5 Tips on Writing: With Michaila Oberhoffer
Hi there! My name is Michaila Oberhoffer, and I am like most writers a person who wears far too many hats.
The most stable of them are a published Author, Narrative Designer, and Editor. I started my journey the way I’ve found most creatives do, with an unsteady path full of many ventures roads built in-front of me.
I was at one point planning to be an anthropologist, a psychologist, a chef. That last one stuck for a while as I was a head chef of a small bistro for about a year before I paid attention to the relentless little voice in my head that had been shouting at my for years now saying one word. ‘Finally!’
I sat down and wrote the first 80 pages of my first novel and as they say in all those cheesy but lovable movies. ‘The rest is history! ‘
I wrote and wrote and wrote some more while managing websites, creating marketing content and graphic design until eventually I became a script writer for a children’s animation company.
I then ventured over to StoryGames which was a lovely switch to a writers room filled with a mix of script writing and narrative design in gaming. Otherwise known as Transmedia.
I moved my way up to senior narrative lead on my team and then found myself moving to being an Editor and head writer for a digital comic company here in San Francisco that unfortunately lasted as long as a decent cup of coffee might, which is not long enough but is the way of the tech landscape.
In between these years I have been writing and have published my first novel, The Root Of John’s Happiness this past November. I have experience in all formats of narrative writing as I truly love trying new styles and have grown quite fond of mentoring and helping other creatives in the process.
Architect or a Gardener?
An Architect has to have plans laid out, blueprints and story mapping set before they can even think of laying the foundation down.
A gardener places the soil in the ground, waters it and watches as the story blooms right before their eyes.
Both of these ways of crafting a story are valid and though your job may ask you to be more of one then the other, figuring out which style you naturally create in helps tremendously with plot.
Sometime you may need to plan it out to see the plot other times, you just need to get in there and write and let the plot appear before you.
My advice is always to have a little bit of each version apart of your creative process. Architects, put a plant on your crafting desk, Gardeners build some planters boxes.
Hooking Your Audience
The hook, the bate, so important and therefore way to over thought. It’s natural really, to put so much pressure on the start and rightfully so.
Okay, this isn’t helping.
My advice is to keep it simple and real. We often times over complicate this step. Simply put, if the story or game is worth playing it can generally speak for itself so don’t take 5 minutes talking it up with quips and generic crowd pleasing jokes before you welcome them to the stage, though I personally would love to hear these jokes.
Grab the reader, show them why they want to play your game.This can be done in two ways. (Simplified for dramatic effect) Mystery and intrigue straight off the bat or proof and show and tell. Depending on your story and your demographic your hook will change.
When I find myself unsure of where to start I like to open up a blank word document and simply write down what makes this game unique. What is the coolest part about it and then make sure in some way that little nugget of gold that rests between all those words is touched on in the hook.
Mastering Plot Development
Figure out what type of writer you are. One of my favorite phrases learned on the misshapen path of narrative self discovery is this theory of a writer can be one of two things. (Again, this is simplified for dramatic affect)
Effective World-Building Strategies
When world building – no matter if its for long form pros or narrative design in gaming – I find the best way to build your narrative world, is to imagine or even play a game that is open world and simply walk around it.
Do the mundane things, go up to houses along the way, walk to the edges of the map, look for something to eat, even look for a bathroom or a place to rest, because I can guarantee you, there is a player out there who will look for these things. *cough* me *cough*.
These small unassuming things are important because of one very specific reason, I want to find them. Just kidding. They are what make your world feel alive and real. You reader should feel as if they can step off your page and explore a fully built world even if there are no words to guide them and your player will do exactly this.
Think like a player and look for the reason as to ‘who lives here?’ ‘ What is there daily life like?’ Poke holes and pray they don’t find that one house missing a bathroom.
Techniques for Character Development
Now this question is entirely different depending on how you answered the question above of…
Are you an architect or a gardener?
Now I personally am a gardener so sometimes I don’t even know the character exists until I write a scene and they pull up a chair and I say ‘Hey! Welcome to the party!’
That being said, character development goes past this initial Introduction but it is to say you might find yourself unsure until they simply show up in your story and thats okay!
When building a character you have to think about them as a whole even if your player only has the pleasure of experiencing a small ever so faint part of them.
I like to map out what makes them who they are and what is the point of them existing. Harsh in realistic terms but in a story it is important as it will help you down the line to see if your character is developing the way it should. They could simply be there to make your world seem more alive and that is okay, say it with me all NPC’s matter!
It’s also fun to come up with their favorites i.e. favorite food, favorite activity. Build them up for yourself no matter if their only purpose is simply to wave at your player as they make their way to town. That poor NPC… they had so much potential!
I digress.
Crafting Meaningful Decisions
When it comes to choices, its always a good idea to offer well.. did that joke work? No but seriously, as the name in tails offer the player options.
Each person has a unique personality and they will want to be snarky one day and unbothered the next. Your player is the main character of the story and therefore they should feel in control of its narrative especially during conversation.
Not all choices will lead to a different outcome but the journey along the way should be humours and fun, otherwise why are they playing your game in the first place?
Choices will guide your player through your narrative and should never feel like a hand behind the back pushing them one way or the other but if you have a choice you really want them to choose, make it hard to resist either with the reward or an incredible narrative hook.
What are your strengths in writing and narrative design?
Translation or rather narrative hopping if you will. I have written in every format of narrative from long form pros, to script writing, to narrative design principles such as dialogue, character mapping, and all the beautiful supplemental materials, to digital comics and interactive nonlinear stories.
I love to try my hand at every type of storytelling and I think it has allowed me to understand the heart of narrative when it jumps from one form to the other. All narrative styles are unique and equally beautiful.
Pro tip
If you want to ‘narrative hop’, try taking a bit of writing in one format and translating it to another. This will help you understand how the story changes and ease the transition!
I am also been called an idea machine which I take as a very high compliment. When ever any of my fellow writers are stuck they call me up and I am able to help them with their writers block or where we go from here. One of my favorite intros to a call is “You are the only one who can help me.” I hope these calls never stop coming in.
Which games or stories have you worked on?
The Root Of John’s Happiness – Novel available in paperback & kindle!
The Forgotten King Audio Series – Soon to be released!
Hotel Hideout & An American Bride Comic Series (The creation & First 4 episodes) – Shortbread Comics
More to come! 2 novels in the works and countless narrative projects *shh*
Exploring Favorites
Such a tough question! This is one that you can ask me tomorrow and it might be different but currently, its Poison for Breakfast by Lemony Snicket.
When reading this unassuming book that coins itself as part philosophy part murder mystery, you might find yourself unsure as to why I like it so very much and the answer is simple.
This book reads like a conversation between myself and the writer. It feels like the writer, Daniel Handler, or what hes affectionately known as the whimsical Lemony Snicket, has found his unique place as a writer.
When reading it you feel as if he does not care what others may think of a book where he rambles on so beautifully or frankly whether he gets to his point at all. You find yourself along for the ride not truly caring if he ever does get to that arbitrary point we cling to for good narrative, just simply honored to be invited to the conversation. Spoiler alert, he does in fact get to his point. He always does.
A Wish for Interactive Audio Stories
I feel like it would be fascinating to have an interactive audio story for the android, Chloe, who you interact with in the Main menu from the game Detriot: Become Human. A conversation with her where she speaks to us, tells us her haunting story.
When playing Detroit I LOVED how she evovled as you played the game. It was such a cool twist and It left me wanting to know more about her. If done well her story could be a massive easter egg and whats not to love about that?
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