Games for Writers – Dark Souls

G4W-DarkSouls

Disclaimer: This article has been a long time coming. At this point, I’m actually a little reluctant to write about video games on here instead of just post straight writing talk, but, like I said last post, I feel I deserve a break and this post is ultimately about writing anyway. Still, just to start us off, apologies if you’re a writer but not a gamer.

This one is a bit of a guilty pleasure.

Because there’s a really, really great chance you’ve already played Dark Souls. I have to acknowledge immediately that last gen, I was incredibly close-minded about the series I played (for a long time, it was almost totally Playstation 1 era series or GTFO). So, forgive me, but I still haven’t played Mass Effect. I haven’t played any of the Dead Space’s except for the last one. I gave Assassin’s Creed two minutes before giving up on it.

And, until it was offered for free on XBL a few months ago, I’d never played Dark Souls. I’d never played Dark Souls and I was really, really tired of hearing people go on about how awesome Dark Souls is.

And now, of course, please humor me as I go on for way too long about how fucking awesome Dark Souls is and explain why it’s probably one of the best series a prospective Fantasy writer could ever play.

For the sake of not just ranting, I will do this in two direct points that support one bottom line: for a game with extremely little actual story, Dark Souls has a weirdly moving story exclusively because of really subtle but strong world-building.

Point 1: The Bosses Have So Much Charm / Mystique / Whatever That They’re Characters

So, I posted a link a while back on Twitter about the music I was using for a writing session. This is the song I linked. It’s the music that plays while you fight Gravelord Nito. And, really, if you haven’t played Dark Souls, just from reading this paragraph, you already know almost all there is to know about Gravelord Nito; his name, you fight him, he’s in Dark Souls. Here—I’ll round out your knowledge of him; he’s “the first of the undead.” He’s a god made of skeletons that are mashed together. He wears a cloak made out of darkness and he wields a big sword. There. That’s about 90% of all there is to know about him.

That said, I… love… Gravelord Nito. I definitely didn’t do him justice with my description in the last paragraph because I really can’t; I gave you hard facts and, as there are for most of the bosses in Dark Souls, there are next to no hard facts to be had about him. I can tell you as much about Gravelord Nito’s definitive personality as I could tell you about any other boss in Dark Souls—nothing.

But… there is a ton of characterization that I simply can’t explain because you’d have to experience it to understand. Gravelord Nito isn’t just awesome because he’s a (truly) awesome looking, giant skeleton(s) man with a sword; he’s awesome because it takes you, the player, many—many—hours of struggle to get to him. He’s awesome because you have to go through the Tomb of Giants to find him and the Tomb of Giants is incredibly dark, terrifying and dangerous. He’s awesome because, despite being Dark Souls’ god of death, he’s tucked at the back of a nondescript hole in a wall deep underground. He’s awesome because he’s sleeping in a giant coffin in that hole but he comes out to kill you when you show up; and because, at the start of his boss fight, he slowly walks out of the dark to face you.

And—before I keep just listing these minute, seemingly throw-a-way details—what do any of these details say?

Well, hours of struggle to even get the chance to be killed by him immediately gives him a huge degree of godly mystique—he’s so important that not just anyone can turn on the game and face him.

His being beyond the pitch black Tomb of Giants, with its giant skeletons (all untouched until you come along) says that no one has faced him in ages—it says that he is beyond an unfathomable depth.

That he’s tucked at the end of a weird, small hole in a cave says all kinds of potentially terrifying things about the mysteries of the unseen; according to Dark Souls, a god could be sleeping at the end of a cave in my local park, which is, immediately, more terrifying than placing him at the end of a huge, obviously evil castle. But, to bring this back to Nito, it says that he’s possibly beyond human trappings and flattery; he’s beyond needing a temple in his name somehow—a cave is fine for his slumber just as a grave is fine for any human.

And, of course, the fact that he’s sleeping when you find him and the way that he slowly walks around to face you speaks volumes about how ancient he is. The design choice to make him hunch-backed adds to this idea.

All of this… conveyed… with subtle detail. It blows my mind. It blows my mind even more because this is a fraction of what Dark Souls conveys about one boss. Just about all of the bosses in this game have that much silent detail worked into them. My reflex here is to just rattle off a bunch of boss names and a handful of their details, but it will mean absolutely nothing to you if you haven’t played it, so instead, I’ll just say this:

If you’re a Fantasy writer, I can honestly not think of a better lesson than Dark Souls on how to give your monsters and villains real, evocative mystique and story with almost no dialogue. In a really weird, writery kind of way, every boss in this game is beautiful. Seriously, for the first time in ages, even though I knew next to nothing about him, I actually got upset when I killed the last boss.

Phew… Okay. I have to move on now.

Point 2: The Settings Tell a Story

As you may have noticed, I got derailed on one of my points about Nito and started talking about how his cave was oddly terrifying in how normal it is. I didn’t take that out because, ya know, laziness, but that environmental element is one thread of the really dense tapestry of Lordran, the setting for Dark Souls.

I do not want to start the Ever-Rant again and I also don’t want to get spoilery, so I’ll cut my explanation down to this: at one point, you start to venture down beneath the starting area. The starting area is a town, so what’s beneath it winds up being, at first, a large, weird cellar. In that cellar, waiting around a collection of long tables, there is a large group of Hollows (feral undead [there are undead who aren’t feral, like your character]). In this same room with the Hollows, on a sub level, there’s a giant, undead butcher cutting large pieces of meat. If you defeat all of these enemies and then happen to explore the hole directly behind the butcher’s table, you’ll fall into a pit, landing directly onto a large pile of discarded bodies. It’s gross—I know. But not as gross as the huge, undead rat that’s on the level below, a spear sticking out of one of its eyes.

And, seriously, the point is not to gross you out. The point here is to give you a good example of the completely silent but weirdly detailed storytelling that’s all over Lordran. The butcher is preparing meals for all of the Hollows that are waiting above him. What the butcher doesn’t use, he throws downstairs, meaning that he’s serving humans or undead to the Hollows above for whatever reason. But regardless, downstairs is where the giant rat eats what he throws away (growing gigantic from left-overs its been scavenging for years, presumably). For bonus points, the spear in the rat’s eye implies that someone was thrown down here in fighting shape and tried to defend themselves.

This kind of detail is everywhere. And, sure, there are just strange, video gamey locations too that are clearly designed to get the player from point A to B. But then, there are little spots like the area directly before Nito, where a large group of ancient, lifeless skeletons are all kneeling in worship, facing the portal that leads to him, until they fall apart at your touch.

Despite having pretty much no dialogue or plot, Lordran is incredibly alive with story. And, of course, working in details like these shouldn’t compromise your writing (for example, I’m definitely not suggesting that you wedge the armory where your lizardmen make their giant lizard swords into a story just to show that, hey, this is how they get their swords [especially not when world-building like that is easiest in a medium like video games, where ambling and looking at everything is natural]). But it’s always a good thing to remember to make your world that alive.

As countless other areas in Dark Souls showed me, the setting is a place that exists without your character’s influence.

The Bottom Line: Even Though It Doesn’t Have a Story, Dark Souls Has Tons of Story

Even if you’re not convinced, you should still give Dark Souls a try if only because the very last area in the game is—I promise—beautifully evocative. It placed so much mystique on the final boss that, like I said, I was actually upset when I killed him, as if I was making a mistake. It was a feeling I’ve only gotten one other time—at the end of Metal Gear Solid 3: Snake Eater, and that game had the benefit of a million cutscenes and tons of dialogue. The fact that Dark Souls got the same emotion from me with next to no dialogue, will always blow my mind.

So, if you haven’t played Dark Souls, I promise it will positively impact your Fantasy writing. Even if you’ve already played it but didn’t pay attention to the fine details, play it again with a keener eye. Look out for all of the subtle things it does and, if you haven’t, just look up all of its secrets (because this is the kind of game that has huge, completely missable secrets). I promise that you will not regret at least seeing the subtlety of Lordran and its cast of silent characters.

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Well, apologies if this post was a little short, but it was seriously an effort not to go on forever about this game and spoil everything for you. Still, I hope that you enjoyed! If you did, I’d appreciate a Like and a Follow!

In the middle of the month, I’ll come back to straight writing talk. In fact, I might—might—come back with the most difficult topic I possibly can. At least, it immediately feels like a difficult, dangerous topic. We’ll see. If you don’t want to miss a post about something I’m even reluctant to mention here, you should Subscribe! Cause I’m probably going to write about it anyway…! … Yay!

But, regardless, thanks for reading! And, as always, write well!

 

George Lucas and Your Editing Process

There’s a really good chance a ton of people navigated away the moment they read the title of this post. Of course, you didn’t and that’s probably because you’re curious. “What does George Lucas have to do with my editing process?” you may be asking yourself.

Well, before I get into that, let me specify that I’m not a huge, totally forgiving fan of everything George has done; this article definitely won’t be forgiving the Star Wars prequel trilogy or trying explain that you should totally watch those movies (because, first, who cares, and second, no you shouldn’t, if you can get away with it).

Unless… of course, you’re watching the prequel trilogy to fully understand how bad it is before watching a professional grade edit of all three movies… like Double Digit’s Star Wars: Turn to the Dark Side. Because then you’d be engaging in a solid look at what editing can do for a story.

Of course, unfortunately, someone had to pull Star Wars: Turn to the Dark Side from Vimeo because it made the prequel trilogy cohesive (and we couldn’t have that [the universe was slowly imploding, I imagine]), but I’ll sum it up while sharing two important ideas that I took from watching Turn to the Dark Side.

First, No Matter How Difficult, Get Rid of the Distracting Glitz

Here’s a summary of what Star Wars: Turn to the Dark Side cut.

From Episode I: Nearly everything. Seriously, everything but maybe four minutes worth of Obi Wan Kenobi and Qui-Gon Jinn fighting Darth Maul. This winds up being a prologue, ending with Qui-Gon using his last breath to tell Obi Wan to train Anakin. We also get Yoda giving Obi Wan permission to train Anakin, specifying, of course, that the Jedi Council doesn’t like it.

From Episode II: The entire intro remains intact with all of the (what I call) reminder dialogue (“It has been ten years since you’ve seen Padme. As you and I both know, but still, I said it. Ha ha!”) actually setting up the full plot of the movie. The cuts start after that with scenes devoted entirely to Obi Wan’s relationship with Anakin, Anakin’s relationship with Padme, Anakin’s relationship with Senator Palpatine, Anakin’s political views, Anakin’s attempt to save his mother from the Sand People and Obi Wan’s hunt for Jango Fett, because there still needs to be action, after all. However, all of the clone nonsense (including Obi Wan’s fight with Jango Fett on Kamino) is cut, the remainder of the action given entirely to the stadium battle on Geonosis. But even that act is trimmed with no follow up battle between Count Dooku and Yoda.

From Episode III: The intro is cut and so is almost everything else that doesn’t have to do with Anakin’s relationships with Senator Palpatine, Padme, and Obi Wan. Most of Obi Wan’s scenes are also cut (meaning that General Greivous is only briefly mentioned and we only get clips of Obi Wan participating in the battle on Utapau (and even these are just to sell Obi Wan’s friendship with Cody and the rest of the Clone Troopers). I’m not sure how much more of the movie is cut (I watched it the one time when it came out), but Anakin being worried about Padme’s death, the Jedi being suspicious of Palpatine, Palpatine’s playing Anakin, Anakin turning, Palpatine becoming the Emperor, the Emperor’s fight with Yoda, and Anakin’s fight with Obi Wan are all there. The very last shot of the entire edit is Darth Vader taking his first breath (aka the best moment in the entire prequel trilogy).

So, what is there to take from this? Clearly, a very, very minimal amount of Jar Jar. No kid Boba Fett. No oddly disappointing, anti-climatic battle with Count Dooku at the beginning of Episode III. Seriously, I could be here all day talking about the bad things that were cut out.

But, instead, let’s talk about the good things that were cut out. To the general public, the pod racing scene from Episode I was the best part of that entire movie. When I saw Episode II in theaters, everyone went nuts when Yoda pulled out his lightsaber and started fighting Count Dooku at the very end (and, take it or leave it, a Fett versus a Jedi was also a really big selling point). In Episode III, I think General Grievous was the most interesting and likeable of Lucas’ prequel “Bond villains” (Darth Maul, Jango Fett, and General Grievous show up and die in the same movie, like Bond villains always do). These are big, flashy elements that I enjoyed a lot when I first saw these movies. And, to be perfectly honest, a lot of these elements were what I considered the best parts of the prequel trilogy.

And yet, cutting them all out to emphasize what I thought were the worst parts (Anakin’s sappy relationship with Padme and the galactic politics)… actually made for a compelling, interesting, complete story. Because there was an overarching plot present through all three movies and, without Double Digit’s edit, that plot is very, very slowly developed across the three films, easily getting lost under the piles and piles of flashy, distracting CGI we didn’t actually need.

The lesson to take from this is to just get to the point; to not pad your story with nonsense elements, of course… but also to not pad it with awesome elements if they don’t help either. Because distracting is distracting.

And flashy bits and action are always better in controlled moderation; yes, Turn to the Dark Side did cut a lot of action from the prequel trilogy, but it just took the majesty and weight from those scenes… and shifted them to other scenes that had no problem carrying the weight. The best example of that was how Episode III was cut; the only action happened at the very, very end, but it was the culmination of two hours and thirty minutes’ worth of recut drama and felt incredibly fulfilling.

So, if you like to write grand, flashy scenes, moments, characters and events, just remember to always take a step back from the glamour to make sure your simple, tragic love story (or redemption story or revenge plot or whatever) doesn’t get lost along the way.

Second, the Failure Paradox

The other interesting thing about the cuts Double Digit made was how consistently the nonsense they trimmed off… was full of easter eggs. Obi Wan tosses a blaster aside distastefully and says, “So uncivilized.” C-3PO was made by Anakin. Young Boba Fett. These are all concepts that were cut for Turn to the Dark Side.

And they were all fan service. Of course, lots and lots was cut that didn’t have fan service, but the point is, a ton of fan service got axed and it didn’t negatively impact the edit at all.

Now… I don’t want to suggest that a huge series like Star Wars shouldn’t have its fan service, because, come on—that would be kind of silly. However, I do want to stress that the prequels were actually way better… without all of these ideas and scenes; however you chalk it up, the story was more powerful, more focused, and more unique and assertive without the fan service. And whether or not fan service is essential overall…

… it’s definitely never essential in your first novel.

Maybe this sounds really weird and obvious, but, for fantasy writers, there’s an intense urge to add what I always think of as Reread Craft to our first novels. It can be as tiny as a character meeting someone who will be important in a future book or as complicated as them doing or saying something that will come back to haunt them later in your series. To get even more honest and direct about it, it can be as tiny as a character saying a bit of cheeky foreshadowing that, you rationalize, readers will catch when they reread your entire series.

To be brutally honest about it, there’s probably nothing worse we can do as amateur writers than writing easter eggs into our very first books. There is an obvious degree of (for lack of a better word and to continue being honest) conceit there where there shouldn’t be for an amateur writing. But, on top of that, adding invasive Reread Craft creates a strange, writing-specific paradox that we often don’t see (I didn’t for a long time). This paradox is… actually something I learned from George Lucas. I call it the Failure Paradox.

One of the DVD’s of Star Wars featured Lucas talking about a scene he cut from A New Hope. It was the (then) famous scene where Jabba the Hutt meets Han Solo in Mos Eisley. According to Lucas, he cut the scene because it was hurting the flow of A New Hope and ultimately wouldn’t matter if A New Hope didn’t do well (or something like that; I’m paraphrasing).

Now, if you take that point and apply it to the incredibly difficult task of writing a complete novel with a specific word count… it means that easter egg scenes like the meeting with Jabba the Hutt… could actually stop your novel from happening at all; there’s no question of “will it do good” for us because, for amateur writers, the question is (and always should be) “Will my work get published in the first place?” And, honestly, it probably won’t if it doesn’t meet a certain set of very friendly, enticing criteria for publishers (especially in terms of length; publishers don’t want to gamble on a longer book because it’ll cost more to print).

So, in the end, all of this means that stubbornly holding on to fan service in your first novel creates a paradox of failure; you don’t want to let go of fan service to make your book better, thus it’s never released and has no fans.

The goal here is not to make anyone upset, but to be extremely clear and open about this because it’s a writing habit that’s really hard to spot and stop doing. There is, of course, nothing wrong with adding Reread Craft if it’s very subtle and non-invasive; if it’s shorter than a scene or if it’s a bit of dialogue that won’t seem out of place to a first time reader, then by all means, go for it. However, if you’re struggling to stay under your word goal and contemplating what to cut out, Reread Craft is always the first thing that should go. And if you’re ever being stubborn about it, just remember two words:

Failure Paradox.

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Man. Whodathunk there’d be all of that to learn from the Star Wars prequels? At any rate, I hope this helped you out. If it did, help me out with a Like or Subscription; I’d definitely appreciate it. Regardless though, thanks for reading, and may the Force be with you. Always.