Can't Talk Now, Writing!
No real blog post today (or likely on Friday or Monday), as I’m focused on wrapping up the novel before June 1st.
Wish me luck!
No real blog post today (or likely on Friday or Monday), as I’m focused on wrapping up the novel before June 1st.
Wish me luck!
Amazing. Desan pulls back the myths about money’s origins, demonstrating in the process how boom and bust cycles are built into our financial system.
Feels weird to call a financial history a page-turner, but this one was compelling reading.
Three of the many things I learned:
Novel’s at 88,796 words.
I’m pushing myself to write at least 400 words a day, stretching to 500, instead of my usual 250. I’m writing every day now, instead of taking weekends off. I’ve even shifted my work schedule – heck, shifted the dog’s feed schedule – so I can put in more writing time in the morning.
All so I can hit my deadline.
Don’t know if I’ll hit it. It’s looking like the book will blow past the 90K word target I’d set for myself, back in the heady days when I thought 50,000 words was more than halfway through.
But how far past 90,000 words? 2,000? 5,000? 20,000? No idea. (Note to self: please try to get it done before 120,000 words).
So: 12 days left. All I can do is keep pushing, and see where it ends up.
This movie was surprisingly good. I’ll admit I know nothing about the comic book character aside from his appearances in Squirrel Girl. But it felt like Ryan Reynolds has been working his whole life to be able to play this role, and it fits him like a leather gimp superhero suit.
There’s actually nothing to fix here. Honest. It’s funny, irreverent, and personal, exactly what it needed to be.
Nothing to fix.
Vanessa getting kidnapped because the bad guys can’t find Deadpool, I understand. Vanessa getting tied up, I understand. But Vanessa helpless until Deadpool can rescue her? Felt too typical, too normal, for any movie, let alone one that was going out of its way to be different.
There’s a perfect moment, after we first see her tied up, and then Deadpool shows up. The villains' backs are turned while they banter with Deadpool. That’d be a great moment for Vanessa to suddenly color-shift, and then become invisible.
When the villains turn back to sneer at her, she’s gone. They pop open the container, wondering how she escaped, but then get distracted again by Deadpool.
She uses the fight to wriggle her way free of the constraints, then hides, coming out to deliver her sword blow to the villain just when needed.
It’s a small change, but giving her a mutant power – one that she’s presumably kept from Deadpool – gives her character a little more depth, a little more mystery, and letting her use it to free herself is both more in line with her character (strong and independent) and subverts the clichéd ending.
I loved this movie when it came out. It was interesting, well-paced, and felt like it did justice to all of its characters, no matter how minor. Not to mention the events of this movie aren’t just taken seriously, they pushed the ongoing MCU TV series and movies in a different direction.
But re-watching the movie revealed a few flaws.
The camera is moving throughout the movie, jostling and shaking back and forth constantly. Its particularly egregious in most of the fight scenes, where the trembling camera combines with super-quick cuts and bad framing to render them illegible.
The scene where Black Widow and Captain America are sitting talking inside Falcon’s house? The camera constantly dips down and tilts, so that different parts of Black Widow’s head are in frame every couple of seconds. What did the shaky-cam bring to this scene?
It seems the camera only stands still for the CGI shots, like when the heli-carriers are taking off near the end of the film.
We’ve also got to reframe most of the shots of the movie. The sequence where the Winter Soldier, Cap, and Black Widow are all fighting around an overpass is in particular need of a re-shoot. Most of the shots are at odd angles, with any background that could help orient the action completely out of frame.
This is a great movie. It deserved to be shot clearly, without the headache-inducing edits that chopped movies like Quantum of Solace into a boring mess.
Managed to quiet my inner editor long enough to push the novel to 86,126 words this week.
The puzzle pieces are starting to come together for my protagonist, which is making things a little easier. Each part of the solution they come across leads them on to additional questions, which reveals more of the solution.
All I have to do – I tell myself – is write down what they’re doing, what they’re thinking, and let the events I set in motion earlier play out.
It’s not that easy – it’s never that easy – but the lie helps, somehow.
I also keep reminding myself that: a) if it turns out that what I’m writing is crap, I can fix it in the next draft, and b) the only way to get better for the next novel is to finish this one.
I’ll admit it. My wife and I are re-watching all the Marvel movies in preparation for Civil War.
Like Iron Man 2, Thor is mostly good. On this re-watch, Loki came across as more of a tragic figure to me, a son trying to prove his worth to his father, but choosing the wrong way to do it. Thor grappling with his newfound weakness on Earth is still my favorite section of the movie (I’m a horrible person, and laugh every time Jane hits him with her car).
But there’s one glaring weakness in the film: Thor’s Asgardian friends
Sure, one is female and one is big and hairy and one is Asian and one is dapper. But that doesn’t tell us anything about them as people, as characters and personalities.
We never get a sense of them as individuals, and we don’t get a sense of them as a team. As a result, every scene with them in it lacks emotional weight. We simply don’t know who these people are, or why they’re friends, and we don’t care.
This is important because several key points of the movie involve them: the expedition to Jugenheim, their betrayal of King Loki, the fight against the Defender in the Earth town. Leaving these characters as bare sketches, as stereotypes, lowers the stakes in all of these scenes, weakening the movie as whole.
We should see each of them exhibit their abilities. Using the Big One’s gregarious personality and Loki’s lies, the two of them talk the group past some guards. The Asian One and the Dapper One do some scouting, which requires them to scale some stone walls and do a little acrobatics. The Female One sticks by Thor’s side, stopping him just as he’s about to step on a trap. Thor can lost his temper halfway through the mission, putting them all in danger and causing his team to bail him out of trouble.
It doesn’t need to be long, just enough to give us a sense that these people have been working together for a long time, they trust each other (mostly), and they’ve all good unique histories. Maybe each one is from a different world, and so they can all give us some sense of how the Nine Realms work together?
To make room for it, we drop the intro sequence about the war with the Frost Giants. It’s confusing, it’s backstory, and we don’t need it. We do need to see Thor’s team in action.
The mission sequence also gives us a chance to show Thor’s second of three strikes. Odin welcomes them home after the successful completion of their mission (it’s the reason for the celebration in the beginning) but chastises them for taking a risk, etc. He can mention a previous (recent) strike, one that Thor thinks of as an adventure, but Odin sees as a mark of his immaturity.
We still have the Frost Giants sneak attack in the middle of this, and the Defender does its job. But now Thor and Loki get to ask what they were after, and Odin gives them the history, but abbreviated, and without the Earth piece.
With that change, the stakes are higher throughout the movie. When Thor goes to Jotunheim, we understand that he’s disobeying his father again, and dragging his team – who we know and care about – along with him. When Thor starts fighting, we understand that not only has Thor put peace between the worlds at risk, he’s put his team in danger, since we just saw Odin warn them against crossing him a third time.
We totally understand when Odin appears and takes them home, then yells at Thor and takes his hammer. It’s the culmination of a chain of events, not a father suddenly turning abusive because his kid stayed out past curfew.
And when Thor’s friends face off against the Defender, we care a lot more. They’ve broken the terms of their freedom in Asgard to find their friend, only to discover he’s no longer the strong fighter he was. The fight against the Defender will likely be their last, but they’ll fight it together.
Re-watched this one over the weekend, and it holds up better than I remember. Rourke’s villain is still over-the-top, and Rockwell’s industrialist is so sleazy and incompetent it’s hard to believe he’s in charge of anything, let alone a large company.
But overall this is a fun movie, despite dealing with heavier subjects, like Stark’s relationships with Pepper, Rhodey, and his mortality.
A few things could have been done to make this movie even better, though.
At the end of the movie, we think that Pepper Potts is giving on being CEO, and Tony’s going to take over. This undermines the sense of Pepper as being the more competent of the two, and is misleading: Tony doesn’t return as CEO.
We also think his best friend stole one of the Iron Man suits just to punish Tony for getting drunk at his birthday party, which makes him seem petty and mean.
For the Potts plotline, all we need is for Tony to talk about how good she is at the job. He can drop a compliment into his failed apology when he brings her the strawberries. The comment bounces off her anger, of course, and rightly so, but it’ll reinforce the idea that she’s the right CEO.
Then, on the roof scene, instead of offering to resign, Pepper should ask how he dealt with all the stress. She can talk about how it’s worse for her, since she has to worry about him, too, but she doesn’t even come close to quitting. Instead, this is a moment for Tony to support her emotionally, telling her she’s doing great, she’s better at it than he was, and she’ll make it through.
Small changes, but they’ll underline the emotional parts of the story, and strengthen what is already a good movie.
Novel’s at 83,370 words.
So I turned out to be wrong about sustaining the faster pace. Only managed 700 words this week.
I could say it’s because I’m doing more planning and outlining, and less writing. I could say it’s because I’ve started jogging in the mornings again, so I have less time to write.
But in truth I’m distracted, conflicted, and afraid.
I’m afraid I won’t have the book done by the end of the month. I’m afraid I won’t be able to edit it into something worth reading later this year. I’m afraid I’m wasting my time, that I should be spending more of what free time I have working on side programming projects, investing in my skills there instead of here.
In short, I’m afraid I’m making a mistake.
And of course, the lack of writing progress only makes the fear worse. It’s evidence, you see, that I’m not up to snuff, that I need to just move on to something that will pay more, something that’s more in line with my day job, anything other than this.
Right now, I’m just hoping the fear will pass. Till then, all I can do is force myself to sit down, stare at the screen, and push the words out. Even if they’re terrible.
We’ll see who quits first.
Addictive. Which surprises me, since I spend most of my time failing at individual missions, struggling desperately to keep my adventurers from succumbing to madness. And yet I keep coming back for more.
Three things I learned about game design:
Novel’s at 82,649 words.
Deadline seems to be working. I’ve been writing about 400 words a day since setting it, pushing myself to write more than just my 250-word minimum so I can hit the goal.
It also helps that I seem to have turned a corner in the narrative. My protagonist has gotten past the major stumbling block in her path, and is starting down the trail of the villain.
The book itself is picking up pace as she goes, heading toward the climax, and my writing is as well.
Let’s hope I can sustain it through the month.
I have a problem.
No, not my fondness for singing 80s country in a bad twang during karaoke.
I mean a real, nerd-world problem: I have too many books to read.
I can’t leave any bookstore without buying at least one. For a good bookstore, I’ll walk out with half a dozen or more, balancing them in my arms, hoping none of them fall over.
I get them home and try to squeeze them into my bookshelf of “books I have yet to read” (not to be confused with my “books I’ve read and need to donate” or “books I’ve read and will re-read someday when I have the time” shelves). That shelf is full, floor to ceiling.
My list of books to read is already too long for me to remember them all. And that’s not counting the ones I have sitting in ebook format, waiting on my Kobo or iPhone for me to tap their cover art and dive in.
Faced with so much reading material, so many good books waiting to be read, my question is this: What do I read next?
I could pick based on mood. But that usually means me sitting in front of my physical books, picking out the one that grabs me. I could pick based on which ones I’ve bought most recently, which would probably narrow things down to just my ebooks.
But I want to be able to choose from all of my books, physical and virtual, at any time.
So I wrote a bot to help me.
It listens to my twitter stream for instructions. When I give it the right command, it pulls down my to-read shelf from Goodreads (yes, I put all of my books, real and electronic, into Goodreads. yes, it took much longer than I thought it would), ranks them in order of which ones I should read first, and then tweets back to me the top 3.
I’ve been following its recommendations for about a month now, and so far, it’s working. Footsteps in the Sky was great. Data and Goliath was eye-opening. The Aesthetic of Play changed the way I view art and games.
Now, if only I could train it to order books for me automatically…
Keyes juggles plot threads involving first contact, corporate espionage, traditionalists versus progressive technologists, power struggles, abusive families and grieving for recently-passed relatives, all without dropping a single one. Grounds everything, even the novel’s villains, in sympathetic characters that you may not agree with, but still don’t want to see harmed.
It’s an incredible feat. I’m awestruck by it, and more than a little jealous.
Three things it taught me about writing:
Novel’s at 80,577 words.
I’m closing in on my original 90,000 word target. I have a feeling the final draft will end up longer than that, possibly close to 100,000 words, given the ground I have left to cover.
I’ve set a deadline for myself, though. I want to have this draft done by June 1st.
It’s just a little over a month away, but I think I can make it. Partially because I’m in the final scenes of the book, and partially because I want to. I started the book last July, so wrapping up the draft in June would mean I’ve spent just shy of a year writing it.
I think having a target to hit will push me to write more each day, and finish it out. With this draft done in June, I can take some time off before diving into the editing of my first novel. And I want to get that done before the year is out so I can start submitting it to agents.
It’s Mad Libs crossed with Apples to Apples. What’s not to like?
Easy to learn, quick to play, and fun even if you’re losing.
Three things I learned about game design:
Eye-opening. Reminded me of the extent of the NSA’s surveillance activities, of the importance of the documents Snowden disclosed.
Schneier’s style is easy to read and straightforward, no small feat for a subject that takes in law, cryptography, and communications technology. I plowed through this book in a few days, but I’ll be digesting his points for a good while.
Three of the many things I learned:
Novel’s at 78,941 words. Which is an odd time to have finally figured out its theme.
Or rather, one of its themes. You’d think I’d have known this going in, the kind of weighty things I would be trying to deal with in the story.
Nope. I had a hook, a starting scene, and an idea of how I wanted to portray the characters. That was it.
Actually stumbled across the theme this week, while reading a different book. Something in what the author was talking about meshed with the upcoming events of the story my subconscious was chewing on, and that was it: I knew my theme.
It’s a little late to alter the draft much to accommodate it, but I’ll be writing the last third with the theme in mind. It’ll really come into play when I go back through for the second draft, and start making edits to bring it out more or eliminate passages that conflict with it.
Awesome. Easy to learn, quick to play, and ye gods, addictive. Reminded me a lot of Egyptian Ratscrew, in all the best ways.
Three things I learned about game design:
Inspirational. Completely changed my mind on the tension between narrative and play in video games. Upton provides a perspective that shows narrative is play, just a different kind of it. In fact, play undergirds all the arts, from board games to paintings to novels.
Three of the many things I learned from this book:
Novel’s at 77,376 words.
Writing’s been chugging along this week. My last major decision – read: stop and outline – point was a few weeks back, so I’ve been mostly writing out the consequences of that.
There’s another I-have-no-idea-what-happens-next point coming up, where the other shoe is finally going to drop, and right on top of my main character’s head. Not quite sure how they’ll react.
I don’t think I’ll reach it till next week, though.
Hopefully I’ll have it figured out by then?
(Probably not)
Southern Cross Vol 1 - Great art. Very creepy. Felt there were some strange jumps or discontinuities in the narrative, but overall it’s well-done.
Star Wars: Darth Vader Vol 1: Disappointing. Dialog is clunky, and none of the characters sound like themselves. Art gets confusing, especially during the action scenes. Final moments of the volume don’t land the emotional punch they want to.
Godzilla in Hell: Fantastic use of graphics over dialog. Only the 1st and last entries have an interesting story. The rest seem fine with rehashing monster battles in elemental locales, rather than exploring what Hell might be like for Godzilla.
Wicked + Divine Vol 3: Slow going in the beginning, then picks up later. Not nearly as moving as Vol 2. Feels like the heart might be missing from this one. Art shifts are possibly appropriate, but strange and off-putting. Best segments deal with the gods' pasts, though not all of them are coherent.
Pretty Deadly #1: Good writing. But the art, to me, is incoherent. Often can’t tell the people out from the backgrounds, and none of the lines seem sharp enough to distinguish objects from each other. Even the panels are cut off in odd ways that made it hard to tell what’s being shown.
Fun game with a hilarious premise. Rules were a little hard to wrap our heads around – when to pass cards, and who to pass to – for the first game, but each turn went fairly quick even so.
Three things I learned about game design:
Came back from Boston with a lovely head cold that made me want to crawl into bed and sleep for a week.
I didn’t though, thank goodness. Instead I pushed myself to hit my word count every day this week, bringing the novel to 75,638 words.
And counting. I still feel like I’m on the tail end of the book, but I have no idea how close to the end I am. I could be another 30,000 words away, I could write through next week and suddenly discover I’m only 10K from the finish.
There’s only one way to know. So, if you’ll excuse me, sets hard hat on head picks up shovel it’s back to the word mines for me.
Absolutely fantastic from start to finish. Nominated it for a Hugo as soon as I read the last page.
Three things it taught me about writing:
An odd mix of politics and brewing history. Gives an intro to several breweries, and how they got started, but spends several chapters going over arguments among the brewers on a blow-by-blow basis.
Really wish there had been more space given to individual breweries and going into their history. Even better would have been some chapters with advice for people thinking of starting their own microbrewery. What better way to support the craft beer revolution than to capture and pass on some of the wisdom of the pioneers?
Three things I learned: