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Video Games, Story, and Oxford Commas

December 11, 2013 by Jay

This post doesn’t actually have anything to do with Oxford commas, I just felt like I should put three things in the title for some reason. Also, I prefer to call them video games rather than videogames because I don’t call board games boardgames, but I don’t know what the Accepted Standard is, even though I am a professional Maker of Video Games. Also also, this might be the worst opening to a blargh post in the history of blarghing.

Anyway. It probably comes as no surprise that I’ve played a lot of video games in my life.  And being that I write them for a living, it’s inevitable that conversations arise from time to time wherein people ask me which ones are my favorite, especially from a story/writing standpoint.

In those situations, I always feel pressure to say something clever and insightful which never works because I am neither of those things, and then I end up doing one of three things; I either

a) try to make up some obscure and probably pretentious thing about a really good indie game that I haven’t actually played yet but that I’ve really been meaning to because all my other game-writer type friends are raving about it;

b) fall back on recent classics, like Bioshock, or Portal 2, or Telltale Games’s The Walking Dead, all of which are great and deserve all the praise they’ve received but don’t really add any new information to the conversation;

c) stare blankly with a slight smile on my face that is supposed to communicate my friendly and sincere interest but somehow apparently comes off as creepy which is fine because I DIDN’T WANT TO COME TO YOUR STUPID PARTY ANYWAY

What I (almost) never do is tell the truth.  Because the truth is a terrible, terrible secret.  Which I will share with you, personally, as long as you promise not to tell anyone else.

The truth is, my most favorite stories from games are the ones I told myself while I played.

Don’t get me wrong, I enjoy a well-told story in games, and there are plenty of them out there.  But I can’t think of a story I’ve been told that resonated with me nearly as powerfully as the ones I’ve been allowed to experience on my own.

This will sound crazy (probably because it actually IS crazy), but I have exceptionally fond memories of an old Nintendo game called Break Thru.

It had a story.  At least, according to the back of the box it did.  A secret aircraft had been stolen and it was up to me to BREAK THRU the enemy lines and recover it!

But that was just the box.  What REALLY happened when I played it was far more personal;  I wasn’t recovering an aircraft.  I wasn’t even starting the game at the beginning of the story.  For me, I was playing the last, desperate moments of a daring rescue mission.  I was saving a wounded hostage, someone I loved, against all odds.  I was there alone because I was the only one who cared enough to even attempt a rescue, and I had to do it without support from anyone else.  Just me and my trusty jumping car.  The aircraft wasn’t the goal at all, it was just a means of escape … I was stealing it from the enemy, from their own air base, because that was the only shot I had to get Her home safely.

That’s probably not a story that would appeal to many people, but for me it was the story.

Sid Meier’s Pirates! is another game that stands out; sure there was a framework there, rescuing family members, taking revenge, and so on and so forth, but for the most part, when I was at sea, none of that really mattered.  Sometimes I was just a trader, taking goods from one port to another.  Sometimes I was a pirate hunter, sworn to defend all ships against the scourge.  Sometimes I was a terror to all who dared to sail MY seas.  

Even fighting games weren’t immune.  You have no idea the noble and desperate reasons I fought for in those death pits.  The future I hoped to make,  if not for myself, at least for others who weren’t as gifted and skilled in the Deadly Arts as I was.  I’ll spare you the details because I’m sure they are boring and tedious to you but to me, TO ME, oh the wonderful times I had!

Sometimes as a ninja in Tenchu: Stealth Assassins, I would spend an hour or more sneaking around, silently killing every guard in the compound.  Except for one.  Why?  Because someone had to live to carry forth the message of what becomes of evil men who prey on the weak and helpless, of course.

OF COURSE.

And that, to me, is the true and still mostly-untapped, mostly-misunderstood power of video games; their ability to create worlds and then leave room for players to create their own unique experiences.  They aren’t books.  They aren’t movies.  They’re something else.

Which kind of makes it awkward for me as a game writer.  Because sometimes I’m writing stories and spending the whole time thinking that instead of this cutscene our cinematics director is super excited about with the explosions and the glass flying everywhere and all the porpoises,  maybe what we really ought to be doing is focusing on creating coherent context, and then making sure players have enough meaningful actions in that world to make the kind of difference they want to make.  Leaving motivation up to the player, instead of up to me, as it were.

Fortunately, there are a lot of exciting things going on in the indie game space exploring these kinds of things; Cart Life, Papers, Please!, and several others that I haven’t played yet but I’m totally meaning to play and you should check them out because they are totally awesome experiences, as all of my smarter game-writer friends have told me.  And to be fair, Telltale’s The Walking Dead still is a favorite of mine because even though it’s not my story, I am responsible and accountable for the decisions I make.  The character’s motives are my motives, and I get to help define the kind of person Lee is.

If this were an essay or an article or something, this is where I’d put a tidy closing statement that really brought everything together, and I’d put a nice, neat bow on it.

Sadly, this is just my blargh, so this is all you get.

 

Filed Under: Game Design, Narrative Design, Writing

Blarghing and the Dentist

October 27, 2013 by Jay

Soooo, recently I went to the dentist for a fresh round of cleaning and up-checking and it had been a long time since the last visit.  Like, a really long time.  Like more than five years.  And everyone was super kind and no one made me feel ashamed for not having been to the dentist in five years (except for the little cleaning tool that I’m pretty sure was cursing me the entire time it was in my mouth).

But I realized that it really wasn’t that bad of an experience and in the process of trying to figure out why it was I hadn’t been in such a long time, I realized a good part of it was because I hadn’t been in such a long time.  That is to say, I hadn’t gone because I was ashamed of not having gone earlier.

Which is, in a way, very similar to why I haven’t been posting anything on Ye Olde Blarghe lately.  Because I haven’t posted anything.  And I feel bad.  And so I keep not posting, because nothing seems worth having waited ALL THAT TIME to post.

Here is a picture of a cute animal:

So cute.
At last, something worthwhile.

So this is kind of a dental check-up of blargh posts; it’s just a little reminder that hey, it’s really not all that bad to post things, even if they are of very little interesting content.

Perhaps, especially if they are of very little interesting content.

That’s probably not true, but it makes me feel better.

 

Filed Under: Uncategorized

Book Two Announcement

September 24, 2013 by Jay

Hi hi everybody!

Just a quick update to let you all know that Angry Robot has announced Book Two in the Duskwalker series will be released next spring with the title MORNINGSIDE FALL

US Release: April 29, 2014

UK/Aus Release: 1 May 2014

I don’t have a cover to show off yet, but I’ll be sure to let you all see it as soon as I can.  Hopefully I’ll get to see it before you, but you never know.  I’m sure it will be awesome either way.

Filed Under: Uncategorized

Aaaaand We’re Back …

August 26, 2013 by Jay

That’s the Royal We, which We’re now entitled to use by virtue of being a Celebrated Author.

(It’s true, my friend Clint Richards celebrated me once.  He held up his hands and went “yaaay”.  TOTALLY counts.)

I’m happy to report that my very first novel Three is alive and well and running around out there in bookstores and what nots. It was a bit of a crazy time trying to balance promoting Book One while finishing up Book Two, but I’m happy to say that the launch of Book One seems to have gone Quite Well.

And speaking of which, the manuscript for Book Two of the Duskwalker series is off to the publisher and I am anxiously awaiting edits.  Which means that perhaps I’ll actually get back to updating the ol’ Blargh now.

I doubt I’ll be updating with anything useful of course, but it’s my Blargh I’ll do what I want!!!

 

 

Filed Under: Uncategorized

Radio Silence, with a Purpose

July 13, 2013 by Jay

So I haven’t been updating the ol’ Blargh here for a bit, but I thought I’d let you all know that it’s not because I’m not thinking about it or because I’m lazy.  Or, at least, not JUST because I’m lazy.

I have in fact been quite busy finishing up my second novel and preparing for the imminent launch of the first (titled Three and out in the US July 30, worldwide August 1, buy buy buy!).

Over the next little bit (starting within the next couple of days), I’ll probably be sharing out links to all the various interviews and guest blog posts I’ve written, as they start showing up on the ol’ interwebs.  I hope you will count those as if they are my own blargh posts because I did in fact write them even if they are appearing elsewhere and because this is, after all, my blargh and it’s all about ME ME ME!

ME!

If you’re wondering what all this nonsense about a first novel is, feel free to purchase your own copy at your local bookstore, or from Amazon here.

I, of course, haven’t actually read it myself, because I don’t generally look at the screen when I type.  But the early reviews have been quite good.

Filed Under: Uncategorized

Stoplights and Brick Walls

June 25, 2013 by Jay

No stoplight ever actually stopped a driver.  It’s just a light, after all, and it’s all the way up there in the air.  You can literally drive right under it and it won’t do anything except maybe glare at you with extra red as you pass by.  (Unless you have a very tall car, I mean.)

Brick walls, on the other hand, tend to be fairly substantial and have no qualms about JACKING YOU UP if you try to drive through them.

It’s not unusual for us to find ourselves confronted by a few stoplights when we’re trying to do something new.  They can be useful indicators of when we need to slow down, or when we need to take a break.

But sometimes it’s tempting to pretend a stoplight is a brick wall.  Because it makes it easier to quit.

It’s not my fault!  I tried my hardest, but darn it I got there and the light was red and it just stayed red AND I WAITED SO LONG, so what was I supposed to do besides turn right on red and drive all the way to some other place I didn’t want to be?  IT WAS RED.  WHAT DO YOU WANT FROM ME?

Well … sometimes running a red light might not be such a bad idea.  You slowed down.  You checked all directions.  There were no cars coming.  There’s definitely not a police officer sitting behind you. Go ahead.  Run the light.  It’s just a light, after all.  Use that sentence fragment!  Mix those two colors that are so outdated!  Take that sentimental picture!  Write that story that’s “just genre fiction”!

(That’s a metaphorical red light, of course.  I absolutely do not suggest, recommend, or endorse the violation of traffic laws at any point in time ever at all, Mr. Officer, sir.)

But brick walls?  Usually the faster you charge at them to take them down, the more you’ll end up damaging yourself.  Brick walls require us to change course.  Sometimes we just need to take a detour to go around and approach our destination from a different direction.  Sometimes, along the way we find a new, better destination.

As tough as it may be to admit, there are things in life that will never work out no matter how hard we work at them.  Or worse, they will kind of limp along in a broken and increasingly frustrating state for as long as we’re willing to give them our time and attention.  And they might be things that we really and truly want.  And usually they are things that we really and truly aren’t built to do.

It’s a hard truth that most of us can’t actually be WILDLY SUCCESSFUL at anything we put our minds to.

I could study quantum physics for the rest of my life, and no matter how much I applied myself, I would never be as good a quantum physicist as the people that are naturally wired to understand that particular field.  Which is why I think we can all agree that quantum physics is stupid and only for nerds!

The trick is learning to tell the difference between stoplights and brick walls.  The sooner you can recognize which one you’re facing, the quicker you can adapt your strategy for overcoming it.

And once you are WILDLY SUCCESSFUL, you can totally waggle your various accolades in the faces of all those quantum physicists and make them spill their juice on their pants because nerds!

(I actually think quantum physicists are incredible people.)

(Because I’m a nerd.)

Filed Under: Goals

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