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. 😉

Featured From the Archives: Story vs. Concept; A Demo Team Showdown

Tonight, I’ll be teaching my annual class on demo teams. I know I haven’t posted about the martial arts recently, and that the majority of you out there reading this are writers, rather than martial artists, but this particular post holds helpful tips for both. And since this is what I’ll be discussing over the next two days with the students of Dragon Heart Tang Soo Do, I thought it would be appropriate. However, for the writers out there, I’ll provide annotated notes, indicating the literary terms that correspond with my demo team lingo. So even if you aren’t a martial artist and you have absolutely no desire to learn about demo teams, give it a read. I think you’ll be surprised to see just how much the two worlds intersect.
 

Story vs. Concept; A Demo Team Showdown

by Kisa Whipkey

Originally Posted on 5/10/13

 
Recently, I found myself on the wrong side of an angry, pitch-fork touting mob after I eloquently shoved my foot in my mouth. (Turns out, there’s a fine line between snarky and jackass. Especially when it falls on the wrong ears.) And as I was being schooled by a student who naively believed I was a demo team idiot, I was amazed at how often the terms “concept” and “story” were used interchangeably, as if they were the same thing. I’m not sure if this is a common misconception, but since I was due for a demo team post, I figured why not take a moment to clarify the definitions and try to make something good out of my embarrassing mistake. And what better way to do that than to pit story against concept in an epic battle of demo team terminology. Sounds fun, no?

So, here we go! Contestants to your places, aaaaaaand . . . fight!

Round One: Concept

(2014 Annotation: Writers, this is the same for you. Everything said below applies to the same definition we use in literature.)

Concept does not, in fact, equal story. If it was synonymous with any word, it would be theme. And what is theme? The point of your project. It’s the message or idea that you want to convey to your audience. Let’s check out some examples.

(These are some of the more common demo themes/concepts I’ve seen over the years.)

  • Video Games such as Mortal Kombat, Street Fighter, Etc. (I’m guessing there’s a secret sect of Comic-Con Cosplayer geekhood within the martial arts.)
  • Medieval Asian Warlords (Yes, the Asian part is particularly important. How else can you create something as awesome as a D-grade Kung Fu movie brought to life?)
  • The Korean and/or Association Flag (Especially prevalent in the WTSDA. Apparently, we have a lot of association pride. And unoriginality.)
  • Badass little kids taking over the world (Cute factor combined with awesomeness. Who doesn’t love that?)
  • The Matrix movie franchise (Does this really need further explanation? The Matrix was just, like, the most epic movie ever!)
  • Pretty much any popular movie franchise (Further proof of my statement on example one. Maybe we’re all nerds at heart?)
  • Women’s self-defense (The only thing better than badass kids is watching a bunch of girls pummel a bunch of dudes, right?)
  • Peace, Love and Unity, man (Otherwise known as the undefinable, “high” concepts.)
  • The Elements (Because there can never be too many interpretations of wind, fire and water.)

(I hope, by now, you’re laughing with recognition.)

But despite my mockery, these are all perfectly acceptable examples of concept. I’ve used some of them myself. (There may or may not be multiple versions of Mortal Kombat costumes lurking in Dragon Heart’s demo team archives. 😉 ) The problem comes when that’s all there is to your demo (2014 Annotation: same is true for writing). The concept should be the foundational element, the first spark of creativity. Not the entire focus. Here’s why: concepts are simple. They contain absolutely no allusions to the story they might evolve into, making them a two dimensional, cardboard cut-out experience guaranteed to bore the life out of your audience. Don’t believe me? Let me show you. A concept’s inception typically looks something like this:

Student One: “Dude, let’s do a demo about the Korean flag!”

Student Two: “Like, oh my god! That would be totally awesome!”

Ok, maybe that’s a little facetious, but it’s not that far off the mark. A concept is that first burst of enthusiastic direction, not the ultimate goal. Don’t get me wrong, concept is very much an important part of any demo. Not only does it provide the inspiration, it has influence over decisions like costuming (aka genre, if you’re a writer), set/prop design (setting), characters, and overall presentation (POV/Voice/etc.) as well. But it’s focus remains purely on technique, and will rarely impart any lasting impression or emotion on the audience. For that, you need story.

Round Two: Story

(2014 Annotation: This is more commonly known as “premise” in the written world. But same basic idea.)

If concept is the idea, then story (aka premise) is the way you impart said idea to the audience. It builds on the foundation concept provides to create something with a far richer experience for everyone. However, story is often misconstrued to mean flash. As in, an overly theatrical fluff-fest that’s trying to compensate for a lack of technique. That, my friends, is sadly mistaken. And probably the reason story is given so little respect in the creativity division. (2014 Annotation: “flash” in literature can take on many forms, but most commonly it’s seen as an over-indulgence in world building, or an over-wrought, heavy-handed style that gets in the way of the story.)

All those components that instantly scream flash – costuming, props, etc – are not actually controlled by story. They reside within concept’s domain. (Cheeky bugger, fooling everyone by pointing the finger at story.) The only thing story controls is choreography (aka plot, for writers). Why? Because choreography is how you tell a narrative in a demo (See? Plot). The rest is bonus to help ensure the audience understands. But you don’t actually need anything beyond choreography.

Story is defined in the literary world as conflict. Meaning, there has to be something happening. A journey from Point A to Point B. I’ve written about this topic at length in my previous post, Storytelling for Demo Teams, so rather than repeat myself, I’ll provide an example of how story elevates concept. And how it doesn’t necessarily have to be complicated to be effective. (There’s only so much you can cram into a 5 minute span, after all.)

I’m going to use one of my own demos for this exercise – The Dream Sequence – which I have featured before.

The concept for this demo actually came from the music itself. (As do all my ideas, which many of you know by now.) I wanted to show a dreamy, ethereal world that matched the tone of the music. But since that isn’t enough for a competition-grade demo in my opinion, I needed a story that would deliver that message to the audience. So I created one about a little boy who falls asleep and finds the dolls he was playing with have come to life around him. When he wakes up, the dolls disappear. Literary genius, isn’t it? But that’s my point. No one said you had to be a master storyteller; you just have to tell something.

So, to recap:

Concept = dreamy, ethereal imagination.

Story = slightly creepy dolls coming to life inside a child’s dream.

(2014 Annotation: This same equation applies in literature, and is quite handy for figuring out things like queries. 😉 )

See how neither of these statements is really that complicated or involved? And how, when combined, you end up with an idea that’s far more powerful and interesting than the concept alone? That’s the beauty of story. (If you haven’t seen the demo I’m referencing, take a moment to go watch it. I’ll wait. 😉 )

And the Winner is . . . ?

Neither.

That’s right, our epic showdown actually ends in a draw. Anti-climatic, I know. But that’s because one isn’t better than the other. They work in tandem, not competition. The ideal demo (or novel) is a balance of both, pulling from the strengths of each to create a wonderful masterpiece people remember for years. But, because the two terms are separate elements, it is possible to create award-winning demos using only one of them. You can have a traditional demo that focuses primarily on technique, with no storyline, just concept. And you can create a moving, story-driven demo featuring absolutely no costumes, props, or flash. (Technically, though, if you have a story, you have a concept, regardless of the addition of flashy elements. Concept can live without story, but story needs concept to survive.) The trick is knowing your ultimate goal and utilizing your team’s talents to their fullest. (I’ve given out a lot of helpful tips about how to do this.)

And remember, if you find yourself having to explain what your demo is about, you failed. (Harsh, but true.) Whether your aim is traditional/concept-driven, or theatrical narrative, your audience should always receive your message clearly. That is, after all, the entire point of demos (and storytelling in general), is it not?

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. 😉

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:

Featured From the Archives: The Curse of Being a Slow Writer

Apologies for having to go archive-diving again this week. Let’s just say, it’s not been a great one for me and leave it at that. I wanted to find a post that could do what I couldn’t — bring some humor to my otherwise bleak mood — and this one seemed like the perfect fit. Snarky, but still inspiring, it’s a good reminder for anyone struggling to find time to write. Even if it doesn’t apply to you, I hope it will at least bring a smile to your face. After all, laughter is the best medicine, or so they say. 😉
 

The Curse of Being a Slow Writer

by Kisa Whipkey

(Originally Posted on 5/31/13)

 

I don’t think it’s news to anybody that I am the equivalent of a sloth when it comes to writing fiction. At least, it shouldn’t be. I’ve said it quite a few times. But usually, I try to put a positive spin on that fact, embracing my molasses-covered words and declaring it proudly, like it’s some kind of statement of quality. But the truth is, it sucks. It is the single most frustrating thing in my writing career. So today, I’m going to indulge in a moment of venting negativity. Today, I’m not going to try to convince you that it’s okay to be slow; that it’s all right to procrastinate with research, or editing, or any of the other excuses I’ve told myself are justifications for slackerhood. Because it isn’t. If you want to make it in this industry, you have to be prolific. That’s just a fact.

We had a saying at Dragon Heart Tang Soo Do: “If you can’t be a good example, then you’ll have to be a horrible warning.” So let me be your horrible warning. Being a slow writer isn’t a blessing, it’s a curse. Here are the top 5 reasons you don’t want to be me.
 

#1: Limited Productivity Potential

 
At my current rate, I’ll be lucky to finish a novel a decade. And since I also conveniently dragged my feet in deciding to take my writing career seriously, that means I’m joining the party late. So that puts my productivity level at direct odds with the amount of life I have left. If (fingers crossed) nothing horrific happens, I could potentially be looking at a long and happy life. But how much of that will I realistically spend writing? I’m going to say that probably by my 70’s, I’ll be running out of oomph, and likely, Carpal Tunnel will get me before then. So, given my late admittance that I really wanted to be a writer after all, that optimistically gives me a productivity potential of 4 books. (4?! That’s pathetic. This is why I dislike math; it never pans out in my favor!)

Now, say you were smarter than me and realized early on that you were destined to write for a living. I’m not so ancient that you’d have that much of a head start. Most people figure out their life’s passion during their twenties, and a lucky few know by their late teens. So at best, you’re a book and a half ahead of me. That’s still not a rosy picture of successful writerdom. I suppose there is a chance that you don’t see yourself being prolific. That you only have one or two titles in you and then plan to call it good. But I think the majority of us choose to be writers because we’re bursting with ideas waiting to find their way to the page. Am I wrong?

Which leads us to reason #2 why you don’t want to be me.
 

#2: Royally Pissed Off Plot Bunnies

 
The thing about plot bunnies is they breed like, well, bunnies. I have yet to go longer than a month without finding another cute and fluffy little detour hopping innocently across my path. (Innocently? Yeah, right. Those little buggers know my muse can’t resist them. They’re about as innocent as creepy children in a horror film.) So when I compare my maximum potential output (the measly 4 books) to the avalanche of rabbit fur weighing me down, you can guess what happens.

Personally, I don’t want face the legions of plot bunnies running around in my head when they realize that only 4 will ever get their moment in the spotlight. They’ll probably start a riot. They might even turn carnivorous. I don’t know. But I do know that they’ll be royally pissed off, and that can’t be good for my muse. Or anyone, really.

So unless you’re one of those rare writers content to write only a couple books, I’m guessing you’ll be facing the same predicament. And in case the thought of angry, carniverous plot bunnies hasn’t scared you away from my path of slackerness, let’s move on to reason #3.
 

#3: Getting Lost in the Discoverability Jungle

 
It’s a well-known fact that the fastest way to gain momentum in a writing career is to continually publish new content. Whether you’re self-publishing (especially if you’re self-publishing) or traditionally published, name recognition is everything. In an ever-growing jungle of titles, being prolific enough to constantly have your work in front of readers is the only way to survive. No problem, right? I just established that, like me, you have a plethora of ideas to choose from. “Prolific” will be easy!

Hear that screeching of the brakes? Yeah, you forgot about one key element — reason #1. When you’re as slow as I am, your chances of consistently staying on your readers’ minds goes out the window. I’ll survive in the Amazon jungle about as long as a fruit fly with that level of productivity. There’s no amount of marketing in the world that can save me from sinking into the mire of oblivion.

Pretty convincing case for not being me, no? But, just for kicks, let’s say the issues of discoverability aren’t really that bad. That I’m being over dramatic in my snarkiness. (I did warn you I would be venting negativity.)

Welcome to reason #4.
 

#4: Being Stuck in a Permanent Day Job

 
Every writer dreams of waking up every day and spending the entire time writing. But the reality is that most of us still have to work day jobs. The fridge doesn’t fill itself, unfortunately, and the bill collectors don’t look kindly on IOU’s. So chances are, unless you’re secretly a billionaire, married to a billionaire, or homeless, you need some source of income. Where do you get it? The dreaded day job.

Now, some of you may be lucky enough to actually have a career you enjoy. But the rest of us punch the time clock like we’re signing in for a prison sentence. The only thing that gets us through the day is that shiny dream of someday getting to say “F you!” to the boss and walking away with certain fingers held high.

But what happens to that shiny dream when you write like a snail? It shrivels up and disappears. Yep, that’s right, your shiny dream is now a rotting, wrinkled hunk that looks like a dried apricot. Why? Because you’re too slow to be considered prolific. And since you’re not prolific, no one knows who you are. And because no one knows who you are, your books don’t sell. And when your books don’t sell, you get to offer that chicken-scratched IOU to the bank and pray they let you keep your house.

Such a pretty picture isn’t it? I think I’m rather gifted at casting the most depressing slant ever on the situation. But in case you missed the lesson in that dreary portrayal, let me reiterate it. If you don’t want to be stuck permanently in that day job you hate, don’t be me!
 

#5: The Burden of Emotional Turmoil

 
By now, I hope you’re seeing the downfall of succumbing to the slow-writing curse. If not, (man, you’re a hard cookie to convince!) here’s one final reason.

I’ve already covered the practical, tangible reasons it sucks to be a slow writer. But there’s also an emotional aspect. When you move with the agility of a tortoise, you tend to find yourself battling things like frustration, irritation, depression, anger, all the lovely turmoil that goes with swimming in the negative side of life. That self-doubt all writers experience? Yeah, quadruple it about a gazillion times. That lure of perfectionism? You’ll be chasing after it like a siren’s song. The regret over letting your dream slowly starve to death and die? You’ll carry it around until you start to look like Atlas, carrying the world on his back.

My point is, eventually, you’ll find yourself so immersed in the quicksand of negative emotions that you’ll end up writing a blog post just like this. 😉

So, there you have it. The top 5 reasons why you shouldn’t be me; why you shouldn’t succumb to the curse and let your writing career languish on the back burner. If you already find yourself hovering dangerously close to joining my sinking ship, don’t despair. There’s still hope. All you have to do is kick your lazy booty into gear. Figure out where you have the time to write and commit to it, even if it means sacrificing sleep, weekends, and watching Celebrity Game Night. (Seriously, though, that last one’s not a sacrifice. Whoever decided that sitting around watching celebrities play board games was quality television needs to be fired. Immediately.) You can do it. I have faith in you. In fact, how about we make a pact? Let’s take all the negativity and turn it on it’s head. Let’s laugh in the face of frustration and prove to everybody, including ourselves, that we do have what it takes to be writers, and we can be prolific. Let’s break the curse together. Deal?