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Episode 219: Prequels & Preorders!

The Pulp Writer Show

Release Date: 09/23/2024

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More Episodes

In this week's episode, I take a look at why I don't set up preorders and I usually don't write prequels. I also share my thoughts about the video game STARFIELD.

TRANSCRIPT

00:00:00 Introduction and Writing Updates

Hello, everyone. Welcome to Episode 219 of The Pulp Writer Show. My name is Jonathan Moeller. Today is September the 20th, 2024 and today we are discussing why I don't set up preorders for my books and why I prefer not to write prequels. Before we get to our main topic, we'll have an update on my current writing projects, Question of the Week, then we'll talk about a video game I recently enjoyed, and then we'll plunge on ahead to our main topic.

First up, current writing and audiobook projects. I am pleased to report that Shield of Conquest is now completely finished and available. You can get it at all the usual ebook stores. It has been selling quite briskly and has been receiving good reviews. So thank you all for that. My next main project, which you can probably guess if you've been listening to the show for the last few months, is Ghost in the Tombs. As of this writing, I am 62,000 words into it, which I think puts me about 62% of the way through it, because I believe the rough draft will be around 100,000 words. I'm hoping to have that out towards the middle of October, if all goes well. I'm also 21,000 words into Cloak of Illusion. That should hopefully be out in November and I've just started what will be the fourth Rivah book, Orc-Hoard. It originally had been entitled Elven Sorcerer for the fourth Rivah book, but I decided to change the title to Orc-Hoard and that will be out in either December or January, if all goes well.

In audiobook news, Stealth and Spells Online: Leveling is completely done and currently working its way through processing and the various audiobook platforms. You can get it at my Payhip store right now and it should be available at all the other stores in a couple of weeks. Stealth and Spells Online: Leveling was excellently narrated by CJ McAllister. Recording is almost done on Shield of Darkness, and hopefully we can approve the final version of that next week and then that'll work its way through processing and be available before too much longer. So that's where I am with my current writing and audiobook projects.

00:02:00 Question of the Week

Now it's time for Question of the Week, designed to inspire interesting discussions of enjoyable topics. This week's question: what is the most annoying video game enemy? Obviously, there is no profound reason behind this question, since we're talking about video games. I happened to be reading an article about the upcoming Starfield expansion, and the comments devolved into a rambling discussion of game design and most annoying enemies, which inspired this question. We had a good range of responses.

Reader AM wrote in to say that her greatest video game enemy is her own hand-eye coordination.

We've all been there, AM; we've all been there.

Justin says: The Legend of Zelda series is a great bunch of video games, but they do have their annoying bits. I nominate the Like Like worm. To get sucked in and spit back out (minus your shield) is incredibly aggravating. I cannot count the number of shields I’ve lost to this adversary. Later versions steal money or health, but for me, you know, the annoyance of having to go back to town to get a replacement shield (while trying to avoid encounters) ranks up there. Legend of Zelda also has annoying characters. Navi is the most so- her cry of “Hey! Listen!” quickly becomes painful.

I too remember the Like Like worm from the Legend of Zelda days and that was indeed very annoying.

JD says: Cliff racers from Morrowind. Do I need to say more?

Juana says: the vampire guarding the sewers in Vampire: the Masquerade-Bloodlines. You have to be maxed out in at least two disciplines to take them out. It's really difficult to get maximum disciplines.

Ross says: at least for me, it's Cliff racers in Morrowind. They're so far out ahead of anything else, I can't even think of what I’d put in second place.

Morgan says: not sure of all time, but in terms of more recent games, the Zoanthropes in Space Marine 2 are an absolute nightmare, especially when they come in pairs so one is always shielding the other.

Jesse says: Seymour in Final Fantasy 10. Only boss I remember that you have to beat five times.

Jenny says: that drum boss in Ocarina of Time.

William says: Zelda 2 has no shortage of troublesome enemies, like the Iron Knuckles. It’s probably for the best I never had the chance to play it back in the day without save states.

Brandy says: The first multiplayer run through Diablo, where you're through the Easter Egg levels and every other flick of the mouse you're screaming “run away, run away!” or “hold still, so I might smite thee!”

For myself, my answer would be those stupid Medusa Heads from the Castlevania series. If you’ve played any Castlevania game, you know what I'm talking about. You'll be climbing the stairs and the Medusa Head will somehow come in at exactly the right angle to avoid all your weapons and to knock you off the stairs to your death at the same time. Honestly, a lot of the old school Castlevania Games are much more enjoyable with save states on modern systems. A very strong runner up would be Lakitu from Super Mario Brothers. He's the guy in the cloud who drops all those Spiny Shells on your head. So we had quite a good range of responses this week, thought it appears that the Morrowind Cliff Racer may take the championship.

00:04:49 Thoughts on Starfield

Speaking of video games, I actually wanted to talk about Starfield a little bit because I beat the main quest in Starfield this month. By my standards, this is fast. I first started playing Skyrim in 2011, and I finally beat the main quest in autumn 2020 on the Switch version, since that was during the height of COVID and there wasn't much else to do. By contrast, Starfield came out in September 2023, so I beat the main quest in just a little bit over a year. So here are my thoughts on the game.

Overall, I would say I really liked it. It does capture the feel of being a competent space adventurer wandering around the galaxy. You can do bounty hunting, pirate hunting, mining, exploring, and a variety of other stuff. Back in the ‘90s, I really liked Wing Commander: Privateer, which had infinite random missions and Starfield kind of feels like an enormously expanded version of Privateer, or like Privateer with a Halo game attached to it, given the wide variety of firearms you can obtain. In the grand tradition of Bethesda Games, you don't even have to do the main quest or any of the scripted side quests. You can just wander around visiting random planets and fighting space pirates forever. Honestly, I probably spent more time playing randomly generated side missions than any of the scripted quests.

That said, I very much liked some of the scripted side missions. The Vanguard plotline was the best of them, in my opinion. You have to help the United Colonies find the origins of a super deadly alien predator called the Terrormorph, and at the end there's a genuinely hard moral question: does the greater good justify the means for people in positions of authority? The game also improved quite a bit since launch with new patches. The updates added a city map feature which is massively useful and a Space Car you can use for driving across planetary surfaces, which makes a lot of the game’s missions quite a bit simpler and easy.

Now, while I enjoyed Starfield, I concede that many of its critics had a point about its weaknesses. The game relies a lot on procedural generation. Every time you land on a planet, a bunch of nearby dungeons and features are randomly generated. This can get repetitive, though honestly I don't mind that very much. It makes it easier to play the game in bite sized chunks when it's late and I'm tired and I just want to mow down some Space Pirates or something. What is annoying is that sometimes the procedurally generated locations don't match with the procedurally generated quests, which locks you out of finishing some of the randomly generated quests. That was really irritating, though it only tends to happen at very high levels.

The game’s main plot revolved around multiverse stuff, and as I've mentioned frequently before, I am not a big fan of the multiverse as a storytelling concept. However, it works better in a video game than in a movie or a book, and Starfield's implementation of it is quite clever. Many games have the New Game Plus concept where you beat the game and then you start a new game, but things are slightly different. In Starfield, when you beat the game, you go to a new universe, you lose all your possessions, but you keep all your skills and knowledge, so you're starting the new game at level 65 or whatever. Additionally, a lot of the quests are subtly altered because your character knows in advance what is going to happen from the previous universe, so you can get a better outcome than you did the last time, which is honestly a kind of a clever game mechanic, which makes it a compelling journey to go from universe to universe and to put right what once went wrong. Anyway, I enjoyed Starfield and I will definitely play the Shattered Space expansion, which comes out at the end of September, but enough talk about video games.

00:08:14 Main Topic of the Week: Preorders and Prequels

This is writing podcast, so let's move on to our main topic, preorders and prequels. I have to admit preorders and prequel sounds like a really lame tabletop RPG for indie authors. Like if you roll a 20, your book gets picked up as an Amazon Daily deal for the US, but if you roll 1, your book file gets corrupted and you can't figure out how to fix it. Anyway, the inspiration for this alliterative title was that someone asked me about preorders, and someone else asked me about prequels within 24 hours. So let's start with prequels.

Reader Juan writes in to ask about preorders: something I noticed about your books. There's never a preorder option on Apple Books. Is this by design? I know you self-publish so I didn't know if that was a publisher feature or if there's a way to preorder there. If not, no worries, I just know Apple takes a little longer to load the book.

Preorders are available to self-publishers, but the reason I don't do preorders is by design. I never do preorders for a couple different reasons, which we'll go through right now.

#1: the consequences of missing a preorder date are moderately negative. If you miss a preorder date on Amazon, you get locked out of doing another one for the following 12 months. I'm not sure what happens if you miss a preorder on Apple Books, but I suspect it's about the same level of penalty and this ties directly into reason two.

#2 is that life is chaotic and unpredictable, and I absolutely hate making promises I end up unable to keep. Like if I get sick or something in Real Life comes along that I have to deal with immediately, I could easily miss a week of writing time, which would make hitting the preorder date either very stressful or impossible.

#3: If I wrote like only two books a year, I might do preorders. That would give me enough of a cushion of time to make sure that everything is ready to go well in advance of the launch date. But I usually write and publish like ten books a year, sometimes more. With books coming out so frequently, organizing that many pre-orders would be a serious headache and sometimes I don't actually decide what I'm going to write next until the day comes and I actually sit down to start writing. Like at the end of 2023, I pretty much decided on impulse to finish writing Half-Elven Thief and had that be my last book of the year in 2023. So with the amount I write and publish, managing the logistics of so many pre-orders would be a serious headache.

#4: And finally, reason number four and the most important reason: the worst consequence of missing a preorder is a loss of reader confidence. Without going into details, let's say there's been enough of that in the fantasy genre already, so preorders have too many negatives and not enough positives, at least for my situation. I'd rather just make a good faith effort of having things come out when I can and announcing them via my newsletter. Speaking of which, if you sign up for my newsletter, you get regular free short stories.

Now onto prequels. Concerning prequels, reader Danny writes in to ask: May I suggest writing a series of prequels to the Cloak Game series? Shield of Conquest made me hope that it would be a prequel book to the Cloak Game series, a book that speaks about the invasion of Earth by the elves and brings some backstory of the relationship between Kathran Morvilind and Tarlia- a teacher and a student, and the discovery and invasion of Earth, or other back stories that were not developed enough. For example, what about Aiden, brother of Riordan, or Riordan's experience as a Shadow Hunter?

Generally speaking, I am not a big fan of writing prequels. I have written a couple of prequel novels out of the 155 books I've written (Frostborn: The First Quest comes to mind) and sometimes I'll do short stories as a flashback. Probably the most recent example of that is Prophecy of the High Queen, the short story that describes the first meeting between Nadia and the High Queen written from the High Queen's perspective. The High Queen uses magic to look into Nadia’s past and her various potential futures, and so the short story bounces all over the place in time. I have also written novels that kind of jump around in time. In Cloak of Iron, the scenes from Lauren Casey's perspective go back to even before the Cloak Game series actually started to set up why Lauren was desperate enough to save her brother that that she was willing to deal with someone like Mr. Shang of the Deathless Society. Or in the very first Nadia book, Games: Thief Trap, where we blur through the first twenty years of Nadia's life in the first chapter.

That said, I do write the short stories in mind as bonus materials like the extra scenes on a movie DVD. However, at this point I don't think I would write a prequel novel, and I certainly wouldn't write a prequel series.

Why not? It feels like prequels are sort of like procrastinating before you continue on the main story, which is likely what most readers really want. I've noticed some writers (again, without going into details) have a bad habit of writing prequels instead of getting on with the main story. Making yourself continue the main story instead of getting sidetracked by prequels or side quests is difficult, but it must be done for the greater good of the story.

Additionally, a big problem with prequels is it's extremely difficult to generate narrative tension because you know in advance that certain characters are going to survive or certain situations are going to play out in a way you've already read in subsequent books. If I did, for example, my Andomhaim series as a prequel series, it would be set in a region of the world we've never visited and with characters we never encountered before, so that way there is a dramatic tension that the reader doesn't know how things are going to end and that will make the book more enjoyable.

Also, some things are really better left to the reader's imagination, and that can include back stories. Writing fiction is in some ways an exercise in creating a line drawing and letting the imagination of the reader provide color and shadow. Like, since we've been talking about Nadia, here's someone describing her from a first-person perspective:

 "A woman in a dark coat and black jeans sat across from me. She had red-tinged brown hair tied in a loose ponytail and pale grey eyes the color of knives. I thought she looked like she could stand to eat more. That, combined with the eyes, gave her a look of feverish, almost unsettling intensity. I probably outweighed her by a good ninety pounds, but I felt the sudden urge to reach for the gun I wasn't carrying."

Now that's just a line drawing, right? Yet every reader will fill in that line drawing with something from his or her own imagination. In the same way, I think it is sometimes (even frequently) best to let the reader's imagination fill in the details of the character’s backstory. Like Riordan- we know he tried to save his brother Aidan and failed. We know that he became a Shadow Hunter and that his first wife joined the Rebels and tried to murder him to score points with her new friends. I could write out a prequel series describing those events, but I think at this point it wouldn't be as vivid as the one that readers have generated in their imaginations. Besides, writing a prequel story would be a distraction from the main story.

So that is why I don't set up preorders and I don't usually write prequels.

So that is it for this week. Thanks for listening to The Pulp Writer Show. I hope you found the show useful. A reminder that you can listen to all the back episodes on https://thepulpwritershow.com. If you enjoyed the podcast, please leave a review on your podcasting platform of choice. Stay safe and stay healthy and see you all next week.