Category Archives: Writing Advice

News about “Choices That Matter” story app.

Eep, I really haven’t written for a while.

In my defence, I am in a whirlwind of writing as I finish “Choices: And Their Souls Were Eaten”, write the sequel to “Heart of Brass” (it’ll be a trilogy by the end of next year), and research and write [redacted] for [redacted], which is terribly exciting.

First things first, the Tin Man Games story app formerly known as “Choices: And The Sun Went Out” (after the first story, which I also co-wrote) is now known as “Choices That Matter”. It’s still on iOS and Google Play, and the finished tales will eventually show up on Steam.

So, I co-wrote the first story, “And The Sun Went Out” (from arc 4 onwards)

I wrote the second story, “And Their Souls Were Eaten”

I shall be editing the third story, “And Their Heroes Were Lost”.

All in all, KG Tan and I have made sure our fingerprints are all over all three stories. (For those not in the know, KG Tan is the project head of both “Choices That Matter” and “Miss Fisher” and he wrote rather a lot of “And The Sun Went Out”. He’s the last line of defence when it comes to editing, especially coding errors, and he is a spectacularly gifted person as well as a genuine friend.)

Phill Berrie was the first-line editor for “And Their Souls Were Eaten” and he is the writer of “And Their Heroes Were Lost” (which is seriously excellent!)

 

So let’s talk “And Their Souls Were Eaten”, since it’s my big beautiful baby. It had forty updates over 10 months, and the final update will come out within days. The final word count is around 377,000 (which is impressive until you compare it to the 15-month “And The Sun Went Out”, which came in just over 600,000 words).

YES in case you were wondering, it is connected to my other steampunk stories (they’re all connected). It takes place in 1836 Europe, well before any of the other stories, and the central problem of the story is different to all the rest.

Whenever I write interactive steampunk, I decide one one version of the story that is the “canon” version—the least contradictory version. When it comes to “And Their Souls Were Eaten” the canon version is as follows:

 

SPOILER SPACE

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

  1. The character is male (or appears to be), and after eating the soul of Charles Dickens they ultimately “become” the Charles Dickens that we know from “real” history (minus the horrible behaviour toward women, because I want to like him and it’s my story dammit). He writes all the Dickens stories just as they exist in our real world. The character might just show up in the novels (as “Charles Dickens”). He certainly shows up in “Stuff and Nonsense”.
  2. The soulless problem is 100% dealt with and although a few people continue to build anti-soulless towers and to keep an eye out in case any soulless escaped, by the time Emmeline Muchamore (hero of the novels) is causing trouble it’s rare to hear “soulless” or “Great Ones” even mentioned. In fact, they don’t come up in the novels at all (conveniently for those who read the novels but not “And Their Souls Were Eaten”.
  3. Activated gold is discovered during “And Their Souls Were Eaten”, and a few other magical metals are discovered in the 1840s, before the novels begin in 1853.

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Filed under Advanced/Publication, All Steampunk Fiction, I get paid for this, Interactive Fiction, MegaList of Awesomeness, My Novels, Steampunk

Little Miss Helpful

For those who aren’t up to date on their classic picture books, “Little Miss Helpful” is about a person who’s always trying to help people and ultimately makes their lives much, much worse. One of her friends is sick and trying to rest, so she shows up to help. She wakes him up over and over again in the process of attempting to clean for him (destroying his kitchen in the process), and ultimately both are injured and I presume the friend gets pneumonia and dies. (I’m extrapolating from the fact that he ends up in a pond.)

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(Pictured: An unrelated children’s picture book.)

So this week I’m struggling to accept the fact that an introverted kid who is not mine doesn’t get to sit next to her best friend (aka my kid) six hours a day (but is still able to play with her multiple times a day). Her mum is long since over it but I’m still in overprotective mode.

Today I have a brand new drama that also fits the “Felicity Banks clumsily attempts to help a person/people who would be much better off if she didn’t bother” narrative.

The oversimplified version—also the version that I’m emotionally responding to—is that I wanted to write a story with a protagonist who was disabled, in part because that’s one of the many groups suffering from Trump’s power… but it has become clear that I’m not smart enough to cause more good than harm.

Like most oversimplifications the above is not entirely true, but has an element of truth in it. It was mostly a structural issue that caused me to need to drop that particular aspect of my protagonist. Still. . .

It’s hard for privileged people to learn how privileged we are. It doesn’t matter how many advantages you’re born with, life is hard. Stuff happens. And when someone points out that an aspect of their life is harder than yours, it hurts. It feels like your own struggles are less legitimate. When you’re trying to remember whether “gay” is still a insult or not, and then you find out that intersex is a thing that you also need to understand and learn about, it feels like people are just taking offence no matter what you do.

Those feelings are knee-jerk reactions, and they’re not actually true. There’s a really thoughtful article about emotional exhaustion here.

So yes, privileged people also have struggles. But part of being a decent human being is to get past that knee-jerk “Arg too hard!!” reflex and realise that it’s vitally important to acknowledge other people’s struggles, and to use what power we have to help others.

I’ve been passionate about discrimination against people who are LGBTIQ since before I knew that one of those letters applied to me. I’m a Christian and have felt since my teens that Christians treat gay people and Muslims poorly—which is exactly the opposite of what Christian behaviour should be. But even thought I’m disabled myself, I’ve never fought for the rights of people who are disabled. (Partly, if I’m honest, because I’m still coming to terms with it in my own body and mind… after fifteen years.)

The term “Social Justice Warrior” is an insult, but since Trump was voted in as US president the world is badly in need of exactly that kind of warrior to mitigate the damage he is doing to pretty much every vulnerable minority group anyone can think of.

 

When my daughter found out about Trump, she gave up her allowance for months so she could donate it to kids and communities in the third world. I thought about what I could do and realised that financial help and/or things that involve me leaving the house (like protest marches) are rarely an option. But I still have a working brain (sometimes) and I have two powerful resources at my disposal: my imagination, and my readers. If I write interesting and diverse characters, it will help all of my readers to understand and empathise with people who are different to them. And it won’t feel like work.

I can’t earn a living wage; I can’t walk or stand or march without pain; I can’t vote in US elections; I can’t run to Nauru and singlehandedly gather up all the innocent children and bring them safely home with me; I can’t roam the streets making sure non-cisgender people aren’t getting beaten up; I can’t teach manners to Islamophobic trolls; I can’t stop Australian politicians from stoking racist fears in my own country—but I can write.

Here is a music clip (technically an ad for last year’s Paralympics):

 

 

I watch this all the time. It’s one of the greatest music video clips ever made. I actually have a real-life problem with Louisette being jealous of people with physical disabilities because of this clip (specifically, she wants to have either one leg—so she can do a kick-ass hopping high jump—or no arms so she can be an awesome drummer). I have to keep explaining to her that if she wants to have the amazing abilities of these musicians and sportspeople, then she has to train like they do.

Unlike most inspirational stuff (which is nauseating at best, and insultingly incorrect at worst) this actually works for me. I know that every single person in this clip has thought, “My life sucks! I can’t do anything! My body is holding me back from the life I want to have! This is so unfair!” at least once. I’m technically disabled physically, but my depression usually bothers me even more than the physical side, so getting told to look on the bright side or cheer up (by healthy, not-depressed people) often actually means, “Stop bothering me with your pain.” The clip above makes me feel good with the music, and means more to me than any other song because every person in it still has big parts of their life that suck. It hits the exact right place between pity and awe (both of which are foolish reactions able-bodied people often have to people who are disabled, ie “Oh, poor you!” or “Wow, you’re SO brave!”). Actually, people who are disabled do have unique challenges, but they’re also just… people. (There’s an interesting article about the social pressure to be the “perfect” disabled person here.)

The clip cleverly erodes the patronising pity I might feel towards people who are physically disabled in various ways. There really are certain elements of physical disability that are wicked cool. These are my two favourites:

  1. Prosthetics. The whole field of prosthetics is evolving so quickly that it’s incredibly exciting. Those curved “running legs” sportspeople use are actually faster than normal legs. There are other prosthetics that also do certain things better than nature. I’m with Adam Hills (who, incidentally, has one leg): Instead of calling people “disabled”, he says we should call them something that reflects how freaking cool their bodies are. Hills suggests “mutants”. Like, X-men style. Obviously that’s not going to happen, but there’s truth in the comedy.       Now that I think about it, I actually had a one-legged romantic interest in “Scarlet Sails“, just because piracy does rather lend itself to non-standard body shapes. She even has a slightly-awkward sex scene due to my remembering Adam Hills talking about how he always needs to remove his prosthetic leg before sex. And in “After the Flag Fell” the main character almost certainly loses an arm—not just because steampunk lends itself to cool prosthetics, but because he’s an actual historical figure who lost an arm due to a battle wound.
  2. As a failed linguist (literally; I failed my second semester at uni) and a retired cross-cultural missionary (also literally; for ten years I worked towards a career in Indonesia teaching English etc to kids in the slums), I’m fascinated by the deaf community. Sign language is such an interesting set of languages, and the community itself is just that: a community. A lot of deaf people who could have their hearing restored through technology choose not to, because their deafness is as much a part of their culture as breasts are to a woman (As a breast owner, let me explain: So what if I’m not breastfeeding and never will? So what if my breasts require expensive specialised clothing and constantly get in the way? They’re mine and I’d be VERY upset if they were removed).

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(Picture: Would YOU waste time looking at her wooden leg?)

So as I was working on the outline of an interactive story, I had an idea. I could have the reader choose a disability for the protagonist from three options:

  1. Someone with a double above-the-knee amputation. This is a significant disability in the real world, but in my world the character lives in an enormous floating city (influenced by, among other things, the Bajau people, a refugee people group who live almost entirely on water and have extraordinary abilities as a result) so I wanted to write that they had the usual prosthetics (cosmetic, running, practical, “shorties”, etc) as well as a prosthetic tail that makes them look like a real-life mermaid—including a superior swimming ability. I’m already jealous of this character’s ability in my mind, despite the fact that they’d also have significant disadvantages.
  2. Someone who is mute. Originally I wanted to write a character who was both deaf and mute, but a writerly friend pointed out that not being able to describe sounds would cut back on sensory immersion (a vitally important aspect of writing; my writing isn’t good enough to make up for it) so I toned it back. The protagonist’s city is made of transparent spheres, and getting from one to another is slightly awkward. I’d already designed it as a place where everyone uses sign language every day to chat through the glass during that awkward transition from one sphere to another. As I was thinking about the real-world deaf community, I developed my setting into a place with a large minority of deaf-mute individuals (not such a surprising thing, given a recessive gene for a condition causing people to be deaf-mute, combined with a relatively small population). That way I could develop a whole bunch of different and complementary sign languages (slang, trading, one-handed, something specifically for talking underwater, something specifically for the protagonist to talk privately with their best friend, etc). It would be such an interesting and fun world! Languages are fun! I’m also borderline bilingual (Indonesian) and have lived in Indonesia with Indonesians for six months, and observed firsthand the way language changes the way I thought about things.
  3. A phobia of deep water. This is actually one of my own (extremely numerous) phobias (making research a breeze), and of course would be very difficult when the protagonist lives in a floating city. Unlike depression, it’s specific enough (and has so little effect on my actual life) that I could write about it without getting depressed myself (I’ve written a story about the real-life experience of depression, but it’s…well, depressing). Although I wouldn’t recommend an anxiety disorder to anyone (duh), it DOES have the positive side effect that I deal with fear every day, so when something really scary happens (like having a baby, or having Chris in hospital with a rare disease that is both incurable and potentially paralysing or deadly… yes, that happened; he got better) I actually handle it quite well. It also means that the character would adjust more easily to the time they spend on land (the Bajau people get badly landsick, and so will my non-player characters—but less so if they choose option #3).

So now that everyone is dying to read my nonexistent book, here’s why it probably isn’t happening:

Good intentions are not the same thing as good results. Obviously, my aim is to write a positive, enjoyable, interesting story that also gives people with certain disabilities a chance to play a character who actually shares that aspect of their life. And a story that helps people who don’t have any of those conditions to feel that classic “oh they’re just like us” moment that we all need to have about… well, everyone who is not our physical & psychological clone.

However.

One of the places I started my research was in the “Choice of Games” forums. “Choice of Games” is a hugely influential American interactive fiction company. (I am not associated or affiliated with them in any way; but I’m a huge fan and a Hosted Games author several times over.) They work hard to be inclusive, and it shows. The forums are a friendly, welcoming, helpful, and diverse place. I have accidentally stepped on people’s feelings there in the past (again, helping where help was not wanted) and people took me aside privately, and politely taught me how to be a better person. I was also forgiven by the people that I hurt.

I have genuine friends there that have made my life better, plus a really cool arch-enemy (you can read about him in the special features of Starship Adventures), and even someone I’ve since met in real life. Some of them are very different to me in various ways, and some are very similar (poor things). But I knew that I needed to research deafness, muteness, and the lives and feelings of amputees in order to write about them in a way that did more good than harm. I also knew that my research needed an extra layer: I needed to find at least one beta reader from the groups I was trying to represent. They would pick up on dumb mistakes I made. The forum was the perfect place to start looking for those beta readers.

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(Pictured: Not a suitable beta reader.)

So I started a new topic, called something like, “Looking for beta readers who are deaf-mute or double-amputees”. I winced as I wrote “deaf-mute” and “double-amputee” but even someone with one leg has a very different life to a person with both legs amputated, so I needed to be specific.

Within 24 hours people had already replied telling me they’d thought (based on the title) that I was deliberately trolling the forums, and an admin had changed the title (with my belated blessing) to be less offensive.

So as quickly as that, I screwed up. Alarm bells began ringing, and they continued ringing as various people talked to me via the thread, communicating (gently) how very uncomfortable they were that someone so ham-fisted would be writing such a story.

I immediately googled the terms I’d used, looking for less offensive words to mean “deaf” “mute” and “amputee”, while also asking the people in the thread. I found that the correct words are (wait for it) “deaf”, “mute”, and “amputee”. I also found that it’s preferred that people put the “person” first, ie I should say “A person who is deaf” rather than “a deaf person”. But clearly the title I used for the forum topic was still deeply offensive.

So I’m already at a loss. How can I write about this set of disabilities when it’s apparently not okay to say the words aloud? Someone (rather brilliantly) suggested that hey, it’s a fictional world, why not make up words? The only problem is that I then have to explain that “sffhuiwe” (or whatever…) means “deaf”. So we’re back to square one.

I have since worked out that (a) The thing that’s offensive is that my attempt at brevity made it seem like the disability was the most interesting part of the character, which it definitely isn’t, and (b) It’s easy enough to describe the actions of the characters without using any of the words that may be offensive to some people.

Now is a good time to mention that Australians have much more casual manners than Americans. It’s actually something I love about Australia. I find it more honest and open and straightforward… but I’ve run into trouble at least once before because people thought I was being rude when I thought I was being friendly. So that complicates matters, especially since the vast majority of my readers are from the US.

In the meantime, someone I deeply respect (especially in the field of interactive fiction) pointed out that if I had the reader choose one of those three options, it was structurally saying that all three options (I called them “quirks”) were comparable. Which is just not true (even though it’s true within the story).

So that’s almost certainly the nail in the coffin for my “pick a quirk” idea. Which is sad, but a far better fate than having me write 200,000 words that made the world worse.

So that’s what I’m crying about today. I really wanted to represent disabled people in fiction, but my own limitations (and privileges) make it a terrible idea.

Having written all the above, I’m no longer sure that giving up is the right option (even though it almost certainly is) so I’ll think some more, and talk to some more people, and make my final decision after that. But before I make too much of a nuisance of myself.

Well, probably.

As always, the questions that matters most to me is, “Will this cause harm?” but the second most important question is, “Will it make the story better?” It’s clear to me that these aspects of a fully realised and interesting character absolutely DO make the story better. That’s not an easy thing to give up.

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Procrastination Technique #452: Reviews

I’ve written about reviews before, and I’m always fascinated, whether the review is positive or. . . not so much.

The Tin Man Games app “Choices: And The Sun Went Out” (including the second story, my steampunk fantasy, “Choices: And Their Souls Were Eaten”) has just under a hundred reviews (mostly just stars) on itunes and has just passed 600 reviews on Android.

Android apps have a cool feature where they say how many people have installed an app, and this app, our app, has been installed over 50,000 times! It boggles my mind that so many people are reading words that I write, and it makes me evil laugh when I read the desperate pleas of addicted readers hanging out for their weekly story fix:

Mario Zalout wrote:

Love it It’s hard for me to find games like this. I constantly crave the story, wanting more. However, I’ve caught up with And Their Souls Were Eaten about 3 times, and I always hate the break I have to take in between. And The Sun Went Out helps with that though, and since I know it’s considerably longer I work at it whenever Souls needs an update.

Theresa Budd wrote:

Great game but… This is a really great game but I wish they would update the bear version. I was having so much fun playing it and now I’ve got as far as can but they need to update it so I can finish the story please.

Zachery Fitzpatrick wrote:

You’ll love the story …..untill you get a nice distance in…. then the book shuts itself on your fingers and then throws itself into a fire and tells you wait for a update.

Trevor Veltema wrote:

So good Honestly the best game I’ve played, I was on it from 12am to 7 am, it’s very addicting

Johannes Haler wrote:

UPDATE MORE PLEASE The story And The Sun Went Out is easily one of THE best stories I’ve ever read. The plot about how the sun disappesring and stuff is just amazing! Please, I’ve reached the part where update is needed and I NEED MORE! Thank you Tin Man Games, for making reading fun, and making one of the best books I’ve read!

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There’s a whole sub-group who are angry that you have to pay (or watch ads) to read the whole story. Since I know exactly how much I earn (hint: not an enormous amount), I’m not entirely sympathetic to these:

Alper Can Buyuk wrote:

Ad-fest So you need “choice-tickets” to make decisions and progress the story. The only way to get these is either purchasing them, or buying a pass which allows you to progress through the app. The other option is watching a 30 second ad for a measly 3 tickets, completely breaking the immersion. Shouldn’t be a free app in the first place if this is the way the devs are gonna go about it.

Franz Airyl Sapit wrote:

TOO PRICEY. NOT WORTH IT. In my local currency, two Story Pass (needed to play this,”pay to play”) of this game is worth as much as Dragon Age Origins, a PC game. Imagine that.

Kaneki Ken wrote:

Money-grubbing morons. Whoever is the developer(s) of this game is seriously an annoying one. Not only do you deem it, unfavourable to have a narrator. To continue the story, you force us to give you money? How cheap is that of a practice! You don’t deserve money of you’re too lazy to have a voice actor!

In their defence, ebooks are sold in a much simpler system. There’s a big yellow button that says “free sample” and it’s easy to understand that the free sample is specifically designed to suck you into buying the book. These story apps are exactly the same thing, but app stores list them as “free, with in-app purchases” which isn’t deliberately misleading but it feels like it is.

Sadly, there are sometimes bugs and those reviews are always awful. The only up side is that bug-fixing horrors are someone else’s job to fix. Yay?

I love it when reviewers give useful information (and even more when they rebut the “I don’t want to pay/watch ads” reviewers).

DERPING Dubstep wrote:

Worth the read Don’t expect this to be an adventure game with managing inventory and fight enemies. If your looking for that you better off getting something else but don’t let that deter you from this experience. Like it is described by the developers the story is really choice based. I noticed how different the story was when i looked at the screen shots and compared it to mine, i was surprised. (And their souls were eaten seems really interesting hope we get an update soon)

Kat Hargis:

Amazing Currently reading The Sun Went Out- and the story is compelling and leaves me craving more. It is definitely worth to purchase the Story Tickets pass or whatever it’s called. Not only does it support the creative geniuses behind the story, but it also keeps me satisfied with long reads rather than short ones. Compared to other choice-based novels, this one is probably my top pick, beating even TellTale games. Once again, definitely worth that I initially spent. Looking forward to the updates on the story!

krazykidfox wrote:

Fantastic I’ve read both stories up to date. They’re both fantastic, and I’m eagerly waiting for more content. Pick this game up, hands down. While yes, you do have to either watch ads or buy tickets to progress through the stories, it’s honestly a very fair and generous system that stands out from all of the Free-To-Pay mobile games out there. Props to you, devs. Get this, you won’t be let down.

I don’t have a name wrote:

Awesome (Currently reading “And The Sun Went Out”)Intriguing, mysterious, smart and a bit dangerous. I love the fact that, although the choices you have are both natural and logical and not extremely different from each other, any choice you make has a huge impact on the story, changing it in major but still subtle ways. The only downside, in my opinion is the fact that you can’t redo a choice. You have the option to start the whole story from the beginning but I don’t want to repeat everything just for one mistake

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I really love that people are passionate about the stories!

The first story has been running over 14 months and is well over 500,000 words altogether (although each read-through would be about 100,000 words – the length of a regular book). 

The person known as “I don’t have a name” is going to love the stuff that happens towards the end of the first story, when literally hundreds of seemingly insignificant choices have the power to save the world. . . or doom it forever.

The final final final piece of the story will be released roughly on Christmas Day. If you want to read the whole story from beginning to end—possibly several times, so you get different experiences—then this is your moment to jump on board!!

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Filed under Advanced/Publication, All Steampunk Fiction, I get paid for this, Interactive Fiction, My Novels, Steampunk, Steampunk Series, Writing Ranting

Getting into the reader’s mind

NB There are structural spoilers ahead for “Choices: And Their Souls Were Eaten”, and more mid-level spoilers in the comments.

Regular readers will know that I live and breathe “Choices: And The Sun Went Out”, a serial interactive story produced by Tin Man Games. (It’s a massive story app available on Android or itunes, with new sections every week and the ability to choose where the protagonist goes and what they do.)

Although the app is called “Choices: And The Sun Went Out”, it contains two stories (so far!)

I was hired as a co-writer on the original story, and I have literally one section left to write. After FIFTEEN MONTHS and SIXTY updates, the story is ending. It’s an amazing feeling for everyone involved. Do buy the app as a Christmas gift from you to you. It’s a lot of fun.

But that’s utterly not what I’m writing about. The second story in the app, “Choices: And Their Souls Were Eaten” is my own project, set in the magical steampunk world of my novel and various other stories.

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Here’s one of the unique things about the entire “Choices: And The Sun Went Out” app: every four weeks there is a super-significant choice, usually a choice of which location to go to next. The reader gets to pick where they go… and then a dial appears to tell them what percentage of readers chose to go to the same place.

The writers can also see what all our readers are choosing.

So. Confession time.

Each super-choice is meant to be equally appealing, but at the end of Arc 1 it became clear to me that almost all of my readers had chosen one particular path. (I’m going to go back and edit the Arc 1 text to make the other choices more appealing.)

Arc 3 has just ended, and I was dying to find out what choices people made there. In Arc 3, the player chooses their animal form. They can shift into their animal form at various times during the rest of the story, and it’s often useful (or just fun and awesome). Certain animals have certain skills (did you know rats have an absolutely amazing sense of smell? Research, baby!)

There are five possible animal forms, but the reader was given a choice of only two animals, based on two of their previous choices. For example, if they had chosen to avoid physical conflict as much as possible, and to stay in the forest rather than seeking out people, they might be a deer. If you email me privately to ask for more detail, I’ll tell you more.

The five animal choices were: Sparrow, Otter, Deer, Greyhound, or Rat.

The statistics were always going to be skewed due to the Arc 1 choice, but here are the results:

Greyhound: 53%

Sparrow: 19%

Rat: 18%

Deer: 9%

Otter: 1%

All I really wanted to say was that if you’re an otter, you have read quite a different story to everyone else. Congratulations.

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Filed under Advanced/Publication, All Steampunk Fiction, I get paid for this, Interactive Fiction, Steampunk, Steampunk Series

Introduction to Interactive Fiction

I thought I’d better write an entry today in case someone is a-googling after hearing my interactive fiction interview on 666 ABC Canberra at 7:25am this morning (wheeee!)

Hello and welcome.

I write both novels and interactive novels. Other people find interactive fiction via the gaming community, so there are usually elements of game play (for example, skill bonuses that are tested later). You can “read” an interactive “book” or “play” an interactive “game”. I use the terms interchangeably.

Within interactive fiction, there are two main forms: Choice-based interactive fiction (the reader makes choices from set options) and Parser interactive fiction (the reader types commands to move the story forward and/or solve puzzles). I’m strictly on the choice-based side, which is definitely more accessible for newbies. The list below will make it immediately obvious that I was drawn to interactive fiction via Choice of Games. It’s not a bad place to start. This is what games always look like on the inside:

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You pick one of the options, and click next. Easy!

Interactive fiction is almost always digital (the obvious exceptions are “Choose Your Own Adventure” novels, and the Windhammer Prize), and almost always released as a phone app on the itunes and android stores (and more, for Choice of Games).

If you’re curious about interactive fiction (IF), here are some good places to start learning more:

To learn by playing

Interactive Fiction Data Base This link takes you directly to my page, which has links to all of my games. My games are usually accessible to newbies, since I am one myself. There are a LOT of games and reviews on IFDB, and you can find lists (such as “Games for new players”) to sort through the mountain of stories.

The Interactive Fiction Comp is hugely popular, and all the games are free to play. Judging season is in October and the first half of November each year (right now!!) Usually about half the games are Parser games. Some games are a lot easier to download than others so if you get stuck just move on.

Birdland came fourth in the IF Comp 2015, and is a funny game using Twine. Free.

Choice of Games (CoG) is an extremely successful company with a clear in-house style.

Choice of Broadsides is a short CoG game that’s a perfect introduction. 

Choice of Robots is an excellent scifi CoG story.

Community College Hero is an excellent teen superhero CoG story (Pt 1). It’s not an official CoG game, but is released through their Hosted Games label.

Creatures Such as We has a more literary style than most CoG games. It’s also free, and placed second the IF Comp in 2014.

My own CoG Hosted Games (I’m not associated or affiliated with CoG in any way) are the Australian steampunk adventure Attack of the Clockwork Army, the piratical romp Scarlet Sails (which also placed 7th in the IF Comp 2015; this version was improved after the competition which is why it’s not free like the original version). I also wrote and edited for the retro scifi comedy Starship Adventures, which has a bunch of behind-the-scenes special features.

Cape is a beautifully written Superhero origin story, where you can add detail by choice. It’s a hypertext story, meaning that you click on bolded words rather than choosing choices from a list. It placed fifth in the 2015 IF Comp, and is free.

Tin Man Games releases what they call “Gamebook Adventures”. They range from the mostly-text scifi serial story “Choices: And The Sun Went Out” app on itunes or android (the European steampunk tale “Choices: And Their Souls Were Eaten” is the second story inside that app; I’m a co-writer on #1 and writer on #2) to the recent Warlock of Firetop Mountain which takes the famous Steve Jackson & Ian Livingstone novel and turns it into a video game (including a fight system). They are internationally respected and an Australian company.

To learn by reading the blogs of reviewers (who also write games and talk about stuff)

Emily Short

Sibyl Moon

Jason Dyer

Sam Kobo Ashwell

 

To learn by joining a community

Be aware that the IF community is a small, welcoming, diverse, and kind group. Don’t be a troll. Don’t write when someone (especially a reviewer who is adding to the community with their comments and not getting paid for it) has made you feel angry.

Embrace different genders, sexualities, abilities, and nationalities.

Choice of Games forum

The Interactive Fiction Forum is very lively during IF Comp season (October/November).

 

An excellent book on Twine and writing, pitched for beginners to both

Writing Interactive Fiction with Twine by Melissa Ford

 

If you’re quick, you can probably catch me at Conflux today between when-I-get-there and 1:30 (when my workshop starts – it’s booked out already, but just email fellissimo@hotmail.com if you want to arrange something else workshop-ish). I’ll most likely be in the dealer room, since my publisher has a table (the publicist is actually hiding in this shot – can you see her elbow?)

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To learn by writing

Twine is certainly the easiest; it actually automatically builds an (adjustable) map for you. It takes about thirty seconds to learn, or ten minutes on your own. 

There are LOTS of online resources, including lists here and here about finding the authoring tool that works for you. You certainly don’t need to be a computer programmer! 

To get paid

Choice of Games pays advances of up to $10,000 for novel-length stories based on an approved outline and written with their tool, ChoiceScript. I know from personal experience that a story written for their less-exclusive “Hosted Games” label earns a respectable amount purely through royalties. Mine have earned around $1000 each, but there are no guarantees (and no limits!)

Sub-Q magazine pays for short fiction (they can be quite literary).

Contests pay a little (often not in money) but are hugely important to the community and to gaming companies, who sometimes even approach entrants to offer paid work. All the contests are publicly reviewed and judged, which is an intense emotional experience for any writer. Don’t ever interact with reviewers until after the competition is finished (and even then, always thank them regardless of what they said—every review is a precious gift, and the harsh ones are often the most useful).

Your stories must not be published, and they must be publicly available after the contest for free. Although the judging is public, they are NOT popularity contests, but based on judges being as neutral as possible in their ratings.

IF Comp is the biggest and best, but it’s NOT for beginners. Reviewers can be harsh in order to be more entertaining, or due to assuming you’re trolling the contest).

Windhammer Comp is printable (and short, and Australian) and high-status. First prize is $300, within runner-up prizes of $50. Not bad for a short story that doesn’t require learning a new tool! 

IntroComp (for games that aren’t even finished)

Spring Thing (called the Fall Fooferal if you’re in the Southern Hemisphere) is particularly welcoming to newbies, including a “Back Garden” where you can indicate that you’re new and reviewers should take that into account. It’s deliberately placed in a part of the year when the IF Comp is far away.

 

I won the Windhammer Prize in 2015, and my publisher included that story with my novel:

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Full disclosure: I have some kind of connection to pretty much everyone on this list, but every single connection is through reading their work and liking it.

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Filed under Articles by other bloggers, Articles by others, Beginners, Interactive Fiction, Writing Advice

Weak Words

I haven’t posted any writing advice in a while, possibly because a lot of my work is out there now and anything I say is likely to be hypocritical and I’m scared of people pointing that out.

But here is a great, simple, well-explained infographic on words that should be dragged out and shot. Take a look!

http://writerswrite.co.za/5-weak-words-to-avoid-and-what-to-use-instead

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Filed under Advanced/Publication, Articles by others, Beginners, Daily Awesomeness, Writing Advice

Choices: And Their Souls Were Eaten

I’ve been working very hard on this story app for Tin Man Games all this year, and I’m incredibly proud of it.

The beginning is free, and the rest costs a few dollars (or a LOT of ads if you choose that option on Android).

It’s a subscription story that releases a new section each week. There are between 2 and 7 strands happening at any one time, with both delayed and instant branching.

Some of you are already subscribed to the award-winning “Choices: And the Sun Went Out” (I’m a co-writer there). In that case, you’re already subscribed to “Choices: And Their Souls Were Eaten”. (Congratulations!)

The original story, the near-future scifi game “Choices: And The Sun Went Out” will end in December this year. The second story, “Choices: And Their Souls Were Eaten” will be “medium-length”. Ultimately it’ll work out to be around half a million words.

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On Apple, a subscription to either story gets you a subscription to both.

You can choose to have certain character/s speak to you through your apple watch, if you have one. (That, the music, and the sound effects can all be switched on or off – I like the music off but the sound effects on.)

On Android, you can buy (or earn by watching a LOT of ads) Story Passes, which can be spent on either story.

“Choices: And Their Souls Were Eaten” is my project from the start; a steampunk adventure set in 1830s Europe when Queen Victoria was a teen princess and strange monsters roamed Europe. It uses the same magical steampunk universe as my novel “Heart of Brass2” and the ChoiceScript game “Attack of the Clockwork Army” but there aren’t any spoilers.

One of the features of the subscription system is that the writers (I have paid editors who happen to be excellent writers as well, and I encourage them to add cool bits) can adjust the story based on suggestions from readers. I’ve been known to add pirates, name characters after fans, and so on—all based on what people seem to like.

Place your random requests here, if you like!

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Filed under Advanced/Publication, All Steampunk Fiction, Daily Awesomeness, I get paid for this, Interactive Fiction, My Novels, Steampunk, Steampunk Series, Writing Advice