Metroid and Environmental Storytelling

While reading this excellent review of the hard to find fan-made AM2R videogame, I came across a term that intrigued me. It was a term I had seen before in Mark Rosewater’s articles about designing cards for Magic: The Gathering.  That term was “environmental storytelling” and it is what makes it possible for a game like Metroid 2: Samus Returns, that has no dialogue or cutscenes, to tell a complete narrative.  With this form of storytelling, you are using details within the setting itself to provide clues as to what is or has been happening. This is independent of any dialogue or interactions from your characters. 

For instance, in Magic: The Gathering’s “Scars of Mirrodin” storyline, the land cards  for each of the three acts in the storyarc are painted to show the once pristine environment gradually deteriorating over time as the world is infected by parasitic invaders. It is even deeper in Metroid 2, where each environment showcases how and why the ancient Chozo race created the deadly Metroid creatures before the monsters turned on their creators and destroyed them all. Everything is part of the tale, from the lack of creatures in rooms where a Metroid dwells, to the darkness and desolation of the abandoned factories, to the areas near the Metroid’s central breeding ground being completely devoid of life, to even little touches like the Chozo statue towards the end being broken with an icebeam upgrade lying at its feet to show that their advanced weapons weren’t strong enough to stop the Metroids from killing them. You can gain an understanding of what happened from paying attention to the details of the environment, without nary a word being said or any cutscene handholding you through the narrative.

I did something similar in Godmode. Elijah does a lot of exploring in that story, and each level of the building he is trapped in tells its own story as he discovers details about it. That includes exploring his old office, which was evacuated in a hurry for some reason, and coming across clues which show how hat occurred, and maybe even why. I tried to make it so Elijah and the reader are able to figure out the details, connect the dots and deduce what happened at the same time. I did cheat a bit with the triggered flashbacks, but the general gist is still there.

HOW TO INCORPORATE ENVIRONMENTAL STORYTELLING INTO YOUR NARRATIVE.

So now the question becomes how can you use that in YOUR story. Here are some simple tips:

1. The Devil is in the details. The biggest need is to make sure you pay attention to the details of your environment. Everything that describes where the story is happening can offer a clue to the narrative, whether it be the sights, or sounds or even smells of the setting. A place that smells of rotting flesh will tell you something died there. A place smelling of rotting flesh and bleach will tell you that someone died there…and someone else tried to cover it up.

2. Place key artifacts in the environment. Much like setting up a mystery, you can plant clues directly into the setting that tell exactly what happened or what is going on. It could be a television, still on, showing a news reporter speaking on a related event (something movies do a lot), or a trinket from some event that happened related to that event (say your story had something to do with a circus. You can have some circus peanuts laying around in your environment to allude to that).

3. Show the environment changing over time. Perhaps every time your characters go to a certain place, the lace has subtle changes to show that something is going on. Maybe something is out of place that was in place before, or the lighting is different, or something new has been added or taken away. This can denote that something in the story itself has changed, and this can add to the impact of that change.

If you incorporate the environment into your story, you should be able to make for a fuller, more immersive experience for your reader. I advise you give it a try for your next story.

BTW, if you haven’t played Metroid 2 yet, give the game a try and pay attention to the backgrounds to see what I’m talking about…

Interview with Malcolm Harris

Another accomplished and talented guy in my network is Malcolm Harris. He has created everything from Comic Books and Graphic Novels, to tabletop Role Playing Games, to High fantasy novels. He is very meticulous and dedicated when crafting his worlds and characters, and you will see the results of that when you read or play his work.

What inspires your writing?

I’ believe if you are a writer you must write. Life and living, in that case, become the inspiration and vice versa. As a wise man once said (Okay I’m actually quoting myself, so maybe not wises but.. you get it.) I’ don’t swing the hammer, the hammer swings me.

What is your process of developing characters?

I write short stories with them, I run scenarios in my mind and I build stories and lists of likes and dislikes. If you want to make a great character you should have info on them the reader will never know. Like every gift on every birthday.

Did you start with a story outline or did you make it up as you went along?

I’m one of those crazy people believe if you place the characters in a situation and let them run free in your imagination they will tell the story. It’s my job to write down and organize that story.

How much research did you need for your story?

My novel Adventures born: Taking the high road took a lot as I really wanted to give it a sense of history. The Nyumbani people in my world language is based on Swahili and lots of African cultures mixed with a lot of old African American culture. Also Aerix, the world of my novel is 19th century America if colonization and the history of the world was different… hint magic is the ultimate equalizer. So I looked at history and thought what would change if magic or actual miracle-based religion was in the mix. So yeah lots of research.

What researching methods did you use?

I read a lot, the internet and I have a host of friends and family who are historians who I can ask questions to.

Did you draw on personal experience?

Yes of course. Experience is a great teacher. With my graphic novels, I looked at people who I knew and interactions. With my novel, it was more personal. One of the main family in the novel is my family only in a fantasy setting. It’s the African American experience only with magic, lol

How did you publish?

Self Publish.

Why did you do it that way?

I control my content and I have a higher profit margin. Any mistakes are mine but so are the rewards.

How long did it take to land representation?

I’ve been represented for over a decade. It came right after my first graphic novel witch girls was optioned as a movie (never made) and I wrote the first draft of the script.

Who did your cover and marketing?

I did the cover on my Novel, my other books by various artist. I love working with artist and a big shout out to Ewelina Avionetca Mroczkowska and Abby Soto, to of the best artist around for a lot of Princess Lucinda and Witch Girls covers. As for marketing, That’s my agent and me. I love marketing, I spreading the word and doing signings and cons. A hint to would be writers, shyness is bad for success.

How many revisions did it take to get a publishable book?

Seven is my number. Although it depends on the book. The princess Lucinda Graphic Novels took three, but that’s because I wrote it first as a spec movie script. Then I did a revision as one graphic novel then as three.

How did your background in Role Playing Games help with creating your fantasy story?

Rules, as a game designer, I built the rules of my world, how everything works. My characters are stated on paper and in my head so their limits are defined as are the rules of the world. For instance, I know how much damage an injury does and how much a healer can heal or how a spell is cast and how its resisted… and so on. That kind of thing gives an order o a fantastic world. I also LARP with a group called Amtgard. Unlike most LARPs which are very “light” on combat, Amtgard is down and dirt and heavy on it. I swing my battle ax and you feel it, and you might land on your bottom. In fantasy novels, people have to guess how magic changes a battle or how it works. I don’t: I’ve “seen” it. That gives a unique visceral feel for the combat in what I write.

What are the differences between writing for comic books and writing regular prose?

Comics are is a visual medium so you work with the artist to use that for a better story. It’s also faster. With prose, I can take my time and build characters. Also the comic is a script while Prose isn’t.

What are you writing now?

The sequel to my novel, two tabletop RPGs and lots of short stories.

What is your advice to other writers?

Write, yeah that sounds obvious, but a lot of people are so afraid of failure or think they don’t have time. But simply put, if you do not write, you are not a writer, so write! Perfection is a lie and believing in it is a chain that will hold you down. Just do it, make mistakes, get better, do your best and “don’t be afraid be relentless “. (that’s me quoting myself again)

Be sure to check out Malcolm’s latest Novel, Adventurers Born: Taking the High Road!

Magic: The Gathering and the Art of World Building, Pt. 2

If you’ve read my previous post about how the card game Magic The Gathering uses its cards to build worlds, you know that I feel this could be a valuable tool to help a writer flesh out the setting of his or her story. I briefly explained how I did it, but now the question becomes “how can YOU do it?”

I have a few tips.

In MTG, the cards are elements of a world: flora and fauna, people, cultures, landmarks, important events, etc. Each card has its own mechanics that tie in not only to the game, but also to the element represented. For instance, if I were to make a card for one of my characters from my new manuscript Return of the Tyrant – an elf that is the last surviving elf in his world because he killed every other elf, it would be a creature card that destroyed every other elf in play and prohibited anyone from bringing any more elves out until that elf was destroyed. Now the card itself tells the elf’s story whenever you play it. To the makers of MTG, this is called “flavor.”
Each piece of flavor you add to a given element, whether it be a picture depicting the element, or some text explaining the element, or built into how the card works, deepens the story of the element and adds new dimension to your world.

Magic: The Gathering’s Color Pie

MTG’s foundation is a color-based system that defines every aspect of the game. there are five colors, each with its own personality and methodology, and that is the lens through which every aspect of the game is focused. (broadly: red=freedom and emotion, white=order and selflessness, black=selfishness and pragmatism, green=nature and balance, blue=intellect and invention) Each culture, creature, event and landmark is seen through the view of what color ethos it most closely represents. This actually makes defining the core aspects of worldbuilding elements easier because it gives you a base to develop around. If you have a culture of stoic warriors, you might want to lean them in the direction of a red-white combination, if you want some mad scientists, you make them red and blue or green and blue, and a mafia-like organization would be white and black. A cold, calculating manipulator could be blue-black, while a classic good guy could be monowhite.

Using a Game to Discover Your Story’s Theme

By using a game to develop your world, you can also detect broad thematic elements that can help you develop your story. Every world in Magic the Gathering has an overall theme, whether it be the adventure world aspect of Zendikar to the History-reverent world of Dominaria. once you discover the themes behind your world, you can use that as an aspect of your story. for Return of the Tyrant, the theme of extinction and lost civilization became prevalent as I was developing the cards in my game.

I’ve discovered two approaches to this method that work well. The first is what I call a Tourist mentality. You are a visitor to your world, and you are merely recording the stuff you observe as you travel through it. This is good for coming up with the people, animals, vegetation, landmarks, etc. that make up your world. The second is what I call the Historian’s mentality. Your job is to archive and describe in brief the histories and cultures that shape your world. This is how events, backstories and traditions get created…and often are good incubators for spinoff and follow-up stories.

Now, you don’t have to use MTG exclusively to do this. Any game can be used this way. even such classics as Monopoly and Chess. Or better yet, you can try your hand at inventing your own tie-in game. This would be a good idea because you now have a ready-made merchandise item once your book gets published.

Magic: The Gathering and the Art of World Building

If you’ve never played the popular trading card game Magic: The Gathering, then this blog entry might sound like gibberish to you. Magic: The Gathering is a quasi-role playing card game where you and your opponent play as dueling wizards, with the cards representing the spells you fling at one another. But that’s just the broad explanation of the game.

The story behind it is that each player is a powerful mage with the ability to travel to different worlds, each with its own culture and identity, and the spells are things the player has learned or picked up from observing life on that world. There have been alien worlds made entirely of metal, Scandanavian/Norse themed worlds encased in ice and snow, Japanese-themed worlds full of Spirits, samurai and ninjas, Greek mythology-themed worlds, classic horror-themed worlds, and even a Mongolian-styled world where everyone is at war all of the time. Fascinating stuff.

Of course, now the question is “what the heck does all of this have to do with writing a story?”

The answer? “Everything.”

The thing that sets MTG apart from every other board/card game is the extensive amount of worldbuilding that goes into every set of cards. Through the cards, as well as the tie in e-books, website articles and videogames, you get immersed in a given world that has its own ecosystem, its own bestiary, its own heroes and legends, and its own struggle. And if you’re a story buff, it’s easy to get drawn in and really feel like you are a part of this world.

That is the feeling every writer of fiction should strive for in his or her stories. You want your settings to be living, breathing extensions of your story because it adds more weight and believability to your characters. In fact, some of the greatest stories in fantasy and science fiction were just about the central character exploring his or her world, with hijinks ensuing. (Pratchett’s The Color of Magic and Asimov’s Prelude To Foundation come to mind).  This is where the whole “City is a character” motif comes from, and BTW my buddy Anne Mallory does an excellent job of it in her steamy historical romances.

I thought I’d take a novel approach to said worldbuilding utilizing my passion for MTG. As an excersize for a competition to get a design internship at Wizards of the Coast (makers of Dungeons and Dragons, Duel Masters, and you guessed it, Magic The Gathering), I was given the task of creating an entire set of Magic The Gathering cards, along with the world those cards were set in. there were specific problems I had to solve to flesh out my world, which really stretched my creative muscles. So for this exercise, I decided to use a world I had been planning on telling a high fantasy epic on: a world so ravaged by constant wars, cataclysms and tragedy that it had collectively given up its will to live. (This is actually the world my book “Return of the Tyrant” Is based in). The themes were failure, despair and extinction, with a ragtag band of heroes and former villains fighting to give their world a reason to live, against a mammoth monstrosity poised to destroy them all…and the people actually welcoming the annihilation.

Through this exercise I was able to really flesh out my world and give it its identity, to add layers of myth and lore and create backstories I could explore endlessly if I so chose. I created unique creatures and events specific to my world, and new mysteries, like why the Goblins, Elves, and Merfolk that are fantasy staples are only found via ancient ruins in my world.

I didn’t win the contest (made it to the second round though). But I enjoyed the exercise so much I continued developing my set of Magic cards long after the contest ended, adding new wrinkles and twists. I used as a guide some of the articles written by MTG head of R&D Mark Rosewater which cover the process of designing a set of cards (fascinating stuff. You can read the articles here). As a result, I have a nice toybox to play in for follow-up books and spinoffs to “Return of the Tyrant”.

I also plan on using this technique for an old story idea I was working on in college with a few buddies of mine. We were looking at doing an epic high fantasy adventure set in a world similar to feudal China, and loosely based on the legends of Shaolin and Wu-Tang (and yes, inspired by the rap group). But if I’m going to effectively tell this story, I need to create a believable world.

See where I’m going with this?

Whether I actually start writing the story or not, I think it would be an interesting exercise to see if I can build this world the same way I build the other one. I wouldn’t involve any big creatures, but it would be nice to know if there are any in this world. Also, I’d have to do some more research into feudal China and Shaolin mythology to make sure stuff was reasonably accurate – it doesn’t have to be an exact match to the stuff you see in kung-fu movies, but it has to be close enough for you to recognize the source material. Also there’s the little issue of writing believable kung-fu action when kung-fu works best as a visual. I think that’s the biggest hurdle. But hey, I was able to effectively write video game action, so I think it’s a challenge worth undertaking.

In any case, if you are having any struggles with worldbuilding, I strongly recommend giving this a try. And while you’re at it, give the game itself a try. MTG has been my hobby for over 20 years, and I think you’ll like it too.