There is a lot more to writing
characters, but I'll quickly touch on a few other tips that will help
make your characters interesting. Does your character have a secret?
How would the character change if the secret became known, and how
far might that character be willing to go to keep the secret safe? Is
your character funny? If so, make sure that you can be funny, too, or
you may be writing a character so different from yourself that it
will be a burden to write. Does your character have an interesting
contrast, such as an impressive strength but a hidden fear? There is
a huge variety of character traits that you can play with and ascribe
to your characters, but a common mistake is assigning too many
unusual traits to a single character. Sometimes the most memorable
characters are those with only one or two traits that set them apart
from others, whether it is a habitually uttered word or a frequent,
stubborn insistence over something trivial. Keep in mind that some
characters will initially seem bland and uninteresting—often
different people strike us that way in real life—until you get to
know them!
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, June 29, 2018
Thursday, June 28, 2018
Writing Interesting Characters (part 4)
However, character background alone is
just a framework upon which to hang other determining factors. What
does the character enjoy? Is the character passionate about something
so much that she will fight for it regardless of what might happen to
others in the process? Or maybe that character isn't a fighter, but
she's still passionate about something so much that she'll find
everything else in life pointless and will wallow in depression
because her goal seems so out of reach? A third option is that the
character hasn't yet found anything to be passionate about, and she's
either actively searching to find it or is apathetic because she's
given up and doesn't think anything matters. Motivation is a huge
factor in most characters, but a character can still be intriguing if
motivation is completely lacking. Even the lack of motivation is a
trait that can develop an interesting character, especially if, at
some point in the story, that character encounters something that
flips on the light switch and gives them something to value.
Ultimately, characters need to have something underneath the hood, so
to speak, so that they aren't always responding predictably to the
events that you throw at them through your story.
Wednesday, June 27, 2018
Writing Interesting Characters (part 3)
Background definitely influences how a
character might develop, but even characters from the same background
can be entirely different. Another step to writing an interesting
character is deciding on how they reacted to their background
circumstances. Some people have a flight response, and others will
instead fight. For example, think about this potential scenario: 3
children are left as orphans when something tragic happens to their
parents. How each of those children responds to this tragedy might
depend on a variety of factors, such as their age, gender, and
whether they've had to fight for something before or if they're used
to relying on someone else to get what they want. One possible
example in this scenario: The oldest of the 3 feels the burden of
responsibility and takes charge as a leader for the other two. Would
the level of “tough love” and nurturing be different for someone
in this role than the other two? What if that character wasn't
naturally very good at nurturing, but with the other two relying on
him or her, it might suddenly become a very forced character trait
that produces a struggle and a transformation over time. Or perhaps
the character was able to keep up the facade for the others but was
quite the opposite internally, struggling to be free of the role
while feeling trapped.
Tuesday, June 26, 2018
Writing Interesting Characters (part 2)
One of the toughest things about
writing interesting characters is not writing yourself into all of
them. As an example, it's like some composers write music that all
starts to sound predictably familiar—there's not enough
differentiation because it blends and is too recognizable as that
composer. If you think your personality is interesting enough for
your story, then it's not necessarily a bad thing to write yourself
into one character, but be careful not to let all the other
characters become clones of yourself. How do you beat this tendency,
though? Sometimes, writers swing the pendulum to an extreme because
they're trying too hard to avoid writing themselves again. The
downside to this is that such extreme characters often feel contrived
or unrealistic—we can't identify with them because we've never met
a single person like that in our lives. Consider your own life and
how you live for a moment. Who are the people in your circles? How
often are you outside of your comfort zone? If there is someone you
know that you feel is extremely different, ask yourself what it is
that makes them so different? Did they grow up in another country,
state, or city? Were their life circumstances vastly different from
yours? Taking note of this is only the beginning to understanding
other people and how to write different characters, but it's a start.
Monday, June 25, 2018
Writing Interesting Characters (part 1)
Yes, I'm obviously a gamer, and from
the many Solar Echoes books I've released (and frequent social media
posts) you've probably also gathered that I'm an avid writer. In
addition to my hopes of becoming a novelist someday, I'd also be very
open to writing for video games—specifically RPG's. Video game
companies are hiring experienced writers to craft the stories for
their games, and RPG's have become a very popular genre. Their
success is due, in part, to the epic stories and interesting
characters that the game is based upon. Back in 2002 when the D&D
RPG game “Neverwinter Nights” released, I remember spending
untold amounts of time designing my own adventures. I enjoyed
designing the settings, the challenges, and even scripting (coding) a
few unique features, but the best part was writing the dialogue trees
for the characters. Writing conversation options and responses for
each character involved complex branching conversation trees,
assigning tags for choices that would open or close other dialogue
options. As I did all this, it also developed my own writing style,
because it got me thinking about how the personalities of each
character could be reflected in their choice of words and the
responses they would more likely give in each situation. I still
consider some of the same things when writing characters...
Friday, June 22, 2018
My VR Getaway (part 5)
Looking down at my feet during the
scary dream sequences didn't help much, though. At one point I knew
someone had approached me and was standing behind me—I could hear
him breathing. I slowly turned around and saw his feet as he was
standing there. He didn't move, but kept breathing. I carefully
raised my head and, as soon as I looked at his face—ARghghgh! Ok,
it freaked me out. I knew it was coming, but it still shocked me. It
never would have in a movie or a normal video game, but in VR, it was
horrifying and that physical chill instantly raced through my body
again. I knew it was a game, I knew that thing wasn't there in front
of me, but what you know intellectually is overridden by VR. My
little dog, sitting on the nearby couch, didn't help me handle the
experience well when he started scratching himself and I could hear
it. I thought someone had come into the room behind me! Well, I
played over an hour of the Inpatient before I had to give my nerves a
rest. I decided to switch games and play some Star Trek: Bridge Crew.
I enjoyed commanding and coordinating with my team and we
successfully completed our exploration mission, blowing up a few
Klingon ships in the process with confident satisfaction. It was a
nice way to clear my mind of the horrors I'd experienced in the
Inpatient. After all, I still had to walk upstairs into my dark,
unlit house, all alone at night!
Thursday, June 21, 2018
My VR Getaway (part 4)
The full-body avatar was realistic
enough, though the developers got the scale wrong a bit and I felt
like a 7 foot giant with hands and arms notably bigger than my own. I
was disappointed that there weren't any mirrors in the game I could
use to see myself and dance in front of. The Inpatient began with a
doctor asking me questions as I sat there with my arms strapped to
the chair. He seemed friendly enough, in that
patronizing-pscyhologist-at-a-mental-facility sort of way. One thing
that drew me into the game was the interactive response system: I
could answer his questions two ways, and even though I could select
my choice with my move-controllers, I also had the option to speak
them. I totally loved that—it gave me a chance to role-play and act
my character! Later, I was wheeled away by an orderly who seemed like
a nice guy, and was eventually brought food in my room by a nurse,
who told me to get some sleep. Once in a while I'd have the
opportunity to interact with different objects in my room. At one
point, I saw a cockroach on my table, so I picked up a nearby book
and squashed it. However, I began to have odd dream-like experiences
where things were...not right. I began to really dread these
occurrences, because I'll be honest, they were unsettling. As I had
more of these dreams over time, “reality” would get worse, too.
At one point in a dream sequence, I was asked to follow the orderly,
when suddenly he stopped and turned around with a horrific, distorted
face growling very close to mine. I literally felt a chill sweep down
my body from my head to my feet, like one of those sudden shivers you
get, but 10 times worse. Suffice it to say, I began looking down at
my feet while walking whenever I found myself in another twisted
dream sequence!
Wednesday, June 20, 2018
My VR Getaway (part 3)
I try to keep my VR library as varied
as possible so that I can try new experiences out. Unfortunately,
many of the VR games available are “wave shooters,” but
developers have been getting past this lately and have been putting
out other experiences. One genre missing from my VR library was
horror, and honestly, I procrastinated exploring this area
intentionally—I'm just not a fan of cheap jump scares and
ridiculously contrived “scary” games and movies. There are a few
good ones out there that will unsettle you (Silent Hill, anyone?) but
I wasn't looking forward to trying horror in VR. Still, I took the
plunge and bought a VR game called “The Inpatient.” One of the
things that intrigued me about it from reviews was that you have a
full-body avatar, which I think is utterly essential for immersion in
VR. Developers argue that clipping and odd body movements can pull
you out of the experience, but the disembodied hand solution is even
worse, in my opinion. So, I bought the Inpatient Saturday night,
turned off all the lights (I was all alone at home that evening) and
began the story, strapped to a chair in Blackwood Pines Sanatorium...
Tuesday, June 19, 2018
My VR Getaway (part 2)
In DriveClub, the game/simulator
defaults you to a 1st-person point of view, which I liked the most. I
couldn't see my entire body, but I could see my VR hands on the wheel
and they responded as I moved them. I could look around me and see
the interior of the car, and the view outside my car was framed by
the unique window view of each car I drove. One of my favorite cars
was a concept car that was a convertible, because it had the best
view of the surrounding area. Driving at high speeds in VR is very
exhilarating, and though I couldn't feel the air rushing past my
face, I did feel an interesting rushing sensation in my ears and
body. I never suffered VR sickness when sitting with the 1st
person interior view, but when I tried out the chase cam (which put
me in 3rd person view outside the car, floating slightly
above and behind it), I did get queasy fast and decided I wouldn't be
trying that again while my car was moving. Sometimes I'd take a
corner too fast or try to nudge my way past another competing car in
the race, and my vehicle would spin out of control. A year ago, I
lost control of my own car on a rainy road as I turned a sharp
corner, and my car spun around twice (nobody was injured and I only
scraped my bumper on the burm, thankfully!) Amazingly, though, I felt
that same exact sensation when I lost control of my virtual car in
DriveClub and spun out of control!
Monday, June 18, 2018
My VR Getaway (part 1)
I spent a little time this weekend
going places and doing things I probably won't have the chance to do
in real life—and that can be a very good thing. I had experiences
last weekend that I still remember like I lived them and did them
myself. That's the thing about Virtual Reality for me—my mind
remembers things as if I'd really been there. There's just something
about being able to look around with 360 degree vision and depth
perception that tricks your brain into processing the experience as
something you actually went through. I decided to take advantage of a
sale Sony was having this week and I downloaded one of the PSVR
release games, DriveClub, for only $5. I've always liked racing
games, ever since Gran Turismo began, and I've learned a lot about
cars, how to approach corners at high speed, and have even been able
to induce drift to slide around corners. Back when I played Gran
Turismo a lot, it actually changed how I drove on the road, though
I've never tried drifting in real life. However, playing a car
simulator in VR is something else entirely!
Friday, June 15, 2018
Censorship or Complete Freedom? (part 5)
Valve stated that the only games they
won't allow on Steam are those that are “illegal, or straight up
trolling.” What's the standard for trolling, though? Already, some
developers have tried to submit games to Steam that were obviously
generated to be offensive to one demographic. For instance, one game
was designed where you have to hunt down and kill people of a certain
sexual orientation. In my opinion, the video game industry doesn't
need more vilification—politicians have been after games for
decades, often condemning them for many of the ills in this society.
Valve's move will likely bring out the very worst kinds of games to
the public when these types of games were formerly available a bit
more in the shadows on porn and torrent sites. It is uncertain if
Valve will be placing any age restrictions on the games sold on
Steam, though currently they do display ESRB game ratings for some
(but not all) games. One sci-fi war-game I randomly viewed gave me
this warning: “Content in this product may not be appropriate for
all ages, or may not be appropriate for viewing at work,” but there
was no ESRB rating. I'm not certain if there is any means in place to
restrict young children from being able to see images or video from
the game, and simply click past minor age warnings and purchase the
game. Ultimately, the question of censorship is a bigger one than
just what is happening on Steam. Do we really want to abandon all
standards in our society in the name of absolute freedom? Society
without law (ie, censorship of absolute freedom) becomes anarchy.
Censorship can lead to tyranny, but a total absence of it can lead to
anarchy. At the very least, it will be a very interesting social
experiment to see what happens with Steam in the coming years...
Thursday, June 14, 2018
Censorship or Complete Freedom? (part 4)
A gamer in favor of complete freedom on
Steam posted about “prudish whiners,” saying, “If they see a
game they don't like, all they have to do is not buy it.” Yet
another gamer posted, “This just makes the platform more prone to
even more garbage and Steam really doesn't need more garbage.” It
is true that people can “vote” their objections by simply not
purchasing something they object to, but as the second gamer posted,
there will be more and more “garbage” to deal with. It is no
doubt that the removal of censorship will result in a massive influx
of garbage onto the platform, and though people can choose not to
purchase it, they will still have to wade through it to find what
they are looking for. Garbage can crowd out good material, and as
this happens, it is likely that there will be a shift in the type of
gamers that make use of Steam. Some will simply abandon the platform
altogether as it fills up with garbage, while a new user-base seeking
that garbage will arrive and dominate. As this shift occurs, game
developers will play to the market on Steam, and more garbage will be
made to accommodate those that seek it. Eventually, some developers
seeking an audience for their “non-garbage” games will leave, or
alter their trajectory entirely and make garbage themselves to keep
up with demand.
Wednesday, June 13, 2018
Censorship or Complete Freedom? (part 3)
The argument against censorship is that
the government shouldn't behave like a “nanny state,” deciding
for the individual what is and isn't appropriate for them, “forcing
their morality” on the rest of us. Many agree that the government
shouldn't be able to dictate personal choice, so it's easy to then
conclude that complete freedom is the correct answer. However, there
are also serious repercussions for absolute, complete freedom—we
often take our freedoms for granted, but we also fail to notice that
people in civilized societies don't actually have complete freedom.
We obviously have laws that we must obey—it is illegal to drive as
fast as you want on the road or take something from a store that you
haven't paid for. Laws and restrictions exist to keep us civilized,
for without them, anarchy would result with everyone determining
their own personal truth about anything and everything: Why
shouldn't I be able to drive as fast as my car can go? Why do
I have to pay for that when I really need
it? Yet what does all this have to do with getting rid of
censorship? How is total, unrestricted freedom on Steam a bad thing?
Some will argue: If it's not hurting anyone, what's the problem?
Tuesday, June 12, 2018
Censorship or Complete Freedom? (part 2)
Some gamers applaud Valve's move to
make Steam censorship-free. One gamer stated, “I really don't get
why we should control what kind of games people are playing. So
thumbs up for Valve.” This statement encompasses the view of many
of the gamers reacting to the decision. A little background on
censorship in gaming is helpful in understanding some of the
opposition to censorship many gamers have formed in recent years.
Australia, for example, is well-known as a country strict on
gaming—like most other countries, they have their own rating system
for games, but they go further and outright ban the import of some
games commonly sold around the world. Games like the Grand Theft Auto
series, and even Bethesda's renowned Fallout 3 were banned from
Australia entirely. Fallout 3 was initially banned because of
"realistic visual representations of drugs and their delivery
method (bringing) the 'science-fiction' drugs in line with
'real-world' drugs." Bethesda agreed to change the name of the
Morphine drug to “Med-X” in the game and was finally approved for
Australia. It is likely that Australia will make a move to block
Steam from their country for the recent removal of censorship on the
platform. The point is, the standards for censorship can sometimes be
rather ridiculous and prevent great games from being available to
gamers. A ratings system where consumers can make their own decisions
is often a solid solution, but Australia goes a step further with
outright government bans on some games. Is that going too far?
Monday, June 11, 2018
Censorship or Complete Freedom? (part 1)
If you're unfamiliar, Steam is an
online game platform where games can be purchased and downloaded from
the internet. An announcement was made last week by Valve
Corporation—which owns Steam-- that they will no longer have any
censorship on the Steam platform. Many are seeing this as a move by
Valve to avoid responsibility for highly controversial “games”
like a game recently released that simulates being a school shooter.
Valve commented that they will allow any game on Steam unless it's
“illegal, or straight up trolling.” Their decision to scrub
censorship has created a debating firestorm among gamers, with
opinions being fervently expressed on both sides of the spectrum.
This week, I'll address some of the arguments being made and look at
the likely long-term effects of this controversial decision. Even if
you're not particularly interested in the game industry and what
Steam is doing, this is, in itself, a very interesting social
experiment and it reflects an emerging mindset we are seeing in our
culture today.
Friday, June 8, 2018
Friday Update!
I've started work on another Comic Short for Youtube, so it will hopefully be ready sometime next week! In other news, yesterday I picked up the rest of the printed demos for Solar Echoes (Operation: Flash Strike), and I'll be shipping them out to Indie Game Alliance today. I'm looking forward to having some of their "minions" play Solar Echoes at other conventions across the U.S., and then hearing their demo reports. This will be the first time Solar Echoes hits other states in physical form. I'm not sure it will ever catch up to the reach I've seen with digital sales on RPGnow.com (which includes sales all over the world, notably to a lot of people in the UK and France), but it's a start. The jury is still out on whether I'll pursue printed sales, but I'll see how things go with the demos through IGA!
Thursday, June 7, 2018
Movie Review: Star Wars Solo (no major spoilers) part 4
It's a classic failing of a lot of
stories—the writer sets up an environment of challenges that is so
massive, it would take a character of extreme power and resources to
even begin to make a difference. The problem arises within that hero
character, because in order for it to be believable that the
character could take on those huge challenges, the character needs to
have unrealistic capability or power. Once a character is given these
means, whether it is by super-powers, “the force,” or some other
allowance, it becomes a precarious balancing act for the writer to
maintain believability within the laws he has written for his own
universe. The Star Wars Solo movie never felt to me like Han Solo was
unrealistically capable, though I do wish some more explanation had
been given to his fluency in a particular language and his impressive
starship piloting skills. Still, Solo never felt like he outmatched
his challenges, and he struggled appropriately when met with them.
Perhaps one of the reasons I liked the Solo movie so much was because
there was an absence of the magical “force” and it felt like he
achieved his victories through human means and skills rather than the
unexpected emergence of latent force abilities.
Wednesday, June 6, 2018
Movie Review: Star Wars Solo (no major spoilers) part 3
Alden's portrayal of Solo as a maverick
rogue was very believable, yet he exhibited an altruistic side that
governed much of what he did when it concerned his love interest,
Q'ira. I think I enjoyed “Solo” more than other recent Star Wars
movies because it was focused on a character making his way in the
world while he crafted his own way of dealing with the challenges,
betrayals, and losses he experienced. Rather than focusing on making
a huge change by taking on the Empire, Solo was more focused on a
man's struggle to survive and achieve his own goals, which ended up
making a difference against the Empire in the long run. I like
stories that focus on the character rather than having the character
focus on making a story, and Solo never lost its direction in that
regard. Without the burden of the character being set up as the only
hero that can save the universe, I enjoyed seeing a character
developed into a hero simply through the pursuit of his own personal
agenda. Maybe it's just my general aversion to the “only one person
can save the universe” theme, but Solo felt much more believable
because challenges did not have to be overcome by super-human
means...
Tuesday, June 5, 2018
Movie Review: Star Wars Solo (no major spoilers) part 2
I was happy to see that the Solo movie
showed competent male characters making their way through an
oppressive future ruled by the Empire. Rather than oppose the Empire
directly, though, they made their own way of survival—unconcerned
with politics and idealism, they merely sought to navigate the
existing system rather than try to take it on directly, though in
their own way, they did take it on when it benefited them, performing
heists without the concern that they were essentially stealing from
the Empire. This was a story about survival and gaining advantage to
advance one's own goals—a story many of us identify with in our
current society. We must live within the system that has been created
and find our own way of moving forward despite it. The character of
Solo was not just a selfish opportunist, though—his motivations
often were driven by devotion and love. Though he'd learned to
survive through breaking the law to gain advantage, he was governed
by his own passions and goals. It was interesting to see him make
decisions that hinted at his later character development along the
Star Wars timeline, such as in Episode IV where he returns at the
last minute to help Luke destroy the death star.
Monday, June 4, 2018
Movie Review: Star Wars Solo (no major spoilers) part 1
On Friday I went to the theater with a
friend and saw Solo—a couple of my other friends had been bugging
me to see it because they wanted to discuss it. I admit, after seeing
The Last Jedi last December, I was not extremely excited to try
another Star Wars movie, but the trailers looked good and Ron Howard
was directing, so I had some hope that it would be better. In my
opinion, both the Force Awakens (FA) and The Last Jedi (TLJ) had some
serious failings, but I did like Rogue One. I would liken Solo much
more to Rogue One than FA, in that it was much more on the realistic,
gritty side of things with a better written storyline and more
developed characters. In Solo, I was also really impressed with the
acting and substantive characters—Woody Harrelson as Tobias Beckett
almost upstaged Han Solo, who was played by Alden Ehrenreich. Woody
did such a fantastic job with his character and really provided a lot
of depth for the backstory and character development of Solo. Alden's
excellent portrayal of a young Solo, though, really commanded
attention and he held his own against Woody's acting experience. More
tomorrow...
Friday, June 1, 2018
Digital vs. Physical (part 2/2)
There are several reasons I prefer
digital books over physical books for tabletop gaming. From the
perspective of a GM and author of Solar Echoes, it's easier for me to
put out updates and improvements to digital products. The update
notifies all customers and they can download the new version for
free. I can go back and improve 5 year-old products with better art
and color, add in new goodies, and make small corrections. Another
benefit is that I bring digital products to the public much faster,
rather than having to wait on print runs to finish and then ship it
out to various locations. It's also much more cost effective of
course, because printing is very expensive. Another reason I prefer
digital is that I don't have to hold back with art and color, while I
have to limit color variety in printed editions to keep the costs
down. Plus, you benefit not only from all this, but from a lower
overall cost—there is no retail mark-up and a mark-up to compensate
for distribution costs is also entirely avoided. What's not to love
about digital? I am looking into making digital files available to
you through on-demand printing services, though, so for those of you
that like books on your shelves, that may be an option for Solar
Echoes products in the future!
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