How do you write a good twist?

— May 10, 2016 (0 comments)
Phil says:
I'm writing a sci-fi story as part of a game, and one thing I'm having trouble with is how to gracefully drop hints of an upcoming twist.

One character is set up so that everyone assumes he is a villain; the midpoint twist shows that he's actually just misunderstood and trying to survive; he actually has a lot in common with the player character.

I want to drop hints of this fact earlier on in the game. I think I can do this without it giving away the twist, but I'm worried that players will assume the apparent contradiction is due to sloppy writing rather than building to something intentional. Is there anything I can do to help readers embrace the ambiguity rather than try to resolve it too soon?

There are few things more satisfying than blowing someone's mind with a good twist. Done right, it'll stick in the player's (or reader's) head, making them need to talk about the story for years to come.

Done wrong, it's lame. If the hints are too obvious then the twist is predictable. If they're too subtle, it can feel like a deus ex machina. Achieving the balance between the two is super tricky for two reasons:

1. You are always too close to your story. It's almost impossible to tell what clues a reader will or will not pick up on when you know what they all are and what they point to. Everything's so obvious to you, so you keep things super subtle. Or you over-correct and make it too obvious. You can't win.

2. It really, really depends on your audience. Ever notice how kid's stories are more predictable than adult stories? That's not because kid authors suck. The opposite actually: they know their audience and are really good at writing for them. They know what tropes kids are familiar with, which is far fewer than most adults.

(Which is not to say you can't write a kid's story that subverts the tropes. You most certainly can.)

It's not just age-dependent either. Someone who has never seen a sci-fi/fantasy movie in their life might be completely blind-sided by a Chosen One or its many subtropes.

So what's the best way to find this balance? I'm gonna say it in really big words, because it's pretty much the same solution to all writing problems.

ALCOHOL

No, wait, that's not it. It's

CRITIQUE AND REVISION

You are too close to your story, so get others in your target audience to read or play it. Fresh eyes will help you nail down where the story is working or not. And if you can get detailed comments as they go through, you can even see where they start to guess things and what those guesses are.

For a game, I'd recommend writing up the story as a synopsis first -- revealing information as the player would discover it -- and running that by a few people. (Unless the game's playable, of course, then running that by people might be more useful). It won't be perfect, but it'll get you closer than you can get by yourself.

And perfection's not the goal anyway. No matter how many eyes and how much revision you get on a thing, there will always be people who see the twist coming and people who think it dropped out of the blue (although the latter seems less egregious to me, which suggests you might want to err on the side of too subtle rather than too obvious). The point of getting fresh eyes is to get perspective, not perfection.

"But won't the twist be spoiled?"

For your early readers, yes. But they know that's the deal for getting an exclusive look.

For other people? Maybe. But that kind of spoiler leakage only really matters if you're writing the next Empire Strikes Back, which -- if you are -- I'm flattered you would ask me how to do this. But also if you're at that level in your career, you've probably had enough practice twisting stories that you have a feel for the balance of it by now.

That's another trick, too: practice, practice, practice. Until then? Critique and revision.

Anyone else got tips for Phil? Tell him in the comments!

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Got a question? Ask me anything.



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The Best Dr. Strange Gif

— May 02, 2016 (1 comments)
Maybe there are better Dr. Strange gifs out there, but if so I have not seen them. (Also this was ridiculously hard to find for my sister, so I'm intentionally trying to increase its SEO a little).


Random SEO crap: Benedict Cumberbatch animated gif jumping leaping flying funny hopscotch harry potter anchorman avengers dirty dancing pokemon eaten by a shark SEO's a thing right I'm not just making this up? oh god what if i am what if people are reading this who am i and what have i done with my life oh look there's cake in the fridge!

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Izanami's Choice excerpt and update

— April 14, 2016 (3 comments)
The fine folks at Broken Eye are working on the last edits for Izanami's Choice. Next steps after that are me addressing the edits and then all the fun stuff they get to do to finalize the whole thing and make it a For Real Book.

There's also a cover coming. Watch for that.

Izanami's Choice is my samurai, sci-fi novella set in a Meiji-era Japan that has adopted androids and other ridiculously advanced technology. Here's an excerpt:
The droid was a newer model. It did not wear a wooden mask, nor was its face made of metal widgets that moved to imitate emotions. This thing's skull was covered in a molded synthetic material. The corners of its lips moved up and down in a remarkable caricature of a human hoping to make a good impression. If Itaru were not standing so close, he would've taken it for a human in the darkness. Up close, however, the synthetic features looked fake and unnerving. "What the hell are you?"
The droid bowed deeply. "I am called Gojusan. My full designation is Service Droid I-Ka 53."
"I-Ka?" Itaru had heard of that model, but he'd never seen one up close. The first droids had been western imports using English letters as designators. When Japan constructed their own master machine intelligence—the fourth in the world and the only one in Asia—they used katakana characters for the designs it produced. I-Ka was approximately the eightieth designator in only thirty years.
They're evolving too fast.
"Hai, Shimada-sama." The droid's oversized eyes flicked behind Shimada into his house and back again.
Itaru stood up straight, anxious to get rid of the machine. "What is your message?"
It looked down, seemingly embarrassed. "With great apologies, Shimada-sama, my message must be delivered privately." It gestured inside and bowed once more.
Itaru shivered uneasily. The jinzou's behavior bothered him more than he'd like to admit. He decided that it was simply too new, that he'd never met one like it before. "Fine," he said, grabbing his tamiken from the shelf as he stepped aside. "But make it quick."
The droid bowed again, removed its sandals—it wore socks underneath—and stepped politely inside. "I apologize for bothering you at this hour."
"You said that," Itaru snarled.
The droid clasped its hands at its waist, looking at the door and back, as though it wanted to flee but had decided against it.
Ridiculous. Droids didn't act like this. They followed their orders and programming. If a droid pretended to have feelings, it was because of a human’s order. Either Count Kuroda-sama had given this droid very specific—and strange—instructions or Gojusan's programming was remarkably advanced.
But what purpose would it serve to have a droid act nervous? To set Itaru at ease? It was failing at that. Everything about this meeting made his skin quiver. "State your message. What does Kuroda-sama want?"
It looked directly into Itaru's eyes. "My master is dead."
The full novella is coming soon! If you want to know the moment it comes out, subscribe to the newsletter or follow this blog.



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Izanami's Choice -- a story about samurai, robots, and AI singularities

— February 25, 2016 (4 comments)
I've been head down writing Torment conversations, but I have an important announcement to make: my new novella, Izanami's Choice, is coming soon from Broken Eye Books.

It's a book. That you can buy. About samurai and robots in a cybernetic Meiji-era Japan.

If any of that sounds remotely interesting to you, I recommend you sign up for my newsletter so you'll know when it comes out.

Not sure? Read on!

Tokyo, at the dawn of the 20th century. The Empire has gone through an industrial and political revolution. The samurai are a thing of the past, railroads connect every major city, and the artificial jinzou serve in every aspect of Japanese life, from servants to soldiers to assassins.

Shimada Itaru is an aging ronin, a survivor of samurai rebellions from the early days of the Meiji Restoration. He hates the jinzou, but he knows quite a lot about fighting them -- or he did, before the Emperor made it illegal for humans to carry weapons.

Gojusan is a jinzou framed for her master's assassination. Hunted by her own kind, and unable to turn to the police, she runs to Itaru for help. Before Itaru can throw the jinzou out, assassin droids storm his home, trying to kill them both. Now Itaru's on the run with the thing he hates most, and the only way he's going to get his life back (such as it was) is to figure out what really happened to Gojusan's master.

Of course, the truth is something neither of them suspect.


I'd love to say more, but Torment! Conversations! (Seriously, I need to get back to work if I'm going to make my deadline). Sign up for the newsletter or subscribe to the blog for more information in the near future.

You can also ask me questions, if you like. I'll get to them when I can. (Yes, I'm busy, but sometimes answering questions serves as a nice break. So don't be shy.)


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Want a free story of mine?

— February 03, 2016 (3 comments)
Want to read a free fantasy story of mine? One you've never read before? I have one for you.

There's a string: you gotta sign up for my mailing list.

But hold on, because there's a better string attached to that string. Once you're on that mailing list, you'll be notified the moment there's new Adam Heine fiction to read.

And there will be new fiction to read. I can't officially say much yet, but you may recall me hinting about a novella? It's coming. Maybe more than that is coming. We'll see!

If you want to know when I've got something new out, or you want to read a new fantasy story, or you just like to sign up for stuff, then sign up for the mailing list now!


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Torment Beta is going live

— January 21, 2016 (4 comments)
As you read this, either the Torment Beta is live or it will be very soon. A few thousand of our backers (everyone who pledged for it) will get to play the opening and first major location in the game I've been working on for over three years.

Better than that, the Beta will go public on Steam Early Access next week. Anyone -- even you -- can see what I've been working on, and why I haven't talked much about writing (or anything really), for so long.

Am I excited? You bet. I love creating, and I hate not being able to show people what I'm creating. It's about time.

Am I scared? Not as much as you might think. I was scared before the Alpha Systems Tests went out, because Torment is not a typical RPG, and I wasn't sure what people would think of it. But the Alpha backers got it. They read thousands of words, made tough decisions, and they got it.

The Beta has its rough edges that I'm sure we'll get comments on, but the stuff that really makes it Torment -- the art, the writing, the characters, the choices -- that's the stuff I'm least worried about. It's all in there. A lot of the remaining work is prettying up the package.

So, yeah, if you want to see what I've been working on all this time, check out the Steam Early Access release next week. Or, if you can't wait -- or you're not sure whether epic reading, tough choices, and dying Earth fantasy is your thing -- then watch this video, where my boss Brian Fargo and colleague George Ziets play through the first hour of the Beta. Enjoy.


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Accomplished this year; expect to accomplish next year

— January 01, 2016 (3 comments)
My head has been deep in Torment for so long that I feel like I haven't done anything else this year. Turns out I have!
  • The public got to see part of that game I'm working on.
  • I got two new short stories published: "The Patch Man" and "Curiosity."
  • I officially met the requirements to be an active member of SFWA (not that I've joined yet, but I can!).
  • I read 11 books. (That's not a good reading year for me, but a couple of those books were part of James Clavell's enormous Asian Saga, and I also critiqued a couple of novels).
  • I went to PAX, had breakfast with Pat Rothfuss, and even spoke to people.
  • I wrote a novella.
  • I have a new novel on sub.
  • And in my personal life: our blind daughter started school, we finally made progress in getting our paperless child an ID card, I fell in love with Star Wars again, and the teen-formerly-known-as-Sullen is no longer sullen -- she even laughs at my jokes again!
What's coming in 2016?
  • The public will get to see the rest of the game I'm working on, and we'll find out whether the last three years were worth it. (Hahaha! I'm just kidding. I haven't had to worry about income for three whole years! What do I care if you like the game or not?)
  • (Still kidding. Please like the game.)
  • You'll probably get to read that novella I wrote.
  • I may finally discover a way to consistently write novels as well as design computer games for a living. Either that or time travel. We'll see!
Also, for your edification, here are a couple of things I loved in 2015 that I want you to love to. I'm deliberately trying to focus on things you might not have heard of.


House of Ivy and Sorrow. A young adult fantasy from Natalie Whipple about witches. I have always loved Natalie's worldbuilding, and I love unique takes on witches. House of Ivy and Sorrow delivers both.




Primordia. A graphic adventure in the classic style of the Sierra *Quest games, with a heavy dose of influence from Planescape: Torment. It's an insanely cool world in which humans are gone and only intelligent -- and surprisingly sympathetic -- robots remain. Written and designed by Tides of Numenera's own Mark Yohalem. If you liked Planescape or Space Quest, you should definitely check this out.


Frostborn. A middle-grade, Norse-influenced fantasy novel from Lou Anders. If Banner Saga were a book about a boy and a half-giantess, this is what it would feel like. My boys loved it. I loved it. I need to get my hands on the sequel for them.




Shovel Knight. A crowd-funded side-scroller in which you play a knight whose primary weapon is his shovel. It's way more fun than that sounds. Shovel Knight is Mega Man and Ducktales and every platformer I've ever loved.


Tales of Monkey Island. If you know Monkey Island, then odds are you've heard of this one, but I only just played it this year. I love it almost as much as the Curse of Monkey Island (being my favorite of the series). My only real problem with it is that there will probably never be a sequel.





What did you love in 2015?


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In which you can read a new story of mine

— December 12, 2015 (4 comments)
On December 21st, there's a new anthology out which includes "Curiosity," my Cthulhu space story you may have heard me mention, alongside stories from several other fine authors -- including Monte Cook Games's Bruce Cordell.

If you have any love in your heart at all, you will pre-order your copy right now!

Super science. Madness. Transhumanism.

This is the dawn of posthumanity. Some things can’t be unlearned.

Gleaming labs whir with the hum of servers as scientists unravel the secrets of the universe. But as we peel away mysteries, the universe glances back at us. Even now, terrors rise from the Mariana Trench and drift down from the stars. Scientists are disappearing—or worse. Experiments take on minds of their own. Some fight back against the unknown, some give in, some are destroyed, and still others are becoming… more.

The human and inhuman are harder and harder to distinguish. Mankind is changing, whether it wants to or not, with brand new ways of thinking. What havoc is wreaked by those humans trying to harness and control their discoveries? As big science progresses and the very fundamentals of this universe are understood, what stories are being hushed up?

Of course, the Old Ones laugh at our laws, scientific and otherwise.

These are transhumanist near-future science fiction tales of the Cthulhu Mythos. These are tales of more than merely cosmic dread. They exist in our world of the next couple years. This is the era of big science and—what is that? We’ll be right back. 


Authors: Desirina Boscovitch, Lynda Rucker, Samantha Henderson, Daria Patrie, Kaaron Warren, Richard Byers, Damien Angelica Walters, Spencer Leary, Joshua L. Hood, Jeff C. Carter, Simon Bestwick, Matt Maxwell, Shannon Fay, Adam Heine, Mike Allen, Darrell Schweitzer, Cody Goodfellow, Bruce R. Cordell, Pete Rawlik, A.C. Wise, Robert Brockway, Nate Southard, Molly Tanzer, Joshua Alan Doetsch, Thomas M. Reid, Clinton J. Boomer, L.A. Knight, Lizz-Ayn Shaarawi, J.M. Rozanski

Editors: Scott Gable & C. Dombrowski



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Writing Status

— October 14, 2015 (4 comments)
Those of you who saw my post about my super ridiculous September may want to know how I made out. Here are where things stand on all things writing and a few other things.

I'm on schedule for Torment. At least I should be. I'm pretty happy with what I've gotten done, anyway!

I wrote a novella. Specifically, I drafted and revised the novella known as "Post-Edo Bladerunner" on the Works in Progress page. It is out of my hands for now. With luck, this will be a thing you can read in the near future. We'll see.

There may be another story for you to read soon. Specifically, this one, but that is also out of my hands. I'll let you know.

Air Pirates is no longer on submission. For those of you who have been reading this blog for a long time, I know this is really sad news. Though honestly it's been nearly four years since I got my agent; Air Pirates has not been on submission for that entire time, but it has been for a lot of it. I'm sure most of you already figured out it wasn't happening.

We got a lot of great feedback on Air Pirates, and at least one editor wants to see more of my stuff (an editor I really, really, really, really, really want to work with). But a lot of people expressed that -- while they loved the world and the characters and the story -- the category and genre of the thing was kind of hard to pin down, which means it would be kind of hard for them to sell.

Air Pirates is not dead. I love that world way too much. There is a major revision in its future (maybe even a rewrite?), but we'll see. What happens to Air Pirates depends on various career things that are out of my control over the next several months. Speaking of which...

Post-Apoc Ninjas is on submission. This novel has had its own bumpy ride, but I have learned a lot of things from the Air Pirates feedback and other soul-crushing critiques, and so I've revised the crap out of it. The result is something my agent loves (and if preliminary feedback on the Post-Edo novella is an indication, the critiques may also have leveled me up as a writer). Now that thing my agent loves is Out There.

Don't get excited yet, though. Publishing is slow, Tricia and I are cautious, and, well... you know what happened with Air Pirates. The point is I'm still writing and things are still moving.

The Thai government is happy with us. Or at least they're leaving our home alone, which in bureaucracy terms is the same thing.

No children died while my wife was gone. Though there was a fractured bone incident, but that wasn't my fault, and I handled the crap out of it.

Though it was a close thing.

Was there anything else you wanted to know?


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Super Late PAX Post

— October 10, 2015 (3 comments)
PAX Prime was over a month ago, but I know several of you guys want to know what it was like. I have more time than I did in September, but I'm still short on it, so I'll do what I can.

As I've said before, I had never been on a panel, or even seen a panel, or even been to a convention before. I knew about PAX, of course -- even when I was separated from all things games, I still read my beloved Penny Arcade and witnessed the birth of their Gamer's Mecca -- but I had no idea what to expect.

But a Gamer's Mecca is pretty much what it is. Hundreds of thousands of geeks pile into Seattle for the weekend. Cosplayers are everywhere. Nearly every Uber to and from the convention is a Mad Max vehicle. Some weird tentacley thing is bursting out of the convention hall annex. Even miles away from the convention center, you might be going to dinner at a nice sit-down place and see Harley Quinn or Fire Emblem's Mia walk out.

It's pretty amazing.

And because everyone's there for a shared love of games (and many of them are introverts too), everyone's super nice. I played games and even had conversations (gasp!) with total strangers while waiting in line for other things. I spent the weekend with my brother and his friends -- also game developers -- and we talked RPGs, industry chat, card game design, and a thousand other topics that I never get to talk about at home.
Other highlights and comments:
  • The difference between AAA exhibitions and indie games is staggering. Watching Bethesda's animatronic Fallout robot or the Dark Souls fountain made me realize just how much more money these guys have than we on Torment do.
  • I discovered I'm much more attracted to the styles and innovations of indie games than the flash of AAA (not that I dislike the flash, mind you, I just found myself hanging in the Indie Exhibition Hall a lot more). Here was one of my favorites: Ultimate Chicken Horse.
  • I got to hang out with (and in many cases meet for the first time) a bunch of awesome game devs, including but not limited to Chris Avellone, Brian Mitsoda, Adam Brennecke, Monte Cook, Shanna Germain, and all the folks on my panel.

  • I had lunch with Pat Rothfuss. Our e-mails crossed paths, so we had only good intentions, but no actual plans to meet. But when my brother and I were in line for PA's live D&D show, I saw a notable bearded man walk past and -- in a truly non-introverted moment -- ran up to him, introduced myself, and made plans for lunch. I know. I'm super proud of myself, too.
The panel itself was both terrifying and really, really fun. Honestly, I would have loved to just sit and talk RPGs with Annie, Mitch, Swen, and Josh without all those people watching. Sounds like an awesome afternoon to me. We talked for an hour about RPGs and the difference between old-school and modern RPGs (and why we tend to like the former), as well as answering some very good questions from the audience.

In case you missed it, the audio for that panel is here.

I would love to go to PAX again, though honestly I don't know what I would have done if I didn't have my brother to hang out with. He and his friends were a huge part of what made PAX awesome for me (heck, half the stuff I said on the panel was stuff that I had said to them in our own conversations).

But who knows? Maybe one day I will.


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