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The world of Fallen London was yet again enriched this month with the release of the long-awaited Zubmariner DLC for Sunless Sea. A stretch goal of the Sunless Sea Kickstarter campaign, Zubmariner promised to expand on the hints of sub-aquatic travel lore already present in Fallen London, and take players to a deeper and darker place than ever before. As the surface of the Unterzee already features sea-urchins from space who speak the language of stars, and a malevolent living mountain that’s can’t be permanently killed, it seemed a tall order. Still, the early promotional materials were intriguing to say the least, so as a KS backer myself I was very ready to be hyped.
Tomorrow November begins, and with it NaNoWriMo, the yearly celebration of writers getting together and vowing to hold each other accountable to one promise: write fifty thousand words in a month. I tried participating in NaNoWriMo once or twice in the past, about ten years ago. Although I had free time aplenty and I pushed hard on my novel idea, of which I was very fond, I didn’t win either time. Neither did I get a complete manuscript from it. In fact, I’ve never successfully completed a novel.
For a while, this was a source of great stress to me. When I envisioned my writerly future as a kid, it involved a shelf lined with books with my name on them, and the books were invariably fantasy novels. Novels were are are most of what I read. I didn’t adjust to regularly reading short fiction until quite recently, and I learned pretty quickly that it’s no use trying to write something that you don’t read. Every fiction magazine will quite rightly expect you to read a few of its issues before you even consider submitting.
Last year during NaNoWriMo I was unemployed and dedicating myself to writing more or less full-time. Ostensibly, that would have been the perfect time in which to make my next attempt. But I had determined that my mind was shaped for short fiction, and I was making my stand on a fictional universe built out of interconnected short stories. It was a fairly bold project in its scope, and ended up being less of a success than I’d hoped, creatively or otherwise. It did force me to stretch my muscles, though, and I learned a great deal about what was missing from my writing toolbox.
Now I have determined that it’s time to make a similar attempt, but more consciously. Going into November, I hope to put down fifty thousand words of continuous narrative, but I don’t fully expect to get a novel out of it. In fact, since I’m entering the race with almost no preparation, I expect the result to be rather an inelegant mess. My challenge right now is nothing more complicated than to start at the beginning and make it all the way to the end. It just so happens that this is one of my major vulnerabilities as a writer, and I’m beginning next month’s challenge partly in order to address this unacceptable gap in my toolbox.
Another challenge I’ve set myself is to write unselfconsciously, to turn off the inner editor, which is exactly what NaNoWriMo is designed to do. I like to produce polished material, of course, but as the saying goes, perfect is the enemy of done. Turning off the inner editor means you relegate her job to an outer editor, which is the person most qualified for the job to begin with. I hope this drive for unselfconsciousness will help me touch on some more sensitive issues, that I have been avoiding writing about for a long time.
Meet me back here in a month or so to see what sort of results this experiment produced.
Crossposted to Dreamwidth.
The Interactive Fiction Technology Foundation runs a yearly competition for interactive fiction called IFComp. Though it’s been flourishing for many years, I hadn’t heard about it before this year, and too late to be able to plan and execute a worthy submission. Still, nothing’s preventing me from browsing the 50-odd submissions and looking for something to catch my eye. As a novice to IF I’ve only had hands-on experience with a very few platforms for writing or playing it. IFComp, though, exposes a whole array of techniques and manipulations that I wasn’t previously familiar with. Needless to say, this affected my play experience significantly.
Eight characters, a number, and a happy ending – K.G. Orphanides
This was the first entry I played. Eight characters is a parser game, where commands can be entered in the text box or through navigation links. Some of the commands are helpfully explained in the in-universe manuals. Some are fairly intuitive, once you catch the trick of it – another effect of my being a novice player. I fussed for a long time over trying to open a simple chest before I learned to adjust to the game’s expectations.
Medical history can be fascinating, depressing and hilarious in more or less equal measure. A few of my smarter teachers have touched on it here and there, and it always helps to contextualize the material. It also puts things in perspective, when you’re learning about historical beliefs that represented the best medical thought of the time, alongside the best modern understanding of certain scientific mysteries. Makes you feel like maybe we know as little about the human brain as our antecedents did about germ theory. Someday, future podcasters will laugh at us.
Laugh, and be horrified. “Sawbones” is essentially a humorous podcast, as the subtitle says, “a marital tour of misguided medicine”. A doctor and a sidekick ask hard-hitting questions about garlic and butts. Given the rich history of the medical profession, they could conceivably keep producing weekly episodes indefinitely. So far their subjects have ranged from sleep disorders to deadly viruses, not to mention a lot of things that are no longer considered ill-health at all (left-handedness) to things that are straight up fiction (hysteria).
I love Sawbones because it keeps my commutes lively, and helpfully has a large back archive so that I’m never stranded without something to giggle about on the bus. I love it even more because almost every episode gives me a new story idea. As they say, fact is usually stranger than fiction. Nothing I could come up with independently is going to beat the 1918 flu pandemic, the discovery of vitamin C, or the history of sleepwalking.
Crossposted to Dreamwidth.
It is the story of Thalia, a princess on her way to an arranged marriage. The story follows Thalia as she arrives at the kingdom meant to be her future home and gets to know her future husband, tracking her responses to her environment, positive and negative. As the wedding nears Thalia can choose to explore the castle and get to know some of its inhabitants, and at the end of the game the player makes a decision based on Thalia’s overall impressions: to go through with the wedding, or cancel it.
This early version of the game is fully playable and features character customization and four different endings.
An excerpt from the game’s opening will be available on my Patreon later this month.
Some of the posts on this blog receive very regular hits, regardless of how old they are. Hits from Google, or from social media of the shareable kind, where someone might decide to revive an old-ish post and give it second wind. It’s easy enough to trace my most popular posts through this method, as well as by the hit-count which WordPress provides. It’s almost as easy to get to the bottom of why these posts in particular receive more attention than others.
Some of them are reviews for niche products, obscure enough that my little blog is able to climb up the Google results to a visible place, maybe even on the first page. I’ve also been getting a few Image Google hits since I started including images in most of my posts. By far the most important factor, though, are the creators of the media that I review.
I review both books and games, most of them visual novels or other non-combat games from small-to-tiny indie studios. Game devs like these have to do most of their own promotion work. Authors also find themselves in this position sometimes, if they are self-published or else backed by a small publisher. Maybe the larger media review sites pick up on their creation, maybe they don’t. Either way, they need reviews. They need to get their name and the name of their product out there, to reach the readers or players most likely to pick it up.
Reviewers also need content creators. Most obviously, we need media to consume and review, for entertainment as well as work. But there are many mass media products floating around that I could be spending my time and money on. I could add my voice to the huge internet chorus talking about Star Wars or Supergirl (as I sometimes have). The media outlets that produce those properties, though, will never be aware of me and my work.
Not so for the independent creators. My best-visited review is still the one for Solstice, MoaCube games’ hybrid mystery visual novel. As I pre-purchased the game and played it before the release, my review was published right around the time that it became publicly available. The developer retweeted it shortly after, which led directly to three days of record hits for my blog. It’s still my most popular post by far.
Content creators and reviewers depend on each other. Books need readers, and so do blogs. When someone links to my review, they’re not only promoting their work, but also mine. They are also, to a lesser extent, promoting every other piece of media I’ve reviewed on this blog. Just as I rely on other review blogs, and on creators retweeting each other’s self-promotion, to find the subject of my next post. In fact, that’s how I find most of my favorite games and books, these days, especially through review-intensive sites like Goodreads.
Crossposted to Dreamwidth.