Zitat des Tages von Richard K. Morgan:
I've been accused countless times of writing gloomy futures. But to me, the texture of my sci-fi just feels like an extrapolation of current trends.
Good authors mature over time: it does take awhile.
I remember visits to the local libraries and getting my own library cards as things of rite-of-passage significance.
'Syndicate' is technically the first game I worked on.
There's a lot of young authors out there, and people do seem to forget: in order to write well, you do need to have some experience.
Certainly a decade and a half out in the real world, bashing my head against things, probably made me into a more textured writer. It gives you something to write about.
I have so little patience with the whole Y.A. book thing. As far as I'm concerned, you either read books for children or you read books for adults.
Good authors mature over time: it does take awhile. Travel abroad and learn to live in other cultures. That's one of the things about teaching abroad.
The myth of Good Guys and Bad Guys is one of the most pervasive we own, and morally grey anti-heroes are simply one of modern fiction's attempts to shake off that mythology and replace it with something a bit more honest.
As to the differences between game work and novel writing, well, obviously the former is a lot less lonely - you're in and out of meetings all the time, bouncing stuff back and forth with the level designers, the art department, the animation team, so forth.
Pretty much anything you care to imagine can happen in a fantasy, which in turn means you can really crank up the intensity of the tale you're telling.
I guess if I was made responsible for every single line of dialogue in a game and every single piece of textual visual detail, every sign or piece of graffiti, then yes, I think that would be comparable to the time and effort required to write a very long novel, indeed.
I think by definition you need to have lived a little bit to write anything that's humanly true.
I'd always had a hankering to write some old-school sword and sorcery. And there certainly are advantages to that particular form - for one thing, you're able to go all-out on the imaginative front, with a lot less concern for the usual unities of time and space and character.
I think certainly if I'd started getting published when I was in my early twenties, I was quite sheltered then and didn't know anything much about the world. I hadn't had any direct experience of how the world works.