INANIMATE ALICE: What's it about? What's been my role?
In recent conversation with a colleague, I discovered that I've been somewhat cryptic and perhaps even invisible about my involvement, ever resistant to putting myself too far out there (a Midwestern thing?).
So please, if you don't mind, let me share a bit of my four-year Alice journey, a ride full of mostly ups with a small and geographically diverse but super talented creative team....
UPDATE: I have, with sadness, decided to leave this struggling project and move on for both creative and financial reasons. I hope episode 6 sees daylight, finds its audience, and succeeds.
The Connector? Me? (really?)
After yet another conference (a bit ambivalently attended tbh), I realized I've morphed over the last five years of intensive mid-career pivoting from super-introverted creator type (my cave is rural, I tell you, in more ways than one) to...
THE CONNECTOR—a maker of stuff who's been traveling between media for decades as a content creator... and between geographic regions, industries, personality types, skill sets, mindsets, agendas, etc etc etc to find new pathways.
Games and Meaningful Play conference: Academically oriented (which gave me pause initially, oy, pedagogy/parsing, not my strength), but populated by super smart and creative types who don't know what I know, haven't done what I've done, haven't met the people I know. And vice versa. That's what conferences are about, right?
Meaningful connections ensued.
A few takeaways:
1 Digital literature : Paul Darvasi and other teachers are embracing this new media approach and (soak this in -> CREATING it) as game designer-writers to move us all collectively into the future of storytelling.
They need help (hey, they TEACH, full-time, grading papers every weekend). Let's team up!!!!! They're hungry for games as lit, interactive stories as lit, RPGs as lit. etc etc.
Turn One Flew Over the Cuckoo's Nest into an ARG ("The Ward"). Shape The Odyssey into a first-person classroom game.
And, Inanimate Alice, which pioneered some of this approach and is poised (poised, I tell you!) to do much, much more.
2 Co-creation, design process, iterative testing.
This is so ingrained now with me—from both a science and tech pov (a client :) AND a storytelling pov.
How about you? Invite your audience in, early and often, to figure out how to solve a problem, create something amazing. Messy, chaotic, at times... and perpetually beta, but MAKE IT WORK. Efficacy. Results. Real.
3 Know each other—and respect and talk to each other.
I've been working with language experts ("domain experts" in his terms) and authors and artists and coder and project managers, and communications specialists... so important to talk to and respect each other and share ideas toward a common vision.
Introverted as I am (by nature), I feel as if I've morphed into a natural collaborator, with tentacles. All along, my goal has always been: make great stuff. And that takes a team, all-in. Who's out there?
And a vision. <- My strength, eager to share, along with experience.
Thinking Globally, Disrupting Locally
One of my favorite events to attend is Learn Do Share (formerly DIY Days), which Lance Weiler started in New York some years ago as a way to help independent makers and creators collaborate and achieve their dreams. It's free—always free—and staffed by volunteer producers and helpers who are generous in spirit and intellect.
Lance has gradually shifted the focus from creators telling story in DIY innovate ways to solving global problems through storytelling and other non-conventional approaches (first education, then urbanism).
With Learn Do Share 2014 in NY, the transformation is now complete. It's no longer about making cool stuff. It's about making cool stuff that matters.
The group is like a loose anything goes, everyone welcome, just make-it-happen version of Games for Change, except games are a sliver of what's presented and what's possible at Learn Do Share. There are no labels or containers or categories.
The spirit is local -> global, fast and cheap prototyping: throw it out there and see what sticks, what needs fixing, what can work even better... and maybe it will scale and be sustainable.
As a traditionally published writer and content creator, used to creating draft after draft with layers of editing and management, I embrace that spirit gratefully and hungrily.
At the June 2014 event, I learned about tactical urbanism: Fix a city problem on the cheap and even on the sly ("unsanctioned") and see if the community embraces it and it becomes sanctioned. Then, we did it, thanks to Rotten Apple: We deployed simple improvements (a chess board, a fold-down seat, a doggie poop bag repository, a cell phone charger...) around the New School in New York.
Learn Do Share has spread to Los Angeles, Paris, Gothenburg (Sweden), London, and other cities. I'm hoping to make the London iteration Sept 5-6 ("future cities" theme).
Find Your Tribe
Writers tend to live a solitary life, spending a lot of time inside their own head, imagining. That works for me most of the time, but I've also enjoyed some mind-stretching experiences both working on and leading a creative team.
So, here's my number one advice for writers: Show up. Say yes, follow through, and leap out of that comfortable cocoon to connect with people.
For the past five years, I've made a serious commitment to attend more conferences, workshops, openings, mixers, networking lunches, and other outings. I've organized informal gatherings on my frequent visits to New York, each one a fresh mix of friends and colleagues.
I love talking shop, craft, and business with fellow writers, editors, and game designers, but I also make a point to reach out to people who have skills and experiences that I don't. Magic happens when you can combine divergent forces and create something fresh and special.
I welcome collaborations, especially in game design and digital publishing, where the solo act just doesn't cut it. Contact me if you think we're walking a similar path.
I Went to a Game Jam and Came Back a Writer (twice)
JANUARY 27, 2013, 2:10 a.m.
You know, at last year's Global Game Jam, at NYU, I went in, thinking, "I can make a board game in my sleep." That was my fallback. But, what I really wanted to do was connect with people who have skills I don't: coders and artists, mainly. A hidden agenda.
Pretty quickly, I was lured onto a video game team: a friendly designer and a tight-lipped developer and a talented drop-in artist. After hearing the theme (ouroboros—the tail-eating snake), we left the site and brainstormed over cheap ramen noodles.
I came up with half a dozen game ideas to fit the theme, many half-baked, and one pretty good and thematically appropriate one. Back in the corner we staked out, I paper prototyped it, and we made some progress on that game until site closing, midnight sharp.
I took the train back to Brooklyn and tried to sleep. Squirrel brain kept me up most of the night, and so I refined, fine-tuned, and honed that game design as I drifted in and out of consciousness. I came up with a brilliant solution to a problem. I expanded and extended the game, and then contracted it—streamlined it to its doable essence.
At 9 am, NYU doors open, I showed up at the site full of sketches and enthusiasm. BUT: Overnight, my video game team had gone in a COMPLETELY DIFFERENT DIRECTION, and the artist had jumped ship. The remaining duo had abandoned everything we did, didn't tell me, and essentially voted me off the island. Ouch!!!
Since I can't code fluently and have limited art skills, I turned my game design into a party game—a physical, two-team conga line challenge. I prototyped it with colored blocks and then couldn't find 10 people (!!!! I know) to help me test it. They were all glued to their computers, coding and creating pixel art. I was tired. Over the course of the afternoon, I introverted and withdrew from the scene, returning on Sunday afternoon to see what other teams had created.
A year later, I still have that game on the back burner, untested but promising. And, I don't at all regret going. I met some very, very talented people. WOW. I wish I had met more of them. (Stayed too long in one room, with one team, and then retreated.) The after-glow was that I came away with a bunch of creative energy that sustained me for the next week or so. I poured that energy into more profitable and doable ventures for me. A win, not a loss.
So, here I am, round two, for Global Game Jam 2013 (why did I come back? I don't know). And at 2 a.m. on Saturday night, I have squirrel brain again. But this time, it's my right brain, the writer in me. Our game is out of my hands, almost completely. The coders and the artists are manipulating their pixels and I can't test my design until they're done
So, I am writing a blog post. And thinking, I really *want* to write now. (I don't feel that way enough.)
What is it about Global GAME Jam that brings out the WRITER in me?
Who Taught You? Thank Them.
My favorite teacher? Lorraine Woodard. We even share a first name.
At Northville High School, I showed up to her Advanced Composition class exactly 59 minutes late one morning, a victim of that tricky EDT/EST switcheroo (I was never, ever a ”morning person”), and she didn’t bat an eye, no demerits, no fuss. For a graduation gift that year, she gave me a pen that lights up. She said, simply, ”For when you get your ideas. Write them down.”
And that, in a nutshell, is the secret to writing. It doesn’t do anyone any good at all, if it’s all in your head. You have to WRITE IT DOWN. If you don’t, it’s lost forever. Something was said at the time about not being able to step in a river twice, but I probably took that too literally as a teen.
I get it now. I wish I still had that electric pen.
I’m a professional writer, and Mrs. Woodard worked hard to make me a good one, but I’m still searching for my voice. You see, I keep getting these ideas. I need to write them down.
Mentor, and Be Mentored
On February 18, 2012, I attended the memorial service of my friend, editor, colleague, and mentor, Eric Oatman. Through generosity and a passion for education, Eric taught a generation of editors and writers best practices, while forging many deep friendships. With their help, I compiled this booklet of "Eric's Life Lessons" to share and spread the wisdom and kinship.
Eric Oatman's Life Lessons (3.9MB)
Make Yourself Squirm
I love my computer, I love my cozy home office, and I love writing. So, the thought of standing in front of a crowd at the very center of attention and spinning a yarn paralyzes me. By chance and good fortune, I met storyteller Regi Carpenter in Taos, and we talked a bit about her craft, and mine, on a long shuttle ride from the airport.
Just Go There
Whenever I've been home too long, I look at a map and say, "Where next?" Then, I tell myself, "Just go there." On a road trip from Michigan to New Mexico, I decided to take the long and winding route there and back. This beautiful redscape is near Devil's Tower, Wyoming.
Is this me? Believe it or not, it is! At the generous invitation of two of my English language students, I visited the busy, stunning country of Morocco, North Africa. I'm sitting near a beautiful pool and garden at the edge of Marrakesh. Behind me is an olive grove and, immediately beyond it, stretches a vast desert peppered by Earthy-red colored homes. Wearing a scarf is optional for Moroccan women, but my friends are traditional Muslims and, as they say, "When in Rome . . . "
I spent three weeks traveling around Argentina. My kind hosts in Patagonia were teachers Su and Sergio. Sergio brags that Argentina has "the best megabeasts, ever." I believe him! PUBLISHERS: If you're intrigued by the idea of a book, game, or other product about these amazing creatures, please contact me.
I'm standing on stone that's 90 million years old and so littered with fossils (dinosaurs, crocodiles, turtles, eggs, petrified plants, etc.) that paleontologists only bother to collect the best and rarest. (photo: courtesy of Sergio Stinco)
I'm extremely happy to be holding a dinosaur egg fossil at a dig site called Lagos Barreales in Patagonia, Argentina. One of the paleontologists just handed it to me, and I nearly dropped it. It's very heavy and surprisingly round—like a bowling ball without holes. (photo: courtesy of Sergio Stinco))
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