Why I Write at the Mall

My dog Faith was the ideal writing partner. A spitz of a certain age, she would sit on the couch beside me, requesting deferential scruff and tummy pets every so often—and the rest of the time, quietly surveying her territory from a nearby recliner. Whenever I got stuck on an idea, we'd take a long walk together, which is another way of saying that we took a lot of long walks together. It was symbiosis at its best.

Unfortunately, Faith passed away soon after I began work on "Exile.” Thenceforth, my writing partner became a goblin moppet Shih-Tzu named Higgins, who proved an amiable enough companion—lending moral support during my half-assed morning workout, my impromptu "Fatal Vows" marathons, and my meandering drives down the highways of Union County.

But Higgins also had an aversion to productivity, specifically mine: the moment that I flipped a laptop open, he considered it his duty to make me close it again. A warning would be delivered in the form of a whimper; if unheeded, this would be followed by a bark; and if the first bark went ignored, heaven help your ears. Theories abound why my dog chose this particular hill to play dead on. Had he identified the laptop as the chief competitor for his attention? Possibly, and we all know dogs can be territorial. But another possibility is that he sensed my distaste for writing, and was just being protective—like the dog in the first card of the Major Arcana, trying to get the attention of the Fool before he wanders off a cliff.

Whatever his motivation, I soon realized that I would have to get out of range of Higgins if I had any hope of writing my game. So every weekend, whenever a stretch of time presented itself, I would leave him with my husband (whose own professional goals have yet to fall prey to canine disruption), and head to the place where I wound up doing most of my writing on this game: the mall.

* * *


In the region of Jersey where I was living, there were almost too many malls to choose from. We had Short Hills, with its high-end stores and bulwark-like parking lot; Menlo Park, with its Nordstrom straight out of "Myst"; sprawling Woodbridge, which had so many entrances that I used to mistake it for two different malls; and even Willowbrook, which my sister and I affectionately called "the boyfriend mall," because shh!, we each used to date guys who lived near it.

It’s important to note that none of these malls could be described as "dead." Sure, IRL shopping has taken a hit in recent years, but the venues I frequented were packed with people, unironically doing what “nobody does anymore.” It seems retail’s fall from grace as the only show in town has had at least one unexpected benefit for the mall: people are less likely to go there out of obligation these days, and more likely to go because they actually want to.

Which brings me to the first reason why the mall proved such an ideal writing spot: being a person who is highly susceptible to the moods of the people around me, writing at a crowded mall tricked me into thinking I was having fun. Surrounded by folks who were shopping, eating liquid nitro ice cream puffs, and otherwise promenading, it became easy to forget that I was the only guy in visual range who was spending his afternoon arranging words on a screen. And whenever I got tired of pushing prose uphill, a walk through the mall was close at hand to clear my mind.

It was also refreshing to write in an environment that was explicitly not designed for reflective work. I had tried writing at Starbucks for a couple weeks—but that chain presents itself as a serious place to conduct serious business, actively catering to folks who have professional work to do, and even though I’m technically a professional (I guess?) I eventually felt like I couldn’t live up to its midcentury modern lines.

Contrast this with the mall, where nobody has anything to prove—and where nobody is expecting you to prove anything to them. At the mall, you are supposed to shop, eat, and maybe catch a 3D movie. If you happen to write a novel or design a game while you’re in the midst of these tasks, more power to you, but nobody’s twiddling their thumbs in expectation. Creative endeavor is strictly extra credit.


* * *


The mall also provides cognitive hobbyists with a helpful way to game their brains toward writing, namely the Dave & Busters Method.

For the uninitiated: Dave & Busters is a video arcade that has grown into an American mall staple thanks to its “drunk parent positive” policies, but its underlying business model should be familiar to anyone who has been to Chuck E. Cheese: you play games for tickets, trade those tickets for prizes, and leave with a jumbo pencil that feels like a trophy (even though you know full well you could have just bought it at the discount store).

At the mall, this same winning mix of existentialism and materialism can be applied to your writing, much the same way Dave & Busters applies it to Skee Ball. First, you set a writing goal, ideally one that you won’t achieve in a single afternoon. Second, you find some purchase at the mall that’s worth working toward, ideally something dumb enough that you feel a bit guilty for wanting it in the first place. Third, you use the object’s presence in the mall to bait yourself into getting some real work done. The prize in question doesn’t need to be expensive, it just needs to be something you actually want, and probably something you would never have let yourself have otherwise. If you are willing to hold off on getting it for long enough to hit your goal, this method works wonders. What’s more, whatever you wind up buying winds up feeling like it’s the fricking Pulitzer.

Me, I decided to limit my “prizes” to clothing. Having absolutely no fashion sense, every single clothing purchase would require so much research that I could string myself along for weeks with a single pair of skinny jeans.

But reader, let me tell you: when I finally got them? They felt like emo victory.

* * *

Perhaps the best thing about the mall, at the end of the day, was the way it reminded me what was outside the mall, whenever it was time to go.

When nearing the end of an afternoon’s work, I’d inevitably catch sight of something that made me think of home, and my tiny belligerent pal Higgins. Sometimes it would be an ad for pet food, sometimes it would be a poster for the latest movie about a doomed fictional dog, one time it was even the Easter Bunny. (HE HAS HIGGINS’S EYES, I TELL YOU!)

Whatever the trigger had been, once I started thinking about Higgins, I knew the jig was up. He may have been the reason I had to write at the mall in the first place, but he was always the reason I left.

I like to think that he’d appreciate the irony, but he probably wouldn’t, because let’s face it: this sentence sounds too much like writing, and Higgins hates the stuff.
 

Backstage at "Exile of the Gods"

Now that “Champion of the Gods” has sprung a sequel, it’s high time for another backstage tour! Here are four behind-the-curtain facts about “Exile of the Gods,” with spoiler warnings duly affixed where appropriate.

The Blade Runner's Manifesto - Mild Spoilers

A good ChoiceScript game operates a little like a Voight-Kampff test: putting players on the spot, again and again, in order to scare an honest answer out of them.

But what happens when the player already has the answer memorized? That was one of the challenges to designing “Exile.” While its predecessor draws mainly on myths, this new game draws instead on military and political history—making numerous references to real-world events, about which the player may have already formed opinions. As I developed “Exile,” I began to worry those opinions might make it harder for me to get a hypothetical player to respond in the moment, diminishing the game’s ability to get a “clean read.”

To safeguard against this, I came up with the following ground rule, rather early on: use the historical details to fool the player into thinking they are getting something familiar, but always give them something else entirely. Which is to say: any time you think the game is going in one direction, or that it is reminding you of a specific historical event, be on guard—it will never let you off that easily!

Virtual Harryhausanity - Mild Spoilers

When I was developing "Champion of the Gods," most of my research consisted of reading historical and cultural accounts, and comparing different tellings of regional myths—but it also involved a deep dive into the monster-rich fantasy adventure films of Ray Harryhausen.

For those not in the loop on him, Ray Harryhausen was a film producer and special effects developer whose distinct style left its imprint on an entire genre of fantasy. He’s influenced filmmakers from George Lucas to Guillermo del Toro--and although his effects relied primarily on stop-motion animation, a technique that looks surrealistic to modern eyes, his mastery of the medium still impresses on its own terms. (The skeleton attack in “Jason and the Argonauts” may not seem realistic, but it’s a feat of craft—and almost more jaw-dropping when you know how its effects were achieved.)

I decided, when I started work on “Champion,” that I would do my best to sneakily reference every major monster that Harryhausen’s films featured, even if only obliquely. (And trust me…I got pretty oblique! I wanted the game to be like a hidden picture puzzle, just with hidden monsters.) By the time I finished “Champion,” I was able to hit five out of the seven categories I had hoped to include: skeletons, the Minotaur, the Kraken, a dragon, and giant scorpions. All of them are in there, albeit in somewhat remixed form.

But I ran out of space before I could include two remaining Harryhausen categories! So, while traversing “Exile,” be on the lookout for the Cyclops and some killer statues. (They were the holdovers.)

{Metro (retro) futurism} - Mild Spoilers

As noted previously, nothing in the game is purely copied from the real world; everything is remixed, because I needed the game environment to be unfamiliar enough to get relatively “clean” reactions from the players.

That said, I did make an effort to combine historical details with complimentary details from modern life, to make matters more relevant. (In “Jurassic Park” terms: my historical research was always the dinosaur DNA, while the modern details were the frog DNA, tying the whole velociraptor together.)

This is never more evident than when we’re talking about Vhyr, the City of Clay--a place you'll either visit halfway through the game, or start the game already living in, depending on your choices.

And while Vhyr draws a lot of physical detail from urban enclaves of the fertile crescent from 400 – 600 BC, all of its modern DNA comes rather noticeably from one place: midtown NYC, where I started work at an office precisely one month before I started writing/coding "Exile."

It's in this area of Manhattan that the ostentatious myth-inflected artwork of Rockefeller Center abounds, some of which has the nerve (or prescience) to depict the titans of industry as ever-watchful deities. It's also here that the most checked-out / decked-out locals parade around 5th Avenue with their checked-out / decked-out dogs. And with both Trump Tower and St. Patrick's Cathedral just a Rolex’s throw away, one can't help but get the feeling that these twelve-or-so square blocks have a perspective all their own--even a philosophy.

Real or imagined, its tenets have certainly informed the City of Clay.

100% Post-Consumer Plotlines - Major Spoilers

If you played "Champion," you'll recall that the realm of Agossa has a community of seers: people gifted with the ability to see the destined futures of anyone they meet. (It is a gift that comes with some serious drawbacks, since these seers are routinely shunned by their own kin for knowing too much about them.)

In the original version of "Champion," one of these seers—a young one, who was tired of living apart from their family—decided to join forces with Daggoras, hoping that the God of Chaos might take away their ability to see the future. I loved the idea of someone so intimately connected to the prophecy at the center of the game actively working against their own plot point! But the character wound up getting cut, mostly because they were soaking up all of the exposition that was meant for the player.

Now, fastforward years later, to when my research for "Exile" introduced me to the astrologers of Babylon, whose influence over the politics of their city was not unlike the influence that the seers had on the world of “Champion.” They immediately reminded me of the young character I had cut from the plot of that game, and soon enough, the idea of crooked soothsayers became the foundational concept for my sequel.

The lesson here could be misinterpreted as “never throw anything away,” but it’s actually “throw away whatever you like, because ideas will crawl back out of the wastepaper basket and track you down if they want writing bad enough.”

Interview with Choice of Games Editor Mary Duffy!

See this link for an interview wherein Choice of Games editor Mary Duffy trades some backstory with me on the subject of “Champion of the Gods,” and its actually-out-now sequel!

Ancient History: How "Champion of the Gods" Evolved from Pitch to Publication

Ancient History: How "Champion of the Gods" Evolved from Pitch to Publication

Now that "Champion of the Gods" has been officially released, it seems a good time to take a look back at some of the revisions that were made to the game along the road to publication...

10 Things You Should Know About "Champion of the Gods"

10 Things You Should Know About "Champion of the Gods"

My new app for Choice of Games is called "Champion of the Gods". Here are ten things you should know about it...
 

FlameCon at the Grand Prospect Hall!

FlameCon at the Grand Prospect Hall!

I'll be demoing my upcoming Choice of Games title on Saturday, June 13th at FlameCon!