The Writer’s Game: Wytchwood

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

The Writer’s Game: Wytchwood

Wytchwood from Alientrap is a “gothic fairy tale game.” You’re an amnesiac witch with a cauldron on her head, stealing the souls of wrongdoers for a mysterious black goat. Steal enough souls, and you’ll awaken a mysterious sleeping maiden and maybe get your memory back. Of course, punishing evil is pretty rewarding . . .

The core of the game is crafting. As the Witch, you wander around collecting ingredients from the countryside and it’s creatures. You can craft traps, magical items, and more with the right components. Figuring out where to get resources, use them, and combine them is critical to progress.

You’ll use all your brews and creations to undermine assorted unpleasant figures and save people from evil. The characters all have a “fairy tale” feel, and more than a few will seem familiar. Completing your missions is semi-linear, making the game more of a visual novel/linear adventure unlocked my making things.

The game itself is really a playable story – it’s just you have to figure out crafting and resources to advance the tale. As you can guess, such an interactive tale yields quite a few lessons for writing fiction.

Look and Feel

Wytchwood is a fairy tale, and the game is excellently crafted to reflect the genre choices. The entire look feels illustrated much like Wildermyth. One wanders through various locations that look like a pop-up storybook. Characters have exaggerated looks in bright colors, and monsters and wildlife are amusingly expressive. It feels right.

Getting that feel is critical to your own writing. Perhaps your novel needs long paragraphs and colorful language, or it needs short breezy commentary. Wychwood’s aesthetic helps you embrace what it’s trying to be – a playable fairy tale.

(Of course, maybe you’re trying to break genre conventions, so keep that in mind as well.)

Know What You’re Doing

Wychwood is a story, but its mechanic is infamously familiar – wander around, collect things, make things. The game boils down to a shopping list and a to-do list that tells stories. The creators knew exactly what they wanted and stuck with it.

This focus means the game delivers on its two premises – crafting and stories – and can go deep in each area. Crafting requires thought in gathering and using items, which can set up satisfying “cascades” as you maximize your travels and tricks. Stories have all sorts of twists and turns as well as human bits, and are obviously carefully written. It’s amazing what you can do with focus.

When making a story, focus on what you want to deliver. It might not be all things to all people, but it will be the right thing you set out to do.

You Don’t Have to Say Much

For a game where you wake up in a world with no memory, the game tells a lot of story without saying a lot. Any exposition comes from conversation with other characters or flavor text – your character has nothing to add. As some storylines are mysteries, you start them at near-zero information.

It turns out that you don’t have to say a lot to tell a story. Wytchwood realizes its tales through conversations, reactions, clues, and flavor text. Everything revealed is relevant to the story and the game, but there’s no giant exposition dumps or walls of text. Wychwood sticks with what’s needed.

Amnesia is a remarkale way to make a story concise.

Keep It Human

Wytchwood tells tales of people, even if they’re very archetypical. A woman wishes to escape the attentions of an amorous wolf-man. Neighbors are fighting with each other because of a cunning manipulator. Workers groan under the burden of some taskmasters who earn a richly creepy comeuppance. It’s a visceral, human game because you relate to the characters.

This sheer humanity draws you into the game, because so much is relatable, albeit colorfully exaggerated.

If you write fiction, keep it human. Ensure characters can be understood and related to work with emotions, feelings, and sensations.

A Lovely Bit Of magic

Wytchwood takes the (in)famous game mechanic of “collect and craft” and uses it to tell a series of compelling fairy tales. Making excellent stylistic choices, making its tales human without information overload, it draws you in.

If you’re trying to craft a good story, Wytchwood is worth examining – and maybe playing.

Takeaways for Writers:

  • Chose stylistic elements appropriate to the story and genre (unless breaking convention is the point)
  • Focus on what you want to deliver depth. It’s better to do a few things well in writing than be all things to all people.
  • Tell your story with relevant elements that reveal enough – character reactions, discussions, appropriate descriptions. You can do a lot with surprisingly little.
  • Make your tales human, it ensures people relate and understand, and draws them in.

Steven Savage

You’re The Customer

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Over at his blog, Serdar discusses how people figure out what to write.  Exploring what we want to write creates more satisfying works for the audience and the writer.  It’s not always a comfortable process, and I’d like to increase the discomfort.

Who decides the value of your writing career?  That’s important to know since you need to target your writing and efforts towards that person or people.  You can read books and take training on determining customer value (I could probably dig some up for you as that’s part of Agile).  Difficult question, right?

I’ll give you the answer – the person who decides the value of your writing career is you.  Your first customer is you.

That’s not a twee answer.  You’re the one putting your time, life, and money into writing and you should get what you want from the effort.  If you’re not getting it, you should change how and what you’re writing.

Too many people get into writing with a set of vague ideas, goals, and motivations.  This gets you going but isn’t always enough to complete a work, and not enough to keep going.  Too many writers I know have a vague sense of goals, but not enough to bring their writing career to life.

I can understand why people have these ephemeral senses of what they want because self-exploration is painful.  We discover flaws in our character, gaps in our skill, and unpleasant truths we’ve avoided up to now.  If you think asking “what do I want out of writing?” sounds like therapy, I can tell you sometimes it can be awful close.

Asking this question also opens the terrifying possibility that we shouldn’t be writing.  But it’s better to find out that’s the case than wasting time on something that you get nothing out of.  Take comfort though, I doubt you’d be reading this if you didn’t have some real reason to write.

My own motivations varied throughout my career until I realized I’m motivated by writing and sharing knowledge and experience.  I like to reach people – which I do via writing but also speaking and hanging with fellow writers.  I could have saved myself a lot of time if I’d realized that first.

So go talk to some fellow writers.  Talk to a therapist.  Talk to me. Spend some time driving and get to know yourself as a writer.  It’ll be worth it (and you’ll be better at writing).

Steven Savage

You Don’t Have To Write

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I settled down to read The Society of the Spectacle, the classic work on how modern society’s economy becomes all spectacle with little substance.  I’m sure I’ll have more to discuss, but I’d like to tell you about a reaction.

The book is broken into short chapters and numbered bits of analysis never more than a few paragraphs long.  While reading the analysis of how we commodify the world or turn economy to spectacle, I had ideas.  I had ideas for a book or two I could start writing . . .

Then, I stopped.  Why did I have to write now?  In fact, why the hell did I have to write these books without further analysis?  Also, did I have to read a book on commodities and want to make one?

I found other writers have this situation.  You have the realization a book can exist, and then you think you have to do it.  The cause varies, but the problem is the same.

If you find yourself in this situation, ask why you’re trying to write.

My motivation?  I want to know my works will benefit people and was evaluating my various projects.  My inspirations rode that desire right into “I must do this now,” and I only realized it a while later and stopped.

Part of being a writer is knowing what not to write.  Give yourself a chance to develop that skill, even if you have to ask some hard questions.

Steven Savage