cislyn: (Default)
It's hard to believe that it's been a year of Small Wonders Magazine being a real thing, putting amazing words out into the world, but it has! And as we approach year two, we are fundraising to keep paying industry standard rates ($.10/word for original fiction, $.01/word for reprint fiction or $10 whichever is higher, $60 for poetry, $125 for art), pay for our fabulous art director, and to keep the lights on. I don't like asking for money, and asking in all the corners of the internet is especially hard (I so prefer lurking). But! I want everyone to have a chance to see what we've done with year one and be part of year two. So here we go!

We have some absolutely AMAZING loot this year - lots of handmade stuff, a drop-dead gorgeous patch and pin, stickers that are based on specific stories, and a backer-only mini-issue with some really stellar pieces. Check it out.

The Kickstarter for Year 2
cislyn: (Default)
I've talked about it for years, and now I'm finally doing it. I'm making a magazine!

A green and gold infographic for Small Wonders Magazine, live now on kickstarter

Small Wonders is a monthly magazine of science fiction and fantasy flash fiction and poetry. We publish one original story, one original poem, and one reprint story each week. Subscribers will be able to choose your delivery method - straight to your inbox for a steady stream of small wonders, or formatted as an ebook with everything together to read at your leisure.

Our kickstarter is happening right now, and every tier gets a copy of our proof of concept issue 0, with awesome stories and poems from Beth Cato, Wendy Nikel, Saswati Chatterjee, Moses Ose Utomi, John Wiswell, Premee Mohamed, Ali Trotta, Mary Soon Lee, and Charles Payseur.

We're releasing issue 0 as the campaign happens, alongside mini-interviews with the authors and other peeks behind the scenes.

And it's not just me, of course. I have a wonderful co-editor, Stephen Granade, and we are putting together a team of readers and other folks to help out as well. Everything about the magazine is an effort in collaboration, and I'm working hard to make it a good experience for readers and writers alike.

But first, we've gotta fund. I'm making bookmarks and writing tiny stories. I'm hollering about the campaign in all the places (hi! Long time no post!) as I hope I've hit the right amount of shouting enthusiastically about this thing I love. I'm grateful and I'm hopeful and I'm really proud of everything we've managed so far.

Check it out.
cislyn: (Default)
Borrower is out now at Strange Horizons!

This one is chock-full of my feelings about superheroes, and about the way we envision a world where such people thrive. It was very nearly a short story instead of a poem - sometimes when I sit down to write stories I commit wanton acts of poetry instead, and that's what happened here. I hope you like it.

Speaking of Strange Horizons, they're in the very last days of their annual fundraiser. They've got some really nifty goodies over on kickstarter, and an incredibly worthy goal of increasing their pay rates to $.10/word. I support them not only as a writer, but also a reader and a listener (yep, there are podcasts of all their work - including my poem!)

You should check them out and support the kickstarter while you still can!
cislyn: (booky)
So, hi! Last year I helped start a new nonprofit, and this year we're doing our first major fundraiser.

The Dream Foundry is an organization aiming to help build a healthy ecosystem in the speculative arts - if you make weird stuff, we're for you. We're developing resources to help network and connect writers, podcasters, translators, artists and illustrators, editors, and game writers. We've got a special focus on beginners in the industry, but we want to help support people throughout their creative careers.

We've already started putting out industry news and nifty articles on our website. We are also running a really cool discussion series on our forums - the discussions are led by paid industry professionals and take a deep dive into a specific theme across different media (right now we're doing Seanan McGuire's Wayward Children series and looking at the theme of found families, and Ferrett Steinmetz is leading this round of discussion - join us here!). And we have big plans for the future, including a contest for beginners - maaaaybe the very near future of this very year, if we reach our stretch goals!

The Kickstarter has some great loot - t-shirts, small crocheted critters by yours truly (I take requests!), a voicemail in your inbox by Charlie Jane Anders, manuscript critiques, artist hangouts, and more! It's awesome, and every little bit of support matters and helps us do more.

Come check us out.

a golden dragon under the headline Dream Foundry Kickstarter April 8 - May 7
cislyn: (blue)
I can tell I need to write, but I don't know what to say.

My friend Kate, [personal profile] kathrynrose, died today.

And then I sit and stare at the white space, because what could possibly follow those words, to make them make sense or give them context? What could I possibly say?

I don't know what to say. I haven't known what to say all day, sending emails, sending texts. I didn't know what to say when Allison called to tell me this morning, and I'm afraid I didn't say anything coherent. The word "fuck" might have happened. Maybe more than once? I honestly don't remember. I keep not knowing what to say and then saying something - anything - anyway. And hoping like hell it's sufficient to the task at hand.

I don't know what the task at hand is right now. Which is probably why I'm floundering.

I've been thinking a lot about found families lately. Partly because I've been reading books for a discussion club about it, and partly because it's just an idea which has a good kind of weight on my heart at the best of times. Kate was part of my found family. She was my sister. My unexpected, found, sister.

Here's a thing I learned early on about Kate: she couldn't abide a lie - she told me once that a lie would hurt her more than anything else. So I didn't lie to her, not even for politeness sake. She could take criticism well (though she was more likely to attribute that to my skills at giving it than hers at receiving - I dispute the charge) and it was nice knowing I could just speak my mind. And gosh, did we speak our minds. As soon as we got to talking, we found out that we were so alike (and also so different - she thought I was nuts for eating pineapple on pizza, for instance). (No, no I am not. :P )

She was stubborn. She was opinionated. And she was tactful... right up until she wasn't. I've never met anyone else who had the exact same social limits as me - which was a problem from time to time, as we'd both just be DONE at the same time. Heh. But never with each other. And it took a while.

She was quick to say "I love you" - and she meant it, every time. She was insightful and sweet and sharp and wicked and she got me, in a way that's hard to explain, and I got her.

She hadn't been writing much, these last few years - she said she liked having written something more than writing it, and it wasn't worth the pain to get to the product - but she'd been reading. She was one of my first readers, for almost every thing I wrote. A silly poem snippet? Off to Kate - I bet it'll make her smile. A short story? Kate should see this. A flash piece where I'm not sure if I'm clear enough? Well, if Kate doesn't get it, then I'm definitely being too obtuse. (Far more often, Kate would get it and then other folks would be confused. *shrugs* The perils of sending stuff to a sister to read for clarity is that she's maybe a little too familiar with the way you see the world).

I showed her things I never intended to show anyone else (except maybe Todd) just because she loved reading my words - all of them, even the bad ones (and oh, believe me, there are lots of those), and she always, always had something insightful to say. If not about the words, then about me. "So, feeling a little angry lately?" Yeah. Yeah, I am, Kate. Good catch. I hadn't actually noticed it myself yet.

And when she did write, oh, she had such a way. She could capture a moment, a mood, a whole scene, in so few words. You would swear she'd put in all these details, about the scents, the textures, the emotions... but every word was precise and every word was deliberate and she was just evoking those things, like a freakin' summoning spell. It was magic.

She knew how to be quiet. And she knew when to be loud. She was fierce and she was timid and she was messed up and she was neurotic and she was nostalgic and she was complicated and she was silly and she was serious and she was awesome.

We only knew each other for... six years? Seven? Ish? It feels like longer. In an email, back in 2013, I wrote "I am SO in need of more awesome people in my life, and you totally qualify. Let's be buddies. :) Also, hey, we could be some sort of weird time and space separated twins! That there sounds like a story premise... *grins*"

I feel like I've known her my whole life. I've certainly told her enough stories about my life for that to be true. I didn't hear nearly as many of hers as I wanted - there was always "remind me later to tell you the story about..." and then, well, sometimes later gets shuffled into other things. Because we could be silent for stretches, and then rapid-firing 20+ emails to each other in a day. We could text each other entirely in emoticons and then just bust out with paragraphs. She was part of my heart and my head and... and well here we are.

Lesson learned: sometimes you find your family when you're not looking. Maybe always? I don't know. But there she was, and there we were. For some very hard and very weird years.

And I've just been so very, very, very lucky to know her.

And I am so, so, so not ok with her being gone.

Ok is what there is to be - eventually. But that's eventually, and this is now. I don't know how those two ends meet in a middle that makes sense. I don't know what kind of alchemy has to happen in the world for that to even be meaningful.

One lie at a time, I suppose.

I'm ok.

Sorry, Kate. Love you, Kate. Miss you, Kate.

42? 42!

Dec. 14th, 2018 08:39 am
cislyn: (booky)
Today I am 42.

I first read The Hitchhiker's Guide to the Galaxy in elementary school. It was one of those books my Dad handed me and said, "Here, you'll like this one." He was right.

Far out in the uncharted backwaters of the unfashionable end of the Western Spiral arm of the Galaxy lies a small unregarded yellow sun.

Orbiting this at a distance of roughly ninety-eight million miles is an utterly insignificant little blue-green planet whose ape-descended life forms are so amazingly primitive that they still think digital watches are a pretty neat idea.

This planet has - or rather had - a problem, which was this: most of the people living on it were unhappy for pretty much of the time. Many solutions were suggested for this problem, but most of these were largely concerned with the movements of small green pieces of paper, which is odd because on the whole it wasn't the small green pieces of paper that were unhappy.

One of the beautiful things about the book is the way Douglas Adams is flippant about the most serious matters. Are we alone? What's this God thing all about? How did we get here? And of course, What's the Meaning of Life? (42 is the answer to that one. The question, however, is a great deal trickier.) It taught me a lot, being so silly. Life is big, and the more you look at the big things, the more surreal and ridiculous they are. Absurdity and laughter are perfectly reasonable ways to approach serious things. For a kid who would grow into a teenager and then an adult struggling with depression, this was gold.

The ruler of the Universe dozed lightly in his chair. After a while he played with the pencil and the paper again and was delighted when he discovered how to make a mark with the one on the other. Various noises continued outside, but he didn't know whether they were real or not. He then talked to his table for a week to see how it would react.

I read and reread the books, gave them to my best friend to read, and developed a little in-joke language that all nascent nerds will find familiar. I grew up on these books. I developed strong opinions about which ones were best. I identified far too much with Marvin the Android (I was a teenager, stop looking at me like that. It was the equivalent of my goth phase, just without the black eyeliner and boots - I wasn't cool enough for that). The books are a part of me.

And today I'm 42.

"I thought you said you could just read his brain electronically," protested Ford.
"Oh yes," said Frankie, "but we'd have to get it out first. It's got to be prepared."
"Treated," said Benjy.
"Diced."

Every year I'm a little bit surprised to still be around, a little bit startled at the new number that applies to myself. Life happened and kept happening and well, here I am. Survival is sometimes more a matter of inertia than willpower, more an act of passive resistance than stubborn action - but either way, the moments and the days and the years add up, and slowly, sometimes without me noticing, things got better than they were before. And better. And better. Hey, none of my days were going to be nearly so bad as Arthur Dent's - Earth has never once been destroyed to make way for a hyperspace bypass, my poetry doesn't even begin to approach Vogon levels of badness, and I can usually find a decent cup of tea.

"Out of my way little robot," growled the tank.
"I'm afraid," said Marvin, "that I've been left here to stop you."
The probe extended again for a quick recheck. It withdrew again.
"You? Stop me?" roared the tank. "Go on!"
"No, really I have," said Marvin simply.
"What are you armed with?" roared the tank in disbelief.
"Guess," said Marvin.
The tank's engines rumbled, its gears ground. Molecule-sized electronic relays deep in its microbrain flipped backward and forward in concentration.
"Guess?" said the tank.

(It was "nothing". They left poor Marvin with nothing at all.)

I can honest to frog look in the mirror most days now and think I'm cute as heck. I like the person I see there - inside and out. She's pretty ok. She's got issues, but eh, who doesn't, yeah? I've figured out a lot of my values, and kindness is way up there among them, and I do my best to try to apply that to myself too (it is, in fact, far harder than with strangers, acquaintances or friends). I've gotten, somehow, busy. I have projects. And when I put together a list for a little tiny get together at my house for my birthday (tomorrow, for reasons of logistics) the length of that "little tiny" list of "must have" people daunted the heck out of me. How did I get from there to here? It's baffling. And great.

And it is, in no small part, because I had books to cling to. Books to dive into. Books to share. Books to think about. There were whole implied worlds in the set up of The Restaurant At The End Of the Universe which delighted me. I found it perfectly plausible that the dolphins would nope out of this world after trying to communicate by jumping through hoops for decades. A jet black ship launched into the sun as part of the climax of a rock show? Yep. Makes sense.

"I will go mad!" he announced.
"Good idea," said Ford Prefect, clambering down from the rock on which he had been sitting.
Arthur's brain somersaulted. His jaw did push-ups.
"I went mad for a while," said Ford, "did me no end of good."

I'm so grateful for all the weird little things (and weird people, little or otherwise) that contributed to me somehow turning out ok today. I'm happy. I may be The Answer today, but I know better than to go looking for the question. Life is what we make of it, and today life is pretty darn nice.

"It's printed in the Earthman's brainwave patterns," continued Marvin, "but I don't suppose you'll be very interested in knowing that."
"You mean," said Arthur, "you mean you can see into my mind?"
"Yes," said Marvin.
Arthur stared in astonishment.
"And...?" he said.
"It amazes me how you can manage to live in anything that small."

The Hitchhiker's Guide has been so many things. A radio drama, a television show, a movie, books, a computer game. I love that it spans so many mediums, and yet still so firmly remains itself. I love how every different Arthur Dent is still so quintessentially Arthur Dentish. And certain things persist, no matter the medium. Do you know where your towel is?

A towel is about the most massively useful thing an interstellar hitchhiker can have... any man who can hitch the length and breadth of the Galaxy, rough it, slum it, struggle against terrible odds, win through and still know where his towel is, is clearly a man to be reckoned with.


The project I've been spending a lot of time on this year is also massively cross-medium. The Dream Foundry is looking to support people working in speculative arts across all manner of media - if you want to create something weird, we want to help you do it and connect you with resources to do it well. In the coming year I'll be talking even more about this - I'll be traveling to various cons to talk about the Dream Foundry and we're gonna have a kickstarter in the spring (with some massively cool stuff). We've got grand schemes. Don't worry, though, I don't need a trip to the Total Perspective Vortex just yet.

"Hi," it said, "I've just been created. I'm completely new to the Universe in all respects. Is there anything you can tell me?"
"Phew," said Ford, a little nonplussed, "I can tell you where some bars are, I guess."
"What about love and happiness? I sense deep needs for things like that," it said, waving its tentacles. "Got any leads there?"
"You can get some of that," said Ford, "on Seventh Avenue."
"I instinctively feel," said the creature, urgently, " that I need to be beautiful. Am I?"
"You're pretty direct, aren't you?"
"No points in mucking about. Am I?"
The thing was oozing all over the place now, squelching and blubbering. A nearby wino was getting interested.
"To me?" said Ford. "No. But listen," he added after a moment. "Most people make out, you know."

Yeah. We do.

42, friends. Grab your towel and your babelfish. I'm hoping to make this a memorably great year.
cislyn: (Default)
Today, I'm 40 years old.

There are a lot of narratives about getting older, a lot of stories we tell ourselves collectively about what it means and what it's like and what's expected and how it goes. Bunches of them deal with regret. Time is marching on, you're not who you used to be and time is running out to be that person again (for some reason) or to be someone else, someone more awesome. Pretend you don't have a birthday, have a midlife crisis, create a bucket list and yearn and yearn and yearn.

I'm not really into that.

I find myself here, smack dab at 40, exceptionally happy with who I am, and with what my life looks like. I'm really, really, really lucky. And I'm doing pretty ok - I could do better, in lots of small and big ways, of course, but that's how life works. There's always room for improvement, for growth. I could be better at so many things, and a better person in so many ways. I don't feel a sense of loss, though, for being where I am and being who I am now. I don't feel I wasted time or that I'm running out of it, either - I spent time, and sometimes unwisely, sure. But not wasted. I don't feel regret. And it's pretty great.

Today I'm feeling lots of things, but the most easily identifiable emotion is gratitude. I'm happy to be here, in the world. I'm grateful for the awesome people in my life. I'm grateful for the opportunities I have, and have had, and for all the good stuff. I love that I'm creating things. I have amazing people in my life, up close and far away and all manner of in between. My cats are fluffy and adorable, and my home is filled with games and weird things and books and I have the chance to make stuff and have great conversations and read nifty stories pretty often. I'm lucky.

It's silly, but I don't really feel like 40 is a number that applies to me - maybe that's because in my mind 40 means something Stolid and Dependable and Seriously Adult and Having a Career and all sorts of other macros which I should probably expunge from my mental space, because they're really very ridiculous and I know better. Or maybe it doesn't feel like a fit because I can remember so many other birthdays so very clearly. I remember running around with friends from school in my grandparents' living room with construction paper unicorn horns on our heads. I remember birthday parties that were girl scout sleepovers in Mrs. Simon's living room, with cupcakes and popcorn and root beer. I remember skate parties and quiet dinners out and apple pies and so many things. I remember my 16th and I remember my 21st and I remember my 27th and 35th.

And every time a birthday rolls around I tentatively pick up the new number and tilt my head and squint at it a bit and say "nah, doesn't really feel like me." Every time. I'll be 80 (I hope!) and looking at that number and shaking my head, saying "eh, doesn't really fit me, you know?". I don't know if any number ever really feels like it fits. I've always been better with words than numbers, anyway.

My thirties, as a whole, were great. I figured out a lot of who I am and who I want to be, met some of the most wonderful people, and started getting so much better at the things I love. I learned stuff, and I made stuff. May the next decade also be one where I grow in unexpected ways, and meet amazing people, and do my part to make the world around me a better place. Hello, forties! Let's be friends.
cislyn: (eclipse)
A few years ago, after the disastrous recall election here in Wisconsin failed, I wrote that elections are meant to be messages. And I was pretty bummed at the time about the message being sent by the electorate of the state I'd chosen as my home.

And here we are, once again. And I have the same kind of feeling.

Elections are meant to be messages. They are meant to say, with the voice of a people, "we support this", "we stand for that", "we will not stand for this", and so on. Today, I'm trying to figure out the message.

As a nation, we have elected the person who campaigned strongly on building a wall, over the person with the slogan "we are stronger together". We chose the person with literally no governmental or military experience. We spoke with our voices to support the person who started the birther movement. We are choosing to "make America great again" - which strongly implies that it is not great now, was not headed in good directions, and backwards is the way to progress. We have given a seat of power and prestige to someone who sexually assaults women and then brushes it off, believes climate change isn't real, is supported by the KKK. I could go on, in this vein. I don't think I will.

I feel a little bit like the comments section - you know, the ones you should avoid? Because it's a cesspool of hate and vitriol and the worst elements of human nature and nobody really means it anyway but that doesn't mean it can't do so some real damage if you read it - is smirking its way into the White House.

But the truth is that the message of this election is different than that - it's not as simple as "we support this guy!" and "we like the things he claimed to stand for" and "fuck the people who don't agree". Nor is it as simple as "we reject the other candidate!" and "we cannot support the things she stands for."

As of right now, a bleary but clear 9:52 am CST the day after the election while numbers are still coming in, I'm seeing that Trump got 47.5% of the vote, and Clinton got 47.7%. 59.354 million people voted for Clinton. 59.188 million people voted for Trump. 59 million people supported "the other person". From any angle, from every perspective, the message of this election from the people who spoke is that the United States is a deeply divided nation. We want conflicting things. It's not that we don't want this, and we do want that. It's that a helluva lot of us want one thing. And a helluva lot of us want something else entirely.

And the way we do elections, and the way this election in particular played out in the media, it's a narrative of division. Because it's a narrative. Elections aren't just messages - they're stories. And stories sell best in the press when they're simple - villains and heroes and this guy and the other. And when they're close. That's a tricky thing to manage - making nearly half the people think polar opposite extreme things. Very tricky. And very profitable.

I'm not conspiracy mongering here. I'm not saying there was A Plan or anything like that.

Mostly, I'm trying to make sense of this world, of this country. Here we are. And half of us are terrified and half of us are elated and half of us are grieving and half of us are jubilant and half of us are sure the other half want us dead - wait, maybe that's all of us? Just about?

I'm just looking at the numbers and shaking my head. 59 million people voted for this. 59 million people voted against. There are 200 million registered voters in America. That's a lot of people who just plain didn't vote. A few other million voted for third party candidates. And here we are.

So. What now? These are our neighbors and our friends and the people we're going to sit across from at Thanksgiving dinner. These are the checkout clerks at the grocery store and the other drivers on the road with us and the person you see every day at work. It's hard to be grateful, when you feel like The Other Side doesn't care about the things you care about - hell, maybe doesn't care about your life, period. I'm worried for immigrants, for people of color, for LGBTQ folks (and that B in there is for me, as well). I'm worried for the poly families I know, and the people trying to navigate hatred and fear and balance that with coming out and being true to themselves and the lives they want to lead. I'm worried for the folks who are different. For the ones who have less, and so have more to lose. I'm worried for the kids who watched along with this terrible election who are now realizing just how divided we are. I'm ridiculously worried for adults who are looking around and feeling like half the people in this place they call home don't value the same things they do, at all. And maybe don't value their lives. I'm worried for friends with chronic illnesses and I'm worried for people I know who might lose their health insurance and not be able to get any more. I'm worried about the economy tanking and I'm worried about people I know and care about losing jobs, losing their homes, losing each other. I'm worried.

But worry doesn't cut it. I think today I'm going to take some time to just step back, and try to find my faith and hope in humanity again. I'll also be reaching out to friends to make sure they're ok, to talk and vent and try to figure things out. I've already seen some folks on social media saying things like "get over it", "you're whining", "don't be a baby", "typical libtard overreaction". That's... well, that's not very gracious, and it's not very nice. And it doesn't much take into consideration those 59 million people who really, really, really, didn't want things to go this way.

You know what? If you're inclined to say anything like that - to anyone, not just me - please just step back, and don't. People were invested in this, and still are - and that's a good thing! I want people invested in the participatory democracy that we have here. People pinned hopes and dreams and fears on this. They believed and still do believe, that all of this matters. Being disappointed doesn't begin to cover it for some folks - I know a lot of people who are legitimately scared now, and if you think that's an overreaction, well, that's your business.

But maybe keep this in mind: telling someone who's frightened and depressed that they're acting like a baby does nothing other than bolster your own sense of superiority. It doesn't help them with their fears, or help you understand their perspective. You can believe that people shouldn't be afraid all you want, but maybe instead of indulging in that it would be better to think about those numbers. 59 million this way. 59 million that way. Think about that. And think about empathy. And try, in some small but measurable way, to make the world a better place for someone today.

Be kind. Think, before you speak. Be generous. Be nice. Get the order for the person in line behind you at the coffee shop. Give someone a hug. Adopt a pet. Donate to a library. Tell a silly joke. Read some puns and share them. Post cat pictures on social media. Send a card to someone you've been thinking of. Rake leaves in someone else's yard. There are a lot of little ways you can say to the people around you - even people you don't know - that you care. That you want to make the world a nicer place. Do them. And keep doing them. We need that.

Because one way or another, we all live in this bucket. It's a really big bucket, and it's got a lot of room. Maybe we can do something together to make it a nice place for all of us, and not just 59 million who spoke one way, and not another.
cislyn: (Default)
I've been hinting at a Sooper Sekrit Project the last little while - today is unveiling day! I present to you, CC: Otherworlds!

CC: Otherworlds is a collaborative project I'm doing with my friend Claire. She's a visual artist who does really nifty work. Together, we're going to make stories and art on a regular schedule, and send them in the mail (and also email!), because strangeness and wonder are meant to be shared and we all need more than junk mail and spam in our inboxes.

We'll be pulling a prompt from a hat fortnightly - and we've got some really great prompts in there. Then we each go off and make a thing separately, document our processes, and then get together and mail things off. The stories are printed on high quality paper, signed, and sealed with a red wax seal. The pictures are signed and mounted on black backing, with a little blurb on the back about the inspiration for the image. We write a letter to our patrons, seal everything up, and send it off! Oh, and we video ourselves doing to prompt pulls from one of my many silly hats, and brainstorming briefly about what to create. Our eventual plan is to pick our favorites and make a book out of them, after a full year of this.

We've got a backlog in case either of us has a case of Real Life come up and bite us (and they were all produced on the same fortnightly schedule!), but we've also practiced this process and have it down pretty well now, so we're not predicting a lot of problems. Our very first official prompt pull will be next week, September 1st. I'm super excited about this, and also nervous in a sort of silly way. No matter what, though, we're going to have a lot of fun doing this project. I hope a few of you will follow along and join in the fun.

A moment.

Jun. 30th, 2016 10:28 pm
cislyn: (fireflies)
It rained tonight, a steady, quiet kind of rain. I was playing games with a friend in a coffee shop, rainbow umbrella dripping on the seat of the booth next to me as we talked over the strategy of our moves and joked with each other about how awful we were both doing. He took quick bites of salmon salad between moves and I would turn and look at the metal tree sculpture on the wall beside us when he dithered over moves. After, I shouldered my backpack and walked out into the twilight - it was that perfect moment when it's still light enough to not be night, but it clearly isn't day anymore. The rain had stopped. The air smelled like the storm, and the ground smelled damp, and the grass was twinkling a little in the light from the streetlights. And as I walked along the sidewalk, the fireflies started glimmering in the dusk all around me, little streaks of light. One sat on my shoulder for a moment and then blinked off, away on buggy business. I walked around the block twice, past my car, back again past the coffee shop (the barista waved at me through the window as she closed up), just to enjoy it all.

I wish, sometimes, that I could capture moments, distill them down to their essence, and share them with other people across the miles. The quality of the light, the little black glowing bugs doing their twilight dance, the blue paint on the little free library in the yard I parked in front of, the runner completely soaked by the rainstorm who grinned as he jogged past me, the smell of the rain and the squeak of my sandals on the sidewalk and the cool breeze. All of it. Every bit. I want to just pour it into a cup and save it for a moment when someone needs it - maybe me, but more likely someone else - and then pull it out at need. Here. Here's this moment. Apply as needed.

And maybe that's why I write. Or at least, why I write little things like this, and share it here. Next best thing to experiential distillation, I suppose.

It's a beautiful night. I hope it's treating all of you kindly.
cislyn: (blue)
In silence

I have a belly full of stones that are words
heavy down in my gut
two dozen or more “I’m sorry” pebbles
a broken fragment of “that could have been me”
a handful of weighty “yes” and “no” and “I am too”
jostled next to jagged edges of “I wish”
though acid and time inside
have removed the rest
(but I remember that falling star).

It isn’t a curse -
if I were cursed I’d speak
and no one would listen,
or the stones would come out
click clacking past my teeth, maybe chipping a few
wet and raw into the world
whenever I spoke.

I know how curses work.
Curses change words
to jewels, to frogs, or maybe insects
like butterflies lifting into the air on lettered wings
or crickets hop-scurrying across the carpet
hoping to get away.
No, I’m not cursed. I just swallow my words
unable to find any that matter
that change things
that can move
unable to express depth with shallow syllables
and so, down in the deep they harden.

Morbidly, I imagine that when I die
they will cut me open
and find a quarry
a love letter to the world
in simple sedimentary sentiments,
igneous ideas cooled now in the darkness inside,
and metamorphic thoughts pressed together over time
into the hardened hollow places
I carry in the softness of self.
Until then
the words sit in my stomach
waiting to see light
and I cannot speak
even when I want to
even when I want to say
(something, anything, what what what)
so very, very much.

I’m not dead, though
and I do not intend to lie down
anytime soon
so, in lieu of inadequate mineral conversation
which I can’t quite manage to produce
I move my hands
making something soft
in bright and shifting colors
a rainbow to wrap around the shoulders of a friend
a gift
and I remind myself
when the world seems cruel and dangerous
that I am armored inside with rock
that change can be geologic and slow
but it happens
inevitable
inexorable
unavoidable
and that there are many, many ways to speak


What you can do to help in the wake of the Orlando shooting
cislyn: (smiting)
Imagine, Manager Mike and Programmer Pauline, sitting down to a meeting before the BluRay player's UI is finished.

M: So, this thing is going to be able to play all kinds of stuff, right? Not just discs. Because the kids like that these days.

P: Oh yes. Don't worry. There will be lots of apps you can add to the home screen.

M: Ok, so tell me how that'll work. I've added one of these apps and want to use it. What's the experience like?

P: Well, let's say you have a Pandora account, and want to listen to some music through your nice home theater speakers.

M: Sounds good.

P: Indeed. So, you navigate to the Pandora button on the home screen, and select it with the remote.

M: And then it starts playing my music?

P: No. Then it displays a black screen with white lettering that says "checking internet connection"

M: Ah. Ok. Ok. I get it. And after it's checked the internet connection, it plays music?

P: No, then it dumps you back on the home screen.

M: Right, right. Of course.

P: So then you navigate to the Pandora button again, and select it with the remote.

M: And now we're good to go with the music and the playing of it, right?

P: Wrong. Now it displays a black screen with white lettering and the message "Acquiring Internet Content"

M: Is that it?

P: Yeah. That's all we print up there.

M: Mmmm, that'll never do. Let's give them something else to look at. I know! How many steps is this internet content acquisition stage?

P: Um... let's say three.

M: This is what you'll put on the screen: one slash three, two slash three, three slash three... that kind of thing. Nothing like some fractions to really make users happy, right?

P: If you say so. We could add a progress bar, too.

M: No, no. We don't want to give them too much. Oh! How about a FAKE progress bar? You know, one of those simple lines with a dot that moves back and forth on it but doesn't really indicate anything?

P: No problem, boss.

M: So how long does this process take, on average?

P: Could be anywhere up to five minutes, depending.

M: Hmm. Ok, so you're at this 'acquiring internet content' screen for a few minutes. It acquires the content. Now there's jammin' tunes, right?

P: Nope. After it finishes, it displays a big white button labeled "continue" for the user to press.

M: Hmm. Ok.

P: And after that there are tunes. What do you think?

M: What happens if the user wanders away during the process and comes back, say ten minutes later, having made a cup of tea?

P: Oh, it times out and dumps them back at the home screen.

M: So, you basically have to have the remote in your hand the entire time, press buttons multiple times for no purpose, and be paying attention to a black screen with minimal content or information the entire time lest you miss your window of opportunity and have to start all over again?

P: Uh... yeah. Yeah, we do that. We could, um...

M: SOUNDS GREAT. Ship it! We are going to make SO MUCH MONEY! Who wouldn't want to fondle our tiny little remote all that time?! Mwahahahaha!

P: That's what I thought! Awesome!
cislyn: The worst enemy to creativity is self-doubt. (Enemy)
I recently (as in, a couple of days ago, in a quick rush of a few hours) read The Art of Asking: How I Learned to Stop Worrying and Let People Help by Amanda Palmer. It's a good, solid read. It's kind of hard to classify this book (which is part of why I like it) but it is, in large part, a memoir. And Amanda Palmer is pretty good at pouring herself out onto the page, one way and another. It's also sort-of kind-of a book about fundraising, about the arts, about figuring out how to make art your 'job' in a capitalist society, and so on and so forth.

I have some complicated feelings about it.

It's no secret that I suck at asking for help, while simultaneously really enjoying and sincerely hoping to be able to help others. I was kind of hoping this book would help me figure out how to make those two feelings line up a little better, would help me untangle some of my contradictory feelings about 'help' in general. It, uh, didn't really do that. Though it did get me thinking.

It was an interesting read, and I could definitely tell by the end of the book that the author had come a long way down that road herself - but she started out in a position of generally being more than able and willing to ask for help, and it was only with some of the really big stuff that she struggled. The day-to-day? She had that down, and expressed a bit of confusion and befuddlement that anyone could feel ashamed or conflicted or weird about asking for, say, a tampon when surprised by their period. Yeah. Honey. That's a lot of people right there. For stuff that I feel I should have handled on my own? I generally don't ask for help if I can get away with it. I don't want to put anyone out.

And I feel like there are these... I don't know, kind of like lines in my head? They delineate Asking Too Much and Asking Not Enough and Asking Just The Right Amount. Part of that is just plain being judgey, I'm sure. But you have to make judgement calls, you have to decide when and how much and how often to give, or you'll give too much away.

Confession: I... had a problem with charities in college. And also not charities, but just people who asked for help in any kind of way, but particularly financial. It's not like I had money to spare, but, hey, I reasoned with myself, I probably had more to spare than they did. I had more than many people. And so I repeatedly put myself into tight spots and got stressed because I wasn't able to say "I'm sorry - I can't right now, and probably shouldn't later". To this day, walking past folks on the street asking for money - especially if they're persistent or follow me - is incredibly hard. I want to just empty my damn wallet. Another good reason not to carry cash. I just want to help. I always want to help. Even when I know I can't.

And I feel like in a lot of ways we're living in the age of the ask. Patreon and Kickstarter and Gofundme and YouCaring and IndieGoGo and and and... and sorting through those is hard. It's really hard. All of it is hard.

And what that really comes down to is this: our relationship to money is difficult. And that's not going to go away anytime soon.

There's shame tied up in there, and guilt, and obligation, and all kinds of other heavy emotions. We all have different notions about what's Appropriate and Right when it comes to money - it's Appropriate and Right to make money, of course. And it's Appropriate and Right to share some of that - but only some, and our ideas about when and how and under what circumstances are all a little different.

Some small group of people might come to consensus that "no, that's tacky" or "that wasn't right" or "that's begging" or "that's fine so long as..." (fill in the blank with any number of different pre and post conditionals - as long as the money is all spent on these specific things, as long as there was literally NO other way to get by, as long as the person asking feels appropriately lousy about having to ask, on and on). But even with those things, you'd be hard pressed to get consensus on Right and Appropriate among a wide audience.

And I'm sure what most folks do is just muddle through, you know? This is an intuitive things for many people - you know what sets off your "nuh-uh" radar, what activates your "oh damn, I should put something into that hat" spidey sense. And we all know - and perhaps fear? maybe the right word there is 'anticipate' - at some level, being in a position to ask ourselves. "That could be me." Oh hell yes it could. That could be me. For some people that sense ends up translated into "I Would Never". For others it comes down to "I am my brother's keeper, in all things". It goes different ways, humans being different and all.

I think that's one of the biggest motivators for many who do give. They see themselves in the asker, or some facet of their situation. And that applies not just to asking out of desperation, or deep-down need, but asking out of want. Creators on patreon are trying to recreate the artist-patron relationship, trying to decouple funding from a specific product and delivery timeline (though there is still some of that). Wouldn't it be great to be that artist? To be that writer? To be that creator? And hey, what they make is cool. That could be me.

But only if we ask.

So, circling back to the book, one of the things touched in there over and over again is this - if you're going to ask, you have to believe. You have to believe you deserve to get whatever it is you're asking for. Whether that's help moving a couch or $5 / month to keep doing some thing you do, or $500k to build some specific large thing. You have to believe you deserve that help. It's not about the culture, about society, about the stuff you're asking for even - it's internal.

And I see her point, I do. Fundraisers presented with shuffling apologies and downcast eyes and long lead-ins about how it really sucks that this is necessary but, well, you see... those are everywhere. And it ties back to that shame. If only to stand out from the crowd, it's a good idea to leave that behind, to try to present not with pride but with at least a lack of shame. (Ah, but how hard is it to be truly 'shameless'!)

But when you're asking for help with things other people will claim you 'should' be able to handle on your own? How do you get over that? Is it really a matter of deserve at that point, a matter of stance and attitude? Does it help when you're fundraising for personal life stuff to present it as "I am completely awesome and I'd like to keep being completely awesome, so please help me keep on keeping on and paying my bills"? I dunno. I suspect that kind of position could (maybe even inevitably would) backfire.

Certainly, a deep down belief in the awesomeness of your offerings is necessary if you're asking for help with them - if you're promising to deliver a thing, or continue making stuff, or whatever. Help with a project? Sure. But when the project is surviving the daily grind of capitalism that pushes us all down (though certainly some of us more than others), it gets a lot trickier, and that's a lot of what's out there these days. And asking for help with those things? It's still fucking hard. And often, for so many, so fucking necessary.

So, you know, no big surprise - Amanda Palmer's book is written from a particular perspective and from a particular kind of privilege. Which is fine. Like I said, it's mostly memoir, and pretty well written memoir at that. But the premise that if you just ask people will give you the world, well... not quite. Not quite.

I'm going to keep poking at my tangled feelings regarding money, regarding asking, regarding help. I will say this - sometimes, the ask is not the hardest part. Receiving the help itself is. Asking for help is a huge hurdle, but part of why is that feeling of shame, that sense of obligation and debt, the resultant feelings of inadequacy and failure. Having to ask means you failed to do it all yourself, after all (which hey, we none of us really do it alone, but I know how powerful the urge is to try) and accepting the help after there's been an ask (maybe not even by you! Maybe by a friend, or just a stranger who noticed the need somehow) is having to face the reality of that failure.

There are some self-descriptor words which we value pretty highly and view positively - "independent" is one of them. And finding it hard to ask for and harder to accept help is a huge amount of the cultural baggage tied to that word. I don't really feel it for myself - but I have aspired to it, in many ways.

The autumnal equinox is coming up - I like looking at the shifting of the seasons as a good time to try to shift things inside myself. The world is moving, and change is a constant. It might be a good time to try to figure out if some of these self-descriptors are really worth keeping around. I've already gotten rid of "selfless" (without self? Really? Yeah, no thanks. "Selfish" I'm still not embracing, but I'd be happier to be called that than selfless). Perhaps it's time to shed my nascent aspirations toward "independent" too.

I'm not. None of us are. I love my people, scattered and distant and close and silly and serious and the whole lot of them. I love helping them, when and how I can. And maybe it's time to deep-down acknowledge that the ties I've been building for years with people go both ways. Independent? Not so much. The opposite of that isn't dependent. It's loved
cislyn: (swirl)
There's something about space exploration, about pushing past the borders of atmosphere and the grip of gravity and getting beyond. It hits me right in the emotional centers, every time. This is part of why I write science fiction, and a huge part of why I read it. It's also why I teared up a little today, about a webform.

NASA is doing this really amazing and clever thing where you can send your name to Mars. Yes, you. Right here. It's just a webform, and then they'll review the names, and put them all on a microchip, and send it to another planet.

So. Yeah. Goofy grinning and moist eyes. No apologies there, even if it is about a webform.

Of course, it's not really about a webform. It's about technology making the story of exploration personal. It's about how amazing the future is, and how great it is that this kind of thing is happening. It's about possibilities and wonder. Some things are worth getting a little teary about.

Go sign up. Getting teary (or starry) eyed is not necessary, but I recommend it anyway.
cislyn: (distant worlds)
I feel like talking about my history with games a little bit today. This will be a ramble. You have been warned.

The very first video game that I played by myself was Moraff's Revenge. I was 11 when Moraff's Revenge came out - my dad belonged to a Shareware of the Month club. He got floppies in the mail, and it was a thing I looked forward to. Most of the programs were nothing I was interested in - there was a typing program I found kind of fun, but mostly I just watched my dad tool around on the computer and used it to write my school papers (I was sort of insanely proud of being able to type my book reports and print them out).

We didn't have any game console systems. No sega or nintendo. No atari. I didn't have any friends who had those things - or at least who let me play on them. We also didn't have cable tv, because we lived way the hell out in the country with my grandparents. When I wanted to play a game, I had board games available. But, again, I was an only child living pretty far out in cow-pasture country. My grandparents were not interested in playing games - they had Adult Stuff to do. My dad would play uno or chess or connect four with me some nights, when he wasn't too tired. Usually, though, I played by myself. I became the queen of parcheesi, happily inventing different people to be the other colors and ascribing different stakes and motivations for the invisible gamers I was playing with. Usually, they were just Me from different timelines or universes.

That's not to say I didn't play some computer games. There were a few educational computer games we played at school - there was the ubiquitous Oregon Trail, and a trivia game which had a Great Awk. Camen Sandiego. That kind of thing. I think there was pong installed somewhere. And I treated the shareware typing program as a game, which goes some way towards explaining my 100+ wpm typing rate. Heh.

And then there was Moraff's Revenge.

Moraff's Revenge is a very basic dungeon crawler. It came out in 1988, so the graphics are very minimal. On one side of the screen is a top-down view map which gets filled in as you explore. On the other side is a 4-panel 3-d kinda view of the dungeon as you explore. As you walk down the dark corridors, you'll see monsters in the distance, and have the choice to run away or go forward and engage them. You could also spot things like doors at a short distance, if I'm remembering correctly.

I loved that game so much.

The computer was in the formal dining room, a room we never, ever used. Not even once. There was this huge big heavy rectangular wooden dining table, and two different cabinets filled with fancy china, and my grandmother always had some sort of big fake-flower arrangement on the table. The chairs were big and heavy. We always ate at the round table in the living room, comfortable and close and informal. The computer desk was shoved up into a corner of the room, up by the door into the kitchen. The printer was down below the desk, a snaky mess of cables. My dad had brought home a small cheap black office chair, and I spent way too much time spinning on it. I called it the Twirly Chair. When my dad was on the computer, I'd pull up one of the formal dining chairs and sit beside him, and my grandmother would stick her head in from the kitchen and frown at us both because she didn't like things to be moved around in that room. My dad showed me Moraff's Revenge the day he got it in the mail and I was literally on the edge of my seat as he rolled a character and got started in the dungeon. He looked over his shoulder at me and laughed a little and said "you want to play?"

Oh hell yes, I wanted to play.

Your choices were warrior or wizard. I chose warrior, and started my career bashing in monster brains and collecting copper coins and turning them into Jewel Pieces and storing them in the bank and gaining experience by sleeping at the inn. And in the back of my head I was already thinking about how this world worked, about an economy based on jewels when all the foes you encountered carried metal coins which weighed you down (gosh, the cheaper ones were heavier) and this dungeon which allegedly contained the fountain of youth. I thought about 'levels' and getting stronger by bashing in monsters, about running a shop or an inn (there were three to choose from - and the fleabag motel had a high likelihood of making you sick and/or getting your stuff stolen). Where did the potions and pills found in the dungeon come from? Who made the armor and weapons? What motivated the monsters to attack me?

I had all these questions, and I loved the game. I was devoted to this game. I pictured dungeon maps in my mind when I went to bed at night. I was helping out at my dad's office some days after school and on weekends, and he let me install it on the office computers too, so I had multiple games to play.

And I realized pretty early on that one of the things I was so fond of was that my character was never pictured.

The representation of the player on the slowly-revealed map is an arrow, pointing the direction you're facing. The views as you're walking through the corridors of the dark dungeon are sort of what your character is seeing. Your character is never in view.

It was great. I could imagine my character to be any damn thing I wanted. I imagined some days that I was one of the pixelated hobgoblins such as those I encountered in the dungeon. I could be female, male, a green slime that could shape itself such that wearing armor and wielding weapons made sense. I could be anything and any shape. There was always armor that fit me, if I had the JP to spend.

For a young lady becoming increasingly annoyed with and aware of her own shape and form this was amazing. I could be an adventurer. That could be me, leveling up. Making poor choices about where to spend the night. Getting new goodies and going deeper into the dungeon. There was nothing that said it couldn't be me. It could be me.

My dad subscribed to the shareware thing for a long time. There were other games that came across that little desk in the formal dining room. Commander Keen. Tetris. Once my dad realized how much I liked playing games on the computer (and how much he enjoyed it too) he started scouring the sales racks at stores and came home with Ultima games. Wing Commander. SimCity. Populous.

I started figuring out what I liked and what I didn't in games. And as much as I enjoyed a strong story element - good writing, good characters - what I found really engrossing were games where I could make up my own story. Where I could decide where I, the player, fit into the narrative. What was my character? What was I doing? Why was I doing it? And that was always easiest when there really wasn't much of anything representing the player on the screen. The Sim games and Populous were favorites - it was great fun to be able to play around with wide concepts, to build things. But Moraff's Revenge remained my favorite game, despite all its problems. Despite the fact that really it was quite tedious. Despite the fact that there wasn't much variety in monsters, equipment, dungeon levels, any of it. Despite the fact that 'winning' the game and finding the fabled Fountain of Youth at the bottom of the dungeon just gave you the chance to start it all over again with a slightly more powerful character.

I didn't care. I kept playing. Because it was minimal and allowed me to tell the widest range of stories. Because there was nothing keeping me from seeing 'me' in some version on the screen. Because dungeon crawling is damned fun, and it was fun to imagine ways it could be more fun, to mentally stretch and say "this game would be better with" and play with game design concepts. Its failings were its strengths and kept me engaged for years, sneaking out of my bedroom at the back of the house to tiptoe into the formal dining room and turn on the computer late at night, muting all the sound and playing when I couldn't sleep. Braving my grandmother's tsks and frowns to sit down in the Twirly Chair at the computer after I finished my homework (or at least after I said I did) to play just a few more levels before dinner.

I was in highschool, a senior, before I ever played a game on a gaming console. It was space invaders, and I blew away my boyfriend's score in one sitting. He was more than a little surprised, since I'd told him I'd never played any games on an atari before (I think it was an atari. Please don't revoke my geek license if I've got it wrong. I only played it, like, twice). I kept playing the things I liked, and had resigned myself to nobody having heard of Moraff's Revenge, or enjoying it if they had heard of it. I figured it was just one of those things. I played more games. I branched out a bit.

And then, a few years later, I discovered rogue-likes. This was everything I'd been looking for in Moraff's Revenge, and more. My character was represented with an @, and I loved it. When Todd showed me nethack for the first time, he was a little apologetic about that, saying that the graphics weren't fancy but... and I just nodded. I got it. No problem. And it was a dungeon crawl. Yes indeed. I've played a lot of roguelikes - a LOT of roguelikes - over the years, and found something to like and love in almost every one of them. Even the ones with fancy tile sets or graphics that put a representation of the player on the screen that's a little more sophisticated than an @. But what drew me in was being able to imagine whatever I damned well pleased. A D was the biggest, baddest, most intimidating red dragon I could imagine. And hey, y'all, my imagination is pretty great. I didn't have to rely on a graphic artist laying out, pixel by pixel, just what should intimidate me. I could see the monsters however I pleased, my character could be a chubby sorceress flinging fireballs (why don't we ever see any overweight mages? They're all skinny, I swear. At least the ladies are - I've seen a portly mage dude or two, complete with bushy beard over a gut, but I guess if you're a femme magic user you've just GOT to swank, for some damn reason) or a turtle person slowly trundling along in heavy armor or a bird-headed spirit waving around a staff. Anything I pleased.

I've seen a lot of conversations about representation in video games these days - well, in all kinds of media, honestly, but video games is getting the most pushback, from what I can see. I think about these games, the ones that showed me the world of possibilities inherent in games on a screen. I think about the text adventure games I played, the numerous dungeon crawlers (Mordor: Depths of Dejenol, I'm looking at you. Sooooo many hours sunk in that little game), the RPGs. The long conversations about story structure, about game design, about inventory management and what do levels really mean and the power-balance of magic versus brute force.

And I remember Moraff's Revenge, and how thrilled I was as an 11 year old girl to be given the freedom to imagine anything I pleased. Representation matters. What those games did for me - what nethack and other old-school roguelikes and many other games still do - is give me a chance to see myself in the game world, if I want to. I didn't have to rely on a programmer to think of me, to get it right. I didn't want to play 'games for girls' inasmuch as there were any available back then. I didn't want things branded pink, and I found bikini armor and half-naked ladies kind of laughable and sad in these worlds where violence was the answer to every problem and just about everything you met was going to try to impale you with something sharp and pointy. I don't mind level grinding. I really like dark dungeons. And if I ever make a game (and I've been talking with a good friend about doing just that thing) I hope I can make something that has even half the impact that Moraff's Revenge had on me. Something that gives people room to think, to imagine. To see themselves. To see a world where they could be the one who saves the day, or even just the one who completes the quest and levels up. It could be you. Why not?
cislyn: (booky)
Oh wow, I just discovered NerdCon Stories.

I... really really really want to go to this. I would need a con buddy or two (because that's how I roll) but... wow. Just... wow. This is entirely and completely up my alley and exactly the sort of thing I love talking about, thinking about, analyzing, overanalyzing, geeking out about, squeeing about, and generally getting all excited and involved with. Anyone else really intrigued and maybe want to go?

cislyn: (distant worlds)
I've been playing the Atelier series for a while now. These are, undeniably, my games. Todd got Atelier Rorona for me for one of my birthdays, and it's been a tradition ever since to grab up the latest game in the series when it becomes available. They're cute, casual, fun little games. They almost universally have a female protagonist, a complex crafting/alchemy system, turn-based battles, and a slowly-widening set of areas to explore and play in.

I think Atelier Shallie, the latest game in the series, is an interesting experiment. It's kind of a frustrating and failed one, but interesting, and in a better written game it could work really well. It takes the idea of control of a character and turns it on its side a little bit. You're playing this alchemist, Shallie, and so of course you have to complete goals and do tasks and blah blah, as Shallie. Nothing radical there. You have the choice of two Shallies to play - Shallistera, or Shallotte. I chose Shallistera.

There's no time limit, which is a radical departure from previous games in the series, and in theory there's no pressure to do anything in particular. But the truth of the matter is that when you're doing the 'main' parts of the story, that's all you can do. Shallie has a happiness meter, and it drops drastically as soon as you deviate from the proscribed course of action, and the lower her happiness the less able she is to do things at all. She's slower, she's less powerful, and the play experience is less fun. All other goals and quests are hidden during the main plot, so you can't see if you're making any progress, or if the things you're doing 'count' towards any of your goals.

And the brilliant thing is they've done all this by putting it inside Shallie's head. There's this little representation of her in profile, and when she has free time, her face will flip to the left, and multiple sections open up in the "life goals" menu. All of a sudden, you can explore lots of different ways to progress and lots of different goals - there are interpersonal goals, alchemy goals, goals for getting tougher in battle. In the middle are her 'main' goals, which are, in theory, most of what she's thinking about, but at this point they'll be vague: "get stronger", "go exploring". Things like that. And as you complete the things she's thinking about there, her head will slowly fill up with color. When it's full, she flips back and wants you to progress with the plot again.

It's ingenious, because hey, you want the experience of controlling another person, a human being with her own desires and goals and objectives? Well, ok. That means sometimes she's not going to want to do the things you want to do. Her goals don't necessarily really line up well with the play experience of a game, of a player controlling her. It forces you to care about what she cares about.

And it fails. It fails hard. Because they failed to make Shallie a character I actually care about. Like almost all the alchemists in the dusk portion of the series, she's shallow, young, naive, and stupid. Oh, SO stupid. I find it incredibly frustrating to play dumb characters who have no real dreams, motives, or desires.

Most of the time when it's time for the plot to progress the 'thought' in her head that blocks out all the other things I'm actually interested in doing is "I'm tired. Let's go back to the workshop and rest." Really? There's this whole world to explore, and all these things you cared about just a second ago, before I smashed that last barrel or killed that last monster and completed the objective which tipped you over the edge, and now all you've got is "I'm tired"?

If the role she was playing made more sense, or the world itself was deeper and more interesting, or the story writing better, then it would be a brilliant system, because it would jolt me out of my player's position and into the position of the character I'm allegedly interested in. I can see how it could work. It just... doesn't.

Add on top of that other minor frustrations and the game ends up being a very disappointing experience. When you complete an objective, or do some portion of it that nudges up the progress bar, it displays on the screen to let you know what's going on. Nice? Not actually. It displays the prerequisite for the task you just completed, and not the task itself! Your task is to gather three times in this region and you just completed it? Oh well. You get to know that what led to that was "Smash 20 barrels". That's a minor quibble that becomes a major one when so much of the focus is on these tasks, and it makes no sense in the context of it being Shallie's mind-state. Why on earth should she be thinking about Y, which led her to want to do X when she just managed to finish doing X? It comes across as random and it's just a really odd design choice.

The game setting itself is potentially interesting - there's this long, slow apocalypse happening, a world-swallowing drought that could be really interesting. And the game touches on it, but after playing the other two games in the series, I admit that I have no faith in the world-building. I like the slow, inevitable feel to it all, but I know better than to expect it to make a ton of sense, or to expect a complex ecological disaster to be handled well.

Shallistera herself is a sort of diplomat, chief-to-be of a small village threatened by the Dusk (the in-game name for this creeping desert doom), and she's come to a larger city seeking aid. And is anything interesting done with her status as a foreigner, a diplomat, and effective leader in training? No. Not at all. Not even a little bit. The city she travels to is ruled by a corporation, which seems to basically just be one rich guy. There's no mention of what the corporation does, who it employs, or how it's the governing body of this city. The actual engaged leadership of the city which Shallie mostly deals with is the "Union", lead by a younger more charismatic fellow who hands out all your quests. And to whom "Central" has sent a bureaucrat, Solle, to deal with. Solle "does reports" and "conducts investigations." Or rather, he tells other people to. The actual structure of the government of any of these places is completely nonsensical, and Shallie's status as a representative of a foreign power - even a minor one - is just completely overlooked. Solle hands out "assignments" to her and tells her she'll have to wait for Central to do things. The Corporation and Union alike basically order her around and commandeer her ship and resources. She doesn't care. It makes no sense.

Shallotte, the other playable character, comes from a poor family and is scraping by to make ends meet. I haven't played her story yet, but I have even less confidence in the game writers to tackle class issues than I do for them to tackle politics. I expect they'll just avoid it with some hand-waving, much the way they have with the political and sociological implications of Shallistera's position.

One of the things I've always liked about the Atelier series is that it tends to focus on the smaller, more personal stories. You're encouraged to care about your relationships with the NPCs - there are in-game rewards to be had for maintaining higher 'friendship levels', though the different games in the series have handled this in different ways. The main plotlines are almost always about small, personal things. Atelier Rorona was about an apprentice alchemist who wanted to get good enough at her craft to run her own shop, and had to navigate the bureaucracy of a city to prove she could do this. Atelier Totori, my favorite game in the series, was about a girl whose mother was an adventurer (just, you know, a valid career choice in that world) and disappeared. Totori wanted to become strong enough to be an adventurer herself, to follow in her mother's footsteps literally and figuratively, and figure out what had happened to her. The fact that she had alchemical talent was a thing she used to further that goal.

I fear that Atelier Shallie's plotline is ultimately not going to be about saving Lugion Village (which the voice actors pronounce inconsistently - one of a number of really irritating things about the English voice acting), or about Shallistera gaining enough confidence to be a leader and make hard choices, or even Shallotte overcoming the poverty she's mired in and the low expectations of everyone around her. It's going to be about saving the world. And actually, that's disappointing. There's not enough character here to sustain a character-driven story, and not enough world here for me to want to save it. I've never seen Lugion village and I doubt I ever will. What I have seen are constant references to the Dusk and how it needs to be fixed in order for things to be ok. I'd love to be invested in that, but I'm not. I don't believe an apocalypse can be solved by a girl with a staff and a big cauldron and her adventuring pals.

I will probably keep playing the game, hoping against hope that it will surprise me with some depth, with some twist. Against all odds, the gameplay itself is fun and fairly consistent. The battles are scaled well and there's enough variety in them that I find them fun. The alchemy system is nuanced enough that I actually like making stuff and experimenting with different combinations. I appreciate that I can just go out and gather stuff or fight monsters or make things without having to budget my time, but I do end up perversely hoping against hope that I won't do anything that Shallie cares about, because then I'll be forced to go on with the plot, and the interesting battles and gathering and free time I have will be taken up with inane conversations (she has a terrible habit of just repeating phrases from things people said - I've dubbed her Shallistera the Parrot) and cameo appearances of characters I didn't like from other games in the series. Oh hi, stereotype of the drawling cowboy. Gosh. You... sure do exist. Can I go make some stuff again yet? Nope? Ok. On with it until I can.

I'm still enjoying the things I enjoy in a game like this. I just wish... well, I wish for a lot of things. It would be super great if one of these days they made a game about a character who isn't basically a kid, for instance. Someone discovering a talent for alchemy when they're already an adult and having to make choices about what to do with that would be really interesting. The goal system in Shallie - with a few tweaks - could also be pretty great, if employed in a story that's well-written and for a character I really care about, with any depth of emotion or experience. I'm hoping that next year's Atelier game (because these things come out like clockwork) will incorporate some of the positive changes from Atelier Shallie. I'd really love to love one of these games again. I haven't in a while.
cislyn: (booky)
You know what I am? A doof. I posted on all the social medias except the one I use the most (that would be this one here) about my story which came out on Monday. I'm also a doof with a story out, and you can read it right here. It's flash, so it's guaranteed to be a fast read. I hope you like it!
cislyn: (booky)
Thing 1: The Best Of Electric Velocipede, featuring my poem "Melt", is debuting right now at World Fantasy Con. Woohoo!

Thing 2: I just signed the contract for my very first pro sale, to Flash Fiction Online! When I have more details, I will share them with you. I am suuuuper thrilled about this!

Today I feel like I crossed some invisible threshold. I have leveled up. I am now a Real Writer, and I feel pretty damn fancy.

Avail

Apr. 29th, 2014 12:26 pm
cislyn: More ideas than time (Ideas)
I like to tell people that though I'm not a programmer, I speak tech-geek fluently. This is true; I can follow most conversations about programming, and even contribute meaningfully from time to time, simply because I've been around so many programmers for so long. I've tried learning various programming languages over the years - I've dabbled in everything from C to JavaScript. I've played with Perl and Java and Inform and I could go on. And what I learned from those experiences was that yep, I am indeed not a programmer. Which is pretty ok, since I know a lot of programmers, so if I need a thing coded, I have plenty of options.

Todd and a lot of my Madison friends have been working on a really big project for years now - a new programming language called Avail. I've been involved rather peripherally in this, doing stuff like transcribing and editing notes when Todd was giving little classes on how to program in Avail, making sure everyone stayed fed when they were holed up for long design sessions, and, more recently, copyediting the website and contributing glossary pages and such.

But when Todd suggested that I take the silly little game I wrote for LiveJournal and port it to Avail so it could be included with the downloads as an example... well, I have to admit that I balked. I've been down this road before. I'm not a programmer. I just knew it was going to be a terrible hassle, I was going to mess up something, and I would wind up feeling like an idiot because part of the whole point of Avail is to make stuff like that easy. He only gave me half a page of instructions, for crying out loud!

I procrastinated on that thing for months.

And then I finally just sat down to get it done, thinking to myself that it was going to take ages, dreading the inevitable frustration... and there was none. It was dead simple.

The thing is, writing in Avail, I didn't feel like I was programming at all. Mostly because I wasn't. There's precious little logic in that game - it was originally written over a weekend in a dayquil haze, so it was meant to be much more "fun" than "challenging" - and I was doing the fun parts (to me) of writing the game: the actual writing. I mean, my code looked like this:


Squirrel Appeasement
is titled by "Fuzzy Nupkin Practices The High Art"
and is described by
"You hand over one of your mother's rings, passed on to you after her untimely demise.
The squirrel pushes it onto the base of its fluffy tail and preens for a moment
before turning its attention back to you.

\"Yes, this is very nice indeed. It will do.\" It hops inside. \"Bring me chalk, a
feather, and water in a silver basin, and I shall help you escape.\"

You scurry quickly to do the squirrel's bidding. Soon there is a magic circle drawn
on the tower floor. \"Step inside the circle, and I will finish the spell.\""

and has transitions
to Squirrel Zap
described by
"What could possibly go wrong?"
and
to Squirrel Suspicion
described by
"Hey wait, a spell-casting squirrel? This seems a little suspicious.";


The blackslashes are in front of any quotation marks that actually belong in the text. Otherwise, there's a lot of sort of arbitrary line breaks and spacing (which may or may not show up correctly here) just so I could keep track of what went where, but yeah... easy peasy. There are scenes. The scenes have titles, descriptions, and transitions. The transitions have descriptions. It was much, much easier than writing it on LJ, that's for sure. The hard(er) work had been done behind the scenes, when Todd (the actual programmer) wrote the Choosable Path engine that let my game/story be played at all.

And this is why I think Avail is neat - above and beyond the fact that an awful lot of people I think are great have put a lot of time and energy into it. Todd was able to sit down and write this thing, which is for a general purpose of writing story games, in next to no time, and hand the specifications to me. I was able to port my game to Avail super fast with so little frustration, because I didn't have to think like a programmer to do it. I was writing a game, so I got to think like a writer and a game designer. I'm still intending to go back and add more complexity to that thing - and it'll be easy to do so.

Computers are awesome. There are often times I think that I'd like my fancy piece of expensive technology to be able to do a specific thing - but I'm not any good at making that happen. Avail lets programmers create tools for people like me, who have ideas, but don't want to learn how to program to make them happen. Could I have written my silly little game in Inform or some other language specifically designed for writing text adventure games? Absolutely. I just think it's pretty cool that there was so little overhead for learning how to do it in Avail, and Avail isn't specifically designed just for that single purpose application.

Anyway, Avail has now been publicly released - anyone can go and download Avail and play around with it. And "The Ship of Stories" and some other toy programs are included with the download. If this is the kind of thing you're interested in, I strongly encourage you to check it out! You may find yourself tempted to write your own story game, and I think that would be pretty amazing. It is realllllly easy, after all. Heh.

On a similar "hey, I'm still promoting this thing" note, even if you're not into programming and programming languages, I hope you'll take a look at the website and poke around. A lot of work has gone into making it readable and accessible, but there's always room for improvement. I'm still putting in time on the website, so if you see something and don't feel like posting a bug to trac or emailing the webmaster, you can just let me know.

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Cislyn

May 2024

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