Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Saturday, October 14, 2023

Coming And Going For The Week Ending 10/14/2023

New Releases:

  • Rick Partlow: War of the Liberator (Amazon), Insurgency: A Military Sci-Fi Series (Kindle only for now)
  • TJ Marquis: Fear the Four Towers: Hero's Metal: Book III (Amazon)
  • Arktos: Born Abroad by Virginia Abernathy (site)

Notable Postings:

  • David V. Stewart: "The Writestream 2: Marketing" (YouTube)
  • The Business of Writing: "Direct Sales For Authors" (YouTube)
  • J.D. Cowan: "The Mystery of the Missing Past" (Substack)
  • Millenial Woes: "In Praise of Hierarchy (Part 3. How Equality Deceives)" (Substack)
  • 365 Infantry: "Red Light Bytes: 10-13-2023" (Substack), "When Autumn Comes Around" (Substack)
  • Alexander Hellene: "It Believes in You" (Substack)
  • One year of Bringing you indie Creators | Iron Age Knights #52 (YouTube)
  • The Aureus Press: Author B.A. Turner (YouTube)

Happenings:

Saturday, July 22, 2023

Coming And Going For The Week Ending 7/22/2023

New Releases:

  • Rick Partlow: Weapons Free (Drop Trooper Book 13) (Amazon)
  • Howard Andrew Jones: Lord of a Shattered Land (Amazon)
  • Aegeon Science Fiction Illustrated: Issue 6 now in Kindle (Amazon)
  • The Bizarchives #5 (Amazon)
  • Antelope Hill: The Man in the Mirror by Mark Time by (site)

Notable Postings:

  • Alexander Hellene: "The Man Who Would be Boy" (Substack)
  • Anvil: IronAge Magazine opens up submissions for Issue 3 on August 1st. (site)
  • Iron Age Marketing: "Jacob Calta: Iron Age Marketing Podcast 022" (YouTube)
  • 365 Infantry: "Pop Was a Rock-Climber" (Substack), "Red Light Bytes: 7-21-2023" (Substack)

Saturday, April 15, 2023

Coming And Going For The Week Ending 4/15/2023

New Releases:

  • Alexander Hellene: The Final Home (The Swordbringer Book 3), in Kindle, at Amazon.
  • Robert Kroese: The Legacy of the Iron Dragon: Saga of the Iron Dragon, Book 4 in audio at Amazon.
  • Imperium Press: Never Say D.I.E. by George Carroway, available in ePub, Kindle, Paperback, and Hardcover. (here)
  • RIDICULUM: Classic pulp sci-fi tales with a humorous twist! at Amazon.
  • Howard Andrew Jones: Lord of a Shattered Land and The City of Marble and Blood, both at Amazon (here and here)
  • The Best of the Planetary Anthology Series (Amazon)
  • Rob Rimes: Fenrik 1984: A Barbarians of the Storm Side Quest (Amazon)

Notable Postings:

  • The Signal Boost: Luke Stone interviewed by John A. Douglas (here).
  • The Author's Outpost Ep. 6: David J. West (here)
  • Imperium press: "Haller, Plain and Simple" (here)
  • "Misha Burnett's Small Worlds" will launch soon on Kickstarter.
  • Some of the PulpRev guys discussed Harold Lamb this past week. His Author Page at Amazon is here; get some of that.
  • 365 Infantry: Red Light Bytes: 4-14-2023
  • Iron Age Knights #26: Immortal Rising Comics (here)

Saturday, March 25, 2023

Coming And Going For The Week Ending 3/25/2023

New Releases:

  • Rick Partlow: The Hunter: A Military Sci-Fi Series (Drop Trooper: Recon Book 2) in Kindle and Paperback at Amazon.
  • Swords and Maidens: Eleven Tales of Chivalry and Valor in Kindle and Paperback at Amazon.
  • Sidearm & Sorcery Volume Two, available in Kindle and Paperback at Amazon.
  • Robert Kroese: Codex Babylon: A Secret History Sci-Fi Adventure (The Cross-Time Crusade Book 1) in Kindle at Amazon.
  • Arktos: Runes and the Origins of Writing by Alain de Benoist, at their site.

Notable Postings:

  • Iron Age Media interviewed Razorfist about Nightvale.
  • The Business of Writing hosted John Truby to talk about ChatGPT and similar programs' impact on the fiction writing business.
  • Imperium Press: "Economics as a Subdiscipline of War" (here)
  • Ben Cheah's posted updates on "Babylon Black" over at PulpRev twice this past week. (Here and here)
  • Cirsova Publishing: "Two Kickstarters Worth of Proofs" (here)
  • 365 Infantry: "The Return of Red Light Bytes" (here)

Saturday, November 19, 2022

Coming And Going For The Week Ending 11/19/2022

New Releases:

  • Antelope Hill: The Foreigner Group by Carolus Löfroos, available in Paperback at their site.
  • 365 Infantry: Ol' Silver Eyes and Red Light Bytes: 11-17-22
  • Imperium Press: The Poetic Edda, available in Paperback, Hardcover, Kindle at their site.

David Stewart had a New Pub stream where he talked storytelling in the context of gaming.

A quieter week than most since I started doing these.

Saturday, November 12, 2022

Coming And Going For The Week Ending 11/12/2022

New Releases & Related Things:

  • Author Spotlight: J. Manfred Weichsel at J. Scott Coatsworth's blog.
  • Bloodbane: Quest of Lance: A pulp-liteRPG novel by T.J. Marquis in Paperback and Kindle at Amazon.
  • JoJo's Bizarre Adventure: Part 5--Golden Wind, Vol. 6 by Hirohiko Araki at Amazon.
  • Gates of Hope by Rick Partlow available at Amazon in Kindle.
  • The Perils of Sasha Reed (Volume 2) by Rawle Nyanzi at Amazon in Kindle and Paperback.
  • Diary of A Bomoh by Kit Sun Cheah (aka Ben Cheah) is up at Amazon for pre-order in Kindle.
  • 365 Infantry published "Duelling For Blood" and "Red Light Bytes: 11-10-22"
  • Alexander Hellene published "Happiness in Magazines"

Nick Cole: CTRL ALT REVOLT Podcast No. 185 here.

David Stewart had a New Pub Talk episode.

Saturday, November 5, 2022

Coming And Going For The Week Ending 11/5/2022

New Releases:

  • Imperium Press: American Extremist, Second Edition by Josh Neal in Paperback, Kindle, and EPub at their site.
  • A Fistful of Demons: An Anthology of the Weird West, in Kindle at Amazon.
  • Jon Del Arroz: The Demon’s Eye, formerly a SubscribeStar exclusive, available in digital+PDF at his site.
  • 365 Infantry: Red Light Bytes: 11-3-22 and For The A #1.
  • DMR Books: Swain’s Vengeance is the first in a series by Arthur D. Howden Smith, coming early December 2022, in trade paperback (312 pages) and digital editions. The following volumes will appear throughout 2023.
  • Cirsova presents Tales of the Mongoose and Meerkat, Vol 2: The Heat of the Chase by Jim Brefoygle, available at Amazon in Paperback and Kindle.

Nick Cole: CTRL ALT REVOLT podcast ep 184 here, Ch. 6 of The Tolkien Project streamed live (here) this past week and Ch. (X) at the Substack here.

Alexander Hellene: An essay about writing, the canon, and Gitting Gud called "Prerequisites".

Oh, and if you aren't already keep Red Pilled Fiction Factory, #20BooksTo50K Live Events, and The Business of Writing in your YouTube feeds.

Wednesday, March 9, 2022

My Life As A Writer: David V. Stewart on Adverbs

The conventional wisdom on adverbs in writing is, bluntly put, wrong. David explains.

Words are your toolkit. You want to strive for accuracy and precision to achieve the intended effect upon the reader, and that means using the right word in the right way to make that happen. Adverbs are fine when this is the intent of their use.

David's got plenty of videos like this at his channel, and he streams regularly there on weekends--usually Saturdays--so keep him in your blog/vlogroll.

Saturday, December 4, 2021

Signal Boost: Kit Sun Cheah's "Saga of the Swordbreaker: Dawn of the Broken Sword" On IndieGoGo

Another indie author has a campaign going.

What is Saga of the Swordbreaker?

I am Singapore's first Hugo and Dragon Award nominated author, with 15 published novels under this name and 4 successful crowdfunding campaigns.

Saga of the Swordbreaker is a six-volume series blending Chinese cultivation with futuristic aesthetics. Li Ming and his comrades battle hordes of beasts and bandits, uncover secret plots, and climb the ranks of the jianghu in the quest for immortality.

But their greatest battle to see through the red dust clouding the rivers and lakes.

To see this concept for yourself, download the prequel story here!

This campaign covers the first three books of the series: Dawn of the Broken Sword, Lord of Beasts, and Spear of the Night. Future volumes will be funded through stretch goals and / or following campaigns.

There's a video.

You'll find more at the campaign page, which is here.

Tuesday, November 30, 2021

Signal Boost: Jon Mollison Appears "Red-Pilled Fiction Factory Podcast"

This is an hour well spent, and this podcast is worth throwing into your feed. Jon's appearance here is a fantastic one that drops a lot of knowledge in a short amount of time.

Monday, November 22, 2021

The Business: Why You Should Shun Offers of Adaptation From Hollywood

Author David Stewart lays out why Hollywood--and this includes its junior leagues in Canada, the UK, the EU, etc.--is no place for an author to take his property.

I would add a caveat here: "If you remain an active party with shot-calling power, this can work for you." This is how we got Peter Jackson's adaptations, despite the known provenance of the legal rights permitting that in the first place. Now that Christopher Tolkien is dead, the Estate's new management gives no fucks and thus allows this defiling to occur. JK Rowling's involvement with the film adaptations of the Potter series is well-known, and likely why they are as good as they got. The instant George Lucas sold his babies, you saw what happened to them.

I also add that we should not presume this to be absent in other film/TV markets. There is no evidence that Bollywood, Japan, Hong Kong, Russia, etc. are not likewise driven by these same problems as they too have the issues of high risk recquiring high reward to pay off and thus are likewise incentivized to go for the safest bets they can manage. That they're not yet afflicted terminally with the Death Cult dogma is a benefit, but there is other baggage to deal with that can easily equal that wickedness.

The difference here is that the Hellmouth increasingly cannot be negotiated with on these matters, whereas rising competitors can be negotiated with in your favor. For now, for as long as it lasts, those competitors should be considered as more viable options than Hollywood if you want to see your books adapted into film or TV and even then don't be like Martin and take the deal before you finish the series.

Thursday, November 18, 2021

The Business: Kindle Vella, I'm Not Impressed

Oh look, Amazon cut a video pitching Vella.

I am not impressed.

I see nothing here that I cannot do with a properly structured Patreon account (or something like it), and I can add more value with something like Patreon for serialized stories that Vella does not offer. In addition, I can still collect the chapters together and publish it on Amazon as a stand-alone novel. I retain a commercially-viable presence outside of Amazon--a matter of increasing importance as Amazon's dominance grows--and I am immune to Amazon executing any legal schenanigans down the road.

All that Vella has to offer is incorporation into the Amazon infrastructure. I sense that the Vella team realizes that it is their biggest strength, so I expect them to lean hard on that in the future, but for now there is not enough there to make me want to further incorporate myself into the Borg that is Amazon. Not when I forsee that future conditions to be ones that favor author diversifying their offerings away from Amazon due to breakups in the global nature of the Internet (e.g. Russia changing its tech laws to favor Russian operations over foreign ones across the board, making it easier to sell books there via a Russian competitor to Amazon).

If you think I'm wrong, sell me on Vella.

Tuesday, November 16, 2021

My Life As A Writer: Author David Stewart Shares His Outline Method

One for the new folks learning their way around.

David's been at this a while, so he's sharing what works for him. Try it and see if it works for you. If not, keep looking and trying until you find what works for you; do not be afraid to pick and choose pieces to LEGO your way into a method that works for you.

Monday, November 15, 2021

The Business: #20BooksTo50K 2021 Video Playlist Now Available

The #20Booksto50K 2021 conference got posted online over the weekend. Below is the entire playlist. No, I haven't gone over it all; it's massive and wide-ranging.

Knock yourselves out. You're likely to find something of use for you therein. As I was not there, and therefore had nothing to do with recording this footage, I claim no responsibility for any of it. Direct all your complaints and compliments to the 20Books channel; I'm just boosting the signal.

Thursday, July 22, 2021

My Life As A Writer: "Final Fantasy XIV: Heavensward" Narrative Review

As a game, Heavensward is one of the best experiences you can have in MMORPGs. The strength of that experience comes from its narrative. Not that the narrative itself is something truly unique or amazing, but rather how it is used.

Below I'll review those ludonarrative techniques, but here I'll remind you of the following: there is no spoiler protection for anything older than six months.

Narrative Structure

The story itself has a basic narrative structure. The protagonist comes into the plot as an outsider, vulnerable, and needing succor. He finds a patron with one of the ruling families of the setting, whose hospitality and generosity he repays by assisting in setting their affairs. These affairs include waging a slowly-losing Forever War with a pissed off dragon, all of its brood, and the heretical cults that serve them.

Through the course of these early chapters, the protagonist gets a full view of the physical and moral battleground at stake. Both the dragons and the defenders claim moral authority to wage a war of extinction upon the other party, but soon this is challenged when an antagonist from A Realm Reborn returns with new information: the cult leader Lady Iceheart.

Now we get the real conflict of the story: resolving the reality of the Forever War versus the propaganda that both sides push about it to justify their own positions. At first it is the defenders and their totally-not-Christian church that get skewered. Then when the peace mission gets to the elder dragons, they cough up their side of the story and reveal that they too were utter bastards. Therefore the conflict is Truth vs. Narrative, framed against ending the Forever War by putting down both sides' bad actors.

The narrative's climax ends the defenders' side of things by removing both the master villains manipuating the whole thing as well as the not-Church's corrupt--but utopian--leadership. From there the decending action leads to the final attempt by the dragons' bad actor to push the Forever war, which the protagonist puts down by both banishining the bad actor as well as rescuing the man said actor possessed to make this attempt possible.

After that it's tying up loose ends and introducing the following expansion's narrative; call this the denoument.

Ludonarrative Structure

Heavensward communicates this narrative by making its consumption necessary to access gameplay options. This includes side-stories such as those specific to the new Jobs introduced in the expansion. This is not just making the player sit through (sometimes voice-acted) cutscenes; actually playing out critical moments in the narrative, what would be a plot advancement point where a narrative beat is it, is how the biggest moments--the ones everyone loves--are put forth.

What results here is using narrative to frame gameplay and gameplay to frame narrative, forming an alternating of both passive observation and active participation with the narrative that creates a synergistic psychological effect that takes advantage of both forms of narrative engagement to create a stronger experience with it.

The structure goes like this: narrative frame, ludo experience, narrative beat, reframe. Repeat this structure until you finish your outline. Some ludo experiences are small solo instances, some are actual dungeons or raids, with plot advancement and narrative development being had at the conclusion via a cutscene.

This means that the ludo experience is very much one where the player, as the protagonist, creates the illusion of having a direct and real hand in events that greatly enhances suspension of disbelief and acceptance of the narrative's premises through a form of Sunk Cost Fallacy psychology. As we saw with A Realm Reborn, this is very effective and is the secret sauce behind the game's very fierce following among its audience as well as the source for the affection said audience has for both its lead developer as well as the writers.

In short, this is a ludonarrative model that works, and the development team has refined it to a very sharp edge indeed; the experiences in later expansions demonstrate that refinement.

A Premise Unsettling

The narrative does have troubling elements, but most don't notice them because they have no context for concern.

The one most people miss is the one that drives the entire game's narrative to date--the Hydaelyn-v-Zodiark conflict of Light-v-Dark--that was first introduced in A Realm Reborn via the active agents of the latter: the Ascians.

In Heavensward, we see that not only can one be formally taught how to summon the false godforms called "Primals", but the full nature of how that summoning works. This actually does not require formal ceremony at all; any strong emotion will do, by any number of people, so long as there is either living souls or crystalized magic power (either crystals) in sufficient quantity to power the summoning-cum-creation of the godform into material space.

We also learn that one can use living people as vessels for such godforms, and that one can create godforms out of nothing more than whim and fancy; two examples are Lady Iceheart's "Shiva" being really nothing more than her own self-insert fanfic made flesh (the realization of which breaks her morale as she loses her moral authority), and the aforementioned not-Church deliberately using the mythical versions of their historical forefathers as godform templates to invoke.

The other aspect of Primals--the enthrallment, "tempering", of their invokers and followers--remains evident. While most new players won't know of this unless they went out of their way to find it, A Realm Reborn reveals that even the powers of the purported True Gods of the Twelve are themselves Primals and the behavior of the Ascians is no less fanastical than any other Tempered thrall.

The conclusion then is obvious: this narrative is maltheist and antitheist, not merely atheist, as it implies (and is later confirmed in Shadowbringers) that both Hydaelyn and Zodiark are themselves Primals summoned into being to do specific things. There are no True Gods.

This is a problem because all of the races are Mankind, and Man in hardwired to worship and feel. Therefore it is unavoidable that Primals be summoned time and again, with all of the baleful effects upon the minds of men and the lands they inhabit, because the fundamental nature of Man makes it so.

And, as this remains the case through Shadowbringers, there is no solution offered to this problem by the narrative in any way. That may change with Endwalker, as it purports to resolve the Light-v-Dark conflict, but until then the only viable solution is a refinement on what the purportedly-evil Garlean Empire (which is unable to use magic) offers: extermination of all religion and all cultures of worship, in favor of a technocratic imperial antitheist state.

I will point out that replacing the State for God merely perverts worship into that of the State, and any form of worship will inevitably result in a Primal forming from the shared expectations of the worshippers- the very thing openly weaponized by the not-Church in Heavensward because they too saw this as the only way out of the problem.

To my knowledge, I am unaware that this is even on the development team's radar as being an issue at all. We'll see by this time next year if I'm right or not.

But Other Than That, Mrs. Lincoln

This is not to take away from the experience of play. It's a 10/10 experience and I won't say otherwise.

There are also other things I find irksome, such as the Modernist assumption that Democracy/Republican government of a more-or-less secular nature is always the best form of government and that "nation" is synonymous with "state" and "country" (both assumptions being utterly untrue), nevermind the totally-not-Christian church that gets undermined in Heavensward. Japanese games are Japanese, and that means baggage will be in tow whether we like it or not.

The narrative is a fantastic experience, flaws and all, and should be experienced to comprehend how well they merged storycraft with game design to make it so. At the very least, find a livestreamer going through the expansion or a Let's Play series covering it and see how it's done. Folks love this for good reason, and you ought to learn from it.

Thursday, June 24, 2021

My Life As A Writer: Final Fantasy XIV: A Narrative Reborn (Part Four)

Hubris Leads To Downfall

There is a dramatic reversal of fortune, but because a MMORPG cannot allow for the player to make the wrong choice this agency is instead rendered to a supporting character. In this case, the reversal comes from the boy wonder Alphinaud Levelleur. His smug face though ARR, and his too-confident attitude that he knows it all even alienates his twin sister Alisaie early on, acted to forshadow this.

The climax of ARR's launch content is a pair of dungeons where the Warrior of Light leads a commando team against the Garlean Empire's two key installations in Eorzea, places where Ultima Weapon--a reawakened Allagan Primal-eating mecha--is repaired at and (respectively) deployed from. All of the Garlean antagonists are defeated by the end of this arc, and the reborn Eorzean Alliance celebrates victory.

In a more concise narrative, this would be it and the protagonist would move on to his next adventure--i.e. to the Heavensward (HW) expansion--but extra-narrative issues delayed that. Making a virtue of necessity, the narrative team used the intervening patch cycles to play out the logical consequences of tensions and attitudes already expressed during the 2.0 story.

In short, we have a filler arc.

Rather than come up with a sidestory that had no lasting consequences, the FF14 team decided to use this to make a stronger narrative bind between ARR and HW. The means was the act of hubris that manifested as Alphinaud's decision to raise a private standing army with no loyalties to any extant government, but instead to be the military adjunct to the Scions. This was the Crystal Braves Grand Company.

This was a very good display of competent storycraft on the part of the writers. They ensured that the downfall to follow was properly grounded beforehand; it was well-known that Ul'dah was riven with corruption, that the Monetarists were little more than gangsters with good publicity, and others regarded the Scions as a nuisance if not a threat. Forming the Grand Company was the act that forced these hostile parties to act against the Scions, and therefore against the protagonist.

This "filler arc" had the protagonist not only deal with unraveling a hostile spy network tied to the Garlean Empire, itself foreshadowing the reveal of there being such a network in action, but also had two apparently disparate narrative threads woven together. One was the Shiva thread regarding Ishgard, setting up the transition to the next expansion in one direction, while the corruption thread out of Ul'dah pushed it from the other; the latter supplying the former with resources being the hidden connection.

The climax comes with the apparent defeat of the Shiva threat to Ishgard, when the protagonist comes to Ul'dah to meet with the embattled Sultana only to be framed for her murder in a most farcical manner. The betrayal by the Crystal Braves is revealed, as the Ul'dah Syndicate is shown to have owned the Braves since its formation and used it as cover for wetwork and covert operations under the Scions' noses.

The surviving Scions are exiled to Ishgard, and thus the downfall sets up the next expansion's story with the protagonist and Alphinaud in a situation nearly as weak as when ARR opened.

A Narrative Graded

ARR's narrative, if rendered pure in cinematic form:

It would be considered competent, but not extraordinary, in its quality. As a novel, or novel trilogy, it would not be any differently regarded. It is solid, journeyman work.

The evaluation rises when the very short timeframe (for a MMORPG) and resources (ditto) are accounted for, but that still doesn't put it up there with MacBeth. What makes the ARR narrative worthy of study is in how the narrative structure got successfully dual-purposed for a MMORPG, not that the quality itself is anything to write home about.

For the TLDR crowd: It is not bad. It's good enough.

However, it is clear that if the team had the time and the resources, they could make a truly great feat of storytelling happen using the MMORPG medium. We would see this first with HW, and subsequent expansions only improve in storycraft quality.

A Realm Reborn: 7 out of 10 points.

You will be satisfied with the story. You will be entertained by it. You will not proclaim it as a classic, ala FF4 or FF6, but neither shall you overrate it (FF7).

Wednesday, June 23, 2021

My Life As A Writer: Final Fantasy XIV: A Narrative Reborn (Part Three)

A Narrative Reviewed

Now that we have reviewed what the FF14 had to do to successfully merge narrative and gameplay, let's take a loot at how well they did it.

Entering The Game

The narrative thread begins, as I said previously, with the outsider protagonist being called to Eorzea by the Mother Crystal Hydaelen to be its champion and defend her world. You appear in a realm of Hydaelen, Eorzea, previously devastated by a disaster known as "The Calamity".

The protagonist encounters an agent of the dark god Zodiark, an Ascian, on his way to Eorzea. He is briefly blessed with the full power of his future calling to banish this Ascian before being sent on to embody into the world.

Upon embodying, the protagonist awakens on route to one of Eorzea's free city-states that remain in the Alliance: Ul'dah, Gridania, and Limsa Lominsa. (By this point, Ishgard had already withdrawn.) Being that the protagonist is an outsider to the entire realm, no one knows who he is and therefore has no prior knowledge of his encounters with the divine. He is, therefore, treated as no different than all the other aliens and foreigners that have flooded into Eorzea to exploit the opportunities for fortune that come with post-war chaos.

In terms of storycraft, this would be the first chapter of a novel or the first few scenes of a film or pilot episode. In shorter or more efficient fiction, this is a paragraph or a voiceover during the first minute. Why? Because all of this is framework erection. You are telling the audience what sort of narrative this is, and therefore what they can expect from partaking of it. It is also, as I said previously, the ideal structure for MMORPGs--"Chosen One" or not, as Howard's Conan and other adventurers show--as well for tales in fantastic world which is why it is so popular.

While the protagonist goes about introducing himself and getting acclimated to his new base of operations and the people that make it work, he will invariably make impressions upon key figures that hold the power to help or hinder him and thus the first set of narrative conflicts establish themselves. These exist primarily to demonstrate the protagonist's character to the audience; that they also serve to teach gameplay mechanics and game features in an organic manner shows the competent application of the structure to gameplay needs.

In narrative terms, this entire establishing arc is done by the conclusion of Act One. The first problem--to establish yourself and prove your worth to your hosts--is complete, and you solved it by mastering the lessons offered and demonstrating a willingness to solve problems that the locals either cannot or will not handle themselves. Now that the protagonist has acquired a repuation as a reliable agent and is now entrusted with more difficult tasks.

Rising To The Challenge

The establishing of the protagonist's character as a reliable agent and a trustworthy ally against dangers and threats concludes by granting the protagonist an expanded role in affairs of state. This process by having the following recent history told to the protagonist:

  • Five years before the evil Garlean Empire launched an invasion of Eorzea to conquer its nations and annex its city-states as provinces under its rules, erecting an empire in a blend of Roman and Persian techniques.
  • Ala Mhigo had already fallen to Garlean legions, so the remaining states formed the Eorzea Alliance. The war ground on for sometime.
  • The Garleans began to leverage their unique devices that mimic magical spells and magical beasts--"Magitek"--to overcome the defenders. This Magitek technology turned out to be far more developed and had far more applications than the Eorzeans realized, as it was based on the long-lost ancient civilization of Allagan.
  • The Garleans threw a doomsday weapon--a weaponized moon with the god-like dragon Bahamut inside--at the Eorzeans at Carteneau in a last ditch move for victory.
  • Archon Louisoix Levelleur of Old Sharlayen, in direct contravention of his state's policy of strict non-involvement with foreign affairs, lead a band of heroes known as the Warriors of Light and a pair of associated orders--the precursors of the Scions of the Seventh Dawn--to attempt to avert the devastation that Bahamut would wreak.
  • This would fail, and Louisoix would use the relic in his possession to attempt a literal divine intervention as a last resort; in so doing, he threw the Warriors of Light into the Lifestream to save their lives. None remember who the Warriors were, only that they were at all. The desired scouring did not take place, but the damage done was nonetheless disastrous even if it did mean that the Garlean Empire was forced to withdraw.
  • Five years have passed, and all three Alliance city-states remain unstable and rent with internal fissures as well as external threats of increasing power- including the Empire. To solve these problems, the demoralization has to be addressed first and foremost.

The solution is to appoint the protagonist as an envoy to the other two city-states. The aim is to launch a public relations campaign, directed at rectifying the plumetting morale of the city-states' populations, and thus ward off the despair that makes them open to corruption and subversion by hostile parties.

All of this is to introduce the player to the rest of the playable gamespace and its signicant NPCs, and along the way expand the available features and content. During this time the escalation of the protagonist's activities is also done, going from dealing with local threats basing their predatory activities out of some dungeon, cave, or crypt to facing one of these god-like beings face-to-face.

As a result of successfully facing and slaying such a demi-divine denizen the protagonist also gets increasingly invested in his realm of adventure by joining one of the city-state's standing armies as a reservist; this results not only in expanded opportunities, but also in higher status in Eorzean society and the granting of a private mount for his use. In gameplay terms, this is when the player gets his first mount and most associated features are unlocked.

This arc concludes with a second, different, encounter with another such monster and as a result the protagonist cements his standing with the Scions of the Seventh Dawn and becomes increasingly famous as "The God-Slayer" such that heads of state know him by name (and he, in turn, knows theirs) and the Garlean Empire takes notice of him. It is also at this point that the reason for how the protagonist can meet such beings--"Primals" or "eikons"--is reveals: the Echo, the blessing of Hydaelen.

The threat that Primals pose is also revealed here. Each Primal possesses the power to control the minds of mortal beings, a process called "Tempering" after the first such encounter with it; the firelord Ifrit uses a flame-like breath to mind control mortals, so it is likened to forging blades which requires tempering steel to suit. As the full nature of what a Primal is evolves, the form Tempering can take also evolves; savvy audiences (and players) can easily conclude that the Echo is Hydaelen's Tempering method, as once one is Tempered it is nigh-impossible for another to do so and--at this time--it is impossible to reverse.

This point in the narrative would lead up to the mid-point, setting up the means for a dramatic reversal of fortune to establish the climax. The protagonist is on an upward trajectory. He has proven himself a dependable ally, a resourceful warrior, and a loyal friend to his companions. While--unlike a literary example--there is no romantic subplot to alternately complicate and compel the protagonist in his actions, his quiet devotion to his divine matron becomes increasingly apparent to those closest to him; the leader of the Scions, and defacto priestess of their almost-cult, is a woman named "Minfilla" and also possesses the Echo- it is through her that the others come to believe in him as she does. This cleric-idol relationship serves the same narrative function of a romance subplot without any of the eros involved.

Continued tomorrow.

Tuesday, June 22, 2021

My Life As A Writer: Final Fantasy XIV: A Narrative Reborn (Part Two)

A Decision Reconsidered

During the redesign process, the team decided to commit fully to making FF14 a Final Fantasy game first and a MMORPG second. Yet they knew that they would attract a significant number of players more familiar with MMORPGs that don't possess this sorting of priorities. In order to ensure that the narrative created would be put front and second, the team made the call to use the narrative as a gate behind quick they would lock off access to the content.

The result is the Main Scenario Quest ("MSQ" hence). What it allowed the team to do is to use content access as a milestone for narrative progress. The narrative would tell the player about something useful for the player to know, and at the conclusion of that scene or chapter the player would gain access to a new feature or some instanced scenario such as a dungeon.

This structure would be repeated for structuring the progress of various Classes and Jobs, such that the User Interface would not only display the MSQ but also the current Class or Job quest. The player would go to his Guild or Job mentor, and that NPC would give them a task that not only told a story to itself, but also compelled the player to display the mastery of his current skillset before learning the new technique. For example, the Archer quests have you proving yourself to key Archer's Guild members in order to learn their best techniques until you master all that they know, at which time are you directed to learn from a former guildsman that became a Bard and you repeat the process.

For a writer, analyzing this structure is useful. The real purpose is clear: you use the narrative as a means of getting the player to comprehend why he needs to go there and do this, learn that, etc. and so it is narrative used for didactic purposes first and pacing second.

However, take a step back and you see why the structure works. You see easily why it works because the MMORPG medium merges the psychological effect of direct and active participation with those of indirect and passive observation as an audience, and thus you can see the gears and levers do their work in real time.

This is a clear Problem->Reaction->Solution structure. It is equally applicable to episodic and serial storycraft, and very effective for audience-insert protagonists that are very common in popular fiction since you don't need to tailor the scenario to the protagonist's specific qualities to make it work; it's why this structure is often considered by Lit Fic snobs to be synonymous with genre literature.

The key here is that the FF14 team makes this structure do double and triple duty. While the player is told about a problem, the NPCs also relay information to him--under the guise of being an outsider that heretofore had no reason to know--that not only does the player need to know to complete the gameplay scenario before him, but that advances some aspect of the overall narrative- often by straight-up plot advancement. That information doubles as efficient worldbuilding.

By tying all of the repeatable content behind completion of the MSQ, and by making that achievable in pieces--the ARR unlock schedule can be seen here--the team successfully achieved the difficult task of merging a satisfying narrative with that a compelling gameplay experience. The MSQ is that solution, and later expansions refined how this solution got applied.

It is not a perfect display of craftsmanship. Especially later in the ARR narrative, there are some straight-forward infodumps and "As You Know, Bob" cutscenes where the protagonist's chief allies--the Scions of the Seventh Dawn ("Scions" hence)--masked by the cinematographers getting to show off how movie-like they can make their cutscenes. That said, even when they have to resort to such measures, the writing team still fulfills the two duties of a fiction writer: to provide an emotionally-satisfying conclusion to the story, and to provide an internally-consistent and believable story to the audience.

Monday, June 21, 2021

My Life As A Writer: Final Fantasy XIV: A Narrative Reborn (Part One)

Introduction

I maintain that most game designers, developers, and publishers are incompetent at narrative and storycraft. They should not, as a rule, attempt to mix narrative and gameplay because they are so enthralled with the former that they forget what business they are in and then they get indignant at being called to account for their incompetence and waste of time and resources.

Likewise, I maintain that authors and writers should not deal in game design. The two disciplines are significantly different and require not only dissonant mindsets but also do not engage the same skillsets, and when you have authors meddle with game design you get misses more than you get hits- and yes, that often includes famous examples such as Gullimore del Toro's involvement (however minor) with Death Stranding.

"Often" is not "Always", and there are examples of narratives incorporated into games that actually accomplish the goal of establishing a synergy between the two. The Final Fantasy franchise is often brought up, correctly, in listing those exceptions to the rule and the second MMORPG in the franchise--Final Fantasy XIV ("FF14" hence)--is one such example of success.

As the subtitle implies, this series focuses on the narrative in the initial relaunch of the game, version 2.0 and its later patches, subtitled "A Realm Reborn" ("ARR" henceforth). I will not address the original game, save as it relates to the subject at hand, and the same will apply to the expansions. Expansions will get their own series in the future. This is also not going to focus on the lore; there are plenty of videos on YouTube that go deep into the lore of the game. This series is about storycraft foremost; lore will be addressed only as it applies to storycraft.

There is no spoiler protection. Even Shadowbringers is past the protection date now, so it's all fair game until Endwalker releases later this year, at which time I will observe spoiler protection solely for Endwalker until this time next year. This is your warning.

Finally, this is a parallel to the gameplay-focused review on my main blog; if that's what you're after, you want to go here instead.

What Failed Before

Friday, April 16, 2021

Follow Up: Jon del Arroz on Kindle Vella

I mentioned this the other day. Jon del Arroz addresses Amazon's new Kindle Vella initiative below, nice and simple.

I am interested in this, but I am also cautious enough to let someone else take the first wave to the beach. Over in Jon's Discord server we have folks digging into this, as Derek Murphy did, and that's how we're getting the details that Amazon's PR isn't talking about.

So far it is looking like it's worth trying, so I and several others are looking at backlog material that would work in this serial format. Once we see it in action, we'll be able to report back on actual viability.