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Emerging Writer’s Festival – Sunday

June 5th, 2009 Paul 1 comment

Sunday morning was spent rewriting my panel presentation – I’d decided late Saturday to change the focus of my talk from how great the collaborative process is, to talking about the collaborative relationship between author and audience and how that manifests in games.  This meant I missed seeing the speakers, but luckily through the wonders of technology, they had a speaker in the coffee room you could listen in on.

After lunch, I saw The Art vs Craft panel.  It was interesting structurally – having the panellists debate both sides of the argument against themselves – and the speakers were entertaining – Nathan Curnow wore a bunny suit to speak – but I came away with the same opinion I had going in: both Art & Craft are equally important.

Next up, was me speaking on the panel I Can Say Yes But In The End It Will Be No, talking about issues of collaboration and ownership as a writer with Liz Argall, Angela Bentzien, and Luke Devenish. Both Liz & Luke focused on the positives of the collaborative experience – an opinion that I share.  When it works, it’s brilliant, because other creative people take what’s in your head and make it better than you could have imagined it.  when it goes wrong, as I’ve seen it do, it can be incredibly frustrating though, but I think we all thought that the working with other artists had made us better writers.  Angela spoke about the practical nature of the work and of having ownership of it – especially as a theatre group, and having to come to a creative consensus.

I spoke about the role of collaboration between the author and the audience, and how that relates to ownership.  My theory is that you never really own the work, and that there’s always some form of collaboration, because writing – or storytelling – is about communication, and in order for communication to happen, you need at least 2 people.  In established media – prose, games, theatre, comics – the communication you have with your audience is one way -  it’s a creator / consumer relationship – but with games, you get the chance to turn that communication into more of a conversation.  Games are built in such a way that the audience actually has to engage with the telling of the story, they have to take action, they have to own their own agency, and they have to push through the game’s story.  Done well, narrative games have access to the audience’s emotions in a far more visceral form than the empathic response of prose or film because you aren’t watching someone on a screen do something, or reading about them doing it in a book, the audience is actively making a choice and then acting on that choice before seeing the consequences play out.  That’s something that’s really exciting and powerful to me as a writer, and hopefully I got that across in my allotted ten minutes – at least when I wasn’t suggesting members of the audience were stalking me, telling stories about mental illness, or talking about a girl who got away.

It was a lively panel, I thought.  From where I was sitting, everyone shared something of themselves, and I felt like I knew everyone a little bit better afterwards, which is exactly what I’m looking for when I hear people speak.

Next up, I went straight into my From Here to There session to talk about my experience writing games generally, and more specifically Doctor Who.  I think, a few years after the project ended, that this was a nice way to finally put the whole thing to bed.  I got to talk about how I got my start as a games writer, the greatest creative experience of my professional life (so far), the worst creative experience of my professional life (hopefully ever), and to talk in a bit more detail about the strengths and weaknesses of games as a storytelling medium.  It was tremendous fun, but also a little strange, because at times it felt like I was just having a conversation, but then I’d turn around and there would be 20 people in the same room, all listening to me, and all laughing in the right spots.

The last session was Letters to the Editor, a chance for David Ryding, the festival director, to bring back speakers and ask them questions from the audience.  It was a good way to finish up the festival – funny, insightful, and focused on the process of writing.

And that’s the strength of the emerging writers’ festival – it’s about writing, not writers.  I felt energised and inspired about my own work after hearing people speak.  I was reminded that there are as many ways of working as their are writers and that you need to find not only your own voice, but your own reasons for doing the work, and your own path through that.  I got to speak to some incredibly talented and interested people, who in turn, seemed to see me the same way – which left me with an insufferable ego for the following few days – and who also shared my drive to write and share and communicate and make it work in whatever way we need to.  That for me is the crux of the festival – bringing writers together and building a community, no matter what stage of your career you’re at.

Which brings me to a question I’ve been thinking about since I was asked to take part – am I an emerging writer?  Well, yes and no, I think.  I’m still learning.  I’m still finding my feet.  I’m still bluffing my way through some of it.  But, I know I can do it – at least for games.  So, in that area, I don’t know that I am emerging, but I don’t know that I’m established quite yet either.  Maybe we need another definition – something between emerging and emerged – but I suspect we’d then need two more definitions to bridge those, then 4 more to bridge those, then 8, then it would never stop and our dictionary would contain nothing but words to describe the stages of a writer’s career.

Maybe then, it’s enough to just say, I’m a writer, and I’m doing this work, and that’s where I’m at.  I think that’s what I’ll do.  At least until somebody stops me, takes my hand, shakes their head, and says, ’sorry son, ‘fraid you’re not a writer.’

And I’ll look them in the eye, and there’ll be a moment between us that stretches out just a little bit too long but neither of us will say anything, and when they’re just about to pull away, their fingers losing their grip, their cold hand retreating, I’ll smile, and then I’ll kick them in the shins and run off down the street!

Emerging Writers’ Festival – Saturday

June 4th, 2009 Paul No comments

I spent the entire weekend wrapped in the Melbourne Town Hall (and Fad Gallery) for the 2009 Emerging Writers’ Festival.

On Saturday, I wasn’t speaking so I was able to attend panels, get a sense of the space for Sunday, and hear cool people talk about interesting things.

First up was Seven Enviable Lines where the festival’s six ambassadors – Luke Devenish, Kathryn Heyman, Rachel Hills, David Milroy and Pooja Mittal – spoke about the seven pieces of advice they wished they’d been given starting out.  As a fiction writer, I found Luke Devenish and Kathryn Heyman most interesting.  Luke is a playwright & teacher who’s worked on both Neighbours and Home and Away.  He had a really strong sense of the craft of writing and was an incredibly open and personal speaker, both things that I look for and try to do when I’m presenting too.  Kathryn Heyman is a novellist, and again, had a strong sense of craft and willingness to share.  I knew I’d get to catch up with Luke at some point because I was on a panel with him, but I resolved to talk to Kathryn at some point, but sadly only got to shake her hand as she was leaving the bar on Sunday Evening.  She told me I had very soft hands.  I told her I was a writer and had never done a day of hard labour in my life.

I saw two From Here to There sessions – Hollow Fields with Madeleine Rosca, and The Librarians with Robyn Butler and Wayne Hope.  These sessions were designed to give the audience more of an in depth look at a particular piece of work.  There’s something consistently comforting in hearing the stories of how people create.  There are always enough trials – the length of time it took to get the Librarians off the ground; Madeleine having entire pages of her comic rejected and having to rework them – that it reminded me that this is part and parcel of the writer’s life.

The Great State Divide was an attempt to answer the question – is there a regional voice for each state in Australia.  As an outsider, I find the question of an ‘Australian Voice’ an incredibly interesting one, but I’m not sure this session managed to answer the question.  The speakers were diverse in both content and quality – the highlight being Sean Riley who told the incredibly personal story of him growing up in Tasmania and the very clear moment where he realised he wanted to be a writer.

Last on Saturday, before retreating to Fad Gallery in Chinatown, was The Pitch where a broad range of publishers – some established, some independent – let the audience in on what they were looking for.

The day let me put into words something that I’ve thought for a long time but never actually verbalised.  Seeing such a large group of writers, with such broad ranges of experience, I still found myself drawn to particular things – and it wasn’t necessarily what they said, but how they said it.  I’m interested in people who share something of themselves at conferences, who, afterwards, you feel like you know a little bit better.  If they manage to impart something useful, some glimmer of knowledge about how to proceed, great, but I’d much rather hear someone talk who could speak with conviction and passion about why they write, letting their personality shine through.

Sunday writeup coming soon…

This past week…

February 8th, 2009 Paul No comments

It’s been a busy, but incredibly positive, week.  The biggest news is that I’ve submitted the final work for a project that I’m incredibly excited about and should be able to talk about very, very soon.

I also finished the first draft of the first new content for my novel in over a year.  I’m working on adding chapters to fill out some character development and to stop the main beats of the plot feeling so rushed in the second act.  It’s been really strange to go back and write new content for those characters in that world, especially as it’s a novel that I began 3 years ago and the person I am now is very different from the person who sat down to write it originally.   What’s been most surprising is seeing patterns evident in the book that reflect things I’ve been going through in my personal life, and only now being aware of them.  It really brought home how the creative process is, in many ways, a process of digging through yourself.  It also really brought home how crappy first drafts are.

Other news is that I’ll be talking at the Media and Design School in Auckland at some point in the next few months, and hopefully at the Melbourne Emerging Writers’ Festival in May.

I also received feedback from my two presentations at the Victorian IT Teachers Association Conference.  You can find it here.

Remediation

January 26th, 2009 Paul No comments

Here’s an interesting post from Brenda Brathwaite’s blog about how new media forms look to previous ones for inspiration, and how perhaps we should look to opera for inspirations about how games can tell stories.  As a games writer, it’s something I’ve been thinking about for a little while, and then this interview with Jonathan Blow came along and triggered further thoughts along similar lines.

Challenge and stories aren’t really pulling in different directions in games.  It may be that we’re trying to use traditional storytelling techniques with games, and that’s where we fall down, but the reality is that with games, it’s just the mechanisms that we can use to tell stories are different than they are in other forms.  Brenda’s example of opera is a really good one, but you can easily find examples in other media.  Comics spring to mind as a form that shares elements with both film and prose, but how you interact with that is different to both.

And, I think that’s one of the key things – interaction, or how you engage and derive meaning from the medium – but games aren’t unique in being interactive.

I’ve often spoke in the past about levels of indirection in story-telling.  In prose, you’re effectively 3 levels seperate from your emotional response to the story.  You need to parse the sentences, imagine the events unfolding, then have your own individual experience of it.  With film, you’re 2 levels away.  You no longer need to parse and imagine, but you do need to form a bond with the characters on screen, and then your emotional response is filtered through that.  Games, or good games, remove the engagement barrier to a single level.  There’s no need to imagine events, they’re presented just like a film, and as the player, you’re the one controlling the characters and, hopefully, engaging in their emotional journey along the way.

As game developers, we believe that we’re unique, but the truth is, all media is interactive to some degree, it’s just the level of engagement and imagination we have with our audience is unique.  Not better though – there are things prose does better than other mediums, things that film does better, things that comics do better, things that music does better – the trick is to work out what the strengths of our medium are and play to those.

One thing that games do better than other media is brought up in Jonathan’s interview when he talks about Fallout 3.  In it, you come across a nurse who tried to hold off a horde and failed.  Jonathan thinks this moment works, but is an example of how the rest of the game fails, because there aren’t other moments like this.  I think that’s important to consider how effective that single element would be without the rest of the game around it.  There may not be a particularly strong central story to Fallout 3, but there is a consistent world, with consistent characters, and the player experience is built around that, rather than on the beat by beat, linear progression.  In this case, the player is encouraged to take on the identity of a post-apocalyptic wanderer trying to survive, and the world is designed to support that.  Story, or at least a linear story, is almost secondary to that identity-adoption.

Testing identities is one of the fundamental things that we do when we play, both as adults and as children, but we can’t do that without construction of some sort of fiction.  However, once we have that fiction, we can tell stories.  Games with stories provide fictions that encourages us to adopt the identities and goals of the characters and to believe that the actions they take and the challenges they face are important.  I believe that challenge alone isn’t important, that actions themselves aren’t important, but that it’s why we take those actions to overcome those challenges that is important. Games connect with us directly, and those that work, enable us to adopt those identities and want to solve those problems alongside the characters.

Categories: Ramblings Tags: ,

A bit about me…

January 26th, 2009 Paul No comments

I’ve added an about page to the site.  Feels like I have to write a new bio for every single upcoming event :)   Hoh well, I had to do it anyway for one of the projects that I hope to announce sometime in the next few months…

And speaking of upcoming events, I’m going to be appearing at this year’s National Screenwriters’ Conference in Adelaide.  Session details are:

Writing – It’s More Than A Game

The differentiation between games and films is blurring rapidly. As game graphics and other technical innovations reach a highpoint, games are depending more and more on character, story and plot… and traditional screenwriters are becoming a valuable resource for the games industry.

The major global film market (15-30yo) is spending more time and money on games than cinema – and the trend isn’t slowing. So is there a place for you in game writing? Do you have to be a user to appreciate the form? How do your skills translate to this exciting field? And is the sky really the limit? Find out how you can tap into this exciting writing opportunity from three internationally respected games writers.

Categories: Conferences, Ramblings Tags:

So, here we are…

January 22nd, 2009 Paul No comments

I’ve tried to blog / maintain a website in the past, but always failed because I felt like there wasn’t much of interest happening. That’s changed now that I’ve gone freelance because there are some interesting projects on the horizon – most of which I can’t talk about just yet, but soon. I hope.

In the meantime, this site is still under construction, but you can visit some of the sections that were easier to put together than others:

Appearances

One of the reasons I wanted to start this site was to bring together a lot of the random stuff floating around the web that I’d been involved with. This page contains videos of my appearances on ABC2 and at Freeplay.

Conferences & Presentations

Over the years, I’ve done a bunch of conference presentations.  Here’s where you can find the details of the sessions and copies of the presentations.  Most of the new ones are in .mov format because I bought a mac and fell in love with Keynote.

Game Projects – Old ProjectsCurrent Projects

Here you can find details of what I’m working on now and what I’ve worked on in the past.  Sadly, the current project page is a bit quiet because everything’s early days.

Writing

This is where you can find samples of my personal writing.  It’s a little sparse just now because I’ve been focusing on a novel for the past few years.  That should change during 2009.