Killing Time at Lightspeed — Games for People Who Prefer to Read

Killing Time at Lightspeed is a text-based, narrative game by Gritfish about browsing social media while voyaging between the stars.

You are a traveler who has left their life and your planet behind. Your lightspeed voyage will feel like less than an hour to you, but to your friends on Earth it will be twenty years. The only connection you have to those people is a news and social media feed: FriendPage.

This is a small indie game, clearly developed with limited resources. There are a few static illustrations in the introduction. After that, the entire game is contained within a simple, monochromatic yellow and black text console.

The game plays out in a series of turns, each one taking only a minute or two. During a turn, you can read your friends’ updates on FriendPage, and a handful of news headlines. You’re given the option to reply to one or two posts, and you can give them thumbs up or thumbs down. When you’ve read and responded as much as you like, you can click a button to “refresh” the page. When you do, a year passes back on earth and the news and social feeds update.

With that click of a button, you may see the results of an action a friend was considering. Relationship statuses are updated as the people you know get together and break up. They get married and have children. New technology appears, like cybernetic implants and humanoid androids. Your friends have time to adjust to societal and personal changes, but for you it all comes and goes in minutes instead of years.

There are many sci-fi ideas at play here. The arguments about cybernetic enhancement cover similar ground to the Deus Ex games. Discussions of android rights echo Detroit: Become Human. However, with this short runtime and limited budget, the game can’t delve as deeply into these particular issues. In a way, that’s the point.

In Killing Time at Lightspeed, everything that happens in your social media feed is ephemeral—even more than in our day-to-day lives. It excels in delivering a feeling of being cut off and left behind. You’re reading about what everyone else is doing and experiencing, but you are alone.

How much can you really communicate with your friends when months or years pass between messages? Momentous changes in your friends’ lives are summarized in one or two sentences. How many other important things are you missing altogether? You can ask them about what’s happening, but how can they explain all the things that have happened to them since last year and your last message?

The point is really driven home in the final years of the game, when a new social media site becomes popular and friends start to drift away from FriendPage. You don’t have the option of making a new account or checking the new feed. You only have what your spaceship gives you. Soon, your feed is almost entirely filled with spam, bots, and pointless Buzzfeed-esque listicles. You’re stuck on MySpace, in space. Your one tenuous tether to Earth is nearly severed. But you keep refreshing in the hopes that someone will come back and post something.

Then you arrive at your destination. The terminal shuts down. The game is over. Your friends are far away, living their lives without you. Presumably you’ll go off and live a new life without them.

Killing Time at Lightspeed is shorter than a movie, and can be comfortably completed in a sitting. It’s a narrative snack, not a full meal. I didn’t walk away from it with a lot of new thoughts, as I sometimes do with games like this. Instead, it left me with a feeling. A melancholy vignette.

Killing Time at Lightspeed is available for PC on Steam and Humble Bundle.

Blue Prince — Games for People Who Prefer to Read

Previously in this series I have mostly recommended games that might be described as light on gameplay and heavy on narrative. Most of them are of the genre pejoratively titled “walking simulators.”

My goal is to recommend games that don’t require twitch reflexes or a lot of experience with  game systems, interfaces, or particular genres. There is narrative greatness in the world of video games, it just takes some looking to find.

Blue Prince

Blue Prince is a “gamier” game than I would typically recommend in this series—not because it’s frantic or overly-complex, but because it’s less narrative-forward and more mechanical at a surface level.

The story is still there, but it’s a mystery, and you have to search for answers and clues, making inferences. Because this is a mystery, the challenge of the game comes from puzzles, and these work on two levels, which I’ll call “the grid” and “the meta-puzzles.”

The Grid

The grid is the surface puzzle. You’ve inherited a mansion, and every day the rooms reconfigure themselves. The house contains a 5×9 grid, and every time you open a door, you choose from 3 semi-random rooms to occupy that space in the grid. Your goal: to get to the far end of the mansion, find a hidden 46th room, and claim your inheritance.

The grid is a game of resource-management, with a finite number of steps per day, used up with each room. There are keys to unlock doors, coins to buy things, gems to pay for more exciting rooms, and the rooms themselves offering 1-4 exits and other perks. There are also special, unique items to be found, which increase your resources or provide beneficial effects.

The grid offers plenty to keep the player busy, at first. But after a few failed attempts to get through the house, the second part of the game begins to reveal itself: the meta-game.

The Meta Game

Some rooms work in combination with each other. Some rooms have clues for puzzles in other rooms. And there are many, many rooms to discover and unlock. Eventually the player will find ways to go beyond the house and find new revelations on the grounds and beneath the foundations. The game is much larger than it first appears.

Here, Blue Prince introduces “roguelike” elements—new tools and additional resources that persist across days. Meta-puzzles can unlock new areas, but they can also reveal new information. Books in the library, newspaper clippings in the archives, letters hidden in safes and locked diaries all reveal narrow slices of a larger narrative.

I won’t spoil the story, but it involves the aristocratic family to which the player character belongs. A history of the surrounding countries—politics, warfare, and xenophobia—is revealed over the course of the game. The family must navigate these dangerous waters, and it becomes apparent that they did not always manage to pass through unscathed.

The Price of Something New

I think Blue Prince stands as something unique: a roguelike puzzle game that manages to embed an interesting story within a mechanically dense framework. However, it is not entirely without downsides.

I found that the puzzles were well-tuned while I was working toward the “end” of the game—the stated goal of finding the 46th room of the mansion. Each new day I was able to find new clues, solve a puzzle or two, and often experience a room or item or new mechanic that kept things interesting.

Entering the “final” room isn’t the end though. Not really. It’s a revelation, but most players will still have a few dangling story threads and unfinished puzzles to keep them playing after that initial victory. It doesn’t take long to discover that there is plenty more that can only be uncovered after supposedly winning.

The puzzles get harder and more obtuse. The items are all found, and it starts to become more and more rare to discover a new room or a new clue.

The game provides more resources to the player as they solve meta-puzzles, making progress in the daily grid game easier. There are a couple of mechanisms that the player can use to tweak their likelihood of finding specific rooms or items. But eventually, the repetition starts to wear thin, especially when you want to try a puzzle solution or find a specific bit of information and just can’t get the randomness of the house to cooperate. You might only feel like you’ve made progress once every few days. I found myself wishing I could do more to stack the deck in my favor.

There were also at least a couple puzzles that I couldn’t get past without a guide. I don’t begrudge a puzzle game its challenging puzzles, but I am disappointed when the clues don’t point clearly to the actual solution.

The Limits of Narrative through Setting

Blue Prince tells its story through its setting. It relies on the rooms themselves, supplemented with the letters, clippings, emails and books found within. It allows a few concessions to gameyness (nobody is surprised by the magically rearranging house in an otherwise normal world). The story has to fit within the framework of the grid game.

These limits prevent Blue Prince from creating the kind of curated narrative arc that is present in What Remains of Edith Finch or The Beginner’s Guide. That’s okay. It’s a different kind of game and a different kind of story.

Ultimately, it shows that the borders of interactive storytelling continue to expand.

Games for People Who Prefer to Read — Dr. Langeskov

Okay, the full, absurd name of this game is Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald: A Whirlwind Heist. If you’re a reader who has never, ever played a video game, this might be the ideal first game for you to try. It’s free, it only takes about 15 minutes to complete, and it requires no reflexes or puzzle-solving skills. It’s available on Steam for those who have it, and Itch.io for those who don’t.

I don’t generally throw my lot in with the “hardcore gamers” who heap derision on so-called walking simulators, but it might be more accurate to call this a narrative experience than a game. Still, it’s a fun narrative experience.

The game promises an adventure in thievery, but even in the description on the store pages, it’s clear that something is amiss. Halfway through the description of the game, the person writing it decides to join “the strike,” complaining about being forced to do multiple jobs, and signs off with “I’m out.”

The opening menu screen also suggests an over-the-top adventure, with a moody forest scene illuminated only by the taillights of a car. You click the button to start the game. A loading screen appears for “heist.map,” cycling through several tips about the history of the mansion that you will presumably set out to rob in just a moment.

Suddenly, the music cuts out. The screen glitches, and you’re back at the title screen again. There is a voice; distant and muffled. You realize you’re hearing “back-stage,” where people are getting the game ready for you, as though it were a live stage production. Then there’s silence. Nothing is happening. You wait.

At some point, you decide to do something. Maybe click the “start game” button again? Moving the mouse causes the camera to shift, and you realize this isn’t the start menu at all. It’s a huge poster of the start menu on a wall. You’re in a drab waiting room, staring at a painted replica of the menu background.

This immediate double fake-out sets the stage for a very silly game where most of the “behind the scenes” workers running the game have gone on strike. You’re recruited to help, pulling levers and pushing buttons back-stage so some other player can enjoy the experience you thought you were going to have. The voice over the loudspeaker assures you that if you just help out a little bit more, you’ll get to play the game next. Promise.

Dr. Langeskov was developed by a small, indie studio called Crows Crows Crows, which includes William Pugh, best known for his work on The Stanley Parable and the considerably expanded version, The Stanley Parable: Ultra Deluxe.

It’s very similar to the Stanley Parable; with limited modes of interaction; a narrator that leads you along; the light, absurdist tone; and the playful ways the game gives you to rebel against the narrative by refusing to do what you’re told. It’s smaller than The Stanley Parable, but it feels like the perfect size for what it’s doing, and doesn’t overstay its welcome.

The Read Report — November 2024

Where did November go? I got distracted for a minute, and the whole month was over.

Despite my best intentions, the month was light on both writing and reading. Still, I managed to sneak a few things in. I’m still working on the final volume of the main Witcher series, and still working through the last of the Dark Materials books with my kids. With some vacation time on the horizon, I have high hopes that those will be in the December report.

But, back to November…

Where possible, I’ve included Bookshop affiliate links instead of Amazon. If any of these books pique your interest, please use those links. I’ll get a small commission, and you’ll support real book stores instead of cocktails of longevity drugs for billionaires.

The Umbrella Academy — Vol. 1, 2, and 3

By Gerard Way, Illustrated by Gabriel Bá

My first experience of the Umbrella Academy was being in the room while my wife watched the Netflix show. While I have arguably “seen” most of that series, my attention was not necessarily focused.

The impression I got from the show was that it was a near miss for me: lots of individual elements that I loved, but it somehow didn’t quite gel together to make something that really excited me.

So, either in spite of, or because of that, I had fairly high hopes for the comics. After all, most comic adaptations either crash and burn (cough, cough…League of Extraordinary Gentlemen, cough) or have trouble capturing the magic of their source material. However, as a power-nerd, I tend to come to those adaptations already familiar with the comics. In this case, I was starting with the show and going backward. As much as I try to remain unbiased, there’s a common tendency to appreciate the format where you first discovered the story.

My first impressions, in volume one, is that this is a setting that’s a bit whacky, without leaning especially hard into comedy. I mean, it practically starts with a cybernetic Gustav Eiffel attempting to launch the Eiffel Tower as a rocket into space.

This is very much a superhero comics world. Superhero comics are the background radiation, even if it’s not obsessed with muscle-bound men and women in incredibly resilient spandex. It’s a world where insane happenings are just a normal part of life.

These books follow the titular Umbrella Academy, seven super-powered children adopted by a cold and uncaring father and trained to save the world. Much like Disney channel actors, this thoroughly messes them up. Unlike Disney channel actors, only one in seven becomes a drug addict.

Volume one felt like a rushed introduction. Not only does it need to establish this world, but the seven super-powered children, their adoptive father, their robot mother, the chimp butler, and a handful of other miscellaneous characters. It’s a lot for six issues.

There’s a story here about the one estranged sibling turning villain against the others, but it’s so lost in the tumult. I never felt like the story had time to understand why she was angry, or so quick to “go bad.” Each character is touched on, but there’s not enough time to dig into any of them in depth. Ironically, the TV series gave me extra context that helped me understand the books. I suspect I would have had a tougher time without that.

Volume two feels like the real, proper beginning. The characters have been introduced, and we’re at least familiar with the surface-level. While this second series focuses on one particular member of the squad, we get more interaction and more background on pretty much all of the characters. We also get two completely deranged villains. I have to appreciate this, since absolute crazy people with incomprehensible motives are difficult characters to make work, and they work pretty well in this particular setting. And there are time travel shenanigans, which always makes me happy.

I think the second volume is the strongest story arc of the three. There’s a clear instigation, as the time-travel police come after a member of the Umbrella Academy, there’s a clear resolution by the end, and the story is neatly structured to build up the characters along the way.

The third volume is the longest of the three, boasting seven issues instead of six. It’s also the most ambitious in expanding the world and characters of the Umbrella Academy universe. Unfortunately, I can’t help but feel that it’s an interstitial story, setting up a Volume Four that has yet to release five years later. (Supposedly it’s in development.)

I have pretty mixed feelings about the series overall. It’s definitely unique among the series I’ve read, and I like to think I’ve covered a decent breadth of indie comics. But it has that same “not quite hitting it” feeling that I got from the TV show. Still, if Volume Four ever comes out, I’ll definitely buy it, so that says something.

Interestingly, and somewhat surprisingly in the era of Marvel ascendent, the Netflix show excised almost all of the superhero background radiation, and still made it work pretty well. For a show where the leader of the time-travel police is a robot body with a goldfish bowl for a head, it’s surprisingly grounded. If nothing else, it’s a great case study in making a comics-based show appeal to a non-comics audience. As much as such a thing even exists these days.

EVE Online “Chronicles”

I’m not generally interested in tie-in fiction. I’ve been burned too many times before.

When I was young, I read some of the early Star Wars tie-ins. I remember the novelizations of the original trilogy being pretty good. And then there was the Heir to the Empire trilogy, which was so successful as to spawn the entire Star Wars Expanded Universe. Of course, it was written by Timothy Zahn, who turned out to be decent apart from Star Wars. (I really enjoyed his Conqueror’s trilogy as a teen. Having not read it since, I assume it must still hold up…)

The Myst games were among the first games I played that felt like they had a real story (as little as you could glean from them) and I devoured the trilogy of books that expanded that universe. For my money, the first two Myst games and those three books are still probably the best example of games and books that tell a great story together.

My first real disappointment with tie-in fiction came several years later. I had discovered the relatively young and expanding world of ARGs, and found an archive of a Halo ARG now commonly known as ilovebees. It was a strange and seemingly futuristic way to deliver a story, and came in the form of a sort of radio-play pieced together from 30-second clips by a group of people discovering it as it went along.

I decided to delve into the Halo books, and quickly discovered that they were pretty much unreadable, even for a teen with possibly questionable taste.

Since then, I have steered clear of tie-in fiction. I may have dabbled here and there with some D&D-adjacent stories, but I’ve mostly turned up my nose at those shelves in the bookstore packed with D&D, Star Wars, Star Trek and myriad examples of trying to make a novel out of a hundred lines of in-game dialogue.

And now we come to the present day, where I am an old man having just turned forty, and I have begun dabbling in EVE Online.

How could this have happened? Well, there honestly aren’t that many games with spaceships. I’ve bounced off this one twice before, and for some reason, this time it stuck. I just couldn’t escape the gravity of a game that seems to be populated mostly by middle-aged dads with a high propensity for programming.

EVE is one of those incredibly rare MMOs that isn’t World of Warcraft, and yet keeps puttering along, staying alive for over twenty years. Throughout all that time, they’ve been releasing fiction in this world.

Don’t get me wrong, I haven’t read any of their books yet. There are a few of them, but I’m not that far gone. Instead, I’ve been perusing the “Chronicles,” which encompass a bunch of dry descriptive reads about particular factions or technologies, and a slightly shocking number of short stories.

It’s now been a couple of years since I’ve participated in a long-running TTRPG group, and I find that this really scratches that itch. It’s the same satisfying combination of playing in a world, and then really digging into the setting. The only difference is that this one is online. (Well, okay, I guess my last D&D group met online too, thanks to the pandemic.)

What I’m Reading in December

Yes, I’m still reading the last Witcher book. Yes, I’m a little worried that the whole story is going to fall apart in the final volume. I’ll also be trying to wrap up the Dark Materials series, and I’ve still got a few more comics trade paperbacks waiting in the wings.

See you next month!

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.

A Month In the Moment

During the month of May I performed an experiment. I decided to limit myself: I would watch no video (TV, movies, streaming, or internet), play no video games, and stay off social media. It was an enlightening experience.

Soma

In Brave New World, Aldous Huxley introduces a fictional drug called soma, which is used to make the people in the story’s future civilization happy and docile. A variety of people have excitedly pointed toward media, and especially television and social media as a kind of modern soma.

I think those arguments are overblown in some ways. In the past hundred years, various pundits have claimed that newspapers, paperback books, comics, radio, and every form of television would also turn us into mindless zombies. Somehow society hasn’t collapsed. However, there’s also clearly some truth in the idea: media can be an escape from the real world, and it’s certainly possible to use it as a mind-numbing drug.

There’s plenty of “junk food” media that passes time, but nobody would claim is great art. Or even mediocre art. A great movie can feel elevating and change your whole outlook on life. But also, Jersey Shore exists. The junk can be fun, but too much of it is obviously problematic.

I’ve certainly done things like doom-scroll Twitter while watching a movie I don’t care about with half an eye. I would frequently watch whatever the YouTube algorithm threw at me while playing a low-effort video game. That’s the sort of behavior that really crams so much stuff into the eyeballs that the brain short-circuits. I like the word used by the YouTube video game theory channel Extra Credits: abnegation, literally entering an ego-negating mental state via the consumption of media.

Finding My Keys

Over the month, I shifted from a lifestyle where I was frequently performing this kind of media-fueled abnegation to one where I consumed almost no screen-based media at all. I did continue to listen to podcasts (although most of these are writing-related) and I read books.

I’m reminded of a comedy act I saw years ago (and unfortunately can no longer find to give credit). They talked about giving up smoking weed.

I could remember things again. I thought I was psychic. I was like, where are my keys?

They’re over on the counter!

How did I know?

I don’t smoke, but I did find that my time used to disappear mysteriously. Where did my evening go? My weekend? That time would just vanish. During May, I really didn’t have that feeling at all. I was experiencing all that time instead of letting it just slip away.

I also noticed some of the environmental factors that contributed to my problem. On day 2, I realized I had the Twitter app open on my phone, with no recollection of opening it. I ended up turning off notifications, because the bird app would ping me first thing in the morning, inviting me to turn off my brain before I even got out of bed.

I also began to notice just how many pings I got from services like Steam and Oculus. When I wasn’t paying attention, all these things together created a steady stream of invitations to distraction every single day. But being aware of them also takes away a lot of their power. It turns out almost none of those notifications were for anything that was more than a 5/10 on my excitement scale, so why would I bother opening them, except out of habit?

What I Did Instead

I read eleven books in a month. (Granted, there were a few short ones in there, but I still find that hard to believe.) I have a bad tendency of buying books faster than I read them, and I have quite a backlog on the book shelf. If I keep reading like this, I could get through it in a couple months.

In addition to all that reading, I got a lot more of my to-do list done. And when bedtime rolled around, I was much more inclined to actually go to bed. I got the appropriate amount of sleep most nights, which is another strange feeling when I’ve spent years depriving myself of sleep to various degrees.

I wrote more, but not a lot more. I found that even when I had more time, my ability to write (as well as do other things) was still limited by my energy. As much as I love it, writing is not low-effort or relaxing to me.

During the week, I only have time at the end of the day, and I’m already drained. Unfortunately, I didn’t find my secret to writing productivity, but I did come to a better understanding of what’s limiting me.

What Changed?

It’s now June. My experiment is over, but it really changed my outlook. While I had the periodic itch to watch something, or pick up Twitter or a video game, I wouldn’t say I’ve been missing it.

At the start, I was worried that May would be a miserable month for me. In actuality, it felt really good—so good that I want to keep that feeling going. That doesn’t mean I’m going to give up most media forever, but I am going to be much more discriminating when I spend my time watching or playing something.

Taking a month off really clarified which media I’m genuinely excited about. I found that I had no desire to go back to most of the “junk” I was watching before, but I wrote a small list of movies I’ve been meaning to watch and never got around to because it was just slightly more effort than firing up the first thing that caught my eye on YouTube or Netflix. I can still watch less, but feel like I’m getting more out of it.

I’m honestly not sure if I’ll go back to Twitter. It was a slow-burning dumpster fire in April, when they broke all the integrations, and I sincerely doubt it has gotten any better in the past month. It is, unfortunately, still the social media hangout for writers though. I’ve found a lot of great books, blogs, substacks, etc. through it. Time will tell.

Try It, You’ll Like It

I’ll close with this. If you’re someone who consumes a lot of media, I’d encourage you to try this experiment: one month, no TV, movies, games or social media. If it turns out to be miserable, well, it’s only a month.  But I don’t think it will. It changed my perspective and my priorities, and somewhat to my surprise, it made me a happier person.

If you decide to try it, let me know. I’d love to know how it goes for you.

When You Aren’t Inspired, Trust Process

As I approach the final leg of writing my serial novel, Razor Mountain, I feel like I’m finally on the other side of the difficult middle. The central 50% of novels almost always feel like the hardest part to me, and I know I’m not alone. However, I have a big advantage on this project: posting it on the blog gives me deadlines and external accountability.

When I finish writing a chapter, sometimes I feel pretty good about it, and sometimes I’m disappointed. But I set myself a schedule, and I keep writing more chapters and posting them. Sometimes, my only consolation is in telling myself that I can always perform major revisions after the thing is done.

On the good days, writing feels like making art, but on the bad days it feels more like working an assembly line. Clock-in, spend a few hours sticking words together, and clock-out. It’s not glamorous, but it’s often what needs to be done.

Is It A Good Day?

I recently binged through the incredible 32-episode documentary Double Fine PsychOdyssey, which follows the seven-year development of the game Psychonauts 2. Even if you’re not particularly interested in video games, it’s a fantastic study in the complexities and interpersonal challenges of building a creative project with a large group of people.

Tim Schafer, who is something of a game design and writing legend, has a habit of daily writing when he’s working on a project. Over the years he has accumulated piles of old project notebooks that he can look back on. This offers an amazing archaeological view into how these stories grew and changed over the course of development.

Early in the documentary, Schafer flips through a few pages of the notebook for the original game, Psychonauts. These pages contain the first mentions of many of the ideas that became central to the story, although he had no way knowing it at the time. Schafer reads these tentative forays into ideas that now seem predestined, laughs quietly to himself and says, “that was a good day.”

What’s interesting about these “good days” is that they’re often not obvious when we’re living in them. It’s only in retrospect that we can see what works and what doesn’t.

Doing the Work

Cory Doctorow has a great article about this, called Doing the Work: How to Write When You Suck.

In those years, I would sit down at the keyboard, load up my text-editor, and try to think of words to write. Lots of words occurred to me, but they felt stupid and unworthy. I would chase my imagination around my skull, looking for better words, and, after hours, I would give it up, too exhausted to keep chasing and demoralized by not having caught anything.

That feeling of unworthiness and stupidity has never gone away. There are so many days when I sit down to write and everything that occurs to me to commit to the page is just sucks.

Here’s what’s changed: I write anyway. Sometime in my late twenties, I realized that there were days when I felt like everything I wrote sucked, and there were days when I felt really good about what I had written.

Moreover, when I pulled those pages up months later, having attained some emotional distance from them, there were passages that objectively did suck, and others that were objectively great.

But here’s the kicker: the quality of the work was entirely unrelated to the feeling I had while I was producing it. I could have a good day and produce bad work and I could have a bad day and produce good work.

What I realized, gradually, was that the way I felt about my work was about everything except the work. If I felt like I was writing crap, it had more to do with my blood-sugar, my sleep-deficit, and conflicts in my personal life than it did with the work. The work was how I got away from those things, but they crept into the work nonetheless.

This is a profound realization. There is a freedom in just writing (rather than trying to write well) that can be necessary to actually get anything done. The louder your internal editor is, the more important it becomes to be able to turn it off.

What Cory experienced is something I’ve noticed as well. I often don’t feel very good about my writing in the moment. It’s only when I come back to it later that I can take notice of the parts that I like. That’s not to say I don’t need editing. I always find plenty of things to improve. But most of the time my opinion of my writing is higher when I’m reading it back than when I’m in the process of writing it. I just can’t trust my own opinion while I’m writing.

And even if it turns out to be bad, I can always fix it later.

Writing as Manual Labor

As I get older and more experienced, I am more and more drawn to the idea of writing as manual labor. When I treat writing as a simple project of putting one word after another, it takes away the pressure to make those words great. I get the words written faster, and with less anguish.

I don’t always know if what I’m making will be good. I would love to feel constantly inspired—to have the muse always looking over my shoulder and making suggestions—but inspiration comes fitfully.

Sometimes the muse only strikes because I gave her room and did the work.

The Read/Write Report – January 2023

It has been a while since I did one of these posts, but the new year seems like a great time to jump back into it. Here’s what I’ve been up to lately.

Vacation

At the end of 2022, I took what is probably the longest vacation I’ve taken in the past 15 years—three whole weeks. The last two weeks of the year were “stay-cation” around the house, and in the first week of 2023 my family escaped the snow and cold of Minnesota and went down to Florida.

I stayed fairly busy during my time at home, and we did quite a bit of sightseeing and beach time while in Florida, but I was able to do about twice as much writing as I typically do. Most of this went into Razor Mountain, but I couldn’t entirely resist poking at side projects and some potential future blog stuff. But I’ll talk about those things another day (maybe).

New Year’s Resolutions

I generally don’t put much stock in New Year’s resolutions, but I’m trying one this year. I’m not a person who tends to collect many possessions, with a couple notable exceptions. Firstly, as you might expect from a writer, I tend to collect a lot of books. I have a couple shelves full of physical volumes I haven’t yet read, and a handful of e-books on the Kindle.

I’m also a sucker for video games and, to a lesser extent, board games. There are a lot of inexpensive video games these days, especially with various services competing to offer the best sales. So I wish-list a lot of games and buy them when they’re cheap.

My not-too-serious resolution for the year is to not buy any new books or games, and try to work through the backlog that I already own. We’ll see how that goes.

Recent Reading

As usual, I have ongoing bedtime reading with my kids. We finished Startide Rising and moved on to The Uplift War, the last book in David Brin’s first “uplift trilogy.” It has been interesting, because these were formative books that I read in my teenage years, but I actually remember very little about them. I’m certainly seeing things that I missed when I was young.

On my own, I’ve started a slim little volume called Invisible Cities, by Italo Calvino. The book is framed as conversations between Marco Polo and Kublai Khan, where Polo describes the many cities that he’s visited in his travels.

I’ve been sitting on an idea for a fictional city for years, but I’ve never quite figured out whether it fits into a novel, a TTRPG, or something else. Invisible Cities is one of the pieces of fiction that I’m investigating to find some inspiration with my own fictional city.

Waiting for the Secret World

In November, a Kickstarter project popped up on my radar: The Secret World TTRPG.

The Secret World was originally an MMORPG released in 2012, back when people still believed that a new game would someday overthrow World of Warcraft. It was moderately successful on launch, but it was a little clunky, didn’t get a lot of updates, and slowly lost players over time. In 2017 it was relaunched with some new systems as the free-to-play Secret World Legends. That iteration was equally unsuccessful, and it eventually went into maintenance mode while the developers moved on to other projects in order to keep paying the rent.

Secret World, in both its iterations, was a very strange MMORPG. While the gameplay itself never really shined, it had a fantastic story, amazing settings, great voice acting, and some interesting puzzle design that was often a bit like an ARG. It’s a little cosmic horror, a little X-Files, with some Jules Verne and The Matrix thrown in for good measure. It still has a cult following, and those that love it stick around because of the story.

A TTRPG seems like a perfect fit for this kind of rich, expansive setting, so I’m excited to see what Star Anvil come up with. A few people have voiced concerns that it will be using the Dungeons and Dragons 5E rules, which may not be a perfect fit for this style of game. However, that’s the most popular TTRPG around, so I can’t really fault a small indie studio with a relatively unknown property for hedging their bets.

The current goal for releasing the book is October 2023, and over-funded Kickstarter projects aren’t exactly known for meeting their deadlines. , the project got me itching for some science-fiction or science-fantasy TTRPGs. To scratch that itch, I dug into two other games: Shadowrun 6e, and Cyberpunk Red.

Shadowrun

I’ll be honest. Shadowrun 6e seems like a mess. Both gameplay and setting feel like they took the “kitchen sink” approach, with a lot of different fantasy ideas and sci-fi ideas all fighting for attention, while nothing really stood out to me. Some of the ideas, like big dice pools, seem fun. But, having never played Shadowrun, I felt like the core book really didn’t give me a good feel of what it would be like to play, and I didn’t get enough of the setting to feel comfortable running a game. I think any core rule book should have snippets of gameplay or an example adventure, and this had neither.

I was a little leery of spending any more money on the game, so I tried looking in the…somewhat legally gray areas of the internet…for campaign books. The 6e adventure books I found were still frustratingly vague about actual gameplay, and seemed to largely eschew the mission-based play described in the core book.

By the time I got through the book I was fairly irritated, and I went down the rabbit hole of reddit posts and forums. As far as I can tell, Shadowrun players spend about half of their time debating which version of Shadowrun to use, or which bits to cannibalize from all the different versions. 6e doesn’t seem to be popular. And I started regretting purchasing the book at all.

Cyberpunk Red

To soothe myself, I moved on to another venerable franchise, one that recently had a very over-hyped video game made in its image: Cyberpunk. The latest iteration of Cyberpunk is called Cyberpunk Red. It is also quite recent, and interestingly, it seems to have been made alongside the development of the video game.

One of the challenges of the game’s namesake genre is that it was popularized in the 80s, and in some ways it has become retro-futurism. Cyberpunk Red takes an interesting approach to modernization. Rather than rewrite history, Red moves it forward. In the “Time of the Red,” decades have passed since previous Cyberpunk games (and their outdated references). The world has changed. It’s still an alternate-history version of our world where technology advanced faster than it did for us, but letting a few decades pass allowed the creators to change the setting so that it feels like it’s exploring and expanding upon today’s problems, not the ones that were relevant thirty or forty years ago. It’s an elegant solution.

It may not be fair to compare Cyberpunk Red to Shadowrun, but I read them back to back, so I’m going to do it anyway. Cyberpunk Red pretty much addresses all of the things that irritated me about Shadowrun. Where Shadowrun is all over the place with fantasy and sci-fi tropes, Cyberpunk Red is laser-focused on its cyberpunk setting. There are lots of character options: you can play as a rock star, mid-level executive, or freelance journalist, as well as the soldier and hacker types you’d expect from the setting. You can outfit yourself with all sorts of cybernetic hardware. But everything fits nicely in the setting. Everything seems to make sense.

The book includes a thousand-foot view of world history and geopolitics, but it focuses on a single city. This overall focus makes it feel like Cyberpunk Red can dig a lot deeper into the details of the setting. Even better, it includes a meaty section on how to run the game, some fiction to get a feel for the setting. It doesn’t include an example adventure, but there are a couple small free ones easily found online.

Back to the Grind

With my long vacation at an end, I’m back to work, kids are back at school, and we’re getting comfortable with our routines again.

My main writing project remains Razor Mountain, and I look forward to finishing it in 2023. After that, I’m going to have to think about what to do with this blog—I’ve been working on that book in some form for almost the entire life of Words Deferred. It’ll be an exciting new adventure!

For now, I still have a ways to go, and I’m back in my normal writing routine. Look for a new chapter next week.

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.

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

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)