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This Writing Game
By Lori A. Basiewicz


A friend and fellow writer has taken to sending me links to computer games. On the surface, these games only have one thing in common: They're all addicting.

The first game he sent me a link for was Virus which is a rather alarming link to send to someone you know only virtually, but it is this perfectly innocent, completely mesmerizing game that involves turning the game board all the same color in a steadily decreasing number of moves. The next was Boomshine,  a nearly mindless game that involves creating a cascade effect to explode a minimum number of dots, followed by two versions of the equally mindless Falling Sand game. Finally, he gave me Dolphin Olympics, a game where the only goal is to make a computer-image of a dolphin perform as many tricks as possible in two minutes.

By the time I received the Dolphin game, I had had enough. I cornered him and demanded to know, "What gives? Why do you keep sending me these games? Are you trying to derail my writing efforts? Do you really see me as the competition?"

"No," he said, "I'm learning a lot from some of these video games, actually." Since he wanted to share his findings, and his addiction, with me, he continued. "Video games don't need to be objective based, or even anything beyond interactive. Games like the Sand game and the Dolphin game flow. These are games which take really simple-minded concepts and make them a lot of fun. They work on a completely different school of thought than the mainstream video games you would buy for the PS2, Xbox, et al."

As I listened to his words, I understood he was correct. I also understood that whether or not he realized it, he was also talking about writing.

Short stories and novels don't have to have an over-arching point. They don't need to have layers, themes, or symbolism imbedded in them. They don't have to have a greater message. They can exist simply to entertain. They don't even have display master craftsmanship. The worlds the writer creates, the graphics the programmer uses, can be very basic and simple.

The story can have no greater purpose than allowing the reader to escape from real life for a short while, because, sometimes, that's all they want or have time for. Sometimes, the reader doesn't want to think nor does she care how an explosion travels through a vacuum to affect a spaceship in orbit around a celestial body. They're not interested in a political message about the future of humankind if consumerism continues to prevail over the environment. They just want to be entertained. They just want to be.

As writers, I think it is important that we remember this. While it is our job to inform and enlighten, it is also our job to entertain. While we want to make our stories believable so our readers will be able to lose themselves in the worlds we have created, we need to remember that the majority of our readers will not have all of the writer's carefully researched facts near at hand. Most will not be experts in the fine art of poisoning or well-schooled rocket scientists with published research on the nature of the universe to their credit. This means, if the writer can tell a convincing story, if they can sell the reader on the events as described, then the reader will not stop to question if it is realistic or not. The story can just be.

Before my friend started sending my links to online computer games, my favorite game was Grow, a logic puzzle that requires the player to keep track of how each item affects other items in the game until the proper sequence, which unlocks the puzzle to reveal the final secret of the game, can be determined. It requires concentration and thought. While it was fun and entertaining and I looked forward to solving each unique puzzle, I was unable to just sit down and lose myself in the game whenever I had a few spare moments. It took time, so I could not just play it when I was between tasks. Also, I had to remember what I had tried the last time, what had worked and what had not, so I could alter my strategy accordingly. In short, it required mental focus.

If you think of this in terms of fiction, the easy-to-read stories, the books that exist mainly for entertainment, are the paperbacks readers can throw in their bags and take to the doctor's office or in the car when they're likely to get caught by slow moving coal trains delivering ore from the mines to the power plants. Those types of books can be read in short bursts. The reader doesn't have to worry about stopping points, because it's easy to pick up and recapture the feeling whenever they have a few odd moments. They don't have to read for comprehension. They can just read and be entertained.

By contrast, novels with deeper meanings have to be budgeted for. Readers can't settle in to read them shortly before a child's bedtime and, after a long day's work, they may be too tired to concentrate on the layers and subtext. Because these books, like Grow, require mental focus, the reader needs to block out time and insure they will not face significant interruptions before they can settle in to enjoy and appreciate the tome.

Think of this in terms of the Harry Potter craze which has swept multiple continents. Many writers have criticized Harry Potter for poor form in regards to storytelling, but from the perspective of the everyday reader, someone who is not versed in the craft of writing or the storytelling arts, the Harry Potter books are simply fun and easy to read. They sweep the reader along, but if an interruption occurs, it's not a huge problem because it is easy to find one's place again. Who cares about the logic of Quidditch-- what's the purpose of scoring points with the quaffle if the team that captures the golden snitch usually wins?-- because from the reader's perspective it's just a fun sport to experience along with Harry. Because the story is entertaining, the reader doesn't need for the game to be more. It doesn't need a greater meaning or a better thought out purpose or logic. It just is.

In our quest to tell the best possible story we can, we writers often overlook the fact that fiction exists first and foremost to entertain. It is its primary purpose. This means, it is okay to write a story that just allows the reader to pass the time while waiting for their next task. It is okay to just tell a story without worrying about themes and layers and subtext. It is okay to just write fiction.

That is not to say that the stories written strictly for entertainment shouldn't have a goal. Just like Boomshine and Dolphin Olympics both have a goal for the game player to achieve-- explode a certain number of dots or do as many tricks as possible in the time allotted-- even the most basic stories need to have an end goal in mind, but it doesn't have to be thought-provoking or globally significant. It can be as simple as figuring out how the butler did it or exploring how the hero and heroine finally get together or watching as the space rebels win the big battle. All I, the writer, have to do is get the reader from point A to point B and entertain them along the way. I don't have to change the way they think or make a political statement or reveal a great injustice or embed a message into the text. I just have to allow the story to be.

Even when writing deeper fiction, fiction that does have layers and subtext, it is easy to forget that entertainment should still be the most prominent part of the story. The Grow game, for all the interaction between the different elements, for all the need to remember what affected what, was still fun to play. Things happened in it. Sometimes, the consequences were unexpected or surprising. Sometimes, they were good. Sometimes, they were bad. Sometimes, they were thought-provoking. But they were always fun and entertaining. If it hadn't been, I wouldn't have gone back to it time and time again until I solved the puzzle and I wouldn't have wanted to replay the original a few weeks later to see if I still remember how the different pieces interacted with one another. I certainly wouldn't have played the sequels if the first had not been an enjoyable experience.

When it comes to writing, it is easy to get caught up in the details, in the research, in the adventure of writing, and forget about telling the story. We want the images we paint in our readers' minds, the graphics we create for them, to be captivating. We want them to be in awe at our mastery of craft and admire how creative and real we have made the world for them to enjoy, but if we have done our job well, they will not notice these details anymore than a game player notices the bits of code that makes a character-player respond to the gamer's commands when they are playing the latest action adventure game.

If we writers fail to remember this, if we fail to amuse our readers, if we don't make the story fun for them, then they will find their entertainment elsewhere, and without readers, there's really not much point to this writing game.

 

Links:

Virus: http://rfshq.com/forum/games/virus2.swf

Boomshine: http://bored.com/boomshine/index.htm

Falling Sand: http://chir.ag/stuff/sand/ and  http://www.addictinggames.com/hellofsandfallinggame.html

Dolphin Olympics: http://www.rawkins.com/games/do/

Grow: http://www.eyezmaze.com/eyezblog_en/blog/2002/02/grow_ver3.html


Lori A. Basiewicz has been sequestered in an undisclosed location. Her writing group says it is for her own good until she succeeds in marketing her first novel and finishing her Master's thesis. Periodically she escapes protective custody in order to practice aikido. She can be reached at Lori@QuoinCommunications.net.

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