Embrace Your Weird: Face Your Fears and Unleash Creativity by Felicia Day

Embrace Your Weird: Face Your Fears and Unleash Creativity by Felicia Day

Embrace Your Weird is a non-fiction and self help manifesto encouraging creativity and told in Felicia Day’s unmistakably humorous way.

I say “unmistakable” for any of her myriad fans who have watched her ground-breaking web series, “The Guild,” or read another of her books like You’re Never Weird on the Internet. Her tone and sense of humor remains the same.

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And if you haven’t had the chance to enjoy any of Day’s other creations, I encourage you to give them a try. They’re light-hearted and fun.

“Aside from (over)sharing a lot of my opinions, I have filled this book with exercises designed to uncover the joy of creativity. To help people beat back the fear that keeps them from trying new things.” pg xi

On almost every other page, Day encourages readers to stop a moment and draw a picture, fill out a list, or write empowering messages over and over so that they’ll sink in. The act of reading this book is nearly a creative act in and of itself. (Sadly, I couldn’t do this because I was reading a library book. Suggestion for future readers: buy yourself a copy.)

“No, I don’t think creativity is a cure-all. But I do believe it could be a cure-most.” pg 29

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Besides reminding readers that we have unique voices and viewpoints that the world needs to hear, Day loosely structures the rest of the book off of life viewed as a game. She asks us to remember our “hero-self,” identify “enemies” and “allies” of our creativity, and to view the steps we take towards creation as “quests.”

Day also shares moments in her life when she’s completed or failed attempting various pieces of this philosophy in her own life.

“I constantly hand my heart over to strangers to batter however they wish, and I wonder why I’m constantly wounded all the time, and this makes me reluctant to create. Good way to operate? NOT REALLY!” pg 143

As I said, the whole book has a definite Felicia Day vibe. And it’s fun!

“Playfulness is the root of all creation. All invention. All discovery. There is no reason NOT to feel joyous when we make things.” pg 206

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She wasn’t afraid to tackle all sorts of hang-ups people might have in their creative process. Day nailed my biggest issue: finishing projects once they’re started.

“But we will never get anywhere if we don’t focus on one thing at a time. And then see that thing through before moving on!” pg 239

Message received. Now to put it into action…

Recommended for anyone looking to start or jump start their creativity. This book is an excellent place to begin. Thanks for reading!

The Guild: Knights of Good (Guild v. 2) by Felicia Day

The Guild: Knights of Good (Guild v. 2) by Felicia Day
knightsofgood

A continuation of the first Guild comic. Please watch the show before you enjoy these comics!

If you don’t know what The Guild is about, let me give you a quick recap: Cyd likes to play videogames, specifically MMORPG’s. She spends much of her time avoiding reality and playing a character named Codex.

Codex is a member of an online guild, which is a group of other real life people who are also playing the computer game.

Together, they forge friendships and explore real life issues, online and off. It’s a heart-felt series and perfect for any fans of MMORPG’s or loved ones of computer players who want to understand their partners more.

On to the context of the comic itself: the first chapter/issue with Vork’s backstory and the story behind Bladezz’s infamous sausage photo were engaging but the rest was so-so.

I felt like all of the other characters were basically re-hashing what happens on the show rather than giving the reader any huge surprises. On the plus side, there are some more panels showing the characters in-game, which is more than we were ever given on screen.

If you’re going to read any of the Guild comic books, I recommend reading The Guild (the first one) and skipping this. Unless you’re a major fan of the show and you have to read every little piece of literature that is out there on it, by all means, borrow this from the nearest library.

Thanks for reading!

The Guild by Felicia Day

The Guild by Felicia Day

The Guild is a graphic novel prequel for the internet series of the same name.  I think it is a must-read for fans of Day’s show and gamers who haven’t seen the show may enjoy it too. Other readers may want to give this a pass as it deals almost exclusively with gaming or RL relationships through gaming.

As much as I enjoyed this book, I felt like Day missed a golden opportunity to present the show in a completely different way. Day could have written this as characters in “The Game” with only brief moments of RL intruding into it. It would have flipped the show on its head and, in graphic novel form, she wouldn’t have faced any production limitations. Can you imagine it? I absolutely could. Maybe that’s what she did in the next book? Here’s hoping.

The glimpses that we had of the backstories of the Guild’s characters was awesome and I couldn’t get enough of “The Game” itself. Pretty much any scene where they were in the digital world was amazing. I also loved how their avatars had their real life faces.

The “one camera confessional” scenes worked so well in show, but didn’t translate as fluidly in the book. I think the reason why it works in real life is the expressiveness of Day’s face as she talks her way through her problems. The panels in the book didn’t have that aliveness and sort of fell flat.

But, that small gripe aside, I really enjoyed this one and highly recommend it. Some other graphic novels that readers may enjoy: Nimona by Noelle Stevenson (fantasy world), Fray by Joss Whedon (fantasy world), or The Order of the Stick series by Rich Burlew (for board gamers and fans of DnD).

Thanks for reading!

You’re Never Weird on the Internet (Almost) by Felicia Day

You’re Never Weird on the Internet (Almost) by Felicia Day

“You’re Never Weird on the Internet (Almost)” is an excruciatingly honest memoir from Felicia Day about her quirky childhood, gaming addiction, cultural attitudes online, and life long struggle with anxiety and other mental health issues.

She reminded me a great deal of Jenny Lawson in her straight forward presentation of difficult topics and also in her exuberant storytelling style. And, in many other ways, she reminded me of myself.

Being a female gamer is hard. There, I’ve said it. Not only do your female friends not want to play video games with you, but your male friends never really accept you as a legitimate gamer. You’re kind of stuck in this twilight space of “this is what I love to do” but society doesn’t agree that it is appropriate for you to do.

Now, unlike the early days of MMORPGs, many more women play video games, and I’m sure that I’d make more female friends if I tried. But, back then in the fall of 2000, when I first got into EverQuest (one of the predecessors of WoW, the game that Felicia played), many more men played female avatars than actual women played. That’s just how it went.

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I loved that Felicia addressed this female gamer white elephant, so to speak. There are few people who really talk about it, but it’s something that I’ve been dealing with for a long time.

I loved her cheerful attitude, even when things got tough: “My story demonstrates that there’s no better time in history to have a dream and be able to reach an audience with your art. Or just be as weird as you want to be and not have to be ashamed.” pg 19 ebook. That’s a pretty powerful lesson and one which artists and dreamers everywhere should know.

Felicia admits that she has very few hands-on skills, something which I also have in common with her. In this passage, she’s joking about ordering coffee: “…I’m determined to enjoy the liquid indulgences of modern life. Might as well take advantage of it all before the zombie apocalypse. I have no practical skills; I’m fully aware that I’ll be one of the first ones “turned.” Instead of learning motorcycle repair or something else disaster-scenario useful, I’ll order the drink I want until I become a shambling corpse.” pg 17 ebook.

I’ve thought about my librarianship skills and book reviewing abilities in that same light. If something catastrophic happens, I’m kind of screwed.

I mean, yes, there have been favorable depictions of librarians after the apocalypse (Station Eleven comes to mind) but really, what good could I do for people struggling to survive or myself? While we’re on the topic of librarians, I also enjoyed that Felicia’s first “job” was working for her aunt, a librarian. She said about it: “No job since has left me feeling so well rewarded.” pg 67 ebook. Aww….

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Chapter Five: Quirky Addiction = Still an Addiction (How my obsessive personality steered me into a twelve-hour-a-day gaming addiction and an alt-life as a level 60 warlock named Codex) pg 85 ebook, was my favorite.

Gaming addiction is an actual thing. I’ve known multiple people who dropped out of college or lost their jobs because they couldn’t stop playing video games. I’ve also known people whose relationships started or ended because of it too. It seems silly for people who don’t have any interest in video games, but it can be as destructive an addiction and as real as anything else- drugs, sex, whatever.

Felicia nails the siren call of video games in this passage: “When we graduate from childhood into adulthood, we’re thrown into this confusing, Cthulhu-like miasma of life, filled with social and career problems, all with branching choices and no correct answers. Sometimes gaming feels like going back to that simple kid world. pg 93 ebook.

That’s it, really. Do the quest, get the reward, and repeat. Real life is never that simple or straight forward.

Though she felt like she wasted a lot of time, Felicia managed to break free of her addiction and channel her passion into the hugely successfully series: The Guild. I had never watched it, but after reading this book, I binge-watched every episode. She managed to take the culture, friendships, and craziness that is online gaming and turned it into a compulsively view-able series. I loved it.

If you haven’t had a chance to watch it yourself, I highly recommend it. One of the overarching points of this book, and the television show, is that not only can you overcome hurdles that held you back from the life of your dreams, but you can use the very thing that was the stumbling block to move onwards. Well done, Felicia, very well done.

One last little bit that I wanted to include in this review, because it rang so true for me, was Felicia’s thoughts about her struggles with mental illness. She says: “I couldn’t trust my own mind anymore, which was the scariest thing I’ve ever experienced. pg 170 ebook.

When your own internal filter, your brain, is compromised, you feel like you can’t trust yourself ever again. It’s as simple and as terrifying as that and, unless you go through it yourself, there’s not really any good way to explain what’s happened to you or why you’re so afraid.

If you’ve ever had any struggles with anxiety or mental health issues, you may really enjoy this memoir. Also, if you enjoy online gaming or want to understand one of your loved ones who does, you may like this book. Some read-alikes: Nerd Do Well by Simon Pegg, Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms by Ethan Gilsdorf, or Just a Geek: Unflinchingly honest tales of the search for life, love, and fulfillment beyond the Starship Enterprise by Wil Wheaton.

Thanks for reading!