Narrative Design Feed

Upcoming Appearance: Author Reading at Ferris State University

Ferris U flyer

Personal appearances are one part of the author life I enjoy immensely, as I get to leave the writing cave and talk in person with readers and potential readers. I especially like university talks, as it's always refreshing to speak to students. I'm inspired by their energy and am always impressed by their thoughtful questions. Last year I spent a week at the University of Florida as a guest lecturer in game design classes and speaker at a summit sponsored by the school's Digital Worlds Institute. Last fall for the launch of book three in the Dreamslippers Series, I spoke at Seattle University for the third time in three years. This February I presented on a panel at the Associated Writing Programs conference, attended by many students and writing faculty. And next month, I'll be at Ferris State University in Michigan as part of the Literature in Person series.

Ferris is distinguished by a small faculty-student ratio of 1:16, which means the courses are taught by professors, not graduate students. The university prides itself on its offering of in-demand majors, more than any other school in the state of Michigan. 

My host for the event is Dr. Deirdre Fagan, assistant professor in the Department of English, Literature, and World Languages. We met back in 2001 when I was in graduate school at the University of Miami, where she was a lecturer in the composition program. We lost touch for a time, but have reconnected through the magic of social media. She's a talented teacher and poet, and it's an honor to be her guest.

If you're near Big Rapids, MI, where the college is, please come by for the event, which is open to the public. Details in the image above. Besides the public reading on April 5th at 7 pm, I'll also be a guest in Deirdre's Creative Writing class that week, which is a private event.

A huge shout-out to Great Lakes Book & Supply, an independent local bookstore in Big Rapids. They will promote the event and stock my books as well.

Wish me luck at the reading and classroom visit, and I hope to see some of you in Big Rapids!


The Play's the Thing: December Game Roundup

  Game roundup dec 16

Here are three games on my to-play list this winter, and I hope to bring you some of these developers as guests on the blog in the future, too. This month I'm looking at interactive fictional mysteries with a common theme, that of isolation and connection.

Firewatch by Campo Santo

Firewatch is a mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio.

The year is 1989. 

You are a man named Henry who has retreated from your messy life to work as a fire lookout in the Wyoming wilderness. Perched atop a mountain, it's your job to find smoke and keep the wilderness safe. 

An especially hot, dry summer has everyone on edge. Your supervisor, a woman named Delilah, is available to you 

at all times over a small, handheld radio—and is your only contact with the world you've left behind. 

But when something strange draws you out of your lookout tower and into the world below, you'll explore a wild and unknown environment, facing questions and making interpersonal choices that can build or destroy the only meaningful relationship you have.

Lifeline: Silent Night by 3-Minute Games

The hearts and imaginations of countless players worldwide were captured when the original Lifeline took the App Store by storm and became the #1 Top Paid Game, and now Taylor needs your help again in Lifeline: Silent Night! Acclaimed author Dave Justus returns with a suspenseful new story that plays out in real time, delivering notifications throughout your day. Keep up as they come in, or catch up later when you’re free. You can even respond to Taylor directly from your Apple Watch or iPhone lock screen without launching into the app. Your choices shape the story as you play. Simple actions can have a profound effect. Complete any single path in the game and then go back and see what happens when you make a different choice. Lifeline: Silent Night is a deep, immersive story of survival and perseverance, and it’s up to you to save the White Star before it’s too late for its intrepid crew. The fate of Taylor, and the world, is in your hands!

The 39 Steps by The Story Mechanics

Prepare to experience the original man-on-the-run thriller in a completely new way. In this digital adaptation by The Story Mechanics, be transported back to 1914 London, where Richard Hannay finds himself framed for a murder he didn't commit. Now he must escape the Capital and stay alive long enough to solve the riddle of The 39 Steps. There are secrets to be discovered, locations to be explored and - above all - an incredible tale to be told in this ground-breaking interactive novel.

Merry Christmas! I wish you hours of joyful play.

 


Why I Write What I Write: Going Against Violence Porn and Magic Mush

  Cruel_shoes

 One of the aspects of the mystery genre I appreciate least is the trope of violence against women. It's most obvious in the standard formula opening: A woman found dead, usually in an alley, maybe even a Dumpster. Sometimes she's nude, or in some state of undress. Usually, there's evidence of sexual assault. Often, she's a prostitute.

 When I sat down to write my first novel, I chose the mystery genre with the express intent not to perpetuate this scenario. I didn't want to read about yet another woman's body in an alley, and I certainly wouldn't write about one. Now, two years after I released my first novel, the question takes on even greater meaning, as a probable real-life rapist was caught with his female victim, in an alley even, and nonetheless let off easy. 

 This isn't just politics, though. This is overall a craft concern. Writing cliches is boring work for the writer, and I would expect it to be a boring experience for readers, too. 

 I'm not saying writers shouldn't write--and readers shouldn't read--books with graphic violence in them, or that depict female victims. My books tackle sensitive, potentially trigger-inducing subjects: sexual repression, gay self-hatred, child-rape pornography, incest. But I went to great lengths not to glorify or portray these scenes and subjects gratuitously. I didn't want or need to contribute to the world's repository of violence porn.

 The line, admittedly, isn't always right there in black and white, a complexity I explore in Framed and Burning:

And there she was, in triplicate. His wan heroine, his redheaded lady-child. She wasn’t yet eighteen, as he’d tried to capture in the budding quality of her breasts under a white tank top. She had an unnatural thinness about her as well, as if slightly malnourished. The whole time he’d painted her, he felt as if he wanted to save her. That was the attempt in painting her, to save her and rid himself of her haunting eyes at the same time. But he felt strongly now that he had failed. And in his failure, he’d simply failed her.

 Mick, like the female members of his family, is a dreamslipper: He possesses the psychic ability to pick up other people's dreams. But while his sister and niece use the ability to solve crimes, Mick uses dreams as inspiration for his art. He reflects on the morality of this:

In the quiet of his studio, Mick walked over to the unfinished painting that was inspired by that dream of Cat’s. He remembered the shock on her face when she saw it. So much trouble, he thought. He reprimanded himself for what suddenly amounted to cheating, taking others’ ideas and making them his own in his art. Was it ethical? He thought about Candace telling him basically to butt out of her dreams. And he thought of the haunting look in the girl’s eyes in the triptych. And of his own limitations, just now with Rose.

Mick picked up a large brush, dipped it into a can of black paint, and crossed out the painting. Then he began to fill in with black everywhere the cross lines weren’t. Soon, he’d covered the canvas in nothing but black. The painting was gone.

 In Bound to the Truth, the third book in the trilogy, the female victim is found dead in a hotel room, bound and gagged. While beginning with, and lingering on, the image of her dead body would arguably have given me a reliable commercial hook, I resisted it. For me it was more important for readers to come to know and care about the woman who becomes the so-called "vic." So many hardboiled cop show characters shorten the word victim to further depersonalize. This is supposed to be part of their character development, something they do in order to desensitize themselves to the work that no one wants to do. But still. Every "vic" becomes an abstract, a sea of female parts in an alley. To be grabbed, laughed over, brutalized.

***

 The other perhaps curious choice I made with the quirky, cozy/suspense mashup that is the Dreamslippers Series has to do with magic.

 These stories tackle the supernatural in a very realistic, modern way. My grandmother-granddaughter PI duo don't carry guns; they solve crimes using their ability to slip into suspects' dreams, supplemented by a host of New Age practices, not to mention tried-and-true investigative work. 

 I'd read books in which amateur sleuths with psychic abilities snap their fingers to unlock doors but somehow don't sense when the killer is following them. As a reader, these contradictions seem silly and frustrating. They're magic mush. I like to think stranger things truly do exist, but if they are there, they're subtle, unreliable, and decidedly unfocused. So I imagined what it would be like to have a psychic ability that functioned according to real-world rules, acknowledged here in a scene from Bound to the Truth:

Grace flashed on the silly ninja clown, and it gave her an idea. “Is there a way you can get close enough to the Waters’s home to dreamslip with Sam?”

“I don’t know, Gran. I’ve thought about it. The security is pretty tight out there. Unlike some of the other cases we’ve had, I’m not sure Mercer Island is the kind of place where you can get away with sleeping in a car out on the street. There’s also the possibility that I might pick up his kids’ dreams instead, or his wife’s.”

“Remember what I taught you about popping out of dreams you don’t want to be in, and of connecting with your target.”

“Yes,” said Cat. “But this super hero power of ours sure has its limitations..."

 Cat does find a way to slip into this suspects' dreams, putting herself in a precarious spot in the process. Throughout the series, dreams help the duo solve three murders and bust a child-rape pornography ring. The dreams are helpful both for what they tell us about the villains--and for what they don't tell us.

 These books haven't made me the next J.K. Rowling, though I'm grateful for and proud of the accolades, the numerous 5-star reviews, and the award noms. I know from my years at the story helm of a game-publishing company that there's often a disconnect between what the audience complains about and asks for and what they actually purchase. All I can do is keep developing my craft for a blend of commercial technique and groundbreaking newnesses that pushes the envelop and attracts a larger audience. Because the biggest lesson from the game industry for me is this: If the games don't sell, we all go home. 

 Buy the books.

 Review the books.

 Follow me.

 Photo credit: Lisa Brunette.


The Play's the Thing: August Game Roundup

  Deduction and intrigue

Every so often, I'll bring you a roundup of games in the deduction and intrigue category. Here are four games on my to-play list this summer, and I hope to bring you some of these developers as guests on the blog in the coming months, too.

But first, a quick PSA. Reviews are a developer's life blood - and they're an easy gift to give. Just pick a star rating and write one or two sentences to provide other players a quick impression, or feel free to write more if you like. I've provided links below so you can follow these folks and review their games.

This month I've got two digital games and two tabletop. Let's start with the digitals.

Contradiction by Tim Follin

Header

Contradiction is an interactive crime drama game that uses live-action video for the entirety of the game play. It’s a brand new take on the concept of an interactive movie and brings the genre to a whole new level of playability.

Contradiction plays as smoothly as a 3D graphic game. You can wander freely around the game environment, collecting evidence and witnessing constantly changing events. 

However, the centrepiece of the game is interviewing the characters you meet, who can be questioned about all the evidence you’ve collected and things you’ve seen. The name of the game is then spotting contradictions in their answers, catching them out and moving the game along.

Review on Steam and the App Store.

Follow on Twitter

Psy High by Rebecca Slitt, for Choice of Games

Psyhigh

When the kids at your high school start developing psychic powers, you and your friends must team up to stop the principal from taking over the world! 

Psy High is an interactive teen supernatural mystery novel by Rebecca Slitt, where your choices control the story. It's entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination. 

Play as male or female; gay, straight, or bi. Will you be a jock or a brain? Popular or ignored? Use your psychic powers to help others, or to take what you want. Win a coveted scholarship, star in the Drama Club play - or lose it all and spend your senior year in juvenile detention. How much are you willing to sacrifice to get ahead in the world? 

Can you solve the case? Can you save the school? And most importantly, can you find a date to the prom? You can play the first three chapters of the game for free.

Review on Steam and the App Store.

Follow on Facebook and Twitter.

Now for the tabletop games, which are both cooperatives encouraging players to work together toward a common goal, in this first case catching Jack the Ripper. 

Letters from Whitechapel by Fantasy Flight Games

  Whitechapel

Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called "the wretched" – on every street corner.

The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel's streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.

Review on Amazon and BoardGameGeek.

Follow on Instagram and Facebook.

Mysterium by Asmodee

Mysterium

In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.

Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.

Review on Amazon and BoardGameGeek.

Follow on Facebook and Twitter.