26 Sep

Defining your Writing Career Through a Mission Statement

Defining your Writing Career Through a Mission Statement

Defining your Writing Career Through a Mission StatementI have a dream. I dream to be a professional writer. You know, a professional writer. Who’s, you know, professional and stuff.

Until very recently I had no idea what being a professional writer meant. I had a vague idea that I wanted to get paid for writing, and that I should be able to make a living from my writing and game design combined, so that, you know, I wouldn’t need to go to work anymore.

I bet that you’ve had that kind of dream: if only I’d strike it big/win the lottery/accidentally buy a Ferrari made out of solid gold I’d be able to retire, live my dreams and eat lunch in my pajamas1. But it never happens does it?

That’s because this kind of dream relies on magic. If only I’d magically get X, then Y would be easy. But magic doesn’t exist in the real world2. That’s why you need a Mission Statement. Read More

19 Sep

Write the Perfect Author’s Bio

Writing the Perfect Author's Bio

Writing the Perfect Author's BioIt sits there, right at the end of your book. Your author biography1. That little blurb where you’re supposed to put interesting facts about yourself. But what do you put in it? And, more importantly, why?

Because an author bio has but one function – and it’s got nothing to do with introducing yourself.

Here’s why. Read More

18 Jul

Analog Game Design 103: First Solo Playtests

Analog Game Design: First Solo Playtests

Analog Game Design: First Solo PlaytestsSo there I was, a game in my hand, my game, my cards, my design. Felt great.

For about two minutes. Then I was ready to see if I could commit suicide by paper cut. That’s what my first, solo playtests usually do to me.

But let’s recap. I’ve written about the spark, the part where creativity reigns free and I spew ideas the way a first-year computer science student spews regurgitated lager1. I’ve written about building the first prototype. This post is about what happens next: the solo playtesting, where crappy games are beaten into gold2. Read More

11 Jul

Inventing Non-Gendered Pronouns for AI

Inventing Pronouns for AI

Inventing Pronouns for AII’ve been writing a lot of AI/Singularity based stories lately, and I’ve come to the conclusion that there’s no good pronoun for non-human, intelligent, asexual entities.

Him/her suggest a divergence that likely won’t exist amongst AI (due to the aforementioned lack of sex). It suggests that AI is a thing – and once you get self-aware AI, they’re likely to object to that.

There are several solutions to the problem, question is, which is more likely? Read More

04 Jul

Dealing with Lack of Motivation

Dealing with Lack of Motivation

Dealing with Lack of MotivationI’m losing my will to write. I’m losing my will to design. In fact, I’m losing my will.

And I should have seen it coming.

I’ve learned some things about myself, things that I can’t seem to change. First off, I’m a carrot type of guy. I work best when I’m motivated by positive feelings. Negative motivation, stress, and pushes don’t work for me. And I know that I’m not alone. Read More

20 Jun

Worldbuilding 101: Writing Unequal Societies

Worldbuilding: Writing Unequal Societies

Worldbuilding: Writing Unequal SocietiesWhere are the chamberpot-technician? The dragon-brushers? The stepping stools-carriers? Nowhere, that’s why.

Fact is, that most works of fiction, whether SF, Fantasy, Horror, you name it, operate from the basic assumptions of an equal society. And that means that we’re missing whole segments of world building, encounters and stories that are never told because they can’t be conceived of.

But way, you say, here’s the poor pig herder who became prince. There’s the general that grew up in the slums. Aladdin – the diamond in the rough.

Nope, still operating from basic assumptions of equality. Let’s take a look. Read More

13 Jun

Analog Game Design 102: From Idea to Prototype

Analog Game Design 102: From Idea to Prototype

Analog Game Design 102: From Idea to PrototypeLast time I wrote about analog game design I took Magnet Puzzle from spark to idea stage. Unfortunately, that’s where it’s remained. For every 10 sparks, I take one through the idea stage. For every 10 ideas, I take one through the prototype stage. Magnet Puzzle hasn’t made that leap yet.

So instead of me waiting until inspiration strikes and I figure out what makes it fun, now that magnets are out of the picture, I’m going to backtrack a bit and show you how I’m working on another game: a quick, quite random, “take that”-inducing card game prototype named “Das Amt”. Read More