Games, writing, and play

Over at if:Book Australia, there’s a piece I wrote about games, storytelling, and the end of the world.

The significant shift that technology gave games has little to do with the graphics or the input technology, nor is it necessarily part of the maturation of the form – it is something far more fundamental in how we experience play and storytelling, and that is that we far more easily connect and engage with experiences that are conversational and continuous.

At a writer goes on a journey, the official news site of the Australian Science Fiction and Fantasy Writers Association, I wrote a piece on the What, Why, and How of being a games writer.

[A games writer] might also find themselves doing pure design work, which might output a written document, but whose underlying structure is built on something quite different. Rather than trading in the intangible connective tissue of stories and characters, you’re dealing with the underlying components of games – rules, systems, and goals. You might find yourself wrapping these in a fiction, but the work here is on focusing what the player does, not on who they are or where they are doing it. Some of the skills are transferable, and some aren’t, so it’s important to know the strengths and weaknesses of the medium before you go into it.

And on this site, I’ve published my article from the Emerging Writers’ Festival Reader on play and creativity – Play is the Wrong Word.

Every piece of writing – in fact every act of creation – is an exploration, a mapping of elusive contours of thought, a process of divination and excavation. At the other end, every experience of a piece of writing – or every creative work – is the same: a scrabble through uncharted caves, a handheld guide through an unknown city, a slow resonant unveiling of how things are and how they came to be.

But mention the word play in association with either of these processes and the arguments come at you hard and fast. We are serious writers and thinkers, they say, explorers of uncharted territory. We stalk the wilderness and return with wisdom, heroes of our own creative journey. We are adults struggling against the dark, and we have no time for such trivial things.

Perhaps play is the wrong word then? Or perhaps it’s something that needs reclaiming through reflection and re-examination of how creativity works.

Emerging Writers’ Festival Reader

One bright spot in a difficult few weeks is the launch tonight in Sydney and then on Tuesday in Melbourne of the Emerging Writers’ Festival Reader.  In it is my first ever book-published piece titled Play is the Wrong Word, which takes a look at the importance of play as part of the creative process. Here’s an excerpt, but please buy the full book to support emerging writers & future editions.

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Amnesia Month

In which I step back from all of the games and culture stuff and try to reclaim some of my own creativity.

At GCAP, Natham Martz talked about Amnesia Fortnight at Double Fine – a 2 week period in the middle of Brutal Legend when the entire company put that project aside and prototyped a bunch of smaller games, which gave them the grounding for Costume Quest, but also helped recharge their creative batteries.

Just before Freeplay hit, I had the realization that not only was I stressed about the event itself, but I was also stressed because i hadn’t really spent a lot of time, for a long time, working on my own stuff, and ultimately doing what we implored people to do at Freeplay – to just get out there and make things

Since being self-employed, my own projects have fallen by the wayside as i’ve tried to maintain paying work, realised how much time it takes to run a festival, and tried to find the balance between money and creativity. The main one of those is the novel I’ve been working on for a few years now, and while I still care about it and want to see it finished, I also think a break would do that work good – and would give me a chance to try out everything I’ve (hopefully) learned as a writer.

NaNoWriMo is perfectly timed for that break.  I know my premise, plot, characters, first few scenes, and the core conflict – and even this early, I’m starting to feel my way through the shape of the thing. I’ve done it before, and know it’ll drive me absolutely mad, but I’m also looking forward to seeing what comes out of the whole process. I’m signed up as Pcallaghan if anyone wants to follow along there.

It does mean that I’ll likely be blogging a lot less for a little while, at least about games and culture. Shame. But I do have some thoughts on why we need to have the moral outrage & censorship arguments, narrative and mechanical grinding in Dragon Age, and the role of archetypes as they apply to not only game narrative, but to the cultural discussions we have too. I’m sure I’ll need a break from the 50,000 words though, so maybe they’ll get written before they evaporate completely.

If not, see you back here on December 1st for a Nano debrief.