This post is (thankfully) going to be shorter than yesterday’s. I wasn’t going to write another one on this topic at all, but there was a really good comment on yesterday’s post that led to a really long reply on my part — so long that I figured it would be better served as a post of its own.
The reason it’s interesting to me is because it has to do with the weird line between the traditional cultural definitions of “story” and “game” that a product like Mass Effect walks.
So, yesterday, Kaelri wrote (in part):
Frankly, I do believe that art is inviolate – that is to say, I don’t believe an artist has some sort of moral obligation to address the grievances of audience members who don’t happen to like what they came up with. If I’m a fan of a thing, it’s because I found the product and liked it; and if I choose to support it, as an advocate or a consumer or both, they still don’t owe me nothin’. Maybe they “should” pay attention to me for the sake of their business model, but that’s different from saying they “should” listen to me as though my fandom makes me a shareholder in the creative process.
First off, I get exactly where you’re coming from. I would even agree with you — when it comes to traditional media, a writer or really any creative person of any kind is not obliged to make fan-demanded changes to their work, unless they’re trying to make a more saleable product, or they just want to because their work would be better that way.
They can refuse, as I said in my original post — it might mean they never get published or that they never reach a wider audience, but that’s entirely their choice… when it comes to traditional media.
But, as I said yesterday, Mass Effect is something other than traditional media, which is why I’m going to disagree with you when it comes to this particular artistic work, and others like it:
I believe that we — the participants in the Mass Effect games — are co-creators.
Now, that’s a big statement, so let me dig into it a bit. This certainly isn’t true of every game out there — no one is complaining that they didn’t get enough creative input into the ending of Braid, because that isn’t what Braid is about — it’s not that kind of game.
Mass Effect, however, is that kind of game. It’s a conscious and (as I said in my made-up LotR example) difficult thing to do, but it is undeniably a can of worms Bioware chose to open, and once it’s open, they’re pretty much stuck with the consequences. The players have control of a lot of stuff that happens in the game series, if only with a binary yes/no level of input, and having extended them that authorship power you have, to a greater or lesser degree, given them access to the canvas and the right to call foul if they disagree with what you’re painting.
Again, this is not the case in every game out there (and it is not true of any traditional media of which I’m aware), but it is the case with Mass Effect. I can (with studious and somewhat questionable effort) entirely remove even someone like Garrus from all but a few scenes in the entire game series (the equivalent of having Samwise in one scene in Fellowship, no scenes at all in Two Towers, and writing him in as a bit-part escort for the last couple chapters of Return of the King). I decide whether many if not all of the character’s live and die and, with ME3, my influence is extended to the point where I can effectively wipe out two whole species.
It’s fair to say that Bioware is steering the A-plot, but when it comes to dictating the very tapestry against which that plot plays out, I am being dealt a lot of cards, and the hand that I play is a strong one. Certainly, my control over the personal stories in all three games is ironclad, and would be argued by many to be the most important and interesting bits.
So am I, at some level, a co-creator?
In indie tabletop RPG design, there’s an idea that some call “The Impossible Thing Before Breakfast.” It refers to the classic, old-school RPG notion that “The GM is the author of the story and the players direct the actions of the protagonists.”
The term was coined to illustrate the fact that story is made of the actions and choices of the protagonists, so claiming to control one but not the other is senseless. If you have influence on the story at all, you exert influence on the protagonists, and if you truly control the actions of the protagonists, you have real and concrete influence on the story.
Or you should.
And, to be fair, Bioware did a fantastic job throughout ME1 and ME2 with giving players that kind of control and influence. (They’re not as good about it in ME3, but they’ve (sadly) compensated by becoming very skilled at disguising a lack of choice with something that feels like you’re making a decision.)
I would say that one of the biggest problems with the end of ME3 — or at least the part that causes the loudest initial outcry — is that it very baldly revokes that player-authorship at the point in the story where the players want it most.
To say that the players — while certainly not equal partners in the process, but creative contributors nonetheless — should have no say in the conclusion of the story they helped create is unfair, and to defend it by hiding behind “artistic expression”, as Bioware has done, is an insult to the players’ input throughout the series and a rather crude misrepresentation of what Mass Effect has been to both the creators and the players for the last five years.
It may seem a bit odd that I’m posting this here rather than on my gaming-related blog, since it is about the Mass Effect game series and other related geekery. I debated where I should post it, but ultimately this is about writing as much or more than it’s about gaming, so here it is. Everything that follows is my opinion and, further, is infested with spoilers for both the Mass Effect series and, I suppose, The Lord of the Rings. Reader beware.
In late February, I said (on twitter) that I thought the Mass Effect universe was probably the most important science fiction of a generation.
Since then, the executive producer for Mass Effect 3 has been working tirelessly to get me to retract that statement.
If you follow gaming news at all, you’ll already know that there have been great clouds of dust kicked over this particular story — the gist of it is that Mass Effect was brought to a conclusion with the release of Mass Effect 3 (note: not brought to its conclusion, just brought to a conclusion — more on that later), and while 99% of the game was the same top-notch, engaging, tear-inducing stuff that we’ve come to expect, the last five minutes or so is a steaming, Hersey’s Kiss-sized dollop of dog shit that you are forced to ingest at the conclusion of the meal, like a mint, before they let you out the door.
It’s fair to say that it’s soured many players’ impression of the experience as a whole.
Now, I realize that many of the folks reading this may not have played through the Mass Effect series. First of all, that’s really too bad, because it is very, very good both in terms of play (which steadily improves from game to game) and story (barring one steaming exception) and (I think) completely worth the time.
But secondly, I’d like to keep you non-ME people involved in the conversation, so I’m going to draw a comparison that I think most anyone likely to visit here will understand, so that we can all proceed with reasonable understanding of the issues.
Let’s pretend for a moment that The Lord of the Rings was released not as a series of books, but a series of games. More importantly, the company behind the series decided to do something really hard but rewarding with the game — they were going to let you make decisions during play that substantively altered the elements of the story. That means that some of people playing through this Lord of the Rings story would end up with a personal game experience that was pretty much exactly like the one you and I all remember from reading the books, but that story is just sort of the default. Whole forums were filled up by fans of the series comparing notes on their versions of the game, with guides on how to get into a romantic relationship with Arwen (the obvious one), Eowyn (more difficult, as you have to go without any kind of romance option through the whole first game, but considered by many to be far more rewarding), or even Legolas (finally released as DLC for the third game).
And that’s certainly not all of possible permutations. Some players actually managed to save Boromir (though he leaves the party regardless, but gets you a whole extra army in the third game if he’s alive, and makes Denethor much less of a pain in the ass to deal with). Some folks don’t split up the party, and spend most of the game recruiting supporters through the South and North, from Aughaire down to Dol Imren. For some, Gimli dies at Helms Deep; for others only Merry escapes into Fangorn (which makes recruiting the Ents all but impossible). Hell, there are even a few weirdos who chose NOT to recruit Samwise back at the beginning of the story, and actually play through the whole first game without him (though the writers reintroduce him as a non-optional party member once you get ready to leave Lothlorien).
And what about the players who rolled the main character as a female? That changes a LOT of stuff, as you might well imagine. (Though, thankfully, all the dialogue options with Legolas are the same.)
Are you with me so far?
Okay, so you’re playing through this game — you’ve played through parts 1 and 2 several times, in fact, sometimes as a goody-two-shoes, and sometimes as a total bad-ass. You’ve got a version of the game where you’re with Arwen, one with Eowyn, one with Legolas, and one where you focus on Frodo and his subtle hand-holding bromance with Sam. You’re ready for Part Three, is what I’m saying, and out it comes.
And it’s awesome. You finally bring lasting alliance between Rohan and Gondor, you form a fragile-yet-believable peace between elves and dwarves, and even manage to recruit a significant strike-force of old Moria orcs who don’t so much like you as much as they just hate the johnny-come-lately Uruk-hai.
The final chapters open. You face down Saruman (who pretended to fund all your efforts through the second book, but then turned on you at the end of the Two Towers), which was really satisfying. You crawl up to the top of Mount Doom, collapse against a rock, and have a really touching heart to heart with Sam. It’s over. You know you have all your scores high enough to destroy the One Ring with no crisis of conscious and no lame “Gollum bit off my finger and then falls in the lava” ending, like the one you saw on the fanfic forums last year.
And then out comes this glowing figure from behind a rock, and it’s… Tom Bombadil.
And Tom explains your options.
Now, let’s just ignore the fact that the company behind this game has been quoted many times as saying that the game will end with no less than sixteen different endings, to honor all the various ways the story could go, and focus on these three options.
None of them have anything to do with destroying the ring, do they?
Has ‘destroying the ring’ (alternately, destroying Sauron) been pretty much THE THING you’ve been working toward the whole game? Yeah, it has. In fact, it mentions “Rings” right there in the title of the series, doesn’t it? Rather seems to make The Ring a bit of a banner item, doesn’t it?
But no, none of these options are about the Ring; they’re about one of the b-plots in the series, and one which you pretty much already laid to rest a few chapters ago.
So… okay, maybe this isn’t the END ending, you think, and you pick one of the options…
And that’s it. A bunch of cut-scenes play, Mount Doom explodes with fiery red light, you die, and the credits roll. The end.
Ohhh-kay. Maybe that was the bad ending. Let’s reload a save and pick option 2…
Same. Exact. Cut scenes. Except Mount Doom’s explosion is green. What?
Alright… umm… let’s check #3…
Nope. Mount Doom’s explosion is Blue. That’s it.
And, absolutely inexplicably, every single one of these cut scenes shows Gandalf, Aragorn, and SAMWISE escaping the explosion on one of the eagles and crash-landing somewhere in Lorien where they all pat themselves on the back and watch the sun set together.
What? But… Sam was with you. Aragorn and Gandalf… did they start running away halfway through the last fight at the Black Gate? Your boys abandoned you?
So, given this example, it’s possible — even for someone who didn’t play Mass Effect — to understand the fan’s reaction. The ending has no real connection to the rest of the story; barring the last scene and one conversation with an unnamed Nazgul in Book 3, it would lift right out with no one even noticing. It completely takes away your choices at the end of a game about making world-altering choices. It effectively destroys the Middle Earth that you were fighting for 100 hours of gameplay to preserve — no magic? Maybe a completely wiped out dwarven race? No one can travel anywhere without painstakingly rebuilding roads for a couple hundred years and replacing horses with something else? Also, no matter what, no matter how much ass you kick, you’re dead? Yeah. No thanks, man.
And that’s not even paying attention to stuff like how (and why) Sam and Gandalf and Strider ran away at the end. I mean… even if you’re going to do a shitty twist ending, don’t be so goddamn lazy about it. Don’t sit there and claim that criticism of the ending is an attack on your artistic product, because frankly that ending is full of holes and needs a rewrite and probably two more chapters to flesh out. (More on that in a bit.)
So… that’s where the Mass Effect franchise was after ME3 came out. A lot of confusion. A lot of rage. Some protests of a very interesting sort, where the gamers against the terrible ending decided to draw attention to the issue by raising something like seventy-thousand bucks for geek-related charities.
Now, let’s go a bit deeper.
Let’s continue with this Lord of the Rings video game analogy. Let’s say that after a bit of digging, people realized that Tolkien actually left the company to work on other projects before the game was complete. He wrote up a detailed outline, though; something that clearly spelled out exactly how the main arc of the story was supposed to play out, in broad strokes, basically laying out what we would expect the ending to be, pretty much.
But Tolkien left. So they get another guy in. Someone else who’s written stuff about some kind of powerful ring…
They get Steven R. Donaldson.
(Those of you who know me and my history with the Thomas Covenant books can guess that this analogy is not going to be a positive one, because seriously: fuck Thomas Covenant.)
So they get this Donaldson guy in to helm the end of the series, and it turns out he’s the guy who comes up with the Tom Bombadil, fuck-the-continuity-of-the-series ending.
Why? Maybe he’s pissed about being the second choice. Maybe he’s not getting paid enough to give a fuck. Maybe he just really wants to do this kind of story, but can’t be arsed to write a series of his own for which it makes sense. Maybe the original ending outlined by Tolkien got leaked on a forum the year before the last game came out, so people decided it had to be changed, even if the alternative makes no sense. I don’t know.
What I do know is the there was a different ending written out for the Mass Effect series, the short version of which is that the Big Reveal in ME3 is that the Mass Effect itself — the magical black-box technology that allows interstellar travel and powers a ton of other things from weapons to expensive toothbrushes — is causing a constant increase in dark energy in the galaxy, and that’s causing all kinds of bad things (like the accelerated death of stars).
The Mass Effect — you know, the thing from which the name of the series is derived — is the secret behind the Big Reveal. Who would have thought?
So, in the end of the game-as-envisioned, you’re given a choice of saving the galaxy by sacrificing the human race (making humanity into a biomechanical, synthetic-life, communal-intelligence “Reaper” that can stop the Dark Energy decay), or telling the Reapers to screw themselves and trying to fix the problem on your own (with a handful of centuries left before the Dark Energy thing snowballs and grows out of control on its own).
Which, in a word, would have been better. Certainly FAR better than some kind of stupid Tom Bombadil/Star Child explanation where we are told that the (synthetic AI) Reapers destroy advanced organic civilizations every 50 thousand years to prevent organic civilizations from… being destroyed by synthetic AIs.
Now we don’t just have some gamer complaints about the terrible ending, we have a demonstrably better ending that was actually supposed to be the one implemented. Complicates things, doesn’t it?
But Why All the Hate?
The simple fact of the matter is that Mass Effect is a story, and it’s a very good story — in my opinion, it’s one of the best stories I’ve ever experienced. People can hem and haw about what constitutes a story — about whether a game can really be a story if people can play it — as though a story is only a story if it’s spoken or written or projected up on a movie screen. That’s like saying a person is only a person if they walk or ride a horse or drive a car… because we all know the vehicle in which the subject is conveyed changes that subject’s inherent nature.
Some people say it’s not a real story because the player’s choices can alter it. I think they’re full of crap, and I say the proof of its power as a story is right there in the story-pudding — it affects me as a story does — and that’s all the criteria met. Walks like duck, quacks like duck, therefore duck.
But the problem (if you’re BioWare) is that human beings understand stories; we know how they’re supposed to work, thanks to thousands of years of cultural training. Mass Effect (until that conclusion) is a nigh-perfect example of how a story is done correctly, thanks in part to the medium, which allows (if you’ll permit me the slaughter of a few sacred cows) a level of of immersion and connection beyond what a book or movie or any other storytelling medium up to this point in our cultural history can match, because of the fact that you can actively take part in that story from the inside. Heresy? Fine, brand me a heretic; that’s how I see it.
And since it’s such a good story, people know how the thing is supposed to proceed, and they know how it should end.
You start out in ME1 trying to stop a bad guy, Saren. He’s the guy who gets us moving (because he’s a bad guy, and that’s what they do — bad guys act, and heroes react to that and move the story along). As we try to stop him, we find out there’s something bigger going on than just a rogue cop on a rampage. The picture keeps getting bigger, the stakes keep getting higher, and we keep getting our motivation and our level of commitment tested. Are we willing to sacrifice our personal life? Yes? Okay, will we sacrifice one of our friends? Yes? Okay, how about the leaders of the current galactic government? Yes? Okay…
It goes on like that. You fucking invest, is what I’m saying, and that’s just in the first game.
In the second game, the fight continues, as we have merely blunted the point of the spear, not stopped the attack. Our choices in ME1 had consequences, and we start to see them play out, for better or worse. Meanwhile, we’re trying to stop Evil Plan #2, in a suicide mission that could literally cost us nearly every single friend we’ve made. In the end, we get the joy of victory mixed with the sadness of the loss of those who didn’t make it, and it’s all good, because it’s a strong, healthy, enjoyable emotional release.
And now it’s ME3, and the stakes are even higher. We’re not recruiting more individual allies — we’re recruiting whole peoples — whole civilizations. Planets are falling. Worlds are being erased.
In the words of Harbinger, this hurts you.
Why? Because you know these people who are dying. You’ve spent over a hundred hours traveling this setting, meeting people, helping them, learning about each of their little stories; building relationships with, literally, hundreds of individuals. Every one of these planets going up in flames has a face (even if it’s a face behind a breathmask), and no one falls in this final story that wasn’t important in some way to you or someone you know.
(By contrast, the enemy is faceless and (since the reapers harvest your former allies and force them into monstrous templates) largely indistinguishable from one another — as it should be in this kind of story. You do not care about a Husk, though you might mourn the person killed to create the thing.)
In short, you aren’t just playing this game to get the high score. You’re fighting for this galaxy of individuals you’ve grown very, very attached to; to protect it and, as much as you can, preserve it. You’ve spent several hours every day on this, for months. It matters.
(Best of all, you get to shoot bad guys in the face while you’re doing it, which takes this heavy topic and makes it engaging at that level as well. It’s like soaking up all the gravitas of Schindler’s List while enjoying the BFG-toting action of Castle Wolfenstein at the same time.)
The end comes. We talk to all our friends. Everyone’s wearing their brave face, talking about what they’re going to do afterwards, which beach they’re going to retire on. You start to think that maybe the end is in sight and maybe, just maybe, you might even be able to see some of that ending.
The last big conflict starts. You fight some unkillable things and kill them. You face off against an old nemesis and finally end him.
And then…
And then you’re given three choices, none of which result in anything any different from the others, and none of which have consequences that have any connection to the goals we’ve been working on for the last hundred hours or so.
Those people you were just talking to? They’re gone. Or stranded on an alien world. Or dead. All those planets you helped? They’re gone too — cut off, or starving, or maybe just destroyed in manufactured super-novas. Nothing you did or accomplished in the last three games actually matters — it’s all been wiped out by one of three (red, green, or blue) RESET buttons you pushed, because pushing one of those buttons was the only ‘choice’ given to you at the end.
As a species, trained for thousands of years in the way stories work, we know this is a bad ending. Not “tragic”. Just bad. Poor.
This isn’t about a bunch of priviledged gamers complaining about a sad ending, because there are well-done sad endings that make contextual sense.
This is about a mechanical ending to the game that doesn’t end the story — that provides no emotional release — one so disassociated from the previous 99% of the story that the fans of the series collectively hope it will later be revealed to be a dream (or, in the context of the setting, a final Reaper Indoctrination attempt).
Dear writers: If you create something, and your readers hope that what you just gave them was, in reality, an “it was a dream all along” ending, because that would be better than what you wrote, you seriously. fucked. up.
Is the ending, as an ending (taken out of context with the game we’ve been playing), a bad one? No. It’s an interesting theme that was explored extensively in a B-plot within the series and which could certainly be the central thread of a series of its own.
But it’s not the ending of this story. Our goals — the one we’ve been fighting for — are never addressed. There is no closure, either happy or sad — we want our emotional release as it relates to the game we actually played. Maybe that means tragedy at our own stupid hands — maybe victory wrested from the biomechanical jaws of defeat (and at the cost of a greater looming danger ahead).
The ending we got? It didn’t make me angry or sad or happy. It left me unfulfilled, because it ended the game talking about something I didn’t actually care about, and left me waiting for that emotional release that ME1 or ME2 pulled off so well.
The idea that the player’s should just deal with the ending, because it’s Bioware’s ending and not theirs is one of the interesting points in this debate, simply because it rides this weird line where we don’t really have a cultural context for what the Mass Effect series is: Is it a game? Is it a story? If if it’s a game, then who cares about the story, and if it’s a story, then treat it like a book and stop pretending you get to influence it, stupid consumer.
The answer is more complicated: Is it a game or story? Yes. Moreover, it’s a game that’s welcomed player input into the narrative from the first moment, and as such, should be committed to honoring that input throughout. It’s a story, but it belongs to everyone telling it.
But It’s Art!
There’s a recurring tune being played by Bioware in response to this outcry, and it goes something like this: “We might respond to these complaints, and we might flesh out the ending we presented, but we’re not going to change anything, because this is art — this is the product of artists — and as such it is inviolate and immutable in the face of outside forces.”
Which is, speaking as a working artist, complete and utter horseshit.
If you make a movie, and you put in front of focus groups, and they categorically hate the ending, you change it. If you’re writing a book and your first readers tell you the ending is terrible, you fix it. (Ditto your second readers, your second-draft readers, your agent, your editor, your copy editor.)
Or maybe you don’t — maybe you say “this is art, and it is inviolate and immutable in the face of outside forces”, which is certainly your choice — but don’t expect anyone to help you bring that piece of crap to print.
Anyone can tell a story. You can sit in your special writing nook and turn out page after page of perfectly unaltered, immutable art and be quite happy — you’re welcome to, in fact.
But when you decide you want to make a living off it? Even if you want to just make a little spending money?
Then the rules change. Then it’s work. Then it’s a job. More importantly, then it’s part of a business model, and those golden days of your art being inviolate and immutable blah blah blah are well and truly behind you. Name me a story that saw print, or a movie that saw the Big Screen, and I’ll show you art that changed because of input from someone other than the the original creator — from someone looking at it from the point of view of the consumer.
Bioware is a company. Making their stories into games is their business model. Hiding behind some kind of “but it’s art, so we’re not changing it” defense is insulting, disingenuous, and flat-out stupid. Worse, it perpetuates the idea that the creator’s output is in some stupid way sancrosant and, as art, cannot be “wrong” or “bad”. If you as a creator imagine that to be the case — if you think that kind of argument is going to defend your right to never do a rewrite or a revision or line edits or to ever alter, in any way, your precious Artistic Process — discard that notion.
Or become accustomed to a long life as an “undiscovered talent”.
Things have been a little quiet around here. Let me see if I can explain why:
I don’t want to imply that when you have a small human to take care of, you can’t get anything else done, but I (at least) tend to let non-essential systems atrophy. Navel-gazing (which, I will be honest, is often what this blog is about) drops off tremendously, twitter accumulates a cobweb or two, the elliptical machine gathers some dust, our front yard…
My god, guys; the front yard. Seriously. If it weren’t for the pallet of wine-in-a-box I sent the planning committee last Christa McAuliffe Day, I’m pretty sure I’d be able to paper our family room in letters from the HOA.
None of that implies I’ve had nothing going on. On the contrary, I’ve been a busy little beaver, even on the internet, just not here. Contracted writing gigs. The slow push towards book publication (more on that soon(tm)). Basically, since I don’t find I have the mental bandwidth for rumination and musing aloud, I focus on concrete writing tasks meant to ensure that I’m hitting the keyboard every day. For instance, I’ve been writing articles for a number of gaming sites and, when said sites are inevitably swept under by a wave of spambots and turned into the internet equivalent of a Brood Mother from Dragon Age, I come back to my gaming related blog and write stuff there.
Indirectly, that’s what I wanted to talk about.
Four months ago, as the little man started to release us from the iron grip of Infant Sleep Schedules, I took a look at what I’d been writing since his arrival and found that examples were a little thin on the ground.
“I need to get my fingers back on a keyboard,” I thought to myself. Then I sighed, because the very idea seemed kind of exhausting. What to write?
“Baby steps,” I replied to myself, then giggled madly, because… you know… ‘baby’… and I have a baby… and…
Still needed a lot more sleep at that point, I think.
Anyway, what I decided to do was just write about what I was doing in this MMO I was playing. That’s it. I found the situation I and a couple of my friends had put ourselves in to be kind of compelling and interesting and dammit even if everyone else in the world thought it was boring as hell, I didn’t.
That was the key, really; it interested me, so I wrote about it without needing to be prodded. Hell, it was something I looked forward to every day and as a result, I was putting a thousand or fifteen hundred or two thousand or sometimes three thousands words down, every day.
What I didn’t worry about at any point was is someone going to read this? Hell, I assumed that no one was reading it (except Kate, who always reads everything, because she’s wonderful). It was always kind of a surprise when anyone I knew mentioned it. One friend who didn’t play took the time to tell me that he enjoyed the stories, even if he had no intention of checking out the game. De went so far as to try to figure out why I liked the topic so much that I was writing about it every day, because it was curious.
In any case, that didn’t happen that much, and honestly, I didn’t care. Throughout the whole thing, I’ve been writing for me. Partly to remember; partly to just be writing something; mostly to entertain myself.
Then, a few days ago, I logged into a website that — if you do the sort of things that I do in that game I’ve been writing about — is pretty much the single most important website to have on speed dial.
And at the top of the page, before any of the important stuff that you actually come to the site for, there’s a note that says “Hey, if you’ve got a few minutes, you should really go read the posts being written over at this blog here,” and it was me they were linking to.
Easiest example of what that was like would be if you were really really into knitting, and you blogged about it, and one day you went to Ravelry and found a link to your little blog on the front page.
Now, I’m not telling you any of this to brag (because that would be… incredibly ridiculous) — the point here is that I wrote the thing I wanted to write and (observing the constraints of the topic) wrote it well.
That’s it.
I didn’t network. I didn’t “promote my brand.” I didn’t “find my audience”; I did a thing I enjoyed, and an audience found me.
Are We Even in the Zipcode of your Point?
NaNoWriMo is here once again, and a lot of writers are revving up their engines for another fifty thousand word sprint. I’m watching it all happen with what is, for me, an uncharacteristic silence, because it’s an interesting thing to observe. A lot of excitement. A lot of nervous energy.
A lot of people wondering if what they’ll write is going to be marketable.
What? Really?
Chuck Wendig will be the first to tell you that writer’s write, and that is absolutely true, but I want to point out what they don’t do, so they have time to write.
They don’t seek their audience. They don’t fuck around with SEO. They don’t network.
Alright: yes they do, but not while they are writing.
I don’t want to make it sound like professional writers can ignore that kind of stuff but, in my opinion, thinking about any of that (or, god forbid, if what you’re working on it “saleable”) while you are supposed to be writing is the worst. possible. thing.
When I was a kid, I used to go fishing with my dad and granddad. (I was generally terrible at it, because I over-thought it, but if I remembered to bring a book along to read I usually ended up catching the biggest fish, because I left the line alone.) One of the things that always used to confound me about river fishing in a boat was the tie-line. It didn’t matter how I pulled that line into the boat in the morning, or how I coiled it up, or how well I’d avoid disturbing that coil during the day — when we got back to the dock in the afternoon, that fucking rope would be tangled up.
I would pull at it, and frown at it, and start to work through the knots and twists, but whenever it seemed like I was making any headway, I’d look at the parts of the pile I wasn’t working on and realize that the whole situation had only gotten worse.
The closer we got to the dock, the faster I’d work (because tying up was the one cool boat-thing I got to do), and the worse it would get.
Then we’d pull up about ten feet off the dock, and my dad would look down at this colossal fuck-up I’d managed to assemble in less than ten minutes.
“Just throw it all in the water,” he said.
“But –”
“Throw it in and let it float there for a minute,” he’d continue. “It’ll sort itself out.”
So I did.
And it did.
Every time.
That’s what I’ve found in writing. Do the thing you want to do. Do it as well as you can. But don’t get ahead of what you’re doing and start thinking about what this thing will do.
The world is a crazy place. Unexpected things happen all the time, and while I may plan to be around to have the Important Conversations with my kids, I could get hit by a bus tomorrow. Or today. I could choke to death on the ham sandwich I make for lunch. These things happen.
There are things I want my kids to understand about me — what I think about the Big Questions like life and death and religion and Faster Than Light Travel and why it’s important that Han shot Greedo first. I hope I get the chance to have those conversations, but maybe I won’t, so I’m going to write them some letters.
And I figure I’ll put them up here, so there are as many redundant copies as possible.
What I Think About Space and Traveling Faster than the Speed of Light
The world is a crazy place. Unexpected things happen all the time, and while I may plan to be around to have the Important Conversations with my kids, I could get hit by a bus tomorrow. Or today. Hell, I could choke to death on the ham sandwich I make for lunch. These things happen.
There are things I want my kids to understand about me — what I think about the Big Questions like life and death and religion and Faster Than Light Travel and why it’s important that Han shot Greedo first. I hope I get the chance to have those conversations, but maybe I won’t, so I’m going to write them some letters.
And I figure I’ll put them up here, so there are as many redundant copies as possible.
What I Think Happens When We Die
Hey kiddo,
Wow. I started out with a pretty big topic, didn’t I? Pretty scary one. There’s a whole lot of STUFF wrapped up in this kind of subject; things like religion and people’s belief systems and lots of things that make people get very emotional, because thinking about dying is pretty scary stuff for a lot of folks.
I think that’s what most of it boils down to, though: fear. Dying is scary. For the people still standing around after someone dies it’s pretty sad, too. We look at this person who died and think “They aren’t doing anything anymore. They aren’t breathing or talking or laughing or crying or playing or reading or writing or anything.” Those are all very nice things to do, and not being able to do them anymore seems very sad to those of us who can still do them, so death seems sad and scary, because it seems to us that dying takes those things away. (Plus, we’re sad because we liked the person who died, or loved them, and we don’t get to do things with them anymore: in that case, we’re sad for us, because we lost someone we love, which is probably a pretty good reason to be sad.)
Now, is it sad for the person who died? I’m not an expert in every kind of belief out there in the world, but based on the ones I am familiar with, and what I think myself, I believe the answer is “no.” The reason that it’s ‘no’ depends a lot on what you think happens after you die, but the answer itself is usually the same, and generally when pretty much everyone who believes different things about something scary like death can agree on something (or anything), the thing they agree on is probably pretty close to the right answer. So let’s say no, the person who died is not sad anymore.
So what did we figure out so far? Dying scares a lot of people, and it’s sad for a lot of people (though probably not for the person who died), and because it’s sad and scary, people usually have very strong feelings and beliefs about what happens when we die.
But I’m kind of dancing around the question a little bit, aren’t I? The question is, what do I think happens when we die, and I’m kind of avoiding the answer. I’m sorry about that: I’ll stop.
The short answer, kiddo, is that I don’t think anything happens when we die.
To get your hands around the longer answer, you need to understand what other people think happens. There are a lot of religions in the world, and every one of them has an Official Answer to this question. (In fact, I think it’s probably fair to say that the main reason any religion exists is just to give people an answer this one question — they just tend to branch out into other areas over time.)
Many folks think that when you die, if you’ve been good, your spirit (or soul) gets to go to heaven, which is supposed to be a very nice place where (eventually) pretty much everyone you love also ends up (if they’ve been good too). The person who decides if you’ve been good enough to get into Heaven is usually given a name that translates to ‘God’ in whatever language people speak in that part of the world. The general idea is that you want to be good while you’re alive, so that you can go to heaven after you die.
Other pretty large groups believe in reincarnation, which means that when you die, you get to come back to the world as some new living thing. If you were good in this life, in your next life you get an even better life to work with, and if you were bad, you come back as something worse (like a spider or a beetle or something like that).
And as I already said, I don’t personally think either of those things; I think nothing happens. I think that when you’re born, you grow into a complete person over time, and you develop your own personality and you do all the things that you decide to do, and you live your life, and when your body eventually fails (or you choke on a ham sandwich), you die, and the personality that was alive in your brain is gone.
Now, I don’t necessarily think anyone else who thinks something different from me is wrong — or at least, if I do, I keep it to myself, because it doesn’t necessarily matter if they’re wrong, so long as whatever it is that they believe isn’t hurting other people. That’s my first criteria: is their belief hurting anyone else? No? Then we’re cool.
Not everyone feels that way. Some folks think that if you don’t believe the same thing they believe, that that’s the same as hurting other people, or the same thing as being a bad person. I don’t agree with that.
Some people (sometimes the same people) believe that if you don’t have an award at the end of your life (like getting to Heaven or getting to reincarnate as something even better), then there will be no reason — no motivation — to be a good person in this life, so when someone like me says “I don’t think anything happens after we die,” they sort of assume that I’m a bad person, or that I can’t be a very good person if I don’t have a religion (what people sometimes call a ‘belief system’) that tells me how to be good.
I disagree with them, and maybe that’s because I do have a belief system. I learned it from Abraham Lincoln (someone I hope I lived long enough to tell you about — and brag that I have the same birthday). The system works like this:
If I do good, I feel good.
If I do bad, I feel bad.
That’s it. What it means is that, when I go through the one life I get, I want to do good, because that makes me feel good. Maybe it’s something big, like giving someone something they really need, or something really small, like shoveling someone else’s walk in the morning when I go out to do mine. It doesn’t matter: my life — the only one I think I get — is better if I do more good with it.
So: here’s what it means to me when I say “I don’t think anything happens after we die.”
I don’t think we get a second try. I don’t believe that I’m going to get a second (or third, or fourth) lifetime to do and say all the things that I’d like to do and say that I never got a chance to this time around. So if there’s something I want to do, or a story I want to tell, or someone I want to say something to, I try very hard to do that thing, because this is the only life I’m going to get. (Making sure I say everything I meant to say is one of the reasons I’m writing you this letter.)
I think that the memories that other people keep of us are the only way in which we will continue after our death. For instance, I love my Grandpa very much, and I miss him every day, but I don’t personally think that he’s looking down on me from heaven to see how I’m doing — I believe he’s gone.
Except in my memories of him and the stories I tell about him, that is. In that way, I think that his personality will last far beyond his own life, and (if I’m very lucky, or a very good storyteller) maybe he’ll be remembered for a much longer time. There are people who lived thousands and thousands of years ago who told their stories (and the stories of other people) so well that people still tell them today. That’s a wonderful way to be remembered. I suppose it’s important for me to be remembered well, especially by my family.
I have one life, so every moment is important. When you come in and ask if you can talk, or sit on my lap, or read you a story, or read me a story, you may see me hesitate. Maybe I was already doing something, or maybe I’m working; it doesn’t really matter. The reason I’m hesitating is because I’m deciding how I’m going to spend That Moment. There will be more moments after that one, but of That Moment, there is only one, and I will never get it back, so how will I spend it?
Give me that second to hesitate and think it over, because when I do that, I almost always decide that I’d rather spend that moment with you. (It took me a long time learn this, but lucky for me, I had it mostly worked out before you were born.)
And that’s it, kiddo: that’s my answer to one of the Big Questions. Because of what I think, I try to do the best I can with the life I get, and I hope that when I’m gone, the memories I helped create and the stories I made (or lived through) will help you, or give you some kind of hint about the best thing to do when things get tough, or at least make you laugh.
As I’ve already said, all of my predictions about publishing come from observing other industries that have recently gone digital (in some cases, unwillingly).
From that, I’ve projected things like the demise of chain bookstores; their failure slowed but not stopped by stubborn publishers clinging to DRM in a vain effort to make digital books work like paper books, and as a result making ebooks not more ‘secure’, but less attractive for early adoption by the casual consumers who (understandably) prefer to actually own the shit they buy.
It’s just fucking math, guys.
In 2001, we got the iPod. Three million iPods were sold in two and a half years.
Nine years later, the number of employees of music stores has dropped from 80,000 people to 20,000.
Three million iPods were sold in two and a half years.
I’m an instinctive stoic. Let me tell you what I’m thankful for.
I’m thankful there’s a fifteen foot trench in the floor of my basement, because it means we’re truly committed to making Kaylee’s new bedroom a reality.
I’m thankful there are no proper supports for the wall that trench is next too, even though there should be, because it means that this bedroom project, once a simple frame-in, will also make our house (which I love) about fifty times more structurally sound… simply so we can cut a bigger window in the wall.
I’m thankful this revelation about the foundation support for our house is interrupting our bedroom project. We could be finding out about it due to some kind of serious structural failure, and nothing could be further from the truth.
I’m thankful my back hurts, because that usually only happens when I sleep a really long time, and I totally slept a really long time this morning.
I’m thankful I don’t have a regular job right now, because it’s given me time to work on more writing projects and most importantly be around Kate a whole lot more just before we hit a stretch where time (and sleep) will be in short supply.
I’m thankful my family lives too far away to visit easily, because it makes me realize how much I miss them, which makes me call them and appreciate my memories of them more (it’s all I have to work with right now).
I’m thankful my throat is sore and swollen, and my sinuses are full of crap, because it means I remembered to get my flu vaccination a couple days ago.
I’m thankful my dad is a cancer survivor, because his experience has made me take much better care of myself than I would have, otherwise. Also, you know, cancer survivor.
I’m thankful I’m at ninety thousand words on my current story, but still nowhere near the end. It’s exciting to be writing something so big. It’s already bigger than anything I’ve ever done before, and still seems to be holding together.
I’m thankful that my wife has no idea what she’s gotten herself in for with this ‘baby’ thing. The best part about going on a ride you love is taking someone who’s never been.
How about you? Anyone out there thankful for a ‘bad’ thing?
So awhile back (damned if I know exactly when), Amy Spalding (who’s one of the coolio authors Kate represents) muttered something about being stuck on a scene she was writing.
I, feeling helpful, said, “Dude. Ninjas.”
And she was like, “Wait, what?”
And I was like, “Ninjas. They attack. Problem solved. The end. You’re welcome.”
And she was like, “Dude. I write YA Romance. No ninjas.”
And I was like, “DUDE. Genre-Appropriate Ninjas. GAN. The GAN in YA Romance is Kissing. ATTACK!”
And then she was like, “Whoa… that totally works.”
So let’s talk about Genre-Appropriate Ninjas and how they make everything better.
“Have somebody come in guns blazing, and figure out who they are later.” — Raymond Chandler
Man… Chandler. There was a guy who knew about ninjas. Am I right? Chandler had a method with his stories that make them — at least for me — kind of breathless. There’s no fat there — no time when the main character gets to just sit still for a little bit and simply ruminate like a thoughtful cow. No. He might get a moment or two, and then boom, something happens. There’s no downtime — there’s always something that the MC needs to react to.
All those things are what I like to call ninjas.
It isn’t all throwing stars and bullets
Put simply, a genre-appropriate ninja attack is any sort of event or piece of information that requires action (and often a significant choice) from one of your characters. (A particularly fun G.A.N. attack is when that’s all true, and you don’t already know what they’re gonna choose.)
Don’t get me wrong, I like throwing stars and bullets, but the Chandler quote up there highlights only one small part of the larger Ninja Toolbox, and let me assure you he used the whole thing — why should we do any less?
You know the thing in the noir detective thriller where the main character is like “Damn, I need to talk to Sarah McHotness and get some answers out of her, but no one knows where she is… ahh hell, I’m just gonna go back to my office and sack out for a couple hours, I’m beat.” Then he gets back to his office, and who’s waiting in his office chair? Sarah McHotness herself, of course; the one person it couldn’t possibly be, it is, so now what do you do, hotshot? The cops want to talk to her, the mob wants to kill her, anyone standing near her is probably a dead man, and she’s hiding in your office. Go!
You know what he isn’t going to do? He isn’t going to take that nap he’d planned; he isn’t going to ignore the girl in his office.
Sarah is totally a ninja attack. Sure, so is the guy who comes in guns blazing a few pages later, but that’s the obvious ninja attack; one thing we know about ninjas: the subtle ones are the most dangerous.
Chandler uses the HELL out of these things. Every time the story pacing starts to lag — hell, any time the speedometer drops below fifty — he attacks the scene with something unexpected that the MC has to react to: guy with gun, lady with a problem, married lady making with the kissy-face, dead partner, cops show up for a chat, mob shows up for a chat, cops and the mob show up for a chat at the same time, automotive homicide, et cetera. That’s what I mean when I say his stories are kind of breathless — he never lets up.
(Complete aside: As a result of this method, his stories — and many if not most good stories from that era and somewhat later — are lean, mean, storytelling machines that rip right off the page and tear down your eye canals in about 150 pages or less. They are whip-thin racing greyhounds, and the bloated 750 page couch potatoes clogging up bookstore shelves today could do with a big dose of the cardio workout that the previous generation of writers gave their books. But I digress.)
Now, Chandler’s novels are short by today’s standards, but that’s okay for us because NaNoWriMo novels are short by today’s standards. (It is so hard for me not to put standards in air-quotes. Rant for another day.) We can totally use this pacing trick to keep the story zipping along and to make sure we have something fun and interesting to write.
Also, if your story’s wrapping up too fast, GAN attacks are great for throwing a monkeywrench complication that stretches things out some more.
What Is it About, Then?
So here I go repeating myself. A Genre-Appropriate Ninja attack is:
Something happens that cannot be ignored and which demands some sort of response.
[Bonus Points if:] You’re not entirely sure what your protag is going to decide to do.
You’ll learn something you didn’t know (or weren’t entirely sure of) about the character when they make their decision about what to do.
Character and Conflict. Character and Conflict. Lather, rinse, repeat. That’s the story.
Speaking without any sort of genre specifics in mind, I think you can break your GAN attack down into a few types.
Dilemma: You grab two Important Things and make up a situation that forces the character to make a decision between those two things. Finding the Important Things is pretty easy – take what you know or think you know about the character, pick two things that seem to be roughly equal in importance, and set up a situation where somebody’s gotta choose. This sort of GAN might result in the character losing the thing they didn’t choose, but this isn’t necessary, and it might be better (read: more incredibly awkward and painful for the character at a later point in the story) if that doesn’t happen, and the un-chosen thing/person comes back to confront them with a heartfelt “What the hell?!”
J’accuse!
Be ready: your character may decide to pull a Batman and change the situation: they don’t accept that they can’t get one thing without losing the other, so they put a third thing at risk, trying to save both of the original things. This is awesome. Go with it.
The cool thing is you can start out with a small either/or decision and continue to revisit that choice, gradually amping up the tension.
“Oh, you decided to go with her over him, huh? Well what about now? Oh yeah? What about now?!”
Which leads us to:
Escalation: this is essentially returning to some previously-introduced Dilemma, upping the stakes. Basically, you take the unselected option from a previous dilemma and make it more important or more endangered. Maybe before the choice wasn’t life or death, and now it is. Maybe it affects more people this time.
Maybe now there’s a giant flame-throwing bug. Whatever.
Identity Crisis: Someone thinks they’re one thing, and they find out they’re something or someone else.
“You totally suck, man!”
There. Hit em with the Sith Lord Daddy and see what happens.
Something Totally Weird: Exactly what it sounds like. Something really weird happens which can’t be ignored because it’s so… weird. With no particular clue about a solution, what we learn about the character (hopefully) is how they try to address the event.
Maybe they go a little crazy.
Actual Ninjas: You’re kind of out of moral dilemmas, but you still need to get the action going. It’s at moments like these that we give the floor to the Reverend Raymond Chandler. Boom. Bang. Kiiiyah. Fzzzwap. Kaboom. Kapow. Braaaaaaains. Whatever.
Take this guy. Give him a knife. Oh yeah. Good times.
Does your guy fight or run? Do they freeze? Are there innocents to protect? Valuable stuff that needs to be kept from harm? Watch, learn, and write it down.
Every story has ninjas
I thought I might go through a list of genres and list out specific Genre-Appropriate Ninjas, but I like this idea better: Think about it for about 60 seconds, and then tell me in the comments what kind of ninja attack ideas you came up with for your story. Alien abduction? The authorities show up? The authorities don’t show up? The deal falls through? The jock asks her out before the cute nerd has a chance to?