Dark Souls was the first Let’s Play I finished, but not the first one I started.  No, even that ill-fated Recettear LP was not my first.  My first LP actually went on about five years ago, on the online forum I took part in at the time, covering good old Shin Megami Tensei.

There I was, trying baby’s first screenshot LP on a board that was already full of frankly excellent screenshot LPs by a lot of people far more eloquent, funny, and informed than I was.  That was one of the first online writing things I put so much effort into,, but reading over my stuff didn’t seem as good as what everyone else had, and frankly, I lost my confidence in the quality of my work.  I stopped the LP and quit the forum a few months down the road, which was really in large part because I was going through some big life changes and just didn’t have the time to keep up, but a not insignificant part of it was because I thought my work was poor and I just couldn’t hang.

Well blast from the past, on a lark, I just went back and read it yesterday.  And you know what?  It was great!  Five years gone, I’m divorced enough from the creation of it to actually enjoy it as I would something that anyone else did, and I really enjoyed it.  It’s like somebody who knew exactly what I like in a screenshot LP was putting it together!  Seriously, reading through it now, I am really proud of what I created.  And yet I was feeling nothing but uncertainty while I was creating.

It’s kind of a running joke among authors that everyone hates their own work.  There is no pride in a job well done, there’s no honest ego, there’s only all those flaws the artist can’t get their eyes away from.  There’s truth to that, though.  When you’re in the middle of creating something, you’re already committed to seeing it from a different perspective than the eventual reader will be, and that changes the way you look at it.  Necessitates a critical eye.  There’s still some things you can look for in the quality of your work, but once you’ve moved yourself that close to the source, you lose your perspective.  That’s why you get John Romero saying he’s going to make you his lady for the night when the game he proposed to do that with played like a migraine on wheels, because everyone involved in creating and marketing that game was just too close to the project to get proper perspective.  Although they realized Daikatana was falling down the tank towards the end of development, they still didn’t have the perspective required to take the steps necessary to either fix the game or at the least not make the marketing campaign a horrible embarrassment.

And that happens all the time.  Every creative work you’ve experienced.  Every game, every book, every movie, every work of art.  For someone to have created something worth experiencing, they would have needed to have improve their craft, and improving  requires the critical eye that leads one to doubt their own work.  All but the most arrogant of creators, everyone from my fellow bloggers to the highest paid content producers, go through this every time they make something.  And even the arrogant creators lose perspective on their work.  Hell, even now, calling my first LP something I can be proud of may stem from a complete lack of perspective.

This lack of perspective does go a long way to explain why studios spend so much on making bad things.  That’s why Disney un-cancelled the Lone Ranger film and spent $375 million in production and marketing only for it to fail so, so hardcore.  That’s why Marvel so often announces these big events, their authors putting so much spirit behind their works, only for them to actually come out and be infuriating.  That’s the reason for almost everything Silicon Knights has produced and failed to produce since Nintendo stopped overseeing them.

Creation is hard.  And it gets even harder just by the fact it’s next to impossible to get the consumer’s perspective on your work, after you’ve gotten so involved in building it.  Even the stuff I put up on this blog, although entertaining to me, I have no idea how good it is to anybody else.  But that’s the way it goes.  There are a set of skills you can develop to overcome this, to start getting a sense of what is going to translate well for the reviewers, but oddly enough, overcoming that gap in perception is not always necessary.  Sometimes, the greatest works come out of letting that risk be, out of ignoring the focus testers and going your own route.

That’s just something to keep in mind the next time you play something and start wondering what the developer was thinking.  And hey, the next time I write something that sucks, just keep in mind it’s all because you don’t have my obviously proper perspective.

Never Trust an Author

No Author

Western culture has an odd fascination with liars. So many people, telling lies so blatant that everyone’s learned not to trust them, yet still we place them at the highest echelons of our societies. Politicians, corporate executives, lawyers, and the like, all very well known as fibbers of the highest order. Yet still we raise them up, largely because of their lies, giving them some of the highest salaries and greatest honors our communities have to offer. They’re some of our culture’s most accomplished false witnesses, some of the most public liars, yet they are far from the most blatant. No, the most devious, the boldest, the most blatant liars take up an occupation that generally gives them a lot less income or prestige, but it’s worth it to them because it affords much more opportunity to lie. Most professions at least have to give off the impression that they’re there for legitimate reasons, but this one, we’ll readily pay them to lie to us. In all of human history, has there been a bigger rat liar than the humble storyteller?

Authors, writers, dramatists, playwrights, that whole blasted trade. They will give us the most obvious lies imaginable and expect us to take them with a smile. These are the people who will just make up a tale from whole cloth then devote themselves completely and utterly to making us believe it could be true. They’ll do their best to convince us, through words, details, and any other tool of their trade, that their imaginary words are real, that their characters exist, that their stories are actually happening, even as you read them. They will do anything they can to immerse you in their lies, to make their words leave the page and overtake your own reality, at least for as long as you’re reading them. These are the mendacious folk who will just spawn a character from their own twisted minds, then make them complex and fleshed out enough that we feel for them just as much as we do those in real life. These are the cruel beings who will use their wicked powers over words to make us feel every twist and turn in the plot as if it was actually happening to us. The author is the malicious mage who draw us into their cold, cruel worlds and personally feel every smile and tear their characters go through. It is they who trick us into making the unreal real in our own minds, in tearing and boosting our emotions with nothing more than their tall, tall tales.

And we love them for it.

The True Power of Artistic License

Artistic license.  The concept that a good plot is more important than a realistic depiction.  That which an author uses when reality selfishly refuses to accommodate what they need for the plot to work.

I was talking with Harliqueen a while back, when she was in the process of writing what would become Heart of the Arena. At the time, she was greatly concerned about historical accuracy, about making sure all the facts she was implementing to her story conformed as much to historical fact as she could make them. She wanted to ensure that her story stuck as closely to reality as reasonably possible.

At the time, I was struck by that. I’ve been taking the exact opposite approach in my own ongoing work, treating my subject matter with however much flexibility I needed to make the awesome scenes I wanted, and I’d been considering that one of my strengths. And you know what? I still do. Both approaches, that of perfect accuracy and of wanton artistic interpretation, definitely have their merits. It just so happens that the latter is serving my story a lot better.

Even from the outset, I have a lot of room, a necessity even, for utilizing artistic interpretation. While Harli’s tale draws its roots from Roman history, mine bases a lot on mythology and religion, a much softer science. Moreover, I’m drawing from both quite a few different cultural tales and faiths, and taking some inspiration from apocrypha as well, so I really need to implement a lot of ‘creative interpretation’ to ensure my story’s logic can integrate all these sources yet still be consistent. Even beyond that, though, I’ve been thinking that heavy use of artistic license, to the extent I’m looking at with my current work, could be a very beneficial factor in itself.

Basically, what I’m thinking is that a properly applied sense of artistic license can add its own layers onto the work as a whole beyond just what it allows for plot. A good, strong, consistent manner of deviating from what’s established by reality can help to establish an atmosphere and tone for the work on its own, helping it to stand out and creating its own unique. Pretty much any work based in any way on the real world makes use of some degree of artistic license. By being deliberate about it, though, and ensuring its applied consistently throughout, the author can take command of it to help make the work as a whole more unique, having a stronger overall design, and more flexibility in how to implement stories.

There’s a fine line there. Artistic license should only be applied where there’s room for it. That’s one of the reasons I have a lot more flexibility in working with mythology and religion than on other subjects. I’ll already be using a lot of various sources with a lot of internal inconsistencies, where there may not be in something like history. However, every inconsistency is the seed for some sort of interpretation. And by managing those inconsistencies and growing out of them creatively, I’ll be able to make my work a lot stronger than it would be otherwise.