Showing posts with label How to Publish Anything. Show all posts
Showing posts with label How to Publish Anything. Show all posts

Tuesday, November 5, 2013

Private Pleasures

One of the sweetest, least shareable things in the world is going back over a manuscript you'd lost all enthusiasm for, to run a polishing cloth over it out of a sense of duty because you get a submission window to a publisher you always intended to send it to but couldn't for whatever reason, and realize, This doesn't suck.

This is, in fact, pretty good.

Yes, it's good in a way that's hard to pitch, but if you can manage to get somebody past the sales pitch (always the problematical bit) it has a real shot at publication, and even at becoming one of those books that people love in isolation. Because it's not very likely to hit the zeitgeist in a bestseller kind of way, but an under-the-radar favorite kind of way, whose readers discover each other and rejoice and become a little private club, is not out of the question.

Which would be plenty good enough for me. But will a publisher see it that way in this climate?

Never mind. It's in the mail. It has its fair shot at the market. That's all I can give it.

Don't throw them away. You can learn to love them again.

Tuesday, February 26, 2013

Genesis

This has been a month of quiet, almost sub rosa publication for me, with Sullivan appearing as an e-book and my Sims2 neighborhood, though not yet officially hosted anywhere, being played by a handful of people who PMed me about it to whom I sent the Mediafire link, and as a consequence I've been turning over in my mind the possibility of a series of blog posts about bridging the gap between creating something and publishing it.

It is a peculiarity of our age that traditional venues for publication are consolidating and growing less accessible at the same time that new ones are proliferating, along with windows into the affairs of others; so that where ever I go on the internet I encounter two kinds of people: those who think there's something special and esoteric about creation and publication, and those who think that there's nothing special about either at all and anybody can just go and do them. The first sort of person is likely to never venture to do what she wants because she thinks she's not special enough; the second is likely to rush in and attempt to publish too soon, with less than optimal results.

My main thesis is that we are all creative. Since we are a social species, we often wish to share that creation; but creating and sharing are two different things, and different kinds of work require different kinds of sharing. One may know how to do either thing and not the other, or find that habits developed in the process of sharing (for example) new recipes may not serve us well when we want to share a portfolio or a story. That's certainly what I found when I decided to make Widespot to share; yet I soon found an underlying unity between the experience of making the game neighborhood and making a book. So I was thinking a post or two of practical advice, extracting this underlying unity and giving examples of how the same principles apply, might be useful to beginners in almost any field, and the first thing I thought was: "Start with what you know."

But the more I tried to shape that first paragraph mentally, the more I realized that what you know is not where the process of creation or of publication starts.

They start with desire.

We all have the raw desire to create. If anything is a human universal, this is; and if some creative force suitable to be called God exists, then this creative desire is the divine connection between it and us. We create things we need, certainly; but more than that, we create things to create them. Scratch marks on stone, tunes hummed through hollow reeds, stories in word and gesture, piles of pretty rocks - we like to make them and we have always made them. It's fun. And beneficial, not only because we create things we use, but because we train our minds and our hands and our senses into competence, until we can make clothes that fit, food fit to eat, shelters that keep out the wind and the rain, stories that help us make sense of our lives, rules that keep most of us at peace with most of the rest of us most of the time. None of us is good at any of these things when we're born, but we learn them, and learning is fun, and fun is learning.

So we all start with play.

Creation is fun.

That's principle number one.

"But what about clothes?" I think. "I don't make clothes because I like to; I make them because if I don't, I don't have clothes that fit." And that's true - we all make things out of necessity as well as pleasure. But then I realize, I also don't create my clothes from scratch. I follow a pattern, modifying it as needed, and sometimes, when I'm familiar enough with it, and comfortable with it, I will make a major change to a pattern, like adding sleeves or pockets or something. But before I ever go so far as to design clothes, I would have to reach a point of actively liking to sew; and even if I designed a few items for me, I would require a certain level of competence before I felt called on, or any desire to, design them to share with anyone else. I'd have to know that my experience solving the problems of fitting a new design to my own body would be useful to others out there, somewhere, trying to get clothes that fit their bodies; and part of the draw of publishing a design would be to give those people something that would please them. It's work I can't do, until I've played with it awhile.

So play, or pleasure if you prefer, is the bedrock on which we create and the background that enables us to publish effectively.

That's point number one, and I'll leave you to ponder it while I work out what point number two is, possibly this week.

(We're all making everything up as we go along, mostly, anyway. You understand that, right?)