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Oathbringer Houston signing ()
#301 Copy

Questioner

You have all these magic systems within the cosmere, <Allomancy and Feruchemy> and all that, and now they're starting to come together into one body. Do you ever worry that you're gonna treat that character where, like, they're drawing from so many systems that they're almost, like, the ultimate *inaudible*, like, they're drawing from five different magic systems and just don't *inaudible* anymore?

Brandon Sanderson

You know, having done The Wheel of Time, where Rand was basically a deity, I'm not quite as worried about that as I was. I don't know if that'll ever even get to that point. And it turned out that that was just fine. The thing about it is, stories always happen in the intersection of what characters can't do. And there's always something you can't do. Unless you become, like, all-powerful, all-omnipotent. So, I'm not that worried about it. I have to keep an eye on it, but I'm not that worried about it.

Brandon's Blog 2012 ()
#302 Copy

Brandon Sanderson

Today we're officially announcing Mistborn: Birthright, an action-RPG set in the Mistborn world.

To those who have been paying close attention, much of this may not be surprising. The MB:B website went live earlier in the month, and I have tweeted several times about the impending game. In short, we're hoping to do a fun, fast-paced, action game with some RPG elements, cool Allomancy effects, and some (hopefully) killer dialogue. That last part is my job, as I'll be writing the story and most (if not all) of the game's dialogue.

The game will take place hundreds of years before the events of the books, during the early days of the Final Empire. People have often asked me if I will do prequels to Mistborn, and my response has frequently been that I won't likely write them as novels–but I might consider them for other mediums. We're going to try it here, and this will let us do some very cool things to expand the world. And yes, you get to play as a Mistborn.

The game is scheduled for fall of next year, and we're still very much in the preliminary stages of game design. That means that I don't have much to tell you other than what I wrote above. (Though the game's website will be posting screenshots and the like as they become available.)

So, since I can't tell you terribly much about the game quite yet, instead I'll tell you how it came to be. I've been keeping my eyes open for the chance to do a Mistborn game for some time; several chances arose, but they always fell through for one reason or another. I didn't want to give the rights to just anybody. I've been a gamer since my first Atari, and I wanted to do it right.

When Little Orbit first approached me, I was skeptical. I didn't recognize the company, and though they had worked on some professional projects, I didn't see anything in their pedigree that screamed Mistborn at me. However, I like to at least talk to people who are making offers on my work.

And so, I chatted with them. I met with them. And I was impressed. Not only did they have a love for Mistborn, they had more experience at this sort of thing than I'd originally assumed. The company is made up of people who have been in the business for a long time, and they had worked on a variety of games I really love. (They even have guys who were involved in the original Fallout and Baldur's Gate games.)

Their pitch materials were good and very persuasive. But the final thing that convinced me they were right came when we sat down and talked about the type of game we would make. Not only were they eager for me to be involved in the story, our discussions of what would make an awesome Mistborn game were synergistic and exciting. They envisioned the game the same way I always had.

The longer I've worked with them, the more impressed I've been. They keep their promises; they aren't just willing to let me be involved–they seem dedicated to making certain I'm pleased every step of the way. They don't need to go so far–I've said before that I feel an author shouldn't usually have control of game design, but leave that to people who know how to make fun games–but they have gone well beyond what is required of them.

These guys really, really want to make a great Mistborn game. I'm thrilled by what is coming your way when this thing is done.

State of the Sanderson 2019 ()
#306 Copy

Brandon Sanderson

Introduction

Welcome, everyone, to our final State of the Sanderson for the decade! If you’re not familiar with these posts, each December I take a look back at my year and talk about the projects I’ve been working on. Then I turn an eye to the future to see where I’m planning for things to go in the coming years. If you’d like to see last year’s State of the Sanderson, you can find it at this handy link.

This year was dedicated primarily to writing Stormlight Book Four; I’ll have a specific update on that for you in a little bit. I also spent a lot of time traveling, particularly to Europe—to the point that I’ve been feeling the weight of my travel. (Which indicates it’s time to scale back for a while.)

Stormlight years always have a little less variety than “off” years where I work on a more eclectic mix of stories. So while I got a ton done, there won’t be much in the way of updates on other projects. One thing I wanted to add this year, however, is a little survey—mostly about our leatherbound books. So if you’d do me a favor and hop over to answer a couple of questions, [that would help us a ton.] I’ve put the survey link both here and at the bottom of the following section, which will dig into leatherbounds in depth. This section is a tad long, which will come as no surprise since I wrote it. So if you’re not interested, you might want to meet me back at Part Two.

The Hero of Ages Annotations ()
#307 Copy

Brandon Sanderson

Ruin in the Cache

So, you'll notice that Ruin appears to Vin here in the form of Reen. One might wonder why he even needed her to investigate if he could visit the cache himself.

This reveals the main problem Ruin was dealing with in this instance. The Lord Ruler was very clever in how he placed and organized these caches. He planned them in locations where there was so much metal in the ground that it would prevent Ruin from discovering them. And, more importantly, he trained his obligators—Yomen included—not to speak of what was down below or reveal the locations of the caches.

Ruin didn't know there was a cache here, not until Vin found the previous plate. Even once he knew where the cache was, he couldn't see much when he visited it. He couldn't know if there was atium there, for the entire area—particularly because of the metal cans Vin mentions—glowed so brightly that Ruin had no idea what he was seeing.

He needed a pawn to visit, one through whose eyes he could see. One who could discover where the atium was. Ruin drew the same conclusion Vin did here—that if there had been atium, Yomen would have moved it. But where? Ruin still needed her to find it for him. Either that or bring in an Inquisitor, something he eventually decided to do.