Tag Archives: genre

Nine Worlds: Making Horror

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In this talk, Ian will dive into what’s really going on when you’re trying to create strong emotions such as horror in computer games, LARP, and other media, drawing on examples from recent titles he’s worked on. He’ll discuss strategies you can use to elicit specific responses from your players through design, writing, art, sound and gameplay.
Speaker: Ian Thomas

This presentation was fascinating, but primarily aimed at the gaming and LARP communities. I only really took notes on the bits that can be applied to writing, so this is NOT a write-up of the whole presentation. If that’s something you particularly want to read, say so in the comments and I’ll see if Ian is willing to do a more comprehensive write-up.

All In Your Head

To start with, this is about making your audience viscerally feel whatever emotion it is you’re trying to engender. It’s a step beyond show or tell – you need to put the emotion (be it horror or anything else) in people’s heads, not in the medium. Writing down an emotion like horror or joy in detail is exactly how not to do it. Too much of a reveal and your reader will react intellectually, rather than emotionally. Seeing things often robs them of their power, especially in a horror setting. Don’t tell people how they’re feeling – construct scaffolding for them to attach their own feelings.

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The Uncanny Valley effect is a good one to tap into – the hypothesis that replicas which appear almost, but not exactly, like the real thing elicit feelings of eeriness and revulsion

We’re programmed to take scant pieces of information and build stories out of them, even when it’s not good for us (making us scared, sad, etc). The trick is getting your audience into a receptive state so they tell those stories to themselves without you needing to fill in the blanks. The stories they build will be far more emotive to them than anything you can write, because they’ll create building blocks out of their own experiences. Leave gaps for those building blocks, and Resist the Urge to Explain (RUE).

Ian drew a comparison with comic books and graphic novels. The panels only provide flash-frames of action – the gaps between them, the white spaces, are everything else which the reader instinctively fills in. Allowing your audience that autonomy makes them complicit in telling the story and therefore more involved in it. The gaps build empathy between your audience and the character, which allows you to collapse the audience and the character into the same space. Things that impact the character will then impact the audience on an emotional level.

Engaging the Senses

Drown the audience in your world. It’s not just about the story on the page (or screen, or whatever). Disframe it, take it out into their lives. Hitchcock’s Psycho announced during the marketing campaign that they’d have paramedics on hand at every cinema in case of heart attacks among the viewers. This was nonsense, but it meant the audience was already on edge before the screen was even turned on. It made the story tangible outside the imagination. In written examples, S. by Doug Dorst and JJ Abrams uses inserts like postcards and passed notes to bring the story off the page and fundamentally more tangible.

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S. has multiple story levels, one of which is about people passing the main text between each other with notes and postcards inserted. I believe in that story because I can touch the postcards myself.

Fear (or love, or hatred) of certain things isn’t universal, and therefore universally relatable. [Jeanette Ng has a great Twitter thread on the laziness of cut-and-paste cultures in general.] It’s much more reliable to tap into more primal instincts, rather than things which have a certain anchoring in culture or experience. To do that, to properly involve your audience in the story, you need to scare them as well as the character. This is rather more applicable in gaming but definitely worth bearing in mind in books. House of Leaves by Mark Z. Danielewski apparently does it very well indeed (I confess I’ve not read it but it sounds awesome).

When it comes to using cultural taboos to shock or horrify, be really careful. It’s very easy to make your audience angry or disengaged at you, rather than drawn deeper into the story. You can ease the way by having your character react in the same way as the reader likely would, but seriously… delicate touch and common sense required.


And that’s all from Nine Worlds, folks! Lots of food for thought, and a couple of follow-up blogs incoming. Hope you enjoyed it!

From High to Low: the Point of Novels

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It’s been a while… half a year, in fact. Apologies for the radio silence. Uni has been almost entirely focused on writing my book so I’ve had very little non-book related stuff to share and even less time to do it in. But things are starting to move over the summer, so it’s time to get back on the horse. 🙂

The Evolution of the Novel

I was pointed towards the essays on The Dialogic Imagination by Mikhail Bakhtin by my tutor recently. Bakhtin was a Russian philosopher and literary critic writing in the early 1900s, and he had some interesting ideas about the novel as a genre. Until now I’d assumed that the novel was a format, and things like horror, romance, SFF, etc were genres which used that format. Not according to Bakhtin. He classes the novel as its own genre, separate to the epic, the elegy, the lyric poem, and all the rest of the classical literary styles. These styles were rigid, with strict formats and defined subject matter. The novel is much more fluid, defying categorization because there’s always multiple exceptions to any rule you try to impose. It essentially bastardized the subject matter of the older genres, turning it on its head:

The “absolute past” of gods, demigods and heroes… is brought low, represented on a plane with contemporary life, in an everyday environment, in the low language of contemporaneity.   ~ Epic and Novel, Bakhtin

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This did something important. The older styles were very much for the elite – the educated upper classes. Within their stories, the world might change on a cosmic scale (the end of the Age of Heroes in The Iliad, for example) but not on a day-to-day level. This is because the intended audiences were the people in charge, and they had no interest in social change. The novel messed with that. It began the move from elite audiences to everyman audiences, bringing the subjects within reach of the general public. And the general public were very interested in social change, oh yes.

The novel was a way to push boundaries, to discuss the issues of the day in a relatively safe medium. And, because it was so flexible, it could incorporate all the favourite subjects of the old genres – such as love, war, death and heroes – without breaking a sweat. It took over from the old genres, in fact, because it could cover those subjects with greater freedom and exploration.

…the unfettered and fantastic plots and situations all serve one goal – to put to the test and to expose ideas and ideologues.  ~ Epic and Novel, Bakhtin

The rise of the novel also meant a shift in focus. The epics and elegies were focused on the past; lyrical poetry was, at best, focused on the present. The novel allowed speculation about the future. How things could change. It was the genre of evolution.

Genres Today

The novel is now such a ubiquitous format that we don’t think of it as a genre. We sub-divide it into themes or subject matter or style, and call them genres instead. Some of them still talk about contemporary issues and push boundaries; others are purely for entertainment’s sake, and there is nothing whatsoever wrong with that.

I think, though, that SFF has an important role to play in pushing boundaries. As I’m pretty sure I’ve mentioned before, it’s a step back from the world which means we can talk about problematic areas like religion and race without falling foul of prejudices or sensibilities. It’s also a way to discuss social problems in a very bold way, with less risk (I’m going to point you back to the lecture on Chinese SFF from last year). And it is, absolutely, the genre of the everyman audience.

efc698a5b975dc9d9004847b051308ce--ink-express-frankensteins-monsterUrban fantasy, which is what I’m currently writing, straddles the line between reality and fantasy. It makes this balance of open discussion vs removed engagement a little trickier, but it also allows us to make more pointed observations. Urban fantasy isn’t new, incidentally – it has its roots in the gothic novel. Arthur Machen, Mary Shelley, Edgar Allen Poe, they were all forerunners in the fantastical. And they were all making observations about the society they lived in.

I’ve had to define the issues I’m deliberately trying to tackle in London Under, and to be honest they aren’t what I thought they would be. I thought I was writing about love and duty, and what those forces can do to us when they’re in opposition. It turns out that, rather without meaning to, what I’m actually writing is a story about the threat of terrorism and the fear of loneliness in a big city. The whole ‘love and duty’ thing is still there, but more as an undercurrent. I didn’t plan that, it just seems to have happened. Which shows that your subconscious can sometimes be the better writer.

Our era is characterized by an extraordinary complexity and a deepening in our perception of the world; there is an unusual growth in demands on human discernment, on mature objectivity and the critical faculty.  ~ Epic and Novel, Bakhtin

Nine Worlds: Feedback Loops & Transmedia Storytelling

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Two academic talks: “The Afterlife of the Dalek Emperor – Spinoff material, canon and intertextuality in Doctor Who” by Fiona Moore and Alan Stevens, and “Roleplaying games: transmedia studies and producer/consumer relationships” by Allen Stroud.

Okay, so this blog post won’t actually be about that, exactly. Whilst I am a Doctor Who fan, it’s in a fairly casual way. I don’t know the original series or the wider verse, and Moore and Stevens clearly care way more about this stuff than I do. So mostly this blog post will be about Allen Stroud’s paper, with the occasional Moore/Stevens comment thrown in where relevant.

Consumption & Creation

At its simplest, transmedia storytelling is the use of multiple media channels to tell a story, be they books, TV, film, radio, audiobooks, comics, graffiti, semaphore or smoke signals from distant mountain tops. Different media requires the story to be told in different ways (it’s hard to get the complexities of internal dialogue into smoke signals, for example) so the nature of the story alters depending on the channel in use. 

The consumer’s (the term ‘reader’ isn’t always applicable here for obvious reasons) experience of the story is still usually linear. You mostly consume a story via different formats consecutively, rather than trying to take in multiple channels at once. But transmedia storytelling means that the narrative itself isn’t necessarily linear. It’s fragmented, with lots of different perspectives and potentially lots of different starting points:

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Reproduced by kind permission of Allen Stroud

  • Multi-linear transmedia narrative means that the entry point can be anywhere and the story should still work.
  • Fragmented narrative means that the consumer must collect all the pieces of the story in order for it to make sense.
  • Layered narrative means each piece of chapter will stand alone as a single story but the more the consumer experiences, the more information they have around the story and therefore the greater their understanding.

The consumer therefore starts to make choices (knowingly or not) about what content or chapter is consumed in what order via which medium. With layered narratives, they have to put in ‘more than non-trivial effort’ in order to engage with the story, such as codes, seeking out more chapters on other channels, and so on. This is called ergodic literature.

This is also the point at which the consumer can start to contribute, which can lead to issues of content ownership (and this is where my notes from Moore/Stevens become relevant). Does fan-made content contribute to the creation of a wider story universe, and a dialogue between consumer and creator? Or does it represent a risk to IP rights? In the Doctor Who universe, the writers apparently need to keep a strict provenance of ideas and steer very clear of incorporating known fan ideas in order to avoid IP challenges. This obviously impacts their options on where they can take the story (as described in TV Topes’ article on Ascended Fanon, which gives multiple examples of this actually happening).

Working in Expanded ‘Verses

When you have multiple people contributing to the same story you end up with an expanded universe, or intertextuality – dialogues between different media within a single wider setting. This in turn leads to an external body of knowledge, or referential code, which builds up the distinctive features of that setting and allows consumers to fill in assumptions without always explaining them.

Take Bram Stoker’s Dracula as an example origin text. Modern vampire stories have to acknowledge stakes, garlic and so on because consumers already have that body of knowledge around the expected setting.

In a way, this gives power back to the consumer – the popular definition of the setting becomes more powerful and important than the reality or the origin text. At the very least, the expectation has to be acknowledged before it can be subverted.

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Legally, expanded ‘verses can be problematic. In a collaborative franchise project who actually owns the IP? Do individual writers own individual plotlines and characters? If so, how do you ensure continuity? In the Doctor Who ‘verse, where this used to be the case, the wider story ended up with unresolvable contradictions. So should the franchise own everything? Is that fair on the individuals who are actually creating the story?

Macro to Mega

There’s a couple of handful terms for thinking about this stuff, and framing it:

  • Mythopoeia is “the weave within the story narrative primarily designed to project depth.” So, hinting at a wider universe which this singular story doesn’t have time to go into. Lies of Locke Lamora is a good example of this.
  • Megatext is “a shared subconscious catalogue of familiar themes in a genre.” We’re back to Bram Stoker and garlic, stakes, etc. with this. Where the theme of the setting is something widely known by the audience and written in by multiple non-collaborative authors who collectively build up a knowledge base.
  • Macrotext is “the guide for a specific fictional world, the frame work through which a large project of multiple outputs can be devised.” The worlds of Star Trek, Lord of the Rings, and so on. Any specified universe which ends up being used collaboratively and which therefore requires some consistent record.

Stroud made the point that macrotexts can be ‘mutable’. There will always be corners of the universe that haven’t previously been detailed and which can therefore be added to. This in effect keeps such fictional worlds alive and evolving. The trick is to avoid contradiction with established facts, as that’s how you break a devoted reader’s immersion. Which is where databases like Wookieepedia come in.

Next week: transformative works and the colonisation of historical space, which has more stuff on macro text and shared universe creation.

Nine Worlds: Barriers to Women in SFF Publishing

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Science fiction, fantasy and horror writing seem to still be very much a boys club. Men are consistently reviewed more often in genre-related publications while also dominating ‘best of’ and ‘most anticipated’ lists. Is this because there are fewer women writers? Are publishers publishing fewer women? What about the marketing? We know there are brilliant female genre writers out there, so why aren’t more people reading their books, talking about their work, and including them in lists of favourite writers?

Megan Leigh, Charlotte Bond, Lucy Hounsom, Gillian Redfearn, Lydia Gittens, Alasdair Stuart

downloadRegular readers of this blog have already met Charlotte Bond, one of the hosts of podcast Breaking the Glass Slipper, thanks to her recent guest post. Well, I was lucky enough to get into a very select audience of a live recording of BtGS‘s tenth episode at Nine Worlds. True to the general theme of equality, both of the Con and the podcast, this episode looked at why there is an imbalance of gender in published SFF authors and how this might be addressed.

I’m not going to write up the session for the simple reason that you can listen to it yourself by clicking here. And if you listen really carefully, at 1:09:00 you can even hear me ask a question!

Next week: telling stories in an expanded setting.

The Power of the Audience: What Happened at Comic Con

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I’m going to break out of writing mode this week, and into fangirl mode. There is a (tenuous) link. Bear with me.

I’m a Brit who doesn’t earn enough to justify attending Comic Con – something that saddens me, and one day maybe I’ll save up specially. But I do pay attention to the news, tweets, etc that come out of it because – as previously mentioned – I am something of a massive fangirl. And this year at Comic Con, something beautiful happened.

Jared Padalecki, star of TV show Supernatural, has been vocal about his fight with depression. He started a campaign earlier this year called Always Keep Fighting to help raise funds and awareness for people dealing with mental illness. I paid particular attention to this as I deal with mild depression myself. In May this year, Padalecki had to pull out of attending his scheduled convention appearances due to depression. He asked his fans for understanding and they gave it.

Then came Comic Con. During the Supernatural panel, a room full of over 7,000 people passed out Always Keep Fighting tea lights and raised them en masse to show their support. This is an incredible act of kindness and love by a huge number of strangers, brought together by a simple fantasy TV show. Just reading it made me feel emotional. I can’t imagine what it must have been like to be there.

This is the kind of audience that makes telling stories more than just rewarding. They make telling stories an essential bedrock of community. They turn the stories into a community, and do beautiful things on the strength of them. That’s magical. That’s an audience I’m proud to be a part of, and a genre I’m proud to write in.

#AlwaysKeepFighting

#AlwaysKeepFighting