For the last year,
I've been writing the script for a visual novel video game called The
Star Legation. A method that has really helped me get some
perspective is placing a section of my script in the game
environment. When I read through the script with the art background,
character sprites, message bar, and even the music activated, it
gives me a better sense of flow, helps me to catch errors, and even
reveals issues of nuance that I may have otherwise overlooked. Seeing
the characters highlight when speaking their lines sometimes inspires
ideas for their expressions, which can reflexively suggest
modifications to the script that could further emphasize the moment.
Hopefully, some of the ideas I've mentioned this week will be helpful
in your quest as a writer, but above all, never stop working at it!
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, August 30, 2019
Thursday, August 29, 2019
Writing Strategies (part 4)
Although this will
extend the time it takes to finish your work, sometimes it helps to
get some distance from your writing. If you don't have friends or
family willing to spend time reading your work to give you an outside
perspective (and you may not want their bias), you should try
stepping away from your project for a few days. Come back and reread
it to see if it still resonates with the impact you originally
intended. Some people like to share unfinished projects online for
feedback, and though this can be helpful, it can also be more
discouraging than productive--not everyone is genuinely interested in
giving useful feedback; some are just "trolls." Try to keep
your sharing within a circle of writers you know and trust, or take
advantage of paid services that provide experienced editors for
feedback.
Wednesday, August 28, 2019
Writing Strategies (part 3)
Treat
your writing like an athlete would treat his or her training--do it
every day. Whether you're working on writing an epic, award-winning
novel or you're just writing a blog post for the day, you need to
exercise your writing muscles regularly. I recommend setting aside a
specific time period each day to practice writing. Do it like it's
your job, even if it isn't and you're not being paid for it. I also
recommend reading a lot of other writers. You don't necessarily have
to read an entire book-- although that would be ideal--but you can
read a variety of writing styles in blog posts, articles, and even
free short fiction and non-fiction on various websites. (Some
people love to write and put their work online for others to enjoy
for free!) It is good practice to
sample a variety of writing styles, because it will help you
consolidate your own style.
Tuesday, August 27, 2019
Writing Strategies (part 2)
If you sometimes
find yourself struggling to write, you might diagnose yourself as
having "writer's block." I believe that writer's block
stems from the expectations we place on ourselves. If you're trying
to start a story and just can't find the right beginning, try this:
instead of trying to write the perfect opening, assume that you'll
come back and rewrite it later, and just start typing away. Aim
towards the part you know you want to write--the part you're excited
to write. Along the way, you may find that your pathway to that
moment actually generates more ideas that you can use. The point is,
get moving. Don't stress about finding the perfect words for the
perfect opening sentence. Just write it, move on, and remember that
you can always come back later, probably with more momentum and
inspiration, to fix that rough beginning.
Monday, August 26, 2019
Writing Strategies (play 1)
Have you ever
enjoyed a story so much that you find yourself wondering how the
author could have possibly written it so well? We might make the
mistake of assuming that the author had every moment of the entire
story already mapped out, fully imagined from beginning to end.
Rarely, if ever, is this really the case. Most writers write and
rewrite many times, inserting and deleting, revising and
restructuring, even agonizing over plot points and dilemmas they've
created for themselves that they don't know how to solve. It varies
with each writer, and even with each story they write. The writing
process is often a struggle. This week, I'll share a few strategies
that I use to try and make writing less of a battle.
Friday, August 23, 2019
No Man’s Sky VR (part 5)
I followed a
strange signal to a nearby planet and landed. Thankfully, no acid
rain on this world, but...the temperatures were rather extreme. I
needed to get out of the heat or my suit protection would fully drain
and I'd cook inside it. After sorting through a few things in my
inventory, my suit's system instructed me to build a shelter. On my
left wrist I clicked through the holographic icons and discovered I
could build things! I just needed a few raw materials, which I ran
around collecting before hopping back into the safety of my starship
to avoid the extreme heat and wait for my suit protection to
recharge. Then, I jumped back out and got to work building floors,
walls, and a roof for my little habitat. As soon as it was completed
and I ducked inside, I was out of danger and the extreme temperatures
were no longer a threat. I noticed there were many more options for
building that I'd like to try out, and I'm already thinking about
tunneling under my little house to make a large basement with an
extensive network of tunnels so I can easily move around on the
planet without worrying about the heat. I look forward to building
some of the vehicles I noticed were possible, such as little land
rovers and hover vehicles. The developer, Hello Games, has added tons
of new content since the initial release 3 years ago, and the game
keeps you going by prompting you with goals. Not to mention, this was
incredibly fun to play! I think VR made a huge difference for me,
too—I felt like I was playing an immersive, scifi version of
minecraft, but with lots of goals beyond those I created for myself,
too! I'm looking forward to exploring some more!
Thursday, August 22, 2019
No Man’s Sky VR (part 4)
For those of you
that have played No Man’s Sky before or have read about it, most of
what I’ve detailed so far is nothing new. However, just to begin
with, playing this in VR is so much more engrossing, especially when
using the two Move controllers. I enjoyed hopping into the cockpit of
my tiny spacecraft and seeing all the controls in front of me while
shutting the harsh planet outside, watching the acid rain fall around
me with a heavy pattering sound. When the rains ended, I literally
reached over to the handle of the canopy and lifted it up. I could
get my multitool out by reaching back behind my right shoulder to
grab it. Once upgraded a little more, I could even use the terrain
laser of my multitool to carve out a spherical chunk of earth in mere
seconds. This actually became quite fun, because I could tunnel my
way through the ground and go anywhere I wanted, popping up like a
gopher from my tunnel when it was safe to emerge again after the
rains had stopped. I finally gathered the materials and constructed
the components necessary to fix my ship’s engines, so I hopped in
and reached my left hand over to grip the throttle. I pulled
and….woah! My stomach dropped as the planet fell away beneath me. I
grabbed the right hand stick with my other hand and rotated the ship
around, failing at first to adjust to the extreme sensitivity, though
I thankfully got the hang of it quickly enough to avoid crashing. If
you've played other space-flight simulators in VR, this isn't much
different, but that's a good thing, because it's a truly amazing
experience!
Wednesday, August 21, 2019
No Man’s Sky VR (part 3)
The acid rain on
my planet wasn’t letting up, so I decided to explore the
underground cavern. I pulled out my “multitool” and tried
scanning the beautiful bioluminescent cave. A few familiar minerals
were located, as well as a number of unknown plants and minerals. I
held up my hand and saw a little holographic display, which I tapped
and then discovered I could activate a flashlight. I also had some
hints from my spacesuit’s CPU that I should collect certain
minerals to upgrade my multitool and recharge my suit. My multitool
had a laser that would break things down and absorb the contents,
which I then used to construct the upgrades I needed. Soon, I had
upgraded and powered my scanner and I could analyze and catalogue my
discoveries. I was also able to read the location of a nearby signal,
which I decided to follow once the acid rain had ended. I walked and
used my jetpack for a little help with the steep slopes—the
sensation of lifting off the ground was amazing! I was able to arrive
at the source of the signal and found a radar dish, a few crates, and
a damaged spacecraft. The message imbedded in the signal wasn’t
entirely coherent, but I was able to gather that someone else had
been here before me, and recommended I use their ship to leave the
planet—a task easier said than done…
Tuesday, August 20, 2019
No Man’s Sky VR (part 2)
I do occasionally
return to play old games, but often, I quickly remember why I
abandoned them. I had heard over the years that Hello Games was
extremely attentive to the complaints of gamers who felt they’d
been let down, and I even tried one of their earlier patches to see
if much had changed. Maybe it just wasn’t developed enough yet, or
maybe I should have started the game over instead of using my past
save, but I was really ready to fully abandon it until I decided to
give it one more try, last Friday night, using the new VR patch. What a
difference! I started a new game from the beginning, and found myself
in a spacesuit standing on an alien planet. I immediately adjusted
the VR settings so I could have smooth movement instead of
teleportation (I got my VR legs last year and have been fine ever
since) and then I started exploring. Odd plant life, strange
minerals, and weird little scurrying creatures were all around me,
part of the rolling landscape that I traversed. Then my spacesuit’s
system alerted me that my environmental protection was depleting, due
to acidic rain! I had to run and find shelter, the nearest being a
small crevasse in the ground that opened up into a dark cavern…
Monday, August 19, 2019
No Man’s Sky VR! (part 1)
Three years ago No Man’s Sky released for the PS4. I bought it on release day and…was a bit disappointed. The promises of the developer, Hello Games, were exciting—a huge universe so big that each person playing began on their own planet in an infinitely procedurally generated galaxy. The open world universe included over 18 quintillion planets, each with their own ecosystems, vegetation and lifeforms. Once in a rare while, you might even meet sentient alien life that would either trade with you or decide to attack you. Speaking their language was another thing altogether, but during your exploration, you might turn up enough clues to piece together some of what they were saying with a few words you’d learned along the way. You advanced through the game by mining resources, upgrading equipment, and engaging in trade. Despite all this, I quickly tired of the original game’s repetitive and unexciting nature. However, last week a patch was released that upgraded the game to VR compatibility, and that plus a few other upgrades have changed everything…
Friday, August 16, 2019
Alien life from Earth? (part 5)
It has already been debated many times
whether or not life on Earth may have originated from somewhere else,
delivered through impact ejecta. Some believe that our universe might
be in a perpetual state of cross-contamination. Perhaps it could also
be seen as cross-pollination? We should expect that landing on an
alien world will involve some sharing of microbes, even if we make
every effort to sanitize the process. I always chuckle when I see
scifi movies with people returning from an excursion on an alien
planet, and then go through “decontamination” rooms before
boarding their ship. Why do we assume that our decontamination
process will work on all alien life? Plus, considering impact ejecta,
if there is any alien life out there in the cosmos, there's a chance
it might reach us on Earth someday, too! Maybe it already has?
Thursday, August 15, 2019
Alien life from Earth? (part 4)
Did you know that we have already put
microbes on the moon before the recent Israeli lander crash? From
the Apollo landings, there are about 100 bags of astronaut poop that
were left behind! This pales in comparison to what might happen with
the planned SpaceX missions to Mars and the possible colonists that
will live there. Imagine what we microbe-infested humans will
contaminate next? Even despite our best efforts to sanitize, our
probes and landers that have visited other planets may have already
left a biological deposit behind. It is inevitable that we will be
sharing our microbes every place we explore beyond Earth.
Wednesday, August 14, 2019
Alien life from Earth? (part 3)
Nature itself has quite possibly
already cross-contaminated other planets with microbes from Earth.
When an asteroid impacts something, it sheds surface material from a
planet at high velocity into space. It is very possible that
resilient organisms like the tardigrade can withstand the temperature
and pressure extremes, riding along on the Earth fragments as they
are launched at high velocity into space. Computer models suggest
that impact "ejecta" could travel to the planets and their
moons in our solar system, with places like Mars and our own moon
receiving the bulk of the ejecta. That doesn't excuse some of the
acts we have already committed, however...
Tuesday, August 13, 2019
Alien life from Earth? (part 2)
One problem with the recent biological
deposit on our moon is there is a general consensus that we don't
want to alter any alien ecosystems, especially in delicate
environments that might be vulnerable to invasive life. Another
problem is that scientists don't want to encounter false-positives,
thinking that they've discovered extraterrestrial life only to
realize that the life originated on Earth. Since the beginning of
space travel, we have had strongly scrutinized protocols regarding
planetary protection. However, it is inevitable that human
exploration will inadvertantly introduce micro-organisms from Earth
to other worlds. In fact, it is very likely that this has already
happened, even before humans occupied Earth...
Monday, August 12, 2019
Alien life from Earth? (part 1)
Very recently, an Israeli lander
crashed on the surface of our moon. The lander had been carrying
thousands of microscopic organisms called Tardigrades, and these
little creatures can easily survive in space. Humans have just
biologically contaminated the moon! The lander, called Beresheet, is
owned by a non-profit Israeli organization called SpaceIL.
Tardigrades, also called "water bears," are incredibly
resilient organisms able to survive for a year without food or water
that are capable of resisting extreme temperatures and atmospheres.
The intentional contamination of our moon has been met with a lot of
scrutiny...
Friday, August 9, 2019
Plot Devices: Should we use them? (part 10)
The characters in the Star Legation
visual novel will visit 6 or 7 different alien planets, and I still
needed at least 3 pieces of art for each location (planet as seen
from space, planet surface, and the alien leader's room.) However,
since the story does not involve extended time on the alien planets
(in most cases...depending on your choices!), probably 50% of your
time will be spent aboard your own starship. There are several
different rooms you'll visit on your starship, but a lot of your time
will be spent on the bridge, interacting with your crew and having
different encounters in space, which you'll see through the window of
your starship. The starship itself is a setting that keeps the focus
on a very character-driven story, and thankfully, it serves as a plot
device that allows me to make this epic adventure possible, without
the budget for the project becoming overblown.
Background art: Alexis Rill
Space Background art: Lee Madison
Character Sprites: John Fell
Thursday, August 8, 2019
Plot Devices: Should we use them? (part 9)
The fact that the Star Legation visual
novel involves a journey across the universe meant that the
characters would be spending a lot of time together. But where?
Faster Than Light (FTL) travel is a plot device in itself that allows
us to accept the idea of people traveling to different planets,
different solar systems, and even different galaxies. Yet, despite
FTL being a plot device that allows interstellar travel, in science
fiction there are a number of opinions about how long these journeys
actually take. In some stories, a pilot will “go to hyperspace”
and arrive wherever they want in a matter of minutes or hours. In
others, the entire crew enters into some kind of cryo-freeze
suspended-animation to make the long journey, waking up when they
finally arrive, years later. I chose something closer to the
middle—traveling to different star systems could take days or
weeks, adding up to a few months total. That in itself became a sort
of plot device that helped with my art budget. How? Because my
characters would be spending much of their time interacting aboard
their starship!
Wednesday, August 7, 2019
Plot Devices: Should we use them? (part 8)
As the writer and producer of the Star
Legation visual novel, I began with the idea that I needed to keep
the number of locations down a little. In a lot of visual novels,
characters will visit a number of different locations, including
different rooms in a home, school, other buildings, outdoor
locations, transportation, etc. This can quickly become quite
expensive, because artwork for each location is necessary in a visual
novel to help create an immersive setting. The problem for me was
that my story idea spanned a massive universe, including a number of
different planets that the characters would be visiting. To give a
clear idea of how much art I predicted I'd need, art was necessary
for the 9 main characters, a number of side characters, art for
different starships, art for the interior of their own starship, art
for the planets in space, art for the planet surfaces, and art for
the “throne rooms” of the alien leaders, not to mention the
different anomalies they would see as they journeyed through space
itself. How would a plot device help me manage the projected budget
for this game, despite so many different locations to visit?
Tuesday, August 6, 2019
Plot Devices: Should we use them? (part 7)
Sometimes a plot device can be used to
make a movie or game possible. A producer is the person who manages
the logistics and budget of a game or movie production. Consider that
every time a producer is presented with ideas by the writers,
designers, artists, etc., the producer needs to plan for the budget
necessary to meet the project goals. However, the creative process
can quickly get out of control as people imagine grandiose
productions that their company might not have the funding for. It is
the producer's job to set budget limits and encourage rewrites of the
story in areas that would be excessive and expensive. A plot device
can be used to better manage budget constraints in a movie or video
game by limiting the locations and settings...
Monday, August 5, 2019
Plot Devices: Should we use them? (Week 2, part 6/10)
I'll admit it, I'm using a plot device
in the story I'm writing for The Star Legation visual novel, and I'll
share it with you. Visual novels, by nature, have less expository
writing—descriptions of people, places, and objects are rarely
given through text because these things are often represented through
the art in the game. There is less of a need to spend time on
description, and that results in a much faster novel-reading
experience. Most, if not all, of the writing is dialogue between
characters, so any descriptive text is usually included in their
spoken conversations. However, the problem I ran into was that there
were times that it wouldn't be natural to go into such descriptions
at the time that something was observed. I found a way around this by
using a character who communicates over long-distance with the
protagonist, as a hologram. This long-distance character can ask
questions of the protagonist about his observations, which allows me
to enter more descriptive text as he tries to explain to her, in more
detail, what the readers might not have been able to see represented
in the art. Plot devices can be very effective techniques to help you
get the most out of your story, so don't hesitate to use them...as
long as you don't use them to write yourself out of a corner!
Friday, August 2, 2019
Plot Devices: Should we use them? (part 5)
Don't think that using plot devices is
necessarily a bad thing—they are used all the time to great effect,
but the best writers know how to use them covertly. The best
technique is to manipulate the writing to advance the story without
the audience even noticing what you're doing or how you're doing it.
Sometimes plot devices are used to compensate for a situation that
prevents certain types of information from being known, yet that
information is crucial towards advancing the stoyr. If you're writing
about a character who needs certain information but doesn't know it,
a smartphone could be a simple plot device that allows the character
to access the information needed. Using a plot device needs to feel
organic to the story you're writing, however, and should feel like
your characters were involved. Passive, convenient provisions to
solve problems should be avoided. For example, a newspaper floating
around on a windy day that blows up to the character and catches on
his foot is not the way to deliver the exact information he was
struggling to find!
Thursday, August 1, 2019
Plot Devices: Should we use them? (part 4)
Another interesting plot device that
you may be familiar with is known as the “plot voucher,” which
involves something that a character finds or receives in the story
that has some later, important significance. This is similar to the
deus ex machina device, except that the audience knows about it much
earlier in the story—they just didn't realize what it was for until
it saves the day. Somehow, this has become slightly more accepted and
doesn't ellicit the loss of suspension of disbelief in an audience
quite as much. Often, these magical objects are found in fantasy or
science fiction stories, and the protagonist doesn't realize the
power or capability of the item until a dire, possibly
life-threatening moment has arrived. Perhaps the reason we accept
this plot device over the deux ex machina is because we knew about
the object before the crisis, and might have even been yelling for
the protagonist to try using it to save himself. When the character
finally does use it, we feel relieved, possibly smarter because we
realized it before the character—we saw it coming.
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