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Kreia, from Chris Avellone’s “Knights of the Old Republic II”

One of the best things you can say about a work of fiction is that it changes how you think about life.  To my mind, what makes something truly great Art is if it gives you a new perspective on everyday life.

This might be why a some people don’t think video games are Art. Nobody does anything different after playing, say, Pac-Man.

This is where Chris Avellone‘s games come in.  Avellone’s design philosophy is heavily focused on “reactivity” in gameplay. Last year I wrote about why this means the plots, characters, and mechanics of his games are so thematically integrated.

To summarize briefly: “reactivity” means that the game world reacts to the player character’s choices.  Rather than just being a set series of tasks the player performs to advance the story, a reactive game environment means the player can influence what happens in the game world.  This means a game has multiple endings at a minimum, and usually different ways to complete tasks or different story arcs to follow as well.

Reactivity makes for a satisfying game experience.  You feel like you are really participating in the game-world, rather than just pressing buttons to turn the pages in someone else’s story.

This is where the “applicable in real life” part comes in: people like reactivity in the real world, too.  We don’t typically think of it in those terms, but it’s true.  People like to feel like their actions mean something.

Usually, people are at their most unhappy when they feel powerless. We want to feel like we have some measure of control in our lives, and some input in what happens in the world. We never have total control, of course, just as the player of a game doesn’t either–there is always the possibility of losing.

For example, people like it when other people listen to them. If somebody presents an idea, they like other people to engage with it, rather than just dismiss it. At a basic level, listening to people’s ideas is a kind of a reactivity–it sends the message that their input matters.

The fact that people like it when you listen to them isn’t a revelation. A guy named Dale Carnegie wrote at length about it in the 1930s. So did Stephen Covey in the 1980s. But reactivity is a handy way of understanding the concept.  If you think of everyone as a player character in their own video game, you know that what they are looking for is the opportunity to influence the world.

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Robert W. Chambers, author of “The Repairer of Reputations”

As long-time readers know, I love the story The Repairer of Reputations, by Robert W. Chambers. I wanted to write an analysis of it, but it’s such a carefully-constructed story that I didn’t know how to do it without quoting huge sections at length.

Then I had an idea. The story is in the public domain. (It was published in 1895.) So, I thought, why not post the story with my comments included? That will be an easy way for people to read the story and for me to comment on specific things that I think make it work so well.

So that’s what I did.  It’s so long that I put it on its own page rather than do it as a blog post. You can read it here. I hope it’s useful to anyone who wants to write weird fiction.

I’ve heard lots of criticisms of video games over the years, but Jeff Vogel’s critique that they have too many words is a new one. He makes a strong case against one particular game–Obsidian Entertainment’s Pillars of Eternity. After reading his article, it’s hard to argue against the claim that Pillars is too verbose. The character creation and menu screens are packed with tons of text for the player to wade through.

I’m less sure about whether this is really a trend in gaming generally. After all, Pillars was explicitly designed as a throwback to the beloved text- and lore-heavy Black Isle RPGs. For example, Planescape: Torment has over a million words. Even I tended to ignore some of the esoteric descriptions in Planescape, and I love that game.

Scene from “Planescape: Torment”

Some players really do seem to enjoy the atmosphere of a game rich with background material. It may be true that much of the information is irrelevant to the game’s mechanics, but this is High Fantasy, and one of the things High Fantasy fans look for is a sprawling world filled with many interesting details that don’t all fit into the main narrative.

Using lots of words is indeed a problem, as Vogel says, but not just in games. The High Fantasy trope of giving tons of background information can be traced back to J.R.R. Tolkien. The Pillars of Eternity intro is nothing next to the dense opening chapters of The Fellowship of the Ring. In general, when writing in a genre, you will try to emulate the most successful authors in that genre, so it’s hard to blame Obsidian for looking to the work of Tolkien and his successors for ideas.

I myself have never been a fan of this style. And that’s despite the fact that some of my influences favored verbosity. Take H.P. Lovecraft for example–he was a pioneer in writing horror, but he tended to go overboard with some of his descriptions. I think some of that crept into my own early attempts at writing horror.

It’s much easier to use too many words than to use just the right number. The old line about “writing a long letter because I didn’t have time to write a short one” applies.  It’s easy to waste words, and that dilutes their intended effect.

The economy of any piece of writing is a very important consideration, but few people ever think about it. It wasn’t until I saw the movie Lawrence of Arabia that I really learned to appreciate it.

Think of it this way: whenever you write something, eventually you will have to stop. You only have so many words before you have to hit send, or mail it to the publisher, or whatever. While the supply of words is theoretically infinite, in practice it’s severely limited–by the reader’s attention span if nothing else.

So, you want to maximize the value you get per word. What do I mean by “value”? Well, it’s whatever idea or feeling you are trying to communicate in your writing. If it’s an informational document or a bit of technical description, then you want to be as clear and concise as possible. If you are writing a character who prefers to communicate non-verbally or who is just mysterious, you use few words, and you make them vague and open to interpretation.

Sometimes there is value in deliberately using too many words. The dramatist W.S. Gilbert (another of my favorites) would often have characters say things in as complicated and lengthy a way as possible for comic effect. “Quantity has a quality all its own,” as they say in big organizations.

Vogel is right that the Pillars opening screens are bad at conveying information. They could have communicated the same points more succinctly. But the problem is that in addition to giving the player some information, they are also supposed to be atmospheric. And you usually need more–or at least different–words to create an atmosphere than to just convey information.

It’s a difficult balancing act–the writer(s) must both communicate technical detail about how to actually play the game while also keeping the player immersed in the virtual world in which the story is set. (For an example of a character creation intro that is more integrated with the game and doesn’t bore the player, I recommend Fallout: New Vegas-also by Obsidian.)

The “optimal” number of words is dependent on what the writer is trying to convey, as well as on the medium they are using. Obviously, a screenwriter is going to use fewer words than a novelist to describe the exact same scene, because the screenwriter knows they will have actors and sets that will communicate certain things visually.

To summarize, all writers, regardless of their subject, style or genre, should follow Einstein’s advice: “Everything should be as simple as possible–but no simpler.”

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Carrie Rubin, author of “Eating Bull” and “The Seneca Scourge”

[I recently read the book Eating Bull, by Carrie Rubin. I loved it, and contacted the author.  She very kindly agreed to be interviewed about her work.  Enjoy!]

BG: I’ll start at the beginning: how did you get the idea for “Eating Bull”? Did the idea just come to you one day, did some specific incident suggest it, or…?

CR: A little bit of both. Overweight/obesity is a professional interest of mine. I’ve dealt with it in both a clinical and research setting. Many people assume a large BMI means a lack of willpower, but that’s both inaccurate and unfair. Many other factors come into play, especially our disastrous food environment where processed food, mega-sizes, and sugar-laden junk bombard us wherever we go.

Through fiction, I wanted to bring the issue of the food industry’s role in obesity to light. Plenty of nonfiction books exist on the topic, but with fiction you get an emotional element as well.

As for a specific incident, several years ago a tearful, severely overweight adolescent sat on my exam table and said: “Not a day goes by I don’t know I’m fat, because no one will let me forget it.” That was the catalyst for my teenage protagonist.

BG: The book has three “starring” characters, each of whom represents a different view on the roles of the individual and society in causing obesity. Can you discuss these viewpoints a little, and also how you balanced the amount of page time devoted to each?  Was it difficult to strike that balance?

CR: I wanted to represent three viewpoints, from one extreme to the other, all of which exist in our society:

My secondary protagonist, a social-justice-seeking public health nurse, represents the viewpoint that society plays a huge role in our weight gain and must take responsibility.

My villain, an obsessive-compulsive fitness fanatic, believes obesity is entirely the individual’s fault and takes it upon himself to rid the world of “undisciplined sheep” … in a very bloody way.

My primary hero, an overweight teenager, falls somewhere in between, representing the viewpoint that both the individual and society play a role, but that society must make changes so that it’s easier for the individual to change too.

As for the number of pages devoted to each, I simply shifted to a new viewpoint with each chapter, rotating the characters on a regular basis, each carrying the story forward according to his or her point-of-view.

BG: Regarding the villain of the story, Darwin: He’s really a repulsive and terrifying character, but you also show just enough of a glimpse of his past to make the reader feel a little sorry for him at the same time. He seems genuinely mentally ill, rather than just a caricature of a psycho killer–I loved that. Any observations (or advice) on writing plausible, well-rounded villains?

CR: Villains are tricky to write. They can easily become one-dimensional. Rounding them out into full-fledged characters with likable—or at least relatable—traits is difficult, and I have a ways to go before I master that skill.

Darwin’s pretty despicable, but I tried to create backstory that would explain how he got that way. This proved even trickier considering I hid his identity until the climax. I had to flesh out his character without giving away who he was. That adds an element of mystery to the thriller and hopefully keeps the reader guessing until the end.

BG: I could go on forever about how much I liked the characters in “Eating Bull”. Expanding from just Darwin, what are your techniques on writing characters generally? Apart from the three starring characters, did you also write the supporting cast to reflect the central theme of the novel?

CR: Before I even start my outline, I define my main characters: their likes, dislikes, dreams, goals, mannerisms, etc. Characters drive the plot, so I like to have a firm grasp on them before I start much story planning.

As for the supporting cast, I usually have them in mind before I begin, but they tend to blossom as I go along. In Eating Bull I did indeed write some minor characters to reflect the central theme: the bullying grandfather and classmate, the unsupportive boyfriend who dislikes overweight people, the dietician and fitness coach who guide my main character toward his goal.

Some of the supportive characters heap a world of hurt on my teenage protagonist, but I wanted to reflect real life. In my research for the book, I attended a seminar in which the focus was to highlight the frequent fat-shaming that goes on in our society—including from the healthcare industry—and to shift the onus from weight loss to size acceptance. The tales the speakers told of the shaming they experience on a regular basis, from acquaintances and strangers alike, horrified me. I knew I needed to have my character experience the same thing if I wanted to be honest to the theme.

BG: What is the central message you want readers to take away from “Eating Bull”?

CR: I’ve already touched on that somewhat, but the main takeaway is: weight gain and loss isn’t as simple as calories in minus calories out. There are many other factors in the equation, including hormones, biological determinants, neurochemicals associated with addiction, socialization of food, poverty, food environment, built environments (poor walkability of a city, food deserts, etc.), and yada yada yada.

I could go on and on, but the point is, changes need to be made at all of these levels if we want to see real progress. Expecting the individual to do it alone hasn’t worked too well for us so far. It’s time to up our game.

BG: So, not to spoil anything, but you’ve mentioned you are working on another book. Any hints as to what to expect from it?

CR: I’m often reluctant to discuss my unpublished works (worried I’ll jinx things, perhaps?), but I can tell you my latest completed manuscript is a medical thriller with supernatural elements. There is no shortage of medical thrillers out there, so I like to change things up a bit. It’s pretty much ready to go, and I’ve just completed the first draft of the second in the series. I’d like to write at least three novels with the same recurring characters—maybe more—but each book will be a complete stand-alone.

BG: What other authors have influenced you, either in writing style or in genre/subject matter?

CR: I always get nervous with this question, because I worry I should list a number of literary greats, but that’s not how it is for me. I’m all about the storyteller.

In my teen years, Stephen King was a huge influence on me. More than just be a writer, I wanted to be a storyteller, and to me he’s one of the best. JK Rowling is in that category too—a gifted storyteller—and if I can match a fraction of their skill I’ll be happy.

In terms of writing medical thrillers, Robin Cook was my first influencer, and while his writing might sometimes get panned, he knows how to weave a good tale. I’m easy to please and can overlook a lot. Give me a story I can get lost in and you’ve got me as a fan forever.

Before I go, Berthold, I want to thank you for your support of my novel and for interviewing me on your blog. It’s a pleasure to be here and I enjoyed answering your questions!

BG: My pleasure. Thank you for your thoughtful and informative answers!

[Carrie Rubin is a physician, public health advocate and the author of medical thrillers Eating Bull and The Seneca Scourge. You can find her books here, and also be sure to check out her website and social media pages.]

250px-planescape-torment-box[Last week Beamdog released an enhanced edition of Planescape: Torment for modern desktops and tablets. In honor of this occasion (and hopefully to drive more people to play it) I decided to post a full-length review of the game, which I’ve somehow never done despite going on about my love for it all these years. Be warned: some spoilers ahead!]

What always strikes me first about Planescape: Torment every time I start a new game is how weird it is.  Your character –called “the Nameless One”–wakes up in a mortuary, apparently as an amnesiac zombie, and is greeted by a floating skull who proceeds to read a message written on the Nameless One’s back.

And that’s just the opening few minutes of what’s at least a 20- to 30-hour game.  It doesn’t get less weird after that.  You meet a whole host of bizarre characters: a chaste succubus, a living suit of armor, a man who is eternally on fire, a living cube with crossbows… the list goes on.  And that doesn’t even address the weird setting–an indescribable world of twisting labyrinths and cities that shift both in physical space and across different planes of reality.

All in all, it’s a strange and disturbing universe that the Nameless One must traverse in order to complete his quest.

And yet, for all the outré creatures and situations you encounter, it always remains possible to relate, even if it’s only in some twisted way, to the humanity of the characters. That is the first piece of genius that points to the heart of Torment’s brilliance: though it is surreal, it is also real on an emotional level–more real, in fact, than many other games that strive for super-realistic graphics and gameplay.

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Gameplay screenshot via Planescape.com

There is a heart to Torment‘s characters, and a logic to its locales and events, because they are all connected by a unifying theme: their relationship to the Nameless One, and how his actions impact all of this is the thread that weaves all these fantastical elements together into a coherent whole.

The fundamental feature of all video games is interactivity.  What differentiates games from other art forms is that the intended audience is meant to actively engage with the game.  It is not merely a passive experience, but one in which the audience is meant to take some action which in turn advances them towards a goal.

In games with narrative–what we might call “dramatic games”–the player’s actions are supposed to advance the story.  By performing an action, the player sees what happens next.  In more sophisticated games, the player has some choice of what actions to perform, and these affect the course of the larger story.

The full potential of this storytelling style is seldom realized in most dramatic games. Generally, most stick with the tried-and-true formula of the player advancing a straightforward narrative by performing a set of actions. But in Torment, the concept of interactivity is wedded to the story of the game itself.

One of the central themes in Torment is the idea of “consensus reality”–the idea that by agreeing to believe in something, it becomes effectively “real”. This is also tied to the game’s famous recurring line: “What can change the Nature of a Man?” (In some endings, the Nameless One can argue that “whatever you believe can change the nature of a man, can.”)

With its relativistic approach to “reality” (that is, the reality of the game world) Torment acknowledges a little-noted but integral truth of gaming: that the game-reality is subject to the manipulations of the player.  In other words, since the player is interacting with the rest of a pre-programmed world, it is ultimately their “reality”, to shape as they see fit.

This is technically true of any game. When you play anything, from Pong to Minecraft to Fallout 4, you are interacting with a virtual world and manipulating it according to your desires.  The difference is that Torment is implicitly aware of this, and it makes the player character’s relationship to the world mimic that of the player themselves.

It is this subtle, critical point that makes Torment an all-time classic that’s still being played nearly 20 years since its release.

Nearly everything that happens in the story, and every character who appears in the game, either has previously been or currently is affected by the Nameless One’s actions. The entire game-world is (or can become) a reflection of the Nameless One’s character, either in his current life or in previous ones.

The architect Louis Sullivan famously wrote that “form ever follows function.” He meant this not merely as an architectural philosophy, but as a wide-ranging principle of design.

I’d argue that good design in narrative isn’t so much a matter of form “following” function, but simply form and function being in harmony.  In drama, you might decide the “form” (the medium/genre in which you will tell your story) before the “function” (the content/theme of your story), but they had better work well together.  That’s why it’s tough to write an action movie that glorifies pacifism, for example.

In Torment, form and function complement one another perfectly: the gameplay involves the player making decisions that alter the world, and the story is about how the Nameless One’s decisions alter the world.

Of course, Torment’s story and dialogue are brilliant on their own merits, and even in another form (it was adapted into a book, after all), the writing hits all the right notes: witty, moving, disturbing, clever and deeply philosophical.

But what makes the lines so powerful, and the intensely introspective storyline so memorable, is the fact that the player is able to make the game their own through their choices.  The player and the player character effectively merge, in a way that transcends (I used that word deliberately) the usual emotional distance between player and avatar.

It’s a difficult in any game to get players to really connect with the characters or the setting.  They intellectually know it’s all just pixels drawn by a bunch of zeroes and ones. And besides, how much can in-game choices “matter”, if you can just reload and try again if it doesn’t work out?

What’s truly amazing is that Torment should theoretically be less accessible than the average game. The strange setting and characters, forbiddingly odd even by fantasy standards, adds another barrier to the player’s ability to relate to it.

And then there’s the fact that the player character’s “death” means even less than in typical games.  He’s immortal; so it doesn’t matter if he gets killed in a fight; he just wakes up again afterwards.  In theory, this should make every conflict less emotionally-charged than it otherwise would be.

The designers stacked the deck against themselves, and then overcame the odds to deliver one of the most emotionally compelling games of all time. And so Torment‘s weirdness is not a flaw, but a strength–it adds to its unique flavor.

Throughout this review, I’ve said relatively little about the specifics of the game itself. That’s because the game defies description–and I think that’s because it’s like a mosaic: I can’t explain why it’s beautiful by showing just one tile–you have to see the interconnected nature of the whole thing to understand it. The best I can do is describe the sense I got from looking at it.

If you like dramatic, narrative-driven video games and you like to think, give Planescape: Torment a try.  You’ll never forget it.