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Tuesday, October 29, 2013

Writing Ideas - Writing Science Fiction, part 90 more Gaming Entertainment

29 October 2013, Writing Ideas - Writing Science Fiction, part 90 more Gaming Entertainment

Announcement: My novels Sister of Light and Sister of Darkness are about to be published. I write this blog about 2 months prior to its publication. I just heard that the proofs will be here soon--likely before the end of the week. My publisher also wants to put the entire set of novels based on Aegypt on contract--that's 5 more novels for 8 total. They also want to put my other novels on contract. The release schedule should be one novel every 2 months. I'll keep you updated.

Introduction: I wrote the novel Aksinya: Enchantment and the Daemon. This was my 21st novel and through this blog, I gave you the entire novel in installments that included commentary on the writing. In the commentary, in addition to other general information on writing, I explained, how the novel was constructed, the metaphors and symbols in it, the writing techniques and tricks I used, and the way I built the scenes. You can look back through this blog and read the entire novel beginning with

I'm using this novel as an example of how I produce, market, and eventually (we hope) get a novel published. I'll keep you informed along the way.
Today's Blog: To see the steps in the publication process, visit my writing website and select "production schedule," you will be sent to

The four plus one basic rules I employ when writing:

1. Don't confuse your readers.
2. Entertain your readers.
3. Ground your readers in the writing.
4. Don't show (or tell) everything.
5. Immerse yourself in the world of your writing.

I am writing about the extrapolation of science and technology to be able to write science fiction.  I made the point that it is almost meaningless to try to fully extrapolate a universe (world) that is 10,000 years in the future (and maybe 1,000 years in the future) without applying some cultural and technological shaping.

By shaping the cultures of your science fiction universe, you can shape the science and technology that is extrapolated.  Here is how I culturally shaped the universe of The Chronicles of the Dragon and the Fox to make the 10,000 year extrapolation work.

Board gaming began the gaming craze, but the ability to first, put very complex games into computers and to play against the computer and second, the ability to create role playing worlds in a computer game moved into the true individualization of entertainment.  In books, books with more than one ending or with multiple paths were also popular, but they haven't taken off like first person gaming has. 

In first person gaming, the player is creating his or her own entertainment.  The world and the potential endings or plot has been developed by the author, but the player gets to the end by skill and probability.  The point of skill and probability can't be overlooked.  Chess is a pure skill game.  Monopoly is really a probability (luck) based game.  The mix of probability and skill is very similar to the way the real world works.  This is not so much luck based, but odds based. 

The real world is based in probability and skill--more tomorrow.

Also remember, I'm trying to show you and give you examples of how to write a science fiction theme statement and turn it into a plot.

For more information, you can visit my author site, and my individual novel websites:

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