I’ve been dabbling a little with a thing called Twine over the past few days, which is a cool way to make a game that’s a little more accessible than putting together a graphical game would be. I’m only starting with it, but already finding ways to do things that take me back to the game programming of my younger years.
I’ve hit one of those moments that happens with me, from time to time. It’s an issue that’s entirely of my own making, I guess, and nothing that’s particularly unique to me or who I am. Anyone reading this has probably gone through the same, either now or at some point in their life. I’m not special – not in that sense, nor any other. Continue reading Dwindling without Kindling
I can never tell if it’s ambition, self-belief, or some other factor that drives me to write to the lengths that I do. As much as I pay heed to the idea that there are no new stories, that things have been done before or that what we do as writers is only regurgitating the stuff of life into a form easier to get through, I know the reality of where I want to take it is somewhere else.
In keeping with the trend of I have of doing entirely too many things on the off-chance that one of them might eventually lead to one of the lives I want to live, I started a new project earlier this year. Coupling the knowledge that came from being involved with gaming communities in my twenties, writing communities later (including NaNoWriMo, this blog, writing groups and more), and also writing spatterings of my own facile attempts at game journalism, I started a game blog of my own.
I’d be the first to say that sometimes when you write, things can get away from you. Some writers talk about how a character acts autonomously, or how the events that happen on the page divert wildly from what they first imagined. It seems strange to others since writing appears to be a conscious act, but for some the subconscious interjects with its take, unable to be wrangled.
OR ARE THEY?
One of the things I’ve flirted with over the years has been writing that’s been concerned with games. I won’t go through the motions of past jaunts into it, needless to say that there have been a few reviews here and there, some discussions on narrative, and that Gamer’s Journey thing sitting on the top menu.
I’ve actually been working on my novel. This will be a surprise to some. The fact that this could possibly be a surprise to people that read this blog that don’t know me is two-fold: a writer working on their novel shouldn’t be a surprise, and it being a potential surprise is in itself a possible surprise.
I’m not a big proponent of cross-pollination with my pursuits. Whenever I was involved with an online community, I tried my best to make my involvement about that thing. Even with this blog, formed as it was out of the embers of NaNoWriMo 2012, I considered it inappropriate to promote it in places meant for NaNoWriMo. That also made it easier for me to stamp out self-promotion by others that’d otherwise hijack conversation.
It’s not easy to find that sweet spot that provides exactly the right amount of information.
The line between spoon-feeding information and being clear is a troublesome one, especially when you want to maintain some air of mystery about what you’re writing. Nobody wants their story to be predictable, though it should without equivocation be justifiable.
The digital revolution didn’t open the gates to the many being prospective content providers – it tore the things down. There are still barriers to becoming serious sources of information, insight or even entertainment, but the avenues through which anyone can begin down that path are for more accessible as they were years ago. There is no longer a need for an inspector at the door, making sure that everything that gets past can only do so with approval.
The one thing that hasn’t changed with the word is that content is still king. It governs almost everything in terms of audience and reach, though it’s true that marketing (or promotion, brand, or whatever other stand-in term it is you cling to) plays a part too. The maxim of Quality over Quantity is still true, but when everyone is a content creator in some way, the saying becomes more of a tendency than a fixed rule.
The death of David Bowie probably hit some harder than it hit me, but it was still a great loss for me personally. The death of Alan Rickman did not carry quite the same gravity for me personality, but I know others who felt that one harder. From both passings, a few brief thoughts spring forth.
I’ve realised something.
I could not care less about whether someone does like or doesn’t like a thing. No spoilers or even commentary on it ahead, but I recently saw Star Wars: The Force Awakens.
Blacklists and bullshit.
Writing trash is a fortunate thing.
That’s my writing in that space. Trash.
I’ve done a little more with Unreal Engine.
I started looking into Unreal Engine again.
I don’t do this very often. Yes, blog (shush), but also follow up a previous must. In Use Your Characters, I extolled the virtues of being lazy, and by being lazy I mean using the characters you’ve already built up in ways that makes sense for them characters, instead of trying to force a new path through your story.
That’s still true, but there’s more.
That’s what we say now, ain’t it.
Here’s my little spiel, entry, a post, write-up, thoughts, a few words, or the like. We don’t write stories or articles or features, but things and bits and just plain about.
One of the things that’s surprised me about being a parent is that my son often feels like a miniature version of myself. I can see where some of it comes from, presupposing that it’s the way I act that influences the way he acts, but it’s the bits outside that make me wonder if a big part of his personality wasn’t just in there from day one.
Or at least, not renewing the domain.
It’s still months away but getting hard to justify spending money on here.
First draft of an exercise-type piece of writing. It’s a one-off done in a lunchbreak, not very long, but a shot at reinforcing a practice that’s been missing of late.
So time to talk about For More Than Earthly Ends, that thing I should be working on more but have had trouble fitting in after moving house, jobs, offices, gaining a baby, having a regular game journalist gig, and well, all those other bits of life. I have been floundering on the rewrite since about December, and a lot of the reasons listed above are big reasons.
I’m still struggling with one particular chapter, and I think it’s because there’s a lot more that happens in it than originally did.
As commented on the other post, I managed to get the Platform to work. I don’t know if I was doing something wrong the previous time, but I started out by just following (exactly as I’d done before) the methods presented in the video, and this time the Component options were enabled and it was no longer read-only. Somewhere in between I’d closed the engine and come back to it, so who really knows what went wrong originally?