I saw this tweet today, and after several failed attempts to come up with a response in 280 characters I figured it was probably worth making it a blog post.
Edit: The tweet itself has since been deleted – apologies if any links no longer work.
The thing that really stood out to me here wasn’t so much the original tweet as the majority of responses to it:
On the one hand, I feel as though these people are missing the point of the original tweet: if nobody supports authors financially, they will not be able to write. On the other, I’m not sure that point was particularly well made in the first place.
Buying books on sale isn’t the same as buying from charity shops, which isn’t the same as ARCs (advance reading copies), which isn’t the same as piracy. I’d like to be able to say “what all these things have in common is that they don’t give the author any money,” but buying books on sale does. The best I can say is “what all these things have in common is that they give the author less money than they might get otherwise, at a time when it’s already almost impossible to make a living from book royalties,” and that’s considerably less snappy.
Basically, this is why I opted for a blog post rather than a tweet. I think Twitter’s demand for brevity is partly why people are (I believe) getting the wrong end of the stick, and why Sarah Bennett felt it necessary to expand upon the charity shops point specifically a few hours later:
If you read through the response to this post, common points raised are:
- New books are expensive.
- Charity shops offer a low-cost alternative for people with little disposable income.
- Second-hand books guarantee that somebody is paying for the author’s work in a way that free ARCs and piracy don’t.
- It’s unfair to lump charity shops and piracy together.
- Not everybody has access to libraries.
These are all perfectly reasonable things to point out. However, a lot of the things said in favour of charity shops could be (and often are) said about piracy:
Some of these I seriously agree with: if a reader prompts someone else to buy a book then it barely matters where they got it, and if they can’t afford to buy it then the same thing could be said. Others are completely ludicrous: money may not be more important than art, but it sure does make it easier for authors to continue, you know, writing books instead of dying in the gutter.
But one point seems to be consistently overlooked: financially, it makes no difference to the author if one reader buys a paperback that gets donated and sold through five charity shops in succession or if one pirate buys an ebook and five readers download it for free. It makes no difference if one person buys a copy and five family members read it as well. Each of these scenarios represents six people reading one book sold.
I think what’s most striking to me about the whole thing is this:
- People seem to care deeply about the value of books, but are largely unconcerned about whether any of their money reaches the author.
- People firmly believe that everyone should be able to read what they want, but if you can’t afford to buy it new then you’ve got to wait for someone wealthier to sell or donate their copy.
- People want everyone to have access to books, but if you want to write them then you’d better have enough money to sustain that as a hobby.
The ideal solution here would be to make sure that libraries were well stocked and widespread, but at this point that’s looking like a very long-term goal. In the more immediate future, I think a more achievable aim would be this: please buy new books if you can afford to. If you can’t, don’t worry about it. Also, and most importantly, please leave reviews and share the things you love – however you get hold of them.
And on that note, if you care about this sort of thing then you might be interested in Common People: An Anthology of Working Class Writers. Making books available for everyone to read is a worthy goal, but it’ll have much more of an impact if a wide range of people are writing them too.
This isn’t the first time a game I’ve worked on has been put in front of people like this, but it is the first time it’s happened with something that’s entirely my own work. It’s great to see it reaching so many people! Just over the past two or three days it’s become the most played game I’ve ever produced, overtaking Blacklight 1995 which I released almost five years ago. For comparison, Teatime Simulator has been out less than a month. Continue reading
Before June 16th:
- Comment on this post letting me know you want to take part.
- I put together an “official” Flash Fiction Day post listing all the participants.
On June 16th:
- The event begins at the very start of June 16th, your local time. You can start writing any time after that.
- Write your first piece of flash fiction. Maximum 1,000 words, minimum 1 word. (I have read every conceivable 0 word story and am now bored of the genre.)
- Publish a blog post (or equivalent) titled “Flash Fiction Day Submissions” (or something more imaginative) containing that story.
- Post a link to your post on my official FFD post (not this sign-up one). I’ll approve it and add the link to the post itself as quickly as possible.
- Write more stories! Add those new stories to your FFD post (possibly with a note to say what time you started/finished them). You should end up with something that looks a little like this.
- That’s it! All your stories for the day are available in one place where readers can easily find them.
- When June 16th ends, so does the event. Of course, you’re free to stop writing earlier if you like.
That’s pretty much it! If you’re interested in the event, all you have to do now is leave a comment on this post letting me know and I’ll add your name to the list. You don’t need an account – or even to provide an email address – to comment (though if you do decide to comment without an account, please remember to enter the same name you intend to use on the day).
Remember: even though this event will run for 24 hours, it’s not mandatory, recommended, or probably even advisable to spend that entire time writing. Even if you write just one story you wouldn’t have otherwise, the day will have been a success. Even if you try and fail to write one story, that’s a good effort. And even if you’re some sort of literary Rambo who’s going to try and get their story count into triple figures during the event, it’s probably still a good idea to get some tactical sleepytime at some point.
I’ve been so busy with Ten Little Astronauts recently that I haven’t properly managed to write about any of the games events I’ve attended this year, even though I’ve got to more of them than ever and exhibited my own work for the first time. For that reason, I’m cramming them all into this one big blog post, in reverse chronological order, starting with…
Reading Comic Con (25th-26th November)
This was the final event at which I exhibited Girth Loinhammer’s Most Exponential Adventure before finishing the whole thing, and the advice I got there (particularly from Noaksey) helped shape the look of the version that’s gone out to all the supporters of Ten Little Astronauts who’ve asked to get an early look at it. (I’m still sending those out on request, so if you’ve put in a pledge – even if you end up doing it after this – and want to have a play at that, get in touch and let me know.) Basically, I was set up in a corner of the room just inside the door, which was an absolutely ideal position for catching the attention of passers-by, except that the default Twine stylesheet I was using for Exponential Adventure at that point made it look more like a survey of some sort than an actual playable game. Compare to how it looks now:
It’s basically just a parchment background with the links coloured to suit it, but I think it makes an absolute world of difference. I made the change literally overnight on my woefully underpowered netbook so that I could have the improved version ready for the second day of Comic Con the following morning, and made a few further tweaks with help from Isak Grozny and G. Deyke after the event.
Oh, and I also got a chance to step away from my display table to meet Danny John-Jules! It was pretty amazing to be able to head over and say hi because I’ve been a fan of Red Dwarf literally my entire life. The theme song was among my first words. Anyway, I couldn’t stick around for long because I’d left the guys behind Elemental Flow watching my table and also there was a pretty huge queue to meet the Red Dwarf cast members who were there, but the main thing I took away from this is that Danny John-Jules is a spectacularly nice guy. He was only announced as one of the guests last thing the day before – since up until then he’d expected to be needed for filming elsewhere – and he was raising money for charity at the event. If it was me, I might have just taken the opportunity for a day off!
If you’d like a look at some of what else went on in the Indie Games Zone at Reading Comic Con, you might like to check out this post from Noaksey himself, and also the (then) live video stream from the event. If I look a little dishevelled in the video, it’s because I’d spent the night sleeping under my coat on the floor of a friend’s house (it was good to catch up, and also saved me having to book accommodation at a spectacularly busy time).
AdventureX (11th-12th November)
This was definitely the biggest games event I exhibited at, and to be honest I’m kind of surprised they accepted Exponential Adventure. This one was ludicrously popular: the queue went out of the building at times and they hit capacity at the venue within half an hour of opening on the first day (so I’m hoping they’ll be able to get a bigger space next year). Mine was the only entirely text-based game on show (as far as I’m aware), and it was only only me behind it, while some of the other projects were highly polished efforts from whole teams of people. It did seem to go down very well, though, despite this being before I’d improved the game’s style or even had a chance to write as much of it as I would have liked. By this point (and indeed at all of the events this year) it was nearly complete, but still something like 1 in 16 possible storylines would lead to a dead end at a certain point.
Despite its flaws at this stage of completion, Exponential Adventure went down very well indeed. AdventureX attracts an international crowd of developers as well as just regular games fans, and I’d say probably quite a majority were developers of some sort or another. Gamers seem to understand Exponential Adventure better than readers in general, but people who have tried to produce any sort of branching path narrative for themselves are nearly always the quickest to realise just how much work is involved in writing a narrative that branches exponentially. This guy, for example, definitely gets it.
This made AdventureX probably the most interesting event to set up at, because usually people were keen to talk about the story in more depth and were curious about the character and setting as well as just the basic structure. I think that’s part of the reason I’ve ended up staying in touch with so many people from this particular event. Also, it turned out that I was staying in the same hostel as a whole bunch of them. I find a lot of people seem reluctant to turn up to events if nobody they know is going to be there, but usually if you’re staying nearby you’ll run into people who are doing exactly the same thing, and then pretty soon you will know people who are there. As it happened, however, I actually did know quite a few people at this one, including Joey Jones (author of Trials of the Thief-Taker), who very kindly watched my table from time to time over the weekend.
If you want an overview of the entire event, Space Quest Historian’s video report is pretty comprehensive. Naturally I was manning my table most of the time, so this video was pretty much how I caught up with everything else that was going on!
Indies Unplayed (29th October)
This was the absolute first event I ever attended to exhibit my own game. and I think it was a great one to start off with. It was held at Secret Weapon, a London gaming bar that I would totally go to all the time if I lived anywhere near it. I’d already met a couple of the other exhibitors – Gary Kings and Chris Payne – at EGX the month before, so again it’s worth noting how easy it is to get to know people in games. Two years ago I hadn’t been to anything like this, and it wasn’t until pretty much this time last year that I started making a concerted effort to do that, so it really doesn’t take much to meet developers provided you can physically turn up at places where they’ll be.
Indies Unplayed was probably the smallest of the events I went to, but actually Exponential Adventure seemed to attract more interest here than at Reading Comic Con even though some of the other, flashier titles were the same. Thinking back, AdventureX was pretty much the ideal place to exhibit because people were there for narrative games specifically, while Reading Comic Con probably wasn’t such a good match simply because not everyone there was into games at all (though the variety of things going on also meant it was probably the most fun for me to be at: I saw some great costumes while I was there!). Indies Unplayed was somewhere between the two, in that although people woludn’t necessarily have been expecting a text-based game, they were very much there for games in general.
I did have a bit of a think about how I’d set up the table for this first event, and – since I wasn’t sure how long people would be likely to play or how much competition there would be for screen time – made sure to set up some posters pointing people towards the online demo, which loads reasonably nicely on a mobile phone. I printed QR codes, which turned out to be the most popular option, but also made one copy of the poster you see above, largely just because I thought “Tap phone on rippling muscles to begin demo” set the tone nicely. The poster includes a concealed NFC sticker which I’ve set up to open the demo on any (unlocked, NFC-enabled) phone placed on it. This saw less actual use, but got a few laughs and proved useful on at least one occasion when a player didn’t have a QR code reader installed but did have NFC working. The mobile option was useful in general because it meant that anybody who took an interest in the game due to seeing someone else play could have a go right away: that might not be practical for all games, but for all my Twine stuff at least I’ll be sure to sort it out somehow.
This being the first event – and having no idea what the response was likely to be like – I also considered how I’d get people to take a look at Exponential Adventure in the first place. Ultimately, I ended up ordering a super cheap fancy dress robe off the internet and wearing that while I was at the table. Partly that was because I hadn’t had time to think about designing a T-shirt with the game’s title on it, partly because I’m not sure I want a T-shirt with the game’s title on it. It did seem well worth wearing something to indicate that I was actually there to display the game, though, rather than just mooching around the pub with a pint. The Ten Little Astronauts T-shirt I’ve had printed has turned out to be surprisingly effective in getting people to take an interest in the book (which also helps explain why so many companies at EGX have been lobbing merch at me – the first NFC device I started fiddling with was a PS4 branded rubber bracelet flung by someone from Sony).
EGX (21st-24th September) and EGX Rezzed (30th March – 1st April)
Okay, I’ll be honest. Both these events were long enough ago that I’d struggle to write anything meaningful about them. EGX Rezzed was my first chance to actually play the (nearly) complete version of Craft Keep VR, the game I was brought on board to write for after meeting the developer at EGX in 2016. Basically, though, the main thing I’d write about is the people I met and the games I saw, and since I’ve met and seen several again since, I think the better option would be to list a few…
Games you should take a look at sometime (in no particular order):
- 2000:1: A Space Felony obviously caught my attention as it’s a murder mystery in space. That gets it brownie points (as does the knowledge that the creator has also produced an Agatha Christie-inspired game specifically), but what really stands out is the openness of the mystery itself. I’ve been tempted to write a mystery in Twine, and one of the biggest stumbling blocks to that is that if there’s an option inviting you to “Accuse the butler,” that might provide a hint even if it appears alongside the option to accuse any number of other people. 2000:1, however, demands that you scour the spaceship you’re on in search of clues (which could be anywhere), photograph them, and then use those photographs to interview the suspect, MAL. Essentially, the fact that you uncover the mystery by asking questions, rather than providing answers, means that there’s virtually no way for you to pick up clues from the way the game challenges you. You have the clues. What you need to do is address them in the right order.
- Elemental Flow includes another interesting mechanic, also conversational. I think it’s best described as playing out like a cross between a puzzle and a quick time event: you have a range of different conversational abilities (explain, empathise, etc.) that have different effects depending on who you’re talking to and what they’re saying at the time. Sussing out which to use is a big part of the challenge, but then on top of that you also have to be attentive and react quickly so that you don’t end up either talking over the character you’re conversing with or listening intently while they’re waiting for you to speak. I get the sense that it’s possible to muddle through with a less than optimum strategy – and I’m pretty sure I did this myself during the demo – but working out the ideal approach to any given conversation makes things much, much easier.
- Critical Annihilation is a frantic voxel-based shooter that reminded me a lot of arcade classic Smash TV. The view is more or less top-down, giving you the opportunity to run in any direction you like while also shooting in any direction you like, which is handy because enemies tend to flood in from pretty much any direction. Single-player gameplay at least is tough as nails, with vast swarms of baddies flooding towards you within the first few levels, but on top of simply blasting your way through them (which is tremendous, scenery-levelling fun) your character will gain perks and equipment as they gain experience, meaning that you tend to gain a few more goodies even when you lose.
- Mao Mao Castle takes advantage of the LEAP Motion Controller to great effect, allowing you to guide a pixel art Cat-Dragon through levels crammed with flowers, pebbles, rainbows that you want to run into, and buildings, trees, pillars that you don’t. There’s also a mobile version on the way with touchscreen controls, but seriously, if you get a chance to play it using the motion controller, don’t pass it up. It’s spectacularly good fun.
- Attack of the Earthlings would be best summed up as “reverse XCOM.” It’s a turn-based strategy game on a grid pitting humans against aliens, but in classic sci-fi fashion it turns out that…DUN DUN DUN…mankind is the evil invading force! I actually wasn’t a fan of this idea to begin with – it’s been done plenty of times and tends to come across as preachy even though the basic point is fair – but two things about Attack of the Earthlings specifically mean it works really well. One is that it’s really, really funny. The writing is just superb. The other is that though I think it’s fair to describe it as “reverse XCOM,” it does genuinely invert rather than simply re-style the game. In XCOM, you control a squad of soldiers and much of your attention is focused on gunning down the aliens’ deadly close-combat troops before they can eviscerate anyone on your team. In Attack of the Earthlings, the situation is flipped: most of your units have no ranged attack and a great deal of the challenge comes from positioning them to deliver those close-combat attacks without being obliterated by the humans’ superior firepower on the way. The game actually introduces some neat stealth elements in order to let you do this effectively and those are – to me at least – totally original. I don’t think I’ve seen quite the same thing anywhere else.
There are definitely games I’m leaving out here, partly because I have a literal list scribbled down and the ones from EGX alone would make for a long post in its own right. As this is a long post as it is, I think I’ll leave it there. This is what I’ve been doing for the past few months, and those are some of the things I’ve seen. If you made it to any of these events or know about any more coming up in future, it would be great to hear from you!
One of the advantages of having already gained a substantial level of support for Ten Little Astronauts – which is now more than halfway funded with over 200 supporters – is that it’s started to attract more attention from the media. It ended up in the news twice this week, so I thought I’d go ahead and share!
This article was the result of an interview with Lev Lourie (with the photo taken at Fair Oak Library), and appeared in the new Eastleigh Times on the 30th of November:
Just the next day, on December 1st, the book also got a place in Portsmouth’s Star & Crescent under the headline: Bringing Agatha Christie into the Space Age Might Land Local Writer a Book Deal. I actually wrote this one myself, as a contributor!
It’s great to see the book reaching a wider audience, and I hope this will help to secure the rest of the funding by the Christmas deadline. Still, if you want to help the book out and would like to spread this around yourself, that would make even more of a difference!
Dungeon Lord lovers rejoice: I’ve signed a contract for another book, and this one features none other than Girth “Meatthrust” Loinhammer himself. Just look how happy he is!
If you’re subscribed to my newsletter or a regular at the open mics I read at then you’ll have known about this for quite a while, but Aperture Editions are now on board to publish Girth Loinhammer’s Most Exponential Adventure, the massively interactive Dungeon Lord story that I’ve been working on for the past year and a half. This thing’s huge: it’s currently 150,00 words in total and it’s still not quite finished. The version available online only includes half the content. There’s a lot I’ve held back. Continue reading
You might recall Craft Keep VR from my writeup of EGX 2016, where I was lucky enough to try out the virtual reality fantasy artisan game first hand. Well, there’s some exciting follow-up news. First of all, Craft Keep is coming to Steam Early Access on the 10th of November: that’s less than a week away!
Second, I’m writing this thing! At EGX I got talking to the developer, Arvydas Žemaitis, who said that he was looking to include an interesting story as the player travels about setting up shop in all these weird and wonderful locations around the world. Naturally I sent off an email about it after the event, and here we are! Continue reading
On Saturday the 4th of June, I’ll have a table set up at the Alresford Literary Festival from 14:30-16:30. I’ve never been before, but Robert Hardy (who played Cornelius Fudge in the Harry Potter Films) is going to be there so it promises to be a pretty interesting event. I’m hoping I’ll get a good chance to talk to people while I’m not manning my table.
I’ve taken the opportunity to build on my display from last year’s Hampshire Writers’ Society Book Fair. The publication of Osiris Likes This hasn’t shaken things up too much, as it occupies a space that used to be taken up by flash fiction ebook CDs. Though the ebooks on disc have been handy as freebies–and the processes involved in creating them proved absolutely essential for one of my more adventurous MA projects–they’ve never attracted a lot of interest and Osiris Likes This is far more deserving of the space. Plus I gave all the CDs away at last year’s Writers’ Festival, so it’s something of a moot point. Continue reading
UPDATE: As the Humble Weekly Bundle is only ever available for a week, the links to it here will no longer work properly. Anything that originally pointed to the bundle in which Spoiler Alert appeared will instead point to the current weekly bundle. Chances are there’s some good stuff in there, but it won’t be the same stuff I’ve described below.
I’ve been putting off sharing a lot of interesting things just because I won’t be able to do much with them until I hand my 20,000 word final project in at the end of the month. However, this is something I think it’s well worth passing on now.
For anyone not already sick of hearing about it from me, Spoiler Alert is a platforming game played entirely backwards: You un-collect coins! You refill the health bars of fallen bosses! You sprint backwards right-to-left through a cartoon landscape while rain falls up!
If that sounds like the kind of bizarre thing you’d get from me during Flash Fiction Month, then I’m afraid that’s mostly down to coincidence. Though I did have a hand in it, the game was already in great shape by the time I got involved.
My main contribution was the final/first boss, Mr. Deathbunny:
So that’s the first part of this post’s title covered. The second part is the Humble Bundle. This thing is both a great idea, and a great deal: it’s a name-your-price bundle of games with whatever amount you decide being split between the game developers, the guys organising the bundle, and a deserving charity (you decide who gets how much). You could get Spoiler Alert and four other games for a dollar if you wanted to. Spoiler Alert on its own is typically about £2 (or £5 if you’re after the collector’s edition, which is what you get here), so if you want to try it, now’s the time.
However, I’d recommend sinking in a little more. The Humble Bundle typically offers additional games if you pay more than the average price offered at that point, though at the time of writing the big bunch of games is being offered at a steady $6. That’s not a bad offer given that it includes a Professional license for GameMaker Studio, which would ordinarily cost $149.99. Also the source code for Spoiler Alert itself.
If you really want to splash out, $12 gets you the Android export module for GameMaker (ordinarily $299.99). However, that bundle tier is almost all GameMaker-related, so if that’s not something you’re interested in then a $287.99 saving could still end up being a waste of $11. Personally I’ve gone for the $12 option, since I’d love to be able to put out a couple of mobile games even if they’re no more ambitious than Blacklight 1995 or Rainbow Bears’ Playtime.
So just to sum up, Spoiler Alert is in this week’s Humble Bundle, and it’s possibly the best bundle I’ve ever seen. I know with downloadable games that the chore of setting up an account to buy them can be more of a put-off than the money itself (perhaps especially when it’s such a trivial amount) but the Humble Bundle is well worth keeping an eye on.
Disclaimer: I’m plugging Spoiler Alert because I played a small part in making it and want to see it reach more people. However, that part was small enough that I don’t get any royalties or anything. I have absolutely nothing to do with GameMaker Studio or the Humble Bundle whatsoever. (I just think they’re neat.)
To keep up with the ongoing exploits of everybody’s favourite Dungeon Lord, just head over to Beyond the Black Throne where there are giggles, groans and goblins aplenty. I won’t be regularly announcing Black Throne updates on this blog, so if you want to keep up with the story in future then you might want to follow that blog or @BlackThroneNews on Twitter. Alternatively, Beyond the Black Throne will be updated every Thursday, so you could just check back once a week.
It may only be the second part, but I’m already hugely enjoying writing this thing. It’s a form I have virtually no experience writing in, so I wasn’t sure what kind of start it would get off to, but I’m happy to say that all the suggestions receieved were extremely promising, and that on this occasion I’ve made use of every single one of them. That almost certainly won’t happen every week, but I will be making an effort to work in as many as I can. Do get them in quickly, though! If I’m going to keep to my planned schedule, I’ll need to start coming up with new chapters at least a day or two in advance. Anything coming in as late as Tuesday or Wednesday is unlikely to make it in (though there’s always a chance it could be relevant to a future update, so don’t give up hope!). Also, from this point onwards (if I’ve set things up right) you should no longer need to provide an email address in order to leave a suggestion. That might change if I start to get floods of spam, but ideally I’d like to make things as easy as possible for anyone who wants to contribute.
This week also marks the first chapter to include animation, and there is quite a bit of it! While that did significantly increase the amount of time it took to put this chapter together, I feel that the extra character it adds is well worthwhile and I’m likely to get quicker (and better) over time. I’m also still cutting out new puppet parts—even for the Dungeon Lord, who I initially designed to be as versatile as possible—so once I’ve established a cast of characters things will hopefully get easier. At the moment, cutting new shapes accounts for roughly half the time spent creating images and animation.
Already, it’s clear to me that reader input is going to completely change the way I write this. I already knew that I was giving up control of the plot as a whole, but what I hadn’t considered was how much of an influence suggestions would have on the humour within it. That’s going to be interesting to explore in future. However, to do that I’m going to need a steady stream of suggestions, so if you haven’t already, tell your friends! The more people get involved, the funnier this will be.