Tag Archives: Fiction

Mayday, Mayday…

No need for alarm; just thought I should mention that, as I’m at the SciFi London Film Festival all weekend and moving into my new home on Monday (with broadband being installed on the Tuesday), it’s going to be something of a quiet long weekend here at Futurismic.

That said, next month’s fiction offering is all cued up and ready to roll out of the door on Tuesday… and believe me when I say it’s an absolute corker. Co-written by a Futurismic veteran with one of my all-time sf idols, it’s something really special, challenging, and very timely. So keep your eyes peeled!

Have a great weekend, everyone. šŸ™‚

Richard Morgan on storytelling in computer games

Richard Morgan has something of a reputation for being unafraid to slaughter sacred cows, be it within science fiction or without. In light of his announcement as lead writer for the forthcoming Crysis 2 computer game, Morgan’s giving interviews all over the place… and here he is upsetting the easily upset by pointing out that Halo (fun to play as it may have been) was a bit rubbish from the storytelling side of things, thanks to its archetypal characterisation [via The Wertz, which came via Niall Harrison]:

So how do you go about solving that problem?

Well, the first thing you do is you make it more complicated, you ensure that your characters have agendas which don’t line up with the player’s. So they’re not necessarily deliberately antagonistic to you, they’re not necessarily on your side, they’re just there, and they have their goals and sometimes those goals will line up with yours, sometimes they won’t. It’s a really basic technique, but it’s one that seems to be sorely lacking in games for the most part. I don’t think there’s any problem with enforcing fictional values into a game. It doesn’t really matter if the principal function of that game is to shoot shit. In the same way that there’s, you know, good and bad AI, so there’s good and bad fiction and no one would argue that, well, look, we’re only shooting shit so we won’t bother with complex AI. Well, no, because complex AI makes the game more kick-ass, so similarly, why should we bother with interesting characterisation?

So you don’t think there’s any conflict between gameplay and story as a hard and fast rule?

There’s only a conflict if you come at it from that slightly autistic, you know ā€˜there is nothing here but shooting’ kind of an angle. In a nutshell, I mean I understand that there are player who are like that, but if that’s really all you want, crank up the PS1 and play Doom or whatever.

To pick you up on something you said before about videogame characters generally falling into the category of instantly recognisable archetypes, do you think that deviating from that approach – giving gamers what they don’t expect – might lead to confusion? There are surely pros and cons to each approach?

Two part answer; firstly I think you don’t have to step a long way from those archetypes. You can still have a big tough guy, but what you will do is you will search for additional hooks that will make them think ā€˜this character feels real to me’. And I’ve put a couple of companion characters into the game where they’re not too dissimilar to archetypes in other games, but what I’ve done is try to give them all little signatures which just fit. I mean, play Gears Of War; those characters, you can’t imagine them doing anything besides running around shooting monsters. So you look for these little motifs that give you some kind of creative realism. That’s all it takes to move far enough away from the archetype. Like you say there are people who won’t get it, but there are people out there who, all they want to do is race through the game in the shortest possible time, skipping all of the cut-scenes. But if that’s you, then I say again, just go play Doom.

Does it surprise you, though, that a lot of players don’t give two hoots about the story?

I can’t believe that there are players out there who rush through Dead Space, or BioShock, without taking any time to just look around or to take in any of the story strands. Why would you pay fifty bucks for a game, then ignore fifty per cent of its content? It’s like, ā€˜hey I’m reading this book, but it’s a bit long, so I’m going to rip the last half out’. It’s like my books; my novels are written with a whole bunch of stuff in them … if you choose to read them on fast-forward, you’re the poorer for it. There’s loads of stuff in there that takes a more considered approach to understand. If you don’t want it, I can’t force you to take it. But, at the same time, it’s there for people who do.

Interesting to see Morgan coming at the same set of issues that Jonathan has been addressing with Blasphemous Geometries in recent months, albeit from the consumer/critic perspective rather than that of creator. What about the gamers among you, though – do you want more story in your games, or more bang-boom-kill?

[ In the interests of full disclosure, Richard Morgan is a client of mine, but I was a fan of his fiction before that happened. ]

NEW FICTION: OUT WALKING THE STREETS by Eric Del Carlo

After his excellent study of gender politics in “Fluidity” last autumn, Eric Del Carlo returns to Futurismic with another look at the unanswered yet imminent questions of posthuman identity. Short, sharp and timely – enjoy!

Out Walking The Streets

by Eric Del Carlo

I’m ravenous for sights and sensations, for the leathery creak of the seat beneath me, for the subtle reassuring hum in the metaplastic hull of the train car.Ā  I feel the speed; I record in my mind the tug of force against my body, basic physical principles acting upon me at every moment.Ā  It is new.Ā  It is all worthy of my acute attention.

It is not new.Ā  I am thirty-four years old, and the laws which oversee reality are as familiar–and discountable in day to day life–as the thump of blood in my veins.

I exert the effort not to make a spectacle of myself.Ā  I’m hardly alone on the train, but no others, I feel sure, are as mesmerized by the cityscape streaming past both rows of windows.Ā  I want to, but do not, press my nose to the clear ‘plastic and cry out at the pearlescent architectural wonder on display.Ā  They’ve put me on this train, among regular people.Ā  I’ve promised to control myself, and my promises have convinced those who needed convincing. Continue reading NEW FICTION: OUT WALKING THE STREETS by Eric Del Carlo

Futurismic fiction submissions form closed! (But not for long.)

The title says it all, folks – as of April 1st (no joke) we’re shutting down the fiction submissions webform here at Futurismic so that hard-workin’ Chris East can catch up on the slush mountain and get some well-deserved time away.

So if you’ve been working on something to send to us, you’ve got a chance to rest your manuscript a little before doing another edit or rewrite, to familiarise yourself with our guidelines (a huge percentage of the stories we reject are rejected simply because they ignored the guidelines, so the five minutes it’ll take to read ’em will be well spent) and perhaps researching some of the other fine paying venues for genre fiction that are open to new material, be they online or off.

(Do bear in mind that the good people at Apex Magazine are closing to subs for a while, too… which if nothing else suggests that fiction editors approach burnout at similar speeds. šŸ˜‰ )

But fear not – we’ve got a whole bunch of super new stories waiting in inventory, and we’ll be reopening for submissions again real soon. In the meantime, we hope you’ll keep reading along… there’ll be a brand new story later today!

Interview with Futurismic’s fiction editor Chris East

Hard-workin’ Futurismic fiction editor Christopher East doesn’t post here very often; not only does he spend hours combing through the slush pile for this very organ, a lot of his time is taken up by, y’know, having a life, and a job and a family. That sort of stuff. Not that I’m jealous or anything. Ahem.

So, if you want to know a bit more about him (and you should, because he’s not only one of the sharpest unpaid fiction eds in the business, but also a jolly decent chap, as we Brits might say), Chris has been interviewed recently by Andrew Porter of writer/reader blog The Science Of Fiction. Here he is talking about how he knows when a story is the right one, and on how he writes rejections:

Chris East: Of course, now that I’ve been at it for a while, I understand why most editors don’t [write personal rejections].Ā  It’s not always possible (crush of time, number of submissions), it’s not always warranted (sometimes there’s not much to say – the story just doesn’t do it for me), and really, the effort rarely pays off (I mean, except for personal satisfaction, there isn’t much incentive).Ā  It’s also not really an edtior’s job to teach writers — it’s the editor’s job to find stories.Ā  But as a writer I always appreciate it when the editor says something helpful, so I do still try to provide some feedback.Ā  I’m also proud that I’ve never resorted to using a form rejection.Ā  I can see how people might think I do, of course – you do tend to repeat yourself once you’ve written a few thousand responses!Ā  But take my word for it, I write every rejection from scratch.

Andrew Porter: As a zine that only publishes one story a month I would imagine that you are often sitting with several stories that you would like to publish but can’t. How do you make final determinations between near equals (i.e. topical relevance, good title, etc.)

Chris East: This has never been a real problem for us, actually.Ā  In fact, our inventory tends to run on the thin side most of the time.Ā  I suspect this is a combination of high standards and a fairly specific focus on near-term future SF – I guess there aren’t that many available stories that fall perfectly into our wheelhouse. So I honestly don’t recall having the kind of one-or-the-other decisions you describe.Ā  The exception might be when we’veĀ  received a story very similar to something that we’ve already published.Ā  If we’ve recently featured a story about brain implants, for example, we might hesitate to publish another brain implant story close on the first one’s heels.Ā  (Which, since we publish so infrequently, equates to ā€œthe past several months.ā€)Ā  But mostly, it’s kind of a know-it-when-I-see-it situation.Ā  In other words, ā€œYep, this is a Futurismic story!ā€Ā  Or, ā€œNope, it isn’t!ā€

Lots more after that… some of it quite surreal, in fact. Enjoy!