September Update

Hello, all.

August has ended way too soon, but here we are.

The eagle-eyed among you will notice that the format of the schedule has changed. I’ve just juggled my schedule, and so, for the foreseeable future, streams will be on Saturdays rather than Fridays. Hopefully this isn’t too much of a bother to any of you.

(Also hint: In case you didn’t hear the shout that reverberated through the Internet, Hollow Knight: Silksong is releasing on the 4th of this month, and Hollow Knight kind of had me by the throat when I played it a few months back, so for a while on the stream, we will be dropping everything in order to play Silksong)

Other than that, The Ferryman’s Apprentice bundles are no longer on sale! Thanks to all who bought them. I have a bunch of sticker sheets left over, though, so I’m going to pop those up as a limited edition on the site until they’re gone. Thanks to those who bought a bundle – it’s been great to test out some of these systems!

Speaking of – one of my goals for this month is to start getting some e-pubs up on the KoFi site instead of just having the physical copies up. I’ve been procrastinating on learning how to do those conversions for far too long. I’ll make an announcement when that finally happens.

As for upcoming projects, I actually find myself in between things at the moment. Having released Hol(l)o(w)metabolism, I am spending a bit of time focusing only on my PhD project and on my longer projects (DR and a couple of others) for a bit. I have no other shorter projects on the horizon for the moment, but I’ll inform people when that changes (though I may have one more cool announcement for you soon, once it’s out of Secret Mode).

Oh, and WMWAC – the latest episode should have come out a couple of days ago. This month we’re doing only streams for that (and stream VODS will be going up) because a) we’re at a point where I can’t do much more recorded video without it getting boring, and b) I’m going to be flat out this month and editing takes time, so in the interest of keeping things running, I’m going to just be streaming until I run out of outline. WMWAC streams will be running fortnightly.

I’m still slated to be at SXSW Sydney, still not quite able to get you my exact schedule. I’ll let you know when that changes.

And … I think that’s the updates for now. Thanks for stopping by, and as always, my social media is in the sidebar if you want to come and chat.

October Update

Aaand it’s that time of the month again!

I said what I said.

Things got Intense this month, but instead of doing this newsletter in my usual update about a bunch of cryptically-named projects style, I’m going to do this a bit more personally. There’s a few things that I should probably let you all know about in a bit more detail.

First off, the general updates: I’m still going on all my side projects, though more chipping away at them than making huge headway. That means I’ve been doing a bit of video editing, plus a lot of game coding, and that’s been eating up most of my ‘free’ time for the last little while. The game is going to take a while to be public access, but the video stuff shouldn’t be too much longer in coming. The biggest challenge there is, since the video is for a series, I need to get to a spot where I can be sure that I’ll have some time regularly to dedicate to filming and uploading for a while. It’s by no means a complicated thing to produce, and it shouldn’t be too hard, I’m just working about at capacity at the moment, and I don’t want to add more deadlines to the schedule before I take a couple off it.

As a side note, I said last time that I was setting up more regular streaming. This was intended to be true, and is still my plan, but unfortunately I’m having trouble getting reliable Internet running. Hopefully I’m onto a solution and it’ll be fixed in the next couple of weeks, after which I can make good on that promise.

Speaking of, there’s a few things coming up in the calendar (I should really get this site a calendar). First off you’re in Melbourne, I’ll be playing an NPC in a LARP at Melbourne International Games Week this Sunday! Link to the info is here, promo video is here. I’ll also be playing in a couple of pre-recorded game demos for Games Week (hint hint: Sunday 6th!), so if you want to see me play a sneaky knight, check out ARC’s stream of Knight, and if you want to see me help demonstrate the TTRPG game design process, in a format where you can follow along at home, come watch the Design-A-Long stream! Schedule for when those go live can be found here.

Now, the … less-exciting but mostly necessary part.

In the last couple of updates, I think I’ve mentioned working on the sequel to Fire Witch. As I’ve been promising on and off for a while. But this is the official statement: I’m shelving that project for now.

This isn’t a decision made lightly. I’m a completionist myself, and I hate starting a story that gets left hanging. I’ve written about three outlines for the book, and I’ve actually written more than 100,000 words towards those outlines. I’ve also scrapped several drafts. The King’s City series has always been a bit of a bugbear for me, but I think it’s finally time to admit that I should set it aside.

The biggest reason is that I don’t feel like there’s any way for me to make it a good answer to the first book. The first book was finished just as COVID hit, and it was a kind of odd story in a few ways. Firstly, it was both a long time in production and extremely rushed. I had been writing the story for several years, but gave myself a harsh deadline to polish and release the first book. The result really shows: the story hangs together pretty well, but the proofreading was really not up to scratch. I also wrote myself into a lot of corners, thematically and structurally.

But most important, I took a four-year hiatus from writing anything. I won’t get into all the details right now, but suffice to say that I changed a lot in that time. The story I shaped then won’t fit into the ideas I have now. I’d have to make a lot of compromises to keep the story on the tracks I set for it, and I haven’t found a way to jump those tracks that would still result in something satisfying.

So I’m setting it aside. I think if I ever come back to this story, it’ll be a total rewrite, especially given how much the production of the first book suffered due to that self-imposed crunch. I’m not promising I will, but I’m not ruling out the possibility, either.

This changes nothing about the immediate future: I’m still mainly working on shorter stories and projects while I get my degree. I’ve got a longer project in the works (another serial for the blog) which is currently codenamed DR, which is progressing through its outline currently. I’ll update more on that as I get through it.

I’m sorry to the people who were looking forward to the sequel for Fire Witch; I know I did leave it on a cliffhanger. I’ll be putting up notices in the book page on the website and on my store page, and the store page is only going to stay up as long as I have copies in my current supply to sell. I won’t be reprinting them. And I am sorry that this blog got so long, but I figured this decision deserved as full an answer as I could give it.

I hope I can make up for this by providing many other stories in the future.

That’s it from me for now. As always, shorter thoughts go on the medias social, find them in the sidebar. Til next month, Whimsy out.

The Museum of Lost Cities

History is full of blank spots. Places where we have lost knowledge we once had, because it was not recorded, because it has been broken, because it was removed from the records.

This is where the Museum of Lost Cities exists. This Museum is dedicated to not just presenting what we know of history, but to highlighting the things that we can’t know — may never know.

In other words, yes, my PhD project has finally gotten off the ground!

The Museum opens with an exhibit titled ‘Eurymachia’, exploring late Bronze Age Greece. Apparently, a new dig site has been found on an island off the coast of Greece that may shed more light on the Bronze Age Collapse. The Museum of Lost Cities has worked with the archaeologists at the site to put together a virtual exhibit showcasing some of the finds from the site, even before most of the archaeological community have had a chance to put together what it all means.

I’m super excited to show this off to everyone. The exhibit opens for a first tour this weekend (Saturday 30th, 6pm AEST), and then as a general exhibit starting this Monday.

All the details are on the Museum of Lost Cities website. There’s a teaser trailer on Instagram, too, if you want a bit more of a visual.

Hope to see some of you there! This is gonna eat my entire next two years, so yeah … there’s going to be a lot on this blog about it.

May 2024 Update

What happened to this month? Seriously. It’s been one of those ones that feel like both two days and about six years.

I’ve travelling since last time I updated: there’s been a big family event that I went up to New South Wales for. It was great, but as it goes with these things, it takes longer to get back in the routine of normal life as I spend travelling.

In new news, though, I don’t know if anyone reads this, and furthermore if anyone reads this who will be at Continuum, but the [program has just been released]! And I’m on it! I’ll be on the Cyberpunk In The Age Of Social Media And AI panel (Friday 5pm), the Blended Plot Structures panel (Saturday 4pm) and the The Editing Mines panel (Sunday 10am).

Games projects have been sort of taking a backburner at the moment, so although I’ve started playtesting Glades, it’s going to be a while before I really start to make progress on the edits. It has come to my attention that I completely forgot to put any kind of currency system in the game, so that has to be remedied, for a start. But overall, it’s actually playing better than I expected for a first shot.

Project Butterfly has its new draft, and I’m debating on a release date. I think it depends on how much I like the version that comes out of this round of edits. It’s been in the works a while, so I’m not anticipating as much messing around with the characters and tone as there would be in a first-first draft, but still, you never know exactly how much there is to do til you’ve started picking things apart.

PhD project is so close to launch—I think I have exactly one more thing to do before I can start revealing details. Expect details on Monday, both here and on my other social media (see the sidebar!)

The Ferryman’s Apprentice 4 should get its Official Launch Announcement around the 20th, too, so keep your eyes out for that! I’m just finalising one or two things on that, too.

I hope to see some of you at Continuum! But otherwise, keep an eye out for the project launches, reach out on social media if you want, and I’ll keep you posted for the next update!

Hiatus Update

Yes, I’m finally admitting that I’m on a formal hiatus.

I kept telling myself I wasn’t going to do it, but I’ve had some pretty major life things to plan for, and it’s just swallowed all of my time this year. No — that’s not even it. Honestly? I’ve just been piling too many things on my plate for too long, and little things, like blog posts, keep slipping off the sides. I would love to do something about that, but unfortunately I’ve committed myself to too many things that I can’t pull the plug on right now.

But! I’ve got a new draft finished for the next blog serial, and I’m working on the sequel to Fire Witch. I’m also still working on the Secret Project that I keep teasing about Cyborg Stories (Go follow the blog over here if you want to catch that when it comes up!). The Ferryman’s Apprentice 3 is just about launched, too. So I’ve got things in the works. I just … need a little time before I can start communicating with everyone again.

You’ll see a couple posts come out here soon. I’m running Game Dunk Online again (go check out the details here if you’re interested in tabletop games! We’re super fun and cool people, we promise!) and I’ll of course be shouting about that here.

The eagle eyed will noticed that I’ve unlaunched my Patreon page. It’s currently in the process of being repurposed. It will be back! But it was always a little hodgepodge and duct-taped together, and I want to start fresh and really think about the purpose (and also I want to be actually regularly creating content) before I start asking people for money again.

Of course, if you wanted to send a few bucks my way, you can always buy one of my books — the instructions and links are all there in the The Stories pages. E-book and hard copy are both available.

I may or may not write a longer post at some point about the concept of work-life balance as it applies to my 2020/2021. A lot of it isn’t too personal, it’s just that the entire post can be summed up by “and then I realised that that number of things was Too Many Things”. But I can give the brief overview version sometime if it turns out that’s something people are interested in.

Anyway — upcoming Game Dunk Announcements are imminent, but don’t expect anything here for a while. As the creative projects start coming back online, so will the blog. Stay safe, everyone.

Pokémon and Crowds: Single-player game, multiplayer experience

This post was originally published on my other blog, Cyborg Stories. It was written as part of a university assignment in 2020. Here’s a link.


Description: White aquarium fish with a large tail. Used under Pixabay License. JoshuaClifford123. Source: Here.

Pokémon is one of those classic games, instantly recognisable to anyone who has anything to do with computer or video games (and even some who don’t). It’s a brilliantly-designed game – complex enough to stand up to very deep analysis, but simple enough that children can learn it.

Or a fish. Turns out, a fish can play Pokémon.

Pokémon is traditionally a single-player experience. The originals, Pokémon Blue and Pokémon Red, came out in 1996. The name, for those not familiar with the phenomenon that is this franchise, is a Japanese portmanteau of the phrase “Pocket Monsters”, as the game is about monsters that you carry around in your pocket. Actually, the original Japanese version released as Pocket Monsters: Red and Green, but we’re more familiar with the American name, Pokémon Red and Blue. Not counting spinoffs, director’s cut versions, sequels and phone app games like Pokémon Go, there have been 16 main games, the most recent of which released in 2019.

While there are exceptions, the video games have largely been single-player only. You don’t play Pokémon online, with friends, or against other players, you play it usually on a handheld gaming console (or emulator, for the older games), by yourself. You might talk about it online, compare strategies, discuss the characters and techniques for leveling your Pokémon or beating certain gyms. But the actual playing happens alone.

Enter the fish.

The HackNY hackathon in August 2014 spawned an idea that became an Internet phenomenon. Grayson the fish was livestreamed swimming around his tank, which was divided into a three-by-three grid, and each area of the grid mapped to a button on a Game Boy controller. Up, Down, Left, Right, A, B, Start and Select (no information was available on whether Grayson ever entered the Konami code, but I like to believe he did). A camera tracked Grayson as he swam around the tank, recording whenever he entered a new grid square and pressing that button. And thus, a fish played Pokémon Red.

20,000 people watched this fish play Pokémon Red. Twenty. Thousand. People.

Video: Fish Plays Pokemon: Pallet Town Syndrome (Highlights 8/8-8/9). Originally uploaded by YouTube user Zejayt.

A significant portion of those 20,000 people chose to scream abuse at a fish for more than 100 hours, for not pressing the right buttons on a game that it didn’t know it was playing and probably wouldn’t have understood even if you sat down and explained it. Despite this negative environment, within the first 125 hours, the fish had managed to select a Charmander as its starting Pokémon, and beat the rival’s Squirtle with it.

Grayson, being a fish, has since passed, but gaming enthusiasts, tech experts, and people who are interested in social media experiments talk about Grayson’s accomplishments to this day. The experience is deeply communal, too, in a way that single player games generally aren’t.

However, Grayson’s experiment was preceded by another, perhaps even more famous experiment: Twitch Plays Pokémon, abbreviated generally to TPP. This also took place in 2014, though in February. In this experiment, Twitch chat was set up so that messages that people typed into the chat were converted to instructions for the game.

This experiment is actually still running – just before writing this I spent a very enjoyable five or six minutes watching Twitch chat run a bike repeatedly into a wall in Pokémon Sword/Shield (released 2019). Here’s the stream.

Now, the stream is currently much less of an unmitigated disaster – famously the original, which also played Pokémon Red, had 80,000 people ‘playing’ … and remember how I said that the game is deep enough that strategy discussions are legitimate? Yeah. Playing one of the original games, you get 80,000 Pokémon diehards in the chat all providing contradictory instructions to execute their own personal strategies. Most people have completely different ways to get through the game, from choosing different starter Pokémon, to taking gyms in different orders. There was no filter in the Twitch chat either – it executed the moves in exactly the order they were received. All of the moves. The Internet, never known for its proportional and moderated responses to anything, let alone childhood favourite games, turned the stream, for a short time, into a pit of unmitigated rage.

And, of course, memes and fringe subgroups.

Now, there are significantly fewer people watching the stream at any given time. As of writing this sentence, there are a comparatively modest 152 people watching the stream, and most of the instructions seem to be coming from between 10 and 20 users – not enough to cause such complete chaos, but certainly still enough to run a bike into a wall for several minutes running.

Also as of writing that sentence, I learned for the first time that there is a Pokémon called a Sqwovet, and I’m not sure how to continue my day now that I know this information.

TPP is known now as the event that changed Twitch forever, possibly even the moment when Twitch was put on the trajectory to become what it is today. It has also spawned research discussing what we can learn about social dynamics and even political organisation from watching the original Twitch Plays livestream and examining the players’ behaviour.

All of this begs the question: Why Pokémon? I would answer ‘familiarity’. Pokémon is the most valuable franchise ever created, has millions of fans all across the world, and thanks to its TV and comic adaptations, is even recognisable to people who have never touched a game console in their lives. It’s also just at the nostalgia sweet spot: people who are Twitch watchers these days probably remember growing up playing Pokémon as kids, whether that’s the original Red and Blue, or whether they’re more of the Gold and Silver era. My generation grew up watching the anime on Cheez TV (Or whatever passed for Cheez TV in other countries).

That kind of name recognition is vital to an experiment like this – to crowd source input with the largest crowd possible – whether that’s gathering 20,000 people to scream at a fish, or 80,000 people to scream at each other. These experiments needed as many people as possible to engage with them in order to teach us something about the way we experience things as a group, not just how we play games like this alone.

The only way these experiments could have worked – and turned out to be the experiences they were – was for the franchise to be popular enough to put 80,000 people in the same Twitch chat who all already knew how to play the game. It needed the name Pokémon on the cover to get people interested and invested. Otherwise the whole thing would have ended up like the TPP stream is now: A couple of hundred people politely running a bike into a wall, largely unnoticed by the rest of the Internet.

Cyborg Stories: A Brief History and some Definitions

This post was originally published at my other blog, Cyborg Stories. It was written as part of a university assignment in 2020. Here’s the link.


Man in half darkness with a wired eyepiece and a USB port on his neck. Used under Creative Commons, some rights reserved. Linus Bohman. Link to source.

Humans have been writing stories for a long time, and we’ve gotten very good at innovating.

Approximately 2,300 years ago, Aristotle wrote his ‘Poetics’. Aristotle outlined two genres for theatre: tragedy and comedy. Nowadays, the idea of categorising all stories into two genres is laughable.

A little over 1,000 years ago, Murasaki Shikibu wrote what was to be known as the first novel, ‘The Tale of Genji’. She wrote in a very specific style, and was clearly writing specifically for the women at the court, who apparently waited with bated breath for every new chapter. At the time, that style was looked down on, but nowadays, she’s credited with pioneering a whole medium.

I’m not sure I need to list or describe the ways that TV and movies have changed storytelling over the last sixty-odd years.

But that’s nothing compared to the home (or personal) computer.

The most obvious innovation to storytelling that computers brought is the video game. A lot of words have been spent on the internet about how video games’ great strength is their interactivity, and the ways that changes how we need to think about storytelling (for example, this video, which discusses the ‘language’ of game design as separate from other art forms). It’s true that games that play like a movie – gameplay segments taking the player from cutscene to cutscene in a linear storyline – still exist, but they’re increasingly considered ‘old hat’. Now, video games are being used to create stories like ‘Journey’, where part of the experience is playing alongside an anonymous player from the Internet, only barely able to communicate but encouraged to work together.

But the real game-changer that the computer brought was the Internet.

Nowadays, in Sydney, you can go on a guided puzzle tour of local landmarks. It’s a relatively simple premise: You start at a predetermined location, at a predetermined time, and you receive a text message. The text contains a puzzle, something that you can find the answer to by exploring the local area. When you find the answer, you text it back to the same number to receive a new location and a new puzzle. It’s a self-directed guided tour that relies on most people being able to receive and send texts at all times.

But it’s not precisely a story. Nor is the Dan Olsen Discord experiment, a temporary Discord server with seemingly nonsensical rules, but one where the community assigned sense to the environment. For example, rather than avoiding the channel #post-here-get-banned, the community designated it a meaning, and members voluntarily chose to post there, sending poignant final messages that were either screenshotted quickly or lost forever. It wasn’t a narrative, but I think you’d be hard pressed to argue that the experience didn’t tell a story.

‘Perplex City’ by Andrea Phillips is a story, though in a very non-traditional format. It is an ARG or a transmedia story, and thus bears more resemblance to a tabletop roleplaying game (TTRPG) or a live-action role play (LARP). ‘Perplex City’ was played online, with hundreds of people participating. The story was told through fake news websites, videos, social media and forums, and required the players to follow a number of sites to collect all the clues. There were web pages where the players gathered to share knowledge or clues, and to archive the solutions to problems so far. ‘Perplex City’ ran for two “seasons” before being placed on indefinite hold. It was also a transitory experience. It ran only once, and cannot be re-played.

For the other half of the blog title, the Cyborg is, in science fiction, a human or other organic life form that is augmented with technology. Mechanical limbs, implanted eyes with in-built zoom functions, Matrix-style data ports into the human brain. Indeed, some say there are already cyborgs in real life. Does a pacemaker, for example, count as an augment for the human body?

This blog, then, is not intended to discuss stories about cyborgs (though I will neither confirm nor deny whether cyborgs will feature in it eventually). It is about stories that are themselves cyborgs. About stories like ‘Homestuck’, a webcomic that, at least at the start, was heavily driven by fan input. It is about ARGs like Perplex City, discussed above. And it is about fan works – traditional media reinterpreted as other traditional media via social media and online communities.

The Internet has the power to make almost anything interactive, and humans have the ability to make stories fit into any space available. Cyborg stories are fascinating because they are new molds for old stories, new venues for old concepts, and new ways for audiences to connect and interact with stories in ways that haven’t been possible before.

Blog Update January 2021

So

Uh

2020, huh?

Wow.

And call me cynical, but I’m not holding out hope for 2021 to get much less chaotic.

But I am at least holding out hope that I can be … as productive this year as I was last year, if not a little more so.

I never named the year this year, so I’m going to start with that, and then a quick update on the blog, the stories, and some of the extracurriculars.

This year is officially the Year of Backlog. This one’s a bit more of a reference to personal stuff, but it’s relevant to my writing as well. I, like everyone else, put a lot of stuff on hold last year, and I’m going to be working through it this year. I’ve also, due to changing work commitments, had to change my priorities a bit, and put some things on the back burner. So in addition to everything else, I’m going to be trying to work through some of my backlog this year, to catch up on the things that I wanted to do last year or should have organised already but didn’t have time, or that other things got in the way of.

Now — the blog. Astute readers (aka any readers at all, if I still have any) will notice that this blog kind of went on hiatus at the end of last year, about the time that I hit university commitments. I mentioned a new secondary blog then, and then proceeded to do nothing with it. The next few posts are going to be cross-posts from there, because I think they’re relevant and that gives me a little extra time to recharge the blog batteries, and then I’m going to be back on new content for this blog as much as I can with the time and energy I’m going to have available. I’ll make a decision in the next few weeks, but it’s possible I’ll decide to drop my posting goal from one blog per week to one a fortnight — or perhaps one short story and one post per month — to keep my commitments down this year.

For the writing, I have been on hiatus with that for the last couple of months. People following my Twitter will know that I’ve been working with Arcanacon recently, and I’ve been running their Game Dunk Online event and helping to run their virtual convention this January, so that ate up a lot of my time and creative energy. I’m still working on the next serial for the blog, and it might be a while before I get it done. It’ll also be a while before I can start working on the sequel to Fire Witch, because I can’t start that til I’m finished with the serial. I haven’t entirely figured out what I’m going to do for creative content in the meantime — I have some short stories lined up that I can post, and I am nearly ready to release the third Ferryman’s Apprentice hard copy/e-book, so there will be a few things coming through. However, if it’s creative content you want, it won’t entirely be mine, but it’s probably Cyborg Stories that you want to be looking at (hint hint).

On a personal note, there are a couple of Big Life Things coming up for me this year. I don’t know how much I’ll talk about them here — I do want to start having more of a personality on this blog, and do more than just talk about my Writing Opinions, but I’m still working out the balance. I’ll talk a little bit more about those as and when it becomes relevant, I suppose. For now, what you mostly need to know is that they’re probably going to throw my productivity for a loop, but I’ll keep everyone posted. I’m also looking forward to working more with Arcanacon this year, and although I can’t talk about any of their projects yet, I’ll be sure to mention on the blog when they happen.

And that’s it from me — keep an eye out here and on Cyborg Stories — there’s going to be cool things happening this year in both places, provided I can manage my time right.

Brainstorming and the Throwaway Idea

Buckle up, kids, I’ve found a topic I’m going to get really intense about again. I’ve been writing a lot of more personal stuff lately, but today we’re gonna dive back into the writing chatter.

I was having a conversation with a friend today – yes, this is one of those posts that I am writing basically immediately after having the idea – about the creative process. The Oatmeal series about creativity, but particularly the one about brainstorming was thrown around, and thus was a blog post topic born. (Fair warning, nothing that would be considered graphic, but the post does involve people without clothes on, and people vomiting).

Let me be clear: I’m not here to disagree with that Oatmeal article. It’s more a jumping-off point for the idea tangent it sent me on. Credit your sources and all that.

The specific point off which I jumped was the phrase “garbage fondue fountain”, and the idea that it’s important, when brainstorming in a group, of having at least one person in the group that comes up with an endless stream of bad ideas that everyone else can build from, and use the pieces of those ideas to create something better. I like that analogy – I’m reminded a little of the old parable (one of those Internet stories that gets passed around in Facebook meme form) of the pottery teacher who assigned each student to one of two groups: one group marked on the quantity of pots they output and the others who were only allowed to submit one pot but they could spend as long on it as they liked. Despite the additional time allowed, the best pots were all created by the group who had been told to focus on quantity over quality.

The moral of both these stories, of course, is that when you’re in a creative pursuit, you’re better off generating a lot of ideas, variously because that’s the way that you generate the individual pieces of a good idea, which you can then assemble later, or because through sheer statistics, you end up more likely to create a good idea. Or, of course, you get more practice at generating ideas, though I would say that ideas and pots are a little different. Not totally different – there’s a skill to generating ideas the same way that there are skills you can learn to make better pots, but there’s also a reason there’s such a ‘mystery’ around the process of coming up with creative ideas, and that’s because it’s much harder to pin down that process than the process of actually turning those ideas into creative product.

Now, I’ll go ahead and admit my biases right here: I’m the sort of person who’s always had more ideas than I’ll ever actually be able to put down into words. I keep a record of ideas in a big notebook – when I say big, I mean I’ve got seventy pages of the accursed things, and they’re just the ones that make it past the cut of “I’ve been thinking about this idea long enough that I should spend the time to go get the book and write it down”. I’ve got a further list of disjointed images and lines and characters that don’t have a plot to call home yet. I’m basically set for life on ideas.

So, I’m always going to have a sort of un-mystical view of generating ideas. I don’t mind forgetting them, usually, and I’m not too worried about other people using my ideas as prompts.

I don’t think there’s really anyone out there anymore who expects a writer to be able to write a perfect first draft on the first try – there’s a reason that we have the editing process. But we do expect that for ideas, in a lot of ways. In some ways it’s not surprising, really – we choose to buy books or watch movies or play games based on the premise a lot of the time (except in cases where we are already familiar with the creator). Even when we receive a recommendation for media, the person recommending it will often give a description of the premise as essential information. One of the most frequently-asked questions for creators is “where do you get your ideas?”.

Now, group brainstorming is important, but a lot of writers don’t do their work in groups. The whole point of the garbage fondue fountain is that they spark ideas in other people, right? So how do you do that when you are working alone?

How can you be your own garbage fondue fountain while also being the person who sifts through the mountain of hay to find the needle? Surely the trick to mitigating the garbage is to look from the outside, to see the flaws that the fountain didn’t necessarily see themselves, and in patching those holes come up with new ideas?

There’s a certain balancing act to both uncritically coming up with terrible ideas and also critically picking through them.

I’ll let you in on a secret. That folder full of ideas? I don’t have plans to write all of them. Heck, I expect that I’ll go to my grave without writing even a quarter of those ideas that I’ve written down. I still want to keep them, just in case I can do something with them that I didn’t expect, or combine them in interesting ways with other, later, ideas. But I go back and read through that book occasionally, and I feel like there are probably less than ten out of those seventy ideas where I would be upset if I never got around to writing them. Sure, I still get a bit annoyed if I have a good idea and don’t write it down in the moment. But as for the ideas where they’re already safe? I’m generally OK with just never using them.

Time, then, is the first secret to being a garbage fondue fountain. Be a garbage fountain and then come back in a few weeks or months and see if the ideas still hold up beyond the moment. This, of course, is reliant on there being a few weeks or months in between your projects, so that you can let your ideas percolate. Great for a novelist like me, maybe not so great if your purview is shorter, and you churn through ideas a lot quicker, or if you’re on a deadline.

But I think pretty much everyone knows about that one so let’s move on. Are there any options for both churning out those ideas and critiquing them at the same time?

Well, yes and no. It sort of depends on what type of person you are. Are you a person who vomit-writes your entire first draft and then edits because you can’t both create and critique at the same time? This might be a bit harder, or at least require a shift in gears. But I’m also not the sort of person who believes that it’s impossible to be critical and creative at the same time. Let me know if that’s something you want me to talk about in a later post. I’ll add it to the post list anyway, for a rainy day.

The gist for now is that sometimes you really can’t do anything except wait and get a little perspective. Having just run several edit passes on a very short timeline, that’s an important thing to know. I can be critical and creative at the same time, but it’s hard to be critical of everything all in one swipe, and there’s definitely such a thing as being too close to a project. But there are ways you can be both the idea generator and the idea criticiser.

The first part is to get past the idea that some ideas are “good” and some are “bad”. Sure, there are bad ideas out there. But it’s often about execution as much as the concept itself. So commit some time to it. Even if you’re already sure it’s a bad idea, pretend it’s a good one. Think about how you’d do it. If you break it immediately, it’s probably a bad idea. If you sit with it for five minutes and decide it’s broken, there might be parts worth saving. Record them, discard the rest and try the next idea. If you haven’t broken it after that long, great! Now throw it away. Write it down somewhere, take some notes, but throw it away and get a new one. Just keep going. These aren’t your Great Ideas, they’re your garbage fondue. Take them, mess with them, and throw them away. Later, you’ll piece parts of them together and you’ll have something worth working with. This is quantity over quality. Make all the pots and don’t worry if some of them are wonky. Learn to get real OK with creating something only to throw it away.

But seriously though, if you can? Idea books are super helpful. Get yourself an idea book and read it periodically. Future You will thank you.

Announcing Cyborg Stories

So, just a few comments on this – it’s more of an announcement than a real post, so I won’t take up too much of your time.

So this is about that university degree that I’ve signed up for this year. I’ve had a half a Masters degree hanging over my head for several years now, but ended up deciding to pick a different degree.

Anyway. That’s a story that I’ll save for the eventual autobiography, or a panel sometime. The main point is that for one of my courses, I have been required to create a website and some content for it, relevant to digital media somehow. I’m going to be focusing mine on how stories can be presented differently in digital spaces, and how digital spaces and traditional media spaces can be combined.

So, because I’m never one to waste good content, here is the link to the blog, called Cyborg Stories. I’ll be reposting the content here (with links of course, so that I can be sure I didn’t plagiarise myself), which will consist of at least one essay piece, possibly two, and a couple of recorded ‘podcasts’.

I’m not currently decided on what will happen to Cyborg Stories after the course. After all, I barely keep up with content for this blog as it is – I don’t trust myself to keep up with two. But I do have a couple ideas, and I think the blog will continue to see use. After all, I was blown away that I even managed to get the URL ‘Cyborg Stories’ – I’m not just throwing away that kind of lucky break.

In the meantime, enjoy the content. It won’t be too much of a departure from the normal stuff over here, just a little more … focused. You know, sticking to one theme. And an actual schedule.

Something like that.

Enjoy!