Happy Holidays!

Winter Afternoon 9 by Eirian-Stock

All right, everyone, the time has come for me to disappear for a couple weeks. It happens every year, so don’t worry, I’ll be back with lots of new content, including more posts on editing, writing, publishing, art, and the martial arts. I even have a few (hopefully awesome) surprises in store, provided I can make them work. But in the meantime, I want to wish everyone a safe and happy holiday season. Your continued support of all my efforts is greatly appreciated. 🙂

To prove it, I’m giving away what is arguably one of my more ambitious prizes — a self-publisher’s dream package. It was announced a few weeks ago, but you still have time to enter. And because I’m never one to make people hunt for information, here’s the rundown one more time:

One lucky person will win the following . . .

  • A comprehensive, top-to-bottom, full manuscript edit (including structural & line edits)
  • A polished, publish-ready eBook cover design (provided by the talented Ashley Ruggirello of Cardboard Monet)
  • 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)

Doesn’t that sound amazing? Here’s what you have to do to win:

Round One: Currently Happening

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: Starts Jan. 3rd, 2015

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, and happy holidays! 🙂

Image by Ashley Ruggirello of Cardboard Monet

 

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. 😉

Serial to Series, and Self-Pubbing by Accident

The following is a guest post (and part of the blog tour for her self-published novella that I’ll introduce at the end) by my good friend and fellow editor, Cait Spivey. It’s excellent information, as usual, but stay tuned after the post for some special announcements and cool reveals regarding Cait’s non-editorial efforts. I don’t want to take up too much space, so without any more preamble, here’s Cait!
 

Serial to Series, and Self-Pubbing by Accident

by Cait Spivey

 

I always considered myself a traditional publishing kind of girl. I figured I’d be happy to do a little marketing, get myself out there to events, and schmooze, but would prefer to have the support of a press to help me along. Self-publishing was fine and dandy, but not my speed.

Fast-forward a year or so into my publishing journey. I’d been querying a high fantasy to agents – -angling for that New York deal — with good interest but no contracts, and working on some other side writing projects. A sci-fi inspired by the “what if the Doctor were female?” question. And a little story about a girl being stalked by spiders.

I liked this little story. I liked the main character, Erin, whose voice came to me so easily. I’d originally planned it to be a full-length novel, but as I wrote, it became clear that this wasn’t a novel. It was the groundwork for something much larger.

So I finished it at almost 17,000 words, and wondered what the hell to do with it: too short to query, too long to be a short story. I thought about cutting it down and sending it to literary magazines, but there was no way to cut 10k  words without completely changing the story. I thought about expanding it, but the ending was utterly fixed to me, and while I could have come up with more to pad the rest, it would have become out of proportion to the climax.

One of the presses for which I edit, Curiosity Quills, offers a few serials through their website, as does Kisa, my gracious host for today, and a number of other writerly friends I’d made. So I got the idea: why not put my spider story on my own blog? Otherwise, it was just going to sit rotting on my hard-drive.

I mocked up a little cover featuring a beautiful spider photographed by my friend Jo (http://thebrokenshelf.com/), scheduled all nine posts, and off we went. As the end of the run drew near, I thought it might be nice to have the whole thing available for download, as like a pdf or something. So this past March, I formatted I See the Web, made myself a less spider-rific cover that better represented the story, and uploaded it to Smashwords for free download when the serial run was over.

Then I realized: I’d self-published it.

And I’d done so with barely a scrap of marketing or other pre-launch build-up. Still, the book was downloaded pretty steadily, so after about a month of having the book up for free, I published it to Amazon through KDP and changed the price to $0.99.

I turned away from I See the Web and focused on other projects for a little while, but my little novella was still out there, still trucking along. As those other projects got more serious and as I made definitive decisions about my goals for the future, I decided it was time to come back and give Erin her due. If I wanted the book to do well, and if I wanted to bring attention to the sequel I was writing, I needed to give a proper marketing effort.

The result is this blog tour and cover reveal.

To say it’s been a learning experience would be an understatement, and if I can impart any advice, it would be this: have a plan ahead of time. While my experience with I See the Web has pretty much worked out, the past few months would no doubt have gone a lot better sales-wise if I’d thought ahead, made deliberate choices, and set specific goals.

Another important piece of advice: don’t treat any of your work as a throw-away. The reason I didn’t do much planning with I See the Web is because I thought it was going to be just a one-off, something unconnected to the rest of what I wanted to accomplish. Totally untrue! Not only is it my first published work, a place nothing else can ever supplant, it’s also become the anchor for a far-reaching series of loosely connected books, novellas, and short stories within The Web’s universe. While reading I See the Web won’t be necessary for any of those other stories, it will add to those reading experiences.

There are plenty of publishing paths available to authors these days and, for the most part, one is not better than any other. It may take some time to decide which one is right for you and your project, and that’s okay. But you can’t let publishing sneak up on you.

 


 

Pretty sound advice, no? I think a lot of us (myself included) could benefit from her lessons. I know I have a tendency to forget about certain projects, deeming them less worthy than others of time in the limelight and/or love. But she’s right; they’re all part of my writing career and deserve the respect of my attention.

But I promised goodies and reveals, and since I don’t have any for my own work that you don’t already know about, I’m happy to introduce you to Cait’s. First, here’s the information and buy links for I See the Web:

I See the Web by Cait Spivey

Seventeen-year-old Erin has a lot to look forward to, even if it suddenly seems like everywhere she turns there’s a spider staring at her. She’s finally out to her friends and family, surprising exactly no one. When Dawn, the love of her tender teenage dreams, corners her in the library, a whole new world opens up to Erin. From here on out, it’s all make-out sessions with her beautiful girlfriend in rooms stacked high with books.

Until the spiders start whispering.

Turns out the spiders aren’t just stalking her for kicks. They need her to be their voice, their vessel, whatever that means. But their timing is crap, because there’s no way Erin is giving up her human life just when things are starting to get amazing. Too bad the spiders just won’t quit. Like it or not, Erin will have to choose, and it won’t be nearly as easy as she thinks.

Amazon | Barnes & Noble | Smashwords

And now, I’m thrilled to help reveal the cover for I See the Web‘s highly anticipated sequeal, A Single Thread:

A Single Thread by Cait Spivey

It’s been two weeks since Morgan Fletcher’s little sister, Erin, disappeared before his eyes in a flurry of spidersilk and blood. Probability says she’s dead; but when Erin comes to him in a dream, Morgan’s eyes are opened to a level of reality where probability doesn’t mean jack. His sister sees the web of time, and she’s got news for him: trouble is coming.

A cryptic riddle and flashing images of the future are all Morgan has to go on in order to save a mystery boy from a gruesome death. That’s if he even believes what’s happened to Erin. Is her spider-whisperer persona for real, or has his grief at losing her caused him to totally crack?

With a life at stake, Morgan isn’t taking any chances. Madness or no madness, he has to solve Erin’s riddle before it’s too late.

Releasing October 31st, 2014

And, because that’s not enough to convince you that Cait’s awesome and you should totally go support her, here’s a ridiculously amazing book trailer for A Single Thread: