The spark.

It’s been awhile since I actually sat down and talked about my process as a writer, hasn’t it? Well, how about we take a step back and look at the one process that a lot of non-writers always ask.

“How do you get your ideas?”

It’s such a simple question, isn’t it? Yet, despite its simplicity, it’s a very loaded question that we have to even ask ourselves. So, when I begin working on a new project, what do I start with when I begin to brainstorm an idea?

A single image.

That’s right, I’ve had entire projects and everything spring to mind due to just one single image in my head. Everything grows from the roots that the image plants, ranging from the beginning to the end. Characters, worlds, etc, they all come from that.

Take for example, my current NaNo project. It features an Air Force pilot testing an FTL drive for NASA, but he gets sent to the other side of the galaxy when it goes awry. To get back to Earth, he integrates with an alien fleet that is essentially the last survivors of their species, and becomes a pilot for one of their gunships on the journey home.

Where did the idea for this story come from? What image could I conjure up in my own head that bred this story concept? I had the mental picture of a squad of infantrymen in a scifi setting, while a VTOL gunship flies in, hovers above them, and begins opening fire on the hostiles attacking the infantry squad.

That single image then begins to raise questions in my mind. Who’s fighting on the ground, and why? Who are they fighting against? What kind of man is the person piloting the gunship? Is he alone in there, or does he have a gunner? Is that ship limited to just the air, or is it capable of fighting in space?

Questions like those arise, and as I imagine answers that sound interesting, I start putting them down as possible story elements. The squad on the ground? Aliens, because they’re trying to protect the last pockets of their species that remain. Who are they fighting? Machines that were built for war by a race that is now extinct and can no longer hit the ‘Off’ button.

Questions and answers continue, with the answers constantly breeding more questions. Eventually, I then wind up at a point where there is a web of details, all explaining different aspects of the story and its elements. With that web, I then begin to piece together a story, figure out who the characters are and what they’re like, find the type of feeling I am aiming for, etc.

It is a long process, but there eventually comes a point where I sit back and look at the overall picture. Seeing who the characters are and what their motivations and weaknesses are, finding the subtle messages one might be able to interpret, and so on. At that moment, I either realize that it still needs more work and refinement, or that I am on to something and need to start penning it.

The thing is, the forming and creation of ideas doesn’t end there. I could be in the middle of penning the story and an idea will strike of a plot point or a new character will strike. Hell, I just had an epiphany about one of my character’s fate in my NaNo project today, and I’m already well into writing it.

Even all the way into editing, one can have a brand new idea that spices up the story, or even cleans it up. For Blood in the Machine, I wound up actually cutting an antagonist because he wasn’t fleshed out nearly as well as he should have been, and there wasn’t a way to make it happen.

So you see, the idea of creating a story doesn’t come all at once. There are few moments where something of depth and meaning will strike in one swoop. Instead, the process of creating a story exists all the way into editing your first draft and even later.

Anyways, just thought I’d let out some “behind the scenes” info, and maybe add a spotlight as to how I work on a story. I hope you find this insightful or intriguing, and might have learned something here. If you’ve got your own process that differs from my own, feel free to share and let us know. Until then, have a good one.

~ James.

Letting go.

Well, final edits that I am handling myself are done. I’ve also got a rough list of outside support to inquire into for the things I can’t do on my own and need a professional eye for.

Time to do the one thing that remains left to be done: Nut the hell up, and prepare to try and join the pro-league.

Gonna take it one step at a time though, starting with the editing. After that’s all wrapped up, then I’ll delve into the convoluted world of cover art and illustration.

I confess, I am nervous in the greatest of ways about this. In a way, the sensation that I have obtained from this very moment is one not too dissimilar to when I sent out my first story for publication. From there, I felt it once more when I sent out my work to my first paid publication.

Now, I get to feel it again as I try and inquire or obtain the services of veterans in the industry, ranging from other authors to industry-grade illustrators.

It truly is the most exhilarating sense of fear, adrenaline, panic, and hope all bundled together that I could have imagined. Who would have imagined that such senses of elation and chaos would come from such a small and simple work, a novelette of eighteen thousand words in length.

So yes, folks, Blood in the Machine. It’s alive, it’s strong, and my hand in its initial stages is done. Now, it’s time for me to find those who can help see it the rest of the way, and let go.

Well, you know, and have a heart-attack while doing so.

– James.

My Thoughts On: Beyond – Two Souls.

It’s been a little while since I did a “My Thoughts On” article, but boy, do we have something to talk about.

Beyond: Two Souls came out for the PS3 on Tuesday, and I’ve been playing it non-stop since. Before I get into Beyond, however, I want to talk about my history with Quantic Dream, the studio behind the game.

I’d always known about Quantic Dream, but I’d never actually played one of their games before. My first experience with them actually came from a tech-demo they put together, called “Kara”. Check it out below if you like, I’ll wait

A seven minute tech demo that felt like a fully realized short story or film. It had more impact and delivery, to me, in those seven minutes than most movies get in a hundred and twenty, or most games get in 10 or more hours.

I was addicted, I needed to see what they could do with a full game, rather than just a seven minute tech demo. Thus, I went out and bought a copy of Heavy Rain.

I put it in and played it for three hours straight, then I never picked it back up again.

The story felt uninteresting, and the pacing was horrid; I felt like I had accomplished nothing in those three hours, and that I’d not even seen or experienced anything of consequence. With the pacing, I understand that you want to take some time to showcase a bit of who these characters are as people, and even a bit of what their lives might be like on a normal day. Still, it felt completely wrong and like the game was wasting my time.

When I saw the announcement for Beyond: Two Souls, however, I was captivated by the idea. I decided to give them another shot, so I picked up a copy of Beyond on Tuesday and have been playing it without pause. That fact alone should give you the impression that it is an improvement over my previous experience.

So, let’s get down to talking about what Beyond actually even is as a form of media and what it’s about. Shall we?

Beyond: Two Souls, while technically a video game, will challenge your definition of the medium. It isn’t something that you “play”, but more of something that comes out as an interactive movie experience. Make a note of all three of those words in particular, they are there for a reason.

The game differs from just about all others in that events play out on their own, you just happen to choose some dialogue options that affect the way you interact via conversations, or you interact with certain objects in the game that cause certain actions. It’s something akin to a “Choose Your Own Adventure” story, or for those of you familiar with the title, an evolution of Dragon’s Lair.

You don’t play the game, you merely interact with it and the characters therein. Actions taken throughout the game come in the form of quick-time events, something that is normally reviled in games. For this title and its story, however, it fits.

Everything about the game tries to emulate a movie, trying to act as a bridge between films and games. The camera angle and the way you see scenes, the film-like score by Hans Zimmer, even the casting choices; Ellen Page plays the role of the protagonist, while Willem Dafoe takes on the role of the biggest supporting character.

When you refine or strip down everything so you can leave nothing to get in the way of the story and immersion, however, you put just about every bit of scrutiny on those two elements. That in mind, how does the story, its characters, and that immersion hold up? For me, quite well. It’s got some rough patches, but it felt stronger than most other games.

You play the role of Jodie Holmes (Ellen Page), who has been bound to an entity known as Aiden ever since she was born. No one can see him except her, no one can hear him except her, but he can interact with the world and Jodie. Aiden is able to move objects (or throw them), possess or even kill people, act as a link so Jodie can experience visions, ect. He is helpful, but he’s temperamental, possessive, and fiercely protective of Jodie.

Because of how he can sometimes gets temperamental or bored, along with how defensive he can get, he often acts out on objects and people around her. This, as you might imagine, gives her some small blessings, but becomes a curse that derails her entire life.

The entire game plays through important events in Jodie’s life, ranging from when she was a small child, to growing up in a research lab under Nathan Dawkins (Willem Dafoe), all the way into her adulthood. You, as the player, witness how Aiden’s presence drives people away from her, attracts the attentions of others, and how her link to him affects the world at large.

You also switch to Aiden, using his powers to interact with the world around you and even make some decisions. His powers are how you interact with the world and advance the story beyond Jodie’s own actions. Possessing people to open gates or even attack other soldiers, choking certain people to death, linking a vision to Jodie’s mind, ect.

So that’s the premise, but how is the execution? It’s a mix between a few scenes of brilliance, an overall quality of very good, but spots a few blemishes.

The story plays out of sequence, so you’ll bounce from a scene with Jodie as a young adult all the way back to when she was five, to then fast-forward to just before the present day. It works very well some times, but other times it seems to fall a bit flat and feels slightly disjointed. There are some plot-holes that can be noticed if you pay attention as well, but they aren’t too glaring.

The pacing was also a noticeable improvement over Heavy Rain for me. The first and second acts mostly avoid any sense of feeling “epic” or larger than life, with even some scenes acting as a normal moment in a normal life (cleaning up the apartment and cooking dinner for a date, as an example). Even then, however, we see how Aiden’s presence influences those events and the meaning of them.

In addition, the third act took a turn that felt a little far fetched, making it seem that it would maybe have been better off staying a bit more “grounded”. From what I understand, however, this is something of a recurring theme in Quantic Dream games.

At the same time, the game falls victim to violating the rule of “show, don’t tell”. As an example, it goes from one scene of us seeing a supporting character acting like a complete toss-bag, only to fast-forward to the next scene where Jodie tells us (through Aiden) that he’s smart and funny while providing no evidence to show how the character’s personality changed in between scenes.

Some of the dialogue also feels like it could have been written better, but the cast makes the most with what they have. The solid performances, when combined with the exceptional facial animation and detail, felt like it brought some scenes to life and made their impact that much more real.

I got involved in the story enough, mostly through the characters, that I was hooked to it. I’d even be lying if I said that some scenes didn’t bring tears to my eyes as you watch Jodie’s entire life story play out in front of you, all of her hardships included.

Keep in mind, this is not a happy story. It deals with abandonment, life and death, and even societal segregation. Jodie’s life is a mess because of Aiden’s presence, and him being there warps the meaning of the smallest and greatest of things.

From what I understand, there are more than a few endings depending on how you chose and influenced things, so I will definitely go back and do a new play-through at some point.

That, however, is what the game is in a nutshell. It’s going to attract and scare away players because of what it is and what you experience.

You’re not buying and playing a game, you are getting and interacting with an exceptionally long movie with quick-time events and some dialogue choices. You are playing more of a role as an observer who is able to influence the story, watching this tormented girl’s life play out before you.

Gamers who are looking for a challenge or engrossing gameplay will not want to even try it, because that is not what Beyond: Two Souls is about. If you’re like me and live for stories and characters, no matter the medium, then it’s worth considering.

I enjoyed my time with Beyond: Two Souls. I thought it was a unique experience in its form of delivery, and the story was interesting to watch play out. There were some hiccups along the way, yes, but I am willing to overlook them in favor of how I felt as everything played out on the screen before me.

If this story sounds like one that you want to experience, and you’re willing to recognize that it isn’t a game in the traditional sense, then I would recommend Beyond to you. I’d maybe suggest waiting for a price drop, since some might take issue with what amounts to a $60, 10-hour movie with QTE’s, but I would suggest trying it none the less.

~ James.

The State of the Mind: September 2013.

Another month, another “State of the Mind.” You know what to expect from these by now, don’t you? If not, it’s simple: I rant and ramble about the things I’ve been thinking about, doing, or being entertained by, all to supplement me jabbering about the writing.

Any questions? No? Alright, let’s get to it.

First up, work-wise. The Veil is continuing on well after the recent bump into a bi-weekly upload schedule, rather than the weekly release. I personally think the last chapter was also a bit more improved because of it. The views have also been not too bad as well, so I can’t complain. However, leave it to me to not be satisfied with that amount of info. Instead, below, I’ve created a straw poll to try and get people’s thoughts on it.

If you want to participate in the poll, just click this link. It’s simple, it’s easy, and it scratches an itch of mine.

As for stuff that isn’t The Veil, there’s definitely a lot of things in the line-up. Getting back to work on Blood in the Machine is in order. At the same time, I am still frothing to sink my teeth into Dark Stars, but there’s plenty of time before that becomes a priority. I am just itching to write something new, however, and I’ve even had an idea hit me that I’d love to test.

The idea I actually want to try is a bit of a Sci-Fi horror story, though I don’t know how well I’d pull it off. It’d be more of a psychological horror attempt, using allegory about the research and creation of highly destructive weapons. Again, I have no idea how well it would turn out, but there’s also a lot of other projects to wrap-up between now and then.

On the social end, I’ve been on a bit of a silent-stretch on Google+, so I am working on changing that. At the same time, i installed and linked up Janetter for my PC and my phone, so my Twitter has been getting more organized so I can use it effectively. It’s all about that connection and such, so I may as well try and actually get connected.

On the media front, I’ve been on a bit of a binge. I finished two books (World War Z by Max Brooks and Andromeda’s Fall by William Dietz), watched three movies (World War Z due to Amazon Instant, Star Trek: Into Darkness, and Silent Hill Revelation), and finished playing through Lost Planet 3.

Both the books were spectacular, with my especially loving Andromeda’s Fall. An interesting book, even if somewhat simple in concept, that had great characters and a good idea for battlefield detail. I’ve heard that Mr. Dietz intends to turn it into a trilogy, so I am rather looking forward to future runs with it. It is, as well, an exemplary showcase for how a lack of abundant visual description can help the mind create its own mental image for what you’re reading, something I believe I need to learn to adopt better.

Movies-wise, it’s a mixed bag. I thoroughly enjoyed both the novel and the film of World War Z, even if there are flat-out contradictions to the overall story including the fact that the entire film story doesn’t happen. But hey, it’s still an enjoyable zombie film, and I personally believe it’s one of the better films of the genre.

ST:ID was better the second time around, I’ll give it that. It’s an enjoyable SciFi action movie, but not a good Star Trek film. Then again, we’ve never really had a “great” Star Trek movie, so that doesn’t mean much. Silent Hill: Revelation, however was … it was an okay horror movie, maybe even a decent one, but it’s not a good tie-in to the series. Just as well, the later games in the series haven’t been good tie-ins either, so not much has changed.

As for Lost Planet 3 … ugh. I like the Lost Planet series, I even really enjoyed the emphasis on character and story in 3. However, for all of you developers out there, please do me a favor: Optimize your damn game before you release, okay?

In this one’s case, I’m one of those guys who has a fancy headset that emulates surround sound. For a guy like me who can’t use speakers without disturbing someone, it makes everything better from watching movies to playing games, even listening to music. However, LP3‘s movie files did not mesh with that surround sound what-so-ever, so every time a movie would pop up, either the game would crash or I’d have to do some dumbass dance between Windowed and Fullscreen mode.

I only found out about three-quarters of the way through that my headset was causing the conflict, so I had to swap it out for one of my older headsets. All the crashing, window-dancing, and instability really destroyed my ability to get into the game for those first three quarters, then being forced to use inferior hardware on a modern title ruined my experience for the last part. It’s a shame too, because I actually really enjoyed my time with LP3. Once they get it patched and fixed, I’ll probably go back and replay it.

I’ve also been playing Final Fantasy XIV on-and-off, really enjoying the time I spend with it. If you’re playing it as well, I am playing on the server “Coeurl”, and my character there is “Vaerys Dirion”. Currently in the high-teens now, looking to work up the tradeskills before I take my main class a bit higher.

Well, with all of that said, I’m still wide awake and some of my work is calling. Time to get to it. I hope you lot have a good rest of the weekend, and I hope to hear from you all soon.

~ James.

The State of the Mind: August 2013.

It’s been quite a wild ride for the last month or so. Kinda thinking a monthly “State of the Mind” might be a nice thing to throw together. Gives plenty of time for some new and interesting stuff, yet not spam people’s emails and social media filters.

What’s been happening, you ask? Well, let’s go down the list…

1: I am redesigning the way that people get notified about my posts on Google+. If you follow me over there and have no idea what I’m talking about, give this post a quick check.

2: Work continues on Blood in the Machine, which might be getting a new title. Something simpler and, admittedly, more story-focused. The story itself, however, has had entire new scenes added, thousands of words in new dialogue and details, and has had quite a few of the beta notes taken into account. That said, the work still goes on with it. I am eagerly awaiting the point where I can read my own finished version.

I am quickly approaching the point where I have to start considering my options for editing and cover art. I do know a couple approaches for the editing, but the cover-art aspect actually has me quite beat. I’ll start doing some more research as time goes on, but it’s definitely going through my head.

3: The Veil … yeah, there’s definitely some problems abound with this one. While I’ve yet to hear back from anyone in regards to pacing, it still remains a concern of mine. I still love the story in my head, but it feels out of place as I put it on paper.

I know that if I went back and reworked how it opened, I would have started it much, much later on than it did. That doesn’t mean, however, that I will be abandoning the story. No, I won’t leave the story half-done or abandoned or anything like that. Instead, I’ll write it through to completion, then take a damn chainsaw to cut and trim it before reworking it into a far more coherent version.

Every first draft is shit, right?

You lot said you wanted something episode, so you’re getting it. It just happens to also be a rather transparent example of the Work-In-Progress period of a piece. For all of you non-writers out there that are reading the series and this article, think of it like a learning experience.

If I went back in time, I doubt I’d honestly stop the project from starting even if I could. Instead, I’d have just done it smarter, and perhaps rebranded it less as an episodic piece and more as an “inside the writer’s workload” project.

4: As far as gaming goes … damn, this week is gonna kick my ass. Between Saints Row 4, The Bureau: XCOM Declassified, Splinter Cell: Blacklist, and my recent foray into State of Decay, there’s a ton to go around. I’ll probably also post up some “My thoughts on …” articles about a couple of them, so there’s something for ya.

5: For something that isn’t digital, however, there’s health. As some of you might be aware, I recently made a comment on Google+ about my level of fitness. From there, I started changing my eating habits and started working out, and there’s already been results.

I started this whole thing out weighing 242 Lbs at 5’5″, none of that being muscle mass. My main diet, at that point, consisted of frozen foods, crackers, and soda. Yeah, not exactly fun to admit, but it needs to be said.

Since then, I’ve started cooking real food after having cut all frozen food from my diet, and have slowed down on the soda consumption, replacing it with more water and some Gatorade (not the best, I know, but it fills a craving and is better for ya). Now, I’m down to 234, am feeling more physically fit (still dismally bad, but an improvement nonetheless), and have had to tighten my belt a couple more notches.

What’s my secret? I cut down on my portions, I replaced M&M’s and crackers with yoghurt and apples, and am eating chicken made with dry rubs instead of boxed, frozen pizzas. Throw in some water, a bit of exercise every other night at the minimum, and it’s actually been surprisingly effective.

No massive diet overhauls, no P90X, no insanely priced gym memberships, nothing like that. Just a bit of sensibility and shame, along with the voice of a lovely sounding English woman as the straw that broke the camel’s back.

So yeah, that’s where I’m at physically and mentally. Just thought I’d air out some thoughts and let you folks know where things stand and address some topics.

~ James.