Tuesday, June 14, 2011

Ways to be creative.





Like many of you, I spend a good chunk of my week on the internet. Sometime this last week, I saw this:

I thought it was rather inspiring, so I started making my own list:



It's a bit of a small picture, but that's it so far. Here it is, if you can't read it:
  1. Read. (If I'm not reading, I start losing influences and new ideas.)
  2. Cultivate and pay attention to passion and fun. (I'm actually sort of bad at this.)
  3. Listen to music intentionally. (I get story ideas from music. I'm weird.)
  4. Write 250 words a day. Anywhere. (Journal/blog/script/concept/D&D planning)
  5. Be impulsive. (I tend to have a better attitude when I let myself be impulsive.)
  6. Be bored. (If I keep my brain occupied, I don't entertain myself with coming up with stuff.)
  7. (I plan to add more to the list.)
What's your list?

Tuesday, May 17, 2011

World of Warcraft.

So I've been playing World of Warcraft lately. Apparently, it's a big deal. Who knew?


Now, I'm not a big MMO fan. I tried Asheron's Call out back in 2000, was disillusioned by how many rabbits I had to kill to level up, gave up, and haven't looked back since. But ever since the beginning, World of Warcraft has intrigued me. (I played a lot of Warcraft 2 in my day...) I was excited by the prospect of exploring Azeroth, but never got into it because of the cost and the fact that, at the end of the day, I'm a fairly anti-social gamer...

But then I got a free year subscription and DavidCinner, Blood Elf warlock, was born.

My experience so far has been fairly positive. I get bored a lot, but I'm told that's because I'm questing in five year old zones... Today, though, was really interesting.





I've been spending quite a lot of time in what's called the Ghostlands, trying to reclaim once-beautiful elven territory from the Undead Scourge. Naturally, this forest was once beautiful. Now, it's never bright, even at midday. There are creepy glowing goopy things all over the place. Everywhere you go, there's some ruined building that's now filled with zombies or something evil and mean. In fact, there's even a giant scar dividing the zone in half where the Scourge first invaded. When I arrived, I was surprised to find that the elves have allied themselves with the sorta-kinda-good undead people - the Forsaken. I mean, I know we need their help, but still. Gross.

In fact, I had zipped over to another zone for a while to a Forsaken war front. I was so disgusted by their tactics, their attitude, their city (The Undercity is terribly difficult to navigate...), and their, you know, smelly, gross, falling-off flesh, that I gave up. I turned back and stopped helping them. I was not going to contribute to the genocide of largely innocent people. In general, I do not like the Forsaken.

But back in the Ghostlands, we needed their help. So I accepted their quests. I did what they wanted me to. And slowly, my resolve to not do some things in the game lessened. My attitude toward the Forsaken slowly changed. I was just doing what needed to be done, right?

Eventually, my quests led me back to the elven capital city:
Big difference, right? I was almost sad to return to Silvermoon, oddly enough. The compromises I had made, the person I had become... I had forgotten the reason I was fighting this war in the first place - to protect this city and these people.

I don't want to sound crazy. The measurement of these feelings was rather small compared to the real life version of those thoughts. But still. I thought it was poignant. While I was in the Ghostlands, I was willing to do anything for my cause, but it was just a self-perpetuating war machine kind of cause. When I returned to civilization after what I had done, I felt a little guilty.

It's like in so many stories before: in trying to protect humanity, I chose to act inhumanely. Or in-elf-ly. Or something.


Wednesday, April 06, 2011

Reading Between the Lines.

(This turned out to be quite a bit longer than I originally thought it would be. And it's mildly self-indulgent. I do apologize. But I wanted to still post it just in case there are other world-builder types like me trying to figure their lives out...)

I just read a lovely article thanks to a friend and several things came crashing together in my brain. Said article was called "How to Steal Like an Artist" and, essentially, was a giant, "Here's some stuff I've learned about creating art."

It's no big secret that I have, at times, fancied myself an artist, so it was good to read an article that spoke directly to that part of my identity that has not been getting fed like it should have been.

His last point, however, stuck with me.

10. Creativity is subtraction.

It’s often what an artist chooses to leave out that makes the art interesting. What isn’t shown vs. what is.

In this age of information overload and abundance, those who get ahead will be the folks who figure out what to leave out...


It's something I've heard, for sure. That creativity is choosing what to not show or tell as much as it is choosing what to show or tell. But, all of a

sudden, a bunch of things started mashing together in my brain.

I've recently become slightly obsessed with Echo Bazaar. For those of you who are unfamiliar (which, I'm sure, is most of you), it is an online game that uses the intervalled actions of social games and mixes it with cleverly written narrative set in Fallen London. Here is the text from the About page:

1889.

Three decades ago, London was stolen by bats. Dragged deep into the earth by the Echo Bazaar. The sun is gone. All
we have is the gas-light of Mr Fires.
But Londoners can get used to anything. And it's quiet down here with the devils and the darkness and the mushroom wine. Peaceful.
But then YOU arrived.
Welcome. Delicious
friend.


You learn almost nothing from that block of text. That doesn't tell you that the game is based around 40 actions a day that regenerate at one a minute. It doesn't tell you that new narrative threads are opened up by how it tracks various stats. And it certainly doesn't tell you anything about the world. At least, not on the surface.

You see, the brilliance of Echo Bazaar is that it tells you nothing. It treats you like a citizen of Fallen London and expects you to keep up. Stolen b
y bats? Literally? No. It couldn't be. Or could it? And what exactly do you mean by "delicious friend" and why do I imagine the eyes of the speaker looking sort of hungry?

I have been absolutely driven to play this game. I want to solve every little mystery. I take little cues from seeming insignificant details. What was just said about Mr Wines? And I wonder if that's related to the Fourth City in some way... And if that's the case, then the Starveling Cat must be...!

The restraint that the designers and writers showcase is exactly the thing that allows me to string together these mysteries and have fun. They know who the Masters are. They know where each of the Bazaar's former cities are. They knew that Hell is, in fact, connected to Fallen London far before I ever figured out that it wasn't just a metaphor.

There is, to me, something primordially attractive to this model of storytelling. As I think about it, this is the model most of my favorite properties have used.

As a child, I was obsessed with Zelda games. Like, seriously. I wrote fan fiction and everything. Back in the late 90s as Ocarina of Time was getting ready to come out, I remember Miyamoto (the series' creator) stating that it would be, chronologically, the first in the series.

"WHAT???" said little Kemp (and about half the game wo
rld with him). "They're not just a bunch of games with similar gameplay, titles, and themes? They have a metanarrative??" And so we went to work.
Analyzing each of the games, trying to figure out what the correct order was using evidence from inside the games themselves. When Miyamoto came back a year later and, in an interview, gave his "official timeline," most of the Zelda fansites I frequented had already disproved it months before. He was wrong about his own games! Is that even possible? Did it even matter? And why the heck did I care?

The genius in the Zelda games is in the story that isn't told. I was (and still am, honestly) attracted to the series precisely because there was all t
his depth to it that was unexplored. I could put the pieces together myself. And I did. A lot.

I read this article by Leigh Alexander a few days ago and she says it this way:

When games were more abstract-simple designs and massive worlds with yawning gaps in between each fragile plot point-they engaged us more, because they became worlds we could own. When all of the work of creation is done for us, when every element of lore is written in, when every object in the game world is explicable and available for interaction, there's nothing for our hearts and minds to do except ride along. And that's beautiful and well, but it's just not very engaging.


She goes on to say:

But if a game wants me to care-if it wants to grab my heart in its fist the way I used to feel-it needs to engage my imagination. Present the skeletal threads of a backstory without feeling the need to fill it all in, to connect all the dots for me; give me characters I'll only get to really know in my wildest dreams. Give me a world that's richly realized, but don't feel responsible for making it all interactive.


I have never been able to put the pieces together quite like that. Why is it that, despite my love for world-building and environmental storytelling, I've never been able to get into Fallout 3? Maybe because of these reasons. There's just too much detail. Too much to play with. Not enough just to accept.

It's like the difference between Lord of the Rings and the Narnia series. Tolkien wrote volumes of history and an entire language to support his world. Lewis just wrote what was and left it at that. And I've always been more attracted to Lew
is' world than Tolkien's...

When it really came home for me was how I connected it to my own creative process. Since I was small, I've been trying to build worlds. Back in high school, I worked on ideas that provoked me to make up languages, societies, religions, magic systems... Anything to help justify and give meaning and rules to a world - a place for real cha
racters to exist.

It's the exact same thing I used to do with Zelda. You see, in my head, there are these almost self-existent ideas. If you write or create anything, you know what I'm talking about. Half the time, my job is simply to find those and record them accurately. But the challenge and the fun comes from connecting those. From taking those points that feel like they've already been authored and figuring out how they go together.

On my wall right above me right now is a long string of post-it notes.


Each of those is a little story beat for a thing I've been working on for a long time. See the blank spots? That's the challenge. The actual notes are story nodes that, in my mind, are as true as the tsunami in Japan or the 2008 election. What I find joy in is completing the story. Finding or creating the ties. Explaining the characters' choices after the fact.

The question is... is that something that I should be doing for a career? I love constructing these elaborate worlds and mythologies and metanarratives. But, when it comes down to it, I just don't like those games that much. The games and stories that truly draw me in are the stories where those things just aren't explained. They're there, surely, but they are never explained clearly.

Any good fantasy/sci-fi property has a series bible - that document that spells out all the secrets and shows the creators how the characters are in their internal selves. But you know what? The audience never gets to see that. I can't think of a single world bible that has made it out into the public. And that's okay. It shows itself by natural character interactions and subtextual dialog.

But still. Who hires people just to flesh out backstory and build worlds? And does it matter that I probably won't like the games that I make nearly as much as the games like Zelda or Echo Bazaar? (You know, the ones that really engage my imagination...) Will I be okay making games that don't engage me as much just because the process of making them engages me? Or should I learn how better to craft the games that I enjoy the most?

I dunno. Things to think about.

Saturday, February 26, 2011

GDC 2011.

After a quick trip to Meijer to pick up trail mix (a must have for the very long days of a CA at GDC...), I will be off to the 2011 Game Developer's Conference.

I'm pumped.

Let's talk about video games there, okay guys? That'll be fun, yeah?

I promise to bring back stories.

Thursday, February 24, 2011

Work.

Since I'm on Blogger at work, I figure I might as well talk about it for a moment.

Currently, I work at Cornerstone University. (Coincidentally, I also graduated from here in 2009.) My job title is "Media Technology Coordinator," but all that really means is Studio Technician. I keep all the gear running smoothly in the department, teach students how to use the gear safely and effectively, and administrate all the post-production workflows for our film students.

Unsurprisingly, this is not what I wanted to do with my life. In college, though I was a film major, I worked largely in pre-production and writing. I want to be a game writer and designer. But you know what? I love my job.

One of the reasons why is the phenomenal progress we are making as a department as far as skill and quality of output goes. We finally started a Vimeo account a few weeks ago and we're sharing what we've done with the world. I'm really proud of what our students have done.


This is one of our music videos from last Fall semester. It just won Cornerstone's Creative Arts Festival (which is pretty cool) and will be making the festival circuit soon.

The sheer improvement over the music videos from the last time the class ran is unbelievable. (I was in that class and, frankly, I won't upload the video we made out of embarrassment.) And all of it - from the music writing and performing, the recording, the concept, the pre-production, the filming, the editing, and, now, the distribution - was done by Cornerstone University students.

I'm quite proud of where we've come from and I'm excited to be a part of where we're going.

(That being said, my passion still burns for video games and I'm working quite actively to get there. See the cool sidebar to the right about what I'm working on now to achieve that goal!)

So... did I mention that you should watch our videos on our Vimeo account? You should.