Killing Your Muse with No Saving Throws Left

A guest post by David Boop

I have a writer friend, James, who in his early days used RPG character sheets to list out all the traits of his protagonist, antagonist, and major supporting characters. That way, when he went to write his novel, he’d have a resource to look back on for continuity’s sake. This, in theory is a sound idea. I’ve known other authors who’ve used similar mapping techniques for their characters, settings, equipment, and so forth. You’d think an ADD+ positive author like myself would prescribe to such a theory. After all, I have to look up the names of my characters in my own stories.

Repeat. My own stories.

Kind of sad, eh? Once I’m done with a piece, I move on. Sort of like gaming scenarios.

In my time as a GameMaster, I rarely ran the same mission more than once. Why bother? It won’t come out the same and that first time can be magic. The players, in their desire to outthink me as GM, rise to the challenge and present me with ideas they think I won’t predict. Sometimes they have, but most times they are puppets dancing to my invisible strings. The few times I have been ill-prepared for their creativity are some of the best games I’ve run. It’s at those points where the story becomes cooperative.

Characters in novels can be that way, too. Once, I had a supporting character (a squirrel, if you must know) jump up off the page and tell me he needed to die. Mind you, I loved this red-haired, bossy curmudgeon and had the intention of letting him die. He insisted, and so I wrote the death scene just to please him. The little rodent bastard was right. He needed to die. The story was so much better for it. Now, before you call the white coats to take me away, I’m not crazy. I’m an author. I’m paid to do what the voices in my head tell me to do. If you’re not, if you’re trapping your creativity in charts, character sheets, and drawings of your mecha, you may be locking your muse behind a wooden door no lockpicking skill is going to help, no matter how many skill points you’ve put into it.

Maybe because I’m ultimately a pantser (i.e. seat-of-my-pants writer), I prefer to see where the story takes me. That means occasionally, after I get an idea in the third act, I’ll have to go back and rewrite acts one and two to make the cool, new idea fit. And yes, that can take extra time, throw off work schedules, cancel events, and generally cause a dip in the Dow Jones for the day, but it’s fine. Writing is a collaborative process between my mind, body, and soul. The best stories come when one tries to outthink the other, pushing me forward toward the shared goal of an exceptional piece of fiction (if only in my own humble opinion.) I’ve been preparing for this challenge my whole life, thanks to ornery players who refuse to see the clues I so carefully lay out for them and choose to kill the kindly king trying to help them instead of just listening to him. Arg! Six hours of prep time wasted! Same with writing. I’ve changed the killer, the victim, and the motive of a crime from what I started with in some stories. And again, it’s costly, but I’ve always been happier with the results in the end.

That being said, I have outlined some of my novels by request. I’m glad I did, as they were complicated, multilayered plots, and outlining helped me in the writing process, even if I veered away from the outline once the writing started. It’s not my natural way to write, but I see the purpose of it, and why some choose to do it. Whether you do or don’t, don’t trap yourself like my aforementioned party did, when trying to flee the castle after killing the king. It usually requires some sort of sacrifice to the writing Gods (or GM in their case; and I just love Twizzlers) to get yourself out. Allow yourself backdoors to escape through, be open to changes in your character’s personalities based on what you’ve put them through, and most importantly, be ready to kill those most clever of ideas you thought were immortal when you first conceived your story.

As I end this, I’ll paraphrase words given by Nero Wolfe to his right-hand man Archie Goodwin (as written by the late, great Rex Stout): “You are to [write] in the light of experience as guided by intelligence.”

In other words, trust your instincts and free your muse.

Guest Writer Bio:
David BoopDavid Boop is a Denver-based single dad, returning college student, step worker and author. He has one novel and over thirty short stories across several genres. His media tie-in work includes Green Hornet and Honey West. David enjoys anime, the Blues and Mayan History.

Find out more at his webpage or at his facbook fan page.

His first novel on Amazon: She Murdered Me with Science

Halo: The Success of Story

I’ve played the first three Halo installments and still consider it to be the best video game I’ve ever experienced. I must admit that I had to hang up my blasters when time management became a challenge, but there are times when I consider breaking out the old Xbox and “blasting me some Covenant troops.”

There’s a reason I still remember Halo fondly. It’s the same reason that the franchise is still going strong, but it may not be the reason you’re thinking of.

I remember watching an infomercial for Halo 2 back in 2004. One of the developers at Bungie Studios said something that has stuck with me ever since. What he said was true, but I’m going to caveat the hell out of it to make a point about the success of the Halo franchise.

Basically, this techno-weenie (an incredible gifted one, I might add) said that if you can make 30 seconds of combat be fun over and over again in a video game, you basically have a winner. He couldn’t have been more right. If you look around you’ll find plenty of examples for this little business model, including Counterstrike, Aliens vs. Predator, and WoW to name just a few. But Halo is the bar in both popularity and raw monetary revenues that virtually all other video game companies strive for.

Most people would just say it’s an epically awesome first-person-shooter, and they’d be right. However, something set Halo apart—something intrinsic to the game that turned it into a multi-billion-dollar franchise still going strong after nearly fourteen years.

Story and character.

Halo is set upon a galactic stage of epic scale, with first humanity and then all sentient life cast in the balance should our hero fail in his objectives. What’s more, players really get a sense of tremendous scope as the storyline unfolds. There are fantastic, deep-space cut-scenes, incredibly detailed starships, and brilliantly created alien settings that literally suck you into the story before you know what’s happened to you. And it is upon this stage that players experience a truly fantastic story. It’s what they call in the literary world are real “page turner.”

In a nutshell, Covenant troops are doing their best to wipe out humanity as part of a religious crusade, and it takes almost no time at all for gamers to become totally immersed in the conflict. The protagonist is Master Chief, a cybernetically enhanced and fully armored soldier, who must almost single-handedly stop them. The Master Chief dashes, tumbles, leaps, or flies from one firefight to the next… over and over again.

That’s what the techno-weenie was referring too. There’s an assortment of wicked-cool weapons and uber-awesome vehicles. The basic action of the game is fairly straightforward, but never gets old.

If the game had been left at just that, it would have been very successful, but as far as I’m concerned, Bungie took the whole thing to the next level. They did it not with CGI or harder levels or even any sense of “leveling” the Master Chief. They did what I wish all game design companies would incorporate. They created a story that rivals any epic sci-fi novel I’ve ever read.

To begin with, there’s a sense of discovery built into the storyline that appeals to what must be nearly the hundredth percentile of gaming geekdom. Behind all the action—behind the Covenant and traversing the galaxy—are the Halo rings. It’s this sense of mystery that makes Halo a step above other gaming storylines. Not only must Master Chief beat up on the Covenant—which is tons of fun, by the way—he must discover what Halo rings are, what they’re for, who built them, and why.

Which leads us to The Flood.

Bungie didn’t stop with just shooting Covenant. They decided to throw a real monkey-wrench into the works. The Flood is an alien, zombie-like life form that, if loosed upon humanity, could wipe us out indiscriminately. In just one cut-scene, the whole story takes remarkable sci-fi action and adds a horror element that ups the stakes considerably. Tension just oozes from the three-way antagonism inherent in the Halo universe.

That’s a huge part of why this game has been so successful. Bungie (and later Microsoft) has consistently upped the tension and scale of the story. There’s always something new—something exciting or horrific—just around the next corner.

GENIUS.

This is what good storytelling is all about—constantly upping the stakes and making it all plausible as you go along. And the Halo franchise does just that… in spades.

The last caveat worth mentioning here, and it’s a big one, is the characterizations within the story. For starters, the Master Chief is an exceptional protagonist for the story. He’s the nearly indestructible super-hero whose vulnerabilities leave just enough risk to keep things interesting. He’s the stoic, lone-gunman in space, who must face insurmountable odds over and over again out of a sense of duty. I mean, who doesn’t love the honor-bound hero who has no interest in monetary gains?

But Master Chief isn’t alone. He’s assisted by Cortana, a rather voluptuous AI who rides shotgun and scopes out some of the more technical bits of conflict that the Master Chief must face. However, she does serve one other critical function of a more literary nature. She’s easy-access to the deep back-story of the Halo universe, something that every good tale needs. Through her, the Master Chief discovers a lot of what’s going on behind the scenes. She is both his “right hand” and the “investigator” portion of the story. Cortana allows gamers gets quick info dumps about the history and scale of the universe that Bungie continues to expand upon, and does so without wrenching the player out of the storyline.

Again, GENIUS.

In Halo 2, Bungie even upped their game from a characterization perspective. They made the “first person perspective” not only that of the Master Chief, but also a renegade Covenant soldier who is committed to bringing down the Covenant leadership. In one fell swoop, they increased the level of storytelling, created a “sympathetic villain,” and expanded the scope of who and what the person behind the game controls experiences.

Bungie got literally everything right with this game. The nailed the action part, which hasn’t really changed much in the past 14 years, and created a compelling, intriguing and multi-perspective set of characters that make for hour after hour after hour of fantastic gaming experience.

The story, hands down, has some of the very best tools and tricks that keep readers/gamers interested. We are taught from the get-go that there’s always just a little bit more to learn. We come to expect these new discoveries, and thus far we haven’t been let down.

That is why the Halo franchise continues to be best in breed.

The success of Halo is something each and every writer should take notes from. Play this game, from start to finish. Pay attention to story and characterization. Watch how the chapters are laid out and how the designers/writers keep upping their game to keep you riveted to the couch and the controller in your hands.

And when you’ve done all that, apply it to your writing. If you do, you’ll be writing better stories with better characters. More importantly, readers will want to turn those pages till the wee hours of the morning to get to the end… and buy the next installment.

The Mass Effect Trilogy: Story-Driven Gaming

It’s my firm belief that the Mass Effect trilogy is the future of video game storytelling.

For those who are not familiar with the games, a basic primer.  Playing Mass Effect is like an action movie where you control the main character.  That means you choose dialogue options, affecting how your character interacts with other characters; mission options, picking what your character will do and in what order; upgrades-as you advance in the game, you have points to spend at your discretion, allowing your character to become somewhat skilled in many fields or very skilled in a few-and combat.

Commander Shepard can be female or male, of any race.  S/he can have romances with a variety of different characters, including alien and same-gender romances, or s/he can be utterly indifferent to romance.  S/he can develop platonic friendships – or anger shipmates.  S/he can make Paragon (virtuous) choices, Renegade (“badass”) choices, or a mixture of the two.  Most importantly, saves from the first game can be carried over into the second; and then into the third.  That means the possibilities for the future change, depending on the player’s decisions in the past-ie, what you did in the second game will change your options in the third.  The end result is a storyline directly affected by the player’s input.

The series is not without its flaws.  One common complaint is that a few plot points always lead to the same end, regardless of player input.  For example, at the end of the first game, Commander Shepard can either encourage space cop Garrus to respect the institution of law enforcement and rejoin Citadel Security, or to reject the regulations as hurdles impeding justice.  No matter which option is chosen, though, Garrus ends up in the same place at the start of the second game:  hunting down criminals on a lawless space station.

Looking outside the story itself, my guess is that there was a question of practicality.  Theoretically, if Garrus had stayed with the police (the Paragon version of Shepard’s advice), the developers would have had to create a whole new mission to encounter him in the second game.  The time and cost of developing two wholly different missions to achieve the same end (getting Garrus to join your crew) was probably prohibitive.   In-story, though, the second game focused on Garrus’ frustration with lawlessness, to justify his decision no matter what advice he received.  I think that as technology improves and games become more powerful, it will be easier for developers to provide more complex options for players, and a wider variety of consequences for each decision made.  Given the variety that already exists in Mass Effect, I’m pleased with the past, and anticipating the future.

Throughout the game, Commander Shepard is called upon to make moral judgments; to solve disagreements between characters; to make tough ethical decisions;  to decide when to use force and when to try to talk out a problem.  These choices shaped my concept of the character.  My first Commander Shepard usually did the noble thing, but she made Renegade choices when she got angry.  My second Commander Shepard was mostly renegade, but there were some lines even he wouldn’t cross.  I developed an emotional attachment both to Commander Shepard and the characters with whom s/he interacted.  And in every game, there are choices that can lead to those characters’ deaths.  It’s not possible to complete the first game without at least one crew death, and it’s gut-wrenching every time, no matter who I lose.

This, I think, is the reason I keep playing Mass Effect over and over:  the wedding of characterization and storytelling.  The secondary characters are fleshed-out people who I want to spend time with.  I could skip the dialogue and go right to the shooting, but I don’t want to.  I have a lot of games where I can shoot things.  I don’t have a lot of games where I can be whatever kind of hero I can imagine, interacting with characters I’ve come to care about, making decisions that have real consequences.   I hope in the future, I’ll be playing a lot more games like this.

When Did The Sun Come Up? Immersion in Video Games

Immersion.  It’s that feeling of being completely swept away in a story, so much so that you forget the real world exists outside it.  As I’ve gotten older that sensation has gotten harder to find.  Maybe after years of writing my brain is too accustomed to dissecting what I read.  Whatever the reason, when I do manage to lose myself in a story, it’s the best kind of treat.

One thing’s for sure.  When it comes to immersion, video games have a distinct short-cut that books lack.  When you read a novel, you passively watch events unfold.  The best books make you feel as though you live these events through the eyes of the character.  But however immersive a book is, you will always be the passive observer, unable to influence the events unfolding before you.  What I’m going to talk about in this post is how we can leverage video games’ greatest cheat—interactivity—into making our own writing the kind that sweeps the reader away.

A video game is like a story where the reader instead of the writer is in charge… at least to a limited extent.  In a book you place your faith in the author, but when gaming it’s your responsibility to see that the hero survives to reach the next scene.  For somewhere between eight and 120 hours (curse your vastness, Skyrim!) you are the driving force behind whether the hero succeeds or fails.  Even with the most clichéd of plots and characters made of pure cardboard, this sense of agency is a video game’s greatest weapon in capturing and holding interest.  I’m going to examine two games that go about this in very different ways, examine how we might use those techniques to further our own writing, then offer a brief warning.

I completed Naughty Dog’s The Last of Us just about a  week ago so this seems as good a time as any to gush all over it.  If ever there was a video game contender to submit as “serious art” this game is it (Honorable Mention goes to L.A. Noire).  At a glance nothing seems particularly remarkable about the game or its story. The Last of Us is essentially a zombie survival horror game, where society has collapsed thanks to an infectious outbreak that “zombifies” normal people.  A hard-bitten survivor named Joel must escort a fourteen year old girl named Ellie to safety through areas teeming with both infected and with equally hard-bitten human survivors.  About the only thing original the premise does have going is that the infectious agent is fungal in nature and its mind-warping abilities are based on a real class of fungus:  http://en.wikipedia.org/wiki/Cordyceps (warning: nightmare fuel).

Despite a fairly pedestrian premise, the characters of Joel and Ellie are so well written, acted and animated that it elevates the entire game to something sublime.  Combat is merciless, usually punishing any mistakes with instant death.  Playing as both characters alternatingly, you will feel every hurt they incur and their mounting sense of despair.  When you (as Joel) brutally kill a man who is attacking Ellie, you’ll feel a savage glee that is entirely intentional yet profoundly unsettling.  The sense of a world falling apart around Joel and Ellie is palpable throughout the game, and though I won’t spoil events, the plot is driven believably and courageously by its characters and delivers an ending that will positively haunt you.

But how do we recreate this in writing form without video game short-cuts?  As in the game, it starts with character.  While a reader can’t direct the actions of your characters, if you delve deep into the mind state of your viewpoint characters and ensure that the actions of the character are so well-grounded that they feel almost inevitable, you can transport the reader into the mind of that character fully.  Make the reader understand and believe in the actions of the character and you will reel them in.

In stark contrast to the total character immersion of The Last of Us we have the total world immersion of Elder Scrolls V: Skyrim.  An open world fantasy role playing game, Skyrim has no structured plot per se, only a series of quests that you unlock by exploring the vast world of the game.  There are two sets of “main” plot quests, but they (and all the rest of the quests) are entirely optional.  Accomplishing some quests will make others unavailable, as everything is interconnected.  I still remember when my character was offered a chance to join the Dark Brotherhood (guild of assassins) and had to choose between several people to assassinate to complete my initiation.  Instead I turned on my Brotherhood contact and after dispatching them, I got a message that several quests were permanently failed.  But then a new message flashed up on the screen: “NEW QUEST:  DESTROY THE DARK BROTHERHOOD.”  Niiiiiice.

This is an entirely different level of immersion, a game and a story where you literally have input into everything.  But I’m not advocating we all start writing Choose Your Own Adventure novels, because you can still get this sense of total world immersion in a book with a fixed plot.  The key is in the worldbuilding.  Robert Jordan’s early Wheel of Time books did an outstanding job of building a working magic system where you could see exactly how the pieces fit together.  He established the rules early on, then later when he had characters figure out how to bend the rules to achieve greater ends, it all felt very natural, like another set of laws for physics.  If you focus on constructing your world so that all the pieces fit and move together in ways that the reader can see and appreciate, you can achieve something similar.

So we’ve gone over immersion by character and immersion by worldbuilding.  And now, the promised warning:  with great immersion comes great expectations and therefore great responsibility.  The more a player (or reader) feels they have a stake in a particular story, the more they start to dictate in their mind how that story “should” end.  With enough readers or players, there’s going to be a pretty large divergence in expectations.  I’m sure everyone has their own example, but it’s worth remember that the more investment the person has put into the story, the greater the anger if they feel the writer doesn’t stick the landing.  And if you have enough readers, you won’t be able to please everyone.

Of course, I suspect that for most of us, that’s a problem we’d relish having.