My second novel, Untimed, is a YA time-travel adventure.
And I just finished the rough version of my second draft. Whew! Happy to be done with that. The book grew to 84,000 words (it’ll probably get trimmed down a bit for draft three). It still needs polish, but the second draft is often the worst, and this one took 5 or so weeks of concentrated work. While I learned from my first novel and put the beginning at the right place, the previous draft still had a number of classic first draft problems.
Namely, character and motivation needed work. Plot can formally be considered the friction between the protagonist’s desire and the obstacles to said desire. The book is/was jam packed with conflict and action, but the desire line was a bit weak. I won’t say it’s perfect now, but it’s a hell of a lot better. As are the characters. For me it’s difficult in the first draft to flesh both of these out because as a pantser I don’t know exactly where I’m going with the story until I get there. Not that I write blind, but I like the story and the characters to take me where they want.
When writing the second draft, you have an end (even if you plan on changing it), so you know all the elements that you intend to put in the book. Therefore it’s easier to go back and foreshadow those and reinforce the important ones. You also know what the character is going to need to feel at different points in the story, so it’s easier to try and set up and reinforce those feelings.
Additionally, as a pantser, I actually get to know my characters in the first draft. The writing of them brings them to life in my head. Then in the second draft, I need to brainstorm extra elements in their past and present that reinforce the traits I know they’re supposed to have, then hint at the them in the book. Again, hard to do the first time around.
Now to see what some reader that aren’t me think — and trial and nail the third draft.
I’d also like to thank my story-consultants Sharon & Bryan for listening to every blow by blow change and my independent editors Renni & Shannon for pointing me in the second draft direction. Here’s to hoping I went far enough :-).
The second draft involved a few weeks of incubation (June), a full read and polish (also June), and then hardcore writing from June 30 until August 2.
And in case you’re wondering what the book is about, I still haven’t written a log line, but its a lean-mean-fast-paced first person present story about a boy whose name no one remembers — not even his mother. And it features Ben Franklin, Napoleon, a male gang leader that wears red high heels, and the Tick-Tocks, creepy clockwork time traveling machines from the future.
This is a weird weird book, and I mean that in a good way. Nominally, it’s about a schizophrenic girl, Hanna, who’s dad has died and who decides to move in unannounced with her mom she’s never met. But her mom doesn’t live in a normal town. She lives in some kind of weird place in Texas where gates between universes have let all sorts of strange monsters and realities in. A town with its own supernatural police.
The voice here is really fun. It’s first person past, but with a sort of cavalier devil-take-care crazy-girl style. I liked it. Some sentences were fantastic (both literally and figuratively). Not exactly in the lyrical kind of way that you might expect, but because of their deft wit, and quick and creative way of describing utterly fantastic goings on.
Because this book is FILLED, PACKED, STUFFED, with weird monsters and magic. Reeves uses the protagonist and POV character very deftly to explain it, or mostly just show what happens. She doesn’t feel the need to combine herself to easy concepts either. For example, sound sucking, student grabbing, invisible squids live inside the high school windows and one of the characters defeats them with a deck of playing cards! It’s a tribute to her skill that I could follow nearly all of this stuff. And it’s compact too, not being a very long book and containing dozens of strange encounters. The descriptions are lean but vivid. Occasionally she violates POV slightly on the side of clarity because the protagonist is new to this stuff and she explains it with a bit more understanding than she might be expected to have. But this isn’t very noticeable. Now I do wonder if someone with less experience reading speculative fiction in all its forms might have trouble with this novel. I mean, I’ve read A LOT (5000+ speculative novels), and played hundreds if not thousands of video games with magical systems etc. We won’t even count the movies and TV shows. Certainly someone who likes their reality… well… real, would be put off by the book. I wasn’t. The supernatural flavor was really interesting and unique, reminding me ever so slightly of something like the eerie Lost Room, or the wonderful but very out of print Marianne series by Sherri S Tepper.
The choice of using such a fractured POV character was interesting. There could be an argument that the entire book was some sort of delusion. I myself just treated Hanna’s view point as literal, and everything she saw as factual. The protagonist, and some of the other characters for that matter, don’t feel entirely real. They aren’t cardboard per se, as they feel well rounded, they just have a bit of surreal style to them that comes from their rather depressed moral compass. There’s a lot of killing and murder in this book, often horrifically grisly in fact, and no one seems to care too much. One of your best friends has been impregnated by evil demon spawn who are eating her from the inside out, well, just cut them out and leave her bleeding to die. That sort of thing. It works in the story, but if you stop and thing about the reactions any non psychopathic person might have… These characters just move on. It didn’t really bother me in the context of this story as the narrator’s view point tends to whitewash away the consequences.
There’s also a good bit of cavalier sexuality — a welcome break from the self censorship that seems to be the norm since the 90s. Hanna is certainly open minded in that regard, and likes to take off her clothes. Unfortunately 🙂 there isn’t a lot of detail, like most everything else in the book a lot is left to the imagination. This is also part of the trend. To tell the truth Judy Blume’s Forever (1975) is still the most explicit teen book I can remember.
Overall, this is a great book, but it’s much more FANTASTIC than your typical paranormal. Being a fantasist, that was more than fine with me.
Summary: Well written, fun, but a little contrived.
This is yet another foray into the world of paranormal YA (I am, after all, doing research for my own writing). Holly Black is a but best selling YA and MG author. This book, unusually, has a male protagonist, and he’s part of a family of “curse workers,” although he himself doesn’t do any magic. He lives in an alternative reality where a small minority of people are able to “lay on hands” in a bad way and curse people. They are known to society, it’s even illegal, and formed into criminal gangs in the 1930s just like the Mafia.
The premise is decent, although I’m not a fan versions of our reality with outed paranormal groups. I didn’t really buy the changes at a social level. The whole existance of this kind of power in volume would throw everything off, and here the only real social change is that everyone wears gloves (because it’s through bare skin that the magic works). We are reminded often of the glove factor.
The writing is very solid and straightforward, in first person present. So straightforward it took me awhile to even notice the tense. Or maybe writing it myself is acclimating me to it. The protagonist is likable and felt fairly real, although maybe not all of his decisions did. And I didn’t really feel the proper weight of his emotions. Big things happen, but without big feelings. By page three or thereabouts we discover he murdered his girlfriend. We’re supposed to still like him. And we do, but mostly because it’s totally obvious that he didn’t REALLY murder her, he only thinks he did. Oh and we quickly hear about the one flavor of curse worker that’s REALLY rare. And guess who’s from a magical family and doesn’t have any power…
But I enjoyed the book — quite a bit — I read it in half a day after all. Another book I attempted to read that same morning was so execrable that I only made it to fifty pages, so this was a vast improvement.
A couple other beefs. At times the writing was so lean that I felt like I missed something in the action and had to page back to find it — but it wasn’t even there. Now, it was then obvious moving forward what had happened, it just seemed that the attempt at leanness and/or agressive editing had taken the edge off the clarity. Then as we moved into the second half we hit the “after the big reveal” syndrome which many books with reveals often suffer from. I’ve mentioned this before (like HERE or HERE), but basically this is where after the big shocker no one really seems to act with appropriate emotional gravitas. I’m used to it, and it’s a tough problem to solve, so I moved on to the ending.
Which was the weakest part. Everything juggled into place such that the people were served the plot rather than their character. The plot wasn’t bad, it’s just that I didn’t really see some of the characters acting like they did.
Overall, the story was fast and fun. As I said Ms Black is a skilled writer, and the prose zipped along, with nice quick descriptions, and she isn’t afraid to be a bit dark or sexy (considering it’s YA). The gratuitous twist on the last two pages bugged me, but I ordered the sequel (which the Twitter/FB buzz says is very good) and another of the author’s books.
How different these neat little package YA books are from a meaty tome like The Wise Man’s Fear (which I finished the same day). There are subplots in that book about the size of this entire story.
[ NOTE, Jason Rubin added his thoughts to all the parts now, so if you missed that, back up and read the second half of each. ]
But this brings us to the gameplay. We were forging new ground here, causing a lot of growing pains. I started fairly programming the control of the main character early. This is the single most important thing in a CAG, and while intellectually I knew this from Way of the Warrior, it was really Mark who drove the message home. I did all the programming, but Mark helped a lot with the complaining. For example, “he doesn’t stop fast enough,” or “he needs to be able to jump for a frame or two AFTER he’s run off a cliff or it will be frustrating.” Jason’s also really good flaw detection. Which is a good thing. Internal criticism is essential, and as a programmer who wrote dozens of world class control schemes in the years between 1994 and 2004, I rewrote every one at least five or six times. Iteration is king.
Even after the control was decent, we still had no idea how to build good 3D gameplay with it. Our first two test levels “the jungle, level1” and “lava cave, level2” were abysmal, and neither shipped in the final game. First of all, they were too open with way too many polygons. Level1 had over 10 million, whereas a shipping level tended to have around a million (a lot back then). Level2 was better, but not much.
So during the summer of 1995 we retrenched and tried to figure out how to make a level that was actually fun. The F word is the most important concept in making games. Too many forget this.
But Mark – who served the practical function of producer – never let us.
By this time most of the art design for the game was complete, including the vast layout of possible looks and levels, but we skipped to about 2/3 through and used Cortex’s factory levels to really focus on fun. Our first successful level was essentially 2D (“Heavy Machinery”). It was all rendered in 3D, but the camera watched from the side like a traditional platformer. Here we combined some classic devices like steam vents, drop platforms, bouncy pads, hot pipes, and monsters that tracked back and forth in simple patterns. This was in essence a retreat to success, as it employed the basic kind of techniques that Donkey Kong Country had used so successfully. This palate of objects would be arranged in increasingly more difficult combination.
It worked. Thank God.
Simultaneously, we were working on a more ambitious level where the camera sat above and “Willie” walked both into/out and side to side (“Generator Room”). This factory level included drop platforms, moving platforms, dangerous pipes, and various robots. By using a more mechanical setting, and briefly forgoing the complex organic forest designs we were able to distill this two axis gameplay and make it fun. In both areas we had to refine “Willie’s” jumping, spinning, and bonking mechanics.
We then got our third type of level working (“Cortex Power”). This involved having the camera behind the character, over his shoulder, in the original “Sonic’s ass” POV that had faired miserably with level1 and level2. By taking some of the new creatures and mechanics, and combining them with hot pipes and slime pits we were able to make it work in this more factory-like setting.
Having learned these lessons, we turned back to the jungle design with a new jungle level, known as “levelc” (“Jungle Rollers”). This used some of the pieces from the failed level1, but arranged as a corridor between the trees, much like the over-the-shoulder factory level. Here we utilized pits, skunks on paths, stationary plants, and rollers to create the palate of obstacles. With this level the into-the-screen gameplay really came into its own, and it remains one of my favorite levels. Each element served its purpose.
Rollers (big stone wheels that could crush the player, and rolled from side to side) provided timing gates. They could be doubled or tripled up for more challenge.
Skunks traveled down the path tracking back and forth toward the player, requiring him to attack them or jump over them.
Fallen logs, tikis, and pits needed to be jumped over.
Stationary plants could strike at the player, requiring one to tease them into a strike, then jump on their heads.
Once we had these three level types going things really begun to get on a roll. For each level art design, like jungle, we would typically do 2-3 levels, the first with the introductory set of challenges, and then the later ones adding in a few new twists combined at much harder difficulty. For example in the sequel to the jungle level we added drop platforms and moving platforms. The elements combined with the characters mechanics to form the fun.
It’s also worth noting that we stumbled onto a few of our weirder (and most popular) level designs as variants of the over-the-shoulder. First “Boulders,” aping that moment from Raiders of the Lost Ark when the giant stone ball starts rolling toward Indy. For this we reversed the action and had the character run into the screen. This proved so successful that we riffed on it again in Crash 2 and 3. Same with “Hog Wild,” in which the character jumps on the bag of a wild “hog ride” and is dragged at high speed through a frenetic series of obstacles.
Jason says:
Making games is no game. So many aspiring designers think that all you do is come up with a great idea and the sit around and play. That may be true if you are aping something that exists, like making just another first person shooter (this time in ancient Sumeria and with Demon Aliens!), or making something small and easy to iterate, but it is certainly NOT true when you are trying something new in the AAA space.
And to make matters worse, the LAST person who can attest to a good game design is the game designer. Not only do they know what to do when they test it, but they are also predisposed to like it.
Oh no, the proper test is to hand it to a complete noob, in Crash’s case the ever rotating list of secretaries and clerical staff that worked at Universal. For many of them it was their first time touching a controller, and they succeeded immediately in failing, miserably, to get a single challenge passed. As they smiled and tried to be positive they were saying “this sucks” with their hands. Thus a good designer has to both dread and seeks out other people’s advice, especially those most likely to hate the work he has done. And the designer has to accept the third party opinion over theirs. Every time. Only when the noobs start completing challenges and smile WHILE PLAYING do you know you are getting somewhere.
I don’t know why, but I have always had an innate ability to see the flaws in my own projects, even after they are “final” in everyone else’s eyes. Naughty Dog graphic engine coder Greg Omi, who joined for Crash 2, once said I could spot a single pixel flicker on his monitor at 30 yards while holding a conversation with someone else and facing the opposite direction. Whatever it is, I get a weird frustrated sweat when I see something wrong. Mark Cerny has the same “talent.”
The two of us were always unhappy with the gameplay. I don’t mean just the early gameplay, I mean always unhappy with the gameplay, period. I know in retrospect that I was to hard on the team quite often because of this, and that perhaps more often than not I was too poignant when voicing my frustration (letting myself of easy here!), but I think a certain amount of frustration and pain is inherent in making gameplay success.
Stripping the game down to familiar 2D, and then building from there to levels that contained only platforms floating in space was the crutch we used to get to the jungle levels that made Crash such a success. In the end, these levels aren’t that different in gameplay design. But starting with the Jungle was too big a leap. We needed simple. Upon simple we built complex.
Andy has done a good job of compressing a year of design hell into a blog-sized chunk. With all our technical and art successes, the game could not have succeeded without good gameplay. This was by far the hardest part of making Crash Bandicoot.
Dave and Andy’s code, Justin’s IT and coloring, Charlotte Francis’s textures, And Bob, Taylor and my backgrounds and characters would have been worth nothing if Crash hadn’t played well.