Showing posts with label DragonCon. Show all posts
Showing posts with label DragonCon. Show all posts

Friday, February 10, 2017

The Future: The Law of Accelerating Returns

Chad Huskins is the EVVY Award-winning author of sci-fi books such as The Sol Ascendancy.  Check out the first reviews for Zero Star



THE FUTURE
The future has always held an allure for us.  Raymond Kurzweil, a top modern researcher, has said that the entire function of the brain is to predict the future.  If, ten thousand years ago, you were walking alongside a river with spear in hand and saw a lion on the other side, walking in the same direction as you, you would have to imagine what would happen if you continued on your present course (you would intersect and be eaten, therefore, it's best to go in another direction).

So you see, predicting the future is essential to our survival.

We gravitate towards those who say they can take us to a better tomorrow, and campaign slogans such as "Forward Into Tomorrow" or simply "Forward" are obviously meant for us to look ahead.  The advent of science fiction, and its modern proliferation, clearly shows just how much we want to speculate.

In this article, we will be discussing the future, what it holds, and exactly how we can know what it holds.  We will start with the Law of Accelerating Returns, and how it allows us to know (not guess) what's next for us.

The Law of Accelerating Returns
The Law of Accelerating Returns is a term coined by futurist Raymond Kurzweil, a man so knowledgable and accurate with his predictions on technologies of the future that Bill Gates makes sure to read everything the man writes, and listens to every lecture he gives.  The Law of Accelerating Returns goes something like this: the rate at which technology is advancing is growing exponentially, never slows down, is not impacted at all by wars or economic recessions or depressions, and it is so predictable that it allows us to know precisely where we'll be technologically in the future, almost to the year.

Part of it is just doing the math.  It took the human race 400 years for the printing press to reach a mass audience.  It took us 50 years to get the telephone to a mass audience.  It took 7 years for the cell phone to reach a quarter of the population.  Social networks (blogs, wikis, Facebook-style sharing) took only three years.  Kurzweil shows clearly with his research that the rate at which technology grows in power is never--that's right, never--going to slow down, it's never going to plateau (it never has), not as long as human beings exist.  In fact, barring a world-ending asteroid smashing into the Earth, the rate at which technology grows in power and capability is only going to accelerate.

This is one of the reasons that the human genome was mapped so much faster than anyone (even those involved with the research) predicted it could be.  It took researchers seven years to get just 1% of the genome mapped, and they pretty much said, "See?  We told you so.  This is going to take about a hundred years or so to complete."

Meanwhile, Kurzweil was saying, "Nope.  If you're at one percent, then you're almost there."  This confused many, but his notion of Accelerating Returns quickly moved past theory and into the territory of Law when his point was made for him.  You see, if it took seven years to reach 1% of the genome, then the next seven years would yield about 2-3%.  Then, the next seven years would yield another 4-9%, so on and so forth.  (This is what he terms a "doubling".)

And viola, we now have the genome mapped!

This has to do with the compounding of technologies.  Advancements made in, say, information technology, allows for greater communication between biologists, pathologists, virologists, botanists, zoologists, and all the other "ists" of the world.  A single discovery in any of these fields almost immediately bleeds over into other fields of study in surprisingly beneficial ways.

Also, the discovery in one field of study can have multiple applications in various other fields of study: just as an example, advancements in metallurgy allowed for the Watt steam engine to revolutionize travel across waters, which revolutionized trade and travel by speeding it up, which brought goods and services more quickly to places that needed it, which stimulated the economy, which allowed for more funding of other projects, just one of which might be even further developments in metallurgy...

On and on and on it goes, never stopping, never slowing down.  A modern example of this would be how we use present-generation computers to create the next-gen computers, which are always more powerful, with superior computational power.  And, of course, we use those to build the next powerful thing.  (This, by the way, creates an interesting philosophical thought: If computers can essentially conceive of a more powerful computer, albeit with our help, then can we conceive a computer or organic lifeform that's better than us?  The answer appears to be an unqualified yes.  We'll get to that below.)

Back in the 80s, Kurzweil developed a chart that showed how quickly technology was spreading to a mass audience.  He was a little surprised to find that no matter what was going on in the world, no matter how good or bad things were, the level of technology on Earth and the rate at which it was spread across the planet doubled at the same predictable rate as the previous doubling.

Nothing affects it, nothing slows it down, nothing stands in its way.  The future is coming, and nobody can stop it.  This is evidenced by the fact that almost always, whenever a new innovation comes along, multiple people have it.  Isaac Newton and Gottfried Leibniz both invented calculus at nearly the exact same time, though they had never met.  We've all heard about the rush to make social network sites on the Internet, Mark Zuckerberg just stuck his flag in it first.  It was the next logical course of action considering the knowledge and technology of the time.  Thomas Edison and Joseph Swan both invented the light bulb separately.  Lists such as these go on and on.

(Here's a short video showing quantum levitation)



How This Works, and What This Means
The Law of Accelerating returns means we can now predict, quite accurately, where we'll be from year to year, from decade to decade, from century to century.  Kurzweil's predictions have been so spot on in the past that today's leading inventors, businessmen, and researchers all follow his every article, his every prediction.

Kurzweil predicted, to the year, when a "world wide web" would reach the people.  He accurately predicted the mapping of the human genome.  He has said that when he first set out to gather this data, his expecation was that no one can predict the future, that it's far too random.  However, he found that if you measure the underlying properties of information technology, such as the power of computers per dollar, instructions-per-second per dollar, and other such factors, it produces a "remarkably smooth exponential trajectory" that one can follow.  Again, a trajectory that never slows down, never wavers in the good times or the bad.  Nothing has an impact on it.

The future...just...keeps...coming!

Information technology has become the main reason behind exponential growth.  After all, knowledge is power, and that power has to be communicated.  For instance, it's very common now for people to diagnose themselves from the Internet (and yes, while this can't always be trusted, it's still helpful), and many times doctors are finding that their patients now know much more about their own rare disease than the doctors themselves because of constant research on the Internet.

We know more, about ourselves and the universe around us, than we ever have before.  We're living longer, and so therefore we can contribute more to the world in one lifetime.  Advances in dental care, for instance, has greatly decreased infection that once came into the body through cavities and gum disease, which in turn has lengthened lifespans considerably.  These advancements came both in technology and understanding--this is important, because it's not just the tech that's advancing, but our understanding of our bodies, what we are, what we're made of, and what we're capable of (predicting the future) that has advanced us.

It has been said that the future of science is born first in science fiction.  This, at least, makes a strong argument for it.  Our need to predict creates fantasy, and we literally make our fantasies come to life now.

I, for one, am a self-published author, a thing not possible just five years ago.  It's an entirely new set of rules for my career path now.  And yours, too.  And it's only going to keeping changing, so you had better learn to keep up.

(An hour-long video where Dr. Michio Kaku discuesses the next 15 years or so)



Predictions
Kurzweil points out that there have already been nanomachines that go into the bloodstream and, in the near future, blood cell-sized devices will be created that can go into the bloodstream and perform therapeutic functions, and will be able to cure diabetes (one scientist actually cured Type 1 diabetes in mice and they're gearing up for human trials soon).  It lets insulin in, and blocks antibodies.  He also says that it could address limitations in your own white blood cells, and could attack cancer problems much sooner because your white blood cells don't attack cancer (they think it's you).  All of this, he says, is coming in the 2020s.

Kurzweil also demonstrates how we are less than 10 doublings away from producing 100% of the world's energy needs through solar energy alone.  There is 10,000 times more sunlight bathing the Earth every day than we would need to give the entire planet 100% of what it needs, and solar panel technologies are doubling every year (just like everything else).

Researchers now believe that by 2040, most cars on the road will be automated.  Just this year, GM's Cadillac division started on concept cars that are partially automated, and Audi and BMW are slated to do the same.  Google, meanwhile, is pushing for legislation in Nevada that would allow self-driving cars on the road, while at the same time manufacturing a group of autonomous Toyota Prius hybrids.

As for AI...well, we already saw the computer "Watson" defeat various intelligent champions on Jeopardy!, which Kurzweil points out is significant because Jeopardy! is a game show filled with word games, puns, and various plays on words.  This is one of the steps necessary to pass the Turing test (a test of a computer's ability to exhibit human-like intelligence), and it's a key one that Watson and other computers have already surpassed.

Right now, "Watson" is comprised of dozens of computer towers, so many that it fills a large storage area.  However, if you know your history, then you know that the first calculators used to fill a warehouse, and now calculators are just one of a thousand apps on your cell phone.


Questions Raised
All of this, of course, raises boatloads of ethical and philosophical questions, not the least of which is what will our role be in society once technology takes on so many roles once filled by humans.  Will there be job loss?  Some futurists say that there will actually be plenty of jobs, only we can't imagine or describe them now, just as you couldn't describe the job of a computer engineer to a factory worker in the 1950s.

Regardless, I'm reminded of a song by Gorillaz.  "The future...is comin' on, is comin' on, is comin' on, is comin' on..."

Follow me on Facebook and Twitter: Twitter account ChadHuskinsAuthor

Thursday, February 9, 2017

My Top 10 Favorite Modern Video Games

Chad Huskins is the EVVY Award-winning writer of the new sci-fi novel Zero Star, please support indie writers like us by going to the link:


So, what are the greatest games to play?

We all know that if you include classics such as Super Mario Bros., we could be here until Doomsday debating where it falls on the list of greatest games of all time.  Pac-ManZeldaGalaga, all of these games are like the Citizen Kane of video games, the progenitors that developed various new concepts--for example, Zelda kind of brought console users RPGs--and therefore will always hold special crowns.

However, in this article I am going to list only the video games I feel are the best out of the "new slew" of games that have come out since PlayStation and the N64 literally changed the way we approached video games, and how video games were primed and ready to keep gamers for life.  In other words, the kinds of games that have been around since video games "matured".  I'm going to list the best of the best, and explain why I feel they deserve their places on the list.

The criteria I'm going to use is as follows:

-  The game must be a GAME and not merely a story you follow along with amazing graphics, its developers must have kept the concept of interactivity in mind and not focused SOLELY on story (though I love a good story), because the difference between a movie and a game is that a game is interactive.

-  The game must be tremendous fun and engage the player, not just a time waster.

-  The game must have re-playability.  This is incredibly important to me, because games cost $60 while going to a movie costs $15 and DVDs cost, at most, $50, and that's with special edition stuff shoved in.  Therefore, a game had better be diverse, and present new experiences and challenges with at least ONE additional playthrough.

-  The game must not rely on online gameplay to "make its case" for awesomeness.  It must be playable by someone that doesn't have access to the Internet.  This is because I believe a game should be playable by oneself, not dependent on others logging on with you.

-  And finally, the game must not be just for idiots.  It doesn't have to be as mind-bendy as Inception, but it has to at least make you think and/or engage the player's imagination, if not with the story then with the gameplay, preferably both.  I'm not trying to be elitist, just talking about quality here.

With all that said, let's get to it:



10.  Assassin's Creed II
Yes, I am including this game here and not its predecessor because, while the first one was innovative for its time, it still had tremendous flaws that held it back.  Flaws such as repetitive investigation steps in order to advance a mission, having to listen to Al Maulim every single time you died or turned your game back on (and not being able to skip through his spiel).

In Assassin's Creed II, though, everything changed.  The world grew larger, the story more engaging, and the investigations more involved.  There was also more interactivity with the world around you, and tons of puzzles and side quests to keep even the most jaded gamer (me) involved.

The re-playability of this game is obvious: all you have to do is go around and play the game as you see fit, as any sandbox game should be.  However, Assassin's Creen II and all in this series still suffer from one little problem, which puts it low on my list, and that is the tendency in these games to guide the player along each mission, essentially "base-touching" on one's way to kill a target.  Examples include waypoints that one MUST touch in order to proceed in the story.  There were many times that I and my friends found another way into a castle than what the game's developers had intended, but we COULD NOT initiate the target because we HAD to go through the EXACT window that the developers intended for us to go through.

This is a big no-no for me, as I am not allowed to truly figure out these assassinations on my own.  I feel like I'm being held by the hand, and if it's truly a sandbox game, then take your hands off of me and let me play.


9.  The Incredible Hulk: Ultimate Destruction
Never heard of this game before?  You're not alone.  But this game was the progenitor to Prototype, Infamous, and other such interactive games where you can run around a city and destroy anyone and everything around you.  Obscure as it is, the game is a game changer.

This game is still incredibly fun, listening to the Hulk grunt and rage as he smashes into buses, tears them apart, and then bends them around his hands to create steel boxing gloves.  Also, the player is able to unlock numerous kinds of Hulks from all throughout Hulk mythology, including my favorite, Grey Hulk, otherwise known as "Joe Fixit."  This Hulk came from an era in the comics when Bruce Banner was able to control the Hulk somewhat, diminishing his strength a little in order to gain more intelligence.  This Hulk took on the personality of Joe Fixit and got involved in the underworld a little.

In Ultimate Destruction, the player gets to smash up a city while helicopters rain down hell on you, and you get to listen to Joe Fixit grumbling, "You're messin' up my suit!" and "Extra power to thrusters...er...something!"

The Incredible Hulk: Ultimate Destruction also had a pretty good storyline for a comic book video game, which is much welcome in these types of games where so little time is spent on such matters.  Banner has exiled himself in the American badlands, where he's attempting to finally cure himself of the monster.  His cabin is destroyed by a missile launched by the NSA and a black ops sector known only as the "Division."  The Abomination gets involved eventually, and there are some terrific knockdown, drag-out fights.  The story never gets in the way of the fun of smashing up the city and evolving into new Hulk powers.

But despite its fun story, destructible environments, and openness, Ultimate Destruction was relatively short.  However, as long as you partake in the re-playability of this game, you can make it last and, in my humble opinion, it's well worth the money spent.


8.  Journey
This game is brand new this year, and comes from a relatively obscure company called simply Thatgamecompany.  The developers have been behind two other indie games that have defied contemporary video game tropes, starting with Flow, where the player plays as a small, multi-segmented worm or snake-like creature that swims through an aquatic environment, and there are no menus or guidelines, and the game begins immediately.

With Journey, they've created a very similiar experience, where the player exists only as a cloaked stranger, some sort of alien in an alien world, where there is no possibility of communicating with anyone or anything else...unless you use online play, where you can meet one (and only one) other traveler such as yourself.  There is no chance of dying in Journey.  There are no boss fights or enemies to kill, only exploration and puzzles.

There is no real context for the journey given to the player.  All you know is that you exist and you're there.  The environment is kind of like the planet Tatooine in Star Wars, all sand and sun, but gorgeously rendered, like you're playing inside a movie made by Miyazaki.

In this modern era where online gaming is dominated by either angry gamers screaming "Hacker!" at one another in Call of Duty-style games, or crying about losing ranks/levels in World of WarcraftJourney is a welcome respite.  It's relaxing, beautiful, mysterious, and another game changer.

It's very short--you can beat it in about 1 1/2 hours--but it has great re-playability, and for only $15 you just can't beat that.


7.  Grand Theft Auto...IV...maybe III?
Though the series as a whole has been innovative, re-playable, extremely fun and incredibly interactive, I would mark GTA IV as the first in the series that combined story, interactivity and sandboxing seamlessly, and took it to a whole new level.  Each one has gotten better and better, and the developers have made stronger storylines each time, ensuring that we the gamers don't get tired of just running over pimps and stealing cars without some kind of context.

With GTA IV, Rockstar Games made decisions matter within the context of that story and the gameplay.  There are tough choices to be made, including choosing between loyalty for a gang member set to change his ways, and another one that's had your back for a long time.

The re-playability speaks for itself: it's a sandbox game, perhaps the original sandbox game, at least in our modern understanding of the genre.  It isn't necessary to play online, although they added this feature with this game, and if the gods are good, this series will remain this way, always available as an exhilirating single-player game.


6.  Metal Gear Solid 3: Snake Eater
This series probably kick-started the need for good storytelling in video games with the first one on PlayStation, but the original was just getting "revved up" with the concept and its sequel was hampered by a weak sauce main character (I'm sorry, but I just can't stand hearing Raiden whine about how much life sucks all emo-like while he tries to save the world).

With Snake Eater, Hideo Kojima and his company amped it back up with a complex story set in the Cold War, a powerful stealth system set in the wilderness, and some of the most enjoyable boss fights in video game history (the battle with the sniper known only as "The End" is still the focus of a great many video game tall tales amongst me and my friends).

In the fourth installment of this series, the graphics increased, as did the action sequences (some pretty fancy ones, too), but...*sigh*...we got the return of Raiden.  Not as a playable character (thank God) but as a whiner in every facet of the story, doing feats so incredible that one has to ask, "Why does anyone need Snake when Raiden can stop an aircraft carrier...WITH HIS ARM?!"  His presence weakens the story, and the cut scenes...

The cut scenes in MGS 4 are tooooooooooooooooo looooooooooooong.  Way, way too long.  I've always enjoyed the colorful characters and story that the MGS series brings to the table, but when a cut scene goes on for 25 minutes, you have to ask yourself, "If they want to make movies, then why are these developers making video games instead?"  They forgot the cardinal rule of video gaming: let the player play through the story.

This is why Snake Eater, in my opinion, is still the best of the series.  It also has one very key re-playable feature that I and my friends discovered: you can play through the whole game several times with a different experience each time if you start the game with one kind of camouflage and challenge yourself to play through the whole game with that one camo.  HINT:  The red brick camouflage is the hardest, and the funnest!


5.  Batman: Arkham City
Wow!  Just...wow!  Talk about a fun game.  I mean a really, really fun game.  A really, really fun game with a story, too?  Get right outta town!

Arkham City is the sequel to Arkham Asylum, and while the first was fun, there are no words to describe just how fun City is.  Not only are you constantly fighting bad guys in the streets and on rooftops, not only are you using forensic detective work to solve the mysteries, not only are you fighting Batman's greatest enemies, and not only are you constantly solving the Riddler's amazingly fun puzzles, but you're also Batman!  And I mean, Batman!  Like never before, gliding around the skies, and kicking ass!  You are Batman in ways that no other game has ever allowed you to be.

The best part is, you don't even have to be a Batman fan to enjoy this game.  Just forget that you're Batman.  There is a variegated assortment of challenges for all players, from using new techniques to fighting off multiple opponents to finding innovative solutions to the Riddler's puzzles.

This game had a story but never forgot what it was:  a game!


4.  Goldeneye
There isn't a gamer under 35 years of age that doesn't have a ton of stories about this one.  Yes, it had a story.  Yes, it had multiplayer.  Yes, it was one of the greatest party games of that era in video gaming.  But I mentioned above that I was judging the games on this list on an important criteria: it could be played alone.

Goldeneye followed the story of the movie by the same name, and it did it pretty well considering the time and the graphics available at the time.  It introduced modern first-person shooting to millions of console owners, 3D enviornments (not just the old side scrollers), and enemies coming out from behind every corner, literally jumping out at you.

The various levels and various kinds of environments granted it the re-playability, and it ignited the possibilities in future gamers' minds, as well as future game developers (the list of how many modern developers list this as one of their most inspiring games from their youth is endless).  This is key, because I feel that all art should inspire the next generation of artists with possibilities, and attempt to lay groundwork for the next up-and-comers to stand on.


3.  Mass Effect 2
You're crazy if you don't like this game.  There, I said it.

The first Mass Effect was a pretty strong start.  Mass Effect 3 was very cool but a bit of a disappointment.  But Mass Effect 2 was pure perfection in RPG gameplay.

The series started off with great promise, like Assassin's Creed, but, also like AC, it didn't fully take flight with what gamers wanted and needed out of an RPG series until that second installment.  Complex characters, very complex decisions, gorgeous art direction, a vast galaxy to explore...what more could a gamer want?

Mass Effect 2 also had great re-playability thanks to the fact that the player can make different decisions each time, accomplish goals in a different order, and alter the outcome.


2.  Shadow of the Colossus
This game is either unknown to you, comes recommended by every friend that's played it, or it's one of your top five games of all time.  Much like JourneyShadow of the Colossus doesn't force a story on you.  It presents you with a character and a beautiful world, allowing you to fill in the blanks yourself, and all you do is wander this gorgeous scenery and explore...and, oh yeah, defeat sixteen massive colossi.

This game is nothing but boss fights.  There is no leveling, no fighting of underbosses and minions, and no gaining of any new skills besides your "grip gauge" going up and allowing you to climb higher and longer.  You use that increased grip to climb each colossus and find its weak points, meanwhile they buck and try to fling you off.  Epic music, epic fights, and epic times ensue.

It's simplicity matched with spectacle.

The art and design of this game is stupendous, and quite honestly makes the most powerful argument for video games as an artform.  Personally, this one would be at my number one spot, but we'll discuss why it's not down below.


1.  The Elders Scrolls V: Skyrim
I know, I know, most of you probably think I'm following the bandwagon, but I'm not.  Actually, I would put this a little farther down the list...if it weren't for the criteria I set above.  Up above, I said that an important part of this list had to do with re-playability and getting your money's worth out of a game.  Welp, you won't ever get much more fun-per-dollar than this one.

Hundreds of hours of gameplay if you want it.  That's right, hundreds.

So much to see, do, and experience.  It just never ends.  It just...never...ends.

I flipflopped with putting Skyrim at number one or number two, since it's sometimes hard to play, depending on whether you got it on computer, Xbox, or PlayStation, becuase of lag and bugs.  Sometimes the game suffers from extreme lag, to the point that PS3 players find it absolutely unplayable.  It's been somewhat fixed since then, thanks to downloadable patches, but trust me, it can still have problems that hamper gameplay.

But I still put this game ahead of my personal favorite, Shadow of the Colossus, because of its re-playability, which is absolutely unmatched in modern gaming.

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Check out my suspense-thriller Psycho Save Us

Thursday, February 2, 2017

Interview with Hugh Howey, by Chad Huskins

Chad Huskins is the EVVY Award-winning author of the new epic military sci-fi novel Zero Star, available now on Amazon.


If you've spent enough time in the world of self-publishing, it's impossible to miss the story of Hugh Howey.  His Wool series hasn't just skyrocketed him to the top of the game, it's also kind of changed the game.

He is undoubtedly the "Cinderella story" of the self-publishing world.  Here's a fellow that went the non-traditional route.  Rather than listen to the endless sea of rejection letters that await 99% of us, Hugh Howey opted for self-publishing on the Amazon Kindle program, and then watched as the first in his series took off.  Seeing its popularity, he quickly scrambled to write more in the series, and eventually caught the attention of Ridley Scott and Steve Zaillian, who optioned the Wool series for film.

Howey has been understandably busy these days, between his duties as family man and writer, but I recently had a chance to pin him down and ask him a few questions, author to author.





HUSKINS:  Hi, Hugh.  Thanks for joining us here at Realm of Ideas.  First, just let me say that I’ve only just started to read your Wool series, and it is fantastic.  I picked up on it in an article for CNN.  It seems like you’ve had a heck of a year.  Can you tell us a little about what it felt like when it first started changing, what was going on in your and your wife’s head when this success started coming around so suddenly?

HOWEY:  It started in October of 2011. Sales began picking up and reviews started trickling in. At every stage of this wild ride, my wife and I have looked at each other in disbelief. Just when you think things have gotten as nutty as they possibly can, something bigger and crazier happens. So, in one sense, it’s seemed sudden, but really it’s been a very long upward journey full of many neat surprises.

HUSKINS:  Wool is a post-apocalyptic series taking place in the subterranean Silos.  Are you attracted to the post-apocalyptic genre, the themes in The Road and The Walking Dead, or did you have a specific story you were trying to tell and felt that only a post-apocalyptic setting could suffice?

HUGH:  The latter. I had a story I wanted to tell, and it only made sense in a wasteland setting. This isn’t the type of story I read or normally write. It’s just the world that the first short story needed to take place in.

HUSKINS:  Describe your writing process.  Myself, I prefer silence.  Do you listen to music, or write in silence?  Do you have a schedule you try to maintain?

HOWEY:  I prefer silence, also. I write best in the morning, so I get up and start immediately and try to go straight to lunch. I usually break around 10:00 in the morning to check email and post on Facebook and Twitter. My goal is to get a good 4-6 hours of writing or revising in each day. It’s just me and a laptop and my dog.

HUSKINS:  You’re pretty much the “Cinderella story” of the self-publishing world.  Can you describe how this happened?  That is, did you merely put the book up on Amazon Kindle and “wait and see,” and then just get lucky, or were you constantly promoting it on Twitter and Facebook, marketing it and so forth?

HOWEY:  I didn’t promote Wool until after it was already taking off on its own. The best thing you can do to give yourself a shot at success is to keep writing and publishing. The sort of sales you get from tireless marketing are the kind that require more marketing to maintain. In order to have a blockbuster, you need readers telling each other about the work, not you telling enough people that you get a sale or two. I know a lot of writers will disagree with me on this, but I wouldn’t spend a lot of time on marketing until you have five or six novels or a few dozen short stories under your belt. Just write. And don’t expect to make it big, that can be dangerous. Write because you love to, because you have to, not because you want to get rich.

HUSKINS:  When you were first starting with the ideas for Wool and other stories, did you find that your wife, friends and family were supportive of you?  Did anyone think you were crazy for trying your hand at writing and publishing?

HOWEY:  Nobody thought I was crazy. Everyone I encountered had mad respect for me. Writing is a very common aspiration. Very few people stick with it to completion, and so it mostly draws awe from others. It’s similar to the admiration I have for those who stick with a musical instrument or a foreign language until they become proficient. I’ve had nothing but support and encouragement from friends and family. In fact, I started writing primarily to hand my stories to people I knew!

HUSKINS:  I’ve read that you’ve drawn inspiration from some of the “awesome women” in your life.  Besides your wife, what other great women have inspired you?

HOWEY:  My sister and my mother. Both are brilliant women with enormous hearts and mountains of courage. I aspire to be more like them in many ways.

HUSKINS:  You were a yacht captain for a while, and traveled the globe.  Miss it?  Still do it?

HOWEY:  I don’t miss running other people’s yachts. It’s a lot of work and it takes you away from family. My dream now is to get back on a sailboat of my own and take it around the world. I think within a decade that I’ll be on my way.  (NOTE:  Since we had this discussion, Hugh has done just that.)

HUSKINS:  What else do you do with your time besides writing and family time?  Have any hobbies that keep you occupied?

HOWEY:  I love to take pictures, especially of people. My dog keeps me busy with long walks and fetching sticks (that would be me fetching the sticks, mostly). My wife and I really enjoy our time together reading or watching a film. We’re very boring people.

HUSKINS:  What are you reading now?

HOWEY:  The latest Jon Ronson book. This man is a genius. He’s hilarious, and I love the way he strings words together. I highly recommend all of his books.

HUSKINS:  Lots of writers and artists have that “watershed moment” when they decided they wanted to write and create.  For me, it was reading Sphere by Michael Crichton when I was like 15.  It kind of planted the seed, which grew into a burning desire.  Was there a book that did that for you?

HOWEY:  Ender’s Game. I was 12, and it was when I knew I wanted to be a writer. The fact that Card was a fellow North Carolinian made that dream seem attainable.

HUSKINS:  Wool has been optioned for film by Ridley Scott, the man behind the original AlienGladiatorBlade Runner and numerous other epics.  Tell us how that came about, and what was it like?  Did you get a phone call from an agent, e-mail?

HOWEY:  My agent sent Wool around Hollywood. One of the people who got a copy and loved it was Steve Zaillian, one of the top screenplay writers in the business. He loved it enough to send it along to Ridley, who also fell in love with the story. This duo bought the option in conjunction with 20th Century Fox. They are set to produce, though I doubt either of them will write or helm the work. They have a lot in the pipeline.

I did receive an email from Ridley. He was busy with the release of Prometheus at the time, but was extremely complimentary of the book. It’s amazing that someone of his stature sat down and read something I wrote from cover to cover. That’s humbling.

HUSKINS:  Did you or your family ever have a big celebratory moment for all of these achievements?

HOWEY:  We’ve had a lot of little celebratory moments. Mostly meals out. My way of celebrating is to go get pizza and maybe splurge for a beer. Or go eat somewhere with a view of the water.

HUSKINS:  Thanks for chatting, Hugh.  But before you go, we have to ask you for any piece of advice you can give to writers out there, or artists of any kind for that matter.

HOWEY:  If you love creating, then do it. Art should be an outlet for everything except our desire to get rich. You’ll go mad with that as your motivation. If you view it as a hobby, but one you take seriously enough to generate the highest quality output possible, then the sky is the limit. But that’s just me. There are a million other ways to handle being an artist, and I’m sure most of those alternatives are superior to my way.
(To find out more about Hugh Howey, visit his website www.hughhowey.com.  To find his fabulous Wool series, go here: http://www.amazon.com/Wool-Omnibus-Edition-ebook/dp/B0071XO8RA/ref=sr_1_2?s=digital-text&ie=UTF8&qid=1354623922&sr=1-2&keywords=wool.

Find me on Facebook, and on Twitter @ChadRyanHuskins

Monday, June 6, 2016

"Lady of Drith" now on Amazon!

Hey guys, thanks to those of you who supported the Kickstarter.  Lady of Drith is now up on Amazon.  I hope you guys enjoy!


Thursday, March 6, 2014

Podcast Up and Running! MonsterCon is a go!

Our podcast is up, and it's called "Ideas Are Special" because...ya know...they are!  Check it out here.

My co-host is my long-time friend and troublemaker Dylan Harwood.  We discuss everything from pop culture to TV to writing to Bronies...and we submit ourselves to the horror that is the Brony Challenge, all for your amusement.  Give it a listen, subscribe, tell us if you love it, hate it, have fun with it, let us know what features you'd like to see or hear in the future.

Also, the script for the Psycho Save Us film is being worked up by filmmaker John Harkrider, who purchased the film rights two months ago.

And lastly, myself and my editor are going to be at a few cons this year.  We know for certain we're going to have a panel/booth at MonsterCon, which is the relatively new big sci-fi/comic convention in South Carolina.  It looks like we'll be at DragonCon as well.  I'll also be attending ComicCon in San Diego.  Hope to see you guys there!

Got a lotta irons in the fire.


Check out Psycho Save Us at Amazon for a good, frightening read!