, the art, the prolonged scenes watching my caravan trudge across the waste (it sounds weird, but those scenes are part of what really drew me into the game), the deaths, the questioning myself as a leader, the triumph when I finally did something right... It's just a good game. If you like tactical games or RPGs, check this one out. The Banner Saga is strong evidence that games are art.


"You must keep writing, because you are a writer."

You know those writers who say, "I really need to get back into writing," and then two weeks later they're still saying that? Guess who's become one of them.


Well, not that guy. Me. I'm one of them.

You may be familiar with some of my reasons. Drafting is my least favorite part of the process, and with two unpaid novels in the hopper, and a yes-paid job, my motivation for doing the sucky part has been sapped.

And you know what? My reasons are good reasons. I'm doing creative work for my dream job and excelling at it, and I've got novels on the submission train. My priorities are right where they should be. This is what 99.9% of my friends tell me when I bring up the fact that I've written an average of 1,000 words/month lately.

They're absolutely right. Everything's cool. I don't have to write.

But there was that 0.1%, that one friend (I have exactly 1,000 friends; prove I don't), who had to go and say something different that stabbed me right in the gut because it was exactly what I needed to hear. The wonderful and not-at-all maniacal Authoress grabbed me by the shoulders and said, "You must keep writing, because you are a writer."

Ow! OwowowowowieowieOWow.

It's absolutely true that when push comes to shove, the paid job wins (actually the family wins, but they get on a timeout when they shove me, so . . .). But I've been tackling every single day like my job was in crunch time. I am a game designer. But I'm also a writer. If I can't figure out a way to do both, then . . .

Well, I just have to figure out a way to do both.

I know it can be done. I know because I find time to tweet, read, play chess online, and even draw. I don't have to write a lot (see the aforementioned priorities), but if I can't find time to squeeze out even 250 words in a day? That qualifies as pathetic.

Well, pathetic for me. You make your own goals.

What are your goals? How's your writing going?