Quick update on After the Storm

It’s been a while (nearly a year) since my last update, so with some prodding (thank you!) I wanted to take the opportunity to check in.

Lots has changed since March 2015 – I’ve changed day jobs, moved across the Pacific, and have reworked some longer-term arcs for further Hard Drop sequels (and potentially prequels) that required slowing down a little on the After the Storm process.

The good news is that, going forwards, the process should be a bit more streamlined.

After the Storm is coming together nicely. I’m aware of the shortcomings of various elements of the first novel (proofreading and some scientific elements in particular), and am taking some time to ensure that these are addressed in this and future sequels.

There will be a proofreading update to the first novel, which I am also working on and will figure out how to circulate to those of you who have already purchased it (as Amazon doesn’t make that easy). I will keep you updated on the progress there.

In the meantime, thanks very much for your support, and I look forward to exploring more Hard Drop with you!

Hard Drop Sequel: After the Storm First Draft complete!

Dear readers –

On a quick, more personal note, some great news today on the writing front: following a hiatus of some length, the sequel to Hard Drop, working title After the Storm, is now complete.

This does not mean that the title is available for pre-order just yet, but it does mean that more Hard Drop is not too far away. Stay tuned for updates on the edit and polishing process, and I look forward to continuing the story with you soon!

Hard Drop Milestone: 100 Goodreads ratings!

Hard Drop, the first title in the soon-to-be-expanded series about Tyco Hale and the OTL, has reached a major milestone: as of today, it has been rated 100 times on Goodreads.

It is a proud and humbling moment, and a good time to say thank you to everyone who has read the book since it was published almost two years ago: so, thank you to all, and I am looking forward to continuing the story shortly with the next novel, After the Storm!

In the meantime, Hard Drop can be found exclusively on Amazon.

Battlefield Science?: Internet-linked telepathy

In an absurdly sci-fi development, researchers at the University of Washington have managed – in very limited fashion, with somewhat modest results – to send a brain signal from one person to another, using the internet to convey the sender’s thoughts.

While it is obviously early days with this technology – a 25%-83% accuracy rate is hardly conclusive per se – this is still very exciting, because it suggests that the realm of telepathy (albeit internet-delivered telepathy) may not be quite so far-fetched. That having been said, the current result is very much like the first word of a language yet to be developed – before this can become useful, an entirely new lexicon of brain usage and translation signals will need to developed.

At the same time, the battlefield implications of a thoroughly useful, consistent, soundless link can probably not be overstated – a unit, reacting in real time as a single, coherent, flexible entity could be a very powerful thing, and would be much harder to ambush.

Unless, of course, they lost reception mid-firefight.

The future of authorship and the creation of worlds: The Black Library

Before I start this post, I should explain: I cannot claim to be the biggest Warhammer afficionado, I don’t own any of the maps or armies, and I am relatively new even to the books. I am not here to critique, praise, or discuss plot in detail. But, having read a handful of the Horus Heresy series of books, I am convinced that the model of writing which they represent is the future of authorship, and more generally, media.

For those of you who are not familiar, the Black Library is the fiction publishing arm of Games Workshop, creators of the well-known, much-played Warhammer and Warhammer 40,000 games, and they explore the universe(s) in which those games are set. The books published through the Black Library share a clearly recognizable lore and tone, and draw heavily from various and sundry influences including elves, orcs, demons, Greco-Roman, Germanic, and Norse mythology, as well as a wide array of other cultures, traditions, and legends.

What makes the Black Library so fascinating is that each book in the series is written by a revolving panel of writers and explores overlapping, but not necessarily directly consecutive, storylines within the broader universe. By collaborating, the committee of authors creates a coherent, rich timeline with deep storylines and – above all – a rapidly growing base of content. To put this in perspective, consider: the Horus Heresy series, the one I am familiar with, has been written since 2006. In that time, 30 novels have been published (some full-length, some combinations of short stories and novellas). And that is only a minority portion of the larger Black Library canon.

Some novels are indubitably better than others (and of course the series is not looking to appeal to every reader), but the fundamental, deeply impressive fact remains: if you are interested in Warhammer, there is, from the moment you start, an ocean of material awaiting you. And it is ever-growing.

Author collaborations are not necessarily a new thing – in some form, they have existed for some time – and of course Warhammer provides a fertile lore from which to draw, but to the best of my knowledge, the Black Library is unique, or at least remarkable, for the way in which collaboration is embraced, and for the speed and uniformity of content which it produces. The trend towards open-source universes is growing, of course: other authors (notably Hugh Howey and his Wool series) have begun to embrace the idea, while Amazon even supports monetized fan fiction for a variety of titles, but for now, at this moment, I have not yet seen anything to match the effectiveness of the Black Library’s approach. Where reliance on a single creator (such as George R. R. Martin) may be the default approach, with a clear plot and limited cast of characters, it is also achingly slow. By comparison, a lore-driven, universe-exploring, creation by committee process keeps readers satisfied steadily and unrelentingly. I expect to see much more of it in future.

The pictures that inspire Hard Drop

Like Hard Drop but prefer a more visual approach to SciFi world-building? Sadly, I can’t claim to be much of an artist, but thanks to the wonder of the internet, I am able to draw inspiration from people who are mindblowingly good. Check out the artists and images that inspire the Hard Drop series on Pinterest at the Hard Drop Board, where I am constantly amazed by new, incredibly detailed and improbably stunning artwork from a variety of artists. Go check it out, and check out their pages, too – you won’t be disappointed!

Sci-Fi Inspirations: Halo

For anyone who has read Hard Drop, it will be pretty darn clear that I’m a Halo fan. Not, mind you, in a ‘best FPS shooter/sci fi franchise ever OMG’-kind of way, but in the sense that I appreciate its engaging, simple-but-dynamic gameplay and storytelling.

More than any other game or franchise, Halo manages at once to be everything to everyone – at once qualifying as a simple, entry-level military-style shooter and as an intense, bullet hell cooperative or multiplayer experience, able to satisfy ‘real’ gamers (by which I mean FPS gamers with talent and fast-twitch reactions, of which I am not one), a blockbuster, deep-lore franchise with spin-off novels and a simple, stereotypical cheeseburger buddy action movie replete with absurdly over-the-top characters (Sergeant Johnson, anyone?) and meme-ready one-liners.

It would be difficult to argue that the series is market-leading for the realism of its gameplay (Call of Duty might take those honors), the intricacy of its weapons systems (Borderlands or perhaps Bioshock), the diversity of attacks possible (Bulletstorm), the depth of its lore (Skyrim, Bioshock, again, Assassin’s Creed), or even the uniqueness of its characters (although it is hard to resist the ultimate strong, silent appeal of Master Chief), but at the same time it is impossible (or at least foolhardy) to deny the appeal of the total package. Admittedly, several of the above-mentioned ‘market-leading’ games are sandbox-style, sprawling, build-your-own-adventure games, and so not directly comparable to Halo – but then, that’s the point. It’s difficult to imagine Halo as anything more than what it is: a very nearly on-rails shooter with a few easter eggs (ammo, weapons) if you turn that extra corner. And yet, that doesn’t matter one iota: the whole thing, put together, is so damn fun that it’s impossible to complain.

What Halo does, in my opinion, better than anyone else is provide solid, unquestionably appealing ingredients which players can then apply in any number of ways to great effect, unlocking a cotton candy veneer of wish fulfillment in the storyline. The systems of other games, including Call of Duty, require greater buy-in, or owe greater debts to realism, or else require the framework of the story to intrude on the gameplay experience (e.g. Assassin’s Creed or Bulletstorm, where you are never able to forget the game dynamics completely), but Halo is the ultimate in what you see is what you get.

The result is an impressive, blockbuster franchise that shows no sign of slowing down. Every new game adds a slightly new dynamic, tweaks leveling, adds new weapons or enemies, but the underlying concept – the user-enabling, all-purpose combat platform – remains cheerfully, gleefully the same. It is this unrepentantly happy approach to science fiction, combat, and story that I have tried to incorporate in my writing – and I am pleased to see, from a number of my reviews, that I have succeeded in doing so.