Four Types of Playful Writers

Writers are, in general, playful people. As explained in a study by Dr. Rene Proyer “Playful people are able to reinterpret situations in their lives so that they experience them as entertaining or are able to reduce stress levels.” In my writing, I often rework real life situations with a better (or worse) ending and a more empowered character – a SuperMe – capable of witty remarks and amazing feats of skill, knowledge or cunning. Although it seems hard to find anything entertaining about pain or loss, the expression of an unpleasant experience in a creative way can be cathartic. For an example, recall Life of Pi by Yann Martel; young Pi survives on a boat with what seems to be a tiger, baboon and hyena.

The study categorizes playful people in four ways. I imagine writers can check one or all these categories. I will test each categories with myself and with the four Russian writers on my reading list for the year – Tolstoy, Chekov, Bulgakov and Nabokov.

1) “Other-directed playful” includes socializing with friends and other writers.   For me – a member of several writing groups, an “E” for extrovert on Myers-Briggs tests and working in a profession that involves people – this category is a hit. For the Russians writers, socializing with each other is well documented. Tolstoy reportedly took partying (1800’s style) at college to the extreme and never graduated. Lucky for him, it did not deter his writing career and success.

2) The “light-heartedly playful” consider life a game. And in games, it’s how the game is played. During the years I cared for my parents, we continued to play games. I had a performance baseline for each of them and measured each day against the previous. During play, the filters and pretensions dropped. Strategy choices revealed character, health and mental faculty. Humor was also part of the game. Chekhov began his writing career by publishing humorous anecdotes and stories to pay for his medical school studies. After that, his writing took a turn for the dark and serious.

3) The “intellectually playful” like to play with thoughts and ideas. Occasionally, the less tired and more clever me does re-orchestrate events to tell a playful story. I once threw away a microwave because my son said smoke came out of it. When I learned this might not have been true, I wrote a short story, “Trial of the Microwave.” On a more serious topic, Bulgakov wrote a satire about Stalinist Russia, Master and Margarita, which casts a wall-eyed loon and a talking cat as the devil’s attendants. I needed the talking cat in the microwave situation.

4) The “whimsically playful” enjoy “strange and unusual things and are amused by small day-to-day observations.” Details – accents, tone of voice, body language – convey information to the observant. The crystallized conflict photographed above caught my attention the other day. I took several photographs to determine if the ice was melting or the water was freezing. Before I could decide, my fingers numbed, and I almost dropped my phone in the water. Nabokov’s narrator in Lolita can dial up the description to create a complete image and feeling. Read through this jewel by Nabokov. He writes “. . . on the trim turf of the lawn-slope, an old gentleman with a white mustache, well-dressed – double-breasted gray suit, polka dotted bow-tie – lay supine, his long legs together, like a death-size wax figure.”

One last point about playfulness, Dr. Proyer notes that play enhances the ability to solve complex problems. A playful person can shift perspectives. In writer-speak, this shift is changing point of view. A writer imagines the thoughts and motivations of each character and determines the best narrator for a story. Solving (complex) plotting problems may mean jumping into another character’s thoughts and point of view. Or the story might need the intimacy of first person. Sometimes, I get it wrong. I’m quite proficient at switching from third person to first or vice versa. And being playful, I find it fun to edit and try it again in a different way.

Begin Anew

“Whether you believe you can or you can’t – you’re right.” Henry Ford

We’re one month into working on our New Year’s resolutions. How many have you kept? What? You’ve given up already, not going to try again until next year? I know that the first of January marks a new beginning for many of us, but why does it have to be that date? Why not look at the first of each month as a time to make a change, start a trend, learn something new, or finish a project. What’s wrong with the beginning of the week? How about waking up each morning and saying, “Yes, I can.”

Do you want to lose weight? Learn a new language? Travel more? Or write that book you’ve thought about for far too long? Don’t give up just because you’re behind schedule. If you’re still breathing, you still have time to keep your resolutions.

Set measurable goals for yourself and record your progress. Renew that membership to the gym or start with vigorous daily walks. And don’t forget to add healthy recipes to your meal plan. Sign up for a language class online or at a local community college. Look through travel brochures, then book your next destination.

Take out your computer or that notebook collecting dust and continue working on your manuscript. Sometimes you’ll run into a problem with your story. If it’s not coming together the way you want it to, work on a different scene. Novels aren’t always written in chronological order. Some writers begin writing the end of their story before they know how the story will begin.

Today, right now, is a new beginning for you. Are you ready to “resolve” to make a change? How will you accomplish your goals?

 

 

 

 

 

 

 

 

The Top Ten Things I Love About the Mass Effect Series

(Note: There are spoilers in this article.)

Finding a video game series that is well thought out and has a fully fleshed out history to its name is a rare thing.  One such series that does so is the Mass Effect “Commander Shepherd” Trilogy.  I don’t know of any other franchise on the same level, but the Mass Effect series sets the bar for how to make a trilogy outstanding.  Though the overall ending presented with Mass Effect 3 left many fans disappointed, that shouldn’t take away from the quality of the games as a whole.

The sci-fi series kicks off with the introduction of Shepherd, the second-in-command officer of a starship called the Normandy who leads a team to save a colony under siege.  Though only one colonist is found alive, he reveals the perpetrator as Saren, a member of an elite and exclusive galactic policing organization (SPECTRE) who’s gone rogue.  In addition, Shepherd comes into contact with an alien artifact that gives him or her a cryptic vision of a cataclysmic event to come.

Those are just the basic plot points that set the stage for a huge epic adventure that takes three games to tell.  Unfortunately, the setup doesn’t do much for telling just how great the trilogy is, so here is my top ten list of what makes the Mass Effect games so fantastic.

10) History/Backstory – The first game introduces players to a dozen different alien races.  While each race has a distinct look that makes them intriguing enough, the game’s developers took the time to establish detailed backgrounds for each and every one of them – even the Elcor and Hanar though they don’t play a central role in the story.  I don’t know of many sci-fi games that would build up a cultural and economic history for alien races who don’t get a lot of screen time, so kudos to the production team.

9) Game-save imports – It is not necessary to play all three games in the trilogy to understand the overall story, but it is recommended if the player wants to make the most of their experience.  There are at least a hundred different characters to interact with in Mass Effect 1 – most of whom Shepherd merely engages in conversation with.  However, supporting characters, provided they survive, will only appear in the subsequent chapters of the trilogy if the player imports a save containing data of what occurred in the preceding installment.  These imports add more depth to the overall story.  For example, saving or sacrificing a seemingly unimportant character in the first game has an impact of on how the second or third installment plays out.

Two versions of Commander Shepherd as created by me.

8) Character Customization – I know that there are other games that allow the player to decide how the main character looks or what their name should be, but the Mass Effect trilogy takes it to another level.  Shepherd’s look is not set in stone from one game to the next, even if a save is imported.  For example, Shepherd dies within the first fifteen minutes of Mass Effect 2, only to be brought back to life by expensive scientific means by one of the trilogy’s more shady characters, The Illusive Man.  Upon his or her resurrection, Shepherd’s appearance can be altered by the player if desired.  Though there is no clear reason given for why Shepherd’s appearance is prone to change between the second and third games, the option to alter the main character’s look is also present in Mass Effect 3.

7) Variety – One of the things I love most about the trilogy is how versatile the story is.  There are so many variants present in the games that you would have to replay them multiple times to experience everything.  Whether you’d like to see Commander Shepherd as male or female, peacemaker or badass, or engage in a relationship with one of the many romanceable crew members available, there is guaranteed to be enough variety to keep the games from ever getting stale.

6) Unavoidable decisions – Since nothing particularly bad happens to any of Shepherd’s squad mates\team members through much of Mass Effect 1, it’s easy to get attached to all of them.  So when a mission to take down Saren on the planet, Virmire, comes around late in the game, the player is forced to make a tough call.  Two squad mates – Kaiden Alenko and Ashley Williams – each come under heavy fire at separate ends of Saren’s complex, and Shepherd can only save one of them at the expense of the other.  While decisions don’t carry as much weight in the second game, there are several in Mass Effect 3 that pack the same kind of punch.

5) Multiplayer mode – In addition to its main story, Mass Effect 3 has a multiplayer mode where up to four players can team up via internet connection for a skirmish against one of the enemy armies present in the trilogy.  In this setting, you can choose to be a human combatant or one of the humanoid aliens present in the main game.  My personal preference is to play as a Quarian Engineer since their sentry turrets come in handy in keeping enemy units from sneaking up behind you.  For the most part, I like doing solo runs though those are mostly limited to easy/bronze mode.  Maybe one day I’ll actually get good enough to make it through a hardcore/platinum mode (which has the toughest units from all four enemy armies coming at you right off the bat) on my own.

4) Personal pratfalls – As much as I love the trilogy for its story, variety, and engaging characters, there are a few dumb things I’ve done at points that made it a truly unique experience.  For instance, I’ve come to learn from a number of games that I suck when it comes to steering a ground-based vehicle.  I can’t count the number of times I’ve crashed a car into something within a video game, but in Mass Effect 1, I somehow managed to drive off the edge of a wide cloud-level platform multiple times.  During my first playthrough of Mass Effect 2, I thought I was doing fine until I undertook the mission to recruit Archangel/Garrus as a team member – I got confused on what I was supposed to be doing and personally gunned him down myself.  In addition, I would often play the second game when I was dead tired.  This sometimes resulted in me jolting awake in front of the computer to find myself holding down the forward arrow key and Shepherd face-planted against a wall.

3) Monsters – No matter the game, there is nothing more jarring than being forced to combat someone you think of as an ally.  Mass Effect 3 uses this premise in spades by pitting Commander Shepherd against monstrous versions of the alien races that players had come to know and love.  While most are easy to take out with the right weapon or skill set, none of them are more frightening than the mutated Asari, or Banshees.  A long-limbed grotesque creature with a distinctive scream and the ability to teleport toward you at a fast pace, any one Banshee can kill Shepherd/the player with one blow if he or she isn’t careful.  FYI, Banshees are also included on my list of video game monsters that terrify me.

2) Romances – Pursuing a relationship in the Mass Effect trilogy is quite the experience in itself.  Between the three games, including the expansion packs, there are a total of 18 characters (or 19 if Aria T’Loak even counts) that Shepherd can get up close and personal with.  Romances are something that greatly add to the versatility of the games.  Shepherd can choose to stay true to his or her love interest from the first or second game or move on with someone else.  In most games that offer character customization, I prefer to play as a female character.  However, I have made an exception with the Mass Effect trilogy in the interest of pursuing a romance with one of Shepherd’s female teammates.

1) Humor\One-liners – The one thing that makes the Mass Effect series truly memorable is its unique wit.  The trilogy is filled with zingers guaranteed to get people chuckling.  Whether it’s Shepherd’s trademark statement for ending a conversation (“I should go.”), a snappy comeback to someone who confuses Shepherd with a very distinctive-looking alien (“Here’s a tip.  Two eyes – human.  Four eyes – Batarian.”), or humorous one-liners such as “I don’t need luck, I have ammo,” there is certain to be one bit of the dialogue in the games that will elicit a laugh.

This video game trilogy depicting the adventures of Commander Shepherd will always hold a special place in my heart, even if there is a forthcoming game to be released in March 2017 that may surpass them.  The upcoming Mass Effect: Andromeda will be completely removed from the original trilogy by taking place 600 hundred years later in a separate galaxy and featuring an all-new cast of characters.  I don’t know much of what to expect from this upcoming game.  But if it retains the same elements that made its predecessors so great, I’m sure I’ll find it immensely entertaining.

I hope you all enjoyed this article, and please leave a comment below if you did.  Be sure to tune in next month for my first impressions of the soon-to-be-released Resident Evil 7.

©January 18, 2017

 

In One Ear and Out the Other

 

A waitress at a nice restaurant my wife and I like to frequent said, “No Problem,” after I thanked her for topping off our water glasses. I asked her, “what would be a problem?” She just stared at me.

I asked her, “If freshening my water isn’t a problem, would sending back my meal be a problem?”

We hadn’t been served yet, so that only confused her more. My wife interrupted and told her I was just being funny. Perhaps I was, but this waitress gave less forethought to her words then a parrot does. I know she was just using a common and well excepted version of you’re welcome, her heart was in the right place, but in this scenario, that remark does not mean the same thing as “you-are-welcome.” Left on its own, the implication is no problem this time, and even left unspoken it still rings in my ear the same way fucked rings in my ear every time I hear a newscaster or politician use the acronym SNAFU.

As a fiction writer, I work with innuendos and inferences all the time, they are the salt and pepper of suspense. But the older I get the less tolerance I have for them in real life. When that answer cropped up again a few weeks later, my wife and I agreed to just keep score. Now, rather than reprimand or ridicule, I just reduced my tip by one-percent every time they say it. We’ve saved some money, but more than that it’s taught me which waiters and waitresses not to ask for when we return. I want to be their patron, you see, not their problem.

That isn’t my only vernacular pet peeve. Another is when a stranger asks, How Are You, by way of introduction. This is the most common salutation of all, almost silent in fact, but it sounds like an invasion of privacy coming from a telemarketer or car salesman. I started having fun with these people years ago, by answering, “Sitting up and taking solids now. Thanks for asking… How are you?” Fully half just answer, “Fine,” and go right into their spiel. They don’t hear my initial comment any more than they hear their own first words. Makes me wonder what else they’re not going to hear. Another smartass answer I like is, “Unless you are my doctor or my life insurance agent, that’s none of your business!” That one they usually hear, but they still just go right into their pitch.

Another un-favorite is, Unbelievable, and it’s raising to the top of the list fast. With current events being where they are, what with real and phake news getting equal time it seems, this comment is cropping up with alarming regularity. The next time someone tells you something is unbelievable, take them for their word – don’t believe them! Instead, interrupt with, “Wait! Why do you want to tell me something you yourself don’t believe? That’s just a waste of my time, and it doubles the time you’ll waste on it.”

There are others that itch. Here are my un-favorite, irritable, ambiguous comments, and how they ring in my ear.

“No problem.” (server) Be careful what you ask for.

“How are you?” (stranger) What are you selling? 

“Unbelievable.” (casual acquaintance) Are you a fool?

“Let me think about it.” (spouse or S.O.) No. And don’t ask again.

“You never know,” or, “It’s hard to say.” (boss) Oh, you know alright, you’re just not telling me.

Any double-negative, like; “I don’t know that it’s not true.” (politician) It’s a lie, and they know it.

Finally, the most eye-rolling statement of all, “Congratulations!” (stranger) You want my money.

What are yours, and how do they ring in your ear?

Have You Read…?

I belong to a book club that usually reads fiction, and I’ve read a lot of good stories that I would never have otherwise: Circling the Sun by Paula McLain, Empire Rising by Rick Campbell and Istanbul Passage by Joseph Kanon, to name a few. But most of the time I prefer nonfiction, books like Hillbilly Elegy by J. D. Vance, I Am Nujood, Age 10 and Divorced by Nujood Ali with Delphine Minoui and My Promised Land by Ari Shavit.

So, when I came across the book, Cure: A Journey Into the Science of Mind Over Body by Jo Marchant*, I wasn’t confident that this was the right book club to bring it to. I suggested it anyway because I was so impressed with its ideas. The group agreed, and we discussed it last week at our monthly luncheon at Paesano’s in Ann Arbor.

Everyone was very taken with the fact that there is a scientific basis for believing that “our thoughts, emotions, and beliefs can ease pain, heal wounds, fend off infection and heart disease and even slow the progression of AIDS and some cancers.”**

One of the things that impressed all of us was the idea that if you take a pill that’s a placebo, even knowing it’s a placebo, you may improve. This just seems counter-intuitive. But, it’s true.

Another idea was the importance of distraction. When burn patients have their dressings changed, it’s extremely painful. And their dressings have to be changed every day. This is a nightmare scenario.

But, if that same patient puts on virtual reality goggles and plays a computer game called “Snow World” in an ice cold environment, the patient’s pain score goes DOWN by 35%. That, plus the 40% pain reduction the patient gets from medication, makes changing the dressings each day manageable.

Cure also talks about the importance of social connections. Studies show that besides feeling good after spending an afternoon with friends, people who frequently socialize also live longer.

Now, the mind, even in the best of circumstances, can’t heal everything or make you well if you have cancer or a broken arm and refuse to get treatment. What it can do is improve your mood, make your medical care more effective and help you to enjoy what you do have.

There are many other helpful ideas in Cure. So if I’ve excited your curiosity, I hope you check out the book. I think you’ll be glad you did.

*Cure: A Journey Into the Science of Mind Over Body by Jo Marchant, Crown Publishers, New York, 2016.

**From the inside cover of Cure.