Year of Short Stories — Week #6

2024 is my year of short stories. In this weekly series, I talk about the stories I’m working on, from idea and draft to submission.

  • Stories in Progress – 1
  • Submissions This Week – 0
  • Submissions Currently Out – 2
  • Rejections This Year – 2

It’s Quiet. Too Quiet…

I received no responses this week. Based on the average response times for the two places I’ve submitted, I expect to get at least one next week. Of course, as I get more stories into the rotation, this will pick up, and I’ll have fewer “quiet” weeks.

Revisions for Pleasant Hills

This was my big goal for the past few weeks: finish revisions on “The Incident at Pleasant Hills.” It only took about three times as long as I planned, but I’m happy with how the story turned out.

I finished with all of my revision notes, and it’s going to get one last read-through from my wife. Once she’s done and I’ve addressed her final feedback, it’ll be ready to send out.

Another One

One of the many nice things about writing short stories is that each one requires considerably less up-front thought than a novel. Now that I’m done with Pleasant Hills, I can jump right into the next.

I mentioned in previous weeks that I was thinking about “Portrait of the Artist in Wartime,” a story about a performance artist who uses time travel to make his point. I briefly thought about writing the story from the artist’s perspective, but I eventually decided that it would work better if it was told by his former assistant in the form of a magazine interview. Because the article is written with the expectation that the reader will already be familiar with some of the events of the story, I can leave out certain information at first, and create some twists and turns as it is revealed.

I reviewed my notes for this story, and discovered that I had actually written a few tentative pages at some point. I have a pretty clear idea of the ending, so I just need to plan out the rough beats that lead to that ending.

Other Bits and Bobs

Before I get too deep into “Portrait,” I’m going to think about some other projects as well.

I’d like to spend some time thinking about interactive fiction, to see if I can come up with an idea for Plotopolis. However, since interactive fiction is so niche, I don’t want to spend too much time on it. If I submit something and get rejected, there really isn’t anywhere else to send it, so it’s a dead story.

I’m also still occasionally stirring the stew of ideas for themed submissions. I might spend another few hours this week more actively working on that.

Goals for Next Week

  • Think about interactive fiction and themed submissions
  • Submit “Pleasant Hills”
  • Work on “Portrait”

Year of Short Stories —Week #4

2024 is my year of short stories. In this weekly series, I talk about the stories I’m working on, from idea and draft to submission.

  • Stories in Progress – 1
  • Submissions This Week – 1
  • Submissions Currently Out – 2
  • Rejections – 1

The First Rejection of the Year

“Tom, Dick, and Derek” garnered my first rejection of the year. This was a turnaround of only a few days, but it’s not too surprising since it’s a drabble and the magazine was only accepting flash fiction. I’m still not entirely sure of the viability of 100-word stories, but I’ll continue submitting to flash fiction publications and see how it goes.

Revisions for Pleasant Hills

This week, I re-read all the feedback I had received for “The Incident at Pleasant Hills” and condensed it into a page of bullet points of things to address, and several more pages of small line edits and suggestions for wording improvements. Most of these are straightforward fixes. A few are things that the story needs, and I just need to figure out where to put them. But there are a couple problems that I don’t have a solution for yet.

One of the things I need to improve about my writing process is handling revisions. I was hoping to be done or close to done with this story last week, but now that I’m in the middle of it, I’ll be happy if I can get it all done in the next week. I’m quickly realizing that writing short stories is a juggling act between keeping finished stories out on submission, and writing and editing new stories.

Themed Submissions

I mentioned last time that I was thinking about trying some themed submissions.

This week, I trolled the Duotrope listings, looking for themed submissions in speculative fiction genres that pay pro and semi-pro rates. I started with the basic search, and was annoyed to find no good search options to filter down to these. So I searched the listings and read the submissions pages. It was only after I had gone through twenty or thirty publications that I discovered Duotrope’s entirely separate page, the Theme and Deadline Calendar, which is designed for exactly this.

Having gone on my own search before discovering these listings, I know it’s not showing everything that’s out there. For example, Apex Magazine’s monthly flash fiction contest doesn’t show up. This probably comes down to how the listings are categorized.

If you’ve got the time and the inclination to write for these themed submissions, it might be worth doing your own research to track them down. However, the Duotrope listing is pretty good, and won’t suck up a whole afternoon.

With a few options in hand, I spent time brainstorming for the Parsec short story contest’s “AI Mythology” theme. I filled a couple pages with Story Engine ideas, but nothing that particularly excited me. I find Story Engine useful because it creates interesting constraints, but in this case, where the theme is already a significant constraint, I think it might be too much.

I plan to come back to these themed submissions every week or two and try other methods of brainstorming. It’s a good exercise to stay productive when I don’t feel like working on the stories in progress.

Fun Find – Plotopolis

Plotopolis is a new site for interactive fiction. It’s launching this winter, but open for submissions and proposals now. If you’re not familiar with interactive fiction, I wrote a post about it. It can be as simple as Choose Your Own Adventure-style branching narrative, or as complex and gamified as Fallen London, with character attributes and an inventory of items.

Interactive fiction has gained some acceptance as gaming in general has entered the cultural mainstream, but it remains a fairly small niche, so it’s nice to see something like this popping up. Hopefully they find their feet and are able to stick around.

Goals for Next Week

Only one goal this week: revise Pleasant Hills! I want to get this one done and out for submission.

Games for People Who Prefer to Read — The Beginner’s Guide

The Beginner’s Guide starts with a white screen. The voiceover says,

Hi there, thank you very much for playing The Beginner’s Guide. My name is Davey Wreden, I wrote The Stanley Parable, and while that game tells a pretty absurd story, today I’m going to tell you about a series of events that happened between 2008 and 2011. We’re going to look at the games made by a friend of mine named Coda.

Now these games mean a lot to me. I met Coda in early 2009 at a time when I was really struggling with some personal stuff, and his work pointed me in a very powerful direction. I found it to be a good reference point for the kinds of creative works that I wanted to make.

Then, without ceremony, we’re dropped into a world: a facsimile of a desert town, a map for the game Counterstrike. It’s Coda’s first “game,” and Davey proceeds to tell us why he thinks it’s interesting. He explains that he thinks these games tell us something about their creator. Coda stopped making games, and Davey wants to figure out why. He even provides his Gmail address and asks for feedback from players.

The Beginner’s Guide is not a traditional game. Like The Stanley Parable, it’s very much in “walking simulator” territory. However, where The Stanley Parable was all about choice in game narrative, The Beginner’s Guide offers few choices, and no real way to exert control over the narrative. It’s more about experience than participation. It’s a little bit like a short mystery.

The Narrator

Davey will continue to provide voice-over explanations throughout the entire experience, with very few breaks. He is the tour guide as we travel through Coda’s games, most of them little more than small experiments. While the player usually has freedom to go wherever they want within a given game, Davey moves the player from one game to the next. Davey chooses to occasionally skip the player past content that he deems unimportant, like a complicated maze, in order to keep the narrative flow.

He constantly explains the real-life context of his relationship with Coda at the time each game was made, and inserts his own theories about what these games tell us about Coda and his emotional state over the years they knew each other. He is ever-present, and influences the player’s interpretation of Coda’s games in both subtle and overt ways.

The Context

This opening sequence and everything that follows it is designed to put the player in a particular mindset. It’s a framing device, and it sets our expectations of Davey and Coda. After all, this is a pretty strange premise for a game. We know Davey is a real person. He really wrote The Stanley Parable. But is this the real Davey?

Is Coda a real person? Did he really make these games? That seems less likely. And what exactly does the title of the game mean?

Davey is inherently an unreliable narrator, but he goes to unusual lengths to establish credibility and realism. He sets himself up as a sort of documentarian, chronicling and presenting these games.

As The Beginner’s Guide progresses, an astute player may notice that Davey’s interpretations of Coda’s games sometimes make sense, and sometimes…don’t. He overlooks the obvious. He dismisses nuanced questions as uninteresting.

He also has a peculiar way of talking about Coda, his games, and the fact that he stopped making them. Everything comes back to Davey, how it makes him feel, how it fulfills (or fails to fulfill) his needs.

The Turn

Davey’s narration is well done, and his commentary is enough to keep the game interesting for the relatively short play time of The Beginner’s Guide. However, what makes the game interesting is the ending, and I won’t spoil that.

It’s enough to say that there is a particular sequence where it becomes clear who Davey really is, and this recontextualization of him forces the player to reevaluate everything he has said up to that point. It immediately changes the obvious interpretations of Coda’s games.

Writing in video games is still young, and it’s rare for a video game to do something clever enough in its writing that it deserves the notice of writers in other media. The Beginner’s Guide is not a perfect game, but the setup, the turn, and the execution throughout is worth noticing.

The Game

The Beginner’s Guide is a small game. It takes around two hours to complete and it’s available for $10 on Steam. Go check it out.

Narrative in Games — Revisited

Games are uniquely positioned as the newest narrative art form, the baby of a family that contains novels, stories, movies and television. Narrative games are an even newer invention—after all, there is no story to speak of in Pong, Space Invaders or Pac Man, and even many modern games still treat any sort of narrative as an afterthought. We’re still feeling our way through the possibilities opened up by this young new media.

Last time I talked about narrative in games, I discussed the two techniques games use to immerse the audience in the story: experience and participation. Recently, I’ve been thinking about these concepts, their limitations, and how they work together.

Inhabitive Experience

The first thing I want to do is redefine the idea of experiential narrative that I introduced in the original post. This is the idea that games immerse the audience by allowing them to directly experience being in the story.

Other kinds of media can provide this to a lesser degree. Many modern stories use close perspectives, where the audience sees the world of the story filtered by the character they are close to. The most extreme close perspective is first-person limited, where the audience seems to float somewhere in the back of the main character’s head, or reads their telling of the story after the fact.

Interestingly, one of the least-frequently-used perspectives in modern media is second-person. While third-person dictates the story from outside the characters and first-person provides the internal view from within a character, second-person provides the odd perspective of having the story directly addressed at “you,” the audience. (90s kids will remember the Choose Your Own Adventure series.)

Many games make the player see through the eyes of a character, and this is typically referred to as a “first-person” in terms like FPS: first-person shooter. However, there’s an argument to be made that the experience games provide is actually second-person in nature.

In a game, the player can inhabit a character, in the same way that a person comfortable with driving a car acts as though the car were an extension of themselves. When someone talks with the character, they also talk directly to the player. When something happens to the character, it happens to the player.

This inhabitive experience is the core of what allows games to be emotionally impactful.

How to Inhabit a Character

Counter-intuitively, detailed characters are easier to inhabit than generic ones. The history of video game writing is littered with generic protagonists, created with the mistaken belief that an empty vessel makes it easier for the player to step into the game.

A generic character doesn’t give the audience any place to root themselves in the story. There are no attributes to embody, no desires or aspirations to connect with. The player is dropped out of the sky into a foreign world, but the character they inhabit should not be. That character is the audience’s gateway into the world, and when the character has connections in the world, the player can learn about the world through them.

Participation is Secondary

In addition to inhabitive experience, there is a second trick that games use to immerse the player in the story: participation. Instead of merely experiencing the story, the audience can actively participate in it.

Participation can vary quite a bit. While some games allow the player’s actions to influence the narrative, in many cases the plot points are set in stone. In other cases, the player might decide what order a series of events happens, even if all those events must happen to progress the narrative. This may sound meaningless, but when done well, this small amount of choice can provide the player with a sense of agency.

Even simple participation, like freely exploring a confined area, gives the player a certain sense of involvement. The truth is that participation in the story does not necessarily mean control over the story. The player can be complicit even if they’re not in charge.

It is also important to note that participation, by itself, is not enough to create a narrative experience. The player is a very active participant in a game of Tetris. Even more complex games like city-builders and real-time strategy give the player complete control over the game pieces, but that control has little bearing on the story, if a story is even present.

The Key Narrative Combo

Participation must be paired with an inhabitive experience to create an effective narrative. The game places the player into a character that they can empathize with, then gives the player some degree of control over that character. Now, when the character encounters a series of story events, the player inhabiting that character experiences the events personally, and feels responsibility for the choices they make on behalf of that character.

Unfortunately, simply having these elements in the correct configuration doesn’t automatically make for a compelling story. The setting, characters and other typical story elements still have to be well-crafted to draw in the audience. These are only the prerequisites.

I can look at any of my favorite narrative games and find exactly these elements: a detailed and interesting character, rooted in an interesting world and given problems to overcome. The player is then given control of that character. Beyond that, the story is still a playground for the writer to choose what story they want to tell.

Maybe that’s a young, misunderstood psychic boy trying to save the world and also fit in at summer camp, in Psychonauts. Maybe it’s an emotionally vulnerable man spending a summer as a park ranger, trying to figure out how to mourn his dying, comatose wife, in Firewatch.

Emergent Narrative is a False Promise

A popular idea when discussing deep narrative games is the promise of “emergent narrative.” Modern games are made up of many complex systems, and the argument in support of emergent narrative is that the player can interact with sufficiently complex systems to generate interesting stories that even the creators of the game couldn’t predict.

On a certain level, this is true. My family has certainly told each other stories about the ways an attack on a bokoblin camp can go surprisingly right (and terribly wrong) in Zelda: Breath of the Wild. These stories can involve an inaccurately thrown bomb knocking things around chaotically, or a well-aimed arrow miraculously saving the day.

Likewise, notoriously buggy games like the Elder Scrolls or Fallout series generate endless stories of unexpectedly levitating horses, launching enemies into orbit with a strangely-angled strike, or even stealing the entire contents of a shop after blinding the shopkeeper with a bucket placed over his head.

These make for fun anecdotes, but not for deep, impactful stories. They typically have an element of the comedically absurd or completely chaotic, and that is because the interactions of the player with multiple complex systems will naturally contain a large element of randomization.

Chaos and randomization can be fun, but they do not lend themselves to deep and affecting narrative. Narrative requires structure, and while authors and creators may argue endlessly about what structures work best, emergent narrative is inherently structureless.

We might argue that the job of the game writer is to anticipate or corral the player’s actions, aligning them with the game systems in such a way that a narrative naturally emerges. To me, this sounds like mixing oil and water. Players will always think of options that the creator didn’t anticipate. And if the creator effectively corrals the player into a pre-planned story, it often becomes apparent to players that they are being offered the illusion of choice. The narrative isn’t emerging. It’s being forced. This is something The Stanley Parable explored to great comedic effect.

That’s not to say that a carefully authored story is a bad thing in a game. In fact, I think it’s the only effective way to craft a good game narrative. Emergent narrative can be fun, but it will never result in the same quality of story that purposeful authorship can achieve, just as the proverbial thousand monkeys with typewriters will never produce  Shakespeare.

The Stanley Parable: Ultra Deluxe

I wrote about The Stanley Parable a while back, as an exploration of the strange, non-linear storytelling that can be done in games, and how experience and participation can affect the player’s perception of a story.

I’m bringing it up again, because The Stanley Parable: Ultra Deluxe has just released on PC and consoles, and I’ve had a chance to play a bit of it. Now I just have to figure out how to describe it in a way that doesn’t ruin all the fun.

What Is It?

First, let’s talk about the name—Stanley Parable: Ultra Deluxe (which I can only assume was purposely crafted for the abbreviation, SPUD). In a landscape plagued by remakes, remasters and sequels, SPUD has been cagey about exactly what it is. Something wildly new? Or a bare-minimum cash grab and excuse to release an old game on new platforms?

I fired up the game and discovered that it starts out exactly the same: the original experience with updated graphics. It gave me time to acclimate before I found anything new (or conversely, to wonder if the new content was really so paltry). I found myself squinting, asking myself, “Was that like that before?”

When I found the new content, there was no question about what it was. The game hit me over the head with it. “Look at this new content!” it said. “Isn’t it amazing?” It helpfully labeled doors “NEW CONTENT.” But was the new stuff very good? No, not really. Even the narrator was pretty let down. And then the game started over, because Stanley Parable is a game about

Rabbit Holes

What starts off as a little joke just keeps expanding. The game turns gags into running jokes into elaborate set-pieces, leaving you wondering whether you’ve seen the end of that particular through-line, or if you might turn another corner and pick up the trail again. It rides the line between absurdism and seriousness.

The silly bit about carrying around a bucket for comfort opens up storylines about addiction, murder, betrayal, and demonic possession. A standard video game scavenger hunt for pointless collectibles first gets a thorough mocking, then becomes an actual feature, then goes a little bit out of control.

SPUD is more of what was good in SP. As far as I’ve played, it doesn’t introduce anything radically new, but everything new fits right in. It’s happy to make fun of itself for being an expansion to a decade-old game. It realizes that its history comes with baggage, from awards and accolades to literal shipping containers full of negative Steam reviews. Eventually it shrugs it all off with a nihilistic sequence that seems to say “given enough time, the world will be ground down to dust, so maybe none of this matters that much.”

SPUD also brings some of the generic game sequel features like new achievements, while simultaneously making fun of those things. (The old game gave an achievement if you didn’t play it for five years. This one ups it to ten.)

Is It Worth Getting?

If you’ve never played The Stanley Parable, Ultra Deluxe is the perfect opportunity to play it. If you played the original and enjoyed it, you’ll likely enjoy this new iteration. And if you hate the game…well, now there’s even more to hate?

Stanley Parable: Ultra Deluxe is available for pretty much every major game-playing device. (To be specific, that’s PC, Mac and Linux, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X|S)

The Challenge of Telling Great Stories in TTRPGs

I recently played A Visit to San Sibilia for the first time, and I found it to be a really enjoyable solo tabletop role playing experience for crafting an interesting story. It appealed to me as a writer much more than as a gamer. In fact, I think part of the reason why it does so well at making interesting stories is that it’s barely on the edge of being a TTRPG at all. All of this got me thinking about telling great stories in tabletop RPGs, and why it can be so hard to do well.

One of the challenges I inevitably run into when I’m playing these games is the desire to craft a good story. I think this is only natural for writers. The problem is that good stories have certain structures, and the game often fights against that.

TTRPGs have three aspects that often disrupt good story structure:

Mechanics

Especially in rules-heavy games like Dungeons and Dragons or Pathfinder, the mechanics of combat, spellcasting, or even more esoteric things like politics or detective work can really limit the storytelling. If there is a rule for doing something, players tend to stop telling stories and start plugging values into the equation to get the outputs they want. They go into gameplay mode. Plus, working through these rules often throws pacing out the window. I’ve been in more than one session where the story was really getting good…right up until we got in an hour-long fight.

Too Many Drivers

Imagine going to get lunch with a few friends. Now imagine you all pile into the same car, but it’s a crazy car with pedals and a steering wheel for every seat. Oh, and you all want to go to a different restaurant. That’s what trying to guide the story in a TTRPG can sometimes feel like.

Each player has their own character and their own interests in the game. The only person who can really guide the story more than others is the DM/GM who is running it. But even they can’t really force the story to go in a direction unless the players want it to. If they try to railroad the players in the “correct” direction, the players will feel like they have no agency in the game. If they give the player characters the ability to shape the story, they will inevitably steer it away from whatever long-term plans the GM might have, whether on purpose or by accident.

Even harder to control are real-world intrusions into the game. Maybe a player has to miss a session or two. Maybe they have to stop playing. Suddenly a main character disappears, like a star actor unexpectedly leaving a show.

Randomness

Sometimes you get a couple of lucky hits and the villain dies in the middle of the campaign. Sometimes you get a series of bad rolls and miss all the clues that move the mystery forward. Veteran GMs know that you shouldn’t count on any outcome if there’s any randomness involved.

Randomness can make a story arc drag on too long, or unexpectedly end it outright. It can be responsible for incredible highs when the players get lucky at a vital moment, and incredibly low lows like party wipes.

True randomness means you can’t be sure what’s going to happen next. That can be exciting, but it doesn’t help you to craft a tight story.

Story vs. Game?

So, are TTRPGs destined to have bad stories? Not necessarily. But a good story for a TTRPG has a different structure and a different feel to a good story on the page.

In TTRPGs, it’s important that the story give the player characters agency in the world, give them challenges and opportunities. It’s up to the players what they do with them. Much like video games, the fun comes from experience and participation. The “plot” will sometimes stall or take a ninety-degree turn. Or a session will get bogged down in mechanics, and the story will be mostly ignored. All of that is fine, as long as everyone is having a good time.

That said, there’s a reason why TTRPG logs often translate into boring fiction. Good fiction can’t afford to meander. Good fiction has to have tight character arcs, and the success or failure of the characters can’t be thrown out the window at a die roll.

I personally love writing stories and playing games, but I had to come to grips with these differences when I first started running those games. I had to realize that I don’t want a story outline that goes much beyond the current play session. I had to learn that my job was to build interesting settings and experiences and above all, opportunities, and let the players navigate them however they wanted to. I had to create a collaborative environment, and then I had to collaborate.

So if you’re frustrated or worried that your TTRPG sessions don’t feel like you’re playing a novel, realize that you’re not alone. That’s expected. Leave the books for reading, accept that the story in your game is sometimes going to be a little wonky, and enjoy it for what it is: a collaborative experience; part gameplay, part story.

Should We All Be Selling Fiction NFTs?

If you haven’t been living under a rock for the last few months, you’ve probably heard a bit about NFTs. The news outlets and crypto bros are all incredibly eager to tell us about just how much money this or that JPEG was recently sold for. The only thing more popular than gawking at these huge sales is writing blog posts trying to explain in layman’s terms what the heck an NFT is, or why the heck anyone would want to buy one.

As authors, it feels like we’ve been living in a technological revolution for a while now. We’ve seen a huge transformation of the publishing industry in the past decade or so. Traditional publishing and distribution channels shrank while self-publishing and online distribution became viable options. Could the recent rise of NFTs represent yet another way for authors to sell their work?

For as much talk as there has been around NFT visual art and the (ugh) “metaverse,” there is comparatively little discussion of monetizing the written word. Although the latest NFT craze has been around visual digital art, there’s no technical limitation stopping other types of art from being “NFT-ified.” An NFT itself is able to hold only a tiny amount of data, but the way NFTs are typically used is more as a glorified digital certificate of authenticity, and it can point to almost anything. So let’s take a look at what fiction NFTs might look like, and whether they seem likely to be a viable way for authors to sell their work.

Downsides

Publishing fiction and building an audience is already a challenge. Most of us aren’t looking to make it even harder, so it’s important to look at the downsides of using NFTs.

Minting Ain’t Free

NFTs use cryptocurrencies and blockchains as their bedrock (usually the Ethereum chain and its native currency, Ether). You’ll need a cryptocurrency wallet, and you’ll need some cryptocurrency in it. That means you’ll need to buy crypto with real money. You’ll need to pay gas fees. You’ll probably also need a browser extension or a wallet with built-in browser to interface with the exchange and set up your listing.

If that last paragraph sounded like technobabble to you, then you see the other cost: complexity. If you haven’t been involved with cryptocurrency and/or you’re not very computer savvy, getting all of this set up can feel like a pretty big undertaking. Plus, the world of crypto is full of hacks and scams (try looking up “rug pull” or “stolen NFT”), so jumping into it without a good understanding of what’s going on can be risky.

No Silver Bullet

Huge sales of NFTs have drawn big headlines because they make for exciting news, but anecdotes should not be confused with statistics. Like cryptocurrency, the NFT marketplace seems to be pretty volatile. It’s fueled by speculation, sentiment and hype.

A few people have tried to fight the hype with research, and what they’ve found is that most NFTs don’t sell for more than a hundred dollars (and that’s before fees). Most artists who jump in aren’t getting rich. It’s not even clear if the average artist breaks even. There are a few people selling for hundreds of thousands or even millions of dollars, but is that really any different from Stephen King or E. L. James in the traditional publishing world?

Simply minting an NFT is no guarantee you’ll make money, and it’s certainly possible to lose some.

An Ideological Minefield

Cryptocurrency and NFTs aren’t exactly mainstream yet, but they’re getting more attention and press. And there are plenty of institutions and investors hyping them (often with holdings that stand to benefit from that hype). But there are plenty of others who are just as loudly pointing out the dangers: energy consumption, unstable and insecure technology, lack of regulation or oversight, and more.

In a world that is increasingly polarized, this is a natural ideological battleground—a tangled web of political beliefs, complicated technology, and economics. Having money at stake rarely makes people more objective.

It’s fair to say that announcing a venture into this arena will be met with excitement by the true believers, and scorn by the skeptics. Be ready to deal with that, and hope that the audience who gets excited is big enough to make it worthwhile.

Upsides

So far, NFTs don’t seem like a great deal. They’re certainly fraught with challenges. But there are some possible advantages too.

Novelty

NFTs have name recognition. They’re relatively new technology that’s attracting a lot of attention. And for those who are interested, they feel a bit like being involved in a sci-fi future.

If you’re the sort of person who likes experimenting with new, technology-infused forms of storytelling (like interactive fiction), then NFTs may be an exciting new playground. And the readers who are interested in new forms of storytelling may be more likely to jump the technical hurdles and be willing to support an NFT project.

This article from Lit Hub suggests that at least a few authors are making money by using NFTs to experiment with form and function, or at least provide a novel (heh heh) marketing twist for their writing projects.

Another Potential Income Stream

One of the oddities of NFTs, at least where digital art is concerned, is that they don’t actually provide legal or physical ownership of the thing they represent. They’re a digital note that can’t be easily forged, and point to the digital item of your choosing.

An NFT could be used as a way to sell the rights to a story or a novel, but it doesn’t have to be. It could be used more like autographed promotional materials or Patreon rewards: a bonus or collectable for invested fans. Minting an NFT of a story doesn’t mean the buyer owns any legal rights to that story, and you could still go on to publish it yourself.

Be aware, however, that blockchain information is inherently public. A typical NFT points to the item it represents at a URL that anyone can access. Since many publishers want “first” rights, minting an NFT of a piece of fiction may severely limit the rights that you can subsequently sell.

Conclusions

I’m personally pretty skeptical of NFTs and their cryptocurrency underpinnings, but it is a fact that it is now possible to mint NFTs for our art (or at least tangentially related to it). If nothing else, I think it’s always good to know what options are out there.

What do you think? Would you ever consider making NFTs of your fiction? Do you think there’s a market for it today? What about in five or ten years?

Games for People Who Prefer to Read — The Stanley Parable

If you’ll indulge me, I’d like to personify different types of media for a moment.

Literature is the eldest. From flash fiction to the longest novels, it has been thoroughly explored. Comfortable in its tropes and standard structures, but permitting all kinds of experimentalism. Home to derivative commercial fiction and plotless literary meanderings.

Cinema, and its fraternal twin, television, are mature adults, but perhaps not quite as well-explored as their venerable older sibling. With the advent of ubiquitous streaming, we’re seeing new and exciting forms that break the strict boundaries of commercial viability that have constrained them for so much of their history.

Finally, there are video games. Just blooming into their teenage years, they have realized with a thrill that they can become something more than what they currently are, but are still not quite sure what they want to be when they grow up.

The Stanley Parable

The Stanley Parable is indicative of these teenage growing pains, grappling with the questions of experience and participation that we’ve discussed here before. The game is nearly a decade old, and the narrative ideas that it pioneered have been expanded in other games since then. However, a new expanded edition is coming early next year, so now seems like a great time to talk about it.

The game begins with a black screen and cheerful, perhaps cheeky music plays as we zoom slowly through a very dull office building. We land in a particular drab office, facing the uninteresting back of a man in front of his computer.

The very British narrator sets the scene:

This is the story of a man named Stanley. Stanley worked for a company in a big building where he was employee # 427. Employee # 427’s job was simple: he sat at his desk in room 427 and he pushed buttons on a keyboard. Orders came to him through a monitor on his desk, telling him what buttons to push, how long to push them, and in what order. This is what employee 427 did every day of every month of every year, and although others might have considered it soul rending, Stanley relished every moment that the orders came in, as though he had been made exactly for this job. And Stanley was happy.

And then one day, something very peculiar happened, something that would forever change Stanley, something he would never quite forget. He had been at his desk for nearly an hour when he realized that not one, single order had arrived on the monitor for him to follow. No one had shown up to give him instructions, call a meeting, or even say hi. Never in all his years at the company had this happened, this complete isolation. Something was very clearly wrong. Shocked, frozen solid, Stanley found himself unable to move for the longest time, but as he came to his wits and regained his senses, he got up from his desk and stepped out of his office.

At this moment, when the player first gains control of Stanley, the game has already hinted at its objectives. Stanley has been made exactly for this job. He has been frozen solid, unable to move, as he waits for the player to finish the cut-scene. The player and Stanley have exactly one way to proceed: get up from the desk and step out of the office.

It is this interplay between the player and The Narrator that The Stanley Parable is all about.

The Meta-Narrative

A single play-through of The Stanley Parable is short and strange, and not especially profound. It might elicit a few chuckles. It might be a bit uncomfortable. And then the scene fades and Stanley and the player find themselves back in the office, starting over. The game is not in the play, but in the replay. The peculiarities of The Stanley Parable only become apparent when playing the game over and over again.

As the player, you soon discover that you can make choices that change the story. In fact, your choices have such a radical effect on the story that it is completely different and often contradictory between playthroughs. Strangely, this mish-mash of alternative stories makes any one version of it seem less and less significant. You may like or dislike particular stories, but the game doesn’t tell you how to win or lose. As a player, the most obvious goal is to explore and discover all the different ways to “complete” the game.

In this way, the narrative becomes unimportant. It’s the meta-narrative that matters.

Through playing over and over again, you also discover that you can interact with The Narrator himself. He does his best to describe what you’re doing, and what you’re going to do. He explains that you’ll go left at the fork, and the you can make him a liar by choosing to go right. He explains that there’s nothing of interest in that broom closet, but you can choose to sit there anyway, much to The Narrator’s consternation.

And yet, this is a false rebellion. The Narrator is just another character in the story. Even if you fight the story he has planned for you at every juncture, you’re still choosing from options that have been meticulously planned by the developers of the game. You can foil The Narrator, but you’re still playing into the hands of the developers.

You have choices, and those choices have consequences…for a little bit. Then the game starts over. The world begins anew. The Stanley Parable asks if those choices—choices pre-defined and wiped away after each reset—have any meaning. Can any choices in a video game have any meaning when they only have consequences within the game, and perhaps, within the player?

A Light Touch

These are heady questions, and a lesser game might find itself mired in dull philosophy. However, The Stanley Parable couches everything in absurdism. It alternates constantly between the bizarre and the mundane. Kevan Brighting’s voice acting as The Narrator provides dry wit and hammy over-acting in equal measure.

The game is enjoyable even if you only pay attention to the surface-level silliness. But it gives the player the opportunity to dig deeper, if they so choose. Chances are good that some of the well-hidden story paths will slip by even a dedicated player without a guide, giving the impression that the game just keeps getting more subtle and strange as you invest more time into it. A quick google search for “the meaning of The Stanley Parable” will make it clear that plenty of players have chosen to dig very, very deep into the game. Honestly, maybe a little too deep.

And Even More?

It’ll be interesting to see what The Stanley Parable: Ultra Deluxe edition adds to the original game. This is a game that really affected the landscape of narrative games in the eight years since its release, but that also means that it’s no longer necessarily on the cutting edge.

The marketing copy suggests there will be “new endings and new choices,” which again is merely the surface-level experience that the game offers. More interesting to me will be any new directions the developers take the meta-narrative ideas of the first game. Will it be derivative of the original, or introduce something new?

Getting the Game

The original Stanley Parable is available on PC via Steam.

Despite several delays, the Stanley Parable Ultra Deluxe is expected in 2022, on Steam and consoles.

Games for People Who Prefer to Read — Fallen London

Albert, the Prince Consort, lies on the threshold of death. Facing the loss of her true love, Queen Victoria cuts a deal with the Masters of the Bazaar. They will save Albert, but in exchange they will take the Traitor Empress, her consort, and all of London to their domain deep beneath the Earth. The Neath.

Years later, when you come to the vast underground cavern that contains Fallen London, the Empress and the parliament remain, but it is unquestionably the Masters of the Bazaar who rule the city. The city is changed but recognizable, twisted and reconfigured around its new heart: the mysterious Echo Bazaar. Londoners are resilient, and have come to grips with the strange situation, including the fact that death is now a mere inconvenience — as long as you don’t venture back up into the sun.

Fallen London is a web browser game more than a decade old — an incredibly long run by the standards of such games. Thanks to its art style, its reliance on text, and a steady stream of improvements, it doesn’t feel outdated. It is by turns comedic and dark, and overflowing with Victorian sensibilities and literary references.

Gameplay

The gameplay elements are simple. You create a character, and this character has attributes. They may represent skills you’ve picked up, items you’ve acquired, or connections you’ve made with people and organizations. In general, they represent who you are, and what you can do.

Your character, at any given moment, is in a location. You draw from a deck of cards called the opportunity deck. Your opportunities depend on your attributes and where you are. Each opportunity gives you an illustration, a few paragraphs of text, and usually a choice. The outcome will often depend on your attributes and plain luck, and you may gain or lose something as a result.

Unfortunately, Fallen London came of age in the heyday of FarmVille-style mobile games, with energy mechanics that limit the number of actions you can take before you must wait (or pay) to recharge. You cannot binge Fallen London without paying. That said, it’s designed around brief play sessions, and I don’t think the energy mechanic detracts too much from the experience.

Story

The gameplay is not really the draw of Fallen London. It’s merely the engine for dispensing story. Players have stayed with the game for a decade because of the masterful environmental storytelling, interesting characters, and deeply interwoven plot elements.

There are hundreds of unique characters in dozens of locations within the city. There are centuries of history buried (literally) beneath London, including the ruins of other cities previously stolen from the surface world by the Masters.

You can venture out into the cavern, across the Unterzee. There are strange islands and distant shores. Hell is a real place, populated by bureaucratic and seductive devils. In Polythreme, inanimate objects spring to life.

Above all, Fallen London is a game of mysteries. The rewards most valued by the playerbase are not currency or items. They’re new stories that reveal why things are the way they are in this slightly steampunk, cosmic-horror alternate history.

How did the Gracious Widow come to run a vast smuggling empire? What exactly are the bumbling, Cthulhu-esque rubbery men, and where did they come from? Why do the Masters of the Bazaar steal cities and bring them to the Neath?

Content and Costs

The bulk of the content in the game is free, and there is enough to keep new players busy for months. Additionally, there are seasonal stories that appear for a limited time each year, sometimes with little additions. The developers also release a new story each month, with new locations and opportunities.

The game makes money primarily by selling these monthly stories. Players can purchase a $7 monthly subscription to automatically get all the new stories as they come out, but old stories must be purchased individually for around $5 – $25 each, depending on size. The subscription option also doubles your energy pool.

See You in the Neath

Whether Fallen London pulls you into its story or not, I think it’s a great game for writers to check out, to see just how literary and story-centric a video game can be. It’s a master class in the looping and branching techniques of interactive fiction.

If you like cosmic horror, steampunk, Victorian mystery, you’ll probably find something to enjoy in Fallen London. It’s a weird and living city, deep as Vandermeer’s Ambergris or Miéville’s New Crobuzon. I find myself getting pulled back into it every couple years.

In fact, I created a new account as I was writing this. So if you need an acquaintance in the Neath, let me know in the comments. We can exchange letters, insult each other for our own gain, or take turns attempting assassination.

Games for People Who Prefer to Read — “What Remains of Edith Finch”

Video games can be many things. They may be about building empires, stacking oddly shaped bricks, or finding misplaced princesses. Most often, they’re about rather a lot of shooting and blowing things up. Games can be simple or juvenile, and they can certainly have bad writing. For these reasons and many others, games tend to get a bad reputation among the literary-minded.

In this series, I want to highlight a few games that care about story. I want to try to prove to the skeptics that some games have something to say, in much the same way that a good book does. These are games where you can’t die. You don’t need twitch reflexes or a deep knowledge of 900 pokémon. Instead, these games work hard to build deep characters and a compelling narrative, and pull you into their world.

So, if you’re someone who loves books and hates games, consider giving one of these a try. You might just be surprised.

What Remains of Edith Finch

Edith Finch is a young woman returning to her childhood home. She is the youngest of the family, and the last one still alive. As she explains, the Finches believe they are the victims of a curse. Few of them die of natural causes. Instead, they seem destined for strange ends, whether their lives are long or cut tragically short.

As the player, you guide Edith through the Finch house, a seaside mansion that has been built-upon and expanded over several generations, a bit like the Winchester House. You quickly discover that the rooms of the deceased Finches have been sealed off, untouched, like little museum pieces. As you open those rooms up, you get glimpses of each person — visions from their perspective, enhanced by Edith’s narration and her journal entries, filling out her family tree with whimsical sketches. You begin to piece together the history of the Finch family in all of its joys and tragedies.

Each room in the house, each person, is revealed through a unique experience. Each is delightful in a different way. They range from eldritch horror to peaceful meditation. From the simplicity of flying a kite or swinging on a swing to navigating a living comic book to vignettes of a camping trip seen through the viewfinder of an old camera.

The uppermost rooms of the house are stacked in a teetering tower. They are a promise made in the opening moments of the game, as you first approach the house. They are the most recently-built rooms, the ones once occupied by the people most important to Edith. She will have to climb to the apex and come to grips with the legacy of the Finch family.

This poignant anthology of stories about death ends on a surprisingly hopeful note. The purpose of the journal, the narration, and the title all come together to deliver a clear message: it’s your life that defines you, not your death.

Getting the Game

What Remains of Edith Finch is a game by Giant Sparrow. It’s available for PC (from several providers), as well as Nintendo Switch, Xbox and Playstation.