Thursday, January 29, 2015

Tips for Writers / Ubiblog Columns by Richard Dansky | Central Clancy Writer | on September 19, 2013 |

http://blog.ubi.com/the-write-stuff-september-2013-advice-for-writers/

Tips for WritersThe best resource you have as a writer is other writers.

For those of us of a certain age (which is to say, those of us old enough to remember typewriters, buy music on vinyl in a non-ironic way, and have fond memories of non-CGI Transformers), the image of the lone writer holds a romantic appeal – one that’s definitely echoed in the wider audience. The idea of a solitary wordsmith – locked in a room with only a typewriter and a blank page – plays to a certain fantasy of the artist, and for some forms of writing there’s some merit to it.

But even the most supposedly solitary forms of literary expression, be they novels or short stories or naughty limericks that include the word “Nantucket,” aren’t entirely solo efforts. There are editors involved. First readers. Copy editors. You get the idea. And that’s for forms that involve no other asset besides the words.
And believe me, it’s a good thing to get those other folks involved.

Most writers, in their more candid moments, will simultaneously admit to being their own worst critics and getting so wrapped up in what the writing should be that they can’t edit it properly. Having other eyes on your work is a tremendous help. Good readers and editors will mercilessly uncover the weak spots and the cheats in your narrative, will relentlessly expose places where you got stylistically lazy, and call out the places where you shortchanged the reader.

Also, if you’re lucky, they’ll catch the typos.

The trick is, of course, finding readers and editors who can do that for you, who can read what you’ve written and provide feedback that is not only not yours, but also actively useful.

Which brings us, in a roundabout way, to games.

 

Don’t Go It Alone

For a long time, most game writers were solitary creatures, whether they wanted to be or not. The role of narrative in game design wasn’t necessarily highly regarded, and a dedicated writer was viewed as a luxury. The idea of two – or more – on a single project was mind-blowing in its extravagance.

Good readers and editors will mercilessly uncover the weak spots and the cheats in your narrative [Digression: At the first Game Writers Conference, now the Game Narrative Summit, I walked into the conference room before Marc Laidlaw’s opening talk and my first thought as I scanned the room was My God, I’m not alone. Every other person I’ve talked to who was there that day has told me roughly the same story, often using the same words.]

Which meant that when a writer wanted feedback on something they were doing, they weren’t getting it from writers.

Now wait a minute, I can hear you saying. Most of the people who are going to play the game aren’t writers, so feedback from writers is kind of key there, Spartacus. And yes, that’s true – knowing that things are or aren’t working for an audience is vitally important. If a reader hates the protagonist, it doesn’t matter if they’ve memorized Strunk and White or not; that feedback is useful.

But.

What that feedback is not, is directed, which means it’s not necessarily phrased in a way that makes it actionable. I don’t like the main character is feedback; there’s a serious disconnect between the way you position your protagonist’s backstory and her diction in the dialog you’ve written is actionable.
Let’s rewind a bit. Imagine you’re an artist and you’re showing someone your work. Their response, quite reasonably, is that they don’t like it and something’s wrong with the way the sky looks. Now, this is useful feedback insofar as itTips for Writers A)suggests that the project needs more work and B)calls out a rough area that could use some improvement. However, what that feedback is lacking is technical criticism, using the language of the visual arts. There’s nothing there about composition, about color, about tools – in short, it’s not couched in the professional context that would allow the artist to use it as a clearer roadmap to iteration and improvement.

And just like art, or engineering, or any other discipline within game development, writing has its own professional and technical language. Here is where the romantic notion of creation-exclusively-through-inspiration breaks down; writing is first and foremost a craft, requiring sweat and iteration and technical skill.

Like any other craft, it has techniques and best practices and standards, and the people best equipped to give feedback that addresses the needs of the craft are – wait for it – other writers. They do the job, they speak the language. And just as artists get valuable feedback from other artists, and engineers get better feedback on their code from other engineers, some of the most directed, useful feedback a writer can get will come from another writer.

[This assumes, of course, that the writer in question is good at critique and isn’t a jerk. But for the sake of continued employment of all concerned, we’ll assume both.]

I’ll confess, the first time I was put in the harness long-term with another writer (while working on Splinter Cell: Double Agent), it was a weird feeling. I’d gotten used to working alone, to the point where I wasn’t sure how to interact. I’m fairly certain Taras Stasiuk, the other writer in question, felt something similar. This was something new and different and challenging. (Which is writerese for What if they don’t like my stuff?)

 Then something weird happened. I passed Taras some of my stuff. He passed me some of his. He sent back comments on mine, which were very useful, and I sent him a few on his. I didn’t agree with all of his notes, but we discussed the places where we disagreed, which made me lay out why I’d made those choices and what they implied, and that led to some new discussions about where the characters were coming from, and before you knew it A)we had a great working dynamic and – this is the important part – B)the work was better. And I’ve relished having other writers to work with ever since.

Writing is first and foremost a craft, requiring sweat and iteration and technical skillThis is, of course, old hat to folks who’ve worked in TV writers’ rooms or found that mythical beast, the useful writers’ group. But for too many writers out there, there isn’t or hasn’t been a professional peer they could turn to. That means learning to rely only on themselves, to set up perimeters around their work, and – after too many rounds of being told I would have done it this way, and you should totally add a few dinosaurs – learning to view feedback as not necessarily in the work’s best interest. Those are hard habits to break.

They’re worth breaking, though, and that ultimately circles us around to the original premise, namely, that the best resource you have as a writer in games is other writers. Specifically, other writers who know and understand the sort of work you’re doing and who can give you the targeted feedback that will allow you to improve specific aspects of that work. So if you’re lucky enough to be on a team, or in a studio with multiple writers, then the best thing you can do is use them. Share your work, and let them share theirs with you.

Because they’re the ones in the best position to give you specific feedback you can use to make your own writing better.
the author
Perhaps best known for his brief stint as the world’s leading authority on Denebian Slime Devils, Richard Dansky has been with Red Storm/Ubisoft since 1999. His first game was Shadow Watch and his most recent one is Splinter Cell Blacklist. In between he’s served on the advisory board for GDC’s Game Narrative Summit, helped found and develop the IGDA Game Writing SIG, and appeared on Gamasutra’s list of the top 20 game writers in 2009. He has also published six novels, one short fiction collection and a ton of tabletop RPG sourcebooks, which is why you should never tell him about your character. For a tantalizing taste of Dansky's inimitable insights, read his recurring column on the UbiBlog ("The Write Stuff") and follow him on Twitter: @RDansky

On Becoming a Game Writer / Gamasutra Columns by Richard Dansky | Central Clancy Writer | on October 10, 2013

http://blog.ubi.com/the-write-stuff-on-becoming-a-game-writer/


On Becoming a Game Writer
One of the questions I get asked most frequently is How do I get into game writing? Now, this isn’t the same as How did you get into game writing? Ask ten game writers that question and you’ll get twelve different answers. No, what people are looking for is the clear and well-manicured path into the profession – a certain set of steps to follow that, once completed, will yield a position as a game writer.

This is a perfectly reasonable question to ask, and in a just and fair and logical world, it would have a simple and concise answer. Unfortunately, we are not living in that world. There’s a reason every game writer’s journey is different, and that’s because different companies are looking for different things in a writer. Some embrace the role and smooth the path, some have very specific needs and wants, and some aren’t quite sure what exactly they’re going to do with a writer, but they’re pretty sure someone needs to be generating some text assets for their game right about now. There is no one true way, and anyone who tells you there is, is most likely trying to sell you something they’ve written about how to become a game writer.
On Becoming a Game WriterThat being said – and bearing in mind that I am not, in fact, trying to sell you anything – there are a few things you can do to advance toward game writing. They’re not hard and fast, there’s no achievement unlocked after accomplishing them, and they may seem a little counter-intuitive in places. But in 14 years of doing this, I haven’t found anything better. So, if you want to be a game writer, here’s what you’ve got to do:

Check Your Ego

If you believe that you are going to walk in the door as a writer, elucidate your grandiose vision for the story you want to tell and have the development team magically transmogrify into Oompa-Loompas who are there to actualize that vision, you may find yourself sadly disappointed. A writer is part of a team, there to mesh harmoniously with folks from other disciplines in order to create the player experience. Fail to understand that you are part of a team – that you are creating assets and providing deliverables, not cavorting through the fields of the Swiss Alps in a smock whilst declaiming Romantic poetry that the rest of us are privileged to hear – and you will probably also fail to understand why nobody wants to work with you.

Play Games

If you want to write games, play games. To write for any medium, you need to understand that medium’s unique form and demands. The best way to acquire that knowledge is to consume that medium, and by consuming that medium – or as we call it, “sitting your butt on the damn couch and playing some games” – gain both experiential and instinctive knowledge of what works.

It’s not the only thing, of course. You don’t sit through twelve hours of Dynasty Warriors 8 and emerge with the knowledge of how to write meaningful systemic dialog chewing its way out of your head like a particularly hungry Athena.On Becoming a Game Writer You do, however, walk away with a pretty decent sample size of things that worked and things that didn’t work, and you can start putting that knowledge to use in your own work.

Observe Games

Of course, when I say “play games” I don’t just mean “play games.” Racking up body count in adversarial is cool, but if you’re focused exclusively on optimizing your play, you’re missing the chance to observe game writing in its natural habitat.

So play as a player, but also play as a writer. Listen to the dialog. Observe the visual storytelling. Look at the text that gets used, and ask yourself why those choices might have been made. See if you can reverse engineer – and thus understand – the narrative design.

Do this, and you’ll get a better grasp of how game writing works when the rubber hits the road. It’s not just the words, it’s when the words get used, and how many, and to what end, and where there are no words at all. Watch the game as you play it, and learn.

Make Games

The best way to learn what works as writing in a game is to get your writing in a game. Luckily, we’re in a place in the evolution of the industry when it’s possible to get your writing in a game even if you’re not working for a game company.

Go find yourself a Game Jam, or haunt a local college’s CS department bulletin boards to find groups that are making games on their own. Offer your services as a writer, even if all they need is menu text. Grab a tool kit and make something with your words in it. Get your stuff in a game and see how it plays.
On Becoming a Game Writer
And I’ll be honest here – odds are your first few cracks at it aren’t going to be great. That’s OK. This is the space where you can learn, and you can get better without your employment being on the line. Because the more games you write for, the better you’ll get at recognizing what does and doesn’t work, and the quicker you’ll build the habits of good work you’re going to need.

Besides, it doesn’t hurt to have actual, honest-to-Murgatroyd games in your portfolio.

Tweet

And by tweet, I don’t mean HAW HAW CAT VIDEO LOL. One of the things Twitter does is force you to phrase complete thoughts in a constrained space. This is entirely akin to writing for games, where you must on occasion phrase a complete thought in a space that is entirely constrained by the number of characters the German localization is going to require. Or, more likely, constrained by the fact that you don’t want your dialog to ramble, potentially interrupting gameplay in the process.

So tweet, and tweet smart. Learn how to write short, pithy sentences that communicate a point. And lay off the cat videos.

Talk With Game Writers

The best way to learn about the job is to talk to people who have done the job. This is not a surprise, nor is it unique to game writing. So, if you’re interested in the role, find ways to interact with people who are doing it. Go to conferences where game writers are speaking. Follow them on social media and engage – respectfully. I was wondering if I could ask you a few questions goes a lot further than Why did you make that incredibly stupid decision in your last game? Look to the IGDA Game Writing Special Interest Group and get on their mailing list. Make a reputation for yourself as someone who can engage cogently and professionally, and who has interesting things to say about the subject matter.
On Becoming a Game Writer
Also, don’t be a jerk.

If you do these things there’s a better shot that when someone has an opening and your name gets floated as a possibility, you’ll get a positive response. As opposed to, say, slagging a writer on your blog and then turning around and asking them for work. Because that always goes so well.

Taking the Next Steps

Will doing all these things get you a job as a game writer? No. Knocking on doors, sending out resumes, applying for gigs and presenting good work in your portfolio will actually get you the job. But if you do these things, you’re in a better position to be ready to knock on doors – and to be prepared to seize the opportunity when somebody answers.

For more of Dansky’s advice for writers, check out this post:

Tips for Writers
the author

Perhaps best known for his brief stint as the world’s leading authority on Denebian Slime Devils, Richard Dansky has been with Red Storm/Ubisoft since 1999. His first game was Shadow Watch and his most recent one is Splinter Cell Blacklist. In between he’s served on the advisory board for GDC’s Game Narrative Summit, helped found and develop the IGDA Game Writing SIG, and appeared on Gamasutra’s list of the top 20 game writers in 2009. He has also published six novels, one short fiction collection and a ton of tabletop RPG sourcebooks, which is why you should never tell him about your character. For a tantalizing taste of Dansky's inimitable insights, read his recurring column on the UbiBlog ("The Write Stuff") and follow him on Twitter: @RDansky

Thursday, January 08, 2015

Build your own_Magnum Opus Crosswords (formerly Crossword Express): Word, Number, and Logic Puzzles

http://www.crauswords.com/

Magnum Opus is a program which you can use to create all of the word, number and logic puzzles included in the following:

 Crosswords 
 Freeform 
 Acrostic 
 Akari 
 Codeword 
 Domino 
 Doublet 
 Fillin 
 Fillomino 
 Futoshiki 
 Gokigen 
 Kakuro 
 Ladderword 
 Kendoku 
 Minesweeper 
 Letterdrop 
 Pyramidword 
 Roundabouts 
 Sikaku 
 Sixpack 
 Slitherlink 
 Sudoku 
 Tatami 
 Tents 
 Wordsearch 
  • Automatic construction applies to all puzzles, and in some cases you can also use manual construction.
  • Solve the puzzles interactively using the integrated Solve functions.
  • Print the puzzles directly to the printer, or to PDF files.
  • Export the puzzles to graphics files having the following formats BMP : GIF : JPG : PNG
  • Export the puzzles to the system Clipboard ready for pasting into your preferred WP or DTP application.
  • Six of the puzzle types can be exported to Web Application files which allow you to publish your puzzles interactively on your web site.
  • Magnum Opus is free. No payment is required.
 LEARN MORE 

Use this link to download a FREE copy of Magnum Opus.
Magnum Opus Version : 20140822
 Go to the Download Page
 to get your free copy NOW! 

Wednesday, December 17, 2014

NEW: Libidinous 1: Short Stories, Poems, and Novel Excerpts [Erotic]


Libidinous 1: Short Stories, Poems, and Novel Excerpts [Erotic]

approx. 77,974 words Total



http://libidinous.neale-sourna.com/



Includes:



Three—By Invitation Only

Poem: A Lesson in Passion

Hesitation [extended version from PLAYGIRL MAGAZINE version]

Dez at the Silver Pole

Tenure_MFM

Poem: Tief [Deep]

Grant's Boone - Initial Interview

Pandora 72

Poem: Angel/Angelus

Tenure_MMM

Steve's Monkey's Paw

Aegis [novel excerpt]

All Along the Watchtower, book 1 [novel excerpt]

Hobble (An Adult Fiction) [novel excerpt]

Tuesday, December 02, 2014

NaNoWriMo Forum question answer on: Sex scene? [writing them]

Great advice here. I had two sex scenes in a screenplay a long while back where one flowed nearly perfectly with few changes between bad girl and our hero and the other between him and the literal girl of  his dreams was completely redone about three to four times.

I knew exactly what the motivations, emotions, and character issues were for the bad girl and hero with bad girl.

But with the love interest, it took me a while to whittle it down to the right emotions, motivations, and character issues for a relationship that needed to be more than a bewitched booty call for the bad girl / bad witch trying to hook her guy magically while reenforcing it with sex. When love and a long-term commitment was on the line and the "good girl" / good witch, I found I had hangups I had to get out of the way.

Write. Then edit.

Rewrite. Edit.

Keep whittling and feeling or sensing your way through the who these people are and why they are having sex. The bad girl was entrapping him and he couldn't stop it then; but with the "good girl" [I make quotes because it is a loaded concept still in this culture] and the hero had a tender minefield of their own individual issues, goals, hopes and each touch, each kiss, each sigh, and choice of what they actually do comes from character and personal goals and writer complications as their ubergod.

Saturday, September 20, 2014

How does your character do...The Merits of Solitude._8 Ways to Embrace JOMO: The Joy of Missing Out


https://www.yahoo.com/health/8-ways-to-embrace-jomo-the-joy-of-missing-out-97585805333.html

8 Ways to Embrace JOMO: The Joy of Missing Out
Photo by Getty Images

I was a junior in college when I went to see Dear John by myself. It was the first time I’d been to a theater alone, if only because the movie trailer suggested I would ugly-cry like all get-out. The fewer people who see me in that state, the better.

As willing as I was to fly solo, I “just knew” it would be a terrible time. I “knew” that not having a friend to talk to during the previews or feel awkwardly comforted by when I lost control of my tear ducts was going to make for an experience I’d deny ever happening later. So imagine my surprise when I not only enjoyed myself, but I did it all over again the next month. And I didn’t stop there. 

My newfound appreciation (dare I say preference) for alone time made its way to restaurants and concert venues. Sure, I would bring a book or a barely-checked Twitter feed to focus my attention away from sad-eyed strangers wondering if I had friends or was being stood up—but those fell away when I realized I didn’t care (much) about what people might be thinking. 

Now, instead of feeling embarrassed by the idea of showing up someplace alone, I feel empowered. It’s just me, my thoughts, no small talk, and some pasta. It’s perfect.

And I’ll let you in on a little secret: Alone time—even when it involves missing out on social events or activities—is also, apparently, good for us all.

The Need to Know

Time alone is technically known as solitude, or the time you spend getting to know yourself. It can be tough to embrace a desire for solitude as a normal, healthy thing, given that society tends to favor extroverts (or people who thrive on socializing and activities), and some science shows being outgoing is a greater indicator for happiness. 

Then there’s social media, which is all about the power of social interaction. Take all these factors together, and it’s no wonder solitude gets the short end of the stick.

Yet there can be so much joy in these solo hours—or what blogger Anil Dash first dubbed JOMO (joy of missing out) in a popular blog post nearly two years ago. Put another way, JOMO is the opposite of FOMO (fear of missing out). It’s relishing alone time, letting go of needing to be “in the know,” and unplugging from emails, text, social networks, and events in an effort to embrace solitude and cultivate one’s relationship to one’s own self. 

image

If solitude hasn’t ranked towards the top of your to-do list lately, intentionally spending time alone might sound, well, boring. But not all boredom is created equal. Daydreaming, for example, promotes creativity, while a lull in external stimulation can encourage us to go after our goals. 

Meanwhile, research shows that alone time can also boost cognitive power and overall well being, with some of the best ideas and work coming from a quiet, inner place.

Perhaps most importantly, solitude allows us to engage in what psychologist Anders Ericsson calls Deliberate Practice. It’s easier to turn our focus inwards, and resolve (or refine) personal problems and behaviors, when there are no distractions. And the insight gained from this practice is what Ericsson says is the key to exceptional achievement and success.

The takeaway? Taking breaks from constant connectivity to enjoy some alone time is just as important for our overall health as hitting the gym or cooking up a healthy dinner.

Your Action Plan

Solo movies and meals are certainly one way to ease into spending more time alone, but there are a thousand ways to solitude. For beginners to well-seasoned enjoyers of solitude, here’s how to uncover the joy of missing out. 

1. Allow yourself to be uncomfortable at first.
Even if solitude appeals to you, it’s something certain personality types (read: introverts) may feel more comfortable doing by default. If you’re less sure about spending time alone, start small. Try sitting quietly for 10 minutes or not bringing your phone along for a 15-minute walk—hey, it’s a start! 

It’s also helpful to choose activities you enjoy, whether it’s sitting outside in the grass or doing yoga, says Susan Cain, author of Quiet: The Power of Introverts in a World That Can’t Stop Talking. 

2. Bring along “safety blankets.” 
Books, phones, and even a notebook and pen are all things you can bring to the literal table when practicing solitude. By focusing on what’s in front of you, you’re less likely to worry about onlooking strangers and what they might be thinking about you. 

As you get more comfortable, you may feel the need to leave these blankets at home. But there’s no rush or rule that says it’s not really solitude if you have them with you (especially non-tech “blankets”). 

Again, start small. While it’s ideal to spend time alone without access to social media, take some baby steps if you need ‘em by bringing along the tech gadgets the first few times you venture out solo. 

3. Take a seat at the bar.
Having someone wait on you in a dining room full of other people’s friends and families can be intimidating—so take a seat at the bar instead. Not only can it be a more comfortable choice for first time solo diners, but you’ll notice how many other people are also there to enjoy a drink or a meal alone.

4. Schedule solitude every day.
Once solitude starts to feel more comfortable, pencil it in every day the way you would exercise or a lunch date, says Cain. This keeps you accountable to your self.

5. Unplug throughout the day.
You can’t reap the benefits of solitude if your phone is notifying you of every new email, or text, or snap. Similarly, sitting quietly doesn’t mean silently scrolling through your Twitter feed. Once you’ve graduated from the “baby steps” phase, try to remove that stimulation for a few minutes, hours, or even a whole day at a time—whether it’s leaving your phone in another room or turning it off completely—so that you can really focus and reflect on your own. 

6. Meditate.
Meditation is a particularly great way to practice solitude, and it can be accomplished in as little as 60 seconds a day. Research finds the practice also relieves stress, benefits the brain, and may reduce risk for heart attack and stroke. Not used to meditating? We’ve got 10 unexpected ways to get started.

7. Experiment with what works for you. 
Reading a book in the park? Great. Venturing out of town with a perfectly-crafted playlist to attend a local book fair? Equally great, if not even better. Once a solitary comfort zone is established, upping the ante can enrich your experience. 

It also gives you the opportunity to explore and discover what you truly love to do, and to find value in what you’ve already been doing. 

8. Believe Like Bukowski.
Author Charles Bukowski once wrote that “isolation is a gift.” And he’s right. The creative and reflective power that comes from solitude is worth the break from social media and group outings. 

That’s not to say you shouldn’t ever spend time with your friends and family, just that it’s important to remember that spending time with yourself can be just as joyous. 

So let yourself enjoy, and be grateful for all that alone time gives you.

Sunday, September 14, 2014