I am pleased and proud to announce that I will be giving a seminar on how to write for video games at the upcoming Scares That Care AuthorCon, in Williamsburg, VA. Attendance is limited to 20 folks, so grab your spot now! You can find out more about it here!
Author Archive: admin
Five For Writing – Jay Posey
Jay Posey is a veteran of the video game industry with credits on titles as diverse as Ghost Recon Future Soldier and Star Trek: Bridge Crew. He’s also a multitalented gentleman, and has published seven novels, including the Duskwalker Trilogy and most recently, Every Star A Song. He and I have worked together for many years, and I am pleased to say that he is still talking to me after all this time. And like his character, Jay is hyper competent at anything he sets his mind to. Now hear what he has to say in Five For Writing:
1-You tend to write in series instead of standalone books. What’s the appeal of a series to you?
Hmm, besides the comfort of knowing I’ll get paid for more than one book? I think the main draw of writing a series for me comes from how it gives me time and space to reveal world and character details in a way that feels organic.
I often have a complicated knot of ideas that I’m trying to untangle and explore in my books, and I don’t necessarily know where any of it is going to take me. There’s always a temptation to firehose my readers with information that isn’t necessarily relevant to the immediate story but that my brain really wants to get out on the page so it can stop thinking about it.
My first series (Legends of the Duskwalker) is probably a good example; the main character Three has some unusual traits that make him unique among everyone else he interacts with, but it isn’t really until the third book that it becomes clear why he is the way he is. I kept trying to find a place to explain it all in that first book. There just wasn’t space. It wasn’t relevant to the story that was unfolding, and the amount of context that readers would have needed for it to make sense was just too much to fit in as an information dump. But after a couple of books’ worth of exploring the state of the Duskwalker world, I felt like readers had lived in it long enough that the third book could reveal that background in a natural way that was integral to the story instead of an “As you know, Bob, Three is special because …” kind of thing.
Knowing that I don’t have to rush into anything is helpful, though it has occasionally bitten me too. I left some loose ends in my Outriders series that I still haven’t had the chance to tie up (yet). (Which is probably why about 98% of email I get from readers is of the “When is the third Outriders book coming out?” variety.)
2-You dramatically expanded the scope of your writing for your last two novels. What led to that?
Mostly a direct challenge from my agent, the esteemed Sam Morgan. After the Outriders books, when we were discussing what to tackle next, he said he’d really like to see what I could do on a more epic scale. My first two series were focused on small groups of people, so when Sam said “how about more epic”, I went from “small group with personal stakes” to “galaxy spanning empire with the fate of the human race in the balance”. It was quite a challenge for me and really stretched me creatively, but I’m really glad that Sam pushed me to give it a shot.
3-Your debut novel, THREE, fused elements of westerns, horror, cyberpunk and post-apocalyptic fiction. How did you arrive at that combination?
I had been working on a different novel off and on for a few years and was having trouble making any headway. At some point, I finally realized it was because I wasn’t a good enough writer at that point to accomplish what I wanted to with it, so I decided I’d just pick another idea and make it a goal to finish it, without really worrying about whether or not anyone else would ever want to read it.
So I think the weird combination of elements grew out of the fact that I was writing THREE for myself first and foremost, and I just decided to build a world where I could include all the things that I thought were cool. I remember thinking about George Lucas and Star Wars: A New Hope, and how watching that movie, you can see his love of Westerns, samurai movies, hot rods, and WW2 dogfights all happily co-existing together. I think I just figured if I wanted to write a book about a cyber ninja gunslinger trying to help a dying woman and her child cross a wasteland filled with bad people and scary critters who only come out at night, there wasn’t anything stopping me.
4-The defining trait of many of your characters is utter competence. What’s the appeal of writing
about characters like that?
I’m secretly envious of competent people. Life must be so much easier for folks who have some idea of what’s going on!
There are a couple of things in particular that appeal to me about writing hypercompetent characters. First, I think it’s interesting to explore the humanity that exists even in people that seem so different from the rest of us. I’m pretty sure my background in writing for Tom Clancy video games has had a hand in that. I’ve been fortunate to have the opportunity to sit down and talk with a lot of combat veterans from the special operations community, and it’s really impacted how I view members of our armed forces who serve in those elite groups. I used to imagine that they were all just a different kind of human from the rest of us, more like superheroes I guess. The fact is that they’re just people too. So that’s always been interesting to me to explore.
Secondly, I think it also has something to do with the kinds of scenarios I can put those characters into, and still have it seem plausible that they can find their way out. I feel like I can barely navigate a grocery store successfully these days, so it’s fun for me to be able to drop these characters into extremely challenging circumstances and know that they can handle it.
5-What’s the book you’ve always wanted to write that you haven’t written yet?
Probably that very first novel that I worked on for so long that has still never seen the light of day. It’s a fantasy setting, but not unlike the Duskwalker series in combining many different elements that I just find interesting personally. With seven novels under my belt now, I feel like it might be about time to circle back around to it and see if I’m ready to tackle it or not.
The Scariest Part
Some of you may recall my good friend Nick Kaufmann’s Five For Writing, wherein we discussed his fungus-centric new novel The Hungry Earth. Well, Nick runs a series of essays on his website called The Scariest Part, wherein he gets horror authors to talk about the scariest part of their new books, and he was kind enough to ask me to contribute. So you can read all about the scariest part of writing Ghost of a Marriage here.
Five For Writing – Gary Astleford
Gary Astleford has an entry on Wookieepedia, which automatically makes him cooler than I am. He’s also an experienced video game scribe, with experience on titles like Warhammer: Age of Reckoning and Wildstar, as well as the wildly successful Rainbow Six: Siege. Currently a Senior Narrative Designer at my home base of Red Storm Entertainment, he is currently working his mighty wordcraft on The Division: Heartland. Without further ado, I give you Five For Writing with the thoughtful and talented Gary Astleford.
1-What about game writing appeals to you?
As a long-time tabletop game master, I’ve always loved world building and telling interactive stories.
2-What do you think are the main differences between TTRPG and video game writing?
Tabletop RPGs have a dynamic edge that computer and video games lack. There’s always a chance for TTRPG players to do the unexpected, so a certain amount of flexibility is required to ensure that things run smoothly. Though printed adventures are often written with a central storyline in mind, it’s not uncommon to provide game masters with alternatives and suggestions for when things go off the rails.
Conversely, the stories told in video games are limited by available tools and game systems. They tend to be linear, scripted, and on rails to a large degree. While improvements have been made developing procedural content, as well as branching dialogue and storylines, we’ve still got some distance to go before we can emulate the dynamism of an imaginative human storyteller.
3-What were the challenges in writing for Rainbow Six: Siege, a game that doesn’t necessarily have a traditional narrative structure?
In Siege, the narrative elements are by necessity presented outside of the core game. Siege’s stories incorporate the game’s extensive and evolving cast of characters amidst a narrative backdrop delivered in an episodic fashion. Certain in-game features, such as special events, use a more traditional approach to delivering in-game narrative. However, more dramatic stories and interactions between characters are conveyed via other types of media—CGI and anime videos, comics, online articles, etc.
These various narrative assets are quite focused and specific. One challenge in creating them is to stay on-message, as there is rarely room to write in the proverbial margins. Another concern involves the scope and cost of the assets (which can be tremendous) and ensuring they are as polished as they can be right out of the gate. In this process, Narrative is only one of a number of key stakeholders involved in the creative process. Consensus and agreement across disciplines during production is vital.
4-What says good game writing to you?
I value internal consistency in game writing, as well as due consideration of the player’s agency and their role in and effect on the story. Players should absolutely feel as if their actions in the game make a difference. Providing tangible results for those actions is an important part of my own creative philosophy. While I don’t feel it’s necessary for all player actions or accomplishments to be broadcast or rewarded, there’s definitely a sweet spot I aspire to.
Beyond that, content should be internally consistent—any surprises or plot twists must make sense within the framework provided by the game’s narrative.
5-What are the next steps that need to be taken in improving game writing?
As creators I believe it’s our responsibility to usher in new perspectives rather than cling to those we’re
familiar with and accustomed to. While strides have been made in increasing diversity in games, we still
have a long way to go. Representation, both within our industry as well as within the content we create,
matters a great deal. There are voices we haven’t heard yet and they have their own stories to tell. The
inclusion of these voices can only improve the narrative tapestry of the games we make.
Many thanks to Gary for taking the time to sit down and answer the questions! Next week, tune in for five questions with science fiction novelist and all-around excellent guy Jay Posey!
Good News Everybody
A couple of notes.
First of all, today marks the release of the ebook version of Ghost of a Marriage, available at fine purveyors of electronic books everywhere for the low, low price of $2.99.
Second, I am pleased to announce that my short story “The Taste of It Fresh” has been accepted for publication in the anthology Counting Bodies Like Sheep. This story is my first experiment with body horror, as opposed to my usual weirdness, and I’m very proud of it.
Oh, and just a reminder, I’ll be running virtual round tables on the subject of game narrative at the upcoming Game Developers Conference.
There’s more good news in the pipeline, but I’ll hold off on that until I have more details to share with you. Just a hint, though – if you’re interested in learning about writing for games, keep the weekend of April 1 open…
Ghost of a Marriage Releases Today
Today is the big day! GHOST OF A MARRIAGE print edition is now available on Amazon.com and at fine retailers everywhere. Big thanks to the wonderful folks at Crossroad Press for putting the book out!
As for the book itself, it has ghosts. It has a marriage. What more could you ask for?
Five For Writing – Justin Achilli
Justin Achilli and I go way back. Like, to the mid 90s at White Wolf way back. It was a pleasure to work with him then, and it’s been a pleasure to work with him in his time at Red Storm. He’s one of the sharpest game designers I know, as well as an excellent writer and editor, and a thoughtful, eloquent advocate for games. Here he is now, the man who more than anyone embodies Vampire: The Masquerade – Justin Achilli.
1-You’ve been involved with Vampire: The Masquerade for over two decades. How has it changed in that time, and how has your approach to it changed?
For the longest time, Vampire (and all of the World of Darkness games) were made by a company that was a physical book publisher first and foremost. It needed to print and sell books to survive, so a lot of what went into the games served that end: Print stuff with a perceived value and sell that. We were writing and developing sequential periodicals as much as we were writing and developing games. Things like “metaplot” and “canon” emerged less from an intentional continuity and brand-building, and more from survival instinct.
Now, though, the company that owns the World of Darkness (Paradox Interactive), isn’t a physical book publisher at all. So my work on Vampire and other titles is refocused on building a sandbox in which people can tell their own stories rather than printing some-thousand words of plot advancements.
2-You’ve worked in both tabletop and video games. What did you carry over from one to the other?
Overall the thing that I find most important is to respect the player’s time. Audiences have a huge amount of options in terms of entertainment, so I think it’s important to realize what your game offers, whether it’s a TTRPG or a video game or whatever, and deliver on that promise.
I had been working on MMOs a while back and it used to bother me how a lot of MMO marketing was “you can be anything you can imagine in this enormous living world!” but their gameplay was built around three or four very distinct classes or roles and combat quests. That always seemed really disingenuous to me. Better to have a very limited scope and help the player tell the best story they can within that scope than to try to tick every box and deliver adequately on only a few of them. Pendragon is an amazing TTRPG, and characters are comparatively very limited in what they are: Arthurian-era, mostly knights. And look at, say, Stardew Valley — it doesn’t have one tenth of the feature list of, say, Star Citizen, but it’s made millions of people very happy by letting them tell a very distinct kind of story, and it doesn’t pretend to do anything else.
I think that’s the most important part. Let the player tell the story and live the fantasy you’ve promised to them. Games development is project management, so your resources should be scaled and devoted to fulfilling your promise.
Not a sexy answer, I suppose, but a good one, I think.
3-What do you feel is unique about game narrative, and have we been reaching its full potential?
The big difference between games and “one-way” media is the interactivity. In a game, the narrative is helping the player tell the story, so if the story relegates the player to making insignificant choices, it’s telling them that they don’t matter, that what the story “is really about” can happen without them. That does a disservice to the player, who’s playing to see the outcomes of their actions, to make choices and learn what those choices effected.
I don’t think we’re at the point of realizing the full potential there, and I think we’re still a distance away. Look at how long writing as a craft has existed, or creating visual art, or making music. Compared to those media, video games are in their infancy, and they’re a unique blend of all of those things and then some. Some of what’s limiting us is technical or technological — we can’t yet have an AI “game master” that’s as versatile as a human one, and we can’t ship an infinitude of digital assets to visualize or realize what a human game master can describe. But some of our limitation, too, is commercial, in that it’s really expensive to make games and the people funding them want to recoup their costs, so the expenses of risk-taking are much more controlled than in, say, an individual’s effort to tell the story that they’re burning to tell.
4-How do you think game design should be used to tell stories?
I think of game design as the “toolbox” the player has. A game effectively proposes a problem or a series of problems, and the design defines the parameters by which the player can attempt to solve those problems. So there are really two stories to every game (and sometimes they overlap very closely): the story of the player playing the game, and the story events that contextualize the game itself. The player’s story, and the world story that includes the character the player is portraying.
I think this is the part where I’m supposed to bring up the “does Tetris have a story?” exercise 😉
But seriously, I like the definition of a game as a series of interesting choices. “What happens when I do this?” is the source of myriad stories. They don’t all have to be epics or infinite. Some stories happen in a moment’s time.
5-Do you prefer open-ended or linear game narratives, and why?
As a personal preference, I enjoy open-ended narratives, because they make me feel more like I’m in charge of my own destiny. Especially when I’m able to create my own character, I feel like setting my own goals and realizing them is part of that open-endedness.
Which isn’t to diminish linear game narratives, of course, and I’ve worked on many of these. In complement to the above, when I’m playing a specific, named character, I tend to appreciate linear narrative smore, because I buy into the story that this is that character’s story and I’m helping realize it, as the player.
In the end, it has a lot to do with the promise that’s being made to me, especially in game worlds that are part of franchises. In a Star Trek game, I want to boldly go! But I also accept that I’m probably going to end up in conflict with the Klingons at some point. “Linear” doesn’t have to mean the player is resistant to being directed toward an outcome. If it’s part of what you buy into when you undertake the narrative, it’s reasonable to have some expectations.
Huge thanks to Justin for taking the time to sit down and answer these. You can find his wit and wisdom on Twitter, and in the continuing output of World of Darkness books.
Tune in next week for another interview!
Jewish Horror Book Chat
This past Sunday I had the pleasure of speaking with the Congregation Am Haskalah book club about all things Jewish horror, including my story “On Seas of Blood and Salt“. The video of the chat is here. I’m the one in the Hawaiian shirt with the Sasquatch pattern.
Five For Writing – Thomas R. Clark
Author, podcaster and gamer, Thomas R. Clark is a man of many talents. In addition to published works like The God Provides, he anchors the metal-and-horror podcast Necrocasticon. So let’s throw the goat and let Thomas answer in his own words
1-Heavy metal and horror. What’s the connection?
My two favorite niche genres of entertainment. And they are niche, no matter how rabid and vocal the fan bases are for both. They are linked through iconography and themes, mostly.One can’t think of Iron Maiden without also seeing their zombified mascot, Eddie. Many metal bands use imagery typically associated with horror – Type O Negative, for example, or Ghost and their Satanic pope character Papa Emeritus – hell, even Black Sabbath’s name comes from a Boris Karloff film. Not to mention one of my favorite horror novels, The Scream from Skipp & Spector, which is a perfect blend of this.
2-What was the experience of writing your first novel like?
Do you mean the one I just wrote? Or the two I wrote between 2015 and 2018 that will never see the light of day cos they are/were nothing but a collection of scenes and awful? Well, wait, that isn’t all true. I’ve cannibalized and re-written portions from both into other pieces. For example, the opening chapter to Whirlwind was slightly modified into the short story “Chirp” you can find in my debut collection, A Book of Light and Shadow. The protagonist of the same book, a private detective named Dianne Brighton, was reimagined as the protagonist of my WIP, The Witch of November. I write slowly, and writing a full length novel is an arduous task for me. My longest piece of published fiction to date is The God Provides, but that is technically a collection of four novelettes. The Death List, my longest narrative piece in print, is just under 40K. Now, the one I just completed, Summerhome, is my first full length commercial novel, no disrespect to F. Scott Fitzgerald. I found the process with this to much easier than I thought it would be, as I was taking what I’ve learned with my prior pieces and applied it to this. I’m in the midst of a rewrite before going to my editor.
3-What have you learned from the process?
I learned your first book will be awful, and likely your second book, too.But they need to be awful. I’ve learned writing books is a lonely trade, and the legends of writers having substance abuse issues are no joke. It’s easy to tip a bottle or light up a smoke when you are alone as much as a writer is.
4-What’s the most metal thing you’ve ever written?
Thus far, it’s Bella’s Boys. The Death List is pretty metal, too, but Bella’s Boys is so much more than a cosmic horror novella. It has meta-layers, making it everything that is metal and Rock-n-roll. For example, the chapters indicating the date, time and snowfall totals – those represent the time signatures of a song on an album. The book is an album in print, with each chapter being a new track, or song in presented in narrative prose.
5-How does your podcasting relate to your writing?
I went to college for broadcasting and journalism, so the podcasting is a natural extension of that. Podcasting, ironically, has led me to my writing career, though. I’m glad I’m doing this now, and not thirty years ago. I imagine the ME of that era wouldn’t have been very popular with the community as a whole, due to my immaturity and rampant, out of control ADHD. I’ve only learned to manage over the last decade – and much of this is a result of the structures I’ve had to build in my life to produce quality creative content. I worked in sales for 25 years nad never achieved the amount of understanding for my trade as I have with writing fiction.
Sometime around 2008 or 2009, my buddies and I started a fan podcast of a regional professional wrestling promotion. Interviews I did during this time period assisted me in landing a podcasting and journalism gig at an online entertainment news site similar to Ain’t It Cool News, called This Is Infamous. During this time period, a peer with a small press printed a series of comedy-genre pieces I wrote over the years. My coverage of horror films and the horror based fiction I wrote landed me in the HWA, which I joined to find mentoring. During this time, I started the Necrocasticon Podcast, after leaving This Is Infamous. Eventually, I was given a mentoring spot with Monica S. Kuebler at Rue Morgue Magazine, which led to me covering Scares That Care for the magazine. And there, after meeting many of the creatives who inspired me, like Brian Keene and Tom Monteleone, I discovered I wanted to write fiction. So podcasting has had a drastic impact on my fiction, without it, I don’t think I’d be doing what I’m doing today.
Many thanks to Thomas for bringing the thunder to this week’s post. You can find him online at his website, or on Twitter. And check out the Necrocasticon if you get a chance!
Next week is a special treat for me, as I bring you an interview with my long-time coworker and friend, the man who is Vampire: The Masquerade, Justin Achilli. See you then!
Ghost of a Marriage Audiobook Is Live
Remember when I said that Ghost of a Marriage was coming out the first week of February? Well, it looks like Audible is ahead of the curve because the unabridged audiobook is available now! Narrated by Sam Rosenthal, it clocks in at seven and a half hours of spooky goodness. So if you’re the audiobook type, it just might be down your alley.