Transistor was the first Supergiant Games title that I played, and I had no idea what I was getting into. I fell in love with its art, music, and mechanics that were unlike anything else I had ever played before. It was what opened the door for me to try Bastion and, later on, Hades.
Like Bastion, Transistor is also about decisions. However, it is not about how or why we choose one thing over another, but instead one’s right to make decisions at all.
Video games are driven by decisions. The primary thing that sets video games apart from film or literature is the level of interaction involved, and that interaction comes through making decisions.
These days, there are entire genres of video games dedicated to decision-making, like visual novels. Apart from that, making choices is still a core part of narrative-driven games in other genres.
Bastion, the first game developed by Supergiant Games in 2011, is a typical action RPG on the surface. Beneath that, however, is a well-written story that culminates in two very charged decisions at the end of the game. The final scenes of Bastion have stuck with me since I finished the game a few months ago, and today, I’m going to take a closer look at what makes the game’s conclusion work so well.
Since I’m discussing the end of the game, spoilers for Bastion are below! I highly recommend playing the game for yourself first, but if you already have or just aren’t really a gamer, click to read on.
Alright, I know last week I skimmed over my goals for 2020, and that included a handful of writing goals, but I promise this is different! I want to take a closer look at my “Quest” fantasy project and where I want to take it this year. I’ve spent a lot of time planning and plotting over the past month, and I feel like I’m ready to approach this project once again.
In this series, I’ve already covered writing lessons from books, video games, and even a musical. As you can probably tell, I like to draw from some unconventional sources, because I believe that anything can teach us about writing, from books to movies to music to video games. They all tell stories, just in different ways.
Wolves At The Gate (WATG) is a hardcore band from Cedarville, Ohio. I first saw them when they opened for RED a few years ago, and I saw them more recently at Uprise Fest last year. Though I love many hardcore bands, there are few that I’ve really connected with like WATG, and they’ve become one of my favorites. Not only does their music sound amazing, but the lyrics and themes are so artfully put together, and so today, I’d like to talk about what writing lessons we can learn from their music.
Note: I know many in my audience aren’t fans of hardcore music, so I’ll be providing links to lyrics and to the songs themselves. Feel free to listen to them, but you won’t be missing out on the point of the post if you would rather just read the lyrics.
The Legend of Zelda is a franchise that has been around since the beginning of video games. The first entry in the series featured a massive overworld like nothing the world had seen before, and since then, the land of Hyrule has just gotten bigger and better. The Zelda franchise has become my go-to inspiration anything involving worldbuilding, especially fantasy settings like my story for this year’s NaNoWriMo. No matter what game you’re playing, the Zelda series has some great examples of excellent worldbuilding. I’ve learned a lot from these games, and so today, I’d like to share that with you.
So what worldbuilding aspects does The Legend of Zelda do well?
Not long ago, I was listening to Hamilton: An American Musical non-stop all the way through, and while I was listening, I realized three fundamental (writing) truths at the exact same time.
Forced references aside, for those unfamiliar with it, Hamilton is a hip-hop musical that tells the story of the American historical figure Alexander Hamilton. The musical gained popularity when it first debuted on Broadway in 2015 due to its unique music, diverse cast, fascinating story, and modern relevancy. I’ve been interested in it for a few months now, and while listening to it, I’ve noticed there are a lot of great storytelling lessons to be learned from it.
Hamilton is heavily based on historical events, and for the most part is accurate to the facts. However, it is still fictionalized in some ways, and for the purpose of this blog post, I’m focusing on the way that characters, events, and storytelling is presented in the musical. If I say something that’s inaccurate to history, just remember that I’m solely basing these observations on the musical.
Also, as a minor disclaimer: if you haven’t listened to Hamilton before, there are a number of instances with crude language, so just know that going in.
Have you ever played a video game, watched a movie, or read a book that made you want to live in that world? In all stories, no matter what the medium is, the setting plays an important role. Because of that, we often find ourselves wanting to visit that world – myself included. I’ve experienced a lot of stories, and while setting isn’t always a prominent factor, the best storytellers know how to utilize this element to their advantage.
Today, I’d like to dedicate some time to my favorite fictional worlds. Not only would I love to visit these universes myself (well, if they weren’t so dangerous), but they’ve also influenced my own writing in a number of ways.