Talking Yourself through Drafting
World-Building 104: Making a World That's Compelling
This is part of a series on fictional world-building. We've talked about how to get started, how to organize your thoughts, and how you can use maps for inspiration and internal consistency.
We've noted several times that world-building can be a huge endeavor. Even if your setting is mostly true-to-life, you're still creating a whole made-up world to immerse the reader in. It can be overwhelming to think of everything that is—or even just could be!—true within your setting.
On top of it all, you want your world to be compelling, to draw the reader in so that they want—no, need!—to know more about its mysteries and what happens next to the characters in it.
How do you do that?
To make a world that's compelling requires two of the same things that make your plot and characters compelling: conflict and theme.
Let me explain.
Conflict
A good plot has conflict—usually grown out of the conflicting goals of the characters within it. Luke Skywalker wants to save the princess from the evil Darth Vader. Eleanor Shellstrop wants to stay in the Good Place even though she doesn't belong there. The Baudelaire orphans want to escape the evil Count Olaf.
These conflicts are what make these stories compelling. We root for these characters and want them to succeed. But the worlds of each of these stories have their own inherent conflicts as well (major spoilers deliberately avoided below):
- In Star Wars, the Galactic Empire oppresses the entire galaxy, while the Rebel Alliance struggles to resist their fascist rule.
- In The Good Place, humans face a universal point system that determines whether they live in paradise or are tortured for eternity.
- In A Series of Unfortunate Events, a mysterious organization secretly helps people and thwarts those who would do harm.
- The world of Star Wars explores themes of fascism, freedom, and resistance.
- The world of The Good Place explores ethics and morality.
- The world of Unfortunate Events revolves around education vs. ignorance and what it means to do the right thing.
World-Building 103: Maps!
Today, we're going to talk about one of my favorite parts of world-building: maps! This is the third part of a series on world-building. The first two parts can be found here:
An early map I drew for my old Air Pirates novel (that I have to get back to some day) |
- A map helps maintain consistency. Like a world bible, a map provides a way to keep track of things in your story—specifically, where things are relative to each other and how far away they are.
- A map helps you think things through. Drawing a map—like drawing anything—requires dozens of tiny decisions that you might not have thought about if you were just looking at words in a word bible. How large is this place? What does it look like? How far is it from that other place? How did it get there? What resources is it near? It's another avenue of questions to ask that can deepen your world.
- A map can inspire new ideas. You'll start your map with the locations you know, but pretty soon, you'll run into areas that provoke new ideas. What would be located in this space here? How might that impact the people in the other places? What cool thing might go in this empty space?
- A map can immerse you in the world. One reason maps are published in novels is to immerse the reader in their worlds. Making your own map can do the same for you. And as I've said before, if you are immersed in your world, your reader will be too.
The map for my Post-Apoc Ninjas novel |
- It's faster. This feels counterintuitive, but it's true—I've spent enough time with map generators to know. Usually, you spend a lot of time generating new maps (or trying new searches) when it would be much quicker to just do a couple of drafts yourself.
- You get exactly what you want. You may not know what you want right away, but when you start generating maps, you quickly realize you know what you don't want. This is one of the reasons drawing your own map is actually faster. Drawing your own forces you to think it through and make decisions, until you realize you actually do want certain things.
- It's easy to revise. This is another reason that finding or generating a map doesn't work as well: you know it's not what you want, but you can't just tweak things here and there. You have to generate a whole new map with different parameters. Drawing your own map, revision is as simple as a quick erase.
World-Building 102: Getting Organized
Last week, we talked about what world-building is and how to get started. Among other things, we learned that world-building is... well, it can be a lot.
Even if you're just taking regular old modern-day Earth and giving it a small tweak—like humans figure out how to get to Mars or there are actual witches—there are still dozens of questions and implications that you could think through to deepen the world. And for a full-blown secondary fantasy world? The questions are endless.
So today, we'll talk about organizing all of that so you don't get overwhelmed.
1) Start a world bible
A world bible is just a document (or a wiki or a Miro board or something) where you record your ideas and decisions. You'll need this so you can remember them and reference them later.
How you organize your world bible is up to you—the document is literally there to aid you and you alone. I like to separate mine into sections like a historical timeline, nations or kingdoms, sentient species, cosmology (how the world came to be), how magic works, unique plants and animals, etc. Obviously, not every story needs every section, but these are places to start.
Remember, too, that your world bible is a living document. It is for your benefit only, and you can revise and add to it as you need to.
2) Choose a point and work outward
It's overwhelming to try and think about everything at once, but the point of having a world bible is that you don't have to keep it all in your head. You can have one idea, write it down, and then move on to the next.
Don't know how to answer a question yet? That's okay. Just write the question down and move on.
What if a new idea conflicts with an older one? That's okay! Again, nobody else is going to read this document, so it doesn't have to maintain internal consistency. I mean, you should try, but you can address conflicts as you discover them.
Often, when a new idea conflicts with something you thought of a while ago, you'll find that the older idea can be easily updated or dismissed. And if it can't, then maybe the new idea can be tweaked. Consistency is important in world-building, and it's a lot easier to create when you haven't even written the story yet.
SIDEBAR: Creating a world bible for collaboration—say, for a video game or when co-authoring a novel—does require more internal consistency. People who are not you will reference the world bible and assume what's in there is fact. The basic ideas in this post still apply though. You and your collaborators just have to do extra work to keep the world bible up to date.
3) Sketch out a timeline of events
I mentioned a timeline as part of the world bible. For me, this is where I often start, and it often becomes the backbone of my world. It helps me to understand how one thing led to another and how everything is connected.
It might not work that way for you, but a timeline is still a good thing to have. Understanding the larger story of your world is a good way to maintain consistency and create real depth.
4) Focus on your story
It's easy to go overboard on details and histories and nations and magic systems and flora and fauna... but remember that you don't have to flesh out everything. You really only need enough details to start writing your story.
When you feel yourself getting overwhelmed with questions or unable to detail some aspect of the world (or unwilling to because it feels boring), take a step back. Ask yourself, "Do I need to know this to write my story?"
Often, you don't.
Because world-building isn't about actually creating an entire world; it's about creating the illusion that you've created an entire world. And that's a lot easier to do.
How do you know when you're done?
The truth is you're never done. There are always more details you can think up (and there always will be when you start writing the story). The good news is that you don't have to be done to start writing.
World-building of the kind I've described above has two main goals:
- To help you understand your world enough to start writing
- To give you extra details to draw from when you need them
World-Building 101: Asking Questions
If you're writing any kind of genre fiction—if there are any fantastical or sci-fi elements in your world at all—you need to do some world-building. This is true whether you're creating a full-blown fantasy world, a sci-fi universe set 100 years in our future, an urban fantasy that's mostly like our world but with some magic in it, or even just our regular world but everybody has self-driving cars now. All of these require some world-building.
So, let's talk about that.
What is world-building? It's you understanding why things are the way they are in your fictional setting and how things are different from our world. It's exploring the "What if?" behind your speculative fiction. What if magic was real? What if we colonized other planets? Even a full-blown fantasy world is a form of "What if?": What if there were a world like ours, except with elves and dwarves, and it was created by some kind of gods?
World-building is thinking through the implications of that "What if?" and then using those implications to flavor your story and immerse the reader.
How do you do it? By asking questions. For example, say your setting is a world exactly like ours except that the city your story takes place in was designed with walkable spaces and public transportation instead of cars. This is mostly (but not entirely) science-fiction, and it raises some questions that you might want to answer, like...
- How long has the city been like this? Was the city always this way, or was it converted from a car-based environment?
- Is it the only city like this, or are most cities in this world like this too?
- How do people feel about it? Is it just normal to them, or is it brand new or even controversial?
- How did the city come to be this way? Is it part of an urban-design experiment, or did the culture shift away from traditional cities because something happened, or something else?
- Does the city's design have a direct impact on the story, or is it more of a backdrop?
What Improvement Actually Looks Like
One of my favorite games of all time and one of the hardest high-precision platformers I have ever played is Celeste. This game asks you to traverse a series of deadly rooms through a combination of jumps, dashes, and wall climbs. Most rooms can be traversed in a matter of seconds, though you will often die dozens of times before that happens.
Some rooms are much longer. A successful run through the final room, for example, can take more than two minutes. Here's a clip if you want to see it (SPOILER):
I spent hours of trial and error trying to traverse this room. My kids watched sometimes, and I found an interesting phenomenon: Every time I said, "I'm getting better! Look how far I can get," I would immediately die several times on the early, "easy" parts that I thought I had figured out.
It was frustrating (and embarrassing). I felt like I'd learned nothing, like my previous successes had been luck, and I was lying to myself that I was improving at all.
That's because, like most people, I believed this:
It makes sense, right? Put the time in, and you will get better (and you'll never go back down to a previous level, because you can't! You're better now!).
But what happened to me was this:
I would get consistently better and then suddenly get worse—a lot worse, in places that I thought I had already figured out. It led me to believe that I hadn't gotten better at all. I became disillusioned, frustrated, and discouraged.
This pattern—trying to improve, getting better for a bit, then failing more than we think we should—can be seen over and over again in everything: playing piano, learning to snowboard, writing more words per day, lifting weights, breaking a bad habit, improving ourselves through therapy, and on and on.
It can be frustrating when we feel like we've slid backwards, like we're not improving at all and will maybe never improve.
But if you keep going, you find a strange, new truth:
Improvement doesn't happen in a straight line. It has peaks and dips and plateaus and more dips, but so long as you continue, it always, always goes up—even when it doesn't feel like it.
Failing repeatedly in Celeste (while telling my kids, "Look what I can do!") helped prove this to myself. I wanted to finish the room, and I got frustrated every time I died. To succeed, I had to change my goal from "finish the room" to "practice toward consistency."
I would celebrate the small victories: when I did an early bit of platforming well, when I became more consistent at a part that used to give me trouble, even when I died in a way I never had before. I wasn't reaching new lengths in the room, but I was slowly improving and, perhaps more importantly, enjoying every run even though I died hundreds(!) of times.
This applies to writing too. Maybe I don't hit 1,000 words every day, but I can celebrate that I am hitting 500 every day—or 200! Or 50! I can even celebrate that I just sat down to write multiple days in a row. I can celebrate writing a sentence or even simply opening my document without fear.
And when I fail at these things, I can remember that's part of the process too. Improvement doesn't happen in a straight line, and I'm going to fail sometimes. It's impossible not to! But forward is forward.
All of which is to say: don't give up. So long as you keep going, you are improving, even when it doesn't feel like it.
Trust the process.
Should You Keep Writing?
Like I said last week, publishing is a difficult business. And there will always come a time when you wonder whether you're wasting your time—whether you should even be writing at all.
How do you know when to keep going and when it's time to quit? Ultimately, only you can decide, but personally, I would first ask...
Do you enjoy it?
If you have time to write and you enjoy it—not getting published but the act of writing itself—then don't quit! Why would you? We only have a limited number of days on this Earth. You might as well spend them doing something you love.
But nothing is fun forever, so...
What if you don't enjoy it?
This is a harder question. If writing pays your bills, that's fantastic and maybe a good reason to do it. (MAYBE.) If it's not and you're just hoping to get rich, well... that's a bad idea, statistically speaking.
So, if writing doesn't bring you joy, and it's not sustaining your existence, then that begs a more difficult question....
Why are you writing?
Truth-telling time. I've been writing seriously for decades, but the last few years, I found an increasing fear every time I sat down to write. I enjoyed being done with something, but I only got that feeling once a year or something. I wasn't making money with my novels, and I had very low prospects of doing so.
All of that's par for the course, but I was also dreading the act of writing itself. The thought that I "had to" write every day was stressing me out.
It took me a lot of therapy and inner work to figure out that a large part of why I was writing was for external validation. I wanted people to read what I wrote and think I was cool—that I had worth. Turns out, that's not a great reason to write.
But I do love writing. My mind is spinning worlds and stories all the time, and I want them to go somewhere. I've done game design, D&D, novels, short stories, and I love them all! But novels are such a great medium for the stories I want to tell that I haven't been able to give them up yet. As I'm learning to let go of the need for validation (NOT! EASY!), my self-inflicted pressure to write has eased, and I've found myself enjoying the act of writing again.*
* Not always. It's still hard, but I'm motivated to work through it. Everything's a process.
Figure out why you're writing.
Your own motivation might be a mix of things, healthy and otherwise. And that's fine! Virtually all of our motivations are like that. But when writing or trying to get published becomes hard—and it will get hard!—understanding yourself is the only way you'll know whether it's worth it to you.
And fun fact! Even if you give up writing for a time, you can always come back to it. It's not like it's going anywhere, and you might learn a lot about yourself in the process.
Grounding the Reader in the Scene
In a first draft, we often write things as they occur to us. Maybe some dialogue first, an occasional gesture or action by one of the characters, throw in an emotion or two. The result might be something like this (for the purpose of illustration, I have hacked this passage from Leviathan by Scott Westerfeld):
"How long can we last without parts, Klopp?" Alek asked.
"Until someone lands a shell on us, young master."
"Until something breaks, you mean," Volger said.
Klopp shrugged. "A Cyklop Stormwalker is meant to be part of an army. We have no supply train, no tankers, no repair team."
Alek shifted the cans of kerosene in his grip. He felt like some vagabond carrying everything he owned.
A functional scene, but confusing for anyone other than the author. The reader only knows what you tell them, and the lines above don't say much by themselves.
Grounding a scene means imagining that you are painting a picture in the reader's head (because you basically are). Without any additional context, the reader has nothing in their mind, a white space with only the characters and objects you place in it as you name them.
By the end of the first line above, the reader knows there are two characters: Klopp and Alek. They might know something about these characters from previous scenes, but they don't know where the characters are or what they're doing now. All they have to imagine are two characters they know standing in empty space.
Alek, Klopp, and Volger trudged along the streambed, the kerosene sloshing with every step, its fumes burning Alek's lungs. With each of them carrying two heavy cans, the trip back to the Stormwalker already seemed much farther than the walk to town this morning.
And yet, thanks to Alek, they'd left behind most of what they needed.
Alek, Klopp, and Volger trudged along the streambed, the kerosene sloshing with every step, its fumes burning Alek's lungs. With each of them carrying two heavy cans, the trip back to the Stormwalker already seemed much farther than the walk to town this morning.And yet, thanks to Alek, they'd left behind most of what they needed."How long can we last without parts, Klopp?" he asked.
"Until someone lands a shell on us, young master."
"Until something breaks, you mean," Volger said.
Klopp shrugged. "A Cyklop Stormwalker is meant to be part of an army. We have no supply train, no tankers, no repair team."
"Horses would have been better," Volger muttered.
Alek shifted the burden in his grip, the smell of kerosene mixing with the smoked sausages that hung around his neck. His pockets were stuffed with newspapers and fresh fruit. He felt like some vagabond carrying everything he owned.
"Master Klopp?" he said. "While the walker's still in fighting prime, why don't we take what we need?"
How to Approach Writer's Block
I wrote about writer's block way back in the beforebeforetimes, but wouldn't you know I actually learned new things in the fourteen years since? Not just about writing but also about myself.
In this post, I'm going to talk about some common causes of writer's block and what you can do about it.
But first, let's define terms.
Writer's block is when you are trying to write but can't.
Maybe you're staring at a blinking cursor and waiting for words that won't come. Maybe you're writing and deleting the same sentence over and over and over again. Or maybe you're scrolling Instagram or washing dishes or doing something else that, sure, maybe you want to do, but it's not what you're supposed be doing right now.
Writer's block can look like a lot of different things, but it often has common causes. The solutions below might not be easy (if they were, you wouldn't need this post!), but hopefully they can help you trust your process. And trusting yourself is the real way out.
So, what's the reason for your block? I know of three big ones:
- You don't know what happens next.
- You're afraid that what you write won't be good enough.
- There is a legit physical or mental reason you can't write.
You might think you do. You might know what happens two or three scenes—or even just two or three paragraphs—from now, but you don't know how to get from here to there. Or maybe you wrote yourself into a corner and you literally don't know where to go from here.
First off, know that this is perfectly normal. We've all heard of authors who sit down to write and the words come flowing out of them, but that's far from typical. (I'm not even sure it exists.) Every writer I know has had to, at some point, stop and figure out what happens next.
SOLUTION: Brainstorm. What this looks like depends on your story and your process, but here are some of the things I do:
- Make a list of whatever ideas pop into my head. I don't judge them. I just add them to the list.
- Outline the next chapter/scene/paragraph.
- Take a long walk or a shower or something similar. Let my mind wander.
- Imagine my story is a D&D game and my characters are the players. What crazy things would my players try next?
- Write down what each character in the scene wants. Sometimes I discover that I don't actually know!
- You cannot be objective about what is good or bad while you're writing it.
- Anything you write can be made better later. Anything.
- Change your writing schedule to a better time for your body or mind.
- Readjust your writing goals to put less pressure on yourself.
- Seek professional help.
Robots in 1901 Japan?
Interviews and reviews are trickling in, with more due to appear around the release date. Seattle Weekly loved it, calling it "a ferocious little genre blender in book form: part Hammett novel, part Kurosawa Samurai epic, part Blade Runner, and entirely obsessed with keeping the reader’s eyes moving from one page to the next."
Nerds on Earth said, "Heine does a great job of building a world replete with rules and history and uses both to construct a mystery with an awful lot of intrigue and surprise."
I'm not even kidding! They actually said those things!
On release day, I'll be giving away two signed copies of the book. There may be other giveaways going on around that time too, so watch this space for more info. (Watching Twitter space or Facebook space will also get you what you want). UPDATE: Oh, look! Here's one of them now: a chance at a 30-page critique.
So in Izanami's Choice, Japan has functioning robots and machine intelligence as early as the 19th century. I was recently asked how the heck that's even possible. After all, in our 1901 computers didn't exist then, and things like simple radio technology were still very primitive.
First of all, it should be noted that Japan has had actual automata as early as the 17th century. Karakuri puppets are relatively simplistic compared to the creations in Izanami's Choice, but it shows the idea of Japanese robots is very old -- much older than the timeline of my novella.
As for machine intelligence, well that's where science fiction comes in. It's primarily a combination of two what-ifs:
- What if Charles Babbage had successfully completed his difference engine and analytical engine designs? (This is essentially the same what-if behind The Difference Engine by Gibson and Sterling).
- What if evolutionary programming were discovered around the same time?
Evolutionary programming is the idea of pitting competing parameters or programs against each other to achieve a certain goal (like getting a computer to handle facial recognition). Those parameters that perform best are then modified further and tested against each other again. This process is repeated until you have a programmatic solution to otherwise difficult problems.
The key idea behind Izanami's Choice, then, is that this method was used with the analytical engines to rapidly improve the design of the engine's programs and even the engine itself. The engine was improved to the point where it could evaluate the results automatically, and then it was improved further to where it could revise the programs itself as well. When that loop was closed, the engine would become capable of revising and improving upon itself at a rapid rate -- a robotic singularity.
Of course the novella doesn't have a big old infodump like this in it, but I do love talking about world-building!
What I've been doing since 1999
This is the first time the public has gotten to play (part of) a game I'm making since 1999. The terror and excitement is exactly the same.
— Adam Heine (@adamheine) August 15, 2015
Shortly after I tweeted that out, some folks wondered what I've been doing, game design-wise, since 1999 (other folks wondered what happened in 1999 which, you know, that's fair).
Here's a very brief look at what happened since:
- 1999 -- Planescape: Torment was released to high critical acclaim (and low sales).
- 2000 -- I got married and left my awesome-but-crunch-timey game dev job for what I commonly refer to as my Office Space job.
- While I was at work (sometimes literally), I designed D&D campaigns and board games, drew crappy comic strips, wrote stories, and programmed games based on those stories.
- 2003 -- I decided I wanted to actually finish something I started, so I put my other projects aside (fourth question down) and focused on writing a novel.
- 2005 -- My wife and I moved to Thailand. I kept writing, but I could no longer pay attention to the game industry (among other things) as much as I used to.
- 2006 -- We took in our first child, and over the next several years would increase our family to include ten children, both foster and natural. Meanwhile, I kept designing RPGs and board games (that never got played outside my house).
- 2008 -- I sent my first novel to agents (and also started this blog).
- 2010 -- I wrote a story that somebody actually paid me for.
- 2011 -- I got an agent and began the search for a publisher (that search is still ongoing, though we've updated the novel it is going on for).
- 2012 -- I started working for inXile and "researched" what the game industry had been up to since I left (read: I played games again and wrote them off for tax purposes).
- 2013-2015 -- I wrote hundreds of thousands of words for game dialogue and systems design. I also wrote a novella, a Pathfinder story, and a number of other things I hope you'll get to read some day.
So there you go. That's what I've been doing instead of (or in addition to) designing games for the last 15 years. Hopefully that also explains why my tastes in games tend to skew oldschool.
Q: Which is harder, game writing with a team or solo-writing novels?
So which is harder? Writing a game or a novel? Writing solo or on a team?
Game vs. Novel
First, you should know that I've never written for a non-Torment game, and Torment has lots (and lots and lots) of words. It's entirely possible there are games for which writing is a piece of cake. I wouldn't know what that's like.
What's difficult about game writing is the lack of control. In a novel, the characters do exactly what I tell them to (my characters do, anyway). But in a game, the player can do anything he wants (within the rules of the game). So a character I intended to be major might die before he gets a single line, and the writing has to handle both options equally well. So a dialogue that would be 150 words in a novel becomes an enormous branching, interlocking tree.
Novel writing has its own challenges, of course. For one thing, it's more than just dialogue. A lot more. A Torment game has more descriptive prose than most, but it still doesn't come close to what you need in a novel. The novelist has to let the reader into the protagonist's head, to feel what she's feeling. In a game, that's done for you -- the player's already in their own head -- but in a novel, that connection is a lot of work.
(As an example of how much work... By far, the biggest critique note on my Ninjas novel was, "Not enough description and emotion." It took me two months to revise that critique away, increasing the size of the novel by more than ten percent -- 10,000 new words almost exclusively adding description and emotion!)
Solo vs. Team
The best part of working on a team is that I don't have to write all the words. Torment has several writers working part- and full-time, so most mornings I wake up to finished conversations that I never wrote. It's like having an infestation of word fairies!
The hard part of working on a team is trying to agree on everything. We have strict conventions and pipelines to get everything to an equivalent level of quality with minimum fuss. When I'm in a writing role, I need to follow those conventions and get the approval of (usually) at least two other leads.
Even in my role as a lead, there are sometimes disagreements on how we should handle certain things -- anything from what the jargon of a town should be to the voice of a player companion to whether we should use one dash or two in place of an em-dash. Fortunately, we have a pretty great team, with a high level of professionalism and a low ego average, so even difficult decisions are rarely Difficult.
And really, the decision-making as a team is a lot of the fun. When I'm writing a novel, I have to make my own decisions, second guess myself, and be my harshest critic. My novel has no awesome story meetings with people I enjoy and respect (it's just me). And it is really, really hard to be objective about anything you make yourself.
Which do I like better? I like them both. A LOT. Honestly, if I had to choose only one of them, I'd probably rebel and just keep trying to do everything.
Oh wait, that's what I'm doing.
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Got a question? Ask me anything.
Q: What's your favorite part of the writing process?
What's your favorite part of the writing process?
My favorite part is the part where I make money, followed closely by the part where people tell me how awesome my writing is.
Is that... is that not what you meant?
So, in terms of actually creating the story, I prefer planning, by far. I'm a notorious, obsessive, ridiculously detailed planner (which is perhaps why I make a decent game design lead). I like to outline my stories down to each chapter's beats and cliffhangers, if I can.
I'm also a big fan of revision, but only after I get critiques and after I've recovered from the bone chilling soul-death that comes with them.
Not a fan of the soul-death.
Or drafting. I hate drafting. In fact, given a choice between drafting and soul-death, I'd take soul-death every time. At least it means I'm staring at a finished story instead of that unholy blinking cursor of oblivion, mocking me while it sits there and does nothing...
You know, it's a wonder I like writing at all.
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Got a question? Ask me anything!
Q: How do you have time for everything?
How do you have time for everything?
Seriously, I see that you have 10 kids, work remotely on an anticipated game, and write, among other daily challenges I'm sure. Was there ever a point when you wanted to let go of any of these passions? Do you ever worry that you can't devote enough time to each of them?Do I ever worry I can't devote enough time to everything? Constantly. How do I make sure that doesn't happen?
I have no idea.
Well, that's not strictly true. I have some idea of how I pull this off, but I'm so notoriously bad at everything below that it's a miracle I get anything done. For what it's worth, here are the things that help me run my life:
- Priorities. My family comes first, then paying work (98% of which is Torment), then my own writing projects (i.e. those that are currently unpaid but will hopefully be paid later), then boring things like fixing stuff around the house and watching Fast and Furious 7. When one priority threatens the happiness of another, they get cut off in reverse priority order... which is why nothing ever gets fixed around here.
- Knowing my limits. I'm pretty terrible at this one usually, but occasionally I will have bursts of genius, like when I signed on to Torment with a 25-30 hour/week commitment instead of fulltime (although that usually turns into 30-35, and even more during crunches, but commitments! Yay!).
- Schedules. This is easier when the kids are in school (which they're not now, oi). I try to do Torment work from 7-12 in the morning, then lunch, then write for 1-2 hours, then pick up kids from school, then spend time with kids, then usually more Torment work, then spend time with my wife, then pass out. And somewhere in there I get on Twitter and play chess. No, I don't know how that works either.
- Very little TV. We don't have Netflix or Hulu out here, and we try very hard not to pirate anything. That leaves Crunchyroll, Legend of Korra DVDs, and our collection of Friends episodes. (We actually have more than that, but we rarely get to watch anything as it airs, making Twitter a constant spoilerfest).
Have I ever wanted to let go of something? Yes and no. I certainly enjoy the financial freedom InXile has given me (especially when we needed it most), but part of me thinks I'd be okay with having time to focus on just my writing and family again. (Then the other part of me starts shouting, "Hey, remember how hardly anybody paid us for our own writing?!").
Giving up writing is also an option, but I don't know if I could give it up completely. I've been writing my own stories in some form since I was seven. For now, I'm content to just take it slow.
Obviously my family is not on the table. They're what I do everything else for.
I've already given up a lot of things to make this work: blogging regularly, keeping up with Naruto, any kind of serious board game design, most movies and computer games that I can't enjoy with my kids... These are costs I'm willing to pay in exchange for creating cool things and raising awesome children.
And if my other commitments become too much, I'll cut those too. Until then, I'll just keep trying to live three dreams at once (four, if you count sleep... which I do).
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Got a question? Ask me anything!
I am not a great writer
Last week I got critiques back on two of my novels. They were great critiques. I mean really great, like editor-from-Tor great. (Don't get excited. They were not from an editor at Tor, nor any other Big 5 publisher; I'm still very much in submission hell.) And this super-editor critique, that I'm extremely grateful for and will probably owe my future career to, well... it totally and utterly crushed my soul.
For two days straight, I was the authorial version of John McClane's feet. I knew I could write in theory -- I mean, people have said so before and even paid me for doing so -- but I couldn't make myself believe it. I didn't feel right reviewing other people's stories or even Torment docs. I felt like I knew nothing about telling a story or stringing words together.
Then I had a revelation, and I want to share it with you because I know all too well how common the soul-crushing critique is. The revelation is this:
I am not a great writer.
But damn can I revise.
Twisting it that way changes everything. If I think I can write, but then I get this critique that rips through my novel like a chain blade through a clan of ninjas, then surely I know nothing. I'm a pretender, a wannabe, and I will never get it right.
But if I consider myself a reviser, then a critique like that is expected -- desired even. It's just more ammunition to do what I'm really good at. Everything I write is going to get critiqued that hard, so it's a damn good thing that I can revise anything.
Don't get me wrong, the critique still hurts, and it's going to take a lot of work for me be happy with it again, but thinking of it that way gave me back the motivation I needed to tackle it. This is something I can do.
Great Artists Steal
I've always figured the best way to be a good writer is to be a great reader first. Is the same true of game design? Have you come across a game that made you think, woah that's cool, I gotta use that somehow.
I think that's absolutely true, of game design, of writing, of any kind of art.
Because you have to know what's out there. More than anything else, people enjoy novelty. You can't be novel if you don't know what others have already done.
(I guess if you're not selling anything -- you're just making "art for art's sake" -- this is less important. But personally, I don't even understand what the heck "art's sake" is. I make art because I want people to enjoy it (and if they pay me on top of that, enabling me to make more art, well awesome).)
Because consuming and copying art is how you learn to be a better artist. This sounds contradictory to the first, but it's a secret I learned much later than I wish I had: IT IS OKAY TO COPY GREAT ART.
Because this is how you learn. Because there's nothing truly original anyway. And because what makes something original is not that you thought of something nobody's ever thought of before (you didn't), but it's how you execute that idea with your own personal spin and style.
(Note that it's not okay to copy great art exactly and then claim it's your own. That's plagiarism. That's not what I'm talking about.)
I'm talking about copying things you love, figuring out how they work, mixing them with other things and with your own style to create something that's new, something that's yours. It's a secret because we are told that copying others is not creative, but the truth is that -- unless you're ridiculously lucky -- you can't make something good if you don't know what good is.
(To answer the last question, I have most certainly seen things in games that make me want to include them. All the time, in fact. Here's a recent example.)
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So What Are You Working On Now?
AMA: 7 Quick Answers
Why aren't you writing a novel right now? :)
Brian Fargo (my boss's boss) has been quoted as saying that we have generated 800 pages of design documents, and I'm personally responsible for about 150,000 words of those documents. (That's an excuse, I know. I am writing a novel, but much more slowly than before.)
Sandra asks:
What will you look for in an intern? What are some basic skills the intern must have? What kind of attitude should s/he have if they want to apply at a company? (Given that, ofcourse, the company you work for, accepts interns)
I, personally, do not look for interns. There are more than enough people in my house who require me to teach them everything I know for next to no pay, such that I don't need any more. I don't know if inXile takes interns, but I'm sure you can find out.
The even lovelier Cindy Heine asks:
What's the next gift you're going to give your wife?
Either something from the States, something from an airport, or a hug. Maybe all three.
Ali Martinez asks:
Are you guys going to make the [Torment] combat system like Planescape/Baldur with the pausable real-time mode?. Because right now there are WAY too many "turn based combat games" like Banner Saga , Blackguards , ShadowRun, Wasteland, Divinity Original Sin ETC. And I really think that many people want that old school RPG complex combat system, so it would be great if you guys go with the real time paused system :)
Torment's combat will be turn-based, which we've talked about (and there were "many people" on both sides of that decision).
(Also, real-time w/ pause = old school? Am I that old?).
Hiver asks:
How come the Changing God doesnt get that his discarded shells are continuing to live? He seems as a rather smart guy and he makes them himself. - Does every shell survive or just some? How come?
I can't answer too much without spoiling, but he does get it (at some point).
David asks:
Can I play T:ToN without having to learn the massive lore beforehand? Can I as a layman play the game and learn about the world and rules through playing the game rather than having to study beforehand?
I ask because whenever I see an interview or an update, I've got the strong sense I'm missing a vast amount of knowledge.
I backed both Project Eternity and Torment Tides of Numenera, but my attention had been focused mostly on following Project Eternity. I now have this idea that starting T:ToN I might be well out of my depth. I hope not, because so far, I like everything I've read. And as a fairly critical person, that's rare.
You will absolutely be able to play Torment without knowing anything beforehand. If you come in having read every post and novella, you'll notice cool things here and there, but we are explicitly assuming the player has no background knowledge coming in.
Hugo Chavez asks:
You're pretty cool. What's your shtick?
Clean living, Jesus, and a barrel of children who won't let my head get big for even a second.
Got a question? Ask me anything.
"You must keep writing, because you are a writer."
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?