Analyzing Games the Aether Way

If you’ve read some of my older posts, you probably know that I just love to put too much thought to many of the games I play.  Explore the themes.  Read into the little features.  Even when the developers didn’t intend that to be there.  Especially when the developers didn’t intend that to be there.  You probably also know that I am an amazing human being, and every living human either desires me or desires to be me.  You wouldn’t think that would be related to my tendencies for over-analysis, but to be honest, I don’t know how I make my magic work, so it very well could be.

Maybe you want to be amazing just like me.  You shouldn’t.  You should want to be amazing in your own way.  But if that way involves analyzing video games and other creative works, maybe I can help you with that.  Let’s take a case study, and go over the sort of unconscious method I use to dig into the plots, the settings, the themes, the meanings, the hidden little features of things in a way that makes experiencing them so much more meaningful to me.

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To play along, I ask that you give Loved by Alex Ocias a go.  It’s a quick little platformer, minimalistic, not really heavy on the mind, but it has a lot of features that we’ll be able to apply the following lessons to.  So please, if you have 10 minutes to spare, give that a quick playthrough before continuing on with the rest of this post.

Anyways, let’s get going.  You want to analyze a game?  Here’s how I do it.

1: Understand Your Filters

We’re all on our own lives here.  Every single one of us has our own backgrounds, morals, beliefs, values, set of experiences, and whatnot.  Your family, your friends, your work, all of them will have their own, different cultures.  Every one of us has our own path through life, and have absorbed so many little unique bits into ourselves that make up a huge chunk of who we are today.  And that impacts the way we view our media.

Assuming most of us here are human adults, our brains don’t experience most things in a vacuum.  Rather, our brains will process stimulus by comparing it to what we’ve experienced in the past and basing it on that.  Our past experience color and change the way we have our current experiences.  We have lens.  Biases.  Filters.

Usually, this is not a bad thing.  These lens can become overpowering, to the point where you’re primed to see something based on almost no indication and you ignore the contrary and deeper points and you end up having big, dumb, easily refuted rants about the deeply offensive targeted political statements of Princess Tutu or something, but most of the time, they’re just a thing to be aware of.  They can be helpful to you, in fact, giving you an interesting and unique way of looking at the media you’re going through.  And these change with time as well, as we all go through life.  Our understanding of the world evolves, and with it, the way we enjoy our fiction.  To make the most use of them, however, you need to know what they are and where they’re coming from.  Knowing what you connect with and why, what’s going to make the most impact on you and how it gets there, is really the prime step in going for a deeper understanding.

So, in the case of Loved, it starts of strong with just its title.  For those of you who aren’t playing along, a) c’mon, seriously? and b) Loved is a simple platformer where the narrator is continuously putting you down and ordering you to do things which are commonly not in your best interest.  Obeying the narrator adds more details to the environment and gives the interactable objects distinct shapes, but leaves the world black and white.  Disobeying adds color to the world, but leaves things as indistinct squares.  There’s only two characters in the game, you and that narrator, and you’re given very little details on either.  Because of the title, you know it involves love of some sort, and it’s clearly an unbalanced sort of love, with the way the narrator treats you, but other than that, the specific impression of the relationship between the two, that all comes from you.  So who were they?  A romantic couple?  Parent and child?  Owner and pet?  The game gives little indication.  Your sense of their relationship is going to come from your filters.

Continue reading

Story Quality and the Persistence of Memory

Every once in a while I get something stuck in my head that’s absolutely unproductive but I spend a whole lot of time thinking through.  So here’s a question I was faced with recently.  Can a story be considered good, have the right mix of elements that resonates with the readers and makes for a good plot, when it’s absolutely unmemorable?

I came upon this when I started up playing Max Payne 2.  This wasn’t my first go round with the Max Payneiverse.  I logged my time in with the first Max Payne, like 15 hours or however long it took to get through it.  And that was an award winning game.  Back in 2001, it was the talk of the town.  The video games journalism town.  It’s scummy and the family trees are all tangled up there, I wouldn’t recommend you visit.

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Anyways, the first Max Payne.  Most highly praised for its gameplay, atmosphere, and squinty mugshots, but more than a few people gave it props for its story as well.  I played through all of it.  I have memories of my impressions of the plot.  But, in going to the supposedly familiar places, meeting all the supposedly familiar people, and killing a bunch of dudes all of again, I discovered that I don’t remember much of the actual events at all.  I spent hours with it, yet the actual happenings of the story are a big void to me.

That’s not to say that it’s a bad story.  Plenty of people had a good time with it, else it wouldn’t have gotten all those plotprops.  The few memories I have of the plot are decent enough.  I remember it being surprisingly down to earth compared to what else I was playing at the time, I remember being satisfied by the noir style telling, and I remember hating the Nordic theming at first but then absolutely loving it towards the end when I realized Payne is pretty much a historic berserker.  But the things that went on to cause those impressions?  No idea.

Part of that is just the nature of the beast.  Max Payne pulls back some noir storytelling, and noir by its nature is very introspective, reserved, and doesn’t tend to lead to the big Aha! Moments that really stick in the mind for the long term.  So the fact that a lot of it’s not sticking around may be a sign that it’s hitting the form it’s going for.

It may well be the type of story that only really shines on multiple retellings, when one’s had the chance to absorb more of it and read into it more fully.  I’ve come across quite a few plots that require experience or a certain mindset to really get into.

In any case, I find it difficult to look back on Max Payne and evaluate what I went through there.  Of course stories are subjective, and there are a lot of elements that can go into making a quality plot.  Does memorability need to be one of them?  If something was good while you went through it, even if it has no aftertaste, can you still consider it just as good after the memories leave?  I find myself torn.  To some degree, I’m pretty sure I enjoyed Max Payne’s story while I was playing.  There were at least good points to it, and just because I don’t remember them doesn’t mean they weren’t there.  But none of it stuck.  I spent all that time with it, and I’m carrying none of it around with me.  And to some degree, that has to diminish the experience once it’s over.  Is it enough to make it all invalid?

Then again, a lot of this is me trying to internally evaluate a work that I have no memory of.  I had my time with it.  I may not of been the most engaged, but I know I had some fun, and just because I don’t remember it any more doesn’t take that away.  Beyond that, it doesn’t matter to me now.  Whether I can call the original Max Payne good or not doesn’t have an impact on me until I start playing the game again.  We’ll see if a story can be unmemorable but still be good then.

Deus Ex Spoke To Me

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Stories are subjective.  Sure, a lot of the internet will tell you otherwise.  Spend enough time online, it seems you start thinking that an opinion can only be valid when you get everyone else in the world to hold it.  By force.  I cannot tell you the amount of people I have seen flamed into oblivion because they praised/criticized the story of Final Fantasy VII in the wrong place.  But these people miss out on a whole lot of the good in stories.  They’re subjective.  They speak to different people in different ways.  And that’s awesome.

That does mean that somebody, somewhere, is going to enjoy some bad writing.  Something that may have been slapped together on a napkin that some writer accidentally spilled his eighth drink on could end up truly resonating with a reader.  It gets the fanboys up in arms, that OMG someone enjoys something they don’t, but aside from them, it’s a really beautiful thing.

I had that happen to me recently.  Deus Ex is a game with a lot of strengths.  The plot is not one of them.  Which might be a little unfair; I didn’t get the chance to play this game until the medium had gone through over a decade of advancement since, but still, from my perspective, it was a great game, but the story was pants.  It might be too far to call it bad, but it was lacking.  And, at first, it seemed the part that the writing was sloppiest was in the ending.  Specifically, the way the game handled the choice of three endings.

You see that?  I said ‘endings’.  That means spoilers ahead.

So there I was, hunting down the last of the evil spinoff of the group that would be the evil villains in many other stories, tracking them down because the main baddie kept taunting me even though I already dropped a nuke on them because apparently ruling the world requires a significant lack of judgement.  When all of a sudden, I became Mr. Popular.  Everyone started talking to me, using the communication hubs that had absolutely no reason to be there otherwise, wanting to switch me to their side because all of a sudden this whole peacekeeping mission now had me deciding the fate of the world with absolutely no buildup.  And all the options presented to me?  They came with some pretty serious downsides, and there was no way of blazing your own path through it.  The people who had secretly been running the world in spite of the fact that every single member we saw was completely ineffective and I knew them to be a bunch of clowns because I played Human Revolution first wanted me to create a power vacuum then join them in filling it once more, ruling the earth from the shadows for our own benefit.  The only people I really owed a favor to wanted me to destroy all the earths capabilities for long distance communications and plunge the economy back into the middle ages because obviously people can’t just lay cable for the internet again.  The AI spying on everyone and hacking everything wanted me to merge with it, to create a benevolent ruler with absolute power, because apparently my penchant for cattle prodding people in the genitals until they passed out, trapping people in enclosed spaces and smoking around them until they died, and breaking into every locked door I came across in an attempt to build up the world’s largest candy bar collection makes me the world’s best moral compass.

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Anyways, the problem I had here was that the choices seemed unreasonable, the people giving them weren’t exactly nuanced, they didn’t take into account my past actions after a game that had been doing that really beautifully throughout, and the way they were delivered, mostly out of the clear blue, left me a bit bitter about the option.  But then, something miraculous happened.  Turns out, I am really, really bad at health.  Who knew!  A lifetime of being tall and beautiful had trained me to seek out people’s attention, making me really bad at actually avoiding it when I had to.  Is this what it’s like to be normal-looking?  Man, I feel sorry for the rest of the world.  Anyways, this turned out to be a bit of a blessing, as the constant save-scumming I had to go through gave me time to think.  And that time to think ended up making me appreciate the endings a lot more.  By the time I got to the guy who laid all the consequences out for me, I had already started looking at the endings on a whole different level.

What really changes the way I viewed the ending was the time I was given to reflect on the state of the world as it was.  The three options you were given were all ruinous, but set against the backdrop of a world where Soylent Green would be panned for being too realistic, where the government pays people to commit suicide, where the United States walls off its slums and high crime areas, leaving them to devour themselves with no Batman to save them, where corruption exists at literally every level of government we see except for China, of all places, every single one of those options, horrid though they were, were far better than the status quo.  The options themselves, digging past the surface level, asked you to weigh values against each other.  Is it worth it to sacrifice individual freedom the world over if you can keep people safe?  Does it matter that people are being controlled from the shadows, that they are locked into invisible gridlines, if it allows many to prosper?  Is individual freedom valuable enough to set society back decades and replace it with chaos world-wide?

I still don’t appreciate the way they were presented, and the framing around them.  The options did not come about it a well-written manner.  They do really speak to me, though, and caused me to think about the values I held.  In the end, I went for the chaos route, setting my people free at the cost of large government, business, and economy as a whole.  Personal freedom is very important to me, and that feels by far the most right choice.  Others will think differently, and that’s an awesome thing.  In any case, the game, for all the creativity and fun it offers, was not very well-written, but the endings triggered that same part of me that attempts to thematically analyze the Saints Row series, as wild and slapstick as they are.  I don’t believe they’d do the same to everybody.  But the ending choices, and the nuance behind them, rose above the rest and truly spoke to me, transforming them in my eyes into something far greater than anyone else may believe.

Crafting the Experience vs. Sidequests

Imagine you’re reading a book, or watching a movie, or whatever you’re into. It’s still in the exposition, and the hero’s just received the call for some big epic quest. Oh, woe is us! The dark lord, Slapdick the Tormentor, ruler over these lands for the past 86 years, is now letting loose his last gasps of life on his deathbed! Normally, this would be cause for celebration, but in an effort to make sure nobody in the world outlives him, he’s engaged an ancient global-destruction magic! The mages of old, foreseeing this would come to pass, instilled a holy bloodline with the power to cancel that magic, but only by activating magic stones hidden in the most monster-infested dungeons around the world. Unfortunately, members of that bloodline were universally bad with women, and so you, Hammercles von Chunkmeier, are the only descendant left! You must save us! You’re our only hope!

And so, noble Hammercles sets off on his great and fearsome quest to activate the stones and save the world. Well, almost. First he has to tend his livestock, make sure they’ll be alright while they’re away. Then he has to write a farewell letter to his mother. Then, on his way out of town, the local cleric asks for his help collecting herbs for healing poultices, and what kind of hero would he be if he left his healer poorly stocked? And so on, for hours and hours of screentime or chapters and chapters of pages.

That’d be a pretty miserable story, wouldn’t it? The author would be completely ruining the experience there. It wouldn’t matter how epic the quest was, you’re just sitting through the granular experiences of this guy you’ve yet to find reason to care about. The pacing’s all ruined, the tension so masterfully built up by the intro is all gone, and your time is being wasted. Readers will experience a story as they well, through their own individual lens, but even so, it’s up to the author to craft it, to build things towards the story they’re really trying to tell. What was the author thinking?

I had that experience recently. I was in for an epic story, yet ended up just grinding through a huge amount of mostly-meaningless minutia. Save for one major difference. In that case, it wasn’t the author who had failed in crafting a good experience. It was all on me.

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Dragon Age: Inquisition opens up with some really massive stakes. The sky itself has torn in twain and is pumping demons out into the world. You’re the only survivor of the massive strike that caused it all, and the world can’t decide whether to worship you or blame you for it. What quickly becomes clear, though, is that you’re the only one with the power to close that tear and stop the demons from coming through. A really powerful opening, all in all.

Then, once you’ve gone through the starting mission, it dumps you out into the Hinterlands, a sprawling, expansive area with much to explore and lots to do, with no more direction than “Hey, go talk to this lady, then, you know, whatever.” It essentially leaves you at the mercy of the many, many sidequests in the region. In retrospect, it’s obvious that the developers intended you to just hang out there until you got bored and come back later on for another round of sidequests, what with part of the area being blocked off until later in the game, the few enemies too strong for you in the first round, and the fact that new sidequests keep being added as you progress. Thing is, they don’t really give you much in the way of guidance as to what you should or shouldn’t do. And I’ve been trained by hundreds of other games to always do all the sidequests, for they shall give you POWER. And so, while the world was reeling from the loss of its lady warpope, I was hunting rams to feed some refugees. While the populace lay in fear as to what would come out of the massive rift in the sky next, I was collecting herbs for some medicine. While the harbinger of the end of days moved his pawns around the land, I was racing my new horse. I was really good at it, too. Beat all three courses on my first try.

Anyways, by the time I was done in the Hinterlands, I had done pretty much everything they had to offer there. I was twelve hours in without doing much of substance, way overleveled, and bored with the game. Luckily, it picks up strongly afterwards, but the point remains that staying there for so long was really harmful to my experience.

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It reminds me a lot of Xenoblade Chronicles. That’s an excellent game, one of my favorite of last gen, in fact, providing a really transcendent experience… so long as you ignore sidequests. Each area is filled with stuff to do, packed to the brim with small sidequests, that, if you try and complete it all, will totally choke out all the plot, the new characters, the action, the areas, with just their sheer mass. The sidequests in Xenoblade Chronicles are like an invasive kudzu to a tree, you, the player, have to carefully keep them in check or they’re going to smother everything else. And yet, just like in Dragon Age: Inquisition, that stuff is only there as an option for me. Even though I have the urge to do everything doesn’t mean the game is making me do so.

If I had made a story where the side plots and minutia so completely got in the way of my pacing, flow, and main plot, my readers would have rightfully blamed me for ruining my work. It was my responsibility to craft the experience, after all. But I’m not a game developer. The types of stories we’ve been talking about here are told in partnership between the author and the player. And maybe this time, it’s the player who’s been messing it up.

When playing games, I have a strong impulse to try and finish up any side content I can as soon as it becomes available. It feels shameful to me to move on with something left undone. But that’s not always the right way to experience the game. It’s not wrong of the developer to choose not to carefully craft the experience, instead leaving a great mass of content strewn over a wide area for me to enjoy at my leisure. It’s not even wrong for them to refrain from giving me direction and letting me make my own way through the great fog of content. A lot of great video game experiences have been built that way. For me, there’s a bit of a learning curve in being able to let things go, but in these games, I have the power to craft some of my own experience. As the player, I need to learn to use it.

The Bookshelf Tag!

We haven’t done one of these viral social blogging posts in a while.  Which seems a little odd to me.  After all, there’s plenty of questions I know people are just dying to ask me.  Questions like “What’s a day in the life of the world’s sexiest man like?” or “What deities do I have to thank for the fact that you’re in my life?” or “How exactly are you supposed to pronounce Aether, anyway?”  Given that I’m still one of the internet’s biggest enigmas, I felt I owed it to the world to respond when our good friend Mishka Jenkins hooked us into the Bookshelf Tag that’s been going around the internet.  Basically, got ten questions here, all about me and books.  And because I basically carved out this corner of the internet for me to do nothing but talk about myself, I’m going to answer these questions.  With words.  And self-indulgence.  Because really, isn’t that what the internet’s all about?

Here we go!

1. Is there a book that you really want to read but haven’t because you know that it’ll make you cry?

Not really.  If a book can make me feel, that’s a beautiful thing.  Even if that feeling is sad.  If a story can break me out of my bitter, mortal shell, and actually feel for the characters to the point that I weep for them, that’s that almost always something worth experiencing.  There’ve been times that I put off sad stories until I was in the mood for them, because I knew they’d make me feel that way, but nothing I avoided outright.  Also, I’m a rock-hard stone-cold hunk of manly manliness who never ever cries.  That part helps too.

2. Pick one book that helped introduce you to a new genre.

‘Stolen Bloodline’ by Mishka Jenkins.  I very rarely dip into the romance genre, but I’ve actually been enjoying the works Mishka’s been putting out since she decided to start making a living as an author.  It’s not just because she and I are close, I’ve honestly been enjoying her works on their own merit.  She mixes up a lot of the fantasy and adventure and conflicts and other stuff I do usually like with some well-written love stories, and it’s made me a lot more open to the romance genre than I was previously

3. Find a book that you want to re-read.

‘The Burning City’, by Larry Niven and Jerry Pournelle.  I read it a lot as a kid, and really liked how well-realized and unique the world was, but looking into it more recently I’ve been seeing that there’s a lot of transparent and blatant allegory and imagery that was lost on me in my younger days.  Haven’t read it in years, but I’d love to give it another go to see what my older, better-educated mind might be able to pick up now.

4. Is there a book series you’ve read but wish that you hadn’t?

Nope.  Even bad media has some sort of value.  There’s been stories that have wasted my time, but none that I’m actively worse off for going through.

5. If your house was burning down and all of your family and pets were safe, which book would you go back inside to save?

Well, I’d probably try to save my video games first, but if it had to be a book… well, it’d probably be my collection of the original Elfquest publications.  Those are available for free online now, but the copies I’ve got were part of the first run, back when you had to get a subscription from a small time independent publisher to get your hands on them.  They used to belong to one of my relatives, before being passed down to me, so it’s more sentimental than anything else.  The fact that the story’s really, really good helps the decision.

6. Is there one book on your bookshelf that brings back fond memories?

Any of my Star Wars books.  I used to be crazy into Star Wars as a kid.  ‘Wraith Squadron’ is probably the one I carry the most memories for, to the point that I actually got a bit depressed when its author passed away earlier this year, despite being as jaded as I am.

7. Find a book that has inspired you the most.

Hmm… that’s a tough one.  Terry Goodkind’s early books in the Sword of Truth series, I’d guess.  I don’t particularly like his work nowadays, but those were one of the biggest influences that got me into writing in the first place.

8. Do you have any autographed books?

My copy of the Ocean at the End of the Lane is autographed by Neil Gaiman.

9. Find the book that you have owned the longest.

A copy of ‘A Midsummer Night’s Dream’ I’ve had since we put on the play in 6th grade.  I played Oberon.  Unfortunately, my parents were in the habit of selling everything as soon as they thought I was done with it, so I don’t have anything older.  I lost a lot of my childhood, that way.

10. Is there a book by an author that you never imagined you would read or enjoy?

I’m not actually a fan of most classic or older literature.  I find the writing style and plot development to be a bit less nuanced when written before the era where people were studying and educating themselves on these things.  So, I was very surprised when I found myself getting drawn into Sir Arthur Conan Doyle’s Sherlock Holmes novels in such a major way.  The plots are generally just as poorly developed compared to most of its modern counterparts as everything else of the era, but the stories are still really well-written otherwise, and I find myself drawn into them quite easily.

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.

Rules for Writing Death

Life is not fair, least so when it’s coming to an end. So much of human thought and culture focuses around death, it’s no wonder people get so emotionally invested in it, even in simulated form on the page. Character death can be one of the most powerful emotional experiences in a narrative, but because of the emotions involved, it’s also one that has to be handled well and placed appropriately, else you’ll have your readers/viewers rightfully crying foul.

I’ve mentioned this before on the blog; I’m currently working on a graphic novel/comic/whatever as my main creative project. I’ve got a lot of plans for it. One of my plans is to build our main group of heroes up to seventeen people, then have that group whittled around to about seven or eight as the work moves towards its denouement. So yeah, there’s going to be plenty of fallen heroes, and no Plot-Important Character Immunity.

However, as I’ve been planning this out, I’ve been thinking back to some of the other works I’ve gone through, with the characters in similar situations. Specifically, works like A Song of Ice and Fire and The Walking Dead. Works with an excessive amount of character death. Works where not only can anyone die, but most characters will die. And they’re both very strong works in their own right. However, all that death pushes the tone quite a bit darker than I’m wanting to go, and the sheer quantity of it makes most individual cases of characters dying lose a lot of the impact.

There’s a line there. With the story I’m wanting to tell, characters are going to die by necessity, but kill too many, or too darkly, and the work’s going to get dour, the death itself won’t be as strong at driving engagement, and any hypothetical readers are going to be a lot more hesitant to let themselves connect with my characters. I’m going to have to toe the line. Of course, I don’t have any firm idea of where it is.

I decided to put together guidelines for myself. As a mental exercise, and to make my work stronger as I progress, I’d set goals for how I’m going to be treating death in this work. Things that define the how, when, and where death is going to be applied in my narrative. Of course, as with everything in writing, these are flexible, but having them thought out in advance should make my story a lot better than it would be otherwise.

And, of course, if I’m putting in all the work anyways, I might as well make a post out of it, right? Here goes:

Only kill characters when it truly advances the story

If I just want to get a character or group of characters out of the way, there are a lot of ways to do so. Make them get pissed off and leave. Have them be too scared to get involved. Have them taking care of their own business in Timbuktu. Have them retire. Hell, if I need bad things to happen to them, it’s a simple matter to have them be grievously injured, kidnapped, or something of the like.

Death is the narrative equivalent of a big freakin’ sledgehammer. It’s there to shatter, to break down, and to drive spikes into aspects of your narrative. There’s definitely times when a sledgehammer is called for. However, you wouldn’t use a sledgehammer whenever you needed to drive in nails. Likewise, you don’t want to kill off characters every time the opportunity arises.

Knowing myself, I’m sure there’s going to be tempted to kill off characters as a means of managing my large primary cast. After all, the focus can only be on so many things without drawing the pace of the story to a crawl. This is a bad idea for a variety of reasons. For one, these side characters could still be useful. Killing them off removes all utility I could be getting from them in the future. Killing characters indiscriminately is also needlessly manipulating of any readers who may be honestly interested in them. If anyone’s grown attached to them, it’s downright disrespectful to kill those characters off in favor of new, unproven ones. It also wastes any emotional torque such death could bring, in properly designed death scenes.

And really, there’s going to be a lot of situations where it’s just not necessary. I’ve got a story to write about death, my work will be better off just removing them from the situation in a way that leaves them alive. For audiences to take death seriously, it has to be handled respectfully, and throwing it at the wall the first chance I get without properly exploring it is not a sign of respect. Most of the time, it’s going to be both far more appropriate and easier to adequately write to have characters be injured, but survive, to be off on their own quests, or something similar, than to kill them outright.

Death is a conclusion, and should be treated as such

A lot of works do shocking, completely out of nowhere character deaths. A lot of works do them very well. That’s not something I’m really wanting to explore in this piece. I’m going for something strongly character-driven here, and every major death is the end to one of my character’s stories. That means it should be written like an ending. It will need a proper foundation, solid build up, and significant resolution. Essentially, a death scene needs its own individual arc to be handled properly in this piece, one that plays out over much more time than just the scene itself.

This holds the risks of making deaths more predictable. If done write, with death used sparingly, and only when appropriate, I may be able to avoid that, but in any case, and predictable but well-written death is still worlds better than the opposite.

Plot-important deaths are about more than just the character dying

War sucks. People die. Their friend move on, because really, they have to. Everyone’s impacted by death, though. Some more than others. But everyone carries it with them.

I don’t want members of the main cast to just die and never be mentioned again. Deaths will impact the characters close to them for long after the initial event. Some will handle it better than others, some will show it more than others, but everyone is affected. Character death is a massive thing in a narrative, and one of the most commonly-seen mistakes in modern fiction is to kill a major character just for a quick emotional peak and not use it for anything else afterwards. This wastes a lot of the deaths potential, and is disrespectful both to the characters and any reader that’s connected with them. Death always needs to drive further action.

Nobody comes back

This is an idea I’m not entirely attached to yet, because I’ve got a setting where I could easily justify resurrection in certain circumstances, but I’m definitely leaning this way. If you ever want to ruin all emotional impact character death will have, forever, the quickest way is to bring a character back from the dead.

This is a problem that’s really endemic with superhero comics. We’ve had quite a few well-publicized character deaths already, this decade. Captain America, the Human Torch, Batman, just off the top of my head. All of them died. All of their deaths received major publication in mainstream media. All of their followers were totally nonplussed at their deaths. All of them are back now. Those last two things are related. After all, why should your readers take death as final when it’s obvious the writer doesn’t.

So yeah, I’m going to say that unless a death puts my story seriously off track, nobody’s coming back from the grave. I do reserve the right to have characters appear dead, but show up alive and well later, so long as nobody confirms their death and that’s foreshadowed at or around the time of killing.

No deaths purely for meta reasons

Sometimes, you can just feel the writer moving things around in the story. Nowhere is this more commonly apparent than in character death calculated to have an impact on the reader. This is the brand new villain killing the badass character just so the reader believes their super strong. This is the character dying with little build at the start of a new arc so the reader knows it’s a tragic story. This is the undeveloped girlfriend getting killed and shoved into the fridge so the audience audience is totally shocked and decides the hero has to go all grimdark now.

That’s not to say that everything that’s similar to the above is automatically bad. Just that most of the time, when the above situations are written, they’re written solely for their impact on the audience, with their storytelling utility held secondary. It’s outward facing rather than forward facing. Events can and should shock, sadden, instill joy, and otherwise emotionally effect the audience. However, you do need to give your audience some credit; they are absolutely ready and willing to connect with your characters and immerse themselves in your story. The best way to instill an emotional response is to direct events towards your characters, rather than the reader. It’s a subtle difference, but one your reader can easily pick up on. Deaths need to drive your story, not your audience; they’ll easily follow you where you’re going, if it’s well-written enough. But trying to manipulate a response out of them just makes them resist.

So it’s perfectly reasonable to expect readers to respond to my character’s death. But killing characters off just to make the reader respond is both ineffective, as the reader will know and fight against it, and short-sided, as it rarely is well-written enough to drive the story.

Writing without the Reader: Reasoning Why Sleeping Dogs’ Plot Sucks Like a Black Hole

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As you may gather from reading the post title, I’ve been playing Sleeping Dogs recently. Considering that Square Enix puts the digital version on sale all the time, there’s a good chance you’ve played it, too. Somewhere, they probably have it on sale right now. I hear that if you bump into a Square Enix employee on the street, they will literally beg you to take their game. It’s really easy to get at a discount, is what I’m saying.

It’s well worth the price, too. The game is good. You won’t see much new here, but the game pulls its mechanics from some of the best out there. I enjoyed almost every bit of the game throughout. But there’s one area in Sleeping Dogs that’s just rotten. The plot. The plot of this game is so weak the rest of the game still steals its lunch money. The plot of this game is so stupid it had to repeat the third grade twice. The plot of this game is so foul… eh, you get the picture by now.

So what’s the big deal about this game having a bad plot? After all, video games have excuse plots all the time. Well, excuse plots are one thing, but Sleeping Dogs’ plot isn’t even coherent. But Sleeping Dogs’ plot is bad for a completely different reason than most sucky plots. When I was playing the game, the plot really felt like the designers had a complete script, but were picking and choosing what moments to include based on what they could make a mission out of, and just discarding the rest. There’s a thing an author can do with a work that I call ‘Writing without the Reader,’ literary academics probably have some smarter-sounding term for it, and the average person would probably call something like ‘Crap Happening Off-screen, Now Stop Making Up Useless Names You Dumb Blogger.’ But yeah, it’s essentially major events happening off-screen. You don’t always need the viewer present for every single important happening in your story. Some events you can have going on completely in the white space between chapters, and leave the reader to catch up on it by working through the results. It’s a tricky thing to get right, and not a skill I have yet, but better writer’s than I have used it effectively to streamline their works.

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When Writers Get it Wrong: Interpretation and Authorial Intent

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Every form of art, every bit of media, every story told, it all relies on the reader’s interpretation. That’s just how these things work. Everyone has their own personal lens through which they view these things. Stories do have different depths, of course. Something like George Orwell’s Animal Farm is meant to be analyzed at a far deeper level than the average Jason Statham face-kicking action movie. They both still require interpretation to get their point across to the viewer. Every artist has to leave it up to the viewer to interpret why it’s OK for Jason Statham to kick all those faces off, why his face-kicking cause is a noble one, and why kicking everyone’s face is going to help him achieve his goals. Thing is, it’s impossible to tell how one random person is going to read things. Everyone has their own unique set of experiences, preferences, morals, etc., and that colors they way they absorb this sort of stuff. Everyone’s going to read a story just a little bit differently. All the artist can do is put their content up there and hope the viewer is going to read it the way they expect.

Stories are what the reader reads, not what the writer writes. That’s just the way they work. The writer can use all the pretty prose and flowery phrases available to them when writing the perfect content to get across their point, but no matter how well crafted they are, words on paper are still just words on paper until the reader absorbs them. And readers don’t always read things the way the author intends. Those pesky consumers are always applying their own perspectives to what the artist lays out. It’s a beautiful thing, though. That’s what makes morals hit home, makes art more than just ink on a page or lights on a screen, makes stories apply to you personally. But what happens if the writer intends one thing, and you see another? Or what if the filmmaker intends something simple, while you find something deep and grandiose?

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don’t take it personally babe, it just ain’t your story Review

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Heading back to the Christine Love visual novel well a second time, I recently made my way through the tangled romances of high school in don’t take it personally babe, it just ain’t your story.  Yes, that’s exactly what it’s called.  Capitalization and all.  My spelling is prefect, don’t question me.  dtipb,ijays is a spiritual successor to Christine Love’s earlier work,  Digital: a Love Story, which we reviewed here.  Like Digital, it can be downloaded for free here.  As a spiritual successor, it hits a lot of the same themes as Digital.  It’s about love, and the way the internet is used, and inter-character relationships drive most of the plot.  However, the way diptb,jiysa delivers on those themes is radically different than its predecessor, and in my opinion, a lot stronger.

In this game, you play the role of John Rook, a twice-divorced 38 year old man who lands a teaching role at Lake City Academy, a private American High School that apparently has only seven students enrolled.  Well, saying you “play the role” of Mr. Rook is stretching it a bit.  pdibt,ayisj‘s storyline is a bit more flexible than Digital’s completely linear plot was, offering you the chance to push a variety of characters down a few different paths and having three different endings, but you’ve actually got very little input over Rook’s actions.  Whereas the main character of Digital did nothing without you pressing a button for it, John Rook is his own man.  Your only affect on the game is occasionally choosing which of two or three conversation options to take.  It’s not a bad thing.  If you go into a visual novel expecting to be able to bend the plot to your whim, you’re going to be more disappointed than I was when I was 5 and I learned my “Mickey Mouse’s Underwear” joke wasn’t funny.

Anyways: you=John Rook, teaching english literature at Lake City Academy.  You have seven students in your one class.  Maybe there’s more, but they’re never relevant to the plot so the game doesn’t bother to mention them.  However, as the title mentions, this just ain’t your story.  The story’s really about your students and the various juvenile romantic entanglements and personal problems high school always involves.  Rook’s role is to take the bishop pawn and help the black queen put the white queen into checkmate within three moves.  Oh wait.  What were we talking about again?  Right.  btipd,jsayi takes place in a world were high school students actually talk to their teachers.  Voluntarily even!  So your role is to help your students work out their personal issues with love and… well, mostly love.  Or, you could use your power to make sure everyone dies friendless and alone.  If you’re a dick.

But you don’t go into your matchmaking services without help.  Oh no!  The school, in order to curb bullying, has given teachers full access to its students social media profiles and private messages!  So you get every opportunity to spy on your students and learn that Jake is so dreamy but Rebecca’s already got dibs on him so I think I might try to move on his best fried Zack but oh he does that weird thing with his knuckles that’s soooooooooooo gross I don’t think I can go through with it.  Obviously, there’d be some pretty big issues if the students found out that their worthless gossip spread outside their circle, so you have to keep your ability to read every private issue a complete secret.

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