Sunday, November 8, 2009
... to advertise or not?
Friday, October 23, 2009
... architectural revisions
Thursday, October 15, 2009
... reverse derivation
Fanfictions are derivations of derivations. Works of fiction are derived from the real world, and then the fan derives farther still. This copy-of-a-copy approach (though now that the VHS days are behind us that concept will probably die soon) is a component in the fanfictions infamy. Different works have different levels of derivation from the real world. Books, oddly enough, seem to be derived the least from the real world. (This is ironic to me because books are the farthest from the real world, being just strings of symbols...) Movies go in the middle, and games are derived the farthest. I find this ironic again, since games are supposed to be interactive simulations so they should be the closest of all to real life, right? In reality I think all gamers agree that the abstractions in games really does push it the farthest away.
So the conundrum of the game fanfic is to be the type of work that should be the closest derivation of the real world, and yet it's derived from the thing that is the farthest derivation of the real world.
So, that's where the reverse derivation comes in. I am attempting to place my writing on the derivation chain where literature should go, rather than at a distant point beyond games. Of course, even though the Thief universe is derived from the "real world" it's a different world from our own. So what I've done is looked at patterns in games that are derived from the real world, such as historical shooters and so forth, and reversed their conventions along the same lines to arrive at what real world elements the game-world elements in Thief could be derived from. In many cases it's trivial. Games have health packs or first aid kits which deliver instant recovery from fatal wounds the same way that Thief's healing potions do. Thus, in the literary version of the Thief universe, health potions are no different from common medicine. The various fantastic arrows that the player is given is more difficult to reverse-derive since they're unique in all of gaming, but they've driven me to the conclusion that elemental crystals are real, and it would be possible to tie one to an arrow, but noone goes around with a quiver full of water arrows, and they would probably be very difficult to shoot.
Health potions and water arrows are trivial in the grand scheme of things. The real topics that interest me are the historic ones, the ones that deal with the culture of the Thief world and how the society operates. Those will be the topics I will tackle with great interest while writing COT2, and it's very likely that the broad strokes will not agree with what is presented in the games. I very much doubt that the Call of Duty games paint an accurate picture of World War II.
Monday, October 12, 2009
... backtracking
Saturday, October 10, 2009
... a mixed plan
The first section will comprise three books, and will consist of 12 to 14 short stories. I say 12 to 14 because I have 14 ideas for stories, but at least two of them are so distinctly independent from the grand plot arc of COT2, they could easily be omitted. Five of the stories happen before COT-R, and the other nine after. Of the nine after, four of them build upon events of the previous ten stories. Does my math make sense?
The second section will be a stand-alone novella featuring Ghost and Lytha in an adventure that, while being a naturally progression of their story, is not intrinsically linked to the grand plot arc of COT2. I decided to do it this way because I wanted to continue their story, but I felt that trying to integrate it with the main one would be a disservice to both. I am not sure if I want to tell it in the COT-R standard four-chapter format, or go for something different, but it will be a stand alone story about as long as one of the COT-R books.
The third section will take the plotlines introduced in the first 14 (or 12) short stories and weave them together into a two-part novella (Books 5 and 6) in order to bring COT2 to a conclusion. It will strongly resemble COT-R (and COT for that matter) in that it will be telling multiple stories simultaneously, forgoing the short-story format used in the first three books.
I feel that doing it this way allows me to focus on the small issues for the first three books, in a series of stand alone stories any of which could exist separate from COT2 (or even Thief canon). Then, I switch from crawling to walking with a much larger-scale stand alone story, and finally wrap it all up with a tale that readers of COT-R would be accustomed to that can launch directly into the meat of the plot without having to spend several chapters setting the stage. All of this also assumes that COT2 will be about the same length as COT-R, but it's flexible enough to allow anything to happen.
In a nutshell, COT-R was one book in six volumes. COT2 will actually be six books. The first three will be short story collections, followed by a novel, followed by a two-part novel. That sounds doable, and fun.
Thursday, October 8, 2009
... three books, nailed down
It's possible that for books 4, 5, and 6, I may switch back to more chapter-like stories, with a continuous flow. It depends on how things go! I suspect it may be wise to wait until these twelve stories are written before planning out the next twelve. I will say one thing is certain - going with a short-story format has made things much easier to manage.
Wednesday, October 7, 2009
... rummage sale
What I have for COT2 is in a bit of a pile. It's about 200,000 words long, with no chapter structure or any sort of clear narrative. There's a couple of story arcs going on, which fade in and out as the story progresses (told strictly chronologically) over the course of several months. It generally results in a convoluted mess that has no clear purpose or direction.
I'm going to start laying down the blueprints for at least a half-dozen of the stories which will form the starting point for COT2, but now it seems I'll be doing it without the aid of the existing text.
Friday, September 25, 2009
... proof of passage
Wednesday, September 23, 2009
... this time I'll actually listen
I intend to divide COT2 into books just like how I divided COT-R into six volumes. The COT2 books may end up being more thematically linked than the COT-R ones, or may not. We'll see how it goes. As the question in the poll states, what kind of stories do you want to see in the first book?
The first story already deals with a new character and a new plot, with only a small link to the original COT. I would like to continue doing this for the next few stories, but I know that readers can sometimes be frustrated when reading the next book in a series only to find that none of the familiar characters or stories seem to be present. So, make your opinions heard.
Tuesday, September 22, 2009
... contravention
This sets the tone for what COT2 will be. Rather than a 24 chapter 900 page epic, it will be a series of short stories that eventually flesh out a bigger picture. Doing it this way allows me to focus on each idea as a separate unit, developing each plot independently of the greater whole. Though the scope of COT2 will be much more vast than COT (dealing with dozens of principals over the course of several years) the methods used to convey it make the project much easier to tackle.
Some additional stories can still be excavated from the discarded COT2, but the majority of it was made irrelevant by COT-R.
Of course, COT and COT2 are still on the backburner. I just did this as a break from the job hunt, so don't expect Story 2 to show up any time soon. :)
Tuesday, September 15, 2009
... an inch of movement
One of my proofreaders has made it as far as one third through the story, and she seems poised to finish the whole thing unless something crazy happens. While I am currently very preoccupied with the employment effort and cosas 3, having a set of proofing notes to spearhead the next revision is a very good step forward in the finishing process.
I also set up a new poll, just for the heck of it.
Sunday, July 12, 2009
... being this as it does
As for now, I'm working on an update to my portfolio, which shall take a few more months of work, I think. At the moment I am working in 3dsMax 2010, which I am finally starting to feel comfortable enough with to actually show some of my work off. After that I really should move on to UT3Ed and/or TES4CS.
Sunday, June 21, 2009
... a book in hand
The binding seems a bit shoddy, but lulu's tended to be shoddy sometimes too. The paper is bright white, much whiter than lulu's. One other issue is that the book warps. It's hard to really convey from the photos, but when it's left flat on the table it gets all wrinkly and the cover curls open. Not very good. Lulu doesn't do that.
Tuesday, June 16, 2009
... it's what it costs
http://www.digital-nightfall.com/COT-O-cover.jpg
http://www.digital-nightfall.com/COT-original-publishing.pdf
I would like for the blog readers to check out the pdf file and offer any suggestions or comments about the formatting, as this is the prototype for how COT-R will be formatted.
Friday, June 12, 2009
... getting some distance
In fact I've started formatting COT-O into a book for eventual publishing along with COT-R. On one level it's a good prototype to experiment with formatting and how I want everything to look, so that as I do the next revision and edit to COT-R I can format it for publishing then, rather than having to do another whole pass for that purpose. On another level, I am quite fond of the original, and I think many others are too, so it makes sense to make it available in book form as well. However, it will be done as-is, which means that whenever I typed solomon but meant solemn, the error stays. All of the errors are part of COT-O now, and thus they shall go with it to the printer and onto our shelves.
I think that about wraps things up for me for now. Everyone whom I had ever sent a copy of the unfinished COT-R now have a copy of the current draft whether they wanted it or not, so my fingers are crossed that I'll be getting some good critical feedback within the next few months. In the mean time, it's time to take off my writer's hat and try to focus on other things.
Thursday, June 11, 2009
... they've got us covered
Book 1: - Jyre - Her climbing up Nightfall's tower (Dominus)
Book 2: - Ghost - Zombies and Hammerites on either side (redface)
Book 3: - James - Seated in a study overflowing with books (Ireth)
Book 4: - Lytha - Something to do with the Hammerite Castle (Julia)
Book 5: - Sheam - In the clutches of Balastar Ramirez (Ireth)
Book 6: - Nightfall - Dunno yet (Dominus)
I gave Ireth and redface more information than that... probably enough to get started. For Julia I tried to get the ball rolling with some speculation, as I am not sure yet exactly how the scene should be set up. Dom is already at work.
Wednesday, June 10, 2009
... working it all out
The new poll is a double one so I did a strange multiple-choice answer system, since it's asking a pair of yes or no questions.
First question - should I name each of the six books? I believe no, because I do not want to give the illusion that they are in any way stand-alone novels to be picked up and read in any order. That's why I am calling each one "Book # of 6" and not just "Book #".
Second question - should I number each section? I can see this being useful during the editing process, so that someone need merely say "section 76" rather than the chapter number and the name of the section, but as I reader I think I would find it a little obnoxious to be reminded that I am reading section 124.
Any counter-arguments?
I've narrowed down basic ideas for each cover scene, but I still need to nail down the particulars before I contact the artists. I limited the options to scenes that are actually pertinent to the volume they adorn, while still tyring to choose moments that are both pivotal to the principal character they illustrate, and does not give any big spoilers away! In some cases I should maybe discuss it with the artists to see where their particular strengths want to pull the direction of the designs. Before I do any of that though, it would be really good if I gave the artists a template to work with, so that they'll know the exact proportions of the image, where the spine will be, where certain text is going, and so forth.
Tuesday, June 9, 2009
... for newcomers
How would you describe COT-R to newcomers?
It's like Thief (the PC game) meets 24 (the TV series). It's like a film-noir detective story set in an alternate reality 18th century European city, but with steam-powered technology and zombies and religious factions wielding real magical power. It's about six different people from different walks of life with very different needs and agendas, and how their stories weave together. It's social commentary mixed with horror and romance and violence and comedy. It's a thriller. It's a story where the characters are in charge and the author is along for the ride as much as the readers.
For those of you who have been reading COT-R, how would you describe it to a Thief fan or a non-fan?
... dream, dream, dream
I sent out copies of the finished story to a few people, and am anxious to hear what they think. Only two of them are up-to-date on their reading, so I don't expect to get all of the impressions of the ending for a while yet. Now I need to try to relax and focus on other things.
Since a major point of this was to make COT2 actually possible, I will admit that I have been giving the sequel some serious thought lately. I even made a list (it's pretty long) of the things I no longer need to do in COT2 because they've been taken care of by the rewrite. I've decided that COT2 will probably be a collection of 24 short stories probably around the length of a COT chapter each. Some will be fairly stand alone, but others will link together into a longer narrative. It's not going to be the same long epic plot as COT was though, which means that if I want to stop at 8 or 16 chapters, I can. There won't be principals in COT2, but rather each story will have a set of characters who tell it, maybe sometimes just one, so the reader never know when a "chapter" will introduce a totally new main character. I am doing it this way because the story I want to tell has a very long timeframe (several years) and involves many seemingly (and actually) unrelated events in many non-local locations. Thus, trying to fit that into a novel-like framework would be disconcerting. It would lack a proper arc, and seem like just random stories and events. SO, that's exactly what I will present it as... a series of short stories.
What is not decided is when I'll do it though. If COT-R goes "live" and the community seems to love it and I get lots of orders for printed books, I'll gradually start working on COT2. If COT-R gets fairly ignored/panned, that's just my cue to start thinking about the other, totally original story ideas I've been brewing over the years.

