You smile. Maybe cry a little, either from relief or joy, or maybe both. You don’t scream even though you want to, because it’s 1:00 in the morning and you don’t want your neighbors to think you’re getting murdered.
You tell the only other person who’s crazy enough to be awake at this hour on a Sunday night (Monday morning?).
You export your document and save it to the cloud because your laptop had a near-death experience twenty minutes ago as you were writing the last three lines and you nearly broke down in tears. (Thank goodness for autosave). You don’t want to repeat that.
All genres of writing come with unique challenges, but fantasy writing (and speculative fiction in general) usually involves a lot of out-of-the-box thinking. Regardless of the subgenre you’re writing, there are plenty of times you need to rely entirely on your imagination. What are you going to call your squirrel-racoon-pigeon mutant hybrids that are terrorizing New York City?
Look, I’ve been there. Over the years that I’ve been working on Project Quest, I’ve found several useful online tools that have helped me generate ideas, visualize, and keep track of things in my fantasy universe. So whether you need a map of an alien planet, a timeline of world history, or you just need character names for your next D&D campaign, these tools can help you out.
In the interest of sharing things that are both useful and accessible, this list only includes tools that are either entirely free (ad-supported, etc.) or have a “free version” that allows use of all key features without additional payment.
We talk a lot about first impressions in our day-to-day lives. You want to make a good first impression when you meet new people, or when you go for a job interview. The same goes for stories – you want your first chapter, first scene, or first episode to be a good one so that your audience is interested in seeing more.
What I think is less talked about is the importance of final impressions. They are just as, if not even more important than a first impression. A bad opening might scare your audience away, but a bad finale can ruin all of the work you’ve done so far. A poorly-written ending will live on forever as a disappointment in the minds of fans – especially in the age of the internet.
But how do you write a satisfying finale? And I mean satisfying – not necessarily “happy” – an ending that will leave your audience feeling like they just had a full serving of their favorite meal.
Today, I’m looking at two of my favorite TV series, Avatar: The Last Airbender and Fullmetal Alchemist: Brotherhood (you’ll forgive me if I use acronyms for the rest of the post). Not only is each series consistently good throughout its run, but they also both end on what I feel is a satisfying note.
I’ve talked about both series before in passing, but since we’re talking about finales, it’s important that you understand each story’s premise as well. BEWARE OF SPOILERS!
2020 has been one of my most sporadic years for blogging and writing, despite the fact that I had some pretty big dreams when the year began. With my college graduation on the horizon, I was looking forward to having more time to dive into many of the projects I’d started over the years.
As you may have noticed, things didn’t quite go as planned.
I’ve gotten to the point where I can usually tell when I’m getting burned out – I get bored. Projects and hobbies that, at first, felt exciting and new to me lose their shininess. As I’ve said before, sometimes you have to push through – in other words, dig deep and rediscover what made you fall in love with that project or hobby in the first place. Sometimes you need to step away entirely until you can look at it with fresh eyes.
Other times, though, you need to find a middle ground.
Camp NaNoWriMo follows the same format, but it’s more flexible. It takes place twice each year, in April and July. Participants are able to choose their own goals, and they’re encouraged to try some “non-traditional” NaNo projects. For example, some writers use this time to edit an existing project, write poetry, or even work on things like a graduate thesis or non-fiction.
So as I was saying, I participated in the July 2020 Camp NaNoWriMo. If you remember my Writer’s Life post from a few months ago, I spent May and June of this year re-working my outline for Project Quest in hopes that I could start working on my third (!) draft in July.
I was able to reach my goal of completing the outline – with the understanding that it could change, of course. For July, I set a goal of writing 25,000 words with the hope that doing so would get me through the first act of the novel.
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.
You might’ve played a game called “Never Have I Ever” at some point in your life. Usually, the goal is to make other people admit embarrassing things about themselves. I’m told it’s fun, though I’ve never played.
…Until today, that is. Today, I’m participating in the “Never Have I Ever” writer’s tag so I can finally come clean about all of the ways in which I’m a Bad Writer. Okay, maybe not bad, but I definitely realized I fall into fewer author stereotypes than I thought.
I got this tag from Paper Fury, so be sure to visit her post as well!
I am decidedly at the point in my life where I’m just like “you know what, I’m too tired to do anything other than rearrange the furniture in my Animal Crossing house right now.” And that’s okay. I’m pacing myself.
Anyways, I know everyone else has been saying it already, but I cannot believe that it’s July already. It took me three days to remember to change my wall calendar to the next month. But hey, look at us! We’ve made it so far already! That’s definitely something to be proud of and thankful for.
When I wasn’t losing track of time this month, I was blogging about: