I am not a great writer

— September 25, 2014 (10 comments)
(LINK WARNING: The YouTube links in this post are kinda bloody -- accurate metaphors, but bloody.)

Last week I got critiques back on two of my novels. They were great critiques. I mean really great, like editor-from-Tor great. (Don't get excited. They were not from an editor at Tor, nor any other Big 5 publisher; I'm still very much in submission hell.) And this super-editor critique, that I'm extremely grateful for and will probably owe my future career to, well... it totally and utterly crushed my soul.

For two days straight, I was the authorial version of John McClane's feet. I knew I could write in theory -- I mean, people have said so before and even paid me for doing so -- but I couldn't make myself believe it. I didn't feel right reviewing other people's stories or even Torment docs. I felt like I knew nothing about telling a story or stringing words together.

Then I had a revelation, and I want to share it with you because I know all too well how common the soul-crushing critique is. The revelation is this:

I am not a great writer.

But damn can I revise.

Twisting it that way changes everything. If I think I can write, but then I get this critique that rips through my novel like a chain blade through a clan of ninjas, then surely I know nothing. I'm a pretender, a wannabe, and I will never get it right.

But if I consider myself a reviser, then a critique like that is expected -- desired even. It's just more ammunition to do what I'm really good at. Everything I write is going to get critiqued that hard, so it's a damn good thing that I can revise anything.

Don't get me wrong, the critique still hurts, and it's going to take a lot of work for me be happy with it again, but thinking of it that way gave me back the motivation I needed to tackle it. This is something I can do.

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Gaming, Women, and Missing the Point

— September 03, 2014 (1 comments)
There is a murderer on the loose. Some of the victims are men, but the overwhelming majority are women. Yet for some reason, instead of doing something about it, this conversation is happening all over the internet right now:
A: "Help! There's a murderer on the loose!"
B: "No there isn't. You're just making up that murderer nonsense to get attention."
A: "What? But... dead bodies. Murder. Facts."
B: "Fabricated. I mean, look how obviously these pictures have been photoshopped."
A: "These pictures are from the NY Times. One of the bodies is right over there. Someone is murdering women."
B: "Now you're blowing everything out of proportion. They're not murdering women. They're murdering men, too. But you don't see me complaining about it."
A: "Complaining? I... Look, I'm not saying men haven't been murdered. I'm saying the killer is primarily stalking and killing women. Even most of the men he's murdered were because he accused them of being women. Why are you arguing about this?"
B: "Oh, so now you're blaming me? I didn't murder anybody! You need to get your facts straight. There are a lot worse things than being murdered, you know."
C: "Hey, I heard you're trying to raise this issue about women getting murdered again. I thought you were a rational person, but I guess I was wrong."
D: "Woah! Stop blaming us for the murders! I interact with women all the time without murdering them!"
E: "Oh my God! You're not talking about this 'murderer' again, are you? Shut the f*** up!"
Of course I'm not actually talking about a murderer. It would be so much simpler if I were. I'm referring to online harassment, stalking, threats, and severe sexism -- particularly toward women, particularly in and around gaming culture. A recent public example being Anita Sarkeesian, who was stalked and driven from her home by abuse for bringing up the objectification of women in several mainstream games. I wish it were the only example -- if it were, maybe then we could talk about whether it actually happened -- but it's not even close.

The most horrible part about this conversation is that there are now two problems. There's the "murderer" who is actively killing people (Oh no! Facts! Don't look directly at them!), and there is this small but ridiculously vocal group of people shouting down everyone who tries to do something about it.

(There may be some overlap between the two -- I would not be surprised at all if there was -- but for now, let's give them the benefit of the doubt and say they are separate groups.)

Look, I can understand if you don't see the problem. Twenty years ago, I didn't see the problem either, and it was another decade after that before I saw just how prevalent the problem really was. By its very nature, the problem is invisible to us.

But you have to understand that when you argue with the victims, it makes you a part of the problem whether you see it or not.

This is not a blame game, though (making it such is also a part of the problem). It isn't about you at all. We're probably all sexist at some level, but it's not about labels either. It's about this: what will you do when confronted with people who are hurting? Will you argue that, hey, it's not all men? Will you throw up your hands because that's life and there's nothing you can do? Will you cuss out the person who dared to accuse you of the systemic discrimination that influences every single person on the planet?

Or will you own up to the problem, see it for what it is, and try to minimize it in yourself? Will you try to help and try to do better?

That's what this is for me. The point of this post is not to argue whether or not this crap happens (please don't, it makes you look dumb), but for the people who are where I was, who aren't aware of the problem and its extent, who don't realize that they are part of the problem but that there is something they can do about it.

Because it is a problem. This murderer makes gaming a toxic environment for many, and several times worse for women than for men.

And the second problem: a group who, while perhaps not murderers themselves, make it very difficult for anyone (though again, especially women) to try to talk about this problem. Discussion and awareness are key to any kind of progress, and while the harassers are extremely good at raising awareness (nice work, guys), they are less good about rational discussion.

What can we do? Talk about it. Read about it (you've got 9 good links right up there, most of which link to more good links). Post about it. Call it out when you see it, and don't play with people who do this sort of thing.

God, that last bit is the kind of thing I say to my 7-year-olds. But you know what? When we do or allow this sort of thing, that's exactly what we're acting like. It's way past time we grew up.

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Numenera Creatures: Burden or Opportunity?

— August 15, 2014 (1 comments)
JJL asks:
So I lately got Numenera corerulebook and bestiary and read them through, fascinating stuff, but It makes me wonder about the video game.

I mean, Numenera seems to be really hard setting to make stuff for since like, one of things book states is that all animals from modern world are extinct so if someone talks about scorpion, it might not be scorpion in same way we today understand what that word means. That and the fact that bestiary is weiiiiird(in cool way) makes me wonder how that affects the game design

I mean, when you are doing normal fantasy game setting, you can just include vampires and skeletons and whatever without thinking about it too deeply, but in numenera straight up magic doesn't even exist, everything is caused by really advanced science and bestiary doesn't contain any monsters from traditional fantasy setting. Heck, book even recommends against using words like dragon or griffon or such to describe creatures. So yeah, does that make job much harder for you guys or do you guys consider it more of opportunity to do interesting things? 
(I'm assuming you guys aren't ignoring the setting described by rulebook completely xP I mean, for all I know, if you guys want to include undead and straight up dragons, you guys will do that)

We're professional world-builders working on a brand that intentionally steers away from normal fantasy at every opportunity. So yeah: huge, HUGE opportunity. This is why we chose the setting in the first place.

(And yes, there will probably be zero vampires, skeletons, or dragons. We do have one creature called a wight,* but it's not what you think.)

* See the novella compilation in Update #7.

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Wait, wait, wait: One BILLION Years?

— August 08, 2014 (2 comments)
AstroBull has a question about the Numenera setting:
I have a question about the TTON time scale. In a previous AMA response, you mention "the setting of Numenera and Torment is Earth one billion years in the future, known as the Ninth World. A billion years is as far removed from us as we are removed from being single-celled organisms." This brings up questions regarding biological evolution. As far as I am aware, many/most characters in TTON will be recognizably human, though I'm sure with changes both genetic and technological in origin. Still, it would take quite the suspension of disbelief for me to believe that Homo sapiens as we know it would exist in this future, rather than some potentially un-recognizable descendent.

Couldn't the premise of ages of civilizations with vastly advanced tech followed by a dark age work for, say, 20 million years? Will there be some explanation as to why humans still exist in the unfathomable distant future?

You are absolutely right. In one billion years, humans and everything else will have evolved, the continents will have come back together and split apart again, and none of it will matter because the sun will have expanded to the point where life on Earth will be impossible.

Assuming nobody does anything about it.

That's the thing, though. In those billion years, at least eight ultra-powerful civilizations have arisen (or arrived) and then disappeared, each one advanced to incredible power far (FAR FAR) beyond what we are currently capable of. And each one messed with the Earth in substantial ways.

At least one of them had mastered planetary engineering and stellar lifting. At least one could fiddle with the laws of physics the way we play with Legos. At least one explored parallel universes and alternate dimensions. And more than one wasn't human.

So why are there humans at all, or anything even remotely close? The Ninth Worlders don't know the answer to that. Their recorded history only goes back about 900 years, before which humans lived in barbaric tribes and isolated farming villages. No one knows how long it's been since the previous civilization disappeared, nor where Ninth Worlders came from. They have a sense that Earth was once theirs, and then it wasn't, and now it is again, but they have no idea how this could be.

Will there be some explanation for you, the player? Not in Torment, and maybe not in Numenera at all. It's not critical to Torment's story, but more than that, it's part of the mystery of the setting. And mystery is critical to making this setting work.

As for why a billion, instead of some other large-but-sufficient number, Monte Cook has a better answer than I could give.

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About What We Do

— August 05, 2014 (3 comments)
From the AMA bag of holding, Surface asks:
Not to only ask about Torment - Im genuinely curious about your involvement with that orphanage.

How did it happen, really - and so far away from home? Im imagining you were probably on a vacation and just happened to run into it and then just... felt the call? Am i correct?

And how do you finance it? Seems like an impossible task just for one guy and his wife.

Is it you who is keeping it all together or are you helping or... how does it all work really?

This might be the first question for which my new readers need the backstory. Or just the story, I guess.

Like it says next to my picture over there, my wife and I foster a bunch of kids in Thailand. We're not an orphanage (though we used to work at one). We don't even really like the term "children's home" (though that has more to do with certain connotations that has out here -- technically, we are a children's home). We prefer the term family, because that's what we try to be in every way.

We take in kids that have nowhere to go. We try as hard as we can to treat them like they were our biological children (we have 2 of those as well, which gives a good point of comparison). We currently have 10 kids -- 9 at home and 1 in college -- from all kinds of backgrounds: orphans, refugees, abused, abandoned, Thai, Burmese, Lisu, Karen. Our only real criteria is that we are their last stop. These kids have had it hard enough; the more stability we can give them, the better they will be able to heal.

So our "children's home" is just our house and our family. We're the parents. We have no employees except a house helper (who is, herself, more family than employee). We almost never both leave at the same time because (1) it's hard on the kids and (2) it's hard on us!

How did this happen? The simple answer is what you said: God called us. The run-on sentence is that Cindy's had a heart for orphans since she was young, so when we felt called to come here (it was a more gradual thing, culminating in a very strange moment at a pastor's conference where we both *knew* God was asking us to go), we had a vague idea of running an orphanage/planting a church in whatever country we ended up in. About a year after we got here, we had something of a reclarification, in which we realized we didn't want to manage an orphanage. We wanted to parent a family.

Financing our home has mostly come from friends and family who support our vision, as well as from our own savings. Over the last few years, our family has grown beyond our income from supporters, and our savings have been gradually exhausted. It was almost exactly two years ago when we were considering fundraising (blech), but then I got this job you might have heard of.

So yeah, your Kickstarter dollars help support orphans in Thailand. That's how awesome you are. Seriously.

You can't believe how grateful I am -- to you the backers, to Colin and Kevin and Brian, to God. I never, ever, ever, ever thought I'd get to be in game design again without quitting everything we do out here (which isn't going to happen). The fact that I get to work on this amazing game, without taking any time away from my amazing kids, has been blowing my mind for two years straight now.

Thank you for the question, too. I appreciate the opportunity to share my family a little bit.

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About Torment's Crisis System

— July 22, 2014 (5 comments)
Two related questions from the AMA desk today.

Baudolino05 (aka Alessandro, from our wonderful fan-run Italian tumblr) asks:
What can you tell me about the quest design in T:ToN? I mean: only part of the quests will be handle through Crises, right? As for the remaining part, can we expect complex/interrelated quest-lines? Will they feature puzzle-solving/exploration elements like in the original Torment? No combat at all, right?

Along similar lines, Surface Rfl says:
One additional question more about Crises themselves, since you mention their apparent duration as one reason why saving in TB would be possibly, or most likely, allowed.

Im wondering about their general structure.

Does your answer mean that all of a Crises will be done in TB mode and so be all combat related?  I thought there will be other things to do inside Crises. And usually, for things other then combat, we go back to normal real time gameplay in games like these.

Torment's Crisis system (which we introduced in ridiculous detail here) might best be thought of as our "more than combat" system. Or better yet, think of it as a tabletop encounter, where combat is certainly one way to handle things, but where players have many, many more options available to them as well.

Yes, Crises are all turn-based. But no, they are not necessarily all combat. We use the Crisis system whenever there's some kind of time-based pressure the player must deal with. For example, it would be a Crisis to sneak out of a prison or to try and rescue people from a rampaging horror. In the first case, the pressure comes from the guards who are patrolling or responding to alarms. In the second, of course, it's the horror itself that provides the pressure. In both cases, while combat is a possibility, it's not the ideal solution to the problem.

So the "other things" you can do depend on the individual Crises themselves. You might be repairing (or disabling) ancient devices, persuading people that you're on their side, creating distractions to temporarily stop the horror, etc. We wouldn't be able to do this kind of thing well in a massive dungeon crawl game, but since we're focusing on quality over quantity -- on a dozen or so handcrafted scenarios, woven tightly with the narrative and environment -- we can afford to make each one really interesting.

As for quests, certainly there will be some that result in a Crisis, but just like PST there will be many quests (maybe most quests) that you can solve with just conversation and exploration. We're excited about the Crisis system, but this is still a Torment game, after all, and that means that conversation and narrative are king.

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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.)

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