Showing posts with label videogames. Show all posts
Showing posts with label videogames. Show all posts

Friday, November 25, 2022

Karen Wiesner: Fiction Series So Big, They Cross Multimedia Platforms: Mass Effect Series, created by Bioware with Drew Karpyshyn, Casey Hudson, and Preston Watamaniuk

Fiction Series So Big, They Cross Multimedia Platforms:

Mass Effect Series, created by Bioware with Drew Karpyshyn, Casey Hudson, and Preston Watamaniuk

by Karen Wiesner

In this article series I'm calling "Fiction Series So Big, They Cross Multimedia Platforms", I plan to explore supernatural fiction series that sometimes had their beginnings as books but branched out into other types of mediums, like videogames, movies/TV series, board/card/role-playing games, and music. In each individual article that I hope will introduce entertainment connoisseurs to some incredible fiction or components of similar themed stories they might have otherwise missed, I'll discuss the origins of the series elements as well as my individual experience with the various types of media, which will be presented as a kind of review of the series.

In this third installment, we'll cover the space opera Mass Effect Series created and developed by Bioware, a Canadian videogame developer, with Drew Karpyshyn (lead writer), Casey Hudson (director), and Preston Watamaniuk (designer). Karpyshyn also wrote the first three novels in the series.

In this sprawling science fiction adventure series with elements of horror, the popular videogame spawned novels, comics, a film, a potential television series, compelling music, a 4D holographic experience at an amusement park, and even its own holiday!

Which Came First?

The Mass Effect Trilogy takes place over the course of 2183-2186 CE {Common Era}). In 2148, humanity discovered highly advanced Prothean technology hidden deep below Mars' surface. The Prothean were thought to be the progenitor race of all species. These remnants of the long extinct culture led mankind to scientific breakthroughs with mass effect fields and the development of faster than light spaceflight. Another Prothean discovery unearthed a dormant mass relay that, once activated, transported them to another relay, which was part of a vast network that made travel around the entire galaxy possible. By 2150, the Alliance was formed and began forging military exploration beyond the Sol System. Only two years later, the first three human colony worlds were settled, including Demeter, Eden Prime, and Terra Nova. 

First contact was made with another spacefaring race in 2157. The Turians had been watching them, and soon the First Contact War culminated into the Turian siege and occupation of Shanxi, a human world. Only a month later, a surprise attack put the planet back in Human hands. The full-scale war the Turians had begun to prepare for against humanity was thwarted when the Citadel Council intervened. The Citadel, a massive space station, had long been considered the political and economic heart of the galaxy. Peace was brokered and so began mankind's foray into interstellar expansion.

Meanwhile, a mercenary named Jack Harper became embroiled in a plot with a Turian named Saren. Harper went on to create the human-supremacist, terrorist organization called Cerberus and, at that time, assumed the identity of the Illusive Man. Horrifying experiments and immoral depravities were ascribed to this organization all throughout the series.

Two years later, Saren became the youngest Turian to be inducted into the Spectres (Special Tactics and Reconnaissance), agents of the Council granted extraordinary power to preserve galactic stability. The first Human Spectre candidate was Alliance Navy Captain David Anderson, commander of the experimental Turian/Human stealth frigate, the SSV Normandy. Anderson's XO,  Commander Shepard, became the first Human Spectre in 2183. Shepard was already an N7 rank soldier, having distinguished him/herself (this main character can be played either as male or female) in combat, by the time he/she took over as captain of the Normandy. 

The original Mass Effect trilogy began in the year 2183 with Commander Shepard coming in contact with an artifact that imparted a vision of war and death across the galaxy. In this deeply disturbing portend, Shepard learned that every 50,000 years, the Reapers, an ancient species of machines, eliminated all higher life forms in a galaxy-wide purge, leaving younger species to advance and thrive until the next cycle. The Reapers believed this apocalypse was necessary to prevent war and chaos from destroying all life for all time. The next two games detailed the epic struggle of the entire galaxy to survive against the Reapers--at times aided by Cerberus, at others massively hampered.

The story behind Mass Effect Andromeda, the fourth game, actually began within the timeline of the first three games. The Andromeda Initiative, at least partially funded by “powerful benefactors” (which may or may not include Cerberus) was founded in 2176 and the first wave launched into dark space in 2185. Each of the species had their own massive ark. Those in the scheduled second wave launch held the last of the Milky Way species. The Nexus flagship--filled with a variety of races--was a Citadel-like space station designed to be the Initiative's base of operations as well as a temporary home while the "Golden Worlds" were made habitable. The journey to the Andromeda Galaxy to establish a permanent presence there was intended to be a one-way trip that would take approximately 600 years. Each ark was assigned its own Pathfinder, selected to set up a habitable world for its 100,000 passengers. Alec Ryder, a soldier who fought in the First Contact War, was the Human ark Hyperion's Pathfinder.

Circa 2450 CE, the Scourge, a widespread energy phenomenon, was unleashed in the Heleus Cluster after the detonation of a powerful weapon on a Remnant space station. A race known as the Jardaan created Remnant technology (Rem-Tech), including vaults that, when activated, amplified the environmental stability of a planet. The Scourge deactivated the Remnant vaults, badly damaging the Golden Worlds the Initiative expected to inhabit upon arrival, and nearly destroyed the only sapient sentient species native to the Andromeda galaxy. Angarans fell into a dark age, their civilizations cut off from each other and scattered. Around 2600, the Scourge stabilized. After rediscovering spaceflight, the Angaran people began to reunite. In the midst of their initial healing in 2744, the Kett, a hostile alien species, invaded the Heleus Cluster, intending to "exalt" the Angara into their own empire. Instead of following protocols, the invasion force's leader became obsessed with learning how to control Rem-Tech.

In 2818, after a 633 year journey across dark space, the Nexus arrived to find things vastly different in Andromeda than they expected before setting out. Fourteen months afterward, the Hyperion showed up, having been separated from the other arks that were prevented from rendezvousing with the Nexus for various reasons. This is where the game opens. The player chooses to be either the son or daughter of Alex Ryder. As the first Pathfinder to arrive at the Nexus, they're faced with the challenges of making all the Golden Worlds habitable, finding resources, making alliances, discovering what happened to the missing arks, and defeating the Kett.

A fifth Mass Effect, as yet unofficially titled with no release date in sight, is expected to continue the story from the first trilogy and possibly also the Andromeda installment, which had all the DLC and anticipated follow-up games canceled due to less than enthusiastic fan reception, despite sales success that matched its predecessors.

The chronological order of the Mass Effect Series with videogames, comic books, novels, and one film included is:

1) He Who Laughs Best by Mac Walters and Jeremy Barlow (single issue comic published in 2013): Details how Jeff "Joker" Moreau became the SSV Normandy's pilot prior to the events of ME

2) Evolution by Mac Walters (4-issue comic series first published in 2011): Set in 2157 during the First Contact War, detailing the origins of the Illusive Man and Cerberus.

3)  Revelation by Drew Karpyshyn (novel published May 2007, six months prior to the release of ME): A prequel to the first videogame, set in 2165 involving David Anderson and Saren investigating an attack on a Human research station.

4) Mass Effect (videogame released 2007): Set in the year 2183.

5) Ascension by Drew Karpyshyn (novel published July 2008): Set a few months after the events of ME spotlighting a young biotic prodigy named Gillian Grayson who's pursued by Cerberus and aided by Kahlee Sanders, who also had a significant role in Revelation.

6) Andromeda: Initiation by N. K. Jemisin and Mac Walters (novel published in 2017): Set in the Milky Way before the departure of the arks, Cora Harper attempts to recover dangerous stolen data before it can be used against the Andromeda Initiative.

7) Redemption by Mac Walters and John Jackson Miller (4 issue comic series first published in 2010): Prequel to ME 2 with Cerberus and Liara T'Soni trying to track down Commander Shepard, killed in the opening act of ME 2.

8) Mass Effect Galaxy (2009 released no-longer-available mobile game): A prequel to ME 2, squad members Jacob Taylor and Miranda Lawson investigate aggressive Batarian activities.

9) Mass Effect 2 (videogame released 2010): The prologue begins in the year 2183; 2 years later, Shepard is resurrected by Cerberus to continue fighting the Reapers.

10) Retribution by Drew Karpyshyn (novel published July 2010): Set a few months after the events of the second videogame. Cerberus uses Reaper tech on Paul Grayson.

11) Incursion by Mac Walters (single issue comic published in 2010): An Aria T'Loak adventure set one week before ME 2 opening events.

12) Deception by William C. Dietz (book published January 2012): Set not long after the events of Retribution, concerning Gillian Grayson's search for her father's murderer, the Illusive Man.

13) Conviction by Mac Walters (single issue comic published in 2011): In the days after the events of Arrival (ME 2 DLC), Captain David Anderson tasks Alliance Marine James Vega with the guarding of an important prisoner on Omega.

14) Inquisition (single issue comic published in 2010): Takes place after ME 2 with Captain Bailey investigating allegations of Executor Pallin's corruption within C-Sec.

15) Invasion by Mac Walters (4-issue comic series first published in 2011): Aria T'Loak's battle with Cerberus invasion forces on Omega.

16) Paragon Lost (anime film released in 2012): A prequel to ME 3, Alliance Marine James Vega battles the Collectors.

17) Mass Effect 3 (videogame released 2012): Set in the year 2186, six months after the events of ME.

18) Homeworlds by Mac Walters with ME 3 writing team (4-issue comic series first published in 2012): Each issue focused on a different squad member from ME 3 including James Vega, Garrus Vakarian, Tali'Zorah, and Liara T'Soni.

19)  Foundation by Mac Walters (13-issue comic series first published in 2013): Original stories in the series that tie in with the ME 3 Citadel DLC (except issue 5 with ties to ME 2).

20) Andromeda: Nexus Uprising by Jason M. Hough and K.C. Alexander (novel published in 2017, the same day the videogame ME Andromeda was released): Set on the Nexus in the Heleus Cluster before the arrival of the other arks, detailing the events that led to the uprising.

21) Mass Effect Andromeda (videogame released 2017): The Andromeda Initiative began in 2185, between the events of ME 2 and 3, but the events of the game don't start until after the 634-year journey of Ark Hyperion to Andromeda, which arrived in 2819.

22)  Discovery (4-issue series first published in 2017): Expands on the events of ME Andromeda.

23) Andromeda: Annihilation by Catherynne M. Valente (novel published in 2018): Set during the journey of the Quarian ark to Andromeda, a deadly pathogen has been intentionally released onboard.

The music of ME is eclectic, to say the least, with vintage synthesized sounds, encapsulating both wonder and terror. The galaxy map, Reaper invasion, and "leaving Earth" music are all iconic to followers. Later scores had more cinematic and orchestral compositions. ME Andromeda starts with "A Better Beginning", which never fails to haunt and even devastate me. All three original soundtracks are here: https://www.youtube.com/watch?v=gX1UuJMfQfk

Andromeda: https://www.youtube.com/watch?v=ncN_o7x6XPA

On May 18, 2016, Mass Effect: New Earth opened at California's Great America in Santa Clara, California. The theatrical motion simulator amusement park ride includes motion seats equipped to simulate wind and water. The ride's plot coincides with the ME 3 timeline during the invasion of the galaxy by the Reapers. The ship ride is captained by a live action actor playing Conrad Verner, an obsessed fan of Commander Shepard's.

In late 2021, it was reported that negotiations were underway to adapt ME for Amazon's Prime Video streaming service.

An informal commemorative holiday--N7 Day--is observed annually on November 7th to celebrate the franchise.

A Review of the Various Medium Components Available

My first experience with Mass Effect came after my nephew's dad talked about how much he loved it. We bought it and my husband started playing while I avidly watched from the sidelines. The character development is so incredible in this trilogy, each game making the cast more and more distinctive and real. I became so invested in them, I was hooked. As soon as he finished the trilogy, I had to play it myself and I was absorbed so much so that I could barely function. The first few times I played the trilogy straight through, I couldn't sleep, couldn't do anything else, I was so wrapped up in the story and characters' plights. I can safely say an obsession was born.

Since then, I've lost track of the number of times I've played through the original trilogy (I can't play one of them without playing all of them back to back), and I've exhausted nearly every scenario when it comes to different ways to play, companions to romance, etc. available in the games. Over the next decade plus, I convinced countless other gamers I know to play it. I suspect in many cases, it was simply to understand what I was going on and on and on about, talking about this series so often.

When the Legendary Edition was released in May 14, 2021 with all three games, all DLC and add-ons included (except Pinnacle Station), remastered, I might have been the happiest person on the planet.

Additionally, the release of ME Andromeda, a brand new chapter in ME history, was pivotal for me. Unlike so many vocal decriers of this installment, I'd found my brand new favorite game. While the characters aren't quite as intriguing in Andromeda (a bit cardboard), the gameplay and story are superior even to the original trilogy.

A discussion of ME wouldn't be quite complete without a nod to its disappointing endings. Fans spent three games of the trilogy anticipating how everything would come to a head and what the ending would bring. The main character choices shaping the story all through the games were not only pivotal, but, for many, the point. The reception when the ending was finally revealed left fans cold, and even game writers and developers were disappointed at how it turned out. The outcry for the divisive finale that gave the main character no option let alone satisfying solution was so hotly vocal, designers went back and redid the ending, offering an expansion DLC with the main character deciding between three very different options that (if nothing else) at least gave a sense of closure that wasn't in the initial "resolution". However, while there was an interesting twist thrown in in the form of the entity with out-of-the-blue revelations to impart, almost nothing in the story thus far even hinted at what this creature had to tell the main character (although one of the bonus content stories. Leviathan, released a couple months after the alternate ending was made available was clearly an attempt to belatedly shore up those shocking disclosures). Unfortunately, the revised multiple choices the main character was given with the redesigned ending didn't always line up with the choices the protagonist may have made throughout all three games. In fact, some of those decisions were rendered inconsequential. Ultimately, the new ending was better, but fans still left disappointed, understandably so.

To my mind, this situation could have been avoided altogether if the writers had either taken or been given the opportunity to lay the groundwork for every installment in the series long before the games were designed. That said, it's hard to know what transpired since, in the videogame world, if a game doesn't make money and/or the reception is aggressively critical, there may never be a sequel--regardless of whether it ends on a cliffhanger, as was the case for Andromeda, which ended with not one, not two, but three major cliffhangers. The game was met with loud disapproval for reasons that weren't necessarily about gameplay or story content. As a result, DLC and a potential sequel or sequels were summarily squashed--to the dismay of fans. The bonus content that was planned prior to its cancellation would have provided resolutions to all the cliffhangers in the first game. I know I'm not the only fan who fumes whenever I think about never getting those loose ends tied up. One of the loose ends was supposed to be answered in the  novel Annihilation by Catherynne M. Valente, however, for my part, I was disappointed with that "conclusion". While a new ME game has been confirmed to be on the horizon, there's no way of knowing whether the developers intend to provide closure for Andromeda--or open another can of worms they may or may not ever close. In short, despite some obvious elephants in the room with these disenchantments, this series remains to this day my all-time favorite.

For completionist gamers, you can find my checklists and quest guidelines, chock full of tips and tricks, for ME games and all DLC below:

ME 1: https://karenwiesner.weebly.com/uploads/2/3/5/5/23554234/masseffect1checklist.pdf

ME 2: https://karenwiesner.weebly.com/uploads/2/3/5/5/23554234/masseffect2checklist.pdf

ME 3: https://karenwiesner.weebly.com/uploads/2/3/5/5/23554234/masseffect3checklist.pdf

Andromeda: https://karenwiesner.weebly.com/uploads/2/3/5/5/23554234/masseffectandromedachecklist.pdf

After playing the games, I bought and read all the novels associated with them. All are good or excellent in giving background on several prequel or secondary plots mentioned in the games. since I've never enjoyed reading comic books, I'm still wavering on whether to purchase them--each have been packaged in volumes that contain all the individual issues. I love all the music associated with the series, owning most of the soundtracks. Finally, I'm enthralled at the prospect of a fifth game and possibly a movie/TV series based on the series in the future.

Whether you're a sci-fi gamer, book or comic reader, TV, movie, and music lover, or amusement park ride enthusiast, I highly recommend the Mass Effect Series in all its multimedia facets. Each component is worth whatever time and monetary investments you make.

Karen Wiesner is an award-winning, multi-genre author of over 150+ titles and 16 series. Visit her here:

https://karenwiesner.weebly.com/

https://karenwiesner.weebly.com/karens-quill-blog

http://www.facebook.com/KarenWiesnerAuthor

Friday, November 11, 2022

Karen Wiesner: Fiction Series So Big, They Cross Multimedia Platforms: The Witcher Series

Fiction Series So Big, They Cross Multimedia Platforms:

The Witcher Series, created by Andrzej Sapkowski


by Karen Wiesner

In this article series I'm calling "Fiction Series So Big, They Cross Multimedia Platforms", I plan to explore supernatural fiction series that sometimes had their beginnings as books but branched out into other types of mediums, like videogames, movies/TV series, board/card/role-playing games, and music. In each individual article that I hope will introduce entertainment connoisseurs to some incredible fiction or components of similar themed stories they might have otherwise missed, I'll discuss the origins of the series elements as well as my individual experience with the various types of media, which will be presented as a kind of review of the series. Let's start with a particular favorite of mine: Polish bestselling author Andrzej Sapkowski's The Witcher Series.

In Poland, The Witcher Series has a cult following and is so popular, a garden square in the author's hometown was renamed Witcher Square and a mural (the largest in Poland!) of the main character, Geralt, was painted on a local skyscraper. Americans didn't get translations of the book series for 17 years after the first story was published in Poland (and a couple of them still remain untranslated). The popularity of the videogames no doubt gave rise to interest in the books, which in turn incited the TV series that's become a favorite among fans of the supernatural.

Which Came First?

Sapkowski's The Witcher book series has everything a lover of the supernatural could want with the cool twist of a "genetically engineered" hero designed to hunt monsters of lore using melee combat, alchemical potions and decoctions that would be poison to anyone without the witcher mutagen, and some magical abilities called signs. Geralt of Rivia is one of several other Witchers. In the past, the word "witcher" translated from the Polish was "hexer" or "spellmaker". Witchers are a dying breed, to be sure, in this series, and they're frequently aided by sorceresses like Yennefer of Vengerberg and Triss Merigold (male witches also exist in this world). Bards are popular in this world as well, whether a help or hindrance, especially Geralt's best friend, Dandelion (or Jaskier in Polish, which is what he's called in the Netflix series to much confusion for those who have read the English translated books or played the games).

The series is set on an unnamed continent settled thousands of years earlier by elves who came from overseas. War broke out between the elves and the dwarves who dwelled on the continent. Other beings existing at that time are gnomes, halflings, and dryads. Humans arrived after this time (500 years before the events of the series) and dominated all other races. Humans war amongst themselves as well. Like the author, the main character despises politics and tries to remain neutral, not always successfully. After a magical event called the Conjunction of the Spheres, werewolves, vampires, and a whole host of mystical creatures (taken from existing lore as well as unique creatures invented by the author, or hybrids thereof) spilled onto the continent.

Previously a traveling fur salesman with a degree in economics and a lover of fantasy, the Polish author wrote a short story called "The Witcher" that he entered in a competition held by a Polish sci-fi and fantasy magazine his son liked. Though he waited a year for the results (taking the 3rd place prize), readers of the magazine spurred the author to write more short stories with their approval. Positive reception quickly led him to undertaking a fantasy saga complete with novels. The Witcher Series was published in Poland between 1990 and 2013 while the first wasn't released until 2007 in the USA. Spin-offs include stories (written by other writers) set in the world of The Witcher featuring its characters. Comic books of The Witcher were published from 1993 to 2014. 

Early screen adaptations were an overseas 2001 film and a 2002 TV series (titled The Hexer). Netflix adapted the series to television in 2019 along with an animated film in 2021 and a live-action prequel series is also in the works.

The first Witcher videogame was released in 2007, the second in 2011; and the third and final of the trilogy, in 2015. The games, particularly the latter, are bestsellers and have received countless awards. A remake of the first game is in the works, along with a second trilogy.

In 2001, a tabletop role-playing game based on the books was published. Another was released in 2018 based on the videogames. Board games, available in physical and digital forms, are currently available. Additionally, card games based on the videogames are in circulation.

Soundtracks for the videogames contain breathtakingly beautiful music. A rock opera and a musical based on the series were produced by a Russian symphonic rock band between 2009 and 2012.

A Review of the Various Medium Components Available

I became intrigued with the Witcher Series when I watched my son playing The Witcher 3: Wild Hunt. I bought myself a copy, and my fascination with the series became absolute. I've played it countless times, many times a year, and the Blood and Wine DLC is some of the best bonus game material I've ever encountered. Every award this game won was well-deserved. This game is open-world and non-linear (you can do the quests in any order, for the most part), and much of the outcome is directly based on choices the player makes throughout, which is my favorite kind. As a gamer, I'm also a completionist, so I tend to do nearly every quest available (at least the first time), giving me a good two hundred hours of gameplay with this one. For the similarly obsessive type, I have an alphabetized, complete quest checklist uploaded here:  https://karenwiesner.weebly.com/uploads/2/3/5/5/23554234/witcher3questskarenwiesner.pdf.

After I played The Witcher 3 (and prior to playing The Witcher 2, which I'll talk about soon), I bought all Sapkowski's Witcher books and read them compulsively, more than once. They're phenomenal. Truly, some of the best books I've ever read. Below, you'll see the titles available in The Witcher Series (presented in chronological order--as they should be read--rather than in publication order):

1)    The Last Wish

2)    Sword of Destiny

3)    Season of Storms

4)    Blood of Elves

5)    The Time of Contempt

6)    Baptism of Fire

7)    The Tower of Swallows

8)    Lady of the Lake

9)    The Lady of the Lake

Next, I played The Witcher 2: Assassins of Kings. The gameplay is a bit trickier than 3, requiring the player to be prepared and anticipate monster attacks in advance with oils for the sword and potions designed to aid defense and attack (death otherwise, meaning multiple saves are necessary in case you die and need to reload to a previous save state). I'm so glad they changed this in the third game! Witcher 2 also has the unfortunate annoyance of forcing the player to (somehow) know the exact order each quest must be played in order to avoid missing out on anything. I designed my own "ideal order of quests" checklist to ensure I don't miss anything important in the 25 hours plus of gameplay this installment boasts. Gamer completionists can find my fairly thorough console version walkthrough here: https://karenwiesner.weebly.com/uploads/2/3/5/5/23554234/witcher2walkthroughkarenwiesner.pdf.

I enjoy this game immensely, though not quite as much as The Witcher 3, in part because it's a hybrid between a linear and a non-linear game. You're forced to complete certain of the quests (i.e., main quests) at a certain time, usually advancing you to another location in the game. Once those major quests are completed in the order they're required, you can settle in for a bit and complete location questions in a more non-linear manner. Again, the player's ongoing decisions affect the outcome of the storyline.

I do own the videogame The Witcher 1 on Steam and computer disk. Though it was supposed to be released on console back in the day, it ended up available only on PC. I find it much harder to play anything but point and click games, like Nancy Drew, on PC. A complicated combat game like The Witcher works so much better, in my opinion, using a game controller instead of a keyboard. In any case, I'm hopeful I will get to play the remake of The Witcher 1 in the coming years, if the promise of it comes to fruition--and that it's available on PC and consoles at the time of release.

Another media component of the videogames for this series are game soundtracks. I fell in love with the incredible soundtracks from each of the games, particularly the one for The Witcher 2. The gorgeous compositions created for the games have carried me through endless hours of writing sessions. Check them out here:


The Witcher 1 Soundtrack:
https://www.youtube.com/watch?v=tFIbVqHOOIU

The Witcher 2 Soundtrack:

https://www.youtube.com/results?search_query=witcher+2+soundtrack

The Witcher 3 Soundtrack:

https://www.youtube.com/results?search_query=witcher+3+soundtrack

As if all this wasn't enough to embrace concerning a series with so many multimedia components, I love the mini-games that are played within each of the videogames. Specifically, Gwent in The Witcher 3 is a favorite card game of mine. I own all the physical decks along with an authentic game mat. I also enjoy Kings Dice from The Witcher 2. I've heard that in The Witcher 1, the player has the option of collecting "naughty" playing cards that are somehow related to Geralt's many sexual conquests. He must have a huge deck, if it's based on that, lol. This is one amorous hero, and the ladies (regardless of their race) love him.

I was thrilled when I heard about the Netflix adaptation of The Witcher Series, but I've found the results mixed, thus far. First, I strongly question the choices for some of the actors in the show, though they're growing on me, despite my qualms, a bit more after two seasons. Also, the first season whipsaws through time shifts so even a veteran reader of the books could easily become confused. The second season changes the series radically from the books with a new vision. I do admit, though, if I didn't consider the books canon, I might like the series more than I currently do. Those unhindered by the books will probably love the TV series. 

Whether you're a supernatural book reader, gamer, lover of TV and movies and music, I highly recommend The Witcher Series in all its multimedia facets. They're worth whatever time and monetary investments made on their behalf.

Karen Wiesner is an award-winning, multi-genre author of over 150+ titles and 16 series. Visit her here:

https://karenwiesner.weebly.com/

https://karenwiesner.weebly.com/karens-quill-blog

http://www.facebook.com/KarenWiesnerAuthor


Tuesday, September 17, 2013

Videogame As Fan Fiction by Jacqueline Lichtenberg

Videogame As Fan Fiction
by
Jacqueline Lichtenberg


As most of you know by now, there is a KICKSTARTER running to fund a videogame RPG which takes my Sime~Gen Universe novels into the Sime~Gen Space Age.

The AMBROV X Kickstarter added a reward level called an ALL DIGITAL TIER - and everyone who donates at or above that level gets a BUNDLE of all the Sime~Gen Novels extant in e-book (lots of formats). 
http://www.kickstarter.com/projects/aharon/ambrov-x-a-sime-gen-roleplaying-game

We haven't talked in depth yet about videogames, or gaming in general, as a fiction form.

But when the Videogame gets into the RPG (Role Playing Game) space, where the consumer gets to BECOME one of the characters in the fictional construct (e.g. Dungeons and Dragons ) you are getting into the world that I envisioned living in when I could barely read the three words under the picture.

As I've said many times on this blog, fiction is a necessity of human life.  We need our dreams and our daydreams to function rationally in our world.  But more than that, dreaming and daydreaming are magical acts, acts which form our world, that really change things (for better or worse). 

That's why Science Fiction (what science could do for us "if only...") and Romance (what life could be with the right person) are so vitally important to World Peace and other worthy causes.

I've been working on bringing together the various streams of fiction distribution for a long time.  I've talked often and at excruciating length on this blog about what I call The Fiction Distribution System, what it lacked (feedback from readers/viewers), and how the internet is curing that lack.

Here are some of my blog entries from 2006 and 2007:

http://aliendjinnromances.blogspot.com/2006/07/whats-missing-on-television.html

http://aliendjinnromances.blogspot.com/2006/07/intimate-adventure-with-dragons.html

http://aliendjinnromances.blogspot.com/2006/12/dungeons-dragons-wrath-of-dragon.html

http://aliendjinnromances.blogspot.com/2006/12/world-is-changing-again.html

http://aliendjinnromances.blogspot.com/2007/01/how-to-play-fiction-delivery-system.html

And here is a book on Fan Fiction that I did not contribute to, but which mentions me a number of times.  Use the LOOK INSIDE feature and search for Lichtenberg to see those quotes.  (the list of quotes comes up on the left). 



They even mention my coinage of the term Intimate Adventure. 

If you haven't seen me talk about that on this blog, here is the original source on it:

http://www.simegen.com/jl/intimateadventure.html

As you can see, I've been entering this general topic of FICTION as a necessity in life, from every angle I can think of.

From the mentions in that book on Fan Fiction, I'm beginning to think I've actually made the point to some people.

Note the books that Amazon brings up in other suggestions when you go to the Fan Fiction book's page. 

I'm not saying I invented fanfic!!  It was old when I got into Science Fiction fandom when I was in 7th grade!  That's why it was already my native language when I first encountered STAR TREK (before any fanzine published fanfic in the Star Trek unvierse). 

I wrote Kraith as Star Trek fanfic, but I wrote Sime~Gen to allow others to write fanfic in it (and they have!  see
http://simegen.com/sgfandom/rimonslibrary/

In 7th grade, it began to dawn on me what PUBLISHING lacked, and when I was in High School, I made a firm commitment to becoming a fiction writer because I knew I could make the field of fiction better if I could convince the right people that direct interaction between writers and readers, and between "readers/audience" and the direction and substance of the story was the missing ingredient in the industry.

That was long before computers brought GAMING to hand!

It was also long before Gene Roddenberry brought the Holodeck into existence.  That's where this is all headed, you know! 

Videogamers pioneered (with the shoot-em-all-dead approach to fun) the technology to make images REAL to you, and some were inspired by the Holodeck. 

Now they are pioneering the convergence of the characters who live inside your mind, your imaginary self that you strive to become, with the external conflicts of life, the problems set before you, using that interactive visual medium.

Here's another thing that's emerged to convince me that the world is accepting my point:

http://www.fullsail.edu/

That's a for-profit university that trains people to create videogames.

Most of the people on the Loreful team creating the Sime~Gen Videogame (now in Kickstarter - go donate a few bucks and they'll send you more information) have come out of that university. 

The Sime~Gen game, though, isn't of the "win by killing everything that moves" variety, except insofar as BANG-BANG is necessary to sell into the marketplace. 

These folks have the ambition to create an RPG where you win more points (and perqs) by establishing a non-lethal relationship with the other characters, and making friends not foes even of those trying to destroy you and yours.  This game is envisioned with roles and options that allow Intimate Adventure!  (yes, the creators read that material I pointed you to). 

So far, the Sime~Gen Game is not ROMANCE per se, but if it's successful, that is a definite possibility for some of the future plot-threads or episodes.  You want to see a Romance based videogame?  Support this kickstarter, if not with money then by distributing the information on it.  It runs only to the beginning of October, 2013.

Remember Sime~Gen is the universe I created specifically to have a novel from every genre written in it -- (and it has TO KISS OR TO KILL by Jean Lorrah as a Romance) -- to prove that Science Fiction is not a genre at all, but Literature.

So, while I was digging into Amazon looking for the book on FAN FICTION that I do have a contribution in (due out Dec. 2013), I ran across the very academic one linked above, Fan Fiction and Fan Communities in the Age of the Internet, which only mentions me and Intimate Adventure (and Star Trek Lives! but they could only find the Corgi edition; the original edition is Bantam, 1975. 

Here's the book I wrote for (now available for pre-order, paper or ebook):



I didn't say this in my article in FIC -- it would have taken the whole book, and I'm certain I'll be returning to this topic on this blog when I find a better way to convey this notion:

Videogaming is in its infancy (still!).  It is the precursor of the HOLODECK, the fully interactive novel you walk into and become a character, and can do things that the author of the novel never thought of, never included -- you can live in a novel or a fictional universe and create your reality, just as you create your own real-life reality.

Somewhere along that line of development, you will begin to see exploration of seriously deep Relationship Driven Games.

And that has to include Romance (as the paramount relationship among all human relationships).

Since we are now working at the very beginning of that line of development, our smallest action will have huge effects decades from now.

We might discover that this videogame company that has contracted Sime~Gen is run by the "Steve Jobs" of the videogame industry.

And he took onboard a writer who remembered (with favor) reading Sime~Gen as she was growing up, then reread it all with the new books, too, and took notes.  She's a Star Trek/ Star Wars fan, too. 

If you're serious about solving the problem pointed up recently by Ann Aguirre's post on the blowback she's gotten for being a Science Fiction Romance writer:

http://www.annaguirre.com/archives/2013/06/02/this-week-in-sf/

You may find the best way to fix this problem that she and so many of those commenting on that blog post have encountered, using the least effort on your part, is to support Loreful's Kickstarter for Sime~Gen.  Just go post the URL around your contacts. 

Remember, the Sime~Gen novel Unto Zeor, Forever



has been called (in various blogs on the Internet) one of the first, if not the first, Science Fiction Romance novel (1978, my first Award Winner, before I won the Romantic Times Award for Dushau).  There were a lot of daring Science Fiction novels with this kind of sidewise edging into dangerous waters, and eventually it all gave rise to what we have today.

It takes a lot of people to move the world.  Give this Kickstarter a nudge or two. 

As Sime~Gen moves into the galaxy, humans encounter aliens, and you KNOW what happens when humans encounter aliens.  After all, you read this blog regularly, don't you? 

by Jacqueline Lichtenberg
http://jacquelinelichtenberg.com

Tuesday, March 19, 2013

Putting Violence In Its Place

What is Violence?

Really, just exactly what is violence?  Not what does the word mean, but what is the phenomenon of Violence?

Most fiction these days has some sex, some violence, and sometimes sexy violence, but for the most part Romance and Violence just don't mix.  Why?

What is it about Violence that is antithetical to the mood of Romance?

Well, then, what exactly is Romance? 

Or put another way, what does violence have in common with romance? 

Isn't that a heretical thought?

The first thing that comes to mind is of course domestic violence.

People who live in the same space (dare I say "together?") develop a close personal relationship where they learn how to "push each others buttons."  It's so easy to take out your anger at a workplace situation on your domestic co-residents.

I'm saying "co-residents" because I'm including in domestic violence all the kinds of violence that happen between domestic partners, significant others, part-time cohabitants, AND spouses and their children.  Parents spank children, or yell at them, intimidate etc.  Children "turn on" their parents in their teens and try to break free.

All these criss-crossing tension leads to verbal abuse, violence against women, violence against children (for just being childish), even domestic tensions carried into the workplace creating workplace violence. 

Now look at the pairs of kinds of people I've mentioned who get into violent exchanges.  It's the same list that LOVE EACH OTHER.

Children love parents.  Parents love children.  Men love women and vice versa.

People you work with, you bond with.  Someone comes along and starts bad-mouthing a person who has helped you through a rough patch at work -- you will intervene if you've got a spine and any sense of morality.  You bond with people in all kinds of situations. 

The tighter the bond, the more energy is released when the bond breaks. 

That released energy CAN (shouldn't, but can) express itself as violence.

Romance creates bonds, but violence doesn't break such an annealed bond.

Violence can't break a romance -- but violence is one possible way the energy bound up in a romantic bond CAN come flowing out when that bond breaks.

Maybe we should look at Romance as stored energy.  If so, violence is released energy.

But even if that's true -- or true in special cases -- there's another way to look at both the question, "What is violence?" and "What is Romance?" and find the same answer to each question.

What is violence?  It's a problem-solving activity - an attempt to FIX SOMETHING that isn't working right. 

What is Romance?  It's a problem-solving activity - an attempt to FIX SOMETHING that isn't working right. 

The "something" that is seen as "the problem" may actually be the same something!

In Violence applied to solve a problem, very often the problem is something of the form "LISTEN TO ME DAMMIT!"

Violence is often the attempt to get someone to do something -- or not do something,  or at least not do that something again.

In other words, violence is an attempt to communicate.

In Romance applied to solve a problem, very often the problem is something of the form "I HEAR YOU!" 

We fall in love when we resonate to another person's emotions, and feeling the reality of that other person's very existence makes us real to ourselves.  Romance, (dating, candle-lit dinners, walks on the beach at night) is an activity of communication.

Violence and Romance are both attempts to communicate something having to do with the fact that your life has been effected by the actions or reactions of another person.

Workplace Violence, and domestic violence too, are so very often attempts to get someone else to understand how you feel and why you are important in the overall scheme of things.

The PROBLEM violence is used to solve is the same problem Romance solves -- "I want you to understand what I mean when I tell you how I feel."

Very often, when the mentally deranged grab guns and shoot up a crowded public place, it is an attempt to shout loudly enough to be heard, "I MATTER! PAY ATTENTION!"

And isn't that the bottom line in Romance? 

But in Romance, the dialog takes place quietly, with an exchange of glances, a smile, an invitation out to lunch, a proffered cup of coffee, a dozen little favors chosen carefully after close study of the other person's preferences.  It's all about saying "You matter, and I'm paying attention."

It's COMMUNICATION. 

Violence and Romance are both activities which attempt to solve a problem in communication. 

"All's Fair in Love And War." 

"The Battle of the Sexes."

Think about it.  It's all about communication.  And it's hard to make the case that what's being communicated is really so very different! 

If an incident of mass killing erupts into the News and becomes a focus of news coverage for days, that incident becomes an Overton Window -- a window of opportunity for people who want to "control things" to push public opinion in the direction that benefits the few rather than the many.

Pundits and Politicians call for a ban on assault weapons, or handguns, or whatever object was used to kill a lot of people, as if making it hard to obtain the means of communicating will make people stop wanting to communicate. 

Why do people grab a gun, a machete, or a rock and inflict damage on others?

Is it because nobody would listen to them?  Not usually.  It's more likely, I think, that the person who is yelling out their message does not FEEL that they've been heard.  They may have been heard, but if they don't feel it, it may as well not have happened. 

That's the key point for a Romance writer to grab hold of.  It's all about "What does he see in her?  What does she see in him?  What does he think she sees in him?  What does she think he sees in her?" 

Without closing the feedback loop, the problem can't be solved.

In life, we don't want to be heard -- we want to KNOW we've been heard.

So both Romance and Violence are actions undertaken to solve a problem.

Success at solving that problem gives us strength to go out and deal with "life" on many other levels.

That's why we read Romance, and write it.  We need to feel successful at solving a problem, so we can go solve another.

And that's why people play violent videogames.  Or read "Action" novels, or watch action TV or movies. 

The presence of violence on TV or in games doesn't cause people to go out and shoot up their workplace or a theater.  I'll bet one day they'll prove it's really the opposite -- that engaging in vicarious violence actually prevents violent behavior (in the sane).

But almost everyone I know has noticed the non-stop, wall to wall, violence in entertainment, becoming more graphic by the year, and can't see how that doesn't cause people to behave in a more callous or violent manner.

I don't think the presence of violence causes people to commit violence.

If it did, imagine how many perfectly HAPPY MARRIAGES we'd have among Romance readers!  If satisfying sex in fiction caused people to change their sexual behavior so that they, too, had nothing but satisfying sex -- well, there wouldn't be any sexually deprived people left in the world.

No, fiction doesn't CAUSE people to model their behavior after that of fictional characters. 

But who among us can't point to a work of fiction that affected them in their youth?

Many have pursued a career in science because of Star Trek.  Many have found the courage to take a chance -- go adventuring -- when inspired by heroic fiction.  Others have taken trips around the world and other adventures after reading about far away places with strange sounding names. 

These actions are taken after thoughtfully processing information garnered through both fiction and non-fiction.  These actions which originate perhaps in a bit of fiction found in early youth become implemented in life after pondering alternatives.

And there's the key concept - alternatives.

Consider what TV, film and videogames have become -- distilled and concentrated sex and violence, because sex and violence sells.

Ask yourself whether it's the presence of the fictional sex and violence that  causes customers to go out and become promiscuous or shoot up their colleagues at work.  Or if maybe it isn't the presence of violence, but the absence of any OTHER successful problem solving technique that leads some isolated individuals to believe there exists no other way to solve their problem.

Is our social problem the presence of violence or the absence of other successful problem solving techniques?

In real life, violence doesn't solve the problem of being misunderstood.  Romance doesn't, either -- in fact I'd say their success rate in real life is about equal. 

There are, however, a number of social-interactive techniques that are tried-and-true methods of solving this essential, core problem -- knowing you've been heard, taken seriously, taken into account, and in fact have prevailed at least sometimes.

We don't need less violence (or less Romance) in our fiction.  We need other alternative methods of solving the problem sprinkled into our fiction so we have choices to ponder.

You might want to read this older post that nails this question of communication on a more esoteric level:
http://aliendjinnromances.blogspot.com/2008/11/gift-giver-recipient.html

Jacqueline Lichtenberg
http://jacquelinelichtenberg.com