Karen Traviss
![Karen Traviss](/assets/img/authors/karen-traviss.jpg)
Karen Traviss
Karen Traviss is a science fiction author from Wiltshire, England. She is the author of the Wess'Har series, and is also known for writing tie-in material based on Star Wars, Gears of War, Halo, and G.I. Joe. Her work crosses various forms of media including novels, short stories, comics, and video games...
NationalityEnglish
ProfessionAuthor
cared games genre players playing reaction took
The thing about games is, players often say they don't care about story, but then if you took the story out, what would their reaction be? If no one cared about story, we'd all still be playing Pac-Man. There's nothing wrong with Pac-Man, but the point is, there's a genre of games in which you want to become part of that world.
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The art of storytelling is in development, not fact sheets. There are posts you have to hammer into the ground from the start just to get going, but if they don't hold up the house you build, you can change them or take them out.
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I'd probably play games obsessively if I didn't write, although I admit I don't read novels partly because I don't enjoy it, not just because it's the wrong side of the creator-consumer barrier for me. I'm a visual writer. I think in moving 3D images and write down what I observe.
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I still have a lot of military contacts, and friends and readers who've served or are serving, and they react really strongly to G.I. Joe. I've lost count of the number who've said, 'Oh, I just loved it as a kid. I had all the figures; it really made me think.'
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I do still read comics since I started writing for DC, but nowhere near as much as I used to, and I'm finding now that it's becoming harder to read comics as a consumer, so I think I'll have to make the call there and stop reading them.
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Characters have changed my mind about some very fundamental moral issues, and that's the real satisfaction in the way I write - the ultimate learning experience.
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I'm a visual person - when I write, my input is always visual. I worked in television for several years.
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Whether I build a character from the ground up or develop one, whether within my own copyright or in licensed work, I can step into that character's mind. It takes a kind of voluntary dissociation akin to method acting, military planning, marketing, or detective work: to think like the other guy and work out what he's going to do next.
experience flat head life switching
Recreating the experience of, say, bereavement in my own head is pretty rough. I was used to switching off from emotions every day of my working life as a journalist, but in fiction, you have to feel it 100%, or else it's a flat experience for the reader.
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If you go back and look at the early promos for Gears 1, you'll see just how different the characters were from the actual first game, both in appearance and background. And it's an evolutionary process.
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I've got a particular way of writing novels, and that carries over into the way I write comics and games, too. I'm a news journalist by background, so I approach everything as reporting - I treat it as real, I ask the questions I'd ask in a real situation, and I let the characters speak for themselves.
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I'm still an old-school reporter at heart. Writing fiction satisfies my journalistic need to hear and relay the testimony of everyday people at the center of events.
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Games are getting more interesting. I mean, when we talk about books, they can be anything from a summer blockbuster to 'War and Peace' - well, games are the same. I think the creative side is catching up with the technology.
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A novel can do something that films and TV usually can't - a glimpse inside the characters' heads. I write very tight third person point of view, so the reader is right behind the eyes of each character, seeing what they see and feeling what they feel.