Diluting creative output: can it work?

A lot of the famous and successful writers you come across describe themselves as being obsessive or living to write. It makes sense, of course. If you spend each waking hour with the written word, you ought to be pretty good with them.

If I’m honest, though, that’s not really me. I hugely enjoy writing, but it isn’t my raison d’etre. Mostly, I just get too distracted by all the other awesome-cool vocations out there that I can’t decide what I like more. Sometimes this makes me wonder: can you be successful with a divided attention?

If you focus on your vocation, you will obviously further your skills in it. So it stands to reason, taking only this into account, that the best writers will be those that work hardest and longest at their craft. And to a degree, this is true. Does this mean those of us that are undecided or took a while to find the right thing are destined to be hopeless “masters of none”?

Nope! As much as this fear sometimes nags me, it’s worth remembering that there’s more to writing than a proficiency with language- just as there is more to art than shading techniques or volumetric form. When we create, we draw upon all areas of who we are and what we know. A breadth of knowledge is as important as the depth of it.

My many hours of flying give me a pilot’s knowledge on my works. As an artist I have a vivid visual sense of the world I’m writing (and will sometimes use drawing to work through ideas). My understanding of games and emergent systems affects how I build plots and implement causality.

You do need to put in a lot of hard work to excel at any craft worth doing, but don’t be afraid to diversify a little, too. It’s what makes your work yours.

Releasing preliminary version of Cloudgazer

So earlier this week I released the preview version of my first novel, Cloudgazer, somewhat low-key as it’s still in draft 5 and only the first 8 chapters are up for feedback. But it’s been quite exciting just in this short time, starting to discuss with people the characters and plot points that I’ve been working on for over ten years. So if you’re curious, check out the link above and grab the PDF for your e-reader of choice. All feedback and critique welcome. At this stage there are still probably several misspellings & typos, but I’m mostly interested in how people feel about the tone and pacing and the like.

We Aim to Miss the Moon: Or, “How I Learned Orbital Mechanics Instead Of Fudging It All The Time”

Some years ago, I attempted to land on the moon.

Okay, it was the moon in the astrosim Orbiter. But it was, in logistical terms, still a huge challenge; Orbiter is a simulation, after all. So I decided to make things a little bit easier on myself. After all, I could learn the necessary astrophysical calculations to do it as NASA did in the 1960s. Or I could use the future! The science fiction future of Firefly, to be precise. I figured that the main challenge would merely be the limits of my vehicle. So, I postulated, if I was to use a high-tech scifi spaceship, it would be easy! I wouldn’t need to worry about trifling matters such as calculations. And I could not have been more wrong.

Serenity leaves Earth in a general moon-like direction

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Jammin’

So it’s been a little while since I made an entry, so much so in fact that we’re closer to the next Ludum Dare than the one I last spoke of entering. LITH rated pretty well in all; notably placing 11th for Mood and 40th for Audio. I’ve reworked it a little and the unreleased iteration improves the enemy intelligence a dickload. There’s a couple other tweaks I’d like to implement on top of this to add more possibilities to it, but it’s been on hold lately as I have a mounting list of priorities.

LITH

In other news, I’m delving into Piano, as I am fortunate enough to know (and be sibling to) an excellent music teacher. This is rather exciting for me; I’ve wanted to be able to play the piano for years and never really got far. I took some lessons in my early teens but they didn’t go well. I have vague recollections of copying sheet music exercises and finding it incredibly boring. Unlike my first lesson last week, in which music theory blew my mind. Also, I think I have a thing for diminished triads.

I’m… not sure if that’s normal?

Ludum Jam on Toast

I’ve decided, somewhat last minute, to participate in Ludum Dare games jam along with a couple of maybe-I’ll-help minions. Ludum Dare is a challenge to make a game around a voted theme, that takes place globally three times a year. The next one begins tomorrow (at 02:00, in this part of the world). You can read more about it here. I’ll let you know how it rolls.

On a little side-note, No Man’s Sky has been grabbing a lot of attention. And it’s interesting that the design philosophy in the article is very much along the lines of my recent thoughts expressed in this article. So I’m just making a note of that for the record.

Procedural gaming: it’s just going to keep getting bigger.

Why is Evidence Important?

When discussing spiritualism, philosophy or religion it doesn’t take long to encounter the apparent impasse of “but concept X might be right”, where the concept is not falsifiable. Most of us with an empirical bent are content to ditch these ideas, because the lacking or counter evidence is often compelling enough. But I want to look at what happens when we don’t, and why a belief contrary to evidence is a no-win risk. To take a belief in something contrary to (or without) evidence is the colloquial (and less misleading) definition of the word ‘faith’. The “risk” we’re talking about can also be hugely variable; it could be as little as some of our time or as much as the welfare of a nation. Either way, I’m going to assume there is something lost by believing in a falsehood, as in reality there nearly always is.

So. We have our belief that is neither provable nor disprovable, as all persistent faiths necessarily are. We have no substantial supporting evidence for this faith, perhaps even evidence against it, but ultimately it is not disprovable. It might be true, the adherents stubbornly insist, and What (as a Liberty University student once fatefully asked Richard Dawkins) if you’re wrong?

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Keep on writing!

I’m missing out on the fun of NaNoWriMo again this year. It’s hard to keep writing, sometimes. I find it all too easy to just want everything to be perfect and never let it out. But you have to keep writing. Because the alternative is stopping. That sounds obvious, but it’s something I have to remind myself from time to time. Keep on writing, even if everyone seems to disagree with you. Keep on writing, even if you think nothing will become of it.

Here’s a toast to anyone too busy trying to finish something to start something new this month.

Where Games are Really Going

So I’m going to do the blogger thing and write a reply to people who receive vastly more media attention than I do, if only so I can amuse myself in years to come when I can point at it and say I was right.

In a recent panel at the USC School of Cinematic Arts, Steven Spielberg and George Lucas decided to voice their opinions on the supposed future of computer gaming. Now while I might consider Lucas to be a fairly clueless fluke of cinema history, I do have pretty good regard for Spielberg. However, it was evident by their comments that they don’t really get it. All wrapped up in Hollyworld, they haven’t quite seen what is keeping games from being as emotionally engaging as they could be.

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A Pilot at Last

So I’ve been pretty inactive on all fronts lately; namely my website, writing and unity projects. This has been in no small part due to a big push to complete my Private Pilot Licence over the past few weeks. It hasn’t been easy, but today marked completion of the last element of the course and I now have only to send off the application form itself (and get it approved by the CAA).

I first mentioned the ominous booking of a trial flying lesson back in January of 2009 and since then have made many ramblings on aviation, but it really does feel like the culmination of something epic today!

As an unrelated side-note, I’ve finally found a source of buying MP3s that I get on with, namely Amazon’s MP3 store. It’s been a while since I’ve got into any new music, which has led to a bit of a music-buying binge (particularly the retro-80s “Outrun” subgenre assembled by Rosso Corsa Records). The option to have any of it (and all of it) completely separated as downloaded MP3s may have helped, too. Cloud is okay as an option, but never been big into music “organisers”. Then again, that’s probably just iTune’s fault.

A lot of the world’s problems are probably iTune’s fault.

Sim City 2013

So you may have heard there’s a new instalment of the legendary Sim City franchise freshly released. You may also have heard that it is having problems. And yes there’s probably a fair amount of drama thrown into the mix; after all, everybody loves a good train-wreck and EA Games is about as popular as the Child Catcher at a PTA meeting (and they’ve only got themselves to blame). I certainly have little patience for the game’s constant excuses, having cancelled my own pre-order as soon as I realised it stank of Origin. And I think the main reason they decided to shamelessly rip off a previous title is because they realised calling it Sim City 2013 might be admitting it’s a whole 987 iterations below Sim City 3000.

In any case, it would appear it’s time move on to something better. But what are the options for a modern Sim City game? An obvious first choice would be their contemporary competitor Cities XL. Despite being for the most part a Sim City wannabe, the most recent version is still much closer to what SC2013 should have been; fully customisible, massive plots of land and all the sort of infrastructure and zoning you’ve come to expect from these games (as opposed to those Duplo city playsets on Facebook that call themselves games, like Sim City Social or Cityville).

Up close in Cities XL

Up close in Cities XL

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