Finding the time

Ever since I learned to read as a kid, it’s always been my priority. I’ve always carried a book with me and squeezed time to read between subway commutes, coffee break, lunch time and before bed. As an avid reader I caught myself over the past few months picking up my Nintendo DS when I slipped into bed or watching an episode of some television show I downloaded onto my Itouch. My Itouch has had the Complete Works of Shakespeare on it for two years and yet I have only managed to make it to the middle of the Tempest. The small screen isn’t conducive to enjoying a book. I don’t see me downloading any other titles if they were to become available. Yes, I prefer books and flipping pages to the electronic alternatives.

However, that isn’t the largest problem. Vying for my time are interactive mysteries or puzzle games, console games (I’m dying to try Batman Arkham Asylum and Drake’s Fortune 2), the portable documentary (PBS on my I-Touch), the missed television shows, updating web sites, keeping up with friends on Facebook, not to mention my own writing and that my job requires I read materials for research.

Reading for pleasure has been booted to the bottom of my list, if not tossed from the list entirely. Finding the time in a day or week is getting more difficult with such a bombardment of information around me.

To tackle the problem (and it is actually becoming a problem) I’ve started to schedule my time. I’ve never been fond of scheduling anything and I should also add that while I don’t assign specific times necessarily, I have started to assign a time-frame.

After work:

workout 1hr.

dinner & reading 1hr.

writing 1hr.

etc.

Unfortunately something has to give at some point because, apparently, I’m also supposed to sleep, oh yes, and clean and do laundry. I’m hoping if I can be disciplined, without being boringly rigid, that I can remedy this issue. Because while I may have let books fall to the sidelines I’ve never let go of the love of slipping into them.

Therefore my friends, should this profile lie fallow know that it’s for a good cause. I’ll be reading.

No car in the burbs

I live in St. Catharines. Its downtown centre is the equivalent of two Toronto city blocks. The surrounding area is highways and the suburban landscape. I sold my car in the Spring believing I could go back to my TO ways of just walking and cycling everywhere; only St. Catharines isn’t designed for that. Every grocery store from where I live is a long walk over a highway.

Giant box stores force pedestrians to have to cross acres of parking lot to the next giant box store and then cross four to six lanes of traffic. Forget having a number of errands to get out of the way on a Saturday morning; or at least not without two or more lengthy trips depending on what I need to lug back home. The cab service isn’t too bad but I have had a couple of incidents where they just forgot me and or went to the wrong place and didn’t call me back.

I suppose I wouldn’t mind the long walks (or bike rides) if it wasn’t a treacherous noisy endeavour. In the four years I’ve lived here I can say without exaggeration that I have been almost hit by a car at least once a week. They don’t expect or understand cyclists and they don’t follow the pedestrian right-of-way rules. Stop signs are a ridiculous risk that finds most pedestrians darting for their lives.

I knew not having the car would be inconvenient. But I honestly didn’t realize the amount of inconvenience. In Toronto when I needed some groceries I’d stop in at Rabba or a few of the other downtown places and pick up what I needed on my way home. Out here, there’s none of that.  In TO meeting friends for a movie wasn’t a big deal, or a dependency on a friend for a ride, ditto for parties. Though those require adjustments it isn’t that big of a deal as much as the day-to-day living.

When I first got rid of the car a friend of mine worried, “Won’t you feel cut off of everything?” I do feel cut off. The truth is I felt cut off everything (whatever that is) when I moved out here. We’ve had many people from work quit and move on in large part because of the small town suburban atmosphere. It isn’t for everyone. I knew when I first got here it wasn’t for me, and I feel that way even more now.

Writing Challenges Podcast

Over the past few weeks I’ve been following the Writing Challenges from the University of Warwick (UK). Having just finished the Humber College (Canada) writing program I wanted to keep going with instructions and challenges to keep my work fresh.

David Morley, Director of the Warwick Writing Programme, conducts the podcasts. If there are any writers out there looking for practical creative challenges to free up their writing habits, I would recommend these podcasts.

Since most of them are about free writing, where you take an inspirational word or phrase and just write without thinking for five minutes or so, the challenges feel very meditative to me. It’s difficult to try and not go back and edit, or to just write something without pondering it first. However, if you’re able to let go it’s quite an exhilarating feeling.

One particular challenge: Play, Pleasure and Games, requires you to do the five minute free writing after which, you then reread the work forward and backward. You underline any words and phrases that have energy, surprise and/or haven’t been written before. From there, you gather those words and phrases and write a story or poem. I have found that exercise to be very helpful in having me break out of some habits, and to trigger a branch of new thoughts and imagination.

These podcasts are valuable in that they actually get me writing.

To build a strong base of knowledge, there are countless books on writing out there. It’s difficult to find the ones that are the most helpful, and attempting to read too many can also divert you from writing.

Here are my book suggestions for those interested in prose.

Writing Prose – Techniques and Purposes, Kane and Peters, Oxford Press

- this text is extremely thorough and covers all aspects of writing using selections from literature’s greatest.

Aspects of the Novel, E.M. Forster

- if you’re writing a novel and haven’t read this, please try and read this book before going back to your novel. It was first published in 1927 but the aspects of a novel Forster writes about are timeless. I found this more valuable than I had expected to.

Writing Fiction, A Guide to Narrative Craft, Burroway and Stuckey-French

- Like Writing Prose this book covers all aspects for the writer and offers practical challenges. Some of the writing samples I wasn’t particularly interested in but that doesn’t take away from the book’s value.

Characters and Viewpoint, Orson Scott Card

- Mr. Card has written, to me, one of THE most interesting characters in literature, Ender. So to me he would most certainly be the one who could teach other writers about character development. My writing tends to fall into the habit of shifting POV. This book has a very good chapter covering point of view.

Aristotle’s Poetics.

- This covers the basic structure of archetypes, three act structure plot, spectacle and pathos, the books I’ve mentioned earlier expand and develop those basics in much more detail but this is essential.

P90x intensity

Last night was MY day one of the extremely popular fitness regime, P90x.

Going in, my physical fitness level is about average. My 110lb body is fit but not toned. For over five years most of my fitness has stemmed from cycling,  yoga and Pilates.

It seems almost everyone I know is starting, in the middle of, or finishing (with plans to start again) the P90x program.  When my karate award winning friend called P90x “intense”, I knew I was going to hurt.

The 90 day intense fitness regime constantly challenges your body. I’m happy it also includes yoga because a workout that challenges the body this much absolutely needs the balance of proper stretching. When I woke up this morning I could feel the remnants of the workout, and boy was that ever amplified when I did my yoga routine.

Many of my friends consider it a lifestyle change and have been able to incorporate it into their busy schedules without regret or resistance.

I’ll do my best to keep it up, but yipes…. I feel like such a wimp. :)

AGO

Yesterday, a friend and I went to the Art Gallery of Ontario to see the new Gehry renovation of the gallery.

It’s much larger than I expected and the expanse and interior change to the gallery is huge.

The new design allows for a lot of open space and yet joins with more intimate gallery spacing for the exhibits. There’s a natural flow from one exhibit to the next and the long ship-like walkway, the Galleria Italia, which runs the length of the Dundas Street side, adds to the warm sense of motion. It’s really great to see that the art has a permanent, more natural, home. I have to admit that the previous layout did have a sense of hodge podge to it (my apologies to the gallery people who arranged that). Now each piece feels tied to the others, this allows each section to evoke its own kind of mood.

It’s also nice to see that the gallery can finally display more of their collection, including their Group of Seven, and my favourites the Picasso pieces.

SURREALIST Things:

The Surrealist exhibit is currently on display at the AGO. I admit that, having been a film student, I know a bit more than just the name Dali. However, there are artists I had never heard of and really enjoyed being introduced to them, names such as Leonor Fini. She was an Argentine surrealist painter who often depicted beautiful warrior women in provocative situations.

The exhibit has a good balance with an introduction to the world of surrealist artist through the psychology and showing that artistic movement’s impact on advertising.

http://www.ago.net/

Not so dumb ideas

A few months ago, I was doing my usual worrying over everything; worrying in particular about the hole in the ozone. I had this stupid idea about somehow covering the area with something that would reflect the light back out. Even if it was a temporary solution, maybe it’d buy some time for a better, more solid solution.

Dumb, I thought.

The other day I was reading an article on the BBC, “Artificial Trees to Cut Carbon”, by Judith Burns. http://news.bbc.co.uk/2/hi/science/nature/8223528.stm

In it, the article discusses The Institute for Mechanical Engineers (IMECHE) report regarding climate change. According to the BBC article, ‘The report includes a 100-year roadmap to “decarbonise” the global economy.’

There’s mention of reflecting the sunlight, though it’s also noted that this would “just mask the problem.” I was relieved to hear that they had considered an idea that had crossed my mind as well. It wasn’t dumb to consider. It isn’t stupid to stretch our minds and reach for functional answers wherever possible.

The fact that the IMECHE (http://www.imeche.org/) has drafted the best minds to find creative solutions is more viable to me (and a relief) than to constantly hear the theoretical debate from other scientists and pundits about whether climate change is really happening or not. Up until reading this article I had assumed that we were all still in a state of chattering class debate. We may still be, but I vote to hear less from those who have no solutions to offer, regardless of how dumb they may appear, and relegate them to getting out of the way. Do any of those who disbelief human culpability in affecting, or accelerating climate change, exercise any personal efforts in maintaining a small footprint?

My worry is always there: Like that line in Sex, Lies and Videotape, where Andy McDowell’s character says she’s worried about the garbage. What will we do with all of the garbage? That’s me. But when I finally had that thought about reflecting the sun and then read that others had considered it too (regardless of how impractical)  I knew that I’d finally moved beyond the debate. We need to all be educating ourselves, doing and thinking more about practical answers than to just simply talk and worry.

Let’s talk Dialogue

The topic of dialogue in video games comes up a lot with many professional writers, in articles, industry forums and conferences, and among gamers.  As a writer in the video game industry for over four years, I’d like to summarize a few things I’ve learned.  It’s still an ongoing learning process for me too, and I can say that I may not always hit the mark.  But the key is to be objective and keep learning.

It is important to say that while in an ideal production where there’s a lot of pre-planning, and a healthy exchange between designers and writers, these issues can be mitigated, or may not even be issues. However, it’s an ongoing sore spot that dialogue doesn’t work in some games and I think it’s valuable to work out all of the reasons why that may be.

Player Information:

The most important thing in almost all video games, and certainly in those games with a narrative, is to ensure the player knows what he/she is supposed to do.  In most cases the dialogue takes quite a load to deliver this in game / gameplay information. “You gotta get over to the garage real quick, Miss. That fella says he’s gonna take your car.”

This dialogue can almost always come across as stilted and unnatural.  Even the best writers have to deal with this. And even the best may find it difficult to make this sound natural in certain game scenarios.  For instance: How do you make directions sound natural, when what the player has to do is awkward or unnatural?  “Drain the rest of that person’s blood, it’ll make you stronger.” Uhh… hookay.

– natural sounding dialogue can often take longer to convey what needs to be said:  most players do NOT want to stand there hearing a character’s life story, or a lot of quirky characterizations and back-story before finding out what they need to do.

“Ever since the plant dumped that virus in the lake, when the moon shines on it, well, it caused all sorts of weird things. And anyway, that’s why you gotta go drain the blood, and drink it. Trust me, it’s the only way.” lol – <skip!> pretty hokey. Comedy would offer some flexibility but most games want to be serious.

It’s my opinion as a game writer and as a gamer, that the player matters most, and it’s critical to always consider that point of view. What the player needs to hear, usually should be conveyed up front.  But I struggle with this myself. It just doesn’t always make for good dialogue. My solution, where I’ve been able to address it, is to try to give the illusion of natural dialogue. This at least gives some flavour but can keep it somewhat shorter. My other solution is to try and get the instructions OUT of the dialogue. The trailer for Alan Wake, I believe, shows the objectives cascaded into the world.  Some may say that doesn’t make sense, who’s doing it, who wrote it to him. Well, that sort of immersion has to go along with suspension of disbelief.  To me, that’s a much more interesting and eerie method than having someone call him on his cell phone, or to hear a disembodied ghost’s voice.

Objective (plot) vs Story:

Mixing objective (what has to be done) with story, can overload the dialogue.   This may result in dialogue that is too weighed down with all that has to be conveyed. I’ve had this problem with some of my projects, where the dialogue has just too much it needs to say.  I’m trying to set up character, setting, story, as well as tell you what you need to do next, all of this can result in nattering dialogue that a player wants to skip.

To me, it’s the perfect game narrative if what the player is doing is intertwined with what the story is and who the character is.  Unfortunately this isn’t always possible.  Your story may be about an oceangraphic scientist who discovers a new cure deep in the oceans. The race is on for you (the player) to get there before pirates, and treasure hunters get there. Most of the game (essentially the plot) is what you need to do to get there first. Designers may want the game to be high-action: So lots of sea-doo chases, boat races, and gun fire over the bow. The challenge for the writer is developing your character in the midst of those high-action events. This may be a stretch if you see the character in a more realistic light as a scientist looking at charts etc.  It isn’t impossible.  A good writer and open-minded and/or writer designers could work this out.  However, dialogue in this scenario may take the load of explaining what the technical science is, in between gunfire and ammo hunts. This could result in players wanting to skip the dialogue to get to the next boat race.

Story Information:

If you’re lucky enough as a writer to be working on an adventure, mystery, thriller, then the very nature of that genre allows the gameplay to help you deliver the information both in-game, and in various other ways, rather than just in dialogue exposition.  Those genres are naturally conducive to exploration, discovery and having characters ask direct or indirect questions, to be contemplative, and suspicious of information.  This frees the dialogue up a great deal:  What you need to do is usually tied to what you’re trying to uncover.

Unfortunately, other genres are trickier.  War is one of the most popular game genres (if not THE most).  I had a lot of fun playing Gears of War but the dialogue was rife with the stereotypical barks and military nomenclature.  I find it difficult to fault this since by the nature of military there really ARE soldier barks of “Man up, soldier!” “No man left behind!” “Get them before they get you!” “Man down!”.  Lines like these are probably in every military game and to say that’s bad dialogue, which I’ve heard many say it is, is somewhat unfair.

– don’t confuse bad dialogue with dialogue that accurately reflects a type or setting. What is bad about the dialogue (besides maybe the repetition of it) is that it doesn’t attempt to do anything more. It doesn’t try to add a layer of irony, or reflect the characters differently than a stereotype, or deepen the setting.

Voice Acting versus Animations and the Uncanny Valley:

Wow. If I could explain to you how often in reviews I noted how ill-placed critiques were for me, and the team.  I’m not talking just about any project I’ve worked on but also published games.

I’ve observed that some will quickly slam the voice talent, when it is the dialogue that isn’t working.  Others slam the voice talent when, I suspect, they’re actually being swayed by the facial and body animations.

– there are definitely occasions of poor voice acting, and most certainly stilted or over-the-top dialogue along with an over-the-top performance can scrape at your nerves.  I’ve been lucky enough to work with some great voice actors, and to be able to offer direction during voice sessions.  I’ve made some mistakes also, believing I wanted a line a certain way, or thinking what I wrote was clever and pithy when in fact it was sadly neither.  What I have learned is so obvious but is really hard to fight for in a lot of cases: LESS IS MORE.  I’ve had the over the top dialogue that was necessary for the scene, but in having the talent reign it in, and deliver a low-quiet controlled performance, the dialogue can fit the event.

Good Dialogue Basics:

Less is more. — I have to remind myself of this also.  Every writer has to be vigilant. And I know we may be up against others who disagree.  Some people say it but I don’t always think they believe it.  Stand your ground.

Player doesn’t have to know EVERYTHING. — Holy cats, I can’t say this enough. Not every story point has to be a forced event. If the game design allows, let the player discover it on his/her own.  If the design is linear, Gears of War, Halo, then hold back on some things.  Drop hints but let some things not be fully explained. Most people talk like that: They trail off into their own thoughts and never do finish that important thing they were going to say.  Real people DO forget what they were telling you.  Interruptions happen.  In the game dialogue, let that happen. Sorry Halo fans, but gosh Cortana is a chatty one.  In Halo 1:  I would’ve loved for the main thread to be that she DOESN’T know what the Covenants’ language is, and can’t understand their communications.  We go through the whole game with her attempting translations and offering one word, or tantalizing sentences that later prove to be foreshadowing. Finally at the end, when she DOES translate their tongue, we learn maybe that they’re leaving their crew behind because what they found scares the bejeezuz out of them.  To me, that would have kicked ass in story reveal, tension and made for great dialogue.  It would’ve said so much more without removing anything from the player’s actions.  It would’ve allowed her dialogue to build tension as the game progressed.

Revise – read out loud. — Yeah, a luxury at times, I know.  Stall people if you have to. Barricade your doorway or hide in the washroom. But take the time. It still may not always help, but do your best.

Game writing over all other forms of writing seems to require the most diverse input.  My scripts and dialogue serve many masters.  Do the best you can to stand your ground, and don’t sweat too much if you lose some battles.  I don’t care to be in word wars with my direct reports or publishers.  What matters to me most is that I can make the writing blend into the game.

Intergalactic Gazette on Top Funny List

I was pleasantly surprised to discover that my book is on the CBC book blog site’s top funny list.

http://www.cbc.ca/canadareads/2009/05/top_funny_books_long_list_1.html

It’s on there with so many great writers, I’m very honoured.
There are so many standouts (along with Douglas Adams and Terry Pratchett) if you haven’t read, The Confederacy of Dunces, give it a try. The main character is one of the most original outrageous personalities I’ve ever read.

Thank you to those who recommended my book for the site. :D

I wanna go out and play

Over the past few months I’ve been revising the novel I’ve been working on for far longer than I’d like to admit.

I wish I could say it’s a masterpiece of Catcher In The Rye proportions, but sadly no.

I’m on a very tight deadline at the moment, even still I can’t bring myself to focus. I keep looking outside, up at my canoeing calendar, over at my dust covered bike.

in West Highlands Scotland with Hamish

in West Highlands, Scotland with Hamish

When I was a kid, my mother never made me take any lessons or extra curricular activities. If I wanted to that was fine; naturally I never did. Sometimes I regret that discipline not being forced upon me.

Perhaps I’d know how to play the piano or build a robot. Other times like now, I think, what a relief. A relief, because I can sit here chained to my desk and my Mock (mac), look outside and remember that I used to do things, a mix of things, lots of things, fun things.

Now, I just write about characters who do.

Oh-no, I’m a prole?

In Aldous Huxley’s novel Brave New World, people take a drug, Soma.  The drug causes people to be distracted, their thoughts centre around the drug and just how wonderful it makes them feel.   In George Orwell’s 1984, the ordinary citizens (proletariats) are kept amused and addled by the lottery.  These distractions allow the governments to do what they want without any trouble from the masses.

I’ve never cared much for playing the lottery, and thus far I’ve never stepped into a casino.  My mother has always bought tickets, but she’s never been obsessed with it as some people seem to be.   She said to me recently, “I used to imagine winning all sorts of millions, now I just hope to win enough to pay off my bills.”

The lottery site lists the most common numbers presumably to give people an opportunity to mix and match in order to gain better odds.  Some people have been playing the same numbers for years.  I watched a news piece that said, there is no difference in odds between someone who plays the same numbers and someone who gets a quick pick.

The other night the lottery was so large that wherever my man and I went, friends, clerks in shops, strangers would mention it.  I bought 2 tickets, plus encore (I have NO idea what encore means or how it works), for this big money roll.

Of course there are always the devoted people who play faithfully.  But in this economic climate my co-workers, friends, family are all betting a few dollars for the hope of financial happiness.  I care about costs, and responsibilities but I’ve never bothered to try and pay my way through life with a lottery ticket.  When I bought that big money hopeful ticket the other day, I had lofty goals of what I would do with it.  Help my family and friends, help my list of charities.  Even the house I imagined buying was a solar, water and energy efficient do-gooder.  So for that, I convinced myself to stop balking at my previous attitude and chip in a buck or two (another dollar with encore).

Today, alas, I am not any richer.  It was when I said to my man, “Well next Wednesday for sure,” when I stepped back and Orwell’s proles came to mind.

I’m pondering how that can be applied to the way I, and my non-typical lottery playing friends, have changed our behaviours.  The lottery organization donates to charities.  So why should we feel guilty?  It gives people a sense of hope and excitement.  So is that a bad thing?  Maybe most of the people who win, are good people, and hopefully they needed the money, and they spend it wisely.  So why shouldn’t people try for themselves?

I can’t decide.  It seems harmless to buy a ticket, and maybe it doesn’t require a discussion.  But I can see that we have quite an array of distractions vying for our time.  I don’t want to be a mindless drone moving through the malls, or turning to a reality show instead of choosing to watch the news.  I may be putting too much thought into this, or maybe others aren’t putting enough in.  For the moment, I don’t want to waste my money on anymore encores.