Inspired by night after night of playing Command & Conquer in the UCSD freshman dorms.
So after an unintentional two week hiatus from writing (which I blame on a broken laptop, a gaming friend come to visit, and (to a lesser extent) the birth of Jesus Christ), I finally got back to Air Pirates this week. That's right, Beta Phase II is over and I have begun the fourth (and hopefully final) round of revision before I send it out.
This round of critiques has taught me yet again that I can't please everybody. I think I've told you before about the dual storyline aspect of the novel. Round 1 had folks that liked both storylines as well as folks who loved Hagai's timeline but not Sam's. Well Round 2 has completed the circle, with betas that loved Sam's timeline but were annoyed with Hagai's.
I suppose I could be depressed about this, but honestly it made me laugh. Obviously SOMETHING is right with both sides of the novel. I just need to figure out how to minimize the annoyance for each camp.
And find an agent who loves both, of course.
That Thing Where I Draw: Reconnaissance
—
January 08, 2010
(6
comments)
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Air Pirates,
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A Tale of Two Johns
—
January 06, 2010
(7
comments)
This is an old story from the computer game world, but there are lessons here for everyone, even writers.
In 1990, id Software was formed by two men: John Carmack and John Romero. Over the next six years, id redefined PC gaming and the first-person shooter genre with games like Wolfenstein 3D, Doom, and Quake. Romero is even credited with coining the term "deathmatch."
(If you have no idea what I'm talking about to this point, here's the summary: Carmack and Romero made really good games; they were kind of a big deal).
The PC gaming world was theirs. Carmack licensed the Quake engine to multiple game developers--including Valve, who used it to make the even more groundbreaking Half Life. Professional gaming began to take off with QuakeCon. Everyone wanted to be id.
(Translation: They made lots of money).
But after Quake hit the shelves in 1996, Romero was fired, though he was going to quit anyway. His plans were ambitious, and he felt Carmack and the others were stifling him. Carmack, meanwhile, felt that Romero wasn't realistic.
(The two Johns parted ways).
Carmack--the technical powerhouse of id--pushed the technical envelope with Quake II and Quake III: Arena. Good games, well-received, and very, very pretty. But where they pushed things technically, their general design stayed the same. To the point where Quake III was little more than a deathmatch arena with no substance.
(Carmack's games were technically beautiful, but not very compelling).
Romero, meanwhile, now had the freedom to be as ambitious as he wanted. He proudly announced his masterpiece, Daikatana, would hit the shelves by Christmas the next year. They would use the Quake engine, so the technical aspect would be taken care of, leaving him and his designers only to design.
(Romero thought he didn't need Carmack's technical expertise).
Christmas, 1997 came and went with no Daikatana. Carmack had released Quake II by then, and Romero realized Daikatana was technically behind. He grabbed the new engine, not realizing at the time that it was so different from the one he knew it would require an entire rewrite of his precious game.
(Realizing his mistake, Romero tried to catch up technically and failed, badly).
By the year 2000, Daikatana had become a joke. It was made worse when the game was released with outdated graphics, crappy AI, and unforgivable loading times.
(Romero's game was super late, ugly, and impossible to play).
There's lot of morals that can be drawn from all this, but I'm going to pull one for us writers.
Carmack's technical expertise is your skill with prose, structure, and grammar. Without it, nobody will put up with your story long enough to see its brilliance.
Romero's creativity is your plot, characters, and conflict. Your prose might be beautiful, but without this nobody will care.
You need both to succeed.
In 1990, id Software was formed by two men: John Carmack and John Romero. Over the next six years, id redefined PC gaming and the first-person shooter genre with games like Wolfenstein 3D, Doom, and Quake. Romero is even credited with coining the term "deathmatch."
(If you have no idea what I'm talking about to this point, here's the summary: Carmack and Romero made really good games; they were kind of a big deal).
The PC gaming world was theirs. Carmack licensed the Quake engine to multiple game developers--including Valve, who used it to make the even more groundbreaking Half Life. Professional gaming began to take off with QuakeCon. Everyone wanted to be id.
(Translation: They made lots of money).
But after Quake hit the shelves in 1996, Romero was fired, though he was going to quit anyway. His plans were ambitious, and he felt Carmack and the others were stifling him. Carmack, meanwhile, felt that Romero wasn't realistic.
(The two Johns parted ways).
Carmack--the technical powerhouse of id--pushed the technical envelope with Quake II and Quake III: Arena. Good games, well-received, and very, very pretty. But where they pushed things technically, their general design stayed the same. To the point where Quake III was little more than a deathmatch arena with no substance.
(Carmack's games were technically beautiful, but not very compelling).
Romero, meanwhile, now had the freedom to be as ambitious as he wanted. He proudly announced his masterpiece, Daikatana, would hit the shelves by Christmas the next year. They would use the Quake engine, so the technical aspect would be taken care of, leaving him and his designers only to design.
(Romero thought he didn't need Carmack's technical expertise).
Christmas, 1997 came and went with no Daikatana. Carmack had released Quake II by then, and Romero realized Daikatana was technically behind. He grabbed the new engine, not realizing at the time that it was so different from the one he knew it would require an entire rewrite of his precious game.
(Realizing his mistake, Romero tried to catch up technically and failed, badly).
By the year 2000, Daikatana had become a joke. It was made worse when the game was released with outdated graphics, crappy AI, and unforgivable loading times.
(Romero's game was super late, ugly, and impossible to play).
There's lot of morals that can be drawn from all this, but I'm going to pull one for us writers.
Carmack's technical expertise is your skill with prose, structure, and grammar. Without it, nobody will put up with your story long enough to see its brilliance.
Romero's creativity is your plot, characters, and conflict. Your prose might be beautiful, but without this nobody will care.
You need both to succeed.
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Filed under:
computers,
geekery,
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Your World is Boring
—
January 04, 2010
(9
comments)
I'm always surprised when someone who I know loves fantasy (or just books) tells me they have not read The Lord of the Rings. I mean, this book is fantasy. And it's awesome! How can so many people not have read it? I'll give you three reasons: worldbuilding infodumps, long plot-stopping songs, and unintelligible languages.
Now before you Tolkien fans lynch me, hear me out. I know these things make LotR what it is. These are what make the world so big and so real. For you uber-fans,* the world is what you love the most. But you have to understand that for a first-time reader -- someone who is totally unfamiliar with Middle Earth -- these parts are boring.
Tolkien loved his world. And rightfully so; it's amazing. But the truth is that if Tolkien tried to pitch this today as his debut novel, he'd be told to cut the word count in half, split the story into smaller parts,** and for Pete's sake use a 'k' instead of a hard 'c' in your fantasy names!
Sorry. I'm okay now.
Many of us who write fantasy fell in love with it because of books like Tolkien's. We started creating our own worlds with new races and cultures and politics and histories and languages. We wrote a story in that world. But you know what happened? Our story became more about the world than the story. And it was boring.
Now we're full grown wannabe authors. We know about character and conflict. We're good with pacing and tension. But every once in a while, we start our story off with an infodump prologue, or we toss a 70-line poem into our story just because we love it. Even if we manage to keep the world on a tight leash in our novel, it comes bursting out in the query letter.
People don't want to read about your world. They want interesting characters they can root for (or against). They want compelling plot. Give them these things and only then will they listen to whatever you've got to say about the history of the Sidhe (and why it's pronounced 'she').
If you get nothing else out of this post, remember this: readers that love your characters will love your world, not the other way around.
And if you love fantasy, please read LotR. It would make me feel so much better.
* i.e. Those of you who have read all the appendices, can write your name in Angerthas Daeron, and converse in Quenya as easily as Sindarin. You know who you are.
** Oh wait, he was told to do that.
Now before you Tolkien fans lynch me, hear me out. I know these things make LotR what it is. These are what make the world so big and so real. For you uber-fans,* the world is what you love the most. But you have to understand that for a first-time reader -- someone who is totally unfamiliar with Middle Earth -- these parts are boring.
Tolkien loved his world. And rightfully so; it's amazing. But the truth is that if Tolkien tried to pitch this today as his debut novel, he'd be told to cut the word count in half, split the story into smaller parts,** and for Pete's sake use a 'k' instead of a hard 'c' in your fantasy names!
Sorry. I'm okay now.
Many of us who write fantasy fell in love with it because of books like Tolkien's. We started creating our own worlds with new races and cultures and politics and histories and languages. We wrote a story in that world. But you know what happened? Our story became more about the world than the story. And it was boring.
Now we're full grown wannabe authors. We know about character and conflict. We're good with pacing and tension. But every once in a while, we start our story off with an infodump prologue, or we toss a 70-line poem into our story just because we love it. Even if we manage to keep the world on a tight leash in our novel, it comes bursting out in the query letter.
People don't want to read about your world. They want interesting characters they can root for (or against). They want compelling plot. Give them these things and only then will they listen to whatever you've got to say about the history of the Sidhe (and why it's pronounced 'she').
If you get nothing else out of this post, remember this: readers that love your characters will love your world, not the other way around.
And if you love fantasy, please read LotR. It would make me feel so much better.
* i.e. Those of you who have read all the appendices, can write your name in Angerthas Daeron, and converse in Quenya as easily as Sindarin. You know who you are.
** Oh wait, he was told to do that.
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Filed under:
fantasy,
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That Thing Where I Draw: Life and Science
—
January 01, 2010
(1 comments)
Science is the process of putting things in boxes, and so science is itself a kind of box. But life still happens outside it.
A little Photoshop action for the new year. Which was hard because Photoshop Elements 3 doesn't play nice with new versions of Windows. Anyway, happy new year. I expect to be blogging on a more regular schedule starting... well now, I guess.
A little Photoshop action for the new year. Which was hard because Photoshop Elements 3 doesn't play nice with new versions of Windows. Anyway, happy new year. I expect to be blogging on a more regular schedule starting... well now, I guess.
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Self-Promotion (Repost)
—
December 30, 2009
(2
comments)
(My laptop is nearly fried; my internet connectivity is limited and I have to resort to the touchpad because I can't plug in my mouse. Consequently, working at the computer is less fun than normal. Plus I understand there's some kind of holiday going on.
All of that meant to say: (1) I'm reposting, here are my excuses, and (2) I'm getting a new computer soon (yay!)).
I hate the idea of self-promotion. Who doesn't? Who wants to be that kid who says, "Hey, everybody! Look at me!!" Okay, fine, well I never wanted to be that kid. Now I find myself on the outskirts of an industry that requires it.
So I've been researching self-promotion a little. One thing I've discovered is that I've already been doing it. I mean, the missionary "industry" revolves around self-promotion just as much as the publishing one does. Perhaps more so.
How you promote yourself depends, apparently, on how much money, time, and morals you have. If you have a lot of money, hire a publicist. If you have a lot of time, build a website, make profiles on social networking sites, and spend time on other people's blogs, the social net, forums, etc. - all the while linking back to your website. If you're low on morals, this time can also be spent comment spamming and writing fake reviews.
It's like this. Let's measure the amount of time and money invested in self-promotion with what we'll call your Publicity Quotient. The more you invest in self-promotion, the higher your PQ (low morals increase your PQ slightly, with an increased risk of drastically lowering it when you're found out; high morals, sadly, do nothing). With that in mind, take a look at this completely unscientific, made-up chart:
Not terribly mathematical, I know. But beyond the general guideline that the more you put in, the more you'll get out, publicity is largely luck and magic - becoming a breakout bestseller even more so.
Also, anyone who tells you how to promote yourself, without mentioning in the same breath that you need a product worth promoting, is taking you in. If your book sucks, you can sell copies with publicity but it won't do you much good in the long run (see low morals).
That's my take on the whole thing, anyway. I plan on doing self-promotion the same way I've been doing it. I'll provide places for people to get hooked in, I'll get the word out with a non-spamming announcement, and most importantly I'll try to be genuine. That means leaving comments because I have something to say, not because I have something to link to. It means making profiles on social networks that I'm actually a part of (sorry, MySpace, guess that means you're out).
And it means trusting others to do the reviewing and word-of-mouth advertising for me. If it doesn't happen, it just means I need to write a better book next time.
And when that doesn't work, I'll upgrade my spambot.
All of that meant to say: (1) I'm reposting, here are my excuses, and (2) I'm getting a new computer soon (yay!)).
Reposted from November, 2008 (though probably new to you).
I hate the idea of self-promotion. Who doesn't? Who wants to be that kid who says, "Hey, everybody! Look at me!!" Okay, fine, well I never wanted to be that kid. Now I find myself on the outskirts of an industry that requires it.
So I've been researching self-promotion a little. One thing I've discovered is that I've already been doing it. I mean, the missionary "industry" revolves around self-promotion just as much as the publishing one does. Perhaps more so.
How you promote yourself depends, apparently, on how much money, time, and morals you have. If you have a lot of money, hire a publicist. If you have a lot of time, build a website, make profiles on social networking sites, and spend time on other people's blogs, the social net, forums, etc. - all the while linking back to your website. If you're low on morals, this time can also be spent comment spamming and writing fake reviews.
It's like this. Let's measure the amount of time and money invested in self-promotion with what we'll call your Publicity Quotient. The more you invest in self-promotion, the higher your PQ (low morals increase your PQ slightly, with an increased risk of drastically lowering it when you're found out; high morals, sadly, do nothing). With that in mind, take a look at this completely unscientific, made-up chart:
Not terribly mathematical, I know. But beyond the general guideline that the more you put in, the more you'll get out, publicity is largely luck and magic - becoming a breakout bestseller even more so.
Also, anyone who tells you how to promote yourself, without mentioning in the same breath that you need a product worth promoting, is taking you in. If your book sucks, you can sell copies with publicity but it won't do you much good in the long run (see low morals).
That's my take on the whole thing, anyway. I plan on doing self-promotion the same way I've been doing it. I'll provide places for people to get hooked in, I'll get the word out with a non-spamming announcement, and most importantly I'll try to be genuine. That means leaving comments because I have something to say, not because I have something to link to. It means making profiles on social networks that I'm actually a part of (sorry, MySpace, guess that means you're out).
And it means trusting others to do the reviewing and word-of-mouth advertising for me. If it doesn't happen, it just means I need to write a better book next time.
And when that doesn't work, I'll upgrade my spambot.
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Filed under:
blogging,
business of writing,
computers,
social media
On Spoilers
—
December 23, 2009
(6
comments)
When is it okay to mention spoilers without having to provide a spoiler warning? I have finally solved this age-old (i.e. as old as the internet) problem. Put simply, it is a function of how unbelievable the spoiler is and the age of the work in question. Like so:
If the Spoiler Quotient is greater than or equal to 1, then a spoiler warning is required. The OMG Factor is a rating of how unbelievable a given piece of information is, numbered from 0 to 5.
So "Darth Vader is Luke's father" (OMG Factor: 5, Years since release: 29) has a spoiler quotient of 0.17 and is totally fair game. While "the Axiom's autopilot has secretly been ordered to keep humans in space forever" (OMG Factor: 3, Years since release: 1.5) has a spoiler quotient of 2... which means I should've warned you.
Hm. Maybe this thing needs some more work.
If the Spoiler Quotient is greater than or equal to 1, then a spoiler warning is required. The OMG Factor is a rating of how unbelievable a given piece of information is, numbered from 0 to 5.
So "Darth Vader is Luke's father" (OMG Factor: 5, Years since release: 29) has a spoiler quotient of 0.17 and is totally fair game. While "the Axiom's autopilot has secretly been ordered to keep humans in space forever" (OMG Factor: 3, Years since release: 1.5) has a spoiler quotient of 2... which means I should've warned you.
Hm. Maybe this thing needs some more work.
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charts and statistics,
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On Priorities
—
December 21, 2009
(7
comments)
(Fair warning: Posts may be short or non-existent the next couple of weeks. Just saying.)
If you think this means I won't be careful with my Thai, you should know that 6 of those 8 people are my wife and in-laws.
Also, this is not to scale (unless you're a prospective agent/publisher, in which case this is totally to scale).
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Filed under:
charts and statistics,
Cunning Folk,
fun,
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