Virginia Marshall is a writer and audio producer. Her work has been published in The Harvard Review, Brevity, Atlas Obscura, and has aired on NPR and WBUR.
What'll I Do by M. A. Vizsolyi
She thought she heard someone say her name—not loudly, but not loud enough that she could make out the melody of vowel sounds that comprised her name—Laura, it said—in a way that asked her to look quickly, as if there were something to see suddenly alighting just behind her on the shelf of the bookcase—but she didn’t see anything—and things like this happened to her once and a while, but not so much that she thought it odd.
Read MoreTwo Poems by Robert Krut
And as the curtain above turns
to black with the absence of time,
we lie here, backs on grass,
dew climbing up and over our thighs.
Quite Mad: An American Pharma Memoir brilliantly blends author Sarah Fawn Montgomery’s own experiences with mental illness with research about the history of mental illness (and treatments) in the United States and interrogation of the gendered stigma surrounding mental health. I recently had the chance to talk with Montgomery about the process of writing and publishing the book—due out from Mad Creek Books this fall—as well as why we read and write creative nonfiction and the ways that nonlinearity and memory often go hand-in-hand.
An Interview with Sarah Fawn Montgomery
Owning Our Experiences on the Page
Read MoreNo One Here Named Me by Suzanne Roberts
At Burning Man, you’re supposed to resolve your issues with a Black Rock Ranger, someone who can come and negotiate problems on the playa, but I was beyond that. I wanted to call someone with handcuffs and a squad car, someone who could take him away. But would they? I didn’t know.
Read MoreTake your medicine by elizabeth zaleski, illustrations by kevin abt & chad miller
You know those old public service announcements about your brain on drugs?
The egg sizzling in the skillet. Your metaphorical brain--fried.
I think about those commercials a lot.
Two Poems by Jessica Guzman Alderman
Like all beasts wandering on the edges of cities, I turn my head
toward the highway. The sun sets across six lanes of idling engines.
Read MoreA Normal Interview
Ryan McDonald Talks with Steven Church
A Normal Interview: Conversation on The Spirit of Disruption
Featuring 28 writers, The Spirit of Disruption: Landmark Essays from the Normal School is an anthology containing an eclectic array of traditional and innovative creative nonfiction essays that were published in the Normal School during the ten years since its launching in 2007-2008. Over email, editor Steven Church spoke with me about it in-depth.
Read MoreTone by Kristine Langley Mahler and Kevin Mahler
You conjure up cruelty, sketch it:
the wires binding should demonstrate your value,
so close it's like lust.
Tiny Worlds by Molly Gutman
When the Devil comes for Christmas he brings
a casserole. He wears an argyle crewneck,
too expensive, pilling, starting to smoke.
Screen Time by Mina Manchester
Light crept in through the space between the black out curtains hanging over the bedroom window. Ron, her husband, shifted in his sleep. His shoulder twitched slightly as if reacting to a breeze. Soon the alarm would go off and he would stretch and get out of bed, not bounding exactly, but with enough gusto that Leigh would feel guilty. She was always tired. So, so tired, ever since their son was born.
Read MoreOracle by Dustin Heron
Now Zeke looks at his grandfather. A thin old man always stooped over, the ridges of his spine bulging against his flannel, baggy corduroys hanging from his bony hips. He’s standing in the shadows of the porch, dusty shadows crammed with old wooden chairs split at the seat and mildewed couches sagging under milk crates stuffed with odds and ends. All this leading into a narrow house just as dark and just as choked with dust, the whole house tottering into its last stage of disrepair. Zeke wants to scream at everything and he wants to smash it all.
Read MoreReflection: Kristen Cosby on "Visions"
Editor's Note: For our newly released anthology, The Spirit of Disruption: Selections from The Normal School, we'll be running a series of author reflections excerpted from the book. If you like what you read, you can order the book here.
Reflection on “Visions” by Kristen Cosby
I wrote the first draft of “Visions” seven years ago. It was my second attempt to write about living aboard my family’s boat. At the time, I was in my late twenties, happily teaching and writing for a small but well-regarded science magazine. Sailing and family were two aspects at which I considered myself a failure and I saw no reason to display myself at my weakest. Until I wrote this essay, I was a writer who hid her personhood behind her writing. I used esoteric vocabulary and complex syntax to make reading my work more difficult. The production of this essay demonstrated a huge change in my writing process and my willingness and ability to represent my memories without pretty distractions. I’d finally understood the necessity of being vulnerable on the page.
Writing the piece didn’t feel like a calculated strategy. I sat down one morning at my computer and an essay about how living on the water changed my way of seeing the world began to happen. I didn’t understand what the piece was about until long after I’d finished it. I don’t mean to say it was effortless; it required a huge amount of discipline and it pushed the limit of my skills at the time, but it was as if the decision to write about my family-life aboard had been made by someone else. I submitted the essay to The Normal School’s nonfiction contest with much trepidation. At one point, I almost called the editors to withdraw from the contest because I couldn’t stand the idea of showing something so raw.
As with most of my projects, when I came to the end, I felt the work was incomplete. I tinkered with it constantly. That urge to improve and amend the piece did not stop after it was published. I continued to pursue and grow the piece into a book manuscript, which I am still working on six years after the first appearance of “Visions” in The Normal School. In a manner of speaking, the essay hasn’t ended, it just became much longer. I’m uncertain when it will “end” or whether or not it has, or will ever, succeed in capturing the complexity of a family as crew.
The metaphorical journey of writing this piece, and, by extension, the manuscript that’s emerged out of it, has led me on several very real journeys. The pursuit has taken me to from Pittsburgh to Texas, Virginia, New Hampshire, Maine, Barcelona, Budapest, London, and San Francisco. It’s caused me sadness, stolen sleep, appetite, and many precious hours with beloveds. And yet, I continue to prize this piece and to enjoy the opportunities it’s afforded me. Whether or not the essay succeeds in displaying how living on the ocean changed my perspective, it gave me the idea for my first book-manuscript and instilled in me new skills and standards for my craft.
Word Music: A Discussion with Brian Turner and Benjamin Boone By Optimism One
Given the common ground between the two art forms, it is no surprise, then, that creatives throughout history have combined music with poetry, poetry with music. And that pursuit continues today, whether it is at your local open mic, the Lincoln Center in New York City, or on record. Two recent examples of the latter can be found on The Interplanetary Acoustic Team’s 11 11 (Me, Smiling), conceived of and directed by poet Brian Turner, who uses the written and spoken artifacts of the poet Ilyse Kusnetz, also his late wife; and on The Poetry of Jazz, a collaboration between saxophonist Benjamin Boone and the late poet Philip Levine.
Read MoreIn the Grove of Self-Charging Trees by Jessica Jacobs
It is early enough that fog still skeins, / like moss, the highest branches. / And twining each tree: a cable / rough-creped as wild grape vine, / with both ends socketed / into the trunk.
Read MoreA Normal Interview with Ander Monson by Matthew Kenerly
In a far-reaching half-hour, our assistant managing editor, Matthew Kenerly, reflected with Monson upon March Shredness, talked up his forthcoming projects on emotion and Predator, and what it means for intrepid writers, emerging and experienced alike, to strike out into unfamiliar territories with their work.
Read MoreI first discovered Slay the Dragon: Writing Great Video Games after attending a video game writing panel at Comikaze Expo in 2015. It was there, seated among a crowd of Deadpools, risqué Pikachus, Harley Quinns, and Captain Americas that I learned game writing is a beast completely unlike the short stories and novels with which I am familiar.
Bridging the Gap Between Gameplay and Storytelling: A Normal Interview with Robert Denton Bryant and Keith Giglio
By Christina Legler
In Slay the Dragon, Robert Denton Bryant and Keith Giglio lay to rest a few misconceptions aspiring game writers and players alike often have about game writing: gameplay and narrative, they argue, must work cooperatively in a video game. As Slay the Dragon clarifies, there is a certain gap between these two elements of the video game that gamers do not understand about writing, and writers do not understand about gaming.
* * *
Christina Legler: To start, how did you get into video game writing? I understand that both of you have been involved in film and screenwriting, and you both hold MFAs in film and television. How did your backgrounds and professional experiences lead you to game writing?
Robert Denton Bryant: I’ve actually never held the title “game writer,” although I hope to someday. I've been writing all my life . . .
—that’s what got me interested in screenwriting and filmmaking—but I entered the games industry as a tester and then moved up as a lead tester, quality assurance manager, producer, executive producer, and studio director. Along the way I filled in there and there, worked with developers and writers, and saw that very often game designers have an awkward relationship with narrative. When I hired Keith to write a big virtual world game I was exec producing, we experienced that awkward relationship first-hand. And that gave rise to Slay the Dragon.
Keith Giglio: I went with Bob to E3, the Electronic Entertainment Expo, one year. The room was filled with monitors displaying the new AAA video games . . .
. . . The “trailers” for these games were fascinating. I was instantly taken with the new arena for narrative storytelling. Years later, during the WGA strike, I needed a job and was lucky to land one working for Bob. My assignment was to help turn a toy company’s intellectual property (toys, dollars) into video game content. It was like putting together a puzzle. I had all these assets (setting and characters) designed, but no story.
CL: In an early chapter of Slay the Dragon, you, Bob, relate a tale of when you had an awesome idea for a He-Man video game while working for Mattel that did not fly because your story idea exceeded programming limitations. How did you both handle this transition into game writing when you realized that the limits of game development affect storytelling?
RDB: I think it was much less about programming limitations; everything I wanted to do in that game was do-able in 3D game engines at the time. The problem was scope (my pitch was epic), and, more specifically, I was much more enamored with telling a story than with creating an experience for the player. I had that humbling moment that every writer has when they start talking to game developers. It’s That Moment When you realize that in a game it’s not the writer’s story that matters; it’s the player’s story.
KG: I like a current trend in movies and television of “breadcrumb” storytelling. The audience has to piece together narrative by things they see or hear in the game narrative. Information is there for you to gather and deduce what the narrative or backstory might be. You can see this type of storytelling cropping up in more Hollywood content. A Quiet Place is basically a survival game. No one is telling us about the aliens, we can figure it out by what we see on the walls. Then of course there is Ready Player One, which feels like a video game come to life. Spielberg really knows how to push the tropes.
CL: Game writing is a collaborative effort, something that we as writers of short stories, novels, essays, and poetry may not understand or like. How does working on a collaborative team of developers and writers for a video game compare to, say, co-writing a book with a friend, such as Slay the Dragon? Where is creativity compromised?
KG: By the designers and game producers who do not involve a game writer early in the process. Look at the new God of War. It was rebooted for story. Video game writers are guns for hire unless they are brand name. Engineers know how to code; animators know how to draw and design and bring sketches to life. These are skills which no writer has. But everyone who works on a game thinks they are a writer, because they have played games. They figure if they can write a sentence, they are writers. Sadly, not true. So creativity is compromised by lack of narrative education on the part of the game makers. Game creators like Ken Levine and David Jaffe are literate in screenwriting and narrative structure. This shows in their creation. I remember writing something for the toy company and was told that scene didn’t work because the level was already designed and we did not have enough polygons. Polygons? They didn’t have enough story!
CL: And, if I may humbly add to that list of mastermind game creators, Neil Druckmann! If these creative geniuses, who not only develop but write as well, were involved in the process from start to finish, we would end up with games that are a more even mixture of story and gameplay/development. If, of course, story matters to them, or if story is the objective.
RDB: Most definitely. We discuss Neil and [The] Last of Us extensively in the book. It’s funny—I misread the question as “when is creativity compressed.” I think the short answer is that creativity is compromised the moment you ask a third party to mediate between you and the audience whose money you want. If you’re not expecting any money from anyone, ever, you can have virtually unlimited creative freedom. If you can sell directly to your audience, ditto, although you have to be mindful of their expectations if you want them to continue buying your work. But if you want a studio to buy your script, or a publisher to finance and distribute your game, there will be collaboration, and some of it may be brutal. This is not always a bad thing. I think limits and boundaries—set by formats, genres, budgets, partner expectations, audience expectations, or your own eagerness for a challenge—can force any artist to grow creatively by turning them into problem solvers.
CL: I understand that you both teach or have taught game writing at universities. What does such a class entail?
RDB: We got started teaching game writing because of the arguments we would have working on our game together. It was obvious that this creative tension between storytelling and game design was worth exploring in a class. Keith had already been teaching screenwriting through The Writers’ Program at UCLA Extension, so he suggested we pitch a game writing class so that we could present this problem to students and have them tell us how to resolve it. Students in The Writers’ Program were, typically, writers and not game developers, so we found that we had to spend a little time getting them ramped up on basics of game design. In the same way, when our students are mostly game developers, we have to focus a little more on such writerly topics as characters and story structure. The more writers understand gameplay, and game designers understand the emotional journey of a character, the more involving the games they create will be.
KG: Gamers are the original Netflix “bingers.” The kids who take any video game writing course know every game and game characters. They are a passionate group.
CL: In Slay the Dragon, you explain that story depends upon gameplay rather than the other way around. Do you believe that with games like The Last of Us (which focuses heavily on character and story), storytelling is becoming more important in games than it used to be?
KG: Yes and no. I think sadly games have moved to more cooperative play and less you-are-the-hero games. Also with the rise of mobile gaming, there is little or no room for narrative.
RDB: I think any time you talk about “games” as a monolithic, homogenous medium, you’re in danger of running off the tracks.
CL: Good point, because not all games follow the same formula or fit into one big, encompassing genre.
RDB: Exactly. I get frustrated when folks, even players, make sweeping generalizations about “all games” that would be laughed down if they were similarly broad generalizations about “all movies.” Games are a giant, complex, diverse medium. You can point to tens of thousands of recent, popular, and profitable games in which storytelling occupies a very marginal space, if at all, and that’s okay. There’s not much storytelling in Fortnight’s Battle Royale mode, beyond its crazy Hunger Games-like premise, yet it’s one of the hottest games right now. What’s also clear, though, is that for those players who are looking for involving stories, the number of choices have never been better, ranging from indie games like Firewatch and Kentucky Route Zero to story-driven triple-A games like the new God of War.
CL: I would argue that video games have become more “mainstream” nowadays than they were decades ago. By this, I mean that people who play games now don’t necessarily identify as gamers, but simply as people who occasionally play games. Do you agree with this?
RDB: What we know now about the medium, that it took several generations to understand, is that a substantial number of game players play games for life. When they have kids, they’re more understanding about letting their kids play games themselves. Both daughters and sons—every year, the number of women who play video games gets closer to 50 percent of the total audience. Plus, the fact that in the smartphone era, millions of people have a powerful video game device in their purses or pockets, means that games are available almost anywhere, at any time. We’ve come light years from when we were small kids and you had to go somewhere where there was a food-truck-sized computer, or to an amusement arcade, to play a video game. But I think you need look no further than the fact that lifelong video game player Steven Spielberg just released Ready Player One, with a strong third-act message about putting down the controller. The medium of the video game is absolutely within our cultural mainstream—and has been for some time.
KG: All about the tech. But it’s been a while since World of Warcraft pulled so many people into the world. Interesting, that as mobile games exploded, table-top narrative games have resurged. Dungeons and Dragons? Wizard? Create your own fun.
CL: And now for a sort of meta-question: What do you think about an interview with a game writer, about game writing, in a literary magazine? In what ways do game writing and literary writing intersect or differ?
KG: In literary fiction, a writer can spend many pages getting into the mind of the character, so the reader gains empathy to the character or situation. If you wait that long in video games, you’re going to have a very bored player. Games are more like genre fiction. Every chapter/level ends with a turning point and the narrative surges forward. My favorite book last year was Lincoln In The Bardo by George Saunders. To me, it was the Citizen Kane of literary fiction. A game changer. Celebrate the differences between all writing platforms.
RDB: I think it’s awesome, and quite humbling, to be talking to you in a literary magazine. If we define literature as “narrative art,” I think it’s very easy to consider the best story-driven games rising to fit that. In the book we point to Bioshock as a prime example of a game that works not only as a harrowing adventure tale, but also as a thoughtful meditation on the relationship between game designer and player. It’s pretty meta itself.
Robert Denton Bryant is the Director of Video Game Development at St. Edward’s University in Austin, Texas. He has also taught game writing and narrative design at the UCLA Extension Writers’ Program. He holds an MFA in Cinema-Television Production from the University of Southern California.
Keith Giglio has written and produced for a number of feature films and television movies, from Disney’s Tarzan to A Cinderella Story. Presently, he teaches screenwriting and video game writing at the Newhouse School at Syracuse University in New York. He holds an MFA in Film and Television from New York University.
Christina Legler is a graduate student in Fresno State’s MFA Fiction Program. She has been playing video games since the age of four, when a next-door neighbor made the mistake of allowing her to play Sonic: The Hedgehog on the Sega Genesis.
Nurse Dog by Sarah Kasbeer
You feel like you’re wearing your body as a suit and suddenly you want to unzip it and leave it by the bedside. You feel smothered by something you can only identify as yourself.
Read MoreChilean Wild Baby Pears by A. Kendra Greene
There is hardly a museum I visit where I don’t want to touch things.
Read MoreA Genius Moment, Or an Accident by Joe Bonomo
Such attention to arrangement and production details became Merriman’s signature on the hundreds of compositions—not only jingles and commercials, but corporate musical events and theme-park-ride music—he produced over an impressive fifty-year career.
Read More