Quotes: Writing by the Seat of Your Pants
It seems to me that I have just written something terribly stupid, but I have no time to correct it, as I said; besides, I give myself my word purposely not to correct a single line in this manuscript, even if I notice that I am contradicting myself every five lines.
— Ippolit Terentyev, The Idiot
Writing a novel is like driving a car at night. You can see only as far as your headlights, but you can make the whole trip that way.
— E.L. Doctorow
We never worried about how we were gonna get him out [of various dilemmas]. If we did, we'd never get him in!
— Chester Gould, to LIFE Magazine, on writing Dick Tracy
The thing that constantly astonishes me about doing Digger is how things I thought of two seconds before drawing the comic develop such a life of their own. Five hundred pages later, Ed is far and away the most beloved character in Digger, his cultureís been fleshed out in bizarre and intricate ways, but at the time I drew him, he was just some drooling hyena monster that I decided to throw at Digger because I couldnít get the muzzle right when I tried to draw a bear.
Thereís a popular theory within media criticism that says that, when plotting an extended storyline in a serialized medium, you should know where youíre going when you start. This, after all, helps with that whole Aristotelean unity thing. If you know the ending, you can set it up at the beginning. Many people - Alan Moore still visibly holds a grudge over this - say thatís what was wrong with Lost all along: that they were making it up as they go along.
"Everything Changes" commits the cardinal sin of a pilot: it doesnít really give the audience a clue of what the series is really about (because at this stage the writers donít have a clue) or what to expect. No wonder it hemorrhaged viewers if they thought it was going to be more like this. A shame because "Small Worlds", "Random Shoes" and "Captain Jack Harkness" were just around the corner.
Experience the joy of fighting a monster who doesn't yet have item drops or art or messages for when it hits you. Thrill as you repeatedly click an item until we finish making it usable, at which point it probably generates a weird error message or deletes one of your other items or something. Express your complete lack of surprise as we reveal the dark truth behind KoL — that we have no idea what we are doing as game developers, but boy do we have fun while we do it.