Writing While ADHD

I won’t lie. Writing while ADHD is a challenge! There are many benefits to ADHD, such as the ability to think quickly and generate galaxies of original ideas, as well as an enhanced capacity for hyperfocus and flow. It’s always good to remember that ADHD isn’t an “illness,” but rather a less common type of brain wiring. Still, ADHD can make the act of sitting down and putting words on the page trickier than it is for people with other types of brains. What I’ve learned from more than a decade of writing while ADHD is that we simply have to work with it, not against it.  

This post is divided into three segments that address specific ADHD concerns: the necessity of minimizing distractions, the efficacy of establishing a routine, and tricks for overcoming executive function disorder. All of this advice applies to people without ADHD, but it’s critical to those of us whose heads are buzzing with ideas yet who find it difficult to write.

Minimizing Distractions

Virginia Woolf famously established the necessity of a room of one’s own. Writing is a solitary activity, and it’s important to minimize distractions so you can hear yourself think. Unfortunately, avoiding distractions is difficult for many people with ADHD, and it can sometimes be necessary to take extra steps to create a comfortable work environment.

The easiest way to make a quiet space is to stay away from the internet. This is just as obvious as it is problematic, as it negates many of the tools used by other writers, such as Discord-based writing sprints, music channels on YouTube, and online countdown timers. This also means that you can’t do research as you’re writing, meaning that you’ll have to set up a system of annotations to return to later. Nevertheless, the internet is kryptonite for people with ADHD, and it’s best to limit access while you’re writing and editing.

In addition, it goes without saying that your phone should be nowhere near your hand. If you have pressing business or emails that need to be taken care of, promise yourself that you’ll handle it after you finish writing. Many people with ADHD are excellent multitaskers, but writing demands focus.

ADHD gives us intense powers of concentration once we’re able to focus on one task, so it’s important that this concentration isn’t misdirected. Because of our brain chemistry, people with ADHD tend to gravitate toward the most high-stimulation activities available, so we need to be extra careful to create a quiet physical and mental space free of distractions.

To summarize: Be kind to your ADHD brain by putting away your phone and staying off the internet while you’re writing.

Establishing a Routine

Many writing guides stress the importance of establishing a routine. Putting your butt in the chair can be difficult for everyone, but it’s especially difficult for people with ADHD, many of whom find it almost impossible to concentrate if we’re not feeling motivated. This is why it’s crucial for those of us with ADHD to put extra effort into training ourselves to get into an appropriate headspace to write.

Having a quiet environment free of distractions helps immensely, as does having a set time of day for writing. If you use medication, it’s helpful to sync your writing time to your medication schedule. It also helps to schedule your writing in accordance to the natural flow of your mood and energy. While some writers are capable of carving out small blocks of writing time during their daily schedules, this isn’t a feasible strategy for most people with ADHD. Instead of fitting writing into a pre-existing schedule, many of us have to rearrange our commitments to work and education in order to solidify a routine for writing.  

The process of establishing a routine tends to take longer for people with ADHD. Some days might be painful, especially at first. Because we can’t choose how our brains are going to function on any given day, it’s important to be patient and kind to ourselves in order to keep the routine going. If you can only write for twenty minutes during your designated time before getting distracted, consider it twenty minutes well spent. If you can only write for five minutes, that’s okay too. People with ADHD tend to be susceptible to burnout, so it’s important to give yourself time to adjust to a new routine and not to push yourself if you’re not feeling it.

The important thing is to stick to your routine, no matter what. It will take time – three or four months at minimum – but you’ll train your brain to appreciate the routine instead of resisting it. With practice, this routine will help you trigger your ADHD superpowers of concentration when you need them. Knowing with certainty that you’ll be able to access a state of flow is the key the what is perhaps the tallest hurdle for writers with ADHD: overcoming executive function disorder.

To summarize: While paying attention to the natural fluctuations of your focus and energy, set aside a specific time to write every day, and be kind to yourself if some sessions aren’t as productive as others.

Overcoming Executive Function Disorder

Let’s say you have a fantastic idea, and you can’t wait to start writing. You’ve written any number of stories or essays before, not to mention school assignments and social media posts. Even though you acknowledge that writing is work, it’s work you love doing…

…and yet somehow you just can’t bring yourself to do it. It’s like there’s an invisible force field around the project, and no amount of good intentions (or pressing deadlines) will help you get past it. You’ve settled into a writing routine, and you’ve minimized the distractions around your writing space, but you still can’t get started.

This is when it helps to be sneaky. You have to trick yourself into opening the document and putting your fingers on the keyboard. The easiest way to do this is to shift the goalposts of what you count as a successful writing session. Maybe you can’t write a page. So what? You can write a sentence instead. So what if you can’t write a sentence? You can write a short list of sentence fragments. It’s all good. If you can’t focus today, there’s always tomorrow.

Once you get started, you’ll usually end up tricking yourself into meeting your original goal, which is fantastic! Sometimes it’s just not working, and there’s no helping it. And that’s okay! You don’t have to play by the same rules as other writers. If you end up with just a sentence, you’re doing great. (True story: Some of my most successful publications were written at a pace of one sentence every day.)

Delayed gratification isn’t something that most people with ADHD are equipped to handle, so another useful trick to getting around executive function disorder is to treat yourself before you start writing, not as a promised reward. Go ahead and eat a piece of chocolate or drink a cup of fancy tea as soon as you sit down. Physical motion often helps ADHD people focus, and a pantheon of respected writers have said that they do their best work after taking a walk. The brains of people with ADHD aren’t wired to get serotonin from the expectation of a reward, so it helps to treat the opportunity to sit down and write as part of an integrated ritual of self-care.

To summarize: If you find it difficult to start working, shift your expectations of what you need to achieve – and maybe treat yourself before you start writing.

Again, most of this advice applies to almost everyone. Our brains operate along multiple spectrums of how we process the world, and ADHD doesn’t manifest in the same ways or the same degree for everyone. That being said, it’s important to remember that issues that may not be a concern for other writers may be a barrier to an ADHD writer. Creating a distraction-free space and establishing a set routine is extremely helpful to those of us writing while ADHD, as is learning how to treat writing as a reward to be enjoyed instead of a task to be completed.

This post is concerned with the broad strokes of general practice, but it would be interesting to hear the specifics of other writers’ experiences. What are your strategies for keeping your ideas and research organized? How do you stay on track with larger projects? While you’re in a period in when your brain isn’t cooperating and your writing progress is incremental, how do you deal with the anxiety of not being as productive as your peers? I’d love to hear your thoughts!

. . . . . . . . . . .

This post originally appeared on Get Your Words Out, a community of writers aiming to maintain healthy creative habits and writing productivity. Membership to the community opens at the beginning of the calendar year, and its content is limited to members who maintain their writing pledges, but the GYWO Twitter account is accessible to everyone and posts encouragement, prompts, and writing resources at a steady but manageable pace.

A Public Service

Queens don’t have to do paperwork. 👑

It’s been a while, but I’m back to work on The Demon King, an original fantasy story about tired adults doing their best. I wrote a stand-alone novella last year, and I’m currently expanding it into a proper novel. I drew the thumbnails for a few comic scripts back when I first started playing with ideas, and I recently decided to ink and color a few of them just for fun. This one is loosely based on a study of a panel in Tess Stone’s Not Drunk Enough, a stylish horror comic with a target audience of me specifically.

Spiritfarer

I caught the flu last week. I couldn’t eat or sleep for days. It was intense.

If you ever find yourself in a situation like this, Spiritfarer is the perfect game. The art and music are soothing and gentle, and the gameplay is simultaneously relaxing and addictive. It took me somewhere between 35 and 40 hours to get close to 100% completion, and I didn’t notice the passage of time at all while I was playing.

Spiritfarer describes itself as a “cozy management game about dying,” which is as good of a description as any. As Stella, the newly appointed Spiritfarer, it’s your job to ferry spirits to the great beyond on a giant boat. The twelve spirits you encounter take the forms of anthropomorphic animals, and each has a distinct personality and set of preferences. These spirits will need to spend time on your boat before they’re ready to move on, and you’re tasked with building each of them a small house and then keeping them fed and happy while they travel with you. You pick up cooking ingredients and building resources by visiting various points on the map, which you’ll gradually explore as you complete requests and meet new spirits. While sailing between locations on your boat, you can grow crops, care for livestock, cook food, and craft various materials.

Each spirit gives you an Obol as payment for their passage, and a spirit flower will bloom in their house after they move on. You use these tokens to upgrade your boat and expand your range of abilities, which grow include gliding and double jumping. This system of resource-based expansion allows you to open more of the game at your own pace while simultaneously limiting the number of tasks you need to worry about at any given time.

Spiritfarer has an excellent balance of exploration and crafting, as well as optional bits of Metroidvania-lite platforming. There’s no combat. Most of the challenge comes from effective in-game time management, although there are no time limits or negative consequences for just futzing around. Player movement is limited by a few artificial barriers at the beginning, but the world of Spiritfarer is relatively open, and there’s always a lot going on. The spirits’ requests nudge you in the direction of exploring new areas of the map organically, so you’ll never be at a loss for what to do next. Thankfully, your menu screen contains a list of requests and sidequests for your convenience.

The introduction to Spiritfarer’s story is a bit silly – you are a small child! here’s a giant boat! go out and ferry the dead! – but it becomes much more compelling as you progress. It might seem odd that a cute game about sailing around with talking animals has a “Teen” rating, but some of the spirits are carrying a lot of baggage. Their stories aren’t melodramas with happy endings, but instead involve real and complicated misbehavior, delusions, and regrets. To give an example, one of the souls is suffering from dementia. She’s kind and curious when she’s lucid, but she’s incredibly mean during her foggy periods, and she gradually gets worse instead of better.

There’s no graphic depiction of sex or violence, but some of the stories are surprisingly dark and specific. The first spirit you meet, Gwen, eventually admits that she struggled with suicidal ideation throughout her youth, and the compulsion to end her life returned with a vengeance as she was dying from lung cancer in her early forties. Gwen didn’t commit suicide, but she wasn’t able to survive cancer, and her blithely ironic attitude can’t quite conceal how bitter she is about having her life cut short.

Stella’s own story isn’t revealed until later in the game, but the way the spirits are connected to her is touching and beautiful. Spiritfarer celebrates the joy of being alive, but it’s ultimately about the sweetness and gentleness of death. Thankfully, it has a solid sense of humor, and also you can raise sheep.

Spiritfarer is a perfectly designed to be fun and engaging without being frustrating. I also appreciate that it wraps up in a satisfying thirty to forty hours. It’s exactly the sort of game I might recommend to adults who aren’t into gaming but are interested in how the medium can tell a complex story in an interesting and unique way.

Spiritfarer is also the perfect game to play if you find yourself stuck in bed with a prolonged illness. Even though I would happily recommend the game to anyone, it’s worth saving for when you need it.

The End of the Line for the Shinra Corporation

Over the course of its expansive story, Final Fantasy VII changes direction and shifts focus but holds fast to the goal of saving the world from a crisis created by Shinra. Even if there were no interstellar demons or mad scientists, the Planet would never have survived were it not for a small group of activists who dared to challenge the most powerful corporation in the world…

I contributed a meta essay titled “The End of the Line for the Shinra Corporation” to the Return to the Planet fanzine, which celebrates the 25th anniversary of the original 1997 release of Final Fantasy VII. My piece is about how the game references the corporate critique and real-world grassroots environmental activism in Japan during the 1990s. The zine is filled with gorgeous artwork, stories, and nonfiction, and it’s free to download. You can read my essay on my Japanese fiction blog (here), and I also posted it on AO3 (here). You can check out the zine via these links:

🌿 https://twitter.com/ff7ogzine
🌿 http://whitemateria.net/ff7ogzine/
🌿 https://archiveofourown.org/collections/FF7OGZine

Coffee Talk

Coffee Talk is a visual novel about an all-night coffee shop in Seattle. You play as the barista, and your job is to connect your customers to one another while improving their moods by serving warm drinks. Although the game tackles serious issues softened through the lens of fantasy, its tone is relatively lighthearted and gentle, and the pixel graphics are cute and cozy.  

The game has three screens: your view of the shop from behind the counter as you chat with your customers, an ingredient selection screen for the drinks you make, and your cellphone, which contains an incomplete list of recipes, a music playlist, and an in-game social media app. The story takes place over fourteen nights, and there’s only one ending. There are no dialog choices, but some of your customers will open up to you more (and allow you greater access to their social media profiles) if you serve them drinks to match their moods. In other words, there isn’t much gameplay. Aside from brewing different types of coffee and tea, the player is mainly along for the ride.

Every review I’ve read of Coffee Talk complains about the drink brewing system, and rightly so. It’s counterintuitive and needlessly complicated. Each drink has a base – coffee, tea, green tea, chocolate, or milk – and you can add two additional ingredients, such as mint or cinnamon. The order in which you add the ingredients matters, meaning that tea with lemon and honey is a different recipe than tea with honey and lemon. On top of that, each drink has several different meters measuring qualities such as “sweet” or “cool,” and there’s no way to predict what combination of ingredients will result in the requested combination of qualities. Your customers will sometimes tell you how to brew a drink, but you mostly have to complete the recipe app on your phone yourself.

I can’t imagine that there’s any way to get everyone’s drink orders correct without either using a walkthrough or exploiting the save feature as you employ trial and error to go through a list of possible permutations. Thankfully, it doesn’t really matter, and most players will probably do just fine by paying attention to the dialog.

The main draw of Coffee Talk is its setting, a fantasy AU version of Seattle. The year is 2020, and everything is more or less the same except that fantasy races are real – elves, orcs, vampires, fish people, you name it. As far as I can tell, there’s no magic aside from the general characteristics associated with various fantasy races, meaning that elves have long lifespans, werewolves transform once a month, and so on. Each night at the coffee shop is prefaced by the front page of that day’s newspaper, and the fantasy world’s concerns seem to mirror those of our own: Orcs demand an end to workplace discrimination, the U.S. and Atlantis negotiate immigration reforms, Seattle plans to host this year’s Coachella music festival.  

The eleven characters who visit the coffee shop come from all walks of life. One of my favorites is the werewolf war veteran Gala, who works in medical administration. He seems to have a complicated past, but this is nowhere near as important as the mundane conversations he has with other characters, often contributing a sense of perspective to their problems. It’s refreshing that none of the characters care about the details of what it’s like to be a werewolf but are much more interested in what it means to work in medical admin. Gala is friends with a supermodel vampire named Hyde, who is characterized not as a “supermodel” or “vampire,” but rather someone who means well but is brutally honest – and perhaps romantically interested in Gala.

The setting of Coffee Talk has a lot of narrative potential, but I feel the worldbuilding is somewhat shallow. In addition, the lighthearted tone of the writing doesn’t match the complications of the issues under discussion. To give an example, one of the coffee shop’s patrons is an eighteen-year-old aspiring pop star whose manager seems to be setting her up to be sexually assaulted at a Coachella afterparty. Thankfully, the character is able to avoid this situation by not attending the party. How simple is that! When you’re confronted with sexual menace, you can just… walk away! It’s not like careers in the entertainment industry are based on the connections formed at these parties or anything.

Although this isn’t anywhere near as heavy as some of the other character arcs, I felt personally attacked by Freya, a green-haired human woman who works as a staff writer at a local Seattle newspaper. Freya receives a chance opportunity to submit a novel to a head editor at her newspaper’s parent company, with the caveat that she has to complete a draft in two weeks. Which she is 100% able to do, because she believes in herself. Writing a presentation-ready draft of a novel in two weeks is all about self-confidence, right? And of course her novel is accepted for publication, and it becomes a best seller right away, and all of this happens in less than a year. Because that’s all it takes to publish the first novel you’ve ever written: believing in yourself – and a lot of caffeine!!

Obviously I’m being ironic. Writing and publishing a novel in a few short months is just as much of a fantasy as the story arc of a game developer who solves the issue of crunch culture by… just taking a weekend vacation! Putting aside the work cultures of people in creative industries, I’m frustrated by the suggestion that a pleasant conversation all it takes to solve heavier problems ranging from systemic racism to needlessly high barriers to legal immigration, and that if your own life isn’t working out then you just aren’t drinking enough fancy coffee.

It should go without saying that this is nothing more than my personal response to the game. My frustration with Coffee Talk is my frustration with YA fiction in general, by which I mean that I find it difficult to become emotionally invested in characters who face genuine challenges but aren’t allowed to say “fuck.” Still, I understand that not everything has to be realistic and gritty, and that there’s value in seeing a happy ending for a character whose experience mirrors your own.   

On the whole, Coffee Talk is enjoyable and well-written, and it’s a nice lo-fi game to chill to. It takes about three to four hours to finish, and it has a fun postgame secret ending that adds a bit of replay value. A sequel is planned for release later this year, and I’m looking forward to reading more interactive stories set in this universe.

The Magic of Fiction

I thought long and hard (so to speak) about the title of the book the Demon King is reading, but everything I came up with was awful. I decided to give up after “Dragon with a Hard-on” and just leave it up to the reader’s imagination.

This comic is written by me and drawn by Frankiesbugs, whose art is sometimes cute, sometimes creepy, and always stylish. You can follow them on Instagram, on Twitter, and on Tumblr for more comics, demons, and attractive people in fancy dress behaving badly.

Reminiscence in the Night

Reminiscence in the Night is a short point-and-click story game that takes place in the two-room apartment of someone with serious depression. It has multiple endings, and it takes about half an hour to play.

At the beginning of the game, your character wakes up in their apartment with no memories, and they can’t (or won’t) go outside. Their only clues to their identity are their mother, who calls on the phone, and their childhood friend Sofia, whom they can video chat with on their computer. Unfortunately, their mother is suffering from a memory disorder, and things are a bit awkward with Sofia.

The controls are simple and easy, but there isn’t much to interact with. The endings aren’t broadcast, and the dialog choices seem arbitrary. Unless you use a walkthrough, you’re probably not getting out of the apartment.

The game’s soft pastel graphics are cute, but its themes are very dark, and there are mild elements of horror. It’s difficult to understand exactly what happens if you get the bad ending, but either a ghost that lives in your mirror attacks and destroys you, or the ghost is metaphorical and you commit suicide.

The good endings are a bit more interesting, but you can only unlock them through an exact series of specific choices. If you happen to choose the “wrong” response to Sofia during your first conversation – which is, again, not broadcast at all – you’re almost certainly going to get the bad ending.

I’m not sure how well this arbitrariness works as a narrative device; but, if you’re willing to accept Reminiscence in the Night as a horror game with a dark ending, it’s an entertaining way to spend half an hour. It’s going for $3 on the Nintendo Switch store, and I’d say it’s worth it.

I’m intrigued by Team SolEtude, the studio that developed Reminiscence in the Night. They’ve got about half a dozen free games up on Itchio, and I’m definitely interested in playing more of their work.

Key Terms in Comics Studies

I’m excited to share the news that a new reference book called Key Terms in Comics Studies has been published!

Key Terms in Comics Studies is a glossary of over 300 terms and critical concepts currently used in the Anglophone academic study of comics, including those from other languages that are currently adopted and used in English. Written by nearly 100 international and contemporary experts from the field, the entries are succinctly defined, exemplified, and referenced. The entries are 250 words or fewer, placed in alphabetical order, and explicitly cross-referenced to others in the book.

I’m honored to have contributed the entry on “manga.” It was a challenge to handle such a broad topic in 250 words, but I think I was able to do it justice while providing references to some of my favorite books on manga, academic or otherwise.

Key Terms in Comics Studies is intelligently organized and extremely useful, and it has the added benefit of being affordable. If you’re interested, you can order a copy from the publisher’s website (here), and it’s also on Amazon (here).

Spirit Hunter: NG

Spirit Hunter: NG is a 2018 visual horror novel about the urban legends that come out after dark in a sleepy Tokyo suburb. You play as Akira Kijima, a 17-year-old delinquent whose young cousin has been captured by a spirit named Kakuya. Kakuya challenges Akira to a game, promising that she will return his cousin if he manages to confront a series of monsters local to the neighborhood of Kissouji.

The overarching story of Kakuya’s game is somewhat silly, as are the protagonist and supporting characters. The stars of the game are the urban legends that form the core of each of the seven chapters. As far as I can tell, these urban legends are all original, and it’s a lot of fun to slowly gather the details of the stories. The monster artwork is very creative and very gruesome, while the scenes depicting the monsters’ victims are horrible, explicit, and intense. There are no jump scares, but I was genuinely shocked by some of the deaths.

The gameplay is simple. You investigate your environment by shining your flashlight on objects embedded in the background artwork, and you collect various odds and ends that you use to solve simple puzzles. You’ll occasionally find yourself in life-or-death encounters with monsters who want to kill you, as well as overzealous police who will end your adventure early by arresting you. During these encounters, you’re presented with a timed series of dialog choices, and you’ll receive an instant “game over” if you select incorrectly.

Unfortunately, you can only save at certain points, meaning that you may have to replay an entire extended encounter sequence if you mess up. It’s possible to speed through previously read text, but I became so frustrated by an early-game confrontation that I started using a walkthrough to help make the gameplay a bit smoother. Although most of the puzzles and dialog choices are self-explanatory, others can feel entirely random. Still, if you don’t mind consulting a walkthrough before you play through the monster encounter sequences, the story flows smoothly, and the exploration elements are enjoyable and fairly intuitive.  

NG has “good,” “bad,” and “normal” endings based on whether you treat the monsters with violence or compassion. Other than that, there don’t seem to be any branching paths, and your choices don’t have anything more than minor cosmetic effects on the story. You can raise the level of affection that the named NPCs feel toward you, but this doesn’t seem to affect anything other than a few throwaway lines of dialog.

The game also includes a few sidequests that involve solving simple riddles to find D-Cards, trading cards that contain information on bonus urban legends with marginal connections to the main plot. These sidequests give the player an opportunity to explore the environment with a greater attention to detail, and the cards showcase some of the most interesting writing in the game. None of this card collecting is mandatory, but it’s nice to have an excuse to walk around the Tokyo suburbs late at night when all the sources of light are artificial and vaguely eerie by default. The atmospheric sound design is excellent as well, and it’s a pleasure to listen to your character’s footsteps echoing on concrete against a backdrop of city traffic, buzzing streetlights, and convenience store chimes.

If you use a walkthrough to progress smoothly through the confrontations with monsters, NG takes about fifteen hours to complete, and it’s easy to get sucked into the story. All of the urban legends are fascinating, and the game has a fairly progressive worldview on corporate violence, corrupt law enforcement, and the ways in which wealth and power facilitate the “othering” of people who are different. NG isn’t misogynistic or gross about its female characters, and there’s no sexual violence or lolicon.

All but one of the urban legend monsters are female, and NG is a treasure trove of themes and imagery to anyone interested in the intersections between gender and horror. The mystery at the core of the overarching story is tied both to real Shintō traditions and to real urban legends about (hopefully fictional) Shintō traditions, so there are a few extra layers of the narrative that players familiar with Japanese religion and folklore will be able to appreciate and enjoy.  

I definitely wouldn’t recommend NG to anyone who can’t handle graphic R-rated horror, but it’s visually striking and thematically satisfying. I respect and admire the game’s creepy demonic women, and I gradually came to sympathize with a few of the monstrous male characters as well. NG is so rich in narrative detail that it would be a fun game to write an in-depth academic research paper about… and who knows, I might even write this paper myself!

The Legend We Create

The courageous hero loves the wise princess, but they are bound by their fate and must put their feelings aside for the sake of a world floating above the ruins of an ancient kingdom.

…or so the legend goes, but some storytellers have a slightly different interpretation.

The Legend We Create is a tale of mutual pining and second-chance romance on the Great Sea, as well as a meditation on how each new generation heals the wounds of history by telling their own narratives about the past. You can read this short story on AO3 (here).

This story was published in Fated: A Zelink Zine. You check out the work of the other contributors on the zine’s Twitter account (here).