When Knifesedge
Blogs asked me to write a guest blog about how gaming and writing come
together for me, I was stumped. For about ten seconds. Then Eureka! I realized just how much
crossover there is between the two for me.
I write post-apocalyptic sci-fi horror
fiction (not all at the same time, most of the time), and if you think about
some of the more popular visual media
products in those genres—Star Wars,
The Walking Dead television series,
the Left4Dead and Fallout games, to name a few
examples—they all have one thing in common for me: great storytelling. (In the case of Star Wars, I’m talking Episodes IV-VII —so go with it.)
In Other News…The Sky Is Blue on a Sunny Day
I know what you’re thinking: Yeah, tell me something else I don’t know.
But you’d be surprised how often the fundamental idea of great storytelling
gets glossed over. Take DC versus Marvel movies, for example. We can debate the
merits of both franchises and how Batman can kick Spiderman’s ass every day of
the week and twice on Sunday, but the reality is, Marvel has been much more
careful about how they’ve rolled out their multiverse. They’ve taken the time to do it right and aren’t
trying to cram ten years’ worth of storytelling into a handful of movies—unlike
DC. Turns out: craft matters.
If you’re interested in more thoughts
comic-book storytelling in different media, check out Episode
15 of Geeks of a Certain Age, a podcast that I co-host with my geek brother
from another mother, Hank Garner.
Thanks, Professor. What the Hell Does That Have to Do with Gaming?
Great games are like great visual media of
any kind—they immerse you in a world that doesn’t involve making your mortgage
payment and they let you project your fears and hopes and gym-workout-best
intentions on buff, smart, funny player characters. Left4Dead (and its sequel)
are, boiled down, a redundant, fairly predictable series of FPS games. But they
have fun characters who regularly bark at each other (especially when you shoot
one of them in the back—oops). From the chapter subtitles (“No Mercy: Curing
the Infection…One Bullet at a Time”) to the graffiti on the walls in the safe
rooms to the aforementioned PC snarking—the game has great humor. I’m not a big
fan of FPSs, but I’m a huge fan of the L4D series. I’ve played all those
precious few chapters over and over, again and again. My family and I make a
“zombie night out” of it on a regular basis.
When I write—especially darker stuff—I try
to connect with readers in the same way. I personally believe that every one of
us enjoys gallows humor and dirty jokes. (How much we let others see that side
of us depends entirely on how well we know them—right?) Humor is a huge part of
my horror fiction; as is helping the reader get to know the characters I’m
writing about—even secondary characters and especially bad guys. I do my best
to not create one-dimensional placeholders. They’re boring and offer nothing to the reader that reflects back
to them a little piece of who they are.
That comes straight out of what I love
about roleplaying games. I grew up reading Star Trek novels before ST novels
were cool. (Remember Ballantine Books?) I played D&D in the late ’70s and
early ’80s (and if you’re interested, you can hear me do it again with some
other great gamer-writers on the podcast Sci-Fi
Writers Playing Old School D&D). It’s all about character and character experiences
in RPGs—or at least it’s mostly about that. Action too, of course. Plot’s
important to keep me interested, right? But I couldn’t care less about what’s
happening if I don’t care about character, first and foremost.
Similarly, my personal writing philosophy
is this: everything derives from
character. The plot moves forward not because lightning strikes, but
because Sam the Hero chose to go out on a stormy night. If lightning
strikes—well, he should’ve made a better choice. Games like Telltale Games’ The Walking Dead—a favorite of mine from
the past couple of years—shows this in spades. The gameplay itself is fairly
simple (point-and-click combined with branching decisions that influence
gameplay and what other characters think
of you), but the storytelling is intimate, sometimes harsh, and always
engaging (just like the series it’s based on). It’s about relationships between
the player character (you) and the non-player characters. It’s about the human
connection. And that’s the core ingredient in great storytelling, whether in
fiction or gaming or television or movies.
The Play’s the Thing
I’ve rambled on a while, so
I’ll sum up. Relatable, complex characters; humor (the darker the better in
difficult circumstances); action that gets the heart pumping—all aspects of
games I really enjoy (like The Witcher III , which I’m currently playing). Depth, breadth, immersive
experiences—a world I can lose myself in (like Total War: Warhammer, which I’ve also spent a couple hundred hours
in over the last few months). For me, these are the hallmarks of great gaming
and great storytelling. And they’re the same ingredients I stir into my
storytelling when I write fiction.
But overlaying all? Fun! Good novels, like
great gaming, must be fun. Even when
they’re dark. Especially when they’re
dark. At the risk of pontificating (further), I’ll finish up with this thought:
the closer a great game (and story) can connect to the person experiencing it,
the better experience the reader will have. That means both gaming and
storytelling have to impact the gamer or reader emotionally—whether that’s a complex family drama novel or the
simple emotion of adrenalin-pumping fear you get from your favorite FPS.
Relatable, complex characters; humor (the
darker the better in difficult circumstances); action that gets the heart
pumping. Depth, breadth, immersive experiences—a world I can lose myself in.
These are the hallmarks of great gaming and great storytelling. And they’re the
same ingredients I stir into my storytelling when I write fiction.
Think back on your favorite gaming or
reading experiences and drop a comment below—am I right? Am I wrong? What makes
a great gaming experience for you? When you finish a novel and go, “Whoa! That
was awesome!” why do you react that way? Knifesedge and I are curious…
If you’d like to see if my fiction lives up
to my claims in this blog, here are some options for you:
·
The Serenity Strain: Stormbreak. The
first novel in a trilogy about the end of the world set in Texas. The sequel, Ironheart, came out recently. The final
novel is on the drawing board.
·
Tales of B-Company: The Complete Collection.
A collection of novellas set in Michael Bunker’s Amish-Sci-Fi world of
PENNSYLVANIA. Pew-pew sci-fi with Sgt. Fury
and His Howling Commandos roots.
·
Unconditional: A Tale of the Zombie
Apocalypse (short story). What if The
Walking Dead occurred from the perspective of the family dog?
This post is part of Blaugust 2016, an initiative to Blog throughout August. For more information visit the Tales of the Aggronaut Blog
Totally agree with all of that. I feel like a lot of games these days sort of shift story to the side. We need more Soul Reaver & KOTOR these days!
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