Iteration, or why I love Blizzard Entertainment

The sturm und drang surrounding the development of Diablo III continues. Back in September, the game’s release was postponed until “early 2012,” but Blizzard has still not given any hint of when we’ll be seeing it on store shelves. The game director recently took to the official D3 blog to explain what the team has been working on over the past few month. Some of the changes concerned core elements of the game, and many fans expressed outrage that the designers were still making major changes this late in the development cycle. As usual, Blizzard was unapologetic, stating once more that they will only release the game “when it’s done.”

Why am I bringing this up? Well, it occurred to me that Blizzard and I have a lot in common: we’re both addicted to iteration. I’ve technically been done with Evil in Thebes for months now, yet I can’t seem to stop tinkering. I suppose the most notable change was the main character’s name (Ptahmose is now Khamtir), but most of these changes are rather small: some additional wordsmithing here, a few extra tidbits of lore there.

None of these changes are particularly earth-shattering, so you might be wondering why I’d bother making them. After all, every minute I spend making changes to EiT is a minute I can’t spend querying or working on the sequel. But, like Blizzard, I’ll only stop fiddling with something when it’s actually done. However, there comes a point where you’re just making changes for the sake of changing things, and that’s when it’s time to stop and close the Word document for good. Unfortunately, it’s often difficult to figure out when you’ve reached that point. In most cases, there’s no objective standard you can use to make that determination. It ultimately boils down to gut feelings and hunches, but the more you write and revise, the more self-aware you’ll become. “Übung macht den Meister,” as my German professors would say.

Forward!

Now that the first Ptahmose book (tentatively titled Evil in Thebes) is in the hands of my lovely beta readers, I’ve decided to start work on book 2 of the series.  I know it’s a bit risky to start work on a sequel when the first book hasn’t even been submitted to agents yet, but I’m so excited about this universe that I’ve created that I feel compelled to keep writing.  I have an enthusiasm for this project that I don’t have for the Andrewverse (for those of you just tuning in, the Andrewverse refers to the setting of my first book A Theft of Bones).  Don’t get me wrong, I still have fond feelings for Andrew and his friends, but at this point in time I don’t feel a strong urge to write anything more about them.  That may change someday, but for now they’ll have to sit on the sidelines.

Back to book 2: I’m pleased to report that I just finished a rough plot sketch tonight.  Following the precedent set by Evil in Thebes, it’s in table form (an idea I borrowed from J. K. Rowling, as you may recall).  I think it’s a great way to keep track of the various subplots as they develop throughout the book.

When writing a plot sketch, I basically write down the first semi-coherent ideas that pop into my mind without worrying overmuch about their quality.  A lot of stuff is promptly erased by the delete key, but some of it sticks and eventually I have a decent foundation for a story.   Once I actually start writing in earnest, the plot usually undergoes a few more changes and I always love to look back and see how my work has changed over time.

I think that the initial plotting of a novel is probably my favorite part of the writing process.  I love sifting and winnowing through endless possibilities to come up with a coherent, entertaining plot.  It wasn’t always that way.  When I first started writing, I got frustrated with plotting very quickly.  It galled me when a great idea fell apart once I started pursuing it.  But my attitude changed once I accepted such mistakes as an unavoidable part of the writing process.  Now when an idea doesn’t pan out, I just shrug my shoulders and try to think of something better rather than getting bent out of shape.