Earlier this year, I took a job as a narrative designer at a video game company. Here are three things I learned while writing video games that made me a better novelist 🧵 (1/14)
1. Plot is your friend.
External conflict does not work without internal conflict. And for the literary fiction writers out there like myself: internal conflict ABSOLUTELY does not work w/o external conflict. How do you write a story with both external and internal conflict?
Ask yourself two questions:
Q1: What concrete thing does my character want? To test that their goal is concrete, it should fall into one of four categories: win, stop, escape, or retrieve. If it doesn’t, it’s not concrete enough and your external conflict will likely be too weak.
Q2: What is my character’s core misbelief? This will point to their internal need and works best if it drives their external goal. E.g. AJ wants to rob a bank (a retrieve goal) because his misbelief is that money will give him freedom.
An effective story would show how AJ’s misbelief is false (internal conflict) as he progresses toward his concrete goal (external conflict).
2. Theme is key.
You might be asking, “How do I find my character’s misbelief?” Misbelief is tied to theme. Before writing game narratives, I thought theme was something that naturally manifested in a story. I couldn’t have been more wrong.
Theme drives the story’s tone, pitch, and audience. Theme is only effective if it drives your characters too. To find the misbelief, find your theme first. What lesson does the protagonist need to learn? Write down your theme, then write down the opposite. That’s the misbelief.
Let’s continue with the bank robbery example:
Theme: Greed is a prison.
Misbelief: Money gives you freedom.
3. Outlines improve pacing and save time in revision.
If you’re a discovery writer and your process is working, feel free to keep scrolling. I used to be a discovery writer, but it did not work for me for three reasons:
(1) throwing out countless pages in revision felt like a waste of time, (2) that feeling made me hostile toward the revision process, and (3) improving the pacing of my novel felt tedious because I was constantly going down the wrong path before I found the right one.
Writing video games taught me that finding a story structure that resonated with how I understand narrative was not a useless constraint. Instead, structure gave me the freedom to be more creative and enjoy the writing process because I had a framework to make sure that:
(1) the story finds an effective pacing in earlier drafts and (2) the protagonist is constantly making progress toward their concrete goal (external conflict) while battling their misbelief (internal conflict).
There are a lot of different story structures out there to explore. I personally use the 3-Act Structure as described in Save the Cat (check out the novel version if you write prose) and the Hero Goal Sequences Paradigm from Eric Edson’s The Story Solution. Links below.
All of this is what I learned from my personal writing journey. As always, take what’s useful to you (if anything at all) and leave what’s not behind. If you found any of this helpful, here are the craft resources I use:
Its application season again, and a lot of writers are applying to MFA programs, fellowships, and other creative writing opportunities.
These 3 guiding questions will help you write a competitive personal statement 🧵 (1/13)
Since graduating from undergrad, I have received a Fulbright grant for my novel, been a finalist for the Rhodes, and attended several summer workshops on scholarship. These tips helped me write successful applications. Remember, take what’s useful to you and leave what’s not.
An effective statement tells a story about your past, present, and future as a writer. Start by outlining: 1. Where you are coming from as a writer (Past) 2. Why you’re applying (Present) 3. What you’ll do after this experience (Future)
More guiding questions below.
Translating for Korean video games taught me good revision practices. This thread covers the techniques I learned while working in the video game industry and how they made me a better fiction writer 🧵 (1/19)
Disclaimer: I am relatively new to video game localization, so I’m still learning. But I hope outlining how I apply my localization strategies to fiction revision can help other writers out there. As always, take what’s useful (if anything at all) and leave what’s not behind.
I approach any project with a 3-draft process.
In a Film Courage interview, screenwriter Brooks Elms describes the 3-draft process perfectly: Get it down. Get it good. Get it great.
I’ve gotten some great craft and career questions in the last two weeks. Here’s a thread on scene objectives, reactive characters, and other writing life things 🧵 (1/12)
1. How do I better connect scenes and avoid writing filler?
First, make sure your character has a scene objective, a small goal that they will either accomplish or fail at by the end of the scene. Next, make sure that scene objective contributes to their long-term story goal.
To do this, ask yourself two questions:
1) What concrete thing does the protagonist want from the other characters in the scene?
2) How does fulfilling this scene objective bring the protagonist closer to achieving their main goal?
Let’s talk about the four categories of external goals: win, stop, escape, retrieve. This concept works well with genre, but when I was a new literary fiction writer, it was difficult for me to apply it to my own stories. So, here are examples from films and short stories🧵(1/15)
I first encountered this concept in Eric Edson’s book, The Story Solution. Remember, this thread is about how I understand and study craft. Take what’s useful to you (if anything at all) and leave what’s not behind.
1. Win: The protagonist wants to win something concrete. E.g. A contest, a job title, a new socioeconomic status, the affection of others, or recognition for their skills. Goals related to becoming something, developing a relationship, or controlling others fall in this category.