An Index of Editing Posts

I’m not feeling especially well this week, so the post I had planned will have to be postponed until next Friday, unfortunately. But I did manage to do some minor reorganizing in the various categories available here at Nightwolf’s Corner. Given my new (this is a relative term, since obviously, it’s been about two years now) identity as Editorial Director for REUTS Publications, as well as my freelance editing career, I’ll be focusing more on posts pertaining to that — tips, tricks, life as an editor snark-fests, that sort of thing. Which means, I’ve now created a special category dedicated to all things editing. (Next week’s post will fall under this new header, actually, and will feature a break-down of the various editorial jobs in the world of fiction publishing.)

In case you’re curious as to what I currently offer by way of editing-related posts, here’s a quick index:

The second new category, for those of you astute enough to notice, is for the contests. I have two annual giveaways I like to do, and rather than clog up the previous category they were under, they’ll now be available under their own heading. Most of them will be closed by the time you peruse them, but they will at least give you a sense of when I do them, and what I tend to giveaway.

Speaking of contests though, there is actually a pretty exciting one currently available. If you missed last week’s announcement, Ashley Ruggirello of Cardboard Monet and I have teamed up to offer a self-publishing author’s dream, for free:

  • A comprehensive, top-to-bottom, full manuscript edit (including structural & line edits)
  • A polished, publish-ready eBook cover design
  • Assistance creating the all-important book blurb
  • A final proofread of the type-set, ready-for-print galley (typesetting/formatting itself is not included though)

Make sure you read the rules posted in last’s week announcement, and then enter via the form! Good luck to everyone participating. 🙂

Announcing the 2014 Holiday Giveaway

 

Image by Ashley Ruggirello of Cardboard Monet

It’s no secret that Christmas is my favorite holiday, and those that have hung around here for awhile know that I tend to celebrate it by doing a giveaway every year. This year’s no exception, though I am starting it earlier than normal due to the fact it’s my birthday today, and I’m feeling especially generous. 😉

What do I have hidden up my sleeve this time? Something I think many of you will be super excited for. See, I’ve teamed up with the design genius behind the REUTS Publications book covers to bring you a self-published author’s dream — a full-fledged, FREE prize that will take your manuscript from draft to publication-ready. Yep, Cardboard Monet’s Ashley Ruggirello and I have combined our freelance prowess to offer one lucky person the following:

  • A comprehensive, top-to-bottom, full manuscript edit (including structural & line edits)
  • A polished, publish-ready eBook cover design
  • Assistance creating the all-important book blurb
  • A final proofread of the type-set, ready-for-print galley (typesetting/formatting itself is not included though)

It might not be all-inclusive, as you will still need to find a formatter and to create your own marketing materials, but I think you’ll agree that’s a pretty significant monetary value being offered up for free. Every author knows that the two most expensive aspects of self-publishing are the editing and the cover design, so why not take advantage of this rare chance to gain both in one fell swoop?

I’ve got your attention now, yes? 😉

Here’s what you have to do:

Round One:

Starting right now, you can enter to win via the Rafflecopter form. Simply fill out the various possibilities, and your name will be added to the hat. Enter as many times as you’d like until the form closes at midnight on January 2nd, 2015.  On January 3rd, I will select 100 names at random via Rafflecopter’s handy little service. Those lucky people will move on to round two. (And yes, they will be announced on the blog, so you’ll all know who to congratulate.)

Round Two:

This is where the competition gets a little fierce. The 100 winners will be required to submit a query, along with the first 5 pages of their manuscript, via email. (Specific instructions will be sent to the winners on the appropriate date.) I will review them all, and much like an acquisitions editor, I will select the final winner based both on potential and the quality of your pitch. I’ll be looking for the person I think will gain the most value from our help, so your manuscript definitely doesn’t have to be perfect yet, but it does need to be complete. Also, I will consider novellas, but not short stories.

My final decision will be made by January 30th, 2015, and the lucky winner will be announced. So sharpen those pitches, people. Make it so I absolutely have to pick you.

Good luck!

Video Games: The Future of Book Publishing?

There are whispers in the halls of publishing about how the future of books will slowly evolve into the business model seen in the video game industry. But no one seems to be able to define exactly how that will happen, or which facets will be adopted. And frankly, I just don’t see it. In fact, I’d even go so far as to posit that the people spreading these whispers have little to no understanding of how the video game world actually works. I realize that’s a potentially polarizing assertion to make, but here’s why I think this: see, I actually come from the video game industry. I have a degree (that I rarely talk about) in video game art and design, and I’ve been to the Game Developer’s Conference multiple times. So I know how the video game industry works. And publishing is already structured similarly; there’s nothing left to glean from the video game industry that hasn’t already been incorporated into publishing, or vice versa.

But, just for the sake of argument (and because no one else out there seems willing to break this prediction down and explain it), let’s do a little compare/contrast analysis.

From where I stand, there are only four possible areas where the business models of the video game industry and publishing coincide:

  • Distribution
  • Interactivity
  • Production
  • Content

So let’s explore each one and see if we can’t figure out exactly what these vague whispers and predictions are talking about.
 

Distribution

 
Since I’ve heard these claims from people who are largely on the indie side of the spectrum in publishing, this is my top contender for what they’re looking at. And largely why I suspect people haven’t done their research. There seems to be a misconception floating around about the distribution channels involved in producing a video game. The assumption is that games go direct from the developer to the audience. That’s not exactly true. Even for casual games (otherwise known as the time-killing awesomeness on your phone).

Games, just like books, have multiple parties involved in the making and publishing of a title. It starts with a developer, yes, but that developer then has to secure the interest of a publisher (sound familiar?), and then said publisher needs to find a distributor to actually disperse the thing into the world. So, to simplify, it looks like this:

Game Developer –> Publisher –> Distributor –> Audience

And, in comparison, this is what traditional publishing looks like:

Author –> Publisher –> Distributor –> Reader

There are varying steps that factor in to each that I’m not documenting, (such as agents in publishing, or outside investors in video games), but the basic formula, is, at its heart, very similar. Even if you look at the indie side of things in both industries, the model is the same, minus one step in the middle:

Game Developer/Author –> Distributor –> Reader/Audience

 Video games also struggle with the same divide between traditional publishing and indie, where the AAA titles (as they’re called) are the ones that are mass distributed to brick-and-mortar stores and garner media attention, acclaim, and the all-important exposure needed to succeed. While, on the other hand, the indie titles are left to duke it out for visibility in the digital jungle of the various app stores. Again, it all sounds very familiar, doesn’t it? So where is the innovation and industry-changing business model we’re supposed to be looking to? Not here, unless I’m missing something. So let’s move on.
 

Interactivity

 
This would be another possibility for what the self-proclaimed Seers of Publishing are predicting, and in some ways, I can see why they’d say it. But I still don’t think it will ultimately come to pass, and here’s why:

Video games are a very different form of entertainment from books. Both rely on the idea of escapism, of transporting the consumer to another world where they can step outside their own reality and immerse themselves in someone else’s. But the way they accomplish it is fundamentally different. Games are an active form of entertainment, requiring the user to literally interact with the game world. Books are passive, relying on the reader’s ability to visualize and imagine the words on the page as a real scenario. (Note that I’m basing this observation on a scale of  interactivity, and not on the level of imagination/brain involvement required.)

So, in theory, if books were to go this direction, we’d need to increase the level of interactivity to simulate the gaming experience, right? Well, then let me point you to these lovely things, which already happen to exist:

  • Choose your own adventure books: Immensely popular with young readers in the 80’s, these books required their audiences to put themselves in the character’s place, choosing how they would handle the scenario and seeing the immediate consequences of that action. Notice I said they were popular in the 80’s, though. Meaning they fell out of favor almost as quickly as they rose. They still exist, but they’re rare and outnumbered, by far, by the more traditional forms of reading material.
  •  

  • Enhanced books/eBooks: Yes, this is a thing. There are experimental authors and publishers out there who are trying to find ways to bridge the gap between traditional print and multimedia. Some examples include Booktracks (which pairs a soundtrack with your novel, using auditory cues and music to create a richer immersion for the reader), puzzles deciphered while reading, and enhanced books that are almost more like apps, featuring animations and sound effects. Cool ideas, yes, but again, not very popular with readers.
  •  

  • Supplemental Materials: These are almost more marketing related than anything, but I’ve seen authors create real-life scavenger hunts and multimedia apps that go along with their story and world, engaging their fans in new and immersive ways. Essentially, they quite literally marry the video game industry with publishing, but not in a way that truly enhances the reading experience. It’s additional to that basic action, rather than replacing/modifying it.

 
Which brings us to my point, the reason why I don’t see books becoming more like video games — books were never meant to be truly interactive. If anything, they compete with film for their audience’s attention, because film is another passive form of entertainment. Both of these mediums have always been about observing. Yes, they can affect us, making us feel emotions and form bonds with fictitious beings in ways that might have us wondering about our sanity, but their point is to detail observations, impart information, and deliver messages that transcend our day-to-day lives and make us empathize with, or understand, the world around us. Gaming is entirely different, more akin to physical activity in the way it engages the brain. You won’t often find gamers who spend hours mulling over the morality of murdering that NPC (non-player character) they saw appear on the screen for half a second. Because the act of gaming is about reflex, instinct, and less about deep philosophical thoughts and musings.

But that’s a conversation for a later day. Today’s point is that readers don’t necessarily want to interact with books. They simply want to read them. And until that changes, I don’t see interactivity becoming the hot trend publishing will steal from the gaming industry.
 

Production

 
Ah yes, production. This is where I most often see a lack of understanding about how games are made. There’s this underlying idea out there that games are easy to create, that the time invested in them is minimal in comparison to the profit. And just like the first point, distribution, that’s not entirely true.

The AAA titles — the big ones everyone hears about, the Halos and Dragon Ages and Skyrims of the world — take, on average, 3-5 years to produce. And that’s with teams of several hundred people. You have game designers, artists/animators, programmers, actors, PR/marketing/administrative staff, and sound engineers involved, and it’s as time intensive as creating a feature film. The reason these are considered AAA titles is because they have budgets that rival cinema blockbusters. It’s no small feat to release a game of this scale, and with the advances in technology, gamers are becoming more and more expectant of this level of quality. Anything that falls below this often earns derision and ridicule.

The casual games (think the ones on your phone that most people consider mindless wastes of time) are less intense, but still generally require at least a small team of people to invest months or even years of their life into their creation. There are a few really astounding individuals that have found success doing it all on their own, but those are the exception, not the rule.

All right, how much of what I just said sounded familiar to all you writers out there? I’m guessing all of it. Because again, it’s not dissimilar to the way the book industry already operates. You have the Big 5 publishers (with the equivalent of blockbuster budgets) publishing a select few, super prominent titles, and guess what? On average, it takes 2-3 years from the time they sign you to the time your book is in stores. And then we have the indies, where the timeline is much shorter, but you still have a team of experts (editors, cover designers, formatters, etc.) helping you put out a product that is largely under-respected by the world.

So what’s to be learned from the gaming industry here? They’re fighting the same equality battle that publishing is, and frankly, they’re not doing any better than we are on that front.
 

Content

 
This is the last possible area that could potentially be what the predictions are talking about. But they have it backwards. See, the divide between gaming and books isn’t being bridged because books are becoming more like games, it’s because games are becoming more like books. There’s a movement within the gaming industry to include stronger storytelling in games. Let’s face it, up until maybe five years ago, games were not hailed for their storytelling prowess. And that’s because 90% of games were written by game designers, people who focus more on what makes a game fun than anything else. They created the game mechanics (the rules) and built from there.

And then along came companies like Bioware and Bethesda and Square Enix, and suddenly storytelling started to become more important, leading to the employment of actual game writers. So now we have video games that actually include epic narratives with quality writing, bringing the worlds of literature and gaming one step closer together. But that’s not publishing noticing the strengths in the gaming industry and adjusting accordingly, that’s the gaming industry glomming onto the strength publishing already had — story.

Which brings us to the conclusion of our analysis. As you can see, for someone standing with a foot in both industries, this prediction of publishing turning into the gaming industry makes little sense. I simply don’t see the shiny new path these people are touting. But that doesn’t mean it doesn’t exist. If someone out there has a better understanding of exactly what this vague statement for publishing’s future means, I would love to be enlightened. Please share  your thoughts on this interesting topic in the comments. Do you see publishing moving toward video games, and if so, in what way? I’m sure I’m not the only one out there dying to know. 😉

Blog Tour Feature: Night of Pan by Gail Strickland

Blog Tour Banner Graphic

 

As you read this, I’ll be on my way to attend the Pubcamp Writer’s Conference in Seattle, WA. Which means, finally (FINALLY) you can expect to see some more posts about the craft of writing, and not just about my book recommendations. But before that happens (and because it’s awfully hard to write while also driving), I have another such recommendation for you, courtesy of the blog tour mentioned above. So let’s jump right into, shall we?

Night of Pan

by Gail Strickland

 

cover1000

 

My Rating: 4/5 Stars

The slaughter of the Spartan Three Hundred at Thermopylae, Greece 480 BCE—when King Leonidas tried to stop the Persian army with only his elite guard—is well known. But just what did King Xerxes do after he defeated the Greeks?

Fifteen-year-old Thaleia is haunted by visions: roofs dripping blood, Athens burning. She tries to convince her best friend and all the villagers that she’s not crazy. The gods do speak to her.

And the gods have plans for this girl.

When Xerxes’ army of a million Persians marches straight to the mountain village Delphi to claim the Temple of Apollo’s treasures and sacred power, Thaleia’s gift may be her people’s last line of defense.

Her destiny may be to save Greece…
…but is one girl strong enough to stop an entire army?

I’ve always had a soft spot for books based in mythology, and this one definitely doesn’t disappoint on that front. The story starts with fifteen-year-old Thaleia’s wedding day. A strong, independent heroine, though, she has other plans for her future, plans that don’t involve marrying a man she’s been betrothed to since age five. She escapes and starts to flee, but is stopped by Pan and a prophecy — the Persian army is on its way to Delphi, and she’s the only one who can save her people.

This is an interesting coming-of-age story about how the Oracle of Delphi comes to be. Strickland has clearly done a ton of research into the culture of the region, from the well-known pantheon of gods, to the day-to-day customs and warfare practices of the time. And from that standpoint, it’s phenomenally written. But I did find myself struggling with some of the other aspects. Namely, that the character development felt shallow. I would expect a coming-of-age story to be largely character-driven, but this fell flat on that for me, reading instead like more of a plot-driven action-adventure. I didn’t connect with Thaleia emotionally (nor with any of the supporting cast), and often struggled with her voice. She seemed to be both too mature and too young for fifteen, and some of the modern turns of phrase were jarring against the historical backdrop. While I do feel that she’s a good role model for young girls, she almost borders on a cliche’ed example of the “strong, independent woman” stereotype. I would have liked to see her be a littler more fully developed and multi-faceted as a character.

That said, I do think the prose itself is beautifully written. Lyrical and smooth, Strickland’s style is effortless, and I could appreciate her voice as an author (not to be confused with Thaleia’s voice, as mentioned above.) The additional material included in the book makes this a well-rounded choice for younger readers interested in mythology. It is a YA, and I think it targets it’s market effectively. However, unlike some YA, it doesn’t translate quite as well outside of that target readership. I would definitely recommend it for the 12 + age range it’s intended for, though. And I will probably finish the trilogy, if only to see more of the richly developed, detailed world.

**Disclosure Statement: I received a copy from the publisher in exchange for an honest review. **

About the Author:

Gail Strickland — classicist, poet and musician — was recognized by The Baltimore Review & Writers’ Digest and published by the Oxford University Journal New Satyrica. While studying the classics in college, Gail translated much of Homer’s Iliad and Odyssey. Always passionate about music and bringing the richness of Homer’s language and culture to today’s youth, Gail mentored young poets and novelists and introduced thousands of youngsters to piano and Greek mythology.

Gail was born in Brooklyn, New York and grew up in northern California. She raised her children, read French philosophers in French and played in an eclectic country band called the Prairie Dogs whose claim to fame was being the only band to play Candlestick Park between the Beatles and the Rolling Stones.

Her first book, NIGHT OF PAN … a mythic journey of a young Oracle in ancient Greece, was published by Curiosity Quills Press November 7, 2014. NIGHT OF PAN is book one of THE ORACLE OF DELPHI TRILOGY.

Gail Strickland Author Photo

Website | Facebook | Twitter | Goodreads

Featured From the Archives: What is “Flow”?

Next week, I’ll be participating in a panel discussion on editing and “voice.”  (It’ll be at the NW Bookfest Conference, if you happen to be attending.) “Voice” is one of those oft-touted, rarely-defined writing terms, and as I work on compiling my thoughts on it, I figured we’d revisit another tenuously defined term — “flow.” I’ll post notes from the panel (well, mostly the material I present) for those of you who won’t be joining us there, but for now, let’s start the discussion off with . . .
 

What is “Flow”?

by Kisa Whipkey

Originally Posted on 10/19/12

 
Stop the snickering and dirty jokes, I’m not talking about that type of flow. 😉

I stumbled on an interesting and rather heated discussion this week (as most conversations involving the dissection of writing tend to be), about the use of “flow” as a literary term. The forum seemed pretty evenly divided between writers that absolutely despised it and felt it should never be used in a critique (an argument that instantly smacked of stereotypical writer pretentiousness), and those that felt it was a valid descriptor (instantly hailed as amateurs by the snobby residents of the Anti-Flow brigade). And it got me thinking. What exactly is literary flow?

Technically, “flow” isn’t recognized as a legitimate literary term — go ahead, Google it. I did. You’ll find it’s omitted from nearly every list of valid literary terms. Yet it’s probably one of the most frequently used words when discussing someone’s work. I know I’m guilty of using it — you can find it’s offensive four letters listed among the things I look for when freelance editing. So how did it become such a firm presence in our literary vernacular if it doesn’t technically exist? And why is using it tantamount to dropping another four letter word starting with “F”?

My theory is that it’s because no one really knows what it means. Is it referring to the structure of the piece as a whole, the “flow” of the words themselves, the pacing, what? It’s this vagueness that makes feedback including it seem awfully similar to:

“I loved it!”

“This sucks. I hated it.”

While those are, I suppose, acceptable reader responses, they fail to tell the writer anything useful, namely — why? In order for any critique to actually help the author, it has to explain why the reader felt the way they did, and what they would have liked to see different or not. Telling us that our work is lame, that you think it’s utter crap, or on the flip-side, that it’s the most amazing thing you’ve ever read ever, really doesn’t help us improve or repeat the success. Telling us why you hated it, or loved it, is like feeding a starving man — it’s what we really care about. Nothing will get your opinions ignored faster than failing to quantify your experience as a reader. I believe this is why “flow” causes such a divide among writers — it gets thrown around like it’s a brilliant little gem of insight when really it’s just unhelpfully frustrating.

I don’t agree that it’s a bane to literary terms, though. Actually, I think it’s a perfectly valid starting point for a critique, as long as the reviewer goes on to define it. The definition is crucial, because “flow” is one of those terms that can mean about a million different things to different people.

For me, “flow” is synonymous with “smooth.” When something flows, it should have an effortless feel that allows me to forget the words and really immerse myself in the story. It’s a visceral sensation of rightness that you only really notice when it’s disrupted. I tend to imagine storyline as a thread running through the center of a piece. Ideally, that thread should be smooth and straight, holding everything tightly in place. When that happens, the story “flows.” But if the thread gets crinkled up in a tangent, veering away into a knotted section of confusion, or frays into several disjointed, broken paths, the story’s flow feels off. Much like the way a river flows toward the sea, everything in the story should flow toward the final goal. This is part of why you need an editor, or critique partner, or random-person-off-the-street to read your work. Authors are usually too close to the story to be able to catch these flaws in the thread. But your readers sure will. They may not know exactly how to define it, but they’ll feel it.

I use “flow” to start a conversation about the structural integrity of a piece, but I can think of at least two other ways in which it could be defined. Let’s put that to the test, shall we? In the comments below, tell us what “flow” means to you. And please refrain from derailing this into the gutter. This is a serious, (ok, semi-serious), literary discussion, and I do have the power to decline your comments (Mwahaha!). So family-friendly only, please. 😉