Showing posts with label art of writing. Show all posts
Showing posts with label art of writing. Show all posts

Writing as Resistance

— December 02, 2024 (0 comments)

Politically speaking, a lot happened since I left. I knew it would—I was traveling to the US on Election Day, after all—but the results are not what I hoped. (According to current voting counts, they're not what a majority of voters wanted either.)

It's been almost a month since the election, and people are still hurting. Still scared. Still anxious. And why wouldn't they be? We don't yet know what will happen next. I know not everyone believes the US is headed toward an autocratic hellscape, but historical precedent does us few favors here.

To those of you who are worried like me: It's okay to be anxious. Feel what you gotta feel. I'm still considering what I can do in the coming months and years, but here's one thing I do know:

We can write.

Stories give us hope. When the protagonist gets back up after being left for dead, it makes us believe we can do the same. When the heroes win against all odds—when Katara defeats Azula, when Sam carries Frodo to Mount Doom, when Luke strikes the Death Star's core—it reminds us that those in power are vulnerable.


Even the coziest stories give us joy and an escape, and these are every bit as necessary as hope. Stories also share the power of love and connection. They remind us what we are fighting for.

Stories give us symbols. Alan Moore inspired the face of Anonymous, and Katniss's three-finger salute has been considered cause for arrest. Symbols are powerful. They remind us that we are not alone. They terrify oppressors by reminding them how outnumbered they are.

Stories foster empathy. Empathy is the antidote to fascism. It is vital to creating a world we can all live in together.


No matter what you feel about the present time, even if you feel powerless, know that your stories matter and are absolutely necessary.

There's a reason fascist regimes always ban books.

It is the same reason we need to write them.

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AI and Why We Write in the First Place

— September 09, 2024 (2 comments)

Recently, the organization behind National Novel Writing Month (which challenges writers to write 50,000 words in the month of November) officially condoned the use of generative AI and said anyone who didn't like it was classist and ableist.

People got mad about that.

So, let's talk about AI for a bit, what it can do, what it can't do, and whether it should have any place in the writing process.

What do we mean by "AI"?

As always, let's define terms first. This post is not talking about AI that defines enemy behavior in Pac-Man nor the fictional, self-aware AIs of Terminator and I, Robot. We are specifically talking about generative AI or large language models (LLMs).

In a technical sense, generative AI is closer to Pac-Man than Skynet. In science fiction—including science fiction that I wrote!—AIs are self-aware and sentient, capable of complex and original thought. But that's not how any of our current technology works, not now nor in the foreseeable future.

What we call artificial intelligence today is not, in fact, intelligent. LLMs are very powerful, very structured predictive text generators. They are very good at putting together strings of words that sound good and are grammatically correct (i.e., modeling language), but they have no idea what any of it means. They don't even have a way to know.

This is an important point, and we can't get anywhere in discussing the topic unless we agree on it.

So.


What can AI do?

In an ideal world (not an ethical one—we'll get to that in a sec), generative AI can do a bunch of things for writers in theory, like...

  • ...brainstorm a list of ideas.
  • ...edit text to be grammatically correct.
  • ...write a whole damn story.
And that sounds amazing, which is why the CEOs of the world have been throwing everything they have at this tech.

But there are some inherent and (because of the way LLMs fundamentally work) insurmountable problems.

What AI can't do

Remember that part about AI not understanding what anything means? Turns out, that causes some problems.

AI can't brainstorm a list of original ideas. They might sound original to you, but there is nothing AI can come up with that hasn't been thought of or remixed already. In fact, because LLMs are trained to produce something that sounds good rather than something that is unique, the list you get will be the most mediocre ideas you can pull from a quick Google search. Helpful perhaps, but never ground-breaking.

"But, Adam, didn't you say there are no ideas so original that they are unlike anything that has come before?"

I did! I also said that novelty doesn't come from original ideas but from combining them with your unique life, experience, voice, and story.

An AI doesn't have any of those things.

An AI editor can't ensure the author's voice or intended meaning is maintained. Again, this is because AI has no idea what words mean. It only knows which words statistically appear in a given sequence to be considered "correct" by humans (plus whatever extra guidelines and guardrails its programmers placed on top of it). Your text will sound correct, intelligent even, but it will also sound generic. You will no longer be in it.

(Note that if you are looking for a way to make your text great while maintaining your intended meaning and unique voice, that's exactly what I do.)

AI can write a whole damn story but not a story that's worth a damn. Sure, it'll sound smart. Statistical models (and a soupçon of plagiarism) ensure that. But it won't mean anything. Nothing connects. Nothing has a point, and nothing is being said, because the AI has nothing to say and isn't aware that "saying something" with your story is even a thing.

Should writers use AI at all then?

In a brighter timeline, I believe there are versions of us discussing how AI can be used to help with all the tedious stuff humans have to do so we can have more time to do something that matters—like make art. Or at the very least, we could discuss how AI can enhance our creativity rather than make it worse.

For example, brainstorming mediocre ideas isn't all that bad! I do that all the time with a Google search, helping me trigger new, unique ideas. And helping a poverty-stricken, non-native English speaker edit their story into passable English seems like a good thing. Even writing a whole damn story could be...

Well okay, I don't think that one's any good.

I mean, if I'm just using AI to churn out a story—even if I do the work of revising that story to sound good—at that point, what am I even doing then? I'm not making money. (Statistically speaking, publishing books is a terrible way to make money!) And I'm not even writing. At that point, I'm just editing someone else's mediocre prose at a loss.

In any case, those discussions are for a brighter timeline, one in which AI is 100% free and ethical. In our timeline, AIs have some ethical wrinkles:
  • Big LLMs are trained on authors' writing without their permission.
    • And they do an excellent job plagiarizing that writing without telling you it's plagiarized... because they have no idea.
  • Corporations want LLMs to replace human writers and editors in order to increase profits for the already-rich.
    • And as these corporations discover LLMs suck at writing, they try to rehire those human writers and editors to fix the LLMs' work at a fraction of their worth.
  • By all accounts, training and using LLMs consumes a lot of power—like way more than it should considering what little we get out of it.
If we could get around those problems—if AI had consent for all the data it was trained on, if corporations used it to make creative lives better, if training and using one didn't consume as much electricity as a single Icelandic citizen uses in a year—then sure, maybe, AI might be useful for things like brainstorming or grammar checking.

But those are real problems, and personally, I can't get past them. (And AI's are only mediocre at brainstorming and grammar checking anyway.)

I've heard folks say the tech will get better, these problems are fixable, etc., etc. But coming from the computer science field myself and having studied LLMs back in the 20th century (GOOD GOD!), I'm unconvinced. The technology hasn't changed very much in that time, only the amount of data and server power available (and the billions of investment dollars to make it look like things are better).

So, I won't be using AI for the foreseeable future. Writing is hard, but not because humans are bad it. We're actually the only beings on Earth that are any good it! Making a computer write for me (and not very well) just makes me wonder: What am I buying with that time, when instead, I could be making something new?

That's me. I'm curious your thoughts (but do be kind in the comments if you want them to stay there).

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Great Artists Steal

— July 15, 2014 (3 comments)
Thomas Hennessey says:
I've always figured the best way to be a good writer is to be a great reader first. Is the same true of game design? Have you come across a game that made you think, woah that's cool, I gotta use that somehow.

I think that's absolutely true, of game design, of writing, of any kind of art.

Because you have to know what's out there. More than anything else, people enjoy novelty. You can't be novel if you don't know what others have already done.

(I guess if you're not selling anything -- you're just making "art for art's sake" -- this is less important. But personally, I don't even understand what the heck "art's sake" is. I make art because I want people to enjoy it (and if they pay me on top of that, enabling me to make more art, well awesome).)

Because consuming and copying art is how you learn to be a better artist. This sounds contradictory to the first, but it's a secret I learned much later than I wish I had: IT IS OKAY TO COPY GREAT ART.

Because this is how you learn. Because there's nothing truly original anyway. And because what makes something original is not that you thought of something nobody's ever thought of before (you didn't), but it's how you execute that idea with your own personal spin and style.

(Note that it's not okay to copy great art exactly and then claim it's your own. That's plagiarism. That's not what I'm talking about.)

I'm talking about copying things you love, figuring out how they work, mixing them with other things and with your own style to create something that's new, something that's yours. It's a secret because we are told that copying others is not creative, but the truth is that -- unless you're ridiculously lucky -- you can't make something good if you don't know what good is.

(To answer the last question, I have most certainly seen things in games that make me want to include them. All the time, in fact. Here's a recent example.)

-----------------------------

Have a question? Ask me anything.

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How to Get Good at Something

— August 27, 2012 (7 comments)

Original Picture: Divya Manian

I have to tell myself this every time I start a new novel.

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The Secret to Being Talented

— January 16, 2012 (7 comments)
Let me chat up my brother for a bit. The guy plays piano, bass, and guitar at a professional level. The San Diego Union Tribune once described his singing: "like if Jack Johnson weren't so dang annoying." He makes art and sells it for actual money. He does graphic design, marketing, and was a founding member of San Diego's art collective, Sezio.

Also, he's a college-educated engineer and (thanks to Iraq) a war veteran. So yeah, talented.

For years, I was in awe of what he could do. I'm still, always extremely impressed by what he does, but I'm no longer in awe.

I know how he did it.

I remember the first time Andrew picked up Dad's classical guitar and had trouble banging out the theme to Spyhunter. I remember that, even though I sucked at piano, I was ahead of him in our lessons. I remember doodling at an equal level on the church bulletin during sermons.

When we were kids, he was no better at these things than I was, and I wasn't very good at them.

He surpassed me because he didn't quit. While I was working out how to program a text adventure, he was working out my dad's old banjo or ukelele. When I beat Fool's Errand, he was recording songs on the keyboard. When I was ten pages into my crappy Lord of the Rings knock-off, he was filling his tenth sketchbook.

Whenever he came across a challenge, he faced it again and again until he beat it. THAT is the secret to being talented.

It's possible that some people start off with a little more ability than others. I don't know. I've never seen proof. Andrew is the most talented guy I know, and when I think about where he started, I realize I had started in the exact same place.

This isn't to belittle Andrew's accomplishments at all. The opposite, actually. I would much rather someone praise all the work behind what I did than tell me I was given a gift nobody else was.

It's also to encourage you. Is there something you wish you were better at? You can do it. It's freaking hard work, but you can do it. (Can you succeed professionally at it? Well, that's not really up to you. I bet you've never heard of my brother's band).

Instead, focus on what you can control. Choose what you want to excel at, and work at it everyday. Even when it gets hard. Especially when it gets hard. Until one day someone looks at what you're doing and says, "Hey, you're really talented!"

Then you can tell them your secret.

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How to Use TVTropes.org

— May 13, 2011 (8 comments)
TV Tropes is a fantastic site, collecting every story trope humanity has ever done, along with examples. If you've got a spare month or two (not a typo), I highly recommend heading over there. If you've never been, let me give you some tips on how to use the site.

1) Let it depress you. Start with some trope you're writing, say air pirates. Follow the links to all the interesting, related tropes--especially ones you thought were original--like cool-looking airships or the villain's airborne fortress that threatens to rain cannonballs on the goodguys. Come to the realization that there is NOTHING original in your story AT ALL. Quit writing.

2) Let it encourage you. After you've quit writing for a few years, realize that nobody ELSE is original either. That makes unoriginality okay (within reason). The goal in fiction is not originality, but to take what's been done and make it fresh and interesting again. To make it YOURS.

3) Let it inform you. Now that the tropes are no longer soul-crushing, find your favorite trope to see how it has been handled before, how it's been subverted, and how famous the examples are so you know what you can get away with. Come up with subversions of your own, or mix it with other tropes in new and interesting ways.

4) Let it inspire you. Stuck for ideas? How about the origin story of a Judge-Dredd-style adventure hero and his possibly-insane sidekick facing an evil tribal circus in the African jungle. If that doesn't work, just hit the TV Tropes Story Idea Generator one more time until you find something you DO like! And if it sounds too lame or familiar, just add ninjas (or samurai or pirates or mecha or whythehecknot all of them). Because it's AWESOME.

Are any of you even still reading this, or did I lose you like 15 links ago?

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Choosing What to Write Next

— January 05, 2011 (10 comments)
Usually, the way I choose the next story -- assuming I have more than one idea -- is just to write the one I like the most. But after two failed query rounds, and my hopes resting all too precariously on an upcoming third, I'm taking more care with what I invest my writing time in. In my friend Ricardo's words, I'm leveling up.

I have two criteria now for what I write next:
  1. It has to be something people want to read.
  2. It has to be something I want to write.
Not that I (or anyone, really) knows what the public wants. Mostly the first criteria helps me look critically at my concepts. Is it a strong premise I can explain in a sentence? Has it been done before? If it has, do I have a unique enough twist on it to keep it interesting? (Or was it done so obscurely that I can do it again without anyone noticing?)

The second criteria is more about theme. Usually I just jump into a story because I think the plot or the world is cool; only when I get to the end do I realize the story's supposed to mean something too. I've been a Professional Aspiring Writer* long enough to know that I'll enjoy most any speculative premise, but I can't be passionate about every theme.

So now I'm thinking not just what are the themes of my story ideas, but what themes am I interested in writing? Like I had this idea of a kid born perfect in a Gattaca-style world where people are obsessed with genetic perfection, but he resents the pressure and attention people put on him. I like the idea a lot, and the theme of trying to be yourself is common enough I think I could write it. But the idea of writing a popular kid, when popularity is something I've never really "struggled" with, makes me wonder if it's really my story to tell. Especially when I've got other characters in my head whose struggles I have shared.

That doesn't mean I won't write it (I really like the idea), but it's one of the negative points I'm going to weigh when I decide what to write next. Although maybe I should finish these current projects first...

What about you? How do you decide what to write next?

* Feel free to borrow that term.

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That Deeper Meaning Nonsense

— July 21, 2010 (6 comments)
When people admire art,* they often want to know what the artist meant by it. I get that. I do it myself. But honestly I don't really like "explaining" my art.

* I'm including books in this.

Part of it is plain old fear. If I have to explain it, it means I didn't do a good job of it, right? Or what if I explain it, and they don't like the deeper meaning of it, and therefore don't like the work? Orson Scott Card's Homecoming Saga is really thought-provoking science fiction, for example, but I know people who stop liking it when they find out it's patterned on the Book of Mormon.

Should that matter? Should the author's interpretation of what they wrote affect MY interpretation?

Shortly after it was published, someone wrote a review of my story "Pawn's Gambit". He really liked it (and I was bouncing for a few days after reading it), but here's what he got out of it:
We come to understand the true meaning of family, of love, of sacrifice. We have all had our differences with the ones we love, but even when we dislike our family we still do whatever it takes.
When I read that, I was all ==> O_o.

I mean, I see how he got that out of the story, but I can't say that's what I was trying to say. I can't say I was trying to say anything, really. It was just a fun adventure.

Does that invalidate his opinion? This is what the story meant to him. And like I said, he's not pulling it out of thin air. There IS family, love, and sacrifice in the story. There IS a father trying to rescue his daughter, even though his daughter wants nothing to do with him.

And who says I didn't mean all that, at least subconsciously? Fatherhood is something that's very dear to my heart, and a common theme in many of my favorite movies. So if it comes out in what I write -- even when I don't intend it -- I'm not surprised.

So what matters more? The author's intention, or what the reader brings into the text? Have you ever changed your opinion of a story because you found out the author didn't mean at all what you thought?

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