Year: 2010 (page 28 of 73)

Do Fear The Audience

Red Pen

Yesterday I talked about not being afraid of starting over. Today, I think it’s appropriate to discuss something one should be afraid of when it comes to writing, or performing in general. It’s the root of that thing they call ‘stage fright,’ at least in my experience.

You should be afraid of your audience.

Specifically, you should be afraid of screwing up and letting them down.

I’m not one to spread fear haplessly. I’m not a member of the Tea Party (colloquially known as a ‘teabagger’). However, it’s something I experience personally that I’m sharing as what might actually be a good thing. It takes me some time to write something, even a blog post sometimes, because I know other people are going to read it.

So I do my utmost to, as they say, bring my A game.

I do my editing and revising, for the most part, behind closed doors. I’ve experimented with sharing some of my in-progress work, and while I appreciate all of the feedback I’ve gotten and it’s helped me shape where some of my work has proceeded, I’ve also felt a touch of remorse for making people suffer through embryonic writing. It tends to be half-formed, missing things, rushed in places and laboriously long in others. In short – it sucks.

An awesome product might emerge from those early drafts, but I fear showing them to anyone. Hell, sometimes I fear showing a final draft to people, even if it strikes me as the best work I’ve ever done and composed entirely of awesome. I feel this way because, as a writer of fiction aimed at entertaining people, I don’t want to deliver a product that’s only partially good, or simply good enough to not suck.

I don’t submit works to magazines that are “warm-ups” or “experiments” that will lead to other works. I have no intention of querying with a partial manuscript or a finished one that still needs polish. Agents, editors, publishers, consumers, friends, family – they all deserve my very best. Even Blizzard won’t be getting anything less than the best Starcraft story I can offer, because on top of wanting to win, I want to demonstrate my skills, and if I send in something that isn’t my best, I’m doing a gross disservice both to myself and to their source material.

It’s not easy. You have to push yourself to do better, constantly. You have to remind yourself that lots of other people are trying to break into the same arena you are, and the only way your work will emerge above theirs is if it’s better presented, or better written in my case. Otherwise, there’s no point in putting pen to paper at all. If you want people other than yourself to write or see or experience something you’re creating, help them get their money’s worth. Write the best words possible. Don’t stop taking photos until it’s just right. Don’t be sloppy in how you assemble the elements. Do it right, and do it better than anybody else.

Henry Rollins summed it up in his usual inimitable way:

“Either have your phasers set on kill, or motherfucker, don’t show up.

Never Fear Starting Over

Bard by BlueInkAlchemist, on Flickr

As more buzz, news and rumors emerge regarding Cataclysm (including some very interesting coverage by The Escapist), a thought has occurred to me. It was only reinforced by the experience I had over the weekend into last night that will become public some time in the next 24-48 hours, to say nothing of writing “The Haunting of Pridewater” twice.

A storyteller should never be afraid of starting over.

The developers at Blizzard aren’t technically starting over. They’re revising and updating most of the original world, partially for in-game lore reasons and partially to take advantage of the advances in graphics and phasing. However, to experience this new content as something other than a max-level fully armored hero astride a flying mount, one needs to start over with a new character. This really isn’t a big deal, speaking as someone who suffers from a condition known as ‘alt-itis’, but for some it’s pretty daunting. I for one will be starting at least two new characters, and possibly one on the Alliance side of things. We’ll see.

In terms of both writing and the other thing, which I will not mention for reasons I can’t explain but involve the preservation of my sphincter, there are times when a creative endeavor doesn’t go quite as smoothly as one would like. Sometimes you know it right away, and sometimes it needs to be pointed out to you. But either way, the only responsible thing is to start over. Unless you’re writing strictly for your own pleasure, you need to write in such a way that other will be interested in your work enough to see it through to the end, and if you want to be successful, you need to transcend the interest of morbid curiosity. In other words, you want someone to check out you work for a reason other than, “Let’s see just how bad this can suck before it ends.”

Even when you have a deadline, you can always find time to start over, at least in part. Provided you’re not coming out of the gate for the first time at the last minute, there’s opportunity to review your work, pick out what works, scrap what doesn’t and begin again. It can seem like a chore, and sometimes it’s a daunting task, either due to the work’s overall length or the approaching deadline, but working through those obstacles and emerging with a product you know for a fact is better by a great factor than your previous attempt is very nearly its own reward. It’s thrilling to have that sense of completion twice, especially if you can compare what came before with what you have now.

How often have you had to start over? Have you had to do it multiple times on the same project? How much better was the end product due to the stops and starts?

MMORPG Redux

It’s been some time since I’ve discussed upcoming MMOs other than World of Warcraft. Since then, Star Trek Online revealed itself to be rather dull, other bloggers have gotten into the FFXIV beta, and there hasn’t been anything more said about the Twilight thing. Thank the Maker. So let’s see what developments have come along lately, shall we?

Star Wars: The Old Republic

Kotor 2 Poster by some artist who isn't me.
Not sure if want.

It was recently announced that Star Wars: The Old Republic will include space combat. This reminded me of the announcement BioWare made about the sex in Mass Effect. It’s aimed to drum up interest. In this case, those of us with fond memories of X-Wing vs. TIE Fighter (if not TIE Fighter itself, one of the best space combat sims EVER) can imagine ourselves enjoying that sort of gameplay in an MMO setting. Some might already be blowing the dust off of their HOTAS setup in anticipation.

However, BioWare’s previous attempts at space combat were somewhat lackluster. The elements of it in the KOTOR titles were a bit dull. I’d love to think that, if they borrowed anything form Star Wars Galaxies, it’d be at least the skeleton of space combat, because it was pretty good in SWG. But I, for one, will be waiting to see the end result.

Warhammer 40,000

Stole this one from the wife.
Definitely kinda want.

So THQ and Games Workshop have issued a trailer along with some bits of info about the setting for Dark Millenium, their Warhammer 40k MMORPG. I still like the idea of playing around in this universe, but the fact that the trailer shows gameplay as a Space Marine makes me a bit leery. I’m afraid that Space Marines will become the blood elf death knights of Dark Millenium – everybody will be playing one, and they’ll all think they’re the most badass mofo with the best RP story EVAR. I want to know more about the other races and classes available before I render a final opinion, but for now, it seems to be going in an okay direction. More diversity and information, please!

World of Darkness

Courtesy White Wolf & the Escapist
DO WANT.

In a word: Yes.

In two words: Fuck yes.

Fan boy wank aside, this prospect excites me for a variety of reasons. The World of Darkness is a rich, deep IP, that does supernaturals pretty damn well (especially in comparison to Twilight or Underworld) and contains plenty of basis for both PvE and PvP content. With every type of supernatural their own faction, and some being played by NPCs, there should be something for everybody there.

Beyond that, there’s the fact that the World of Darkness comes to us from White Wolf. Other than employing some extremely cool men and women, White Wolf is owned by CCP. Yes, that CCP. As in “creators of EVE Online.” These cats not only know how to make a decent and well-received MMORPG, they know how to keep it going and make things interesting for those who don’t even play the game. Like having six years of real world revenue get destroyed by a pirate raid. This boosts my confidence in the notion of this project not only launching successfully, but being worth playing and maybe even paying money to play.

For the time being, I’m still playing WoW. But I’ll be keeping my eye on these titles, and as soon as I know more, so will you.

Readers Can Get Lost

Good Luck road sign

If you have a map to take you from A to B, and B is not where it should be, sometimes you need to follow your nose. This is easier if you have road signs to follow, as one’s nose isn’t always reliable. And if there’s construction going on, well… good luck, pal.

This is a frustrating thing to deal with while driving, but in writing a story, sometimes it pays to mislead your reader. They might think a story is moving in one direction, but when it begins to head in another, they might find themselves disoriented or confused. If that confusion is also present in the protagonist, it keeps the reader intimately involved. If they didn’t relate to the hero before, they sure do now.

On the other hand, if you get too complicated or twisty in the reasoning of your plot, you might lose people entirely. LOST was accused of “jumping the shark” at least once during its run due to some of the places its plot went. Inception is confusing for some, but if you actually pay attention from beginning to end, you should be able follow the plot’s turns and redirections. That aforementioned confusion is something I still don’t get.

Anyway, making a reader work to reach a conclusion or laying the groundwork for a labyrinthine journey is ultimately rewarding for everyone involved if you can do it right. The reader feels a sense of accomplishment in putting things together themselves, especially if they can do it before the characters. On top of that, when they’ve finished, they’re more likely to share their experiences with others, which is good for the author. Finally, if enough threads are tied up but a few left dangling, it can cause the reader to look forward to the next work from that same author, thus winning the reader’s loyalty.

That is, provided you don’t get the reader so lost they fling the work across the room in frustration. Nobody wants that. It’s hard on the book. And, occasionally, the furniture.

Being Critical

The Thinker

When I cross-posted yesterday’s review on the Escapist, a couple of people pointed out that the card game in that abyssmal movie was grossly misrepresented. Fair enough. Despite the fact that breaking the flow of the game to explain what a card is and does is actually something that happens all the time in actual collectible card games, I will concede I was perhaps a bit too harsh when I referred to the card game of Yu-Gi-Oh! as brain damaged.

I’ve played a few CCGs in my day. Magic: the Gathering, NetRunner, Vampire the Masquerade (remember when it was called Jyhad?), World of Warcraft, and even Dragonball Z. I know how these things work. It’s really, really difficult to make it interesting to someone viewing it from the outside with no interest in the game, and since Yu-Gi-Oh! never got my attention as a game, it sure wasn’t doing itself any favors in movie form.

However, that’s a subjective point of view. And some of the folks who have, with probably somewhat good intentions, brought up the merits of the game, are also viewing the work subjectively. Sometimes, if one remains in a subjective point of view, things like tentative references to other works, flimsy dialogue or plot contrivance can get past the radar since the subject is enamored with what’s been depicted in the work.

My goal in yesterday’s post, and in pretty much every IT CAME FROM NETFLIX! feature, is to do my utmost to remain objective. For the most part, there are things in a work that are going to make it good or bad for people as individuals. My mother isn’t a fan of gratuitous violence or excessive use of the F-bomb. So a movie like Pulp Fiction isn’t something she’s going to watch. However, that film does have objective merits that a good film should have: interesting characters, well-written dialogue, a good soundtrack and thoughtful direction. I and other critics might declare it “good”, but that doesn’t mean everyone’s going to see it. Car magazines might say an Aston Martin is a good car, but I’m not going to buy one. Mostly because I can’t afford it.

On the other hand, Avatar has, as objective merits, technical brilliance, a unique aesthetic, sweeping battle sequences and a decent performance here and there. However, it has a story that is at some times simplistic and others clearly drawing from other sources, as well as supporting characters that are somewhat shallow one-dimensional straw men for corporate greed, indigenous antagonism or American belligerence. From a subjective point of view, it’s difficult for me to forgive the story flaws and character problems because I’ve been working very hard to avoid those very things in my own works. Someone who isn’t neck deep in writing speculative fiction might be able to overlook those difficulties and judge the film as good based on its visuals and the composition of its action. And, really, I can’t say I’d fault anyone for that.

Being critical and attempting to see these things from an objective point of view is as much an exercise for my own work as it is inspiration from Confused Matthew or MovieBob. If I can take a step back from my work as a writer, view the objective merits of that work and make the changes necessary to correct any flaws I see, the work will be better for it. The catch is not to overlook flaws that exist just because I can’t bear to pull the trigger or see flaws where there are none because, let’s face it, we are all our own worst critics.

And if I keep editing instead of writing, this stuff I’ve written will never see the light of day.

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