A colleague recently loaned me Tom Bissell’s Extra Lives: Why Video Games Matter
.
I knew it existed, but wasn’t planning to buy it immediately. Since I’ve been freelancing in the field, I’ve been focusing on books specifically about writing for games, rather than broader criticism.
This is a stodgy process, requiring self-discipline. There’s much I feel I need to know, but it’s often sandwiched in between things I consider too obvious to be worth saying and things I consider insanely wrongheaded.
The latest book on the pile is Lee Sheldon’s Character Development and Storytelling for Games
, which is apparently designed for those game writers who have never written anything before and came in from some other part of the production team.
Sheldon’s book dutifully describes many, many basic aspects of story-building; offers an introductory view of plot structures for video games, while deftly avoiding any really hard problems or really interesting solutions; and takes care to remind the reader every few pages of Sheldon’s credentials not only as a professional writer but as the sort of person who has shared a limo with Dick Clark.
The prose is breezily good-natured and would not tax the vocabulary of a fourth-grader, but it gets through its material slowly, with many explanations per concept, so that it becomes boring in aggregate. It is the mental-nutrition equivalent of buttered macaroni. I don’t feel respected by this book, though it is probably fairest to say I am not its intended audience. If I were, I might find it a thorough, not-too-hard introduction to many of the core concepts of the craft.
Bissell’s book, therefore, was refreshing. For one thing, it’s very well-written, in the sense that individual sentences give pleasure. After reading a bit, I find my own writing turning into half-conscious, third-rate Bissell pastiche. This is annoying, but also a sure indicator of prose whose rhythm has got into my head like a hooky song.
Extra Lives is observant. It reads like the kind of travel narrative that is as much about the traveler’s inward journey as his outward one. It captures many of the things I find compelling about games as an expressive medium, and also identifies many of the aspects that are hard to defend. If you’re reading my blog because you’re interested in the problems of narrative/mechanic interface I often write about, then Extra Lives might well appeal to you.
It is pyrotechnic in its wording—I said it was well-written, not that it is modest, and I was not surprised by Amazon reviewers who said they had come to personally dislike the author on the basis of his narrative voice. That wasn’t my own reaction, but I can see where it comes from.
Anyway, here is a guy who turns such phrases as “ozonically scorched” to describe the atmosphere of a room after a disturbing presentation; “thermonuclear charisma” for a personality; “Bachelor Futurist” for a decor style. It is characteristic of Bissell to take an idea that would take most of us a prepositional phrase or a whole clause to express, and condense it to one adverb. If he has to invent that adverb himself, so much the better. Sharp observations in small spaces, that’s Bissell.
It is probably for this reason that Bissell’s chapter on Braid struck me so forcefully.
Continue reading “Bissell, Braid, and the Use of Words”