Originally, the idea was intended for a game that I knew I'd never create. I was really into Mass Effect and Fallout 3 at the time, and thought the story would definitely suit that medium best. But I knew it also wasn't innovative enough to catch anyone's interest in creating it to the scale I thought best. The idea remained with gaming in mind for whatever reason.
I pushed the idea aside to focus on school for a while. Every now and then an idea would pop into my mind, such as the idea of those within Purgatory being there against their will. I wanted a better reason than the evil overlords threatening the lives of the people they loved.
Eventually, the woman behind the visor was given a face, and as soon as I completed it I sat back and knew her name was Helena. She was inspired by a woman I went to school with who not only had a really cool heritage, but expressed herself less feminine than I ever did, and yet still kept a womanly presence. She usually kept her hair short, and one time she styled it in a really cool faux hawk.
I had just completed a Classics of Science Fiction class, and I remember my professor speaking about an author who only wrote female leads in a not so typical form. I wish I could remember the author's name, because I found the idea really neat. I was so used to the mindset that only heroes could captivate an audience, and the idea of a woman being herself and still be interesting enough to read about interested me. I wanted to create a character like that, and I knew Helena could be that.
Commander Shepard from the Mass Effect series greatly influenced the initial concept of Helena. I love how FemShep was a leader everyone was willing to stand by, and no matter how you played her either. As tempting as the idea was, I did not want to make Helena a willing leader, or impose leadership onto her. I wanted to take a stance to show that there can be interesting female leads who aren't leaders. I wanted to make her more relateable and less of a daydream.
After I graduated, landing a job was difficult. I did little odd things like making necklaces and selling them on ebay, or taking art commissions in exchange for a little money, but I could never find a work place that would hire me. I debated on the idea of turning Helena's story into a web comic, even though I know very little of sequential art. My husband had told me about the success of a lot of web comic artists out there and how their sites gain revenue through adds. I hit a roadblock as soon as I realized this story was set in a futuristic city, and I was terrible at drawing backgrounds at that time.
Two years passed before I finally sat myself down and began to write it all out. I wanted it to be only one book, because I felt like sequels are too forced in today's entertainment. It was a mindset I had adopted after watching some of Christopher Nolan's works. I loved how the stories he told all came to a lovely close at the end, and that he never really pushed for sequels. I wanted that in at least this story, but I became too immersed in the lore. It started to unfold more like LOST as I began to write it all out, and I was concerned that I'd have more questions than answers at the end.
While I feel Purgatory does come to a close and that it wasn't completely open-ended, there were still questions I left that I just wanted to answer. One book became two, and now the idea has unfolded to three. There is an idea for an innovative perspective on a game involving the start of the Purgatory program, and I've also debated on writing short stories about the other characters. I feel like I've gotten carried away.
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