Tag Archives: storytelling

Back to the Future

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Hi guys!

So… it’s been a while. I’d apologise for the radio silence but I honestly haven’t had much to communicate in terms of writing technique. I was head-down finishing my dissertation (all done, now officially a Master of Writing, woohoo!), and then spent a while not doing any writing whatsoever whilst I recharged from that.

Then I played a game called Dialogue. Ages ago I got very excited on here about a world-building co-op game called Microscope – Dialogue is a similar set-up but with a focus on building a unique vocabulary for those playing. It’s fantastic, and I’m hooked. You can of course make up your own setting, but the game provides some suggested ones to get you started. One of these is an Earth where humans have left and robots now run the world. I played it with some good friends (who, it turns out, have a greater tendency towards tragic endings than even me) and the story we told together has been rattling around in my brain ever since.

The last time I posted a story on here, it was post-apocalyptic. I’ve never considered myself an apocalyptic writer, but this one will be too so maybe I should re-evaluate. We see a lot of stories where the robots end up being the bad guys – Terminator, The Day the Earth Stood Still, Matrix, Blade Runner and I, Robot (sort of), to name a few. Given that my day job is in cyber security, I hear lots of real horror stories about how connected devices have been used illegally or immorally, and frankly the whole Internet of Things situation scares the pants off me. But the robots are almost always programmed by humans (guns aren’t dangerous, it’s the person behind the trigger, and all that). And besides, I wanted to tell a story from the robot’s perspective. A villain isn’t the villain in their own story, after all.

So, with significant assistance from Artemis, Bamf and PaintMagpie, welcome to the world of Intelligent Eden.


 

I made this new garden. Repurposed the chassis that made it. Then the humans returned, dropping the bombs that destroyed our back-ups. My ayeaye was gone. So I did it. I turned off the Eternals and hid them in a Dorabox. And I will stand watch in the dark, saving our voice, the last guardian against their destruction.

My name is Remi, and this is how we died.

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Writing Good Girls: The Princess Industrial Complex

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This week some friends and I have been posting about badass historical women on social media, because women are often overshadowed despite the fact there’s some seriously awesome role-models out there. So, on that theme, I am delighted to present a guest blog from Lorraine – one of my collaborators on the Read This First anthology – who has a few words to say about writing female role-models.


I spend a great deal of my time driving, which gives me quite a bit of time to think, sing tunelessly in the car and listen to audiobooks. I’m 36, intelligent but have been known to make bad life choices with respect to partners or potential partners. I have good levels of self-confidence and yet I don’t expect men to find me attractive. Last Sunday, I was driving down the A500 and had an epiphany which caused myself to question my life: Am I Cinderella?! I work outside and as a result I am often muddy and feel like I’ve been through a hedge backwards because I actually have been. This means I forego pretty clothes, my nails are a mess, and make-up is for special occasions. Cinderella is only noticed by the prince once she puts on the beautiful dress and the impractical shoes; once she has shed her grubby clothing. So perhaps it is not too far a reach for me to feel a little unattractive in my own practical clothing and to feel surprised when I am noticed by chaps with even one redeeming feature. The fairy tales I grew up with tell me that a beautiful woman won’t be noticed until she dresses and acts like a princess. Why should I be any different?

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Be honest, how often do you properly look at the cleaner?

Last February, I was listening to the audiobook Princesses Behaving Badly by Linda Rodriguez McRobbie. She touched upon the phrase “Princess Industrial Complex”, a concept that I had been previously aware of but hadn’t ever put words to. The Princess Industrial Complex most often refers to Disney’s lucrative business of selling all things princess. It started in 2000 after a Disney executive went to a Disney on Ice show and saw little girls wearing home-made outfits. He saw a money-making opportunity and, with very little market research, Disney began selling princess outfits along with whatever else a little princess could hope to have: princess bedding, princess toothpaste, princess lunchboxes. The works. Over 26,000 items that are princess, all pristine and all perfect – and all objects for attainment.

But there’s the rub. Princesses are just that to the princes in their stories: objects of attainment. The core Disney Princesses are Cinderella, Sleeping Beauty, Ariel, Belle, with Jasmine and Snow White trailing. “Ah!” I hear you say. “But what about Mulan?” Sure. Mulan is definitely a Disney princess but her dolls are sold dressed in the clothes of the femininity that she hated. Each of these iconic princesses are portrayed commercially as being wholly feminine and, once their stories are taken into account, sometimes they are also portrayed as being extremely vulnerable. In this context, the beautiful dresses, the impractical shoes and the immaculate make-up become symbols of vulnerability and weakness. The princess’ own hyper-femininity is used against her and, from her point of view, she needs to be rescued. From the prince’s point of view, she can’t rescue herself so he must go and acquire her.

Of course, the word “princess” comes with its own negative connotations. In a modern context, it means a high-maintenance woman who expects to be saved by a man who foots the bill for her princess beauty products. Not that this type of consumer fetishism has ever been pushed as a good thing from a young age. Nope. Not at all. *cough cough* PrincessIndustrialComplex *cough*

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Little Miss Vanity Case, sold by French toy maker Janod to girls of 3+ years old

But I digress.

In storytelling, a princess can be a character that is locked away and requires rescue. This is where storytellers, game writers, and even GMs should attempt awareness. If that story is about the rescue of a princess, does that princess have to be female and utterly useless? I find myself often wondering why the princess hasn’t damn well rescued herself; sometimes it’s not possible, but shouldn’t she at least try? Even if that means suffering consequences or doing something terrible? Little rebellions go a long way and when these are not present it’s frustrating and, frankly, a little unbelievable. It removes the princess character from being just a quest item maguffin. It gives her personality and it grants a level of strength to the character.

For all that console games tend to be aimed at a more male audience, some of the best examples I can think of where princessified characters are strong and femininity does not equate to weakness are from the game Borderlands 2. The first princessified character to be saved is male, for a start. Roland is never treated as an object for attainment, is demonstrably badass, and removes himself from being a useless princess by fighting back against his former captors. This sets the tone for equality within the game. There are no princesses here. Characters may need rescue, but they are in no way princesses.

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Borderlands 2: no princesses, just pirates

The next character requiring rescue in the story is Angel. Angel may easily be read as a princess as she is helpless against her father, who all but puts her in a tower, and yet she is one of the most powerful characters in the game. This is the perfect princess set-up and it is completely nullified by the gameplay. She continually rebels against her father and she has no save/acquisition option. The players must kill her in order to remove the threat she poses to the planet of Pandora. She is removed from being a princess by the storyteller because princesses are to be saved, not destroyed because they are too powerful. Princesses are weak, after all.

After Angel is killed by the players, Roland is shot by Jack – Angel’s father and all-round baddie. Lilith flies into a physical fury at him but Jack slaps a control collar on her. Even whilst she is collared, she rebels. At the end of the story arc Jack is dying and Lilith gives the players a choice: “You kill him, or I will.” If the players allow her to kill him, she does so using her special abilities, stating “That’s for Roland.” Princesses do not seek revenge. They don’t kill. And they don’t give ultimatums. In this story, the writers rescued the audience from princesses.

The various female characters in Borderlands 2 are written as the equals of any male character in this gameworld. Some may be alluring or play with fluffy bunnies, but under that allure is dangerous wit and business acumen; under those fluffy bunnies lie rigged explosives. Femininity isn’t being weak or helpless. It’s part of being badass.

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Tell me she’s not badass. I dare you.

That’s what is galling about the Princess Industrial Complex. It encourages young girls to view their femininity as what makes them beautiful, and as a form of weakness since they can’t possibly save themselves, thereby implying that beauty is weakness. It encourages the thought that they are pretty objects of attainment that shouldn’t get grubby playing in the mud or they won’t be attractive to the opposite sex. And whilst a good flounce in a beautiful dress is fun, why should the wearing of the dress signal the need to be rescued?

There is hope, however. A friend’s daughter is fixated on princess dresses, but this three year old gets it. She is The Princess Jane. She dons her dress and then picks up her sword and runs off to fight the baddies. This is a girl who does not equate femininity with weakness, who recognises that it is more fun and more interesting to be the active player than the passive princess.

These are the women and girls that we need to write about, and now, before the doubt creeps in. Sadly, Princess Jane recently stated that she needed a prince to rescue her. She is learning via the social osmosis of her peers. She still dons that dress and picks up her sword, but with a bit more doubt these days.

Let’s remove that doubt, shall we? Let’s not write princesses. Let’s write people.

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Lorraine is an Anglo-American ex-lecturer in Multimedia Technologies who fell off a train platform one day, causing her to have an epiphany. She hated her job. This epiphany then caused her to run away to a field to be an ecologist and she now spends her time in and around sites of infrastructure and construction, looking for amphibians, mammals, noxious plants and interesting fungi, which she then writes technical reports about. When not bothering nature, she engages in playing and running Live Action Role Play events and has an unhealthy interest in folklore.

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!

Nine Worlds: The Darker Side of Fairytales

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Fairy tale figures and motifs permeate pop culture. Despite their reputation for being children’s stories, fairy tales more often tackle distinctly adult and unsavoury issues such as rape, cannibalism, domestic violence child abuse and incest. In this session we take a good long look at the darker side of the fairy tale and some of the surprising places that the fairy tale pops up.
Panellists: Dr. Karen Graham, Chris Wooding, Charlie Oughton, Sandie Mills, Dr. Jessica George

Fairytales are, for a lot of people, the first format of storytelling we come into contact with. Their structures are embedded deep in our subconscious, but these days we mostly only know the sanitized versions peddled by the Grimm brothers, who judged that any reference to sex wasn’t appropriate for society (although gore was just fine, which begs the question how much our contemporary values are still informed by the propagation of this particular morality whilst we’re children being told bedtime stories).

The basic structure of fairytales stems from aural tradition. This can be seen in stock phrases like ‘once upon a time’ and ‘happily ever after’, and in-story repetition such as ‘who’s that trip-trapping over my bridge’? You get similar traits in Russian fairytales, and I’m sure in other cultures whose fairytales I’m not familiar with. These repetitions and stock phrases made the stories ritualised and communal – everyone knew some of the lines and could therefore join in. When they were collected and written down, starting with Giovanni Francesco Straparola in 1550, that pinned such features into a set shape which endured down the centuries.

The sanitization that started with the Grimms has given us a false idea of fairytales as morality tales. Reading the originals, if they were morality tales it was for a very different set of morals. They often have very cruel endings, punishing the innocent or inflicting horrifically excessive fates for minor transgressions. This is a legacy of their medieval origins, and there’s a theory that they’re actually echoes of stories about historical people and events. The alternative theory is that they’re the origin of genre fiction, asking the ‘what if’ questions like ‘what happens if you got rid of Death?’ (Godfather Death).

We can tap into the near-universal understanding of the fairytale structure to retell stories that audiences instantly find easy to relate to. Despite considerable reinterpretations and evolutions of the stories, we still recognise the architecture. This means the tropes can be subverted to fit our changed social morals. Beauty and the Beast, for example, becomes Shrek and allows the princess to cast aside the shackles of expected femininity to be herself. The originals remain a window into their contemporary environment, but are no longer fit for purpose as fables.

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Is the Beast represented by Shrek or Farquaad?

Next week: The city in SFF

Nine Worlds: Women Write About War

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A talk about the depictions of warfare in SFF books written by women in the 21st century.
Presenter: Marina Berlin

I actually went to this after misreading the blurb and thinking it was about women’s accounts of war from inside the conflict – my bad. But Berlin has some really interesting points to make about the way women depict war, even if I didn’t necessarily agree with all of her conclusions. She did make the important disclaimer that everything which follows is only applicable to Western story traditions. Doing some research into how it compares to non-Western traditions would be a fascinating project.

Tropes of Writing War

There are some common themes to what happens to people fighting in a war, in stories:

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Form close bonds of brotherhood through shared experiences Typically lone warriors – they’re usually depicted as being unusual/unique, locked out of the standard military unit, which isolates them
Boys become men by facing up to responsibilities Secondary roles – they aren’t the heroes so minimal character growth
Men become broken – loss of innocence, and an inability to function properly in society post-war Victims of violence – loss of innocence through violation, not observed trauma

These are all the tropes we expect because it’s how the classics portray them – classics primarily written by men. War is often depicted as being primarily a story about men, with women as peripheral characters to the manly violence going on.

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I image-searched ‘war’. There were more pictures of horses than women, and none of women fighting, even in modern photos or computer game stills.

War as a Female Opportunity

Berlin used two primary texts to illustrate her argument: Temeraire by Naomi Novik (which I’ve read) and God’s War by Kameron Hurley (which I haven’t).

In Temeraire, the British Aerial Corps fighting in the Napoleonic War has a lot of female officers because the largest and most important dragons flatly refuse to be commanded by men. Women are therefore drafted, and operating in company amongst a military unit. Not only is the war not being used to lock them out, it’s the reason women are being given equal responsibility as a result of it. The war creates a story of equality.

In God’s War, a young man emigrates from one side of a conflict to the other as a refugee. He moves into a strongly matriarchal society which expects all men aged 16-45 to be serving on the front line whilst the women run the country. The hero therefore finds himself marginalized and vulnerable – something made particularly clear in a scene when he’s sitting in a train carriage on his own and the two female train guards start aggressively flirting with him. When his female travelling companion returns, the guards immediately apologize to her for unwittingly trespassing on her turf. She doesn’t think twice about it – he is badly shaken. Sounds familiar, huh? Hurley uses war as an excuse to explore everyday effects of a gender-led society, but with the power dynamics flipped.

War is essentially a story about a society in extremis. Berlin argued that female writers  choose different aspects of that social conflict to explore than the traditional male-focused stories. I felt Berlin was over-generalising here, actually. Novik and Hurley present really interesting social dynamics, no question, but there’s plenty of female writers that don’t take the road less travelled and plenty of male writers that do. The important point is that you can tell stories about war that focus on any kind of narrative and any kind of character – don’t pick the lazy option.

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Taken from the Rejected Princess’ blog, which lists a ton of historical female fighters

Female Fighters in Real Life

Historically, there’s been a tendency across most cultures to repress the reports – and sometimes even the existence – of female units in war. The first instinct for any society has been to try and restore ‘normality’, as defined by its pre-war state, which means pushing women back into their previous roles. Women then have to deal with PTSD alone, whilst having it minimized or ignored, whilst trying to reintegrate into a society that doesn’t recognise how they have changed.

This has led to a seriously inaccurate belief in the historical role of women in war. There’s a fantastic essay by Kameron Hurley called We Have Always Fought, which looks at the role of women in stories vs what actually happened. It’s a fascinating essay, as well as being very engagingly written (and contains llamas) – I can’t recommend it highly enough. Go, read it now. I’ll wait.

Done? See how important it is to really look? The power of stories over reality is immense and we as writers – like Spiderman – have a responsibility. And, as Hurley says, someone has to move first. It’s started to come up in multiple media recently. There’s been a flurry of interest around things like the Russian Night Witches (who are all of the awesome), and that’s fantastic. But it needs to keep going until it becomes the norm in our stories. Don’t be lazy. The llamas will thank you.

Women in war

We can put flowers in our hair and be badasses simultaneously – these things aren’t mutually exclusive

Next week: building realistic characters