Love My Nintendo DS and Square Enix

Blue Nintendo DSMany of you probably know that I’m a game designer in addition to being a writer. I haven’t designed any PC or console games yet. So far, I’ve worked on a lot of setting design for several games by Abstract Nova Entertainment in addition to various other assignments for the hobby games industry. As you might imagine, in order for me to design games and fulfill different assignments, I need to play them. I also like to sit down and play because I don’t have fun in a bar anymore. (That was a different, younger me.) Instead, I’ll fight boss battles and roll dice to have fun, sans hangover and drain on my pocketbook.

If you get me started on talking about video games, you’ll probably hear me regale you with sordid and adventurous tales of my efforts playing the Final Fantasy and Kingdom Hearts series created by Square Enix. I love Final Fantasy! I even put up with the massive amounts of leveling that’s often required to beat the game and get the special uber-weapon.

Final Fantasy IIIRight now I’m at the end of Final Fantasy III on the DS. I’m at level 53, got through five of the six boss battles that’s required to beat the game and then *poof* my characters encountered the dreaded mega-flare. So, I have to start the boss battles all over again. (I’m still a little whiny about that.)

Part of the reason why I like the Final Fantasy series is because it has great story elements. Most of the time, the story is very cohesive and has something for everyone — including romance. *coughs* Not Final Fantasy XII!!! *end cough* In Final Fantasy III, you play the Warriors of the Light who need to bring balance to the world because there’s too much darkness. As you progress through the story, you learn that previously there was too much light and the Warriors of the Dark needed to save the world from certain destruction in the past.

It’s no secret that I love to read about different cultures and world myths. I love the infusion of East Asian myth and philosophy that are infused into the games that Square Enix provides. (Not to mention, I am kind of a min/maxer and believe you me, these games facilitate that.) I’m hoping that one day the IP will open up and they’ll allow writers to pitch short stories or novels set in the world of Final Fantasy, because I’d love to write more stories about these characters. Not to mention, the soundtracks to these games are a-w-e-s-o-m-e.

The best part about my Nintendo DS, though, is that it offers more than just games. From recipe books to physical training and mind puzzles, whenever I get bored waiting at an appointment or just need to take a break, I can pop out my DS and play for a few minutes to take a break. It’s also a really nice way for me to get off the computer when I need to, so when I do get back online I can focus like I’ve never focused before.

Well, I suppose I should get back to writing. *cracks whip* How else will I feed my Final Fantasy addiction?!?!

Three Non-Fiction Releases about Gaming

Hi everyone,

I am pleased to announce that I’ve got three, non-fiction releases related to hobby gaming available for you to check out.

Family Games: the 100 BestFirst, if you haven’t had the chance to check out FAMILY GAMES: the 100 BEST, I’d recommend that you consider getting your copy signed if you’re heading to GenCon in Indianapolis. Several of the essayists, including yours truly, will be at the convention. Also, you might want to head over to the Green Ronin booth and track down James Lowder for his signature. Not only did he edit the book, he’s also an outstanding author in his own right.

This year, you can find me at the GenCon Writer’s Symposium which is managed by author Jean Rabe. I’ll be writing a post about what panels I’ll be on later.

My second release is a very “heady” essay about dice and divination for THE BONES, which was edited by Will Hindmarch and published through Gameplaywright. What is this book about?

The Bones gathers writing about fandom and family—about gamers, camaraderie, and memories— and ties them together where they meet: our dice. These are essays and anecdotes about the ways dice make us crazy, about the stakes we play for and the thrill we get from not knowing what the next roll will bring. –SOURCE: THE BONES at Gameplaywright.net.

My contribution to THE BONES took on a more intellectual, esoteric approach. I talked about how the act of rolling dice draws upon a form of divination that employs the use of dice; I also mentioned how players like us often take on the role of the divine, because we typically determine what happens to our characters through a simple roll of the die.

After reading through our limited edition copy, I have to say that I feel Will did an absolutely outstanding job as editor. He provided a healthy potpourri of entertaining anecdotes and intellectual discourse that offers something for everyone to read. If you like to game, you can order a copy now or buy one in the dealer’s room at GenCon this upcoming August. Similar to FAMILY GAMES: the 100 BEST, several of the essayists and contributors will be floating around to sign your copy of THE BONES.

Last, but not least, I also wrote an essay about how powerful convention demos can be to attract new players for this year’s release of the RPGirl Zine. RPGirl is a project led by Emily Care Boss that highlights women in the gaming industry. In addition to this essay and my bio, Emily was kind enough to promote THE QUEEN OF CROWS e-book. I’m not one-hundred percent sure if she’ll have her own booth presence this year or not, but I do know that the RPGirl Zine will be available, along with THE BONES, at the Indie Press Revolution booth.

Family Games 100: Essay List Announced

Hey folks, FAMILY GAMES: THE 100 BEST just left the printer and I’m pleased to share with you the full list of authors, games and essays. The game that I talked about was GLOOM, which is one of my favorite card games. How many of these games have you played or can recognize?

    Foreword by Mike Gray
    Introduction by James Lowder
    Afterword by Wil Wheaton
    Appendix A: Games and Education by David Millians
    Appendix B: Family Games in Hobby Games: The 100 Best by James Lowder

List of Family Games and Essayists

    Carrie Bebris on 10 Days in the USA
    Steven E. Schend on 1960: The Making of the President
    Dominic Crapuchettes on Apples to Apples
    Mike Breault on The Awful Green Things from Outer Space
    Jeff Tidball on Balderdash
    Keith Baker on Bang!
    Bruce Harlick on Battleship
    James Wallis on Bausack
    Paul Jaquays on Black Box
    Lewis Pulsipher on Blokus
    Teeuwynn Woodruff on Boggle
    Fred Hicks on Buffy the Vampire Slayer
    James Ernest on Candy Land
    Ian Livingstone on Can’t Stop
    Bruce Whitehill on Careers
    Jared Sorensen on Cat
    Wolfgang Baur on Cathedral
    John Scott Tynes on Clue
    Alessio Cavatore on Condottiere
    Elaine Cunningham on Connect Four
    Will Hindmarch on Cranium
    Erik Mona on Crossbows and Catapults
    William W. Connors on Dark Tower
    John D. Rateliff on Dogfight
    Robert J. Schwalb on Dungeon!
    jim pinto on Dvonn
    Gav Thorpe on Easter Island
    Jeff Grubb on Eurorails
    Kenneth Hite on Faery’s Tale Deluxe
    Richard Dansky on Family Business
    Warren Spector on Focus
    Corey Konieczka on For Sale
    James M. Ward on Fortress America
    Stan! on Frank’s Zoo
    Bruce C. Shelley on The Game of Life
    Phil Orbanes on A Gamut of Games
    Monica Valentinelli on Gloom
    Matt Leacock on Go Away Monster!
    Steve Jackson on The Great Dalmuti
    David “Zeb” Cook on Guillotine
    Jason Matthews on Gulo Gulo
    Joshua Howard on Halli Galli
    Bruce Nesmith on Hare & Tortoise
    Mike Pondsmith on HeroClix
    Anthony J. Gallela on HeroQuest
    Chris Pramas on HeroScape
    Ed Greenwood on Hey! That’s My Fish!
    Colin McComb on Hive
    Alan R. Moon on Hoity Toity
    Jon Leitheusser on Ingenious
    Uli Blennemann on Java
    Luke Crane on Jungle Speed
    Monte Cook on Kill Doctor Lucky
    Emiliano Sciarra on Knightmare Chess
    Todd A. Breitenstein on Liar’s Dice
    Marc Gascoigne on Loopin’ Louie
    Andrew Parks on Lord of the Rings: The Confrontation
    Seth Johnson on Lost Cities
    John Yianni on Magi-Nation
    Bill Bodden on Master Labyrinth
    Andrew Greenberg on Mastermind
    Ken Levine on Memoir ’44
    Scott Haring on Mille Bornes
    Steve Jackson on Monopoly
    Sheri Graner Ray on Mouse Trap
    Kevin G. Nunn on Mystery Rummy: Murders in the Rue Morgue
    Dale Donovan on The Omega Virus
    Darren Watts on Othello
    Charles Ryan on Pandemic
    Michelle Lyons on Pente
    Thomas M. Reid on Pictionary
    Nicole Lindroos on Pieces of Eight
    John Wick on Pit
    Matt Forbeck on Pokémon
    Robin D. Laws on Prince Valiant
    Stephen Glenn on Qwirkle
    Sébastien Pauchon on Ricochet Robots
    Peter Olotka on Risk
    Richard Breese on Rummikub
    Jesse Scoble on Scotland Yard
    Richard Garfield on Scrabble
    Mike Selinker on Set
    Rob Heinsoo on Small World
    Hal Mangold on Sorry!
    Jess Lebow on Stratego
    Eric Goldberg on Strat-O-Matic Baseball
    Andrea Angiolino on Survive!
    Karl Deckard on Thebes
    Dan Tibbles on Time’s Up!
    Tom Wham on Trade Winds
    Susan McKinley Ross on TransAmerica
    Ray Winninger on Trivial Pursuit
    Leo Colovini on Twixt
    Matthew Kirby on Uno
    David Parlett on Upwords
    Lester Smith on Werewolf
    John Kovalic on Wits & Wagers
    Philip Reed on Yahtzee
    Kevin Wilson on Zendo
    Jess Hartley on Zooloretto

My Philosophy on Writers, Readers and Critics

old-booksAfter a very, busy week following my appearance at WisCon 2009, I felt it was time to sit down and share my philosophy toward other writers, readers and critics. In the past, two weeks I’ve met more new people on-and-offline than I have in the past year. Since many people are unfamiliar with me and my work, I thought it best to put into words that which I feel so passionately about…

I believe that both readers and critics, regardless of education or background, have a right to their informed opinion. By “informed,” I mean I would hope they’d read a book before providing an in-depth dissertation about it. Sometimes, I am amazed how deep that rabbit hole of criticism goes. Sure, I have opinions about the books I read (and admittedly a few popular ones I haven’t) but that doesn’t mean I don’t recognize how valuable all books are. Even though I might not like a particular story, it might appeal to someone else. In my mind, that’s a win-win scenario for literacy because it means that there’s a story for everyone.

When it comes to my own work, I know that what I write may not appeal to everyone. No one likes crappy reviews or readers trashing their work, because even though writing is a “job” (e.g. you often get paid) it is also an extension of yourself. Immutable and defined, a writer’s published work becomes a testimony not only to the voices we hear in our heads, but the whispers we hear through the trees, in rush-hour traffic, or on the beach.

Writing often gets depicted romantically, as if being an author means that you have finally reached a utopia in which the entire world bows at your feet for your brilliance, your personality and your creativity. Nothing — and I mean nothing — could be further from the truth. Creativity, in any form, comes with a price because creative people think differently from non-creative people. Different for me meant “not like everyone else,” which led to a lot of confusion, personal angst and career building frustration until I started meeting other writers.

Although I have a college degree in writing, it wasn’t until I fell into the gaming industry that I truly felt welcomed. Professional authors and game designers welcomed me as a “new” writer, even though they had no real reason to do so. Their kindness shocked me, because in my past almost everyone I knew viewed other writers as “competition.” This harsh attitude had affected me deeply: for a number of years I was very bitter and negative about anyone else’s success, yet arrogant about my own. I’m sure you can imagine my surprise when I was not only showed compassion and understanding by perfect strangers, but leads and writing assignments as well.

I’ve been a part of the gaming industry now for six or seven years, and I have not forgotten what a difference positivity makes. A single conversation over beer was the catalyst that helped me transform bitterness into positive energy. It is my hope that I can bring that same kindness that was shown to me by having a supportive presence on-and-offline for other like-minded writers as my time permits.

Part of my long-term goal is to be a novelist (either part-time or full-time), and admittedly I don’t know if that will ever happen. Regardless, it is my belief that celebrating someone else’s successes is just as important as cheering for your own. Only through a sense of togetherness will we build a creative community that supports and helps one another.

The Death of Copyright by Guest Blogger Chris Clark

Today my readers I’d like to feature a guest post by a hobby games veteran. Chris Clark from Inner City Games Designs gives us his thoughts on copyright. His thoughts were spawned by a very intense discussion regarding the Google class action settlement with the Author’s Guild. If you’re not aware of the lawsuit and subsequent settlement, you’ll want to read The Author’s Guild Google Settlement Resources and how it might affect you.

I’m an industry dinosaur. Inner City Games Designs (ICGD) is approaching its 30th year in business (est.1982, first pubbed product actually in 1981 – it was a smaller, kinder industry then). I frankly have 107 published IPs that could be in serious jeopardy if the courts allow this to happen. I’m working on two books and four games for the next quarter as well.

I do a LOT of things to earn a living, and always have.

I can build a car from scratch.

I can build a house from scratch.

I can build furniture from scratch.

I was a restaurant chef for 7 years.

I was a logistics (import/export) guru for 16 years (although I am now sadly out of date).

WHY do I write stories and games to make my living? Because, if I do that job well, that particular body of work should outlive me. The effect that said work will have on its intended audience will extend beyond the brief span of years with which I have been gifted. In short… those ideas, those IPs, are my legacy (not Google’s legacy, not some programmer’s legacy).
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