Duty Calls, Should Have Gone To Voicemail

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Note, I will return to my writing lessons from video games soon.  I’ve just had a lot of other inspirations lately.

At the start of the Christmas holiday, I had games to play, writing to do, a chance to pre-read Serdar’s next novel (spoiler, excellent), and much more.  I also had no desire to do any of these awesome things.

So I waited a week, then pushed myself.  I pushed myself through returning to work.  I pushed myself on my time off.  I even pushed myself to game, figuring something would be enjoyable.

Instead, everything I did felt like work most of the time, even things I enjoyed.  I didn’t seem to be depressed or down, just put upon.  No one was ordering me to do all this except me.

There’s a point where we turn wanting to do something into having to do something.  We truly care about something, but we build so much schedule and ritual around it that our core urge is lost.  Must replaces want.

For me, it was a feeling I had to do everything.  I had to stay on my schedule.  I had to get things done for friends and writing groups, etc.  No one told me I had to but me.  So it was time to change that.

I gave myself permission to drop anything or everything over the MLK weekend, and thought over what I wanted during a long walk.  In a day, my desires to read and create came back, I’d found the reasons I was doing these things by not doing them.  Now I find myself happier and more productive, and I’m even altering my plans for 2022.

(Interesting note, my urge to play video games came back last.  I suspect it’s changed and may write more on that).

You’ve probably had moments like this yourself.  Please, take a break and take time to reconnect with why you do things.  There’s no reason to loose yourself trying to do things, and you won’t get them done anyway.

Steven Savage

It’s Great. So What?

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Lately, I’ve been prereading/editing many works.  I’ve also finished several books and have more things being juggled for publishing.  I’m finding one of the worst forms of feedback is “it’s great!”

You’ve had that experience.  You tell some writer, “it’s great” and then the questions come – why, how come, are you sure?  Didn’t you give enough feedback?  You just said it’s fine!

Then it strikes you since you’re also a writer – “it’s great” means nothing.  It provides no details on what to do right, what to improve, etc.  “It’s great” is useless to writers because there’s no way to improve.  You may have written a novel that will stay in the public mind for centuries, and you don’t know why.

Even if you should change nothing, you want to know why you shouldn’t change.  If you don’t get feedback on what you did right, you might stop doing it by accident!

It’s almost easier to give negative feedback because we can probably go on in detail if we dislike something.  We forget the easy and pleasurable read, but the flaws prick our minds and the pain stands out.  Negative feedback comes easier.

I take this as a reminder that giving feedback on what’s right is a skillset all its own.  It takes work to notice why things are good, what impressed us, what even taught us.  A smooth ride of a read can become so smooth we don’t realize why it was smooth.

The best answer I have is to be self-aware.  When a story flows through your mind, what is it that worked for you?  What did you feel in your gut as your eyes took in the words?  Your reactions are the key to tell you what makes a thing great.

If we listen to ourselves, we help others do better – or keep doing the good things.

Steven Savage

Media, Message, Mismach

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

When creating a piece of a media we need to ask “did I choose the right form for my Bright Idea?”  Should it really be a book, comic, movie, game, or is it better suited for another form?

Some readers may be nodding, others may be curious.  Let me explain by examples.

I’m no fan of the Twilight series, yet I found the lush-looking movies beautifully overdone.  When I saw the manga it impressed me as more interesting than the books.  At least to me, Twilight seemed better suited to a visual medium.  Yes, it was a commercial success, but I can’t shake the feeling that had it been an anime/manga there might have been more to it, and maybe some useful artistic lessons.

As a less personal example, consider an issue that I discuss with fellow authors – those series that seem to be Open World games or RPGS in novel forms.  As much as I love worldbuilding myself, I know 800 pages of “it really picks up by the second book” doesn’t interest people.  Some novels or series seem best – or became – things better suited to games or fictional guides.

If you’re a creative, especially a self-published one, you should ask if your story and setting fit the medium you chose.  Some people might be fortunate enough to get away with a “media mismatch” (see above), but ask if you can beat those odds.  A marketing machine can get someone to read a five-book series far easier than you may – even if people forget it afterward.

This doesn’t mean you should give up on an idea – you need to refine it for your chosen media.  If you have a book that is an RPG-in-disguise, you can refine it into a more bookable form.  If you want to make an RPG, but it comes from a story, maybe you can expand the worldbuilding.  It’s OK to rework your idea so the audience can enjoy it in the form you want.

Making a piece of media accessible requires many things – the right wording, rules, art style, etc.  However, we should ask as if we’re doing the right thing in the right form of media.  There may be a mismatch here.

To give an example in my Avenoth series – which is worldbuilding heavy – “A Bridge to the Quiet Planet” was a romp across worlds, and had overly “worldbuildy” moments.  I tightened up the focus in “A School of Many Futures” which made it more intimate, which made the setting more accessible.  A tweak of perspective improved the story.

Consider the right media for what you want to tell and how to make what you want to say optimized for the media you’ve chosen.  It’ll help you reach people, which we all want, especially in a crowded market.

Steven Savage