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Podcast: Interview with Jordan Weisman, on "Shadowrun Returns" by J.C. Hutchins

Today, J.C. brings you an exclusive interview with legendary transmedia creator and game designer Jordan Weisman. In his first audio interview on the topic, Jordan shares the news about a Kickstarter campaign to fund the development and release of Shadowrun Returns, a videogame that will bring players back to the ultra-imaginative RPG world of Shadowrun. Longtime players of paper-and-pen role playing games know Shadowrun well; in fact, the near future tech-meets-magic RPG setting remains a beloved storyworld for many gaming enthusiasts.

Here, Jordan shares stories about the beginnings of his RPG company FASA, the creation of Shadowrun in the 1980s, and the opportunity to "Kickstart" a new tablet & PC video game set in the Shadowrun world. Along the way, he describes the game itself, and the nuanced, multi-faceted play it will deliver.

It's a terrific talk with a true ultracreative in the transmedia and game industries, and a chance to support the creation of a cool story-driven video game!

Links mentioned in this episode:

Upcoming Presentations & Conferences! by J.C. Hutchins

I've been a busy bee this week, finalizing travel plans to several transmedia/game conferences in the upcoming weeks. Now that these engagements have been booked, I can share the news with you!

Multi-PlatFORUM 2012

Regina, Saskatchewan, Canada March 27-28

Multi-PlatFORUM is a two-day networking and professional development event focusing on digital content creation from both creative and business perspectives. I'll be speaking about how transmedia storytelling can help companies achieve their financial and marketing objectives. I may also be on a multi-guest panel discussing transmedia.

Transmedia, Hollywood 3

Los Angeles, California April 6

Transmedia, Hollywood is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Academics and practitioners converge to share insights and best practices. I'll be an attendee.

PAX East

Boston, Massachusetts April 7

This legendary east coast convention is dedicated exclusively for gaming, created by the folks at Penny Arcade. I'll be speaking with transmedia superstars Jan Libby and Marie Lamb in a presentation called "Transmedia, Alternate Reality Games and Storytelling -- Why Players (and Creators) Should Care." We'll examine past attempts to expand game worlds beyond the screen, discuss what worked and what didn’t, and ponder the future of this kind of storytelling.

If you're attending any of these fine events, please come see me and say hi!

--J.C.

 

Podcast: StoryForward, Episode 005 -- Christy Dena & Tom Salamon by J.C. Hutchins

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Hosts Steve Peters and J.C. Hutchins talk with Tom Salamon, the co-creator and writer of Accomplice, an ongoing live action/transmedia show with performances in New York, Los Angeles and London.

Also in this episode, J.C. talks with Christy Dena about the perception of value of artists who work in several media.

Links from this show:

Podcast: Interview with Kate Sullivan, of Candlemark & Gleam by J.C. Hutchins

Today, J.C. chats with Kate Sullivan, the mastermind of indie digital publisher Candlemark & Gleam. The company, which has been publishing books since 2010, pioneers the emerging digital publishing space, and often experiments with promotion and distribution. In this conversation, Kate shares the story behind Candlemark & Gleam, and dives deep on the innovative business and distribution model fueling the recent release of C&G's latest title Constellation Games, a sci-fi comedy novel written by Leonard Richardson.

It's a fun and fascinating look at the publishing marketplace, and how indie publishers are uniquely poised to move fast, bet smart, and win big.

Links mentioned in this episode:

Podcast: StoryForward, Episode 003 -- Joe Lidster by J.C. Hutchins

In this special episode of StoryForward, co-host Steve Peters talks with Joe Lidster, a television writer best known for his work on Torchwood, The Sarah Jane Adventures and most recently, the online story content for the BBC series Sherlock, starring Benedict Cumberbatch and Martin Freeman.

They talk about the unique process behind the TV show, which, in true transmedia storytelling fashion, simultaneously spans your television screen, multiple websites and more.

Podcast: Interview with Josh Viola, Creator of "The Bane of Yoto" by J.C. Hutchins

J.C. chats with his friend Josh Viola, writer and creator of The Bane of Yoto, a compelling science-fiction / fantasy mashup narrative that's currently unfolding on mobile devices as a free downloadable app. In this conversation, Josh describes the creative roots of the Yoto storyworld, and its fascinating journey from novel to multimedia iOS app.

If you're keen to learn how independent creators are taking advantage of emerging technologies such as the iPad to tell compelling never-before-seen stories, this episode is a must-listen.

Links mentioned in this episode:

Creator Spotlight: Narrative Designer Jonathon Myers & "Sleepwalking Backward" by J.C. Hutchins

I've been keen to contribute my storytelling skills to the video game industry for more than a year now, and during that time, I've met some incredibly talented folks in the business. One of them is narrative designer Jonathon Myers. Jonathon hails from a play- and screenwriting background, and presently works for Zynga Boston, as a Game Writer for its Indiana Jones Adventure World Facebook game.

I recently learned that Jonathon had participated in this year's Global Game Jam, a worldwide celebration of video game creation. There, participants are given only a weekend to make a working video game based on a specific theme. It's truly inspiring stuff, as is Jonathon's co-creation (called Sleepwalking Backward), which you'll soon learn about in this Creator Spotlight.

If you're interested in video games or storytelling, consider this conversation with Jonathon Myers a must-read. A special thanks to Jonathon for making the time to chat!

--J.C.

~ ~ ~

J.C. HUTCHINS: Before we dig into Sleepwalking Backward, let's talk about your love of video games and game writing. What games, or game narratives, have made an impact on you over the years?

JONATHON MYERS: When I was young I loved the Zelda games and other titles that enabled me to feel like I was the hero of my own adventure story. And yet, something about those early NES games and RPGs like Final Fantasy were different in their story delivery when compared to novels or comics or movies. The interactivity and immersion better enabled me to pretend I was a participating character in a fictional world. As the story unfolded, I became an agent of action that had an effect on the world and a control over the outcomes.

Much later, I began to encounter games that focused directly on the power and possibilities of an interactive narrative experience. I played Passage by Jason Rohrer. In less than five minutes, I had a profound emotional experience from a very simple game. It enabled me to exist inside a simple sequence of events while my imagination pieced together a story during structured play.

While playing BioShock, I experienced a recognition and reversal as the protagonist of a classical story arc. I discovered that basic storytelling techniques could be applied to video game storytelling in refreshing, innovative ways.

HUTCHINS: What lessons from those experiences have you brought to your writing at Zynga and the Global Game Jam?

MYERS: Good interactive narrative is about the player’s experience of the story during gameplay. Good game stories seldom come from a writer or a designer first developing and then narrating a story to the player. It’s about the player having agency within the constraints and conventions of a gameplay system. Events are not told, or even shown. Events are available for player experience and events are accomplished by the player. Story is what happens inside the player when those events are encountered during gameplay.

That is the challenge of being an interactive narrative designer and writing for games. Not only are you working with at team to implement stories, but the system will often determine a large portion of the experience before you write one word. You must come to understand the gameplay system and ensure that any narrative elements are not at odds with the experience of that system.

For example, my writing at Zynga Boston on Indiana Jones Adventure World is episodic, and even inside those episodes it usually displays in strings of 123 characters or less. Story nuggets and events are encountered by the player in bits and pieces for a few minutes here, a few minutes there, some today, some tomorrow, some next week. For a piecemeal experience like that, if you attempt a big story in which one moment is dependent on the previous moment for a long string of events -- well, it just won’t work. The attention span isn’t there, because if someone plays a little bit every day or every other day for a couple weeks, there’s not much potential for that player to remember what started the story or what happened that long ago.

We (the design team and I) now try to think of very simple and non-subtle information delivery opportunities that fit this system. We try to use repetitive elements in short term episodes that release weekly or bi-weekly, like serialized content. We embrace our adventure genre roots and the system of our platform. I study the old Flash Gordon Sunday comic strips and the characterization in daily comic strips because their efficiency in keeping simple and to the point is an ideal parallel.

When I’m fortunate enough to be part of something in which the narrative matters or in which people care about quality writing, then I must always recognize that I am only one part in a larger whole that is developing a player experience. I look back to the games and interactive story experiences I loved. I recall that the most exciting aspect of player story experience is portrayal of an agent of action in a fictional universe of gameplay. Many of the writing basics still apply, re: character, conflict, goals, obstacles, etc. However, you’re in trouble as a game writer the moment you forget that the end goal is an experience over which you have only indirect control.

There is a fine line, though. Does this mean we need to always tell hero stories that feed an inner fantasy? Do we always need a narrative experience to be uplifting, enjoyable, and triumphant? I don’t think so, and that’s where we enter the lesser explored territory. I often like to explore that territory whenever I get an opportunity to work on something as a non-commercial side project.

HUTCHINS: On to Sleepwalking Backward. Tell us what it's about, and what experience you and your Global Game Jam team were trying to create with the game.

MYERS: We wanted to make a game for the Commodore 64 in one weekend and that was our start. We all liked the idea of using constraints in order to push ourselves creatively. As we began, it was clear that we wanted to provide an emotional experience in the simplest way possible.

The simplicity of the narrative came out of the simplicity of our mechanics. It would take too long to have gameplay that was more than controlling a player character to push squares and move from room to room. We envisioned that each room would include an image that the player would piece together. We were slightly bound by the Global Game Jam theme and interpreted it as a backwards yet ever-present cycle, like walking up the down escalator.

As designer/writer, I drew initial inspiration from a haunting song I had heard several times, Somebody That I Used to Know by Goyte. It was apparent by that point that our game would have a narrative focus and we were all interested in exploring something dark and moody. We explored our own processes while constantly checking in as a team to retain a unified vision. This guaranteed that the text, display, music, art, and mechanics would work in harmony.

A framework emerged that focused on a male player character moving backwards through the memories of a past relationship. The memories became naturally related to the images in the rooms. The gameplay exertion of into putting pieces back together led to the deeper narrative exploration. Given that narrative starting point, the system of action seemed to denote a denial and a need to fix something that had broken at some point in the past.

I won’t go beyond that because I don’t want to spoil the experience or provide a specific interpretation of events. The story is only in the player experience and ultimately it’s up to them to decide exactly what has occurred and what it means to them.

HUTCHINS: Tell us about the creative challenges the Global Game Jam presents to participants, and how you and your team overcame them.

Left to right: Arshan Gailus (Music), Elliott Mitchell (Art), Ethan Fenn (Programming), Gregory Kinneman (Programming), Jonathon Myers (Design and Writing), and (not pictured) Courtney Stanton (Producer).
Left to right: Arshan Gailus (Music), Elliott Mitchell (Art), Ethan Fenn (Programming), Gregory Kinneman (Programming), Jonathon Myers (Design and Writing), and (not pictured) Courtney Stanton (Producer).

MYERS: From meeting up and pitching ideas, to forming a team and completing a game, participants have less than 48 hours to accomplish their goals. So time is the biggest challenge. You can’t really think too much about decisions, you just have to stay focused and trust your instincts.

Good team communication also became a major factor while working within the time constraint. We used Google Docs and regular check-ins to gauge our progress. We had the good fortune of working with site producer Courtney Stanton, who consistently kept us on track and reflected back to us our scope and the consequences of our decision-making. If we suddenly recognized we didn’t have time for a feature or idea, we immediately readjusted and scaled back.

It would take another full blog post to explain the obstacles we specifically faced in making a Commodore 64 game! Two of my teammates have already written and posted on that, as you can see below.

HUTCHINS: If we wanted to learn more about the game and your work, where should we go online?

MYERS: You can see our Global Game Jam page to get some immediate information, a Commodore 64 disk image and a link to the playable game. The game itself is hosted and playable here on the site of our musician, Arshan Gailus. It only takes about 2-3 minutes to play. If you’re interested in our process and the constraints of making a C64 game, check out these postmortem blog posts by our programmer Ethan Fenn and our artist Elliott Mitchell. While I’m at it, I’d like to give a shout-out to teammate Greg Kinneman. His programming, QA, and feedback on the narrative were crucial to the success of the project.

If folks want to know more about what I do, they can check out my portfolio site here.

Podcast: StoryForward, Episode 002 -- Mike Monello by J.C. Hutchins

In this episode, Campfire partner and Chief Creative Officer Mike Monello gives us a rare behind-the-scenes glimpse into the Blair Witch mythology and how to navigate the fine line between creative storytelling, marketing and clients. He also discusses "Dark Score Stories," Campfire's transmedia campaign that supported the release of Stephen King's Bag of Bones. Links from this show:

Tell us what you think of the show by giving co-host Steve Peters and I a shout at info at storyworldpodcast dot com!

Podcast: StoryForward, Episode 001 - Jan Libby and Snow Town by J.C. Hutchins

In this special episode of StoryForward, co-host J.C. Hutchins chats with transmedia storyteller Jan Libby about her creative career, and her latest project, Snow Town.

Links from this show:

Tell us what you think of the show by giving co-host Steve Peters and I a shout at info at storyworldpodcast dot com!

Podcast: StoryForward, Episode 000 -- Interview with Thomas Dolby by J.C. Hutchins

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Hey, everybody! After a long hiatus from regular podcasting, I'm back to the digital airwaves as co-host of the ARGNetcast, a show that covers the transmedia storytelling space. I'll be posting episodes of that show here in my podcast feed (unless folks pipe up and tell me not to). Tell me what you think of the show by giving co-host Steve Peters and I a shout at info at storyworldpodcast dot com! Now, on to the episode's show notes!

On this show, singer/songwriter Thomas Dolby joins hosts Steve Peters and JC Hutchins, as they discuss Science, pushing creativity forward through technology, and the unique game project he co-created for his latest album, The Map of the Floating City.

Links from this show:

Creator Spotlight: Novelist Jonathan Maberry & "Dead of Night" by J.C. Hutchins

Few writers have captured my imagination the way Jonathan Maberry has. His Joe Ledger novel series -- which chronicles the adventures of the "Department of Military Sciences," a secret government rapid response team that handles horrific technology-created terrors -- has entertained and inspired me in countless ways. Maberry's horror fiction always bets big, the stakes are always high, and the payoffs always rock your socks. This dude can write.

When Maberry recently gave me a shout, eager to tell me (and you!) about his latest novel Dead of Night, I leaned in and listened good. I've never been much of a zombie fiction guy, but Maberry's zombie fiction is smarter, meatier -- and sometimes, just plain meaner -- than most zombie stories out there.  Maberry delivered the goods in his 2009 novel Patient Zero ... and he's done it again with Dead of Night.

This is a helluva good read -- so good, in fact, that I asked Maberry if I might share an excerpt of it here via my blog. Maberry did me one better: He not only hooked us up with an excerpt; he agreed to an author Q&A, and tossed in access to seven Dead of Night bonus scenes.  Hot damn, it's Christmas all over again!

Maberry has been one of my favorite storytellers for years now, and Dead of Night didn't disappoint. Let's dig into my Q&A with Maberry, and afterward, I'll provide links to that PDF excerpt of Dead of Night and a link to bonus material!

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J.C. HUTCHINS: We all have a scary memory from our youth. What's one of the scariest things you recall from your childhood? Has it directly influenced your work?

JONATHAN MABERRY: I grew up in a fairly violent and abusive household, so just waking up was scary and coming home from school was scary.  Two things happened as a result. First, I began studying martial arts with a friend and his dad –and later in one of Philadelphia’s major dojos -- which made me tough enough to survive and ultimately escape that environment.  And second, I escaped into my imagination -- and in that world the ‘monsters’ could be defeated.  Both of those informed my whole life, my outlook, and certainly what I write.

People often ask me why I write about monsters, and I tell them that I don’t.  I write about people who overcome monsters. Big difference.

HUTCHINS: I'm head over heels for your Joe Ledger novels and Dead of Night. One reason is because you infuse elements of other genres into your horror fiction. What are some of those genres, and why do you enjoy bringing them into the mix?

MABERRY: I’m a total science geek.  I love cool science and freaky science and totally weird science.  So, pretty much anything I write is going to have some kind of science back-story.  That’s actually how I came to write both the Joe Ledger series and my my latest novel, Dead of Night.

Back in 2008 I was approached by a publisher to write a nonfiction book on zombies.  This was a couple of years after Max Brooks lit the world on fire with the Zombie Survival Guide.  There weren’t too make nonfic zombie books out there apart from either books on zombie movies or attempts to rip-off Max.  I had no interest in doing either, so I told the publisher that I’d like to write a zombie book with some hard-core science in it.  Since one of my other loves is forensic science, I pitched Zombie CSU: The Forensics of the Living Dead. I interviewed over 250 experts in a variety of fields (police, science, medicine, the clergy, the press, psychologists, etc.) on how the real world would genuinely react if something like Night of the Living Dead actually happened. Not one person turned me down for an interview, and I’m talking Homeland Security, SWAT teams, award-winning journalists, celebrities and even priest, pastors and rabbis.  Every single one of them already had some sort of opinion about zombies.  Crazy, right?

So I wrote the book and it’s been a big seller for me all over the world.

Now, while researching and writing the science chapters, I cooked up a pretty reasonable -- if scary -- scenario for a zombie plague. That sparked the thought: “What would happen if this science was 100% real?  Who would be likely to misuse it?”  That fast I had the idea of terrorists using a weaponized zombie plague.  The 2009 novel Patient Zero was the result, which kicked off the Joe Ledger series.  Granted, only the first book in that series deals with zombies, but the book has a big audience.  It gave me a real taste for zombie fiction.

After Patient Zero hit it big, that publisher (St. Martin’s) asked me if I had any ideas for a standalone zombie novel.  I did, because I kept researching the science (being the geek I am) and I cooked up an entirely different and even MORE plausible scientific explanation for zombies. That book became Dead of Night, and everyone’s been telling me that it’s my best novel so far.

HUTCHINS: Way back in 2010, you wrote the novelization of the movie The Wolfman. I've got a lot of love for that movie. I've also been curious about the adaptation process. What writing challenges did you experience adapting The Wolfman to novel format? Was there anything that was unexpectedly easy about the process?

MABERRY:  I was contacted directly by a vice president at Universal Pictures and offered the gig.  I did not get to see the movie, however, until a week after the book came out.  I worked from the original script by David Self.  I was asked to turn in the completed novel in eight weeks, which is pretty fast.  It was the fastest I’d written a book.  Of course, it was also a shorter novel than my previous books.  Ghost Road Blues was my shortest previous novel, but at 140,000 words it was fifty-five thousand words longer than The Wolfman.

To write the book, I first read the script through end to end without making notes.  I read it to appreciate the story, the characters, the writing, the dialogue and the pace. Then I re-read and made notes on things I needed to research and things I wanted to include.  Ideas occurred to me during the first two read-throughs and made a bunch of notes on themes, character traits and motifs.

After that I pulled out a scene and did a draft to get a feel of the voice.  Understand, I never got to see the film.  I was working entirely off of the script, a movie trailer and a handful of early production sketches.  So, I had no idea how the actors would interpret the lines or how the director would be crafting mood through camera angles, lighting, etc.

When I asked Universal how they wanted me to approach the writing, they said to make it my own.   I took them at their word, and when I sat down to write I was determined to write the best novel I could.  Understand, I wasn’t trying to novelize a movie script, I was writing a novel.  I wrote it so that people would enjoy reading it.

One of the challenges to adapting a novel is the fact that a line of script might translate to pages and pages of story.  For example, in the first draft of the script I read there was a scene of the moon rising above some ancient standing stones.  The script describes a visual and that’s it.  I took that and built a motif of the moon as a predatory goddess of the hunt, and echoed that through the story.

HUTCHINS: You've written for Marvel Comics titles such as Black Panther. Totally frickin' awesome. Were you a fan of the genre before you started working with Marvel? It's a highly collaborative medium; as a prose author who often flies solo, was that a challenging adjustment?

MABERRY: I grew up with Marvel Comics.  I remember going into a store to but my first comic book ... Fantastic Four #66.  Brand spanking new.  I was hooked from the jump, and I collected comics up until around 1990.  Then I stopped for a while; but when Marvel’s editor-in-chief Axel Alonso reached out and asked me if I wanted to write for them, I started right back up again.  Now I sink a bunch of bucks every week at the comic book store.

The process of adjustment was interesting.  Writing novels is a very solitary process. It’s just you.  Comics are different, and the process is faster.  With comics it starts with a pitch to an editor, which comes with some discussion and idea-swapping.  Then the writer does the script and dribbles it back to the editor, who often has notes.  That’s a process.  Then the artist gets the script and roughs it out.  The editor gives him notes and lets the writer see the pencil sketches. After more edits, the artist does the finished pencils, then an inker steps in.  And then the letterer.  It’s complicated and there are a million emails firing back and forth.  So, to make it work you have to learn how to play with the whole team, and to allow each member of the team to have an equal voice.

The biggest challenge for me was to write less and allow the art to say more.  Novels are all about words, and even though writers do the comic book script first, at the end of the day the comic is a visual medium.  Visuals tell the story.

HUTCHINS: I'm always interested in learning what entertainment my favorite creators consume. What creative content -- be it music, TV, books, film, games, etc. -- is really ringing your bell these days, and why?

MABERRY: I have pretty eclectic tastes.  I’m a huge fan of Dexter.  I’ve spoken with Jeff Lindsay, the author of the books, and I’ve been a fan of both the print and TV versions of Dexter.  This season ended with a mind-blowing finale that actually had me screaming at the TV.  I also fell in love with Homeland.  What a first season!  But I dig a bunch of other shows, like Modern Family, Parenthood, Doctor Who, Being Human, Primeval, Luther, Torchwood, Sherlock, and a very small group of reality shows -- Cake Boss, No Reservations, America's Best Dance Crew and So You Think You Can Dance.

As for games ... I’m in awe of anyone who can negotiate today’s modern video games. I apparently lack the gene. Snood taxes my upper range of skill.

I’m digging this season’s crop of movies.  Loved Mission Impossible: Ghost Protocol, Sherlock Holmes, War Horse, The Descendants and We Bought a Zoo. And I have really high hopes for upcoming flicks like Prometheus, The Hobbit, Dark Knight Rises, Spider-Man, Superman and The Avengers.

My relationship with books is obscene.  I buy so many -- in print and for my e-reader. All genres, too.  Crime novels, thrillers, horror, westerns, literary, mainstream, fantasy, Steampunk ... I’m all over the place.  Because of being on the road so much with book tours and convention appearances, I’ve mostly been listening to audiobooks.  And ... yes ... I’ve listened to all of my own books on disk. It’s weird, because I don’t always remember writing some of what I hear.  That’s fun.

~ ~ ~

What an incredible Q&A, eh? Maberry's the MAN. Now, on to these free reads.

If you like what you read -- and I'm certain you will -- take the plunge and purchase a copy of Dead of Night via Amazon or another terrific retailer. Enjoy!

--J.C.

Guest Post: A Message from Author Bill DeSmedt by J.C. Hutchins

Hey, everybody! During my new media travels over the past five years, I've met a lot of terrifically talented and kindhearted folk ... but few are as classy and clever as author Bill DeSmedt. I've known him since 2006, when we were both releasing our science fiction novels as free serialized audiobooks over at Podiobooks.com. Bill has some terrific news to share about his book Singularity, and I've given him the stage to tell you all about it. I hope you're as delighted by this news as I am. Take it away, Bill!

--J.C.

~ ~ ~

Thanks very much, Hutch, for the virtual soapbox. And thanks as well to all you Beta-clones for lending a virtual ear to what I hope is some exciting news.

But first, perhaps an introduction is in order -- an introduction not to me, but to my book. Some of you who first encountered Hutch's 7th Son on the Podiobooks website may have lingered to give a listen to the podcast of Singularity by yours truly. But in case you missed it there, Singularity is an award-winning science thriller that kicks off with the most violent cosmic collision in recorded history -- and keeps right on building suspense with what Kevin J. Anderson calls "convincing research and locomotive pacing."

The collision in question was the Tunguska Event of 1908 -- a multi-megaton explosion that flash-incinerated a swath of Siberian forest twice the size of Greater New York in a blast felt a thousand miles away, yet left behind no crater, no fragments, not a shred of hard evidence as to what might have caused it.

Of all the explanations offered in the century or so since the Event, surely one of the weirdest is that the culprit was a submicroscopic primordial black hole -- smaller than an atom, heavier than a mountain, older than the stars.

Cool, no? But there's just one little hitch: A black hole that small and that dense should have cut through the solid body of the earth like the sun through morning mist and rocketed out the other side of the globe, wreaking as much devastation on leaving as it did on arrival. The failure to find any sign of such an "exit event" tolled a death knell for the black hole impact theory...

...or did it? What if the damned thing went in -- and never came out? What if that fantastic object is still down there, hurtling round and round through the Earth's mantle, slowly consuming the planet itself? What if you could capture it, and harness its awesome continuum-warping power to transform the world -- or end it?

That’s how Singularity starts out. As to finding out where it all ends up, that's where the good news I mentioned at the outset comes in.

Because as of today Singularity is available as an ebook, right here.

I hope you'll take a moment to check out what Larry Niven has called "a wonderful, intricate story, wonderfully well told."

--Bill

Get This Book: Julien Smith's "The Flinch" by J.C. Hutchins

Ah. You're here! Awesome. Make yourself at home. Take a load off. Put your feet up on my digital coffee table. Fire up the XBox. Hell, drink straight from the milk carton. Mi casa es su casa, right? Get really comfy, at least for a few paragraphs. Enjoy it while you can. Because the mind-wracking anxiety and discomfort will come soon enough ... and trust me: that's a good thing.

I want you to meet somebody I appreciate and admire. Dude's name is Julien Smith. I've followed his work for years. He updates his blog in hurricane bursts of creativity, intensity and razor-sharp insight -- often writing about how this titanic Internet thing affects how we perceive and interact with the world. He's co-host (with other whip-smart folk) on a podcast that, at its core, explores the topic of how we communicate online. Well beyond the social media nerdsphere, he's best known as the New York Times bestselling co-author of Trust Agents, the most resonant book about online relationship-building I've ever read.

But Julien's no Social Media Douchebag™. He's always been smarter, and always soared higher, than those buzzword-squawking parrots. Julien seems to strive for authenticity in nearly everything he does. This is a man who has no patience for excuses, and even less for bullshit. He's not an angry man. He's honest -- honest in a way that slices through the blubbery, blubbering excuses so many of us use to rationalize the fundamental dissatisfaction in our lives.

Which brings me to mind-wracking anxiety and discomfort ... and The Flinch.

The Flinch is Julien's new ebook. It was released today over at Amazon. The Flinch is a brisk read; you'll tear through it in an hour or so. And it's FREE, and always will be. Go to Amazon and get your copy right now.

I know you didn't click that link. You're still here. That's cool. But know that what I say next, I say with absolute certainty:

You need to read this book.

I have absolute confidence making that proclamation because I needed to read this book. See, I am haunted and held captive by something Julien calls "the flinch" -- the self-preserving flight instinct in the famous fight or flight equation. Here's the rub: You're haunted by the flinch, too. Julien explains:

The flinch is your real opponent, and information won't help you fight it. It's behind every unhappy marriage, every hidden vice, and every unfulfilled life. Behind the flinch is pain avoidance, and dealing with pain demands strength you may not think you have. ... Behind every act you're unable to do, fear of the flinch is there, like a puppet master, steering you off course.

Everyone is haunted by the flinch. "It's a reaction that brings up old memories and haunts you with them," Julien writes. "It tightens your chest and makes you want to run. It does whatever it must do to prevent you from moving forward. ... Whatever form it takes, the flinch is there to support the status quo."

Can you accurately count the times in your life when that chest-tightening fear overpowered your desire to change -- to surge beyond the doldrums of Status Quo? I can't. Hell, I can't accurately count those instances in my current daily life. Oh, all the things I pine to do! Oh, all the things I postpone because I know exactly what to tell myself to rationalize my fear-soaked cowardice. When I stop squinting and honestly examine my life, I see that I'm surrounded by the flinch.

I bet when you stop squinting, you'll see the flinch everywhere too.

Julien's thoughtful, zero-bullshit, examination of this fear is well worth the download and read. The very fact he was able to give such a powerful force an instantly-recognizable name is worthy of your peepers, too. But let's not kid ourselves: Naming a fear makes it easier to identify and discuss ... but calling something "the flinch" doesn't provide much backbone in overcoming it.

Thankfully, that's what the rest of Julien's ebook is about.

I dare not reveal the steps Julien suggests to address and rise above the primal fear of the flinch ... or the simple yet revelatory "homework" assignments he gives readers. That stuff, you can easily discover on your own. However, I will promise that by reading The Flinch, you'll learn something about yourself ... and you might see that you have far more gumption than you ever imagined.

The Flinch isn't a brutal book, but it does challenge you to toughen up, glare at the opponent inside you, and step into a boxing ring to take care of some serious fucking business. As Julien writes:

In a fight, there is a fundamental difference between boxers and everyone else. The guys who have trained are different. If you hit them, they don’t flinch. It takes practice to get there, but if you want to fight, you have no choice. It’s the only way to win.

Which is why you must get brave, and acknowledge the mind-wracking anxiety and discomfort -- the flinch. It's why you need to read this book.

--J.C.

by J.C. Hutchins

Yesterday, I released 7th Son: The Soundtrack, nearly 30 minutes of classical music inspired by my 7th Son technothriller trilogy. If you haven't already, you oughta take a listen.

The terrific music was composed by University of Rhode Island student Brandon Winrich, a talented young man who's set his eyes on someday creating musical scores for films, TV shows and video games. If his 7th Son music is any indication, Brandon won't have a problem finding work after graduation.

In addition to providing a recording of that evening's performance, Brandon gave me some incredible liner notes, packed with comments and artistic insights about the creation of 7th Son: The Soundtrack, all written by him. He was keen to share his creative commentary with my audience. I was happy to oblige, and designed a downloadable PDF for you.

A link to these liner notes is below. If you've ever wanted a behind-the-scenes peek at a composer's creative process, you should check it out.

--J.C.

Music: 7th Son - The Soundtrack by J.C. Hutchins

Early last month, I traveled from my Denver home to Rhode Island to meet Brandon Winrich, a music composition major at the University of Rhode Island. It was the conclusion of a remarkable artistic journey for him, and was a life-changing day for me -- a day three years in the making. In 2008, Brandon contacted me, asking for permission to compose orchestral music inspired by my 7th Son sci-fi thriller novel trilogy. As a lifelong fan of classical music, I was humbled and delighted ... and I gave Brandon the green light without reservation.

The following year, Brandon composed and helped perform Movement 1: Descenta 6:45 song inspired by the events in the first 7th Son novel. This was part of a project for his musical studies. In 2010, he paid similar homage to Deceit with another public performance. But this year, for his third and final 7th Son-inspired composition (and senior recital), Brandon emailed and asked if I might personally attend the live performance of movements 1 and 2 ... and a first-ever performance of Movement 3: Destruction. The trilogy of songs would be played by 10 musicians, and conducted by a URI graduate.

I booked the flight that night.

The audio file at the end of this post is a recording of that live performance. Click play, and you'll hear the work of a talented young man embarking on what can only be an incredibly successful artistic career. I am deeply touched and honored that anyone would be so inspired by my work to create something so compelling. I'm grateful Brandon allowed me to freely share this recording with you.

Here is a guide of the 7th Son Trilogy scenes Brandon re-created in this 25-minute performance. Note that movements -- each named after 7th Son novels -- are introduced by a long note played by horns ... the very hmmmmm "scene change" sound heard in the 7th Son podcast novels.

7th Son, Movement 1: Descent is comprised of 8 sections:

  1. "The president of the United States is dead.  He was murdered in the morning sunlight by a four-year-old boy."
  2. A Former Life
  3. Send in the Clones
  4. Descent / The Womb
  5. Contacting the Outside
  6. Following Alpha's Trail / "I Comply" / Hacking the CDC
  7. Showdown at Folie à Deux
  8. "It's Never Over"

7th Son, Movement 2: Deceit is comprised of 8 sections:

  1. John Alpha(s) and Special(k)
  2. Homecoming / To the Fallen
  3. Alert Status 1: Lockdown
  4. The Proto Womb
  5. Hack Back
  6. Prime Time
  7. Escape from Prophecy, Texas
  8. Wild Card / Tanker Chase / The Fifth Wheel

7th Son, Movement 3: Destruction is comprised of 12 sections:

  1. Killjoy
  2. 760 United Nations Plaza
  3. The Cavalry Arrives
  4. Catalyst
  5. A Fateful Ride
  6. Obsidian
  7. The Life and Times of Kilroy 2.0
  8. Return to the 7th Son Facility
  9. Commotion in the Common Room / The Madman's March
  10. The Final Battle
  11. Aftermath
  12. Epilogue – 6 months later

Tomorrow, I'll post a PDF of incredible liner notes, packed with comments and artistic insights written by Brandon himself. He was keen to share his creative commentary with you, and I am delighted to oblige.

Before I present the recording, I want to introduce you to the 10 musical performers of 7th Son: The Soundtrack. The musicians are URI students. The conductor is a URI alum. All are supremely talented.

  • Geri Muller -- Flute, Piccolo
  • Theresa Procopio -- Oboe, English Horn
  • Brandon Winrich -- Clarinet
  • Charles Larson -- Soprano Saxophone, Alto Saxophone, Tenor Saxophone
  • Chelsea Anderson -- Trumpet
  • Erin Dawson & Michael Rayner -- Trombone
  • Benjamin Boisclair, Zachary Friedland & Christopher Vinciguerra -- Percussion
  • Stephen Grueb -- Conductor

I hope you are as dazzled by this three-movement performance as I was. It's further proof that 7th Son fans remain the greatest fans in the world.

--J.C.

Guest Post: A Message from Author Jeremy Robinson by J.C. Hutchins

Hey, everybody -- J.C. Hutchins here. Not long ago, I allowed my pal and fellow new media author Seth Harwood to commandeer this here blog to tell you about some exciting things he was working on. Today, I'm doing the same for the supremely-talented Jeremy Robinson, a storyteller who excels at telling tales in many genres. Jeremy wants to introduce himself to you fine peeps -- and I thought be best-possible way to do that was to let him choose any three topics he wanted, and share his thoughts about them with you. Along the way, he'll share some cool news about his latest novel The Sentinel and tell you about an opportunity to win a free Amazon Kindle e-reader. Two Kindles are up for grabs, so it's worth your while to learn about Jeremy's work ... and how you might become a lucky winner.

So long from me -- the rest of this post is all Jeremy!

Welcome to Jeremy Robinson’s Great Kindle Giveaway and Blog Tour...

“Hurray for free Kindles!” you say, but who the hell is Jeremy Robinson? Allow me to introduce myself. I’m the author of 11 mixed genre novels, published in 10 languages, including the popular fantasy YA series The Last Hunter, and the fast-paced Jack Sigler series (also known as Chess Team -- not nearly as nerdy as it sounds), Pulse, Instinct and Threshold from Thomas Dunne Books/St. Martin’s Press. I’m the co-author of an expanding series of novellas deemed the Chesspocalypse, which take place in the Chess Team universe. If that doesn’t wet your whistle, I’m also known as Jeremy Bishop, the #1 Amazon.com horror author of The Sentinel and the controversial novel, Torment. For more about me, or my books, visit my website.

J.C. told me I could tackle any three topics I wanted in my guest post -- so I did just that. My three topics are below. I hope you enjoy them.

Also know that there are rewards for sloughing through the questions and answers. I'll be giving away two Kindles to two randomly selected readers who sign up for my newsletter. Details on the giveaway can be found below. On to the Q&A!

You published two novels, Beneath and Kronos as free podcasts novels a few years back. What was your podcast experience like, and why haven’t you released another podcast novel since?

In general, my experience with releasing the two podcast novels was great. Kronos has been listened to, in full, 19,500 times. Beneath has been listened to 16,600 times. From what I understand, those are very good stats. Maybe not Sigler or Hutchins stats, but respectable. But have that podcast fanbase translated to sales of my other, non-free books (which is the goal when giving something away)? It's impossible to say for sure, but my guess would be no. In fact, when the podcasts were new and being downloaded in large numbers, there was no noticeable uptick in sales of my non-free books. I suspect this is because there is a glut of free books available now, so why bother paying for something when there are other free options?

That said, there are some hardcore podcast novel fans who are dedicated to supporting the authors they listen to. And I've heard from many who have bought my books, but it's a microscopic percentage of total listeners. And that's why I haven't put out any more free books. I'm a crappy narrator, so I actually spent thousands of dollars creating each book. I’m glad I did it, but I can't justify doing it for the rest of my novels. I am, however, using ACX and partnering with Jeff Kafer, the narrator of my podcast novels, to get the rest of my books selling as audiobooks via iTunes and Audible.

You've written more than a dozen books, but your interests seem to expand into other forms of media: screenplays, an iPhone app, and game, and are always putting out video trailers and viral videos for your books. Do you plan to expand your career, officially, into other forms of media?

I'm going to say something that might be surprising. I am not a writer. Sure, I string together words in a way that other people call writing. But unlike most writers, I am not in love with the English language. I can't quote rules of grammar. I’m not a living thesaurus. I loathe most classic novels. These things don't even interest me.

So what am I then? I'm a storyteller, and I'm not married to any particular format. I started in comic books (writing and illustrating), shifted to screenwriting, and then to novels. I not only want to see my books turned into movies, I would like to write the screenplays for them. I would like to direct them. I have big aspirations, and may never get that far, but I'm going to try. I will probably always write novels. Turns out I'm pretty good at it and they pay the bills. But I'm going to try every form of storytelling I can. Making money isn't the point. I'm planning to direct a low/no budget movie, hopefully next summer, titled The Devil is in the Details. I'm going to write it. Direct it. Edit it. And release it. Will it be in theaters? I doubt it. Direct to DVD? If I'm lucky, but the odds are against it. I don't create for the money, I create for myself. For the first thirty years of my life, I drew, painted, wrote and made movies for fun. For free. Just because I now make a living writing novels doesn’t mean I'm finished experimenting with storytelling. If I manage to make a kick-ass movie and some studio picks it up, that might make it official, but money or no money, I'll continue to branch into whatever form of story-telling that fancies me.

Which of your books is your favorite, and why?

I think I’m supposed to say this is a hard decision, but it’s not. The Last Hunter -- Descent and the other books in the Antarktos Saga, are by far my top picks. They're written in the first person and the main character, Solomon, is a combination of my son, the real Solomon, and my childhood experiences. So the story is deeply personal for me, but that carries across to the reader as well. The stories feel real, despite being my most fantastic in terms of settings, creatures and scope. They're technically YA/teen books, but that's only because the main character is a teenager in the first few books. The books are as action-packed, violent and frightening as all my other books, but are balanced by more heart and deeper characters. As for what the story is about, I'll let Solomon tell you in his own words:

I've been told that the entire continent of Antarctica groaned at the moment of my birth. The howl tore across glaciers, over mountains and deep into the ice. Everyone says so. Except for my father; all he heard was Mother's sobs. Not of pain, but of joy, so he says. Other than that, the only verifiable fact about the day I was born is that an iceberg the size of Los Angeles broke free from the ice shelf a few miles off the coast. Again, some would have me believe the fracture took place as I entered the world. But all that really matters, according to my parents, is that I, Solomon Ull Vincent, the first child born on Antarctica -- the first and only Antarctican -- was born on September 2nd, 1974.

If only someone could have warned me that, upon my return to the continent of my birth thirteen years later, I would be kidnapped, subjected to tortures beyond comprehension and forced to fight  ... and kill. If only someone had hinted that I'd wind up struggling to survive in a subterranean world full of ancient warriors, strange creatures and supernatural powers. 

Had I been warned I might have lived a normal life. The human race might have remained safe. And the fate of the world might not rest on my shoulders. Had I been warned.... 

 This is my story--the tale of Solomon Ull Vincent -- The Last Hunter.

Hope that was as good for you as it was for me. Now how about that kindle giveaway?

Here’s the deal: To be entered to win one of two free Kindles all you have to do is visit my website and sign up for the newsletter. That's it. The first Kindle will go to a randomly chosen newsletter signup on October 31. For the second Kindle, there's a catch. The second giveaway will only be triggered if one of my Kindle books hits the Amazon.com bestseller list (top 100). So pick up some books (most are just $2.99 a pop) and spread the word! If one of the books squeaks up to #100 for just a single hour, the second kindle will be given away to another randomly chosen newsletter sign up on October 31.

 *When you sign up for the newsletter, be sure to include the name of the blog that referred you in the field provided. I’ll be giving away two $50 Amazon.com gift certificates to the blog that refers the most sign-ups and another to the blog who referred the first kindle winner.

** I will announce winners via Twitter, Facebook, my blog, and newsletter (which you will be signed up for!) but I’ll also e-mail the winners directly—I’ll need to know where to ship those kindles!

Thanks for spending some time with me today. Hope you enjoyed the Q&A, and good luck with the Kindle giveaway!

--Jeremy Robinson