Out Tuesday: SAINTS ROW IV

August 15th, 2013video games

Saints Row IV comes out on PC, PS3 and 360 Tuesday, August 20th (Friday, August 23rd in Europe) and I cannot wait for you all to play it. It’s been a labor of love at Volition. We’ve poured our hearts and souls into this game to give you the best open-world playground we could. I know that all sounds like I’m shilling but I am speaking not only as a writer on the game but a huge fan as well.

From reviews:

“Saints Row IV is a fantastic game, keeping up the series’ tradition of giving players a wide open world and the tools to go absolutely bonkers within it. It’s hilarious, it’s action-packed, and most of all, its fun to play.” — The Escapist – 5/5

“I highly recommend it – Volition’s latest is a non-stop cavalcade of self-aware meta-humor and surprising, bombastic gameplay decisions from stem to stern, and to enter the experience with even the slightest knowledge of what’s coming would be doing yourself a major disservice.” — Joystiq – 5/5

“I honestly haven’t enjoyed a game quite so thoroughly as Saints Row IV, nor laughed as hard at one. On that note, Saints Row IV has my vote of emphatic approval for doing what it does so well: making us laugh until we cry.” — Neoseeker – 10/10

“I declare Saints Row IV perhaps one of the best open world sandbox games you could ever hope to play, and practically a culmination of everything the genre’s worked toward this generation.” — Destructoid – 9.5/10

“Saints Row IV made me feel superhuman — and that’s what this kind of game is all about.” — Polygon 9/10

“Volition did something it seems few developers are brave enough to do at this point: They were willing to reinvent the Saints Row series instead of just reiterating on it. The result is a game that I had an absolute blast with from beginning to end, but also one that—due to the escalation it exhibits—left me dumbfounded on what they’ll offer as a follow-up.” — EGMNow – 9/10

And that’s just a sampling.

A huge thank you to everyone out there supporting Volition and Saints Row, and an enormous congratulations to everyone at Volition, my adopted home, for putting out such an amazing game. I am incredibly proud of what we put together.

(For those on the fence about pre-ordering, trust me when I saw the free Commander-in-Chief upgrade is totally worth it. You haven’t flown until you’ve taken control of the American Eagle Jet.)

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Pre-Order Hillfolk Now!

July 30th, 2013rpg

To say I was floored that Robin Laws would want me to contribute anything to a book of his is a vast understatement but I’ve had a couple chances now to work with him and it’s been a treat every time. The most recent release is Hillfolk, the introductory book to his brilliant DramaSystem roleplaying gaem. Much like how his Gumshoe system was designed to emulate procedural dramas, DramaSystem gives players the tools to craft stories with personal conflict at their heart.

The base setting, Hillfolk, centers on the drama of the Iron Age people. From the official website:

In an arid badlands, the hill people hunger. Your neighbors have grain, cattle, gold. You have horses and spears, courage and ambition. Together with those you love and hate, you will remake history—or die.

As you build your story, you mold and shape the Hillfolk setting to fit its needs. Do you entangle yourself with the seductions of your wealthy cousins to the north? Do you do battle with the fearsome sea people to the west? Or do you conquer the scattered badlands tribes to forge a new empire of your own?

It’s really good stuff. For those who wish to expand beyond the base setting, Robin recruited a who’s who of gaming folks to contribute series pitches that apply the DramaSystem rules to new settings and genres. Check out this list:

Jason Morningstar, Michelle Nephew, Kenneth Hite, Matt Forbeck, T.S. Luikart, Jason L. Blair, Chris Pramas, Emily Care Boss, Rob Wieland, Steven S. Long, Eddy Webb, Jesse Bullington, Gene Ha & Art Lyon, James Wallis, Chris Lackey, John Scott Tynes, Ryan Macklin, Graeme Davis, Dave Gross, Allen Varney, Meguey Baker, Sarah Newton, Kevin Kulp, Mac Sample, Jason Pitre, Wolfgang Baur, Keith Baker, Will Hindmarch, Rob Heinsoo, Ed Greenwood

I can’t believe I’m in such company. My own series pitch, Inhuman Desires, brings paranormal romance to the DramaSystem. You’ll play as vampires, werewolves, fair folk, ghosts, and the enigmatic elders as they vie for control and influence of their shared resource: humans.

Hillfolk is out next month, and you can pre-order it (and the new edition of the excellent Esoterrorists) over at the Pelgrane Press website.

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SAINTS ROW IV – “War for Humanity” Trailer

June 6th, 2013news, video games

Hot on the heels of the cover reveal comes the latest trailer for Saints Row IV. There’s really no preamble that will do this justice so I’ll just put this here:

(Caution: Language, Pixelated Nudity)

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Saints Row IV Cover Art

June 1st, 2013news, video games

Saints Row IV is only a handful of months away and I can’t wait for you all to get your hands on it. Until then, though, check out the newly-released cover art for the standard and Commander-in-Chief editions of the game. (All you need to do to get the C-in-C edition is pre-order the game. If you do, it comes with some pretty sweet extras.)

Here’s the cover to the standard edition (click for larger):

And here’s the Commander-in-Chief edition (click for larger):

The game is out on PS3, Xbox 360, and PC on August 20th!

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I Want to Do More. I Want to Do Better.

April 3rd, 2013video games

I spent last week at the largest gathering of video game developers in the world: the Game Developers Conference in San Francisco, California.

It was amazing. It was five intense days of lectures, networking, and learning. I met a wide array of folks in the business from journalists to fellow game writers. I had a blast, and more than any other time in my life I realized that square in the video games industry is exactly where I want to be.

I was inspired, not only to push my own contribution to games but to push games in general.

I want to do more. I want to do better.

I listened to Walt D. Williams, Lead Writer at 2K Games, talk about constructing Sgt. Walker’s arc in Spec Ops: The Line. He spoke about crafting player dialogue and NPC responses to the place in the story, about the difference between actions justified by circumstance and actions rationalized by characters.

I listened to Jay Posey, from Red Storm, talk about real experiences versus authentic experiences, how perception deceives us and how gamemakers must play toward that, even when it veers away from reality, to deliver a more convincing experience.

I listened to Harvey Smith and Raphael Colantonio, from the studio behind Dishonored, talk about abstracting causality into interrelated systems rather than scripted events.

I listened to Tom Abernathy from Microsoft talk about wanting games in which his biracial daughter can see herself as the hero of the story.

I listed to Elizabeth Sampat, Brenda Romero, Leigh Alexander, and other women from within and around the games industry talk about their experiences getting into and working in the industry, how women are portrayed in games and the show floor, and what they want for future generations of women at the #1ReasonToBe panel.

I listened to all these amazing people, and more, and came away inspired as never before.

I want to do more. I want to do better.

I want to work on games that have something to say beyond “Press RT to Shoot.”

I want to write for characters other than the blandly handsome 30-year old white guy that marketing approved.

I want to explore motivations beyond revenge.

I want to explore emotions beyond anger.

I want to play AAA video games where more time is spent on creating authentic characters than crafting realistic gun sounds.

I want to spend time exploring the vast array of stories that relate to all of us as well as those that shine light into areas I would have otherwise never seen.

I want to do more than justify murder for a living.

Because, as a game writer, that’s what I do.

“Here’s why it’s okay for you to go here and kill these people.”

“Here’s why it’s okay for you to go here and kill these people.”

“Here’s why it’s okay for you to go here and kill these other people.”

It’s lazy. And it’s shallow.

And, yes, it can be fun. But surely we as an industry have more to say than “Nazis/aliens/robots/zombies/thugs are bad.”

I want to do more. I want to do better.

We will always have our summer blockbusters. But we need games that address more. Backed with solid mechanics, yes. Backed with engaging gameplay, yes. Presenting a challenge for the core gamer, yes. That takes advantage of the current social media paradigm, yes. We can have all those things and still do more than tell Major John Dragonwolf to Press RT to Shoot all the Bad Guys. All of this already exists in the indie scene, in the downloadable scene, in the tablet scene, but the Face of Video Games—the midnight openings, the eight-figure marketing budgets, the exclusive magazine covers—are almost entirely the same old thing.

We are an industry of incredibly smart people, each with a unique history and perspective. We’re puzzlemakers. And this is our challenge: Do more. Do better.

We can. If enough of us want to.

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Back in the Saddle of the One-Year Plan

March 15th, 2013fiction, news, operation: awesome

February was a bad month as far as getting any of my own writing done. All my energy was spent on work for the day job (which is awesome) but it left little time for finishing Five-Story Drop (the upcoming supplement for Streets of Bedlam) or getting words down on these six novels I’m writing this year.

As a result, that counter in the left column hasn’t budged a millimeter. (And none of you called me on it. FOR SHAME.) I hit a point where I simply couldn’t abide that. Yes, I was writing. I was writing five days at week at the job. But that’s no excuse. That’s not the point of the One-Year Plan. The One-Year Plan is about doing my own stuff. And I shouldn’t allow myself to make excuses or get distracted. Back in the saddle with me.

As it’s the middle of March now, I’ve revised my second novel from the YA Superhero book to this Middle Grade science fiction tale I’ve bandied about for a bit. It’s half the word count of the YA Superhero book, and maybe that’s a bit of a cheat, but I’m still learning and adapting to this whole process. The goal for me remains producing work that can be revised and pitched and hopefully sold. If the details change, I’m okay with that. And this book I’m working on currently is a lot of fun so there’s that. Half the joy of working on spec is the ability to do what you want to do.

So! Book 2: MG Sci-Fi has launched. Back to 1K a Day on it (in addition to 1K a Day on Five-Story Drop). Onward!

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Announcing SAINTS ROW IV

March 15th, 2013news, video games

The higher-ups in the decision-making offices have officially made the announcement so I can now share it all with you. This is the title I’ve been working on since I joined the amazing team at Volition last summer:

Saints Row IV is coming to PC and current-gen consoles on August 20th (the 23rd in Europe)!

I *love* the Saints Row franchise and am very excited to write for it. My ideas have directly influenced and shaped aspects of the game, and I am working with a slew of talented folks in executing our sometimes insane ambitions. Saints Row IV is bold and crazy and an amazing amount of fun. I can’t wait for you all to play this game.

For more information, check out the official Saints Row Facebook page and watch the announcement trailer below.

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Chat with Me Tonight!

March 11th, 2013interviews

Hey everyone, sorry for the last minute notice but I’ll be sitting down with the folks at #rpgnet for a chat tonight, starting at 8p Eastern/7p Central. I’ll be talking about all things Streets of Bedlam and Little Fears, as well as whatever other topics pop up.

You can pop into the chat via this link. I hope to see you there!

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I’m Speaking at GDC 2013

February 11th, 2013news, video games

Ever since joining the video game industry, I’ve wanted to attend two events: E3 and the Game Developers Conference. This year, not only am I attending the latter but I’m speaking on a panel there! I’m crazy excited to hang out with some peers, including long-time friend and supersmart guy Ed Lima, and talk shop in front of an audience of industry folks. I think about story in games a lot, especially the areas in which it fails, and I look forward to discussing that at length. The panel, Dialogue: When, Who, and Why, focuses on the the cheapest and easiest way to convey story—and we as an industry can do a lot better. But I won’t stand on my soapbox now; I’ll wait until next month.

You can read about the panel, and my fellow panelists, here. GDC 2013 runs March 27-29th in San Francisco, CA. If you’re able to make it out, swing by the panel or look me up at the convention!

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The One-Year Plan: Goal One – Met!

February 6th, 2013fiction, operation: awesome

I finished a novel last night. I’m still a bit stunned by it honestly. It’s a Middle Grade novel, sure, so it’s 1/3 the size of a standard adult novel (what most folks think of when they think of a novel) but I hit the writing goal I was aiming for and the threshold for the market. (I even went over the goal as you can see by the bar to the left.)

I wrote my first novel (a 50k word YA book) back in 2007. That was almost six years ago and I can now finally say that wasn’t an isolated incident.

I’ve now finished two novels and each one was a learning process. Each proved I could do it. Each proved that failure stems not from my inability but from not being dedicated to getting it done. Each taught me a lot about the novel-writing process from the inside, the stuff you simply do not learn theoretically. Each one highlighted certain shortcomings of mine but also shined a light on some of my strengths. I came through each one with a list of things that worked and areas I needed to focus on both during the editing process and when approaching the next story. The process of each has been invaluable.

I look forward to starting my next novel in a couple days.

Before I move on to that next novel though, I thought I’d look back over the past month, talk about what worked, what didn’t, and what I aim to do now.

First off, I have a confession.

I Did a Bad Thing
I wrote without an outline. I know, I know. I wasn’t going to. Truth be told, this wasn’t even an existing idea from the Big List. It’s still Middle Grade horror, so it fit the slot, but I started with a premise and an opening scene then went from there. I didn’t know what was going to happen next most of the time. A lot of my daily word counts began and ended a single chapter. I made sure to curve each chapter into a cliffhanger or similar attachment point which made sure I had a launching pad for the next day’s writing.

This worked surprisingly well. I’d sometimes stop in the middle of a chapter and think about how to steer the story but having that cliffhanger goal gave me focus. It taught me about making sure each chapter bends, rises and falls—hitting the pavement with enough force to bounce back up right before you cut, insert page break, and follow that momentum into the next chapter.

That which moves the writer to write moves the reader to read.

Still, for my next book, I’m doing the outline. I’m taking some days to map out the big beats and do up some character sheets before I start.

I Learned Oh So Very Much
A bunch of writing advice I had read over the past few years suddenly made sense. What were previously good ideas gained a new sense of relevance and meaning when put into practice. The one that hit me in the face hardest was “The protagonist drives the story.” The hard truth is I’ve suffered from passive protagonist syndrome for a long time, loving the idea of the person who has to react to the situations in their life, but that’s just not a good idea. Your character is John Henry and the story is that mound of solid rock. You need to give your protagonist a hammer or they’re never going to tunnel their way through it. (We’ll ignore that whole “dying at the end” part.) Every single time I wondered why my story felt like it was dragging or falling flat, it was because I hadn’t given my protagonist an obstacle or some motivation or a reason to be where they are. I could sing that from the mountaintops, folks.

All Day Every Day Except the Days I Didn’t
I aimed for 1k every day. Most days, I hit that. A lot of days, especially in the beginning, I exceeded that considerably. A couple days, I did half that. A few days, I didn’t get any writing done at all. Some nights, I was done with my 1000 words in half an hour. Other nights, it took 90 minutes or more. But I stayed in front of the computer and wrote.

A lot of days, I didn’t feel like writing anything at all. As I said above, I missed some days. All but one was due to exhaustion. Two of the nights, I fell asleep before the kids did. My day job went through being auctioned and purchased by a new company during all this and that was distracting—but I still made count almost every single day. “Not feeling like writing” isn’t good enough. Being physically unable to focus, fine. I’d skip or let myself only do 500 words or so on those days. But I’m not idly wondering if maybe I’d like to write a book here. I decided I was writing novels this year. That meant committing to the work.

When I initially started 1k a Day, I worked mostly as a freelancer so I would often have time during the morning or afternoon to fit in the words. This time around, I work a day job—which is also as a writer—and almost all my writing happened in the evening. The exceptions to that are the weekends where I wrote during the mornings but finding the time usually meant not watching that show, not playing that video game, not getting that extra sleep. Carving out the time meant sacrifice. But, sitting here with a draft in my hand, I don’t miss the sleep, don’t care I’m behind on my shows, and I don’t regret not playing that game. The sacrifices were worth it.

Make No Mistake: The Book is Rough
It’s not good. I’m not being immodest here. The book has problems with tone, pacing, structure, and character/event contradictions and inconsistencies but that’s okay. This is a first draft. I wasn’t aiming for perfection; I was aiming for done. I can’t edit a blank page but I can edit this. I can revise this. I can make it better. Will it ever be a book worth shopping around? I don’t know. Maybe. Maybe not. It doesn’t matter. I finished a Middle Grade novel. Which means I met my goal. Which means I can finish another one. That is what’s important for now.

What’s Next
I’m shifting things up a bit. I have a real itch to write that YA Superhero book so I’m going to do that next. I don’t mind that I’m shifting things around a bit. As long as they’re not impeding my forward momentum, I’m willing to ride the wave a bit. I’ve already started the wordometer on the left. Since February’s a short month, and I already missed some days finishing the first book, and the YA goal is 50k, I’ll probably do a midpoint check-in rather than wait until the end of March to update.

Until then, I’ll be writing. Doing that 1k every day I can. By the end of March, I should have a finished draft of a YA book. That’s exciting.

Talk to you later.

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