Tag Archives: writing

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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Gollancz Lit Fest: Words of Wisdom

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Last weekend was Gollancz’s annual Literary Festival, celebrating all things SF&F. For the first time I splashed out on a ticket and went along to a couple of panels by such giants as Joanne Harris, Joe Hill, Alastair Reynolds, Aliette de Boudard, Adam Ross and Pat Cadigan. From them, I learned three important lessons:

  1. Joanne Harris is exactly as much of a geek as I always hoped she’d be.
  2. Pat Cadigan’s comic timing is absolutely perfect.
  3. They are people just like me, with the same writing challenges and struggles. If they can do it, so can I.

That said, there were a few pearls of more specific wisdom that came out of the panels. I’ll do my best to assemble them into a coherent post, but the conversations veered quite abruptly so there may be some jumping around.

Publishing & Medium

Harris: You have to be rejected. You have to be rubbish for a while before you’re good. None of your time spent writing is ever wasted. It’s all experience that gets you to the next level. Self publishing is a great option which I’m glad I didn’t have.

Hill: With self-publishing, the readers have become the gatekeepers. They will tell you if you’re any good in the Amazon reviews. But your crappy stuff will still be out there.

Cadigan: Editors are your best friends. They stop you going out with spinach between your teeth. I woke up one morning knowing how to turn my current project into a trilogy, and I had to take a tranquilliser.

Harris: JK Rowling, Philip Pullman, Lemony Snickett – they were all game changers in publishing trends. Before them, lots of rejections were based on the belief that such books were too adult for kids and too childish for adults.

Hill: In the 19th Century illustration was understood to be part of the publishing package. Illustrations perfectly captured the character on the page. When Modernism came along, illustrations became viewed as for kids, or very middle class and not high art with a plot. So illustration fell by the wayside. Now so much of our media is digital so it’s great to use it to enrich the analogue page. Illustrations are poised to come back.

Harris: As soon as you send the book out to the public, you’ve released control. That’s how it should be. Everyone will take out of a book what they need, and it’s not necessarily what you put in there but that’s good.

Even when all of us speak the same language, none of us speak the same language.

Harris: I write stories live on Twitter and see how the audience responds as we go. It forces you to think differently about structure, both overall and at a sentence level. Every sentence has to be formed in a different way. A story on the page is different to a story read aloud.

Writing Emotionally

Harris: ‘Write what you know’ is rubbish. There’d be no fantasy, and all crime writers would be in jail, if we did that. But it has to be emotionally true to you. Don’t write love if you’ve never been in love.

Hill: Find a writer you love and try writing them. Go through a page and work out why they did stuff. Can you do it differently? Can you do it better? Write dialogue trees – just dialogue alone, no descriptions or directions. It helps clarify the voices of different characters.

I want to know how a guy dresses from the way he talks. – Steinbeck

Harris: I give my characters D&D stats – Intelligence, Charisma and Constitution. It makes you think of them differently. How are they able to react to different situations, if they have low Cha or low Con? You need to know everything about them, even if you don’t put it on the page. How would they answer internet memes? Or choose from a menu? Go for a walk as your character – what would they notice? Stanislavski’s Method Acting books are my most valuable writing resource.

Planning & Plotting

Ross: If I plan in too much detail, it becomes a chore to write the book and boredom communicates to the reader. First you get it written, then you get it right.

Cadigan: You’re always a bit smarter than you think you are, and you know more about human behaviour than you think you do. Leave enough wiggle room to let that happen.

Reynolds: I always have a skeleton as a reference point, to navigate back from a tangent, but generally I like to be surprised. The downside is you end up throwing a lot of material away.

Cadigan: The dishes are in the sink but I’m too lazy to wash them, so I might as well write a book.

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Thank you, Pat, for that inspiring call to action!

Kishōtenketsu: Japanese 4-Act Structure

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A friend sent me a link to this article last week, which talks about the structure of Japanese horror. It’s quite lengthy but well worth a read. Among other things, it talks about kishōtenketsu – a style of telling stories in four acts, rather than the Western three, without using conflict as the primary plot driver.

At first glance, this really does go against all Western storytelling traditions. Everything we’re taught, and all the media we consume, revolves around creating and resolving conflict. In many ways, it’s how we’re taught to communicate (I’m thinking of debate teams, basically all politics, a good 70% of Twitter, and the badge my mum used to carry on her handbag which said “Because I’m your mother, that’s why”). And certainly the three-act structure is so heavily ingrained that we barely recognise something as a story if it doesn’t follow that pattern. So how does kishōtenketsu work, and how well does it translate to Western audiences?

The Extra Act

We’re used to story patterns that look like this:

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Where the action rises due to conflict, which comes to a head, and is then resolved

The Japanese approach looks like this:

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The extra act, then, is the Twist. In this context, it’s essentially a chance in perspective which makes you reevaluate the events that have preceded it and thus creates tension. It’s best illustrated in horror, with stories like The Licked Hand:

  • Introduction (ki): A young girl is home alone with only her pet dog for comfort.
  • Development (shō): She hears on the news of an escaped convict and becomes frightened. She is too scared to go to sleep without letting the dog lick her hand from beneath her bed.
  • Twist (ten): When she awakes she discovers that her dog is dead and has been the entire night.
  • Conclusion (ketsu): She finds the words “HUMANS CAN LICK TOO” written in blood.

There’s no direct conflict in the story, no goal or motivation, and very little action. The entire tension of the story comes from realising that what you thought happened is not what actually happened.

Causality, rather than conflict, is the vehicle in this type of storytelling. ~ Rudy Barrett

This approach is common across multiple genres in Japanese writing. The scholar Utako Matsuyama attributes it to a fundamental difference in cultural attitude. Unlike the goal-driven capitalism of the West, traditional Buddhist values in Japan focus on eliminating worldly desires. That tends to leave protagonists without a goal – and therefore without opposition to it – which necessarily changes the way stories are told. Conflict is replaced with shifting perceptions of the world. Characters aren’t driven or called to action – things just happen to them. And there’s often no resolution, as we would understand it, but instead just an emphasis of the idea or moral shown in the story.

Same, Same, But Different?

It’s this last point that makes the cultural crossover most challenging. We demand a lot from our endings – a satisfying fate for all concerned, neatly tying up every sub-plot, providing a sense of closure and impact – and if they fail to deliver we judge the entire story by that failure.

Twists, however, are very familiar to Western stories. They’re a staple of our psychological horror genre and a common technique employed by unreliable narrators. They go in and out of style a bit, but we always enjoy a good one and it seriously increases the memorability of a story. We like to be conned, provided it’s done well.

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Signs let me down, it let Joaquin Phoenix down, but most of all it let itself down.

There’s also a number of people who’ve written articles about how conflict is purely a matter of perspective. I read one example (which I now can’t find again, sorry) which framed the story of Star Wars: A New Hope as a kishōtenketsu by focusing on Han Solo’s character development rather than the intergalactic struggle for dominance. Another, unrelated, gave an example of a kishōtenketsu as a fisherman going out to sea (1), catching his dinner (2), his wife and kids hiding from bandits at home (3), and them all being reunited (4). I’d argue that hiding from bandits automatically implies conflict. With the example of The Licked Hand above, again the presence of an escaped convict writing in blood strongly suggests conflict (or at the very least, its looming potential). So there seems to be some fuzziness on the definition of the presence of conflict. Is the hovering possibility of conflict distant enough from the page to count? In which case, I’d argue that Bronte’s Jane Eyre fits fairly neatly into the kishōtenketsu structure:

  1. Jane leaves Lowood School to work for Mr. Rochester of Thornfield Hall.
  2. Jane falls in love with Mr. Rochester but discovers he has a wife.
  3. Jane runs away and inherits a fortune from a (very) distant relative, whilst Thornfield burns down in her absence.
  4. Jane and Mr. Rochester are reunited, with both wife and class distinctions removed.

Compare this with a 3 Act structure breakdown:

  1. Jane leaves Lowood School to work for Mr. Rochester of Thornfield Hall, with whom she falls in love.
  2. Jane discovers Mr. Rochester has a wife and runs away.
  3. Jane inherits a fortune and returns to a conveniently widowed Mr. Rochester.

Same story, right? Same amount of conflict, just viewing things from a slightly different perspective.

Which, I think, is actually the point in the end. You can tell the same story from multiple angles, simply by deciding what to focus on. The question is what do you, as the writer, think are the important aspects of your story? And remember – it doesn’t have to be conflict. Whatever ‘conflict’ means.

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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!