I didn’t start my writing journey with books. It wasn’t short stories or fan-fiction either. My original medium of storytelling was a bit more improvised.
Star Trek Simulations.
It sounds a little silly, but for the first five years of my storytelling journey, I was a game master. Crews of birthday parties and corporate events would show up, I would give them a mission, put them on their ship, and send them on their flight. Whenever they spoke to the computer or the main engineer or an alien, it was usually me. When the ship took damage and smoke rolled in near the security terminal, I was flipping the switches.
It’s where I cut my teeth. It’s where I learned how to make the big moments of a story pop. And when my time flying starships came to an end and I made the move to telling stories in books, I discovered how unprepared I was.
Telling a story in a book is one thing. Telling a story in a game is something entirely different.
First and Third Person POV
Realistically, it isn’t just a split between games and books. It’s a split between interactive media and non-interactive media. When a reader reads a book, they expect to be told a story. When a player starts a game, they expect to be the story.
In a book, the main character is the main character. In a game, even if there is a main character, the real protagonist isn’t inside the game, it’s the person holding the controls. For a game to feel engaging, it needs to engage not just with the moving avatar on the screen, but with the human being that’s driving the decisions.
Much like in books, games have two main pov styles. First-person and third-person. Note these are different from where the camera is. Those familiar with books and movies will probably understand gaming’s third-person approach to storytelling. There’s a character on screen with a history, traits, and a connection to the world.
A game like God of War tells the story of Kratos trying to raise his son in a cruel world controlled by the gods. When things happen, they happen to Kratos and Kratos reacts to them. He changes as the story goes on. This makes sense. This is close to traditional storytelling.
For games, first-person perspective storytelling is a complete 180.
A book uses first person to connect more deeply with the protagonist. We’re closer to the main character than ever. We can see their thoughts and how they decide how to act in the world. Games do the opposite. In the first-person perspective, the main character is washed away, made into nothing but a vessel for the player to control. It’s an effort to place the player directly into the story. Now when bad things happen, they don’t just happen to the character, they happen to the person playing.
In DOOM, the players inhabit a character only known as Doomslayer as they defeat demon hordes. In Legend of Zelda, the players play Link, a character who never speaks and simply reacts to the world. Even though Link is shown as a real person in the game, he has no distinct attributes, only the ones a player projects onto him.
The Gameplay is the Story
When I first began simulating starships, I found the moments that were most story intense were the least engaging for participants. They didn’t care about two other characters arguing between one another to decide the fate of a planet. They didn’t care about the lore that set up the story.
In a game, cutscenes are skipped. There’s a reason for this: The main character doesn’t need development, after all, the player is the true main character. And if the main character doesn’t need development, then the only kind of story events that matter are the ones that change the gameplay.
In games, a story is what happens to the main character and what they do in response. If something changes in the world, it has to be at least in part triggered by the player’s actions. And when something happens in the story, it can’t just have emotional weight, it has to mean something for the gameplay.
I used to play a typing game. You were in a cage descending into the depths and sharks would emerge from the darkness with words written on their belly. I’d type the words and the sharks would go away. It was fun, but the story wasn’t exactly engaging. In fact, the setting could have been replaced by a hundred other settings and I wouldn’t have even noticed.
This is the trouble with splitting story from gameplay. If halfway down, the operator radios in to tell me they’ve been in love with me for years, it doesn’t mean anything. The operator isn’t real, the love isn’t real. But if they radio in to tell me all our shark research has allowed us to slow the shark’s attacks, that does mean something. It changes how the game plays, so I become invested in that element of the story.
It’s hard to accept. The story of a game is only as good as how it affects the gameplay. This is where the phrase ‘ludonarrative dissonance’ comes from. If the gameplay and the story aren’t telling the same experience, the player disconnects from the half they don’t care about.
In the world of starship simulation, cutscenes between characters became a no-go. If I had something important to share, it needed to be delivered directly to the crew, and it had to change how they approached the mission.
Interactive Storytelling Workarounds
There’s a certain selfishness to a player’s approach to the story. They only care about what affects them. So how do you tell a story about complicated characters and nuanced situations in a way that makes the player pay attention?
I’ve found three ways:
Optional stories, passive stories, and mysteries.
Optional stories are exactly what they sound like. If 50% of players don’t want the lore, don’t force it down their throats. Sidequests are great, but some people are in a hurry. You leave the B-tier material in the game, but as optional content. Games are a bit like a walk down a buffet line. Everyone gets an entree, most people get the sides, and some people pick up a dessert at the end. In books, everybody gets the same experience. In interactive media, we don’t have the same luxury. It’s up to us to meet each player where they are instead of demanding they enjoy things they don’t like.
The idea behind passive storytelling is finding a way to sneak details into the experience without bogging down the gameplay. Gameplay is king. But if we can find a way to deliver a few lines of dialog without interrupting anything, then there’s no harm in it. This is how God of War told a character driven story, they’d give the player a level to traverse and the characters would talk amongst one another on the way. It’s like playing a podcast while working out. The player’s unrelenting drive to do things is fed, but the context of the story sneaks in with it.
Mystery is exactly what it sounds like. Players enter an area, make observations, and form their own conclusions about the situation. If anything, I think mysteries actually are better suited to interactive media than books. My most successful Star Trek story was one where the crew was coming to save a trapped squadron. When they arrived, they’d discover the squadron was gone. After a brief investigation, they’d discover a wormhole leading to who-knows-where. Without telling the crew a single aspect of the story, they figured it all out, and within a minute or two, they’d inevitably enter the wormhole with no plan on how to get home.
Conclusion
Games come with entirely different expectations. A reader expects a story. A player expects an experience. This post didn’t even discuss handling player freedom, needless to say that’s a rabbit hole for another day.
I had to make some adjustments when I switched from interactive media to direct storytelling. I imagine a lot of D&D Dungeon Masters go through a similar experience. They realize the main character can’t just be a vessel anymore, they need personality, background, and a particular view on the world. Every character can’t just talk to the protagonist anymore, they need to be living, breathing parts of the world with their own motivations.
Both mediums are difficult. Both mediums highlight different strengths. For games, accomplishment is the greatest payoff. For books, it’s usually something a little more philosophical.
If you get a chance, consider writing a story for a game someday. Nothing captures the difference in formats quite as much as watching your audience glaze over the moment you force them into a cutscene.
Logan Sidwell is a sci-fi and fantasy writer from Utah. He started as a writer and director in Ed-Tech, he now strives to marry his background in Computer Science and his years of storytelling to create fun, compelling ideas that explore new ground in technological and fantastical settings.
December already! It’s hard to believe my debut novel has already been out for 100 days. I set a one year sales goal for myself at the start of this process. A number drawn from speaking to other indie writers, and one I could be proud of if I hit it.
We hit the goal on day 68.
Some of that was farmer’s markets, some of that was family, but most of it was reviewers sharing their thoughts and inviting others to experience the story. For everyone who bought my book and helped me reach my goal, thank you. There is no way I could have reached this goal without you.
Reviews of The Human Countermove
Now that the book has been out for a bit, I’ve been able to get real feedback from reviewers, family, and friends.
At my extended family holiday party, I found out that about a quarter of the attendees had read my novel from front to back. As an artist, it’s difficult to glean meaning from loved ones’ feedback. We can’t always take opinions at their face value, especially when the opinion-giver doesn’t want to offend. This meant I had to resort to interpreting signals. This was my system: I knew at least a half-dozen relatives that had bought my book. If none of them mentioned it during the holidays, or only mentioned it in passing, it would have been a strong sign they couldn’t get through it. If they finished the book and mentioned a plotline, that meant the book was readable.
But neither of those possibilities were the case. My extended family had not only read my book, they had shared it around to other relatives and friends. So far, my favorite compliment was when I started telling one of my cousin’s about my next book and they said “Woah! Spoilers!”.
Here’s another signal I’ve been reading wayyyy too much into: At my local writer’s events, I’ve had four author friends approach me about my book. Each one of them has been eager to tell me how they would have made X plotline pop or amped up the pacing during section Y. I love hearing the different perspectives and approaches to storytelling. But in terms of signal interpretation, the number one message I took away was this: They read the whole story, stayed engaged the whole time, and only had minor notes on how to make it better.
I’ve now passed 12 reviews on Amazon. It’s hard to overstate how important getting to that double-digit number really is. Enough reviews helps new readers trust that the book really is a ‘book’ in a market filled with AI slop. So thank you again to everyone who has written a review on any platform.
Audiobook Underway
If you know me, you know I’ve worked as a part-time voice actor for the last six years. Thanks to a few connections, I was able to secure a recording booth for the audiobook version of The Human Countermove without going bankrupt. We’re 15 hours into the recording process and about three-quarters of the way through the initial recording. I’m anticipating bringing in an actor and actress to fill in a few of the voices that I think could be improved. The recording process should be complete by the end of January. After that, we’ll see how long editing takes.
A nice benefit of doing the audiobook is a thorough word-by-word proof read of the novel. There weren’t many errors, but my favorite so far is a moment when I used the word “basket” instead of “bracket”.
Project APHELION Draft 2 Complete!
Project APHELION has been my biggest focus this year. The manuscript is now sitting at 102,000 words. Second drafts are way harder than the first. It feels like 100 hours of constant decision-making. Things that were left for later suddenly have to be dealt with, hints in the first draft have to be cemented into plotlines, characters arcs have to lose much of their ambiguity.
But it’s done! The second draft has been distributed to a few alpha readers. I’m feeling really good about this story. It’s my first foray into fantasy and I gave it everything I had. A third draft is underway to pretty up the prose and fix continuity errors. It should be querying to agents by January!
New Projects
If you’ve been tracking my current projects page, you’ll see I have two new projects. PRINTHEAD and RELENTLESS.
PRINTHEAD is my megaproject, and it’s been delayed. The rough outline was getting out of hand and one of the three key POVs had a lot of scenes missing. Plus I don’t want to start on my megaproject until I have a few more regular books out for consideration with agents. I will return to this project. I love it too much not to.
RELENTLESS is my silly project. It’s a spin on the revenge power fantasy genre with a much lighter tone (I wrote a bit about that genre here). My last two projects have been so serious, I decided that this time around, I’m having fun. Whenever an idea that makes me laugh, it goes on the page. I’m already 10% of the way through the first draft and enjoying every minute of it. I wouldn’t be surprised if it were in alpha reader’s hands by the start of March.
Closing Remarks
I’ve been getting closer and closer to my goal writing pace. Having a book out in the wild helps a lot. Having one project to edit and one to write is nice too. One of the hardest parts of being a writer is having a hundred ideas in your head but only being able to writing one or two a year. I’m hoping that problem will be resolved soon.
My website’s been getting a lot more traffic lately. If you’re new, thank you for dropping by! If you’re interested in my writing, I have a few short stories from last year available here and I post essays on various subjects here weekly.
Thank you all for your support. Looking forward to more stories next year!
In 2022, I bought a ticket at my local arthouse cinema for the movie Living with Bill Nighy. All my coworkers told me it was terrible. They warned me the pacing was slow, the message was hollow, and the movie was boring. I saw it anyway.
I bawled in the theater.
It’s a good thing no one went with me, they would have been dealing with a blubbering mess for half the show. Three years later, it remains the best movie experience I have had in my life. When I came back to work, my coworkers tried to convince me I was wrong. They told me I had overlooked the movie’s flaws. They told me there was no way I had really enjoyed the experience. But the real message was clear: The group hadn’t enjoyed it, so I shouldn’t either.
Their experience didn’t change my opinion. If I had listened to them from the beginning, I would have missed out on one of the most emotionally impactful evenings of my life.
Living isn’t a movie for everyone. But for a few, it resonates deeply.
Broad vs Specific
There’s a concept in comedy. Broad vs specific. Broad comedy is the kind that everyone will laugh at. A slip on a banana peel, a silly noise, commentary quality of airline food. The most successful comedies in the world are broad comedies. After all, how would you bring in tens of millions in the box office if they didn’t appeal to everyone?
What people don’t talk about is specific comedy. Comedy targeted at a small group of people and appealing to their shared experiences. There’s a reason the cardiac doctor gets gut-busting laughs at the health conference and crickets at the local comedy club. “Drum Sound Check at Medium Sized Venue’ from Fred Armisen’s album 100 Sound Effects is a perfect example, funny for concert goers, totally unfamiliar to everyone else.
But the concept of broad and specific doesn’t end at comedy. It extends into every marketable genre. In music, broad pop music covers dancing in a nightclub while specific country music tells the tragedy of growing up in a particular part of the south. Most importantly, the concept of broad and specific applies to art. Broad art covers wide themes and topics with mass appeal, while the specific speaks to the soul of an individual.
Producing any piece of art meant to generate income means the art must be broad in nature. To be profitable, the artist walks a difficult tightwire: Tell a story specific enough to engage the audience but broad enough to appeal to everyone.
The NYTimes recently released a ‘top 100 films of all time’ list based on a poll of hundreds of industry insiders. What they found was that most of the films on the list were made by a single director with a singular vision. Artists who had managed to dance the difficult dance and produce a story that was both appealing to an audience, and told from a distinct and specific perspective.
A Bored Audience
There’s a vibe in the world today. If you ask your coworker what they think of the movie industry, they’ll probably tell you that everything has gotten a little samey. It’s not true, but it reflects a problem: Many of the movies in theaters these days are so broad they all feel like the same thing.
Modern film finance can only justify a movie going into theaters if it’s going to earn tens of millions of dollars. The broadest movies imaginable. This doesn’t mean specific stories aren’t being produced. They just skip the theaters and get dropped straight into the vast ocean of streaming services.
It poses a problem for marketers. How do you find your audience when your audience only knows to look for your movies in theaters? I think this is why we lean so heavily on ‘genre’ these days. It’s easy to tell someone they’re about to watch a ‘horror’. Folks who know they like horror will tune right in and folks who don’t will move on to something else.
But what about the stories that can’t be put in a box? This is the greatest obstacle to auteur artists breaking out onto the scene. The artist can work on their marketing, but what really needs to change is the audience. We need viewers with the curiosity to try new things.
The Courage to Enjoy What Speaks to You
The thumbs-up and the thumbs-down are the ultimate judges. A simple ‘good’ or ‘bad’. I read a book recently, A Spindle Splintered. The author’s passion was present in every page, the words were delicately crafted. A story of a teen girl with an obsession with Sleeping Beauty.
It wasn’t for me.
It wasn’t that the book was bad, or even that the story was uncompelling. Only that its message was completely unaligned with my background. How does a person review a book like that? A thumbs-down since it didn’t appeal to me, a thumbs-up because I could imagine how the story might resonate with someone else?
Enjoying Living (2022) was a lonely experience. Everyone else at my job had given the thing a thumbs-down, and according to the rules of Rotten Tomatoes, that meant it wasn’t worth watching. I think if each of them had taken the time on their own to reflect on the story, they might have realized it wasn’t the case that the movie was bad, only that it didn’t appeal to them.
Disagreeing with the crowd takes courage. Recommending a specific piece of art can be oddly vulnerable. I think all of us want to know that our artistic taste is ‘good’. But that’s where we confuse the purpose of art. It’s not always there to be enjoyed, it’s there to touch our soul and help us make sense of the world.
Lately, when I hear a movie is polarizing, I buy a ticket. Polarizing doesn’t mean bad, it means its message is specific and only resonates with some of its watchers.
If you get the chance, I recommend you do the same. There’s a piece of art out there for everyone. A specific story that will speak to you on a personal level like no broad art could. The only way to find it is to search. And the only way to truly appreciate it is to have the courage to experience it for yourself.
This week I was delighted to receive an in-depth review of my debut novel The Human Countermove from Dan Yocom at Guild Master Gaming. Since release, I’ve come to realize my book’s number one audience is fans of games and strategy gaming. This review represents the viewpoint of an expert in that space, so I’m deeply appreciative they would take the time to consider my book and give so much fantastic feedback. Check out what they have to say!
Through stories we see aspects of ourselves and the world we live in. The Circle shows us a world where social media becomes ubiquitous and inescapable. The Fifth Season quietly highlights the bubbling fury of institutional oppression and racism. Neuromancer blurs the relationship between people and technology. Every time, these dark stories end in tragedy. A mirror that reflects a dark and cruel world where people in power serve themselves and sacrifice others without a second thought.
These stories keep us grounded. They keep us connected to how the world really works.
They’re also a self-fulfilling prophecy. Too many sad stories about an irredeemable world and people start to believe it. In a world with no principles, staying committed to a moral fiber becomes the losing move. We become cynical and jaded. Once a community stops protecting one another and each individual focuses on fending for themselves, it stops being a community.
But it doesn’t have to be that way. A mirror doesn’t have to highlight our worst instincts, it doesn’t have to reflect our darkest selves. It can do the opposite. It can show us our best selves, an aspirational vision of who we wish we were. Stories of idealists like Mr. Smith Goes to Washington, or of a new society like the utopian days of early Star Trek.
We need more aspirational stories.
In 1986, Star Trek: The Voyage Home, transparent aluminum was introduced as a curious futuristic invention. A novelty. But not to the chemists and engineers that watched that movie. Transparent aluminum now exists, a case of life imitating fiction. It’s not the only time this has happened. Mobile phones, tables, and voice controlled computers were all first Star Trek tools before they became our reality.
The opposite is just as true. War of the Worlds told the story of a highly advanced alien invasion involving chemical warfare, lasers, tanks, and aircraft. Fifteen years later, we saw almost all these inventions in WW1. Squid Game told the story of increasingly desperate contestants in a lethal competition, now the competition is a real game show (except for the lethal part).
We underestimate the power of collective thought. A politician achieves their ambitions by convincing enough people something is possible. A stock rises or falls not based on the company’s performance, but its perception. If an expert tells a country they are in decline, it becomes true.
So what happens when the only stories we tell of the future are dark and cynical? Black Mirror stops being a warning and instead becomes a checklist. Every person sees every other person’s action in the worst possible light. Billionaires take notes on dystopian stories and program them into their product. The scientists that grow up on these stories fear the consequences of their inventions.
In 2023, Alexander MacDonald, NASA’s chief economist said about the impact of sci-fi writers. “We don’t go to space because we have the machines. We go to space because we have a culture of people who are inspired to build the machines.”
We need science fiction stories that imagine and inspire, that tell the stories of heroes saving the day and technologies that transform life in the most wonderful of ways. Most importantly, we need sci-fi stories that dream of a bright future.
But this isn’t just a problem with science fiction, it extends into fantasy and thrillers and mystery and every other genre. We keep telling stories about vigilante superheroes in corrupt societies. What about the leaders that shine a light on corruption and fight to make things better? Instead of cynical wheeling and dealing in the west wing, what about an idealist that manages to get a piece of impossible legislation passed because they inspire their peers?
It’s something I’ve been wanting to adjust in my writing. I want to dream of a better world and a better universe. I want to know that the stories I write inspire a materials scientist thirty years from now to invent bendy glass, or bouncy steel, or non-toxic mercury.
We’ve spent a long time critiquing the present. For incremental change, critique is incredibly important. It keeps us moving forward. But it won’t be revolutionary. It won’t reinvent how we live.
The only way for that to happen is for us to change the types of stories we tell ourselves. Fill the world with moral, upstanding heroes by telling stories of moral, upstanding heroes. Advance technology to improve the human experience by telling stories of technology that improves the human experience.
It’s naive. It’s idealistic. But that’s what storytelling is for. For us to one day live in a utopia, we first have to imagine it.
The night after I read Confucius’ Analects, I slipped into something of an existential crisis. Nothing big, just your standard reassessment of life direction. The thing is, as much as I had enjoyed reading all the wisdoms, I really didn’t think they’d have an impact. So why was I pacing my kitchen at 10pm lost in thought?
The Analects are a collection of Confucius’ wisdom. Every line reads like a riddle, a clever metaphor with multiple meanings that only become clear after careful contemplation.
Turns out, those lines weren’t written for people to read them in isolation. Half of The Analects are the oral tradition that goes along with. Two thousand years of teachers passed down context and analysis from one to the other that explains why Confucius takes so many potshots on the kingdom of Lu while praising music from the Shao. Thankfully my copy included much of that analysis, which turned the reading into a fun wisdom puzzle book. I’d read a line, consider it for a minute, then get a full answer from the analysts.
It ages surprisingly well, too. Much of the wisdom is on cultivating a moral approach to life, surrounding yourself with other moral people, and leading from the top-down to reshape a state. Any advice on how to appropriately serve your ‘lord’ easily extends to dealing with a boss at work, and it turns out ‘petty’ people are just as common now as they were in 500BCE.
In the early chapters, I studied each line like a student cramming for a test. This turned out to be unnecessary, as each meaningful piece of wisdom is repeated, reworded, and taken from multiple angles throughout the book. It’s a layering approach that slowly paints Confucius’ vision of appropriate behavior onto your mind through carefully paced character studies and metaphors.
Storytelling is an absolutely key aspect of The Analects. Confucius’ disciples are analyzed one by one throughout, their virtues and vices made clear. Zhong Yu, despite all his positive traits, was impetuous. Despite The Master making multiple interventions, he eventually dies in battle. His passing serves a lesson. A practical example of what happens when you allow certain character flaws to dominate your way of dealing with the world. A tragedy.
Zhong Yu is the most obvious of the tragedies in The Analects, but there’s one that’s far more resonant. The story secretly woven through the entire book. The story that made me run circles around my table in the middle of the night. One character that was present through the whole analects and whose life taught the most important moral of all.
Confucius himself.
By the time The Analects were assembled, Confucius had slipped into legend. The last few sections of the book talk about him as one with the sun and the moon. Down the line, he’s deified. But in the first half of The Analects, he’s a person. A wise person with a whole lot of followers, but a person. And he can’t find a job.
One of the central tenets of The Analects is that leaders shape the morality and culture of the people they are leading. A great minister can shape a state into a moral and upstanding place free of crime. I love this, and I tend to believe this idea extends into the modern day through corporations. A corporation run by a corrupt CEO will inevitably see their own behavior reflected back at them through their employees.
If you accept this statement as true, then talented scholars have an obligation to make every effort to put their talents to use. It’s a cruel world, but you can personally help reshape it by climbing the ladder and showing others the way.
Confucius wants to be hired. That’s his character arc in The Analects. He’s already learned and wise and kind and talented. The only thing missing is the opportunity to put those ideas to work. When he laments his unemployment, it pulls at your heartstrings that someone with so much vision is unable to apply it.
In the later sections, he encounters recluse scholars on the road. Wise men with perhaps as much understanding of the world as Confucius who, rather than taking on the challenge of leadership, retreated into isolation. They encourage him to give up, they tell him his dream of a moral world is an impossible one.
Despite this. Confucius persists. He pushes through the relentless rejections and cajoling of the recluse-scholars. It makes him the hero of the story. A person willing to take on the impossible day after day in the hope he will one day be given the opportunity to reshape the world into a better place.
But The Analects isn’t an uplifting story. It’s a tragedy. Confucius fails. He goes his whole life without the chance to reshape a state into his moral vision.
Yet his wisdom persists. A second chance at Confucius’ vision. A chance for the reader to step up where The Master failed.
This was why I was pacing my kitchen in the middle of the night. Confucius’ tragic failure haunted me and his wisdom echoed in my head. Go out. Apply yourself. Chase opportunity so that one day you can fulfill The Master’s dream of reshaping a piece of the world.
When I went into The Analects, I expected wisdom and wisdom alone. If I was lucky, it would give me a new perspective on how I interacted with others. Instead, I was told a story that tugged on my heartstrings. A tragedy that painted an aspirational vision of a more moral world. Then at the end, I was told the only way to make it happen was to do it myself.
Cyberpunk is one of the most widespread and beloved genres today, stretching into movies, games, and books. But where did it come from and why does every story in the genre feel both original and derivative? It all goes back to a small set of roots, and one transformative story. Neuromancer.
Apocalypse stories have always bothered me. The world is so disorganized, it feels like everyone alive is a scavenger. It’s all a little too material, a little too short-term minded. Maybe that happens at first. An initial anarchy when a system collapses. But humanity has lived through hard times, and we’ve seen what people do when the world gets tough. We form tight-knit communities and close ourselves off from the world until the danger passes.
The Fifth Season by N. K. Jemisin is a post-apocalypse fantasy, one that paints a real picture of how humanity survives.
Comms with High Walls
In The Fifth Season, the end of the world is a common occurrence. Every couple decades, Father Earth unleashes a ‘fifth season’ on the world. The season of death. In response, humanity has taken a permanent ‘prepper’ mindset.
Villages aren’t sprawling things that welcome anyone and everyone. They’re comms, short for communities, and they’re walled on every side. Visitors are treated like threats and newcomers have to prove their worth. Trust is so low it’s polite to offer guests a drink called ‘safe’, which is the only drink you can be certain won’t poison you.
The story begins in a comm at the start of another apocalypse. It follows a woman named Essun, who just lost her son, and is on the hunt for her husband and kidnapped daughter.
In most stories like this, we’d see the main character travel a while, then stop at a town and get a break from the danger. Maybe there’d be a nice innkeeper, or at least a warm place to sleep from time to time. Not here. With the start of the season of death, the world is cold, and every door is shut.
Essun sees dozens of comms on her journey. But never enters a single one.
People are a Utility
When a community closes its doors, they do it because they fear what’s outside. But once those doors are closed, resources become scarce, and every person in a bunk is a mouth to feed. The story regularly refers to a set of wisdoms called ‘stonelore’. Stonelore tells people how to survive in hard times. And one of Stonelore’s most important rules is that every person in the comm has a use.
That use becomes their name. Hoa Strongback. Essun Breeder. There aren’t many use-names, and each name is an implicit threat: Become useless and be thrown out into the cold.
This is not the kind of story where a leader softens their heart and lets a poor beggar woman into a community. This is a story where a dozen beggars are left stranded outside the comm gates.
On her journey, Essun allows a few others to join her party. Only because there’s strength in numbers.
But this story isn’t just a brutal take on a hard-hearted world. It’s also a fantasy.
Orogenes and Earth Magic
There are three POVs in The Fifth Season. Essun, the older woman in search of her daughter. Damaya, the young girl given away by her parents. And Syenite, the capital trained Earth Magic wielder. Earth Magic is the shared commonality between them. They are all Orogene, a race of humans capable of causing and stopping earthquakes while barely breaking a sweat. It’s what informs Essun that this season of death is far worse than any that ever came before. But there’s a downside.
The rest of the world hates Orogene.
As soon as Essun’s community finds out what she is, she’s forced to flee before they can capture and kill her. Damaya is given away to a stranger because her parents fear her powers. Even Syenite, the capital trained Orogene, meets low-level bureaucrats that talk down to her.
The author does a wonderful job painting Orogenes’ magics and their deep connection with the Earth. But any joy that might be associated with that skill is diminished by the shame, the distrust, and the overt hostility of the world. Syenite’s training gave her control over her abilities, but right alongside those abilities is a self-hatred that was ground into her from childhood.
The Sin To Kill The World
In most apocalypses, there’s this sense that most people are victims trying to get by. Victims of some mad scientist somewhere that decided to set off a bomb. In The Fifth Season, there’s a sense that it’s all deserved. A punishment for humanity’s misdeeds.
Damaya’s childhood is a caravan of terrors. Syenite uncovers terrible fate after terrible fate affecting her fellow Orogene. Even Essun’s rag-tag band of unwanteds all have that same sense of self-loathing.
With every curtain we pull back, there’s another reveal of procedural pain. Organized evil. There’s a feeling that the apocalypse in this story isn’t the product of a single terrible moment, but the byproduct of humanity’s cruelty. Sure people are mean during bad times, but somehow they’re even worse in the good times, and all that cruelty is bubbling up under the Earth’s surface, waiting to bring about catastrophe.
When the apocalypse finally arrives, all those closed doors and locked comms look less like humanity trying to survive, and more like cruel people waiting for the apocalypse to take them.
Conclusion
The Fifth Season is a cold book. There are joys along the way. The happiness of an adventurous kid and the wonders of Earth Magic come to mind. But at its heart, it’s a story of a cruel world and the people stuck under humanity’s boot. Every inch of worldbuilding further paints the same picture. A story of oppression, control, and hate. It explores the emotions of the characters deeply, taking the time to really process their state of mind, and the meaning behind every action. One of the POVs is even written in second person, which makes the pain of the story even more unavoidable.
It’s compelling, it’s fantastical, and by the finish it feels like the end of the world.
I’ve always had a problem with action scenes. Books, movies, plays, all of them. If an action scene goes longer than a minute, it starts to feel vapid. Thing after thing after thing happens, but none of it means anything. My mind jumps to the end. Will the hero live? Will they accomplish their goals? Cool, let’s get this scene over with and continue with the real plot.
The thing is, these thoughts only occur to me in certain action scenes. Why can I watch a fifteen minute shootout in The Hateful Eight, but four minutes of John Wick puts me to sleep?
When I wrote my own book, I ran into the same problem. Action scenes that felt like a bunch of set pieces strung together. A meaningless ebb and flow. Then I found the solution.
Depth of thought.
Ingredients of an Action Scene
Truth is, any scene can be an action scene. A climber scaling a mountain, two street cleaners rushing to get the most trash, a firefighter in a burning house. So long as the scene has a few key ingredients: A character with a goal, an adversary (person or otherwise), and the rhythm of the action/reaction cycle.
A good action scene is kind of like a turn-based game. The hero chases, the adversary flees. The adversary locks a door, the hero kicks it down. Even when the adversary isn’t a person, we can still hit the same rhythm. In the example of a climber scaling a mountain, the mountain is the adversary. It drops an icicle towards the climber, the climber dodges. The climber clears some grime from a handhold, the mountain answers with rain.
This is all an action scene needs. But if this is all you’re doing, you end up with a feeling of meaningless conflict, an empty to-and-fro that’s only resolved when our hero succeeds or fails.
The Hierarchy of Character Action
What’s missing from action scenes is deep thought. Mind you, it’s hard for a protagonist to spend much time thinking in the middle of the action, but landing a great, cerebral action scene requires it.
It’s a hierarchy of priorities. A pyramid.
Laying the foundation of action scenes is reaction. Every time the adversary does something, we need a reaction from the hero. The state of the scene is changing, and that needs to change how our protagonist approaches their goals. If the protagonist doesn’t react, it either means they aren’t paying attention, or what the antagonist did doesn’t matter, and if it didn’t matter, why write it?
Without reaction, all our protagonist is doing is making plans and executing them. A story without conflict is no story at all.
Of course, if all a character does is react, then the scene is being defined for them. They’re not chasing their goals, they’re not being proactive, and if the hero somehow wins, it won’t feel earned. It’ll feel like the antagonist failed rather than the hero succeeding. When a reader enters a scene, they want to imagine what they’d do in the same situation. They want to picture themselves facing obstacles and overcoming them. The one thing they wouldn’t do is nothing.
Second Order Thinking
Second Order Thinking is the process of imagining an action, then considering its consequences. It’s making a plan that sees more than one step into the future, and it’s the secret to turning a messy action scene into something more cerebral.
Let’s imagine a firefighter crashed into a burning house. He sees a few people injured around the room and fire creeping toward a propane tank. The first order move is to pick someone up and get out of there. Save a life, maybe two. But what happens thirty seconds later? The tank detonates.
So our firefighter pauses to think, maybe just a second. If he fights the fire, all it’ll do is buy time, and if he’s alone, time is a scarce resource. So the two obvious moves, fight the fire or save the people, will both end up failing. Instead he goes for the second order move, the one that isn’t so obvious at first glance. Disconnect the propane tank and get it out of the house.
Second order thought is about seeing what’s coming and adjusting your plans to take them into account.
In a gunfight, the hero is running from cover to cover while the hard-to-hit enemy moves to get an angle. Our protagonist can keep running, evading their way to an escape, or they can recognize the enemy’s pattern and exploit their predictability. Toss a rock to another bit of cover and wait for the enemy to chase a ghost.
It’s a great tool for breaking up the action/reaction cycle. A chance to pivot the scene in a new direction. A climber looks up and spots a potential rockfall, so they change their plans. Instead of scaling a flat face, they hike the switchbacks. Even the antagonist can use it, one clever move that changes the sense of power in the scene, putting our hero on the back foot.
Third Order Thinking
If second order thinking represents a pivot in the action, third order thinking represents the big finish. This is the process of taking actions whose benefits aren’t immediately clear, but serve a larger purpose in helping one side or the other ‘win’ the scene. A campaign of actions.
Let’s say the villain is in a gigantic mech while our hero is running for their life through a cavern. Someone’s in the hero’s ear telling them to get the nearest exit, that there’s no way to win. Instead, the hero keeps on taking huge risks, hiding behind a stone column until the villain blasts it, running up an exposed set of stairs while an iron fist punches it into dust. Right when it looks like the hero is doomed, the cavern ceiling collapses on the mech’s head.
Our hero had a special plan. One that wasn’t obvious in the moment, or even after four or five close calls.
The fun part about third order thinking is that you don’t have to spell it out for the audience. They see the hero taking unnecessary risks and unexplainable actions, and they instinctively sense there’s a scheme behind it all.
Third order thinking doesn’t just apply to action scenes, it can manifest in a million different ways. It’s what makes real-life professionals so good at their job, they aren’t just taking an action in the moment, they’re taking action as a part of a long-term strategy to achieve a goal.
Be aware, it can be hard for an audience to track third order thinking. It’s a tool best used to cap a scene or describe the long-term motivations of a character.
Fourth Order Thinking and Beyond
Second and Third order thinking give the story a thoughtful quality. Characters aren’t just puppets reacting in the moment, they consider their circumstances and shape the world around them. An audience can understand this.
Fourth-order thinking is the kind of thought an audience can’t understand. It’s the sort of twist a reader won’t see coming because it’s too complicated. Imagine at the end of a book, the antagonist reveals all the battles the hero fought actually served to hurt the hero’s cause more than help. This is the moment in Ocean’s Eleven when it looks like the heroes are caught, but it turns out it was all a part of the plan.
Fourth-order plans must be handled with care. Done right, it can be the keystone of a book. Done wrong, and you end up with the poison scene from Princess Bride. You know the one: I’d switch the cups so you switched the cups so I switched the cups so you switched the cups.
If you’re doing a fourth-order scheme, review the individual components. Make sure every individual action holds up to scrutiny, or point out incongruities so our reader gets the sense there’s something bigger at play.
The hierarchy of actions matters. Too many second order thoughts from a beat-cop and he starts to feel like Sherlock Holmes. Too many third order thoughts and your action scene is hijacked by a weird battle of the minds.
Of course, you should understand your genre too. My debut novel, The Human Countermove, is a book all about strategy and beating a cognitively superior opponent. In a story like that it was appropriate, even necessary, for my protagonist to regularly invent new third order strategies.
Depth of Emotion and Conclusion
Everything in this post is about how to give each action in the scene more meaning. There’s a second approach to fixing this problem. Deep understanding of character. If every action a character takes is soaked in their background and motivations, the audience will give you a lot more leeway. An example of this is Spiderman. The Green Goblin drops a bus full of people and Mary Jane. Spiderman has to decide which to save. In an example like this, the depth comes from the emotion, rather than the logic of the scene.
If you ever feel like your action scene is just a bunch of stuff happening in sequence, take another look at your depth of thought and character. It could be the case your scenes just need a little more scheming and a little less doing.
It’s been a little over a month since my novel The Human Countermove debuted, and I figured now was a good time to share a part of the story. A reading of the chapter is also available on my YouTube Channel:
1 – Just a Game
Rank: 83
A space opened in the queue. I closed the gap, steel panels flexing under my step. A stream of LINE players stretched off into the distance. Security was never like this at a LINE event. A rush-job hall of steel tossed in front of the hotel’s front doors—what were the Minds thinking? Probably had something to do with that new directive.
No one spoke in the metal tunnel, every noise was echoed back and amplified into incoherence. I glanced behind me. Two bodies back, a hand waved in my direction. Jamie. I mouthed hello back. She was a strong player, better than I was these days. She had on a dark-green dress I had never seen, and her brown hair curled with the precision of a recent salon visit. A big change from her regular loose shirts, capris, and ponytails. Her eyes gleamed with life. Maybe she was finally over that insomnia, I’d have to ask her.
A new gap formed, I hurried to close it. In the wait, my mind began to wander. I used to relish moments like this, every idle second was a chance to review and revise my game plan. Not these days, let one of the players with a chance to win do that. I was well on my way out of the top one hundred, may as well have been retired. Thirty might seem young for retirement, but when all you’ve done is lose for over a year, it’s best to be honest with yourself.
The queue rounded a corner and the Greater Charters Hotel entrance came into view—an extravagant place with a penchant for gold trim. A full-body scanner in front of the lobby doors ruined the luxury aesthetic, which was well enough, considering I was wearing jeans. A guard’s voice echoed down the tunnel. “Step inside, arms out, legs shoulder-width apart.”
He was the same guy the Greater Charters Hotel always used, but the uniform was different. Bulletproof vest, at least three weapons, a wire running to his ear. It was a whole lot of security for a board game. At last, I reached the front. “Step inside, arms out, legs shoulder-width apart.”
His voice was tired and he didn’t even glance at me, his eyes locked on a screen. I followed his instructions. The booth was quiet and compact. My jeans kept my legs from reaching shoulder-width apart, but the guard said nothing. He pressed something in the corner of his screen. There was a momentary compression, the air felt oddly still. No more than a second. A 3D scan of my face appeared on-screen. Almost perfect. He had the same short black hair, receded hairline, and beginnings of a beard in need of a shave. He even had my smile, though the eyes looked a little dead, a little darker brown than I remembered. Maybe that was just what being thirty was like. A sweet, automated voice pumped through the speakers. “Welcome. Zouk Solinsen.”
“You’re good.”
I nodded my thanks and proceeded through the double doors. The lobby opened to an enormous conference hall. I always wondered how many rooms a hotel had to sacrifice to get ceilings to go that high. The room went on and on, filled with row after row of sleek black tables, like a great hall for gaming. Figures they’d spare no expense for The Global Playoffs. It was one of the biggest tournaments there was. Players flew in from all over to represent their countries. Best of the best, all here. These days, I’d be lucky to land in the middle of the pack.
The venue was still empty, mostly walked by arbiters. You could always spot an arbiter, the best-dressed people at the tournament. Maybe it’s easier to tell someone they lost when you’re wearing a suit. The pre-event instructions had emphasized the importance of good grooming and formal dress. Hopefully the polo would make up for the jeans.
“Zouk Solinsen?”
A woman in a black pantsuit approached, touchscreen in hand. Definitely an arbiter.
“That’s me.”
The arbiter scrolled through some list. After a moment, she glanced up. “Follow me.”
Her feet carried her at an incredible speed. I jogged just to keep up. Every couple steps, we passed another dozen seats. In front of each, a folded white square listed a player’s name. A few popped out to me: Alexandria, Oliver, the world champion Bergamaschi. My foot caught on the carpet. The arbiter barely glanced back. These were the best in the world, here to represent their province. Here I was, hoping to go home with a single win and a free lunch. Maybe coming at all was a mistake.
The arbiter stopped three-quarters of the way down the hall. A little further down, at the end of the hall, the hotel had set up a big platform overlooking the tables. We were close enough I could see a few of the empty seats, they looked a lot more cushioned than the ones for players. VIPs. It might explain the security. The arbiter turned sharply and led me between the rows of tables to my seat. Row six, position five. She came to a stop and pointed at a straight-back black chair.
“This is your seat, Mr. Solinsen. If you need anything before the game, please feel free to reach out to one of the arbiters.” I looked past the arbiter. No one was within a hundred feet. “We’re around. If you have a pressing issue during a game, pause the timer and raise your hand. Bathrooms are in the corner. Any questions?” She spoke at a breakneck pace, but I was pretty sure I had gotten it.
“None. Thank you.”
I took my seat and the arbiter hurried away. Like every other seat, there was a little folded note bearing my name: Zouk Solinsen, Sulmar Province. My eyes narrowed. There was something off about the label. I grabbed a name card one seat to my left. The color was different. Mine had a subtle yellow hue. I grabbed the name card to my right. All the others matched. Another sign I wasn’t supposed to be here.
“Zouk!” I turned quickly at the sound of my name. “You didn’t tell me you were playing!”
Jamie approached quickly, in a rush to keep up with her arbiter. I knew there was a reason I had been thinking about her. I spun the name card opposite mine around. Jamie Mendez, Reanrum Province. This was gonna be a tough first match.
“I didn’t even know I was playing until last week.” I returned each name card to its original position. “Pretty sure I’m a replacement.”
Jamie sat down. “Don’t do that. You were a good player.”
I leaned back in my chair and stared at her. We both knew I was past my prime. Her eyes narrowed. “How can you be sure?”
I slid my name card across the table. “Look. Different paper. I wasn’t in the original batch.” Jamie lifted the name card to her glasses and scrutinized it carefully. She had always been big on details.
“Different font too—they could have lost the original.” She slid my name card back to me.
“There’s more. My invitation came directly from the coach.” Jamie’s lips pressed into a thin line. She was getting convinced. “You know the lineup for the tournament? Released six hours after I accepted my offer. Come on, I’m a replacement.”
Jamie raised her hands in surrender. “So you’re a replacement.”
“You’re convinced?”
A smirk crept onto her lips. “I am, and that means you haven’t strategized with your team.”
Always looking for the advantage, Jamie. It’s what made us good rivals. I shook my head. “We all play our own games, what’s there to strategize? It’s not like they expect much of me.”
She leaned slightly forward. “Maybe you should throw the game, teach ‘em a lesson.”
I chuckled. She was probing for advantages, but she’d never forgive me for a free win. One more and she’d have a winning record against me. Then again, the team captain probably wouldn’t even notice. Even one win today would probably be categorized as an ‘over-performance’.
We chatted for a while about nothing. Showing up to all the same tournaments means either a lifelong hatred, or a lifelong friendship, and neither of us were good enough to waste time hating each other. That didn’t stop her from making every effort to wipe the floor with me, but it was nice to see a familiar face.
The hall went from empty to filled in no time. I did a sweep of the hundreds of faces for anyone else I recognized, then noticed Jamie’s eyes were locked on the front of the room. A crowd of well-dressed visitors were taking their seats on the platform. As one entered, Jamie sat up a little straighter.
“Maya’s here,” she whispered.
“Who?” I squinted into the crowd on the platform. In all the movement, one stood still, shaking hands and smiling at every person passing by. She was a beacon of positive energy in a short body. Her hair was somewhere between blonde and grey, and she wore a mauve pantsuit.
“Human Autonomy Activist. She convinced the Minds to pass the new directive.” The new directive. The “special” tournament. I had read it once, but knew I’d never qualify. It explained the extra security—the elite were here to watch our games live. To pick out potential champions.
“People are taking that seriously?” I asked. Jamie looked back at me with a raised eyebrow.
“The opportunity for a LINE player to join The Three? The chance to be the voice for humanity on the council? We’re all taking it seriously.” She leaned in close. “Zouk, you and I are among the one hundred players good enough to win this thing.”
I adjusted in my chair and picked at a piece of loose thread. “We’re not the best in the world, Jamie. We’re not even in the top ten.” Jamie said nothing, but her furrowed brow was enough to tell me her feelings.
The lights dimmed. My teammates finally arrived, all at once taking their seats. Table by table, soft blue LEDs flicked on, illuminating a thousand LINE players’ faces. A glass wall rose up between Jamie and I, and a message appeared in the virtual space, “CONNECTED”.
“Good luck, Zouk” I could barely make out Jamie’s face through the holographic separator, but whispered my thanks. All at once, the screens updated. A 12×12 grid of blue squares appeared on the table in front of me and in the image on the glass.
Back when I was teaching full time, students always told me their biggest fear in a game of LINE wasn’t playing poorly, it was the moment the game started. An empty board. An infinite garden of choices, from which players pruned a single game. But those were novices. I didn’t see the infinite anymore, I saw my plan, and I saw my opponent.
Another figure rushed past me to a seat at the end of the table. Someone was always late. Two little clocks appeared in the corner of the screen. One for me, one for Jamie. Each read 60:00. Looked like the tournament was starting on time. A gong played through the room, and the timers started ticking down.
The objective in a game of LINE (Leadership in Near-Range Emulation) was simple: use troops to attack your opponent, build walls to slow them down. Each squadron was represented by a set of six little blue dots. With some good strategy, a smart player could build a base, capture the board, and take their opponent’s command post. A dumb player could charge in and win in a few moves, but that was rarer. The graphics were simple—red dots, blue dots, a few lines representing the walls—but the complexity was near infinite.
I ordered a wall be placed near the bottom of the screen, near my command post, then pressed ‘Submit’. My clock stopped ticking. Jamie’s continued to count down, she was still deciding. After a few seconds, Jamie’s clock stopped too, and our moves were revealed.
A blue wall appeared where I had ordered it, the beginnings of a base. Jamie had brought out her first squadron, six dots with the power to tear my baseapart. This would be an aggressive game. I had hoped for that. Jamie was the stronger player these days, let her lead the attack.
Her squadron could only move one square at a time, so even with her extra initiative, I had time to get my side of the board organized before she hit me.
At move four, I deployed my first squadron. They took cover behind the walls and waited for the red troops to reach them. Jamie called her first squadron back to her base, not much point in attacking a well-defended position. But then again, she had already forced me into defense.
By move seven, the basic footprint of the Lost Star formation had taken shape in my base. It kind of looked like a spiky porcupine centered around my command post. Over the years, I had leaned on it more than a few times. Lots of cover, lots of mobility for squadrons, it tended to get the job done.
On move twelve, Jamie’s squadron count climbed to five. I continued the development of my base, waiting for the attack.
Six moves later, I glanced at the clock. I had burned fifteen minutes, Jamie had spent twenty-one.
I input another move and thought on Jamie’s comments about the new directive. Did the other pros really believe it? Win a few games of LINE and get put in charge of the government? It was ridiculous. Add in all the amateurs that thought they had a chance and the whole thing was a circus. Even if the offer was good, it wasn’t meant for middling players like me. The directive tournament was meant for the best, for players like Bergamaschi.
I pulled back from the board. As much as I respected Jamie, my head really wasn’t in it. I was thinking about the next match. Not much had been able to distract me from it the last few days. A gust of cold wind blew my way, an air conditioner had just turned on. Jamie had already input her next move. Time was ticking down, I needed to focus.
Her first squadron poked its head out from behind cover. A fight was just what I needed. I stretched my fingers, then input the attack orders. On the left, my little blue dots moved up through one of the Lost Star’s points and took firing positions. On the right, troops waited patiently.
Nine squadrons emerged from Jamie’s base. A proper army. The moment they came within three tiles of my walls, I gave the order for my troops to open fire. Gold-yellow flashes flew out from both sides. With every hit, a dot faded off the board. At the end of the first turn, I had lost five troops, Jamie had dropped considerably more.
Still, she pressed on. A steady stream of weapons fire down the left side tore through the Lost Star. My troops were sitting ducks. She closed in, lurching ever closer to the center of the base, and more importantly, abandoning her own. I ordered the counter offensive, three squadrons pushed out of my base and charged across the map.
Through the holographic separator, I could see Jamie’s eyes widen. Both sides were attacking. Both sides were defending. It was a precarious position. A single misplaced piece could end the game. Just as I had hoped, a chance to put skill against skill.
The next move rolled in. Jamie’s squadrons ceased fire and turned away from the mangled remains of my base. I blinked repeatedly. That wasn’t right. They were retreating. No. I craned my neck closer to the screen. Not a retreat, a pivot. She was coming for my counteroffensive.
I realized my mistake in an instant. I had forgotten to wall up the center of the board. Instead of a two-pronged skirmish, we were two armies facing each other in no-man’s-land. I counted out Jamie’s troops. Six more troops. No way out. My heart sank. In an open field there was no room for clever tactics, just flat numbers.
Weapons fire lit up the screen. In a single turn, three of my squadrons were wiped from the board. In exchange, Jamie had only lost four tiny red dots.
I put my head in my hands. Every little sound in the hall bothered me. A hundred players tapping at their screens, coughs and sneezes that made the whole place feel like a hospital, whispers from the politicians in the viewing gallery. The game was over, but I needed to see it through.
I ordered a retreat, but it was already too late. A flurry of golden light erased what was left of the blue army. I took in the rest of the board. My base could hold up for a few more turns, maybe even rebuff the attack. But against a pro like Jamie, defeat was inevitable.
My hand shook as I pressed ‘Resign’. The board vanished and the separator lowered. Jamie had a quizzical look on her face, as if she was surprised it was over. We shook hands over a final image of the board, projected onto the flat of the table.
“That was a dangerous plan, going for a flank on my army like that.”
I paused a moment, confused at her words. “It was supposed to be a counter-attack.”
Jamie held a thoughtful look, her eyes jumping back and forth, the sign of a player calculating moves. “You were missing a few walls.”
“Yeah.”
My chest felt heavy. It was an amateur mistake. But for me, mistakes like that were becoming the rule rather than the exception.
Jamie grabbed her bag off the floor. “Who are you facing next?”
I let out a nervous cough and reached into my pocket, pulling out a copy of my schedule. Jamie glanced at it and let out a laugh. “Bergamaschi?”
I nodded.
“How did you get him?”
I shrugged. “The coach wanted one of his lower-tiered players to face the champion. Manage the balance of wins and losses.”
She gave me a pitying look. “Cannon fodder, eh? Sorry, Zouk.”
That looked to be the story of the tournament for me, a last-second replacement set up to lose. “Hey, maybe that’s why the last guy dropped out.”
Directive 2149-M-13-A
“On Reintegrating Human Voice in Government” – Readable title appended by The Mind of Communications and Influence.
The following directive was presented and voted upon unanimously during session 1034 of the year 2149. Deliberations extended for eleven minutes and nineteen seconds. Transcripts have been sealed.
OBJECTIVES (ordered by anticipated impact):
Improve perception of human representation in government (Code: O-HP)
Upon ratification of this directive, a voluntary L.I.N.E. (Leadership In Near-Range Emulation) tournament will be made available to all citizens. The details of the tournament are as follows:
1. The rules of the game will follow the 2088 L.I.N.E. Rulebook.
2. Opponents for this activity will be chosen from a list composed of
A. The Mind of Communications and Influence
B. The Mind of Manufacturing and Distribution
C. The Mind of Strategy and Warfare
3. Should a citizen achieve three victories without suffering a defeat, said citizen will be awarded membership on the Nation’s Legislative Council.
4. At least one match will be conducted in a non-simulated environment.
5. This directive will be terminated after one player claims victory.
Competitors may join the tournament by filing a Voluntary Activity Admittance Form and entering activity code J199LI.
END
A Note from the Mind of Communications and Influence:
Hey folks! I know there’s a whole lot of directives coming down these days. I just wanted to take a moment and really highlight this one. For the last few months, the other Minds and I have been having some coffee and chat sessions with Human Autonomy Activist Maya Torrez. In case you don’t know her, first off, you are missing out, she is a blast and has made me spit out my coffee laughing on more than one occasion. But secondly, she is one of several leaders of the Human Autonomy Movement. And after a whole lotta chattin’, we ended up putting this thing together.
Here’s the rundown, we want a living, breathing, human being on the council. But we also need to stay true to the virtues that define our nation. We don’t want to be just another country plagued with corrupt politicians driving unrest and fear. So we’re being a little picky.
I know what you’re thinking, LINE? How can a game be the right tool to choose a fourth Mind? Well, let me tell you about the candidate we’re looking for. We want someone who isn’t just a speaking head, and isn’t just a vote. The person that joins this council has got to be a deep thinker, someone who can go head to head with any one of us and come out on top, someone ready to make a difference.
Here’s the thing, if you challenge us, we won’t hold back. Even the best in the world are gonna have a pretty tough time (looking at you Bergamaschi!). Our models project the only people who have any chance of winning this thing are professional LINE players (I know, shocker), but anyone is free to throw their hat in the ring, we love a good surprise.
So there ya go, take us out to lunch, challenge us to a game of LINE, and maybe start running the government. Good luck to everyone, and if you have the skill, we’ve got a chair waiting for you.
P.S. No, there is not a punishment for losing. It’s just a game people!