Two years ago, I tried to play Mass Effect. I hated it. It was awful. Two hours of my life I couldn’t get back. Katie had encouraged me to give it a shot because she loved the series so dearly. “You’re full of shit; those games suck,” I said. “I’d rather spend my gaming time swinging dildos at gangsters than running around space trying to romance alien girls and get into conversations.”

"Now that was a nice workout."
BioWare’s games (not pictured above, mind you) are known for their multitudinous conversation selections. Conversations throughout the games – fully acted out by in-game characters in cut-scenes with entirely recorded dialogue – allow the plot to unfold as you make choices that better your chances of survival (or destruction). Some of their older games like the Star Wars franchise’s Knights of the Old Republic allowed for characters to fluctuate between Light or Dark side depending upon their choices. In essence, players write their own characters into the world, allowing them to develop an invisible sense of morality and code of honor (or dishonor) by which they function.
Needless to say, six months ago, I finally managed to get through the first two hours of Mass Effect. That turned into thirteen, then forty-some over the course of its sequel. I got hooked. I saved whole galaxies; I did great deeds and asked for no recompense; I punched a lady space-tabloid reporter in the face while shouting, “I’ve had enough of your disingenuous assertions”; I kicked a space-dog in the skull. I saved the galaxy and got some of my friends killed in the processes.
I realized that the Mass Effect games became one of my favorite series in gaming history. Why? Because everything I did mattered. The story is a skeleton filled by your every decision. While the story is prewritten, the connect-the-dots of your conversations allow the world to really come alive. Not since Zork or Pirates Cove in the 80s has there been a game that’s combined writing so closely with interactive entertainment.
So when Katie said, “Hey, are you going to play Star Wars: The Old Republic with me? It’s a BioWare game,” I said, “Fuck yes,” even though I’m not as big into Star Wars as I am other things. Even though it’s a massive-multiplayer online game like World of Warcraft, there’s so much more to be invested in. Your character isn’t merely a colored template; he, she, or it is your every conversation decision, action, and choice.
This game has been consuming my last two weeks. I wanted to get some writing done. Instead, I’ve been smuggling arms across galaxies, flirting with alien girls, telling space-boyfriends that their space-girlfriends were killed in unfortunate garbage compactor accidents, launching whole engineering crews out of airlocks, saving children from starvation, engaging in ridiculous spaceship combat in asteroid fields, and generally causing galaxy-wide chaos as an agent of sort-of good. My friendly companion struggles with my self-serving ideas, but glows with appreciation at my deeply-buried desire to do good with an anarchist twist. He’s patient with me, because one minute I’ll tell him to lick a wampa’s butthole and the next I’ll be bribing him with oddly feminine gifts as if I’m trying to hint that he should wear dresses and squat on my groin. He really likes jewelry — have I discovered his fetish?
But here’s the beauty of this game: That character I just described above? He’s not yours. He’s mine. I make decisions for him off of a slowly growing mental list of inhibitions, fears, and desires that he develops during the game’s regular play. He won’t harm children but has no problem shooting back-stabbing women in the throat; the only person he’s ever done free work for has been a good-souled alien that he saved from an unfortunate circumstance. In fact, the best part is, you won’t ever exactly recreate how my character functions, because you’ll be driven to make different permutations of the thousands of decisions in the game. You’ll discover a history to that character that you never speak about, but that helps shape every time you click a conversation response.
It’s writing as an entirely game-based artform; it is, as writer and game-scholar Janet Murray describes, “agency” – the ability for a player to have control in the game world – at its absolute finest. I have complete control over the inspirations that drive my space smuggler. Even though he’s locked in a world where programming dictates the math of battles and conflict, I’ve got what feels like free reign to decide his fate as an architect of space-faring good or an unintentional agent of galaxy-wide evil.
So I’ve been writing, just not in the way I’ve expected.
While I’ve been crawling all over the Outer Rim, other good news has blossomed, however…
My flash fiction piece, “The Replacement,” has been published online at Kazka Press. Read it here and please, leave a comment or retweet it if you like it (or if you can’t fucking stand it). Additionally, a science-fiction short story of mine will be featured later this year in Kazka’s print and online Bronies: For the Love of Ponies anthology. Wonder how planet-hopping mercenaries can meet their greatest challenge yet all because of a copy of Black Beauty? Check back with me in spring to get your copy and learn how.
Anobium volume 2 is accepting pre-orders. This print journal includes my speculative fiction piece “Spiderblue Vacation,” and I’m honored to be able to be published alongside successful writers such as Patrick Somerville and others. Support independent presses – order your copy not just for my crap, but for the beautiful writing in it other than mine.
I wanted to extend a special thank-you to several awesome writing friends. First, to poet Louise Jaques, who was kind enough to mention me in her video reading of one of her poems. Hop on over to her blog, listen to it, and make friends – she was the first person who ever commented on my blog besides my girlfriend, and I’m so grateful for her friendship and support!
Also, check out Jamie Dement’s blog, who plugged my new story in Kazka. She’s an inspiring woman with so much to say. Slide on by, tell her hello, and see what she’s all about! She’s been published several times in the past and her stories are absolutely worth taking the time to read. You won’t regret doing so!
Finally, thanks to K.T. Hanna, whose #writemotivation tag on Twitter is growing more and more. I was supposed to put a motivation update in this post, but I’ve rambled on far too long and will compromise with a post in the next day or so dedicated solely to that! Don’t know what I’m talking about? Get off your ass and educate yourself, then!
Shit, what am I still doing around here? I’ve got bantha to herd and sith to slaughter! I hope your New Years treated you well enough that you didn’t wake up in a puddle of your own vomit, and if you did, I hope it at least tasted good.