Sunday

It’s generally a bad sign when the cleanest room in my flat is the study, but it appears I’ve reached that point. I predict a day of epic tidying and cleaning in my future, but right now I’ll settle for getting the washing up done and putting away the clean laundry.

That’s next hour’s problem, though. Right now there is coffee and bloggery and answering some emails. Possibly some toast while I try to work out whether the toaster is really broken, or just bitching about the cold. It feels like that kind of afternoon.

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Every now and then I come across people who really, really like the idea of creativity. It drives me crazy. Otherwise ordinary conversations are derailed by statements like “writing? Wow, it must be nice to be so creative” or “I’m a writer and creativity is one of my strengths,” mostly because I then froth at the mouth and stomp around until someone gives me a cup of tea and tells me to have a lie down.

Creativity is one of the most ill-defined words in our culture, with a myriad of different meanings that all rely on understanding the context in which it’s used. And unlike other context-driven words – like, say, love – you can never be entirely sure which context people are using when they deploy creativity. It’s too bound up in myths about muses and inspiration and the idea that somehow creativity is automatically a transcendent thing.

Near as I can tell, creativity is just training yourself to see the connections between things sooner than other people. Or doing it naturally, in an “inspiration” driven rush, and never questioning how it is you just did what you did.

Everything after that is process, actually sitting down and making things, and once you’re at that point there’s very little creativity can do to help you.

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Toast with ginger marmalade for breakfast, confirming that the toaster is either on its last legs or simply unable to cope with winter. Even turned up to its highest setting, the best it seems to manage is “lightly browned”.

It seems to be the month for appliances going wrong around these parts. My mobile phone is starting to develop some of those hiccups that occur when you’ve owned a mobile phone for a a while. Not enough to be unusable, but enough to be occasionally annoying.

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Here is a thing I’ve discovered this week: the version of Claw in my head no longer resembles the (unfinished) draft version of Claw I was writing before my dad’s illness last year.

This isn’t a huge surprise. The news of my dad’s heart attack basically hit like a depth charge to the subconscious, blowing apart the various stories and projects under construction, and it’s only recently that I’ve had the brain-space to go back and start trying to fit things together. But the opening scene for Claw that I wrote this week looks more like one of the closing scenes I’d planned for the first draft, a couple of sub-plots have been dropped away, and the book seems to be drifting towards the darker side again.

Still not sure whether it has a happy ending or not. I’m not even sure if the new beginning is right, but it feels more like the beginning of the book than the older one did.

And it’s becoming a fun book to write again, which is a good sign because, for a while there, I thought it was unlikely I’d ever find Aster stories fun to write again. At some point tomorrow I’m going to get to the first corpse in the book, and I’m unexpected excited about figuring out how to put the scene together.

Emotion, Attachment and Video Games

So one of the things that happened at Swancon was this: I found myself double-booked on Friday night and sided with the Gentleman’s Etymological Society event rather than the Emotion, Attachment, and Video Games panel. This wasn’t really intentional – originally they’d been scheduled to go one after the other – but such things happens in cons and decisions must be made.

I do, however, have several pages of notes I put together in preparation for the panel I didn’t make it too, and since I’m a waste-not, want-not kind of guy, I figured I’d torture the rest of you with a more formalized write-up of the argument I would have made. Turns out I had rather a lot of material once I started writing things up, so it’s probably going to happen in three or four posts over the next couple of days. Consider yourselves warned.

Emotion, Attachment, and Video Games
Part One: The Confession of a Computer Game Tragic

I live in fear of computer games. I am, at my core, one of those gamers – the kind who lacks the self-control to say ‘now is the time to walk away.’ Once the game is started, I have about half an hour to turn it off and get back to my real life; beyond that, I’ve committed. I want to figure out how to win, or how it ends, or even what the next cut scene might be, and then it’s three days later and I haven’t slept and I’ve burned through the bulk of my sick leave in an attempt to try and stop the dark spawn from taking over Ferelden. The game itself doesn’t seem to matter – I can spend three days trying to figure out how to beat an online flash game like Dice Wars or take my promotion to the top in my favourite wrestling sim just as easily as I’ll get sucked into high-profile, gaming wonders with state-of-the-art CGI and thousands upon thousands hours spent in development.

My only defence against this obsessive impulse seems to be refusing to play in the first place, so for the last seven or eight years I’ve refused to let computer games into my house. Mostly this is pretty easy, because I control the technology around me. My computers are low-budget machines, utterly incapable of running state of the art games; I’ve refused to own a gaming consol since I picked up an original NES system at an op-shop in my twenties and lost six weeks to beating the original Super Mario Brothers games; my despair when I upgraded my mobile phone and it came with computer games was considerable, but I found the resolve to delete the ones I liked and now play the ones I don’t when stuck in an airport.

Yet despite my best effort, technology creeps forward. Computers die and get replaced, and suddenly all those games I would have played a few years back if the technology had been up to it are available to me. And occasionally I’ll slip. I’ll break out the copy of Blood Bowl, which I justified as an online game that has a set time-limit to prevent me from going overboard, or I’ll fire up my favourite wrestling sim, which is by nature unbeatable and therefore unlikely to set off my need to achieve.

These are, of course, convenient lies I tell myself because I can’t quite kick the computer game habit, but at least I’ve grown familiar with the cycle of playing both games over the last few years. After a day, maybe two, I’ll realise that my promise that I’m just firing it up for an hour or so is shot and pull myself to a halt.

It would be easier if my friends gave up gaming as well, but they don’t. People will rave at me about their new favourites from time to time, rattling off the cool features, and I’ll find myself tempted. Very occasionally I’ll break and ask to borrow their copy, and I now thank the digital gods that most people now have Steam accounts and aren’t in a position to loan me their actual discs. With the delivery of games via disc becoming outmoded, I am safer from computer games than ever before.

Except when the games are cool enough that people really want to make sure they never lose their copy to hard-drive failure or power surges. Apparently there are still some games worth picking up, old school-like, and thus remain available for being left out. Which is how, six months ago, I found myself playing Dragon Age: Origins. Before I began, I was told three things: play it all the way through, once; play all the introductory stories; be prepared to spend the majority of your time talking to people in the camping site.

While I never managed to reach the end of the game – it’s crack-like qualities were sufficient that after the first week of playing I gave the discs back and asked that it never be leant to me again, for fear I’d stop writing altogether – I did play several of the introductions and the camp proved to be the most fascinating part of the game-play. I also know how it ends – my frustration with the gameplay interrupting the narrative led me to checking out walkthroughs and cheat-sheets, which ultimately led to me shrugging and realising that I was less interested in the game as a game once I knew all the alternative storylines.

This is not the first time this has happened. Many years ago, back before I realised me and computer games didn’t really mix, I started playing Starcraft. My interest in the game ended the moment a friend said “you know, I have this DVD full of cut scenes”, whereupon I promptly watched the story without the game and went on with my life.

Here’s the brutal truth of my relationship with computer games: I’m interested in their narratives, but can’t engage with the narrative because of the game play. As soon as you establish conditions of victory or submission, I’m hardwired to try and win. This, more than anything else, kills my interest in the game the moment it becomes apparent that victory will take days or weeks to achieve.

Computer games aren’t stories, and in this respect their attempts to manipulate emotions always feels like a bit of a cheat.

To be continued…

“There’s so much I could’a done if they’d let me”

Today, because I’m in such a cheerful mood, I’m mainlining Nick Cave’s Murder Ballads album. Somewhere in my CD collection I’ve got a copy of his b-sides and rarities triple-disc thingy, which includes a four-part, extended thirty-minute long version of O’Malley’s Bar. That’s going on next, ’cause sometimes, misogyny be damned, you just need a series of songs about killing every mother-fucker in the room in an unrelenting and utterly debauched fashion.

This is my alternative to curling up on the floor of my bedroom and having a temper tantrum, ’cause really the closest I’m getting to articulating my mood these days is the ability to randomly shout “Hate! Hate! Hate!” at the top of my lungs. There are very few things in my life that aren’t filling me with loathing at the moment, from my less-interesting dayjob (which puts Fight Club into all kinds of interesting new perspectives for me) to my more interesting dayjob (which I hate, primarily, because it’s kinda awesome and not my primary dayjob, which just makes the other dayjob even worse) to my neighbor (seriously, *turn down your fucking stereo at 4 AM*) to myself (which, really, is a let me count the ways kind of thing).

None of this is particularly new – anger has probably been my default state since I was thirteen or fourteen – but I usually have a better grip on it than I do right now. I can cobble together a mask that more or less resembles a civilized human being and go out and function in civilized society. Normally I can swallow anger and work at it rationally, figuring out solutions, or I can vent at the things that are making me less than pleased through the medium of fiction. Or I’ll catch up with friends and rant at them until the anger burns itself out and I’ve overused the words fuck, at which point I’m more clear-headed and able to behave myself a little better.

The anger’s rarely directed at specific people, except for myself, since it’s really just a general pissed-offness at the world. I’d actually be more worried if I woke up and I wasn’t pissed off about something, because the world is a terminally unfair place and I continue to exist in it, which means I’m going to keep finding things that make me angry.

For all that it’s got a reputation as a negative emotion, I actually think anger is important.

Anger is, after all, where writing comes from.

It’s possible this isn’t a universal thing for all writers, but I’m pretty sure it’s not just me. I vaguely remember Ray Bradbury talking about stories coming from a place of anger in his Zen and the Art of Writing collection of essays, and there’s any number of writers with overtly angry or political stances being displayed in their fiction. The artistic myth of the angry young man is almost as predominant as the artist driven crazy by the muse, and of the two I find the angry young man more palatable (at least, once man is switched out for person). At least the AYM/W is in control of his/her artistic practice, rather than sacrificing it to some unnameable entity and refusing to take responsibility for what they do.

Really, that’s all window dressing. The real reason fiction comes from a place of anger is this: all stories are revolutions.

It’s one of those ideas that’s ingrained in the very structure of the story – whether you spend a thousands words, five thousand words, an entire novel, or a three-book trilogy – you are building towards a climax. One of the best descriptions of the climax came from a film lecturerer I worked with a few years back, who described it as point where the most important moral decision of the book is made, the one that changes the character’s world forever. The good are rewarded, the evil are punished. As a writer you establish a new status quo, correcting whatever flaw in the world existed in the opening of the story, and so there’s a series of political decisions being made about what’s incorrect and what isn’t*.

And really, if you’re not angry about something, why bother going to the trouble? Whenever I’m stuck on a story, or I look back on something I’ve written and don’t really feel satsified by it, it’s invariably because the anger isn’t there. Whether it was never ther, or if I simply lost it, is occasionally unclear, but it’s certainly gone in that particular reading.

*Want an example? Lets take, say, Star Wars. For all that the original Star Wars ends with a bang at its climax, the actual destruction of the Death Star actually pales next to the two big decisions made just prior – Luke Skywalker turning off his computer, rejecting the technology (which, in Star Wars, is the tool of the Empire since they’ve got the big death machine) and embracing the spirituality of the Force, and the sudden return of the Millennium Falcon to save the day and align the morally gray Han Solo with the white hats from there forward. Destroying the Death Star is really just the reward for those decisions. Destroying the Death Star is a physical victory, but the emotional victory of these two moments