Before we switch into winter
mode...
Says it all, really.
28-Nov-2007:
Roolipelaaja #12
The Roolipelaaja
website was down for so long that I feared they had
secretly gone under. Fortunately the mailman brought me a
copy of Roolipelaaja magazine and even the website came
back up, even if still slightly screwed.
So, issue #12 and third issue by
Riimuahjo (I think?) instead of H-Town. Already people
have called it dull, mediocre and non-descript in the
forums. They might be right but I found this issue of
Roolipelaaja strangely personal. All those bits and
pieces about old games, old events and old Finnish gaming
veterans brought back so many memories you wouldn't
believe. Over 20 years in the Finnish RPG scene can be
summed up as "I was watching when it happened".
The big gap is of course LARPing. I've never cared about
it and at one time larpers were so full of crap you just
steered clear from the stench.
Even so, Alter Ego provided me a good
vantage point into what was happening and immediate
feedback on Wanderer and stuff. And Gencon... I
remember reading these RPG magazines in the 80'ies,
wishing I would get to see it myself. I guess it would be
a sorry sight now as far as RPGs are concerned. But I
digress.
The magazine opens with Juhana stating
that RPGs are either set in fantasy worlds or in the
United States. That is a gross generalisation. Taiga was
set in Central Asia and even such an Ultra-American game
as Twilight 2000 was set in Poland and the rest of
Central Europe. Of course, if one is making a
semi-contemporary game it is easier to set it in a place
and society you are familiar with. In the
English-speaking world most RPGs are written by
Americans, so is it any wonder they use it as a reference
for present-day/near-future settings? Of my games, only Mobsters
is set in the United States, for obvious reasons. Even
so, the long adventure I played with it, Murharyhmä,
was set in Helsinki.
On page 8 I am surprised to find a piece
of news concerning me. Roolipelaaja is reporting what
this blog is reporting and now this blog reports what
roolipelaaja is reporting. Let's see if we can start an
infinite loop here :) Actually it is just a small report
of the formal announcement of me going write the Gamemaker's
Diary (or whatever the hell it will be called). That
was some quick reporting.
The article about Timo Multamäki
brought a tear into my eye and is littered with people I
know and places I've been to regarding the 90'ies, when
we were all young, fresh and full of hope. Regarding Timo
himself, I've met him on occasion but never worked with
him. I've been told the man is insufferable (join the
club) and have been less than impressed with the settings
and backstories of his LARPs. Other than that, he
is a god. Not the God but a part of my atheist
pantheon nonetheless. Consider this blog entry is his
apotheosis. Timo's accomplishments in his chosen part of
the scene remain unmatched and believe me, I do know what
he means by "envious backstabbers". I guess the
Roolipelaaja staff knows it too by now. Because of the
scale of his projects, Timo has just met more of these
assholes than the rest of us put together.
Speaking about badmouthing, I heard a lot
of bitching about Wanderer III when it happened.
I also heard some strange but good things. The event was
large enough for people to create their own goals and
agendas within the setting. Groups were having fun,
weaving stories and in general giving the world a life of
its own, expanding it beyond the original vision and
concept. Now that sounds fucking marvelous. The only
other game I know to have pulled it off is EVE
Online. I probably wouldn't have enjoyed W3 even
then but of all the LARPs that ever happened, Wanderer
III is the one I'm genuinely sorry to have missed.
Too little time has passed since Dragonbane to
tell where the Finnish LARP scene will go from here, now
that Timo Multamäki has retired. Judging from this,
it's going to hell in a handbasket.
After the long exposé on Timo
Multamäki, the technothriller article that follows feels
like a flop. It's not really that bad but I know this
shit already. I hope it is useful to somebody but I doubt
if Roolipelaaja is read by many newbies. Then Eero,
Joonas Laakso and myself get to voice our opinions on
best games or supplements set in North America. I went
for Death Valley Free Prison for obvious
reasons. Read the bloody article if you want to know
more. Then comes a whole bunch of uninteresting stuff,
culminating in the Yhdessä Parempi Peli
-article that wasted two pages on stating the obvious.
Can't even bother to read the article that follows...
aha! Mikki's article on gaming with children is solid
gold. This is a situation I will end up at some point
myself and it is best to go prepared. The article is well
written, with real-life examples and insightful analysis
as to how or why things happened. If you plan to run a
game to children or perhaps write a children's book,
reading this is a must.
And do run games to children. We need all
the new blood we can get.
Living Greyhawk, not bad. I'm sad to hear
it is ending. Are there any other "living
worlds" going on right now? Perhaps something
with... cyberpunk/scifi elements in it? Would there be
market for one? Am I thinking what I think I'm thinking?
Article on Gencon UK is okay. Couldn't care less about
Indie games but it's good they're mentioned... what the
hell is a single D&D NPC doing here? Roolipelaaja has
a bad record on making D&D characters, or so say the
experts. I don't have the rules so I don't know. Then
there is an adventure, the compulsory reviews (nice to
know that you can get one star out of five now) and that
pretty much covers it. I think it is a decent issue
overall and some of the stuff was very good.
Unfortunately I can also see why ordinary readers weren't
that thrilled but who gives a shit about them anyway?
P.S.
A little bird told me that a certain
reviewer was annoyed when I brought up (and properly
linked) his "spirited" review of Pelintekijän
käsikirja in the previous entry. That's all very
strange because this
is the actual review. Readers can look up his
review of his own review on their
own time.
23-Nov-2007:
It's Time to Start
Now that Finland has safely entered the
time of year commonly known as "Winter" but
what I call "The Black Box", I should start on
my second "gamer book" for BTJ Finland. So far
I've only been thinking about it, tossing ideas up in the
air and watching them land, some gracefully than others.
Unlike in Pelintekijän käsikirja, conveying real
information is secondary this time around. The new book
must be easy and interesting to read, and also fun even
if you haven't spent a day with games industry before.
Tall order but I think I'll manage. The deadline for
handing in the script is next summer.
I was really surprised to get this book
deal and thought they were joking right up until the
contracts came in the mail. BTJ was pleased with
Pelintekijän käsikirja. It has sold reasonably well for
a niche fact book and attracted interest in circles you
wouldn't associate it with (I was honoured when Anu
Holopainen said she'd go buy one right now during the
Helsinki Book Fair). Reviews have been glowing and during
the last IGDA meet I had a chance to sit down and chat a
little with the person who reviewed it for Pelit
magazine. He had nothing but praise for it and I can't
really blame him for the three stars; whatever the
virtues of the text had, it is a short book and could
have really used some art.
As a rule, people who actually do games
really appreciate the book, even if they already know
that stuff. I just wish I had more feedback from people
outside the games industry or press but then again, where
the heck would I run into them? Even the sole negative
critic who curiously trashed not just the book but also
me as a person in his blog
review, is a LARP organizer as well as an RPG theorist.
Oh well, books come and go. It's the little old me he's
stuck with.
There is one issue with the book content
I haven't solved yet: what exactly am I allowed to say?
Just because I am no longer employed doesn't mean I would
not be bound by the NDA I was under at the time. Drawing
such lines always comes down to interpretation. I'll have
to see what it looks like on paper and focus on things
that do not really yield or correlate with actual
sensitive information. This also highlights the related
issue of names. People presented in positive context can
probably be at least partially named. In negative context
there will have to be just codes or letters. This blog
sets a good
example. Of course, some people will recognize
themselves but as they say, art courts controversy.
20-Nov-2007:
It's Alive!
Speaking of Praedor sales, of
course. I just delivered another box of the god-damn
heavy 1.1 rulebooks into Fantasiapelit, pushing my total
Praedor sales for the year up to 60. Not bad for a game
that's been out for almost exactly 7 years (it came out
just before Christmas in 2000). It also pushes the
official total beyond 700 but I haven't counted by how
much exactly. Still falls short of the 10,000 -limit but
even little steps take us forward, eh? :)
As a matter of fact, the corpse of Varjojen
Tarha is also getting some colour back on her face
but so far she hasn't moved. And I need to write the book
I actually have a publishing contract for first.
I have also finished editing Stalker
to the extent it has been written. As I feared, the wider
text column shortened it to 197 pages but I am still
expecting to write 10-15 more so the final page count is
going to be acceptable. I find it hard to believe that I
was originally aiming for a 120-page book. Where the heck
did all this text come from? I am still lacking an
adequate map of the Toulouse Zone but it's under works.
With the proofreading and editing still up in the air I
don't know if I really get it done by Christmas. But
soon. Very Soon(tm).
The best of all is that my night shift is
over for the time being. You know what that means? Maybe
I get to play these bloody things again instead of just
writing them! I've got a Praedor campaign to finish and a
long list of possible new campaigns to start. There are
more than I can possible have time for, so
pick-and-choose is going to be a hellish process. Listed
below is some stuff that is going around in my head right
now. I could probably write games around them but for now
I just want to run one:
Taiga 2.0 -
Caught between the dictatorial European Union and
the Russian Corporate Federation, Scandinavia has
become a no-man's-land in the Arctic War. While
the largest cities still hold out against the
growing chaos, the centralised government has
collapsed. Complete social and economic cataclysm
has left Finland a howling wilderness stretching
from the ruins of Murmansk to the Free City of
Helsinki. It's few roads, vital links between the
Baltic Coast and the frontline to the north, are
crawling with bandits, smugglers, deserters,
crazies and motorized gangs playing mercenaries
for both sides. You thought roleplaying the dark
future was all about cities and high-tek? Think
again!
Praedor: Crown of Bones
- When a notorious pirate seizes the relics of
Valiar, the queen has no choice but to send his
personal envoy to the restless south, with a
mission to restore the honour of her ancestors at
all cost. However, there is more to this mission
than meets the eye and secrets Valiar sought to
take to the grave have now returned from the
shadows.
TERMINAL - Classified.
Cyberpunkish... or rather "Street
Scifi".
Code/X: Dry River
- In the future, the Main Asteroid Belt is home
to a hardy breed of people scouring the rocks for
power and wealth. Today, they thought they hit a
motherlode, but Jupiter's invisible web that
snared the rocks has now picked up something
completely different.
...to name but a few.
17-Nov-2007:
Hellgate: London
If I was a fish I'd probably be a salmon,
swimming upstream all the time for no apparent reason
other than dying somewhere close to the top. However, the
one positive side effect is that I occasionally do stuff
despite everybody else saying that I shouldn't. Yes, I
get burned but sometimes the opposite is true. For
example, I am a fan of movies like Last Border,
Ghosts of Mars or Rollerball (the new
version). With my friend Krabak being the only other fan
of those movies that I know, I would say the fan density
is about one per 10,000 kilometres (he is in Japan), so
the total number of such fans worldwide averages at about
5.
Hellgate: London is the game
example of similar against-the-flow behaviour. The
backstory makes absolutely no sense whatsoever, the
graphics are at least 4 years old by any standards, the
intro is unintentionally hilarious because of the whiny
British narrator and the multiplayer aspect the game is
marketed on runs smoothly like a submarine on skis. To
top it off, this could be the first game in the history
of gaming that actually loses sales because of marketing.
The idiots are drumming it up as a new MMO, apparently
trying to sell the idea of futuristic swordsmen in a
London-turned-Hell to the casual hardcore audience of
World of Warcraft. The only possible logic here is that
when put next to WoW, the Hellgate: London graphics do
not look so hopelessly outdated anymore. If you turn on
the full options (bump-mapped armour and stuff) they
might actually look good but I get such starts and stops
in the performance with them that I had to go easy on it.
Calling Hellgate: London an MMO is
stretching the truth about as much as calling a hot-air
balloon a jet fighter. True, they both fly. HG:L does
have a network multiplayer game mode with both free and
monthly subscription options. However, it is not a
virtual world but instead... no, wait. To fully
understand what I am talking about we have to cover one
other point first.
Remember Diablo II? Well, those
guys walked out of Blizzard, set up their own company and
wrote Hellgate: London. That's why this game works,
feels, plays and on occasion looks like Diablo II, has
the same skill system, equipment and upgrade methods,
monster distribution, modular dungeons and overall
structure of "villages" and
"dungeons". The only difference is the graphics
engine which shows everything in 3D and you can zoom the
camera between FPS (first person) and TPS (third person)
views (I play a shooter character in FPS view but I guess
the melee chars work better in TPS). Where Diablo had
missile weapons, HG:L has guns. Otherwise the differences
are minimal and most of the characters are either
swordsmen or magic users. My girlfriend is hardcore (or
should I say Hell-level) Diablo 2 fanatic and could
immediately draw comparisons between the character
classes.
The MMO part of Hellgate: London copies
the Battle.Net -service for Diablo II. You
create a specific multiplayer character but he plays
through the same story and locations as in the single
player campaign. The only difference is that you can run
into (and presumably trade or team up) with other players
in the "villages" (London Tube stations,
actually). I am not entirely sure, because although I saw
them, nobody ever said anything. The multiplayer game is
very susceptible to lag and if you are twice removed from
a village (you enter a dungeon and then go from there to
yet another dungeon), the game dies on you. It doesn't
crash. Instead, the lag is so bad that you can't interact
with the world and the monsters politely ignore you.
Unfortunately you can't interact with the entrances
either, so the only way out is to log off, returning your
character to the most recently visited tube station. This
made the completion of storyline quests impossible, so
you're stuck. Scratch the multiplayer... sorry, MMO,
right there.
Why the hell would you pay 10 euros a
month for the multiplayer mode of what is essentially a
single player game? Apparently Flagship Studios couldn't
come up with an answer, so they went ahead with this
"HG:L is an MMO"-crap, driving away people who
would have been interested in the single-player mode and
disappointing MMO fans for whom the multiplayer/single
player hybrid campaign must have been a one big
WTF-moment. Actually, it is a good thing the game isn't
more popular. The tube stations aren't large, so either
they would have had e to stack up new servers (dividing
the gamer population into miniscule portions) or you
would never guess London has turned into Hell since the
stations are just as packed as they usually are during
rush hour. You can actually play the multiplayer without
subscribing but the developers claim there is
subscriber-specific content.
The only thing I ever ran into were food
recipes. No, I am not kidding. I had the recipe for
toffee apples and god knows what else cluttering up the
inventory and could have used the game's crafting system
to make myself a few. Maybe they were secretly
super-ability potions or something but after seeing that
and getting bitten in the ass by the lag I promptly
cancelled my subscription and have been sticking with the
single player campaign ever since.
After all this, you would think the game
sucked big time. Then why am I still playing it? Because
the single-player campaign that the marketing does not
let you know about, works like a charm. Diablo II was an
incredibly well-balanced and user-friendly game, honed to
almost perfection. More than a little of that has rubbed
off onto HG:L and I love it. The loot system is rewarding
with its constant flood of small rewards and a lottery
system for rare and epic events. Just looking at the
skill screen makes you want to level up faster. The
environment is detailed enough, barrels and boxes go up
with a satisfying crunch. With a shooter character there
is real excitement in lining up your enemies so that you
can send a whole pack of small critters flying with a
single grenade and then rip into the big ones with your
epic, thrice-blassed lightning-shooting gun. Ammo is
infinite and grenades are a mana-based skill. Sounds
weird but it works.
HG:L lacks the epic feel of the Diablo
universe and the exquisite cutscenes Blizzard games are
famous for. Also, it wouldn't work as a regular RPG or a
literary setting which is often my key criteria for
liking computer RPGs. Still, there is plenty of game time
here and I think I'll be exploring the haunted ruins of
one of my favourite cities for quite a while.
11-Nov-2007:
Redundant
The problem with having blogging friends,
a book deal and a strict NDA is that much of what happens
to you is either top-secret, makes good book content or
has already been covered someplace else. I did turn 34 on
November 4th and had a most wonderful birthday party
together with four other people, one of whom had just got
his PhD. Other than that, there isn't much to report and
even the Jokela shooting has been better covered elsewhere.
Working in the nightshift has been detrimental to my
roleplaying games hobby, from writing Stalker to playing
games. Apart from the Army, I've never had a pause this
long in my gaming. This week there'll be a pause in my
nightshift as part of the team comes to Finland but then
it will continue, maybe right up to the New Year.
I've been (very slowly), editing Stalker
and fixing the layout. The first layout was way too
packed and the second layout was way too sparse. I hope I
have now achieved something of a balance. The
illustrations I have haven't really been made for that
kind of layout format but they'll still do. It just takes
a little more tweaking on my part.
Before Roolipelaaja magazine was founded,
I actually contemplated starting a magazine myself. I
read Magus back in the day but I never had much contact
with the crew making it. This time around I have been
watching the guys struggle to put a magazine together in
a constant shitstorm from the "fans". Nope, I
wouldn't put up with that. Everything they do or say is
combed for incriminating detail and they're crucified for
every mistake they make. I am happy to berate them for
policy choices but sheesh! For example, Juhana keeps a
blog on the website where he jots down small-time news
and other miscellania. He went ahead to misquote another
source that the D&D3.5 materials have finally been
made freely available on the net now that 4.0 is coming
out. Unfortunately for him, a crappy txt-version of the
said rules has been out since day one and Juhana is now
hiding from an angry lynch mob of D&D fans who think
he is disrespectful of them and their game.
To take some pressure of him, I'll go on
the record for saying that D&D3.5 is an utter
crock of shit. Now send the lynch mob my way and
leave Juhana and the Roolipelaaja magazine alone.
03-Nov-2007:
Lightning Strikes... Thrice
I've just signed a new book deal with BTJ
Finland. It'll be my third externally published work and
my second novel, so when it is done, I can apply for
membership in the Finnish Author's Association. I'm
actually little fuzzy as to what it takes to make a
person an author? If it requires living on your book
sales (and grants), then there's precious few of them in
the whole country. Anyway, I digress. To apply for
membership, you need to have two published novels. Fact
books don't count, so I am not doing one. The concept is
a little hard to explain but you could think of it as the
bastard child of a professional biography and this blog.
Game nover, gamer novel, gamemaker novel, whatever you
want to call it. I have a little vague idea of it myself
but I already know how it starts, so I think it can be
done. Biographiers and quasi-biographies count as novels,
so there.
It would also be nice to include bits and
pieces of my fan fiction writings (translated into
Finnish, of course) but I probably need the publisher's
approval for that, so we'll see. There is also going to
be plenty of stuff about my experiences in games
development (completely anonymized) but it also means
running the script past my current employer so that they
can yell out if something comes a little too close to
breaking the NDA. Oh yes, there will be people
recognizing themselves from my writings but I will go
easy on them. After all, no one in this industry that
I've met has been a complete disaster as a person. And
even the non-achievers were pretty cool guys.
Kirjamessut came and went and my
participation was limited to a 30-minute panel with
authors Eija Lappaleinen and Anne Leinonen, who had just
written Devoted Souls. It is a novel about a
teenage girl living a double life, one in the real world
and another in an MMORPG called Devoted Souls
and both of them are very real to her. It is an
interesting concept and gamers (let alone female gamers)
have rarely been featured in youth literature but a
30-minute panel is a joke! They should have given us at
least an hour. Jukka Halme did what he good and actually
did very well in keeping the talk going but it was more
of an interview than a panel. Anyway, go get the book if
you are interested in a female viewpoint into gaming and
female gamers. Looks like everybody is into teenage girls
this years and I don't mean sexually. Tähti, Devoted
Souls and all the other stuff being pushed out...
it's definitely a current tend while it looks like boys
are being neglected a bit in the cultural offerings. I am
waiting to see how long it takes before the pendulum
swings back.
25-Oct-2007:
Hour of the Wolf
Surely you remember that I am working at
night at the moment? And that there are upsides to it,
like actually experiencing the day when it happens rather
than sitting in the office the whole time. The upsides
are still there but a whole month of night-shift is
starting to get to me. However, it is vital. I am part of
a team mostly located along the west coast of North
America and if we do this now, we don't have to do it
again at a later date.
I don't really know if this entry is a
whine, a warning, a set of instructions or a romanticized
study of the night. Perhaps all three. I hope it is also
therapeutic since I don't do shrinks. I can't talk about
what I'm working on, so think me as a plumber giving
consultation to a team of roach exterminators across the
Atlantic.
When your profession is something you
typically do from nine to five in an office, switching to
effective night working from home has a few tricks to it.
First thing I noticed is that you must keep to a rigid
schedule. If you don't, it's going to end in chaos. As
your sleep cycle is already out of sync with your visual
(daylight) and social (friends and family) clock, letting
go of set times makes it erratic and throws you out of
sync with everybody, including your team. And it never
really settles down again. It could be just me but my
optimum awake/sleep cycle is about 26 hours long. That
means that if left alone, it moves forward 2-3 hours
every night. Even with regular schedules I sometimes
can't sleep as my 26-hour clock is readjusting itself
(and trying force me out of sync by making me sleepy
during the next awake period). You also need a more sleep
than usual. If you used to sleep for 6 hours at night,
try 7. If 8, try 9 with occasional 10.
May alarm clock rings at 12.00 and I will
get up on the first call, no matter what it takes. Get
dressed, check email, go out for a walk and have a
combined lunch/breakfast (lunchfast?) in the process. It
would be cheaper just to cook at home but eating out
makes me take the walks and helps me retain some symbolic
link to the idea of a working day. There are things
that are supposed to happen on a workday, even if
they don't coincide with your actual work. Besides, I
wouldn't have found the best Chinese food joint in
Finland without it: Asemakrouvi, close to
Louhela railway station, hiding behind a corner and
cleverly disguised as an Irish-style suburbia-pub. The
locals don't eat Chinese and were astonished to learn
that they actually do serve food from a suitable long
menu. Excellent, spicy stuff.
From 13-17 it's Home Alone, part 33 (soon
to be 34), spent mostly writing and editing Stalker (on a
good day) or playing videogames (on a bad day and sadly
there have been plenty of those lately). My Significant
Other comes home around 17 and we try acting domestic.
This is the psychologically hardest part of the day for
me. Let's a dear friend has returned from a long trip in
the US and invites us over for drinks - I'm not going.
There is a cool movie on a late evening showing - I'm not
going. Want to sit down at the couch, turn on the TV
and... err... warm your toes? - Sure but only until 20.30
or so. I could actually start working an hour earlier
than I do but that would cut down the common time even
more.
So around 20.00, when everybody else
settles down for the evening, I start wrapping my evening
up. Save the game, stop watching TV after the current
episode ends, check emails a little more often to see if
the others have already gotten through their morning
routines. Look back on last night's work and commentary
to refresh the memory. By 21.00 I am by my computer and
the action starts. Sometimes I cheat. I have installed
all the necessary stuff also on a laptop and if I don't
want to cut the evening short or we have guests, I might
stay in the living room and have one conversation live
and another via the laptop. Of course, if I need to
process or write large masses text in the process, I'm
screwed.
From 21.00 till midnight I am mostly in
my workroom, alternatively pounding away at the keyboard
or leaning back and waiting for the other party to react.
The other guys have gotten their day well started by then
and new stuff starts flowing in. Lots of Diet Coke
(actually Vip Light Cola) is consumed to the background
music from various metal bands, Alanis Morrissette, game
soundtracks and the like. Anything that gives energy and
keeps the spirits high. The IRC helps me keep in touch
with the outside world and the life everybody else is
living (let's save the definition of "life" for
another entry) but it gradually gets silent as people go
to sleep.
Around midnight or sometimes as late as
01.00 it is bedtime for my SO. I take a break here,
primarily to tuck her in and often spend a few minutes
just lying beside her on the bed. When she starts to doze
off, I get up, refill my cola and get back to work. It is
really silent now. The rest of the apartment (ours is a
6-room biggie) is like a dark cave, with only my workroom
lit up. The sound of traffic outside the window begins to
subside. I am starting to feel lonely and looking forward
to every message and note coming from the team: A drop of
activity in a completely static, darkened world.
The Hour of the Wolf, comes at or around
03.00. Nobody's awake if they can help it. Those who
sleep are in the deepest stage. Those about to die, do
it. This is the peak of heart and organ failure deaths in
hospitals, with patients slipping easily away from sleep
and life. Even the distant drone of Helsinki-Hämeenlinna
highway dies out. Travelers are few and far between,
mainly big trucks whose drivers stuggle to keep their
eyes open. There are no wolves here. Only the silence at
the grave of the last day.
The trickle of messages and notes starts
to die down soon after. It is past 17.00 at the other end
and we're losing participants. It is time to start
wrapping up, writing synopses or summaries and taking
stock of what was suggested or decided tonight as it is
unlikely new big things are coming up. By 04.00 I am
supposedly done, switching the monitor off and heading
for the toothbrush. The trouble is that while I climb
into a warmed-up bed, it is often hard to sleep this soon
after work. The brain is still working too hard. That's
why most people have the evening wind-down and relax
before bedtime.
Tossing and turning, I try to sleep until
12.00. Only two months to go...
16-Oct-2007:
Analysis of Me
I did not think I was asking anyone to
study me as a gamer in the previous entry. However,
that's how Eero saw it and immediately leapt
into action. The result is an astonishingly
long and at times insightful analysis of me as a gamer.
It is very interesting reading and there's no way in hell
I could write a similar analysis on him. I guess Eero
actively studies and catalogues what I (or the rest of
us) say and do. I, on the other hand, am mostly
interested in my own work and usually the rest of the
world can go and hang for all I care. For future
reference, he labels me traditional auteur
simulationist and Old Skool as an auteurist
traditional movement in the Finnish RPG scene. Is
there a certificate for that?
"Burger (T.A.S. certified)"
Actually, he does a good job at
explaining what he means so I am less annoyed than usual.
The one thing I did ask was a good term
for the type of more narrowly focused games and settings
that I (and now Mike and by his own admission Eero as
well) are doing. I have to say that Focused design
does not strike me as cool or trademarkable but it's a
start. :)
12-Oct-2007:
Hatemongering
I just re-read the latest issue of
Roolipelaaja and only now noticed that on page 7 Risto
Paalanen wishes auteur-gamemasters (which, I'm told,
includes me) out of this hobby for good since he thinks
our style of gaming is wrong. Well, I'm glad we
got that settled. For the life of me I cannot understand
the problem some people have with the very idea of a
gamemaster. In the Old Skool sense, that is. And what's
with all these horror-stories of GM tyranny and
railroading? I can't help but wonder if they have
actually ever played an RPG session or are all the
gamemasters they know just retarded assholes?
The gamemaster in an Old Skool RPG is
neither a tyrant nor the author. He is the narrator with
the powers of a referee. I don't know how they got this
auteur-shit mixed into it in the first place but if it's
really a crime to prepare notes before a session I'm
going to jail for life with quite a few other people.
Somebody asked in the roolipelaaja.fi
webcomic thread what
would happen if the five people featured in the comic
would really sit down to have a game. My guess is
that with the possible exception of Eero's Forge-driven
specialty games, nothing out of the ordinary. Ultimately
we're all doing the same thing. This whole issue of
schools, playstyles and methods is ultimately a bunch of
horseshit. I originally used the term Old Skool as a joke
(hence the intentional typo) but naturally someone had to
take it seriously. Looking at Stalker and Tähti, I don't
see any fundamental differences beyond the setting.
Actually, I was pleased to see that Mike
has adopted my idea of a narrow but deep focus into a
particular segment of the setting through the character
roles. That is also the main difference between my games
and the traditional sandbox-style games they are always
compared with. Stalker, or any other game by me in the
future, is no exception. If I did D&D, it'd be a
high-fantasy game about... thieves in Waterdeep (a big
city in Forgotten Realms). If I did Myrskyn aika, it'd be
an RPG about the Trodai warriors. If I did Heimot, it'd
be an RPG about space pirates somewhere in the overall
Heimot -setting. If I did Cyberpunk, it'd be about
netrunners.You get the picture.
I don't know if anyone has come up with a
fancy term for that yet. Eero, this is right up your
alley.
09-Oct-2007:
The Strangest Thing
For now and probably the next two months,
I'm working at nights. My workday starts at 21.00 and
ends around 4.00 in the morning. I sleep until around 11
or 12, get up, go out for lunch and groceries, live my
life for the next nine hours and then the work begins
again. It's tough, it sort of messes up everything else
since I am out of sync with the rest of the world and it
stresses me out. However, it is also necessary or things
won't happen. All of you thinking about a job in games,
consider yourself warned. For the most part, working in
games is a dream job. But sometimes it really bites you
in the ass and you really can't have the former if you're
not willing to accept the latter. This one just bites a
little harder than usual.
That lead to the strangest thing today.
Going to have lunch in a local Chinese street kitchen, I
suddenly realised I hadn't really seen Myyrmäki during
the normal office hours without being either sick or in
the middle of a holiday season. I just walked wide-eyed
at Iso-Myyri mall (the smaller one, without the
explosives). All the shops were open, people were going
about windows-shopping, somebody was being tortured in
the tattoo parlor (but apparently proud of his bare
chest) and the RC car shopkeeper had setup his workshop
right by the window so you could see what he was doing.
It was really quite nice and made this gigantic sub-urbia
to Helsinki feel like an actual place. I really wish the
services and the industry would not have the same office
hours so I could feel like this more often. Basically, by
the time I usually get home, Myyrmäki has already died,
apart from the groceries and the bars.
Yep, there are perks to my current
working hours, crazy as they are. And here's today's
Stalker image:
08-Oct-2007:
Refresher
"Virallisista - toistan,
virallisista lähteistä olen saanut tietää, että
autotallin tutkimisesta voi koitua suurta hyötyä
tieteelle."
We're almost there. Although I'm still
lacking a few pages, a sample adventure (probably that
which I ran at Ropecon) and the Toulouse Zone map,
Stalker RPG is slowly moving away from writing and into
the tweaking phase. Going to the text, adding subheaders,
moving paragraphs around, removing futile things,
tweaking the layout, filling in gaps, repositioning the
artwork and so on. From now on I could publish more
Stalker art here. I got a fine new batch from Jani
Hämäläinen, the second illustrator to Stalker. The
above is from the main artist Tuomo Veijanen, who decided
that also stalker groups can play RPGs. I had some
trouble with the .jpg conversion (they're artists, not
me) but I think that turned out okay.
Speaking of art, I am now a webcomic
character! Mike, Miska, Juhana, myself, and Eero have
been immortalised into as of yet officially unnamed
webcomic appearing on roolipelaaja.fi forums. It's an
inside joke but given the location there's probably
enough people who get it to make it worthwhile. At least
us five have been enjoying it immensely. Just keep
scrolling, I think there are currently four of those but
I hope there will be more. My only previous appearance in
a comic has been Aura Ijäs' comic
on the Enter-magazine writer cruise in 2005.
Unfortunately it is not in an easily readable form
anymore but here are the characters.
03-Oct-2007:
The Pain! The Pain!
No, I'm not talking about the review of Pelintekijän
käsikirja in Pelit-magazine. It got 3/5
and I agree with the reviewer on many points. It is a
thin book, the games list at the back of the book is
definitely not core subject material and the book is
really crying out for illustrations to match its light
and entertaining style. The reviewer was suitably
impressed by how "went straight for the throat"
at things and how the style of writing made the book easy
to read. Good enough for me, especially since Miska also
commended my book yesterday. I am still waiting for him
to say something about it in his blog,
though (*nudge* *nudge*).
I don't want to challenge reviews of my
work even when I disagree with them. After all, if I
think the reviewer misses the point, I am at least partly
to blame for not making the point clearer. And in any
case, I don't disagree with the Pelit-review. I might
question some of the observations but so 3/5 is something
I can live with.
However, when it's not about me, reviews
are fair game. Tony Manninen got 5/5 for making simple
things look like bloody rocket science in his Pelisuunnittelijan
käsikirja. The book is not a total loss but the
only real explanation for this is that the idea of games
being rocket science makes games magazine writers feel
good about themselves. (Actually, my coworkers had a
pretty plausible idea of how the review came to be but
I'm not repeating it here.)
Speaking of books, I will be speaking
about books and games in a panel at Helsingin
Kirjamessut on October 27th. Panel starts at 12.30
and is titled "game novels". Pelintekijän
käsikirja isn't one, so I guess I'm there because of my
job.
And finally, the movers and shakers of
the Finnish RPG authoring scene have been gathered into
this great
portrait (Mike, Miska, Juhana, Burger, Eero). Somebody
should start a webcomic of us five trying to play a
Pirate RPG together while stubbornly clinging to and
promoting our perceptions of gaming.
28-Sep-2007:
Bad Apples
One of the cherished myths of IT is
"Micro$oft bad, Apple good". Times have
changed. M$ isn't any better than before but Apple has
gone over to the dark side in a big way. I've met some
dedicated Apple users in my time and they have really
embraced the idea of Apple being friendly and fair as
opposed to its competitors. I wonder what they are saying
now that new I-pods not only reject non-Itunes uploaded
songs but lock up for good when you try to do
it. They remain inaccessible even if you are later trying
to upload songs with Itunes. I don't know if that's even
legal but Apple did it. Fortunately my I-pod is too old
to do that but when it dies some day, my next mp3- (and
this time also ogg-) player is going to be from somebody
else.
I don't have an I-phone. If I did, I'd be
pissed not only because of the sudden price drop but
because Apple wants to retain control over their hardware
even
after it has been sold. This would be remotely okay
(even if still assholish) if the fact that the phone
comes with a factory-controlled self-destruct feature
been announced as part of the I-phone launch. Instead,
Apple counted on no-one reading the small print EULA and
they were right. It is now clear that you can't actually
buy an I-phone, only the right to use one from Apple. So
no self-written software or applications for this phone,
or trying to get some unorthodox games run on it. No
emulators. No nothing. I think this picture sums it up:
Roolipelaaja has linked two articles from
the music magazine Basso. It's all part of Mike's
publicity campaign for Tähti RPG. I'd never heard from Basso
before but it's apparantely it's a music magazine for
people wearing oversized pants. Anyway, they published
two Mike-inspired articles on "wacky
roleplayers" and I guess any publicity is good
publicity. The articles are here
and here.
I have no clue as to who Stig Dogg is but apparently he
figured it out himself and dressed up as Al Yankovic
instead. Now that guy I have heard about and I think I
caught a glimpse of him at Ropecon.
Wille Ruotsalainen has been working on a
second version of Roudan Maa since forever. I was afraid
he had already given up on it and his downright angry
presentation on the lack of Finnish themes in RPGs in
last year's Ropecon scared me some more. Fortunately, it
now seems that the project is back on track and he
talks about it at Roolipelaaja forums. We don't have
a release date (or perhaps even year) yet but the
rulebook will have hard covers, full-colour illustrations
and a system he says will perfectly support
Kalevala-style roleplaying, whatever that means. I hope
it all works out. The original Roudan Maa was short but
still an impressive piece of work and I like Wille's
vision on how to turn the mythic north into a working
game setting, weaving folklore and artistic extrapolation
together to fill the gaps.
I once thought about writing a historical
roleplaying game based on the Vikings' "East
Road", running from Lake Ladoga to the Black Sea and
beyond. If Roudan Maa could be the northern end of the
road, somebody could write a compatible game featuring
the rest of the way (or games, since the 9th century
Constantinopole alone would make a great RPG). Now *that*
would rock.
Sigh. Oh well, Stalker calls. I'm almost
finished with the Artifact creation system.
27-Sep-2007:
MySpace and Facebook
I've been asked why I don't have a
MySpace site instead of a hand-maintained regular
http-site like this? Well, I like to be in control of my
own things and MySpace does not have anything I couldn't
do already. It's just another piece of Net 2.0 garbage to
me. Besides, I'm already part of a social community in
real life and don't feel like patching up my life with a
"Friends" counter that's keeping tabs of
thousands of people I've never met. Isn't that what the
website visitor counter is for, actually? I know you
can't trust those things but even if we halve the current
result, it's still around 8000 people I don't know. More
importantly, you really don't want your email address on
the page of some company who (like Facebook at least)
then has the right to copy, distribute and sell it
onwards to "friendly third parties". So, when
it comes to community websites, I'm with these
guys.
My hatred for Facebook goes a little bit
deeper than that. Unlike most nasty secret conspiracies
out there, those guys have their agenda right there in
that tiny little legal claim text that nobody bothers to
read before signing on. I already knew some of this stuff
from before but this nice flash representation really sums it
all up, along with quite a few things I
didn't know. Sign up and they own you, or rather your net
identity. Forever. Even if you cancel your subscription.
And in the networked world of today, what else matters?
Keep the hell away from those things.
26-Sep-2007:
Health Problems
I was hospitalized for these past three
days. Those damn kidney stones were at it again and this
time it got serious. Left urinary tract was actually
blocked and that wreaks havoc on the kidney itself. On
the plus side, when I die and decompose, the stones will
still be there long after my bones are gone. I just don't
wanna die of kidney failure just yet. And fuck, those
things can be painful. Right now there was nothing more
the docs could do but keep monitoring the situation and
since I can do that myself, they sent me home with some
industrial-strength pain meds. If I blog something
"interesting" in the next few days, I blame it
all on the meds.
Speaking of interesting, the roolipelaaja.fi
thread about making roleplaying games into a business
is alive and well and the current page is packed with
interesting links and information. Of course, I am
gratified that the facts turned out to be my way but on
the whole the commercial picture is pretty bleak across
the globe. This is not a good time to invest in RPGs but
luckily Burger Games has a very efficient cost structure
and an all-volunteer workforce. Just like I prediced a
month back: sometime in the future the RPG publishing
industry means guys like me, doing stuff virtually for
free on our spare time. The good thing is that this kind
of activity is impossible to kill off AND if I'm wrong, I
don't mind one bit. :)
Oh yeah, Tähti has received some would-be
retailer feedback. That rates 7.8 on the
clueless scale on part the retailer. While I did find the
message of Tähti a bit confused at times, calling it
subversive communist propaganda for teen-aged girls tells
more about the critic than the game. It is practically
family-safe. Now, what Mike has done or said about the
game in the media or in Ropecon is a whole different
matter and I was surprised how sexually the game concept
was presented in Ropecon. I guess the idea of marketing
your RPG with teenage sex somehow annoys me but it
works. I wonder if I need to put more sex
into Stalker? After all, the name IS ambigious...
22-Sep-2007:
Eero's Blog and Concept
Mike is busy guessing his sales, Juhana
is busy pushing out the next issue of Roolipelaaja (I
think it is almost out by now), I'm stuck between a hobby
project that has dragged on for four years and a job
project that will see daylight in three or four years
and... I have no clue as to what Miska is doing. Eero, on
the other hand, has been busy. He has his
own blog now and unlike some of us, he
apparently has his bosses' permission to be open about
their videogame project. I'd be fired and
sued to poverty if I tried that. And oh boy, am I
flattered by his blog entry! I'll send you guys cookies
for Christmas!
Eero has become involved with a
still-emerging game development studio that will do God
knows what. He is giving out a description of their first
and foremost product concept in his blog. It's an MMORPGG
based on Greek mythology. And this is not as crazy as it
sounds. Most people think WoW when you say
"MMO" (they should think cows but you know how
these city kids are). In reality, an MMOG can be
something deceptively simple. Besides, it's not always
easy to draw a line on what is massively multiplayer and
what is not. It's even possible for the same game to be
an MMOG for some and just a networked multiplayer game
for others. Player experience is the final arbiter.
For example, if the player feels he is
playing Counterstrike for the thrill of combat and
winning, that's a networked multiplayer game. But if the
combat is just means to achieve a better tournament
ranking, the game is there in the player charts, with
thousands of active simultaneous participants. That's
when it is an MMOG and you could call the fights
"instances". The only difference is that the
party (or two parties, in fact) enter the instance with a
click of a mouse instead of running through a virtual
world. And that CS has never been marketed as an MMOG, of
course. Funny thing that, the marketing.
Eero's concept seems solid to me and I
like even more the way he has both feet firmly on the
ground. I foresee problems with the marketing since
static-image games are not that hot anymore but the MMO
properties might more than compensate for it. If the game
makes a number about playing with cards, all the better.
High-level gameplay and the stuff about pantheons was
probably work in progress but at this stage you can't
expect anything else. So take a hint, boys and girls.
Eero has a perfectly viable MMORPG concept that *IS*
executable with a small core studio. Remember that the
next time some big shot from the premium games industry
(my side of town) says in an interview that you can't do
squat in the MMOG field for less than 30 million USD.
17-Sep-2007:
Setting The Record Straight
I'm glad that Lönkka
(Fantasiapelit/Acquisitions) came to set
the record straight on RPG sales in Finland. I had
already given up one page before but yeah, most of my
figures and impressions are from Fantasiapelit staff,
Lönkkä and Jyrki Tudeer included. I just didn't have
access to the paperwork to prove it but he does. His
entry is a healthy reality check for all the would-be RPG
authors out there, although I've been saying the same in
about a half-a-dozen presentations about publishing an
RPG in this country. But what can you do? They never
listen.
Lönkka's entry also explains why I'm so
happy about having sold 700 Praedors and made profit from
it, even if some think it is barely a pittance.
Fantasiapelit has sold about 500 of those which is more
than any other Finnish RPG this century AND
beating probably 90% of the foreign titles on sale. At
some point I was told that Praedor was their
fifth-best-selling RPG but I have no idea how that
statistic was formed. This is as good as it gets and I
will probably spend the rest of my RPG authoring career
trying in to match it. In vain, most likely.
My suspicion that no-one, Mike included,
has a clue of the real end-user sales of Myrskyn aika,
was also confirmed. Finally, the
casual way how Mike and Juhana came up with those sales
figures suggests that they have a some kind of a
business plan(s) to go with them. I do hope they'll make
it because I will gladly exchange some pride for a
roleplaying renaissance that brings back the glory days.
I'm just not holding my breath and not doing any J-Pop
roleplaying games either.
STALKER is on page 202. Roughly 18 to go
if my estimates hold true but I think you can add another
five to ten pages for adventure material. I've been
looking into new printing options and the possibility of
doing it with hard covers. If that sounds like I'm a
little jealous of Heimot, you're wrong. I'm insanely
jealous. No promises, though. I am not taking the same
kind of print run as Miska did and if hard covers push
the cost per unit above my pain treshold, then softcover
it is. I am currently writing the artifact generation
mechanism, or rather the second major diceless
randomization system in the game. Then it just needs a
few examples and then all that remains of the
Gamemaster's Book are the monuments. I'm still waiting on
a coworker who promised to tweak a couple of maps for me.
When I get those, I can start working on Zone Book which
concludes the game, along with the adventures.
No, I am not rushing to the printers even
then. There needs to be at least two proofreading and
editing rounds, then collecting ads and notices from all
the people and organisations I want to promote (I don't
know if anybody reads the stuff but I like to have it
there), a bidding round with printing companies and talks
with retailers as to how many books they want. I'm
planning to make the initial print run 200 copies. With
Stalker, that might actually be all we ever need. Not
exactly mass market, is it?
14-Sep-2007:
Core Games
Now that the debate at Roolipelaaja.fi
has quieted down, a new concept has emerged: Core Game.
This is a roleplaying game that seeks to have all the
archetypical genre conventions of its type; nothing more,
nothing less. On the genre triangle I drew for my book,
that would mean aiming just for the corners, with
Cyberpunk as the exception that makes the rule. The idea
is that nobody needs to learn anything and the gamemaster
doesn't need to explain the players anything. Just sit
down, make the characters and start playing on the
assumptions that all major things associated with the
genre hold true. Pretty casual for a roleplaying-game,
huh?
And that's where it hits the rocks. Genre
conventions are good and having a hunch on which
conventions are most commonly used and applying them on
non-essential parts of the setting is even better (or at
least that's what I'm trying to do). However, there is no
definite authority on what belongs or doesn't belong into
an archetypical fantasy game. Judging from this guys
feedback on genre definitions, his ideas are based on
existing roleplaying games. I, however, see roleplaying
games as a form of speculative fiction literature and
bang! We're not speaking the same language anymore!
Having so much experience from roleplaying games across
the spectrum I'd know what he is talking about but when
I'd tell him that Hyboria would make a much better game
world than Middle-Earth, it would be the end of our
beautiful hypothetical friendship.
And it gets worse. Tolkien has nailed
down the image of fantasy in popular culture and only
Conan is nipping at his heels. But what the hell do we
have for Sci-Fi? If you say "Star Wars", I'm
not talking to you. Star Trek is the second-best
contender and a respectful silence is about the best I
can manage about that. I love Firefly but saying it
epitomizes the genre would be too great of a lie even for
me.
And don't get me started on Cyberpunk.
Having read a good deal of cyberpunk literature, I think
the basic premise of the CP2020 is wrong. If that doesn't
get me burned at the stake, nothing will. Even I have
fond memories of the game but it wasn't cyberpunk by any
stretch of imagination. And having said that, it is only
prudent to ask what then is the definition of cyberpunk?
Who is the authority that can determine what is
Cyberpunk? What is the popular perception of cyberpunk as
a genre? My 50 cents says most non-gamers would go for
Matrix these days.
But Burger, aren't you the mass market
guy among these artsy hippies? Aren't Core Games right up
your alley? Almost. I apply much of the same thinking on
my games, trusting on established genre conventions to
fill the gaps or provide the generic framework for the
setting. It is true that there is less for customers to
learn that way if they are otherwise familiar with the
genre and its popular works. So, almost. But not quite.
That small difference hides a universe in
it. That small difference makes Praedor neither RQ nor
D&D and unlike many of the dunces out there might
think, it is not about the rules. As I said, sometime in
2003 when this blog started, you can play Praedor with RQ
rules. Or you can play RQ with Praedor rules. But you
can't play Praedor with RQ setting, or Runequest in
Jaconia. Setting determines the identity of the game and
in the first wave of sales also the difference between
the right game and the next best option (that you turned
down for the right one). Core Games don't have that.
Faced between the choice of a Core Game
and a more specialised game from the same genre, I would
always choose the specialised game.
Something for everyone equals
nothing for no-one.
Somebody should do Core Games by all
means. But it is not going to be me. I am not dropping my
own ideas from a game setting just because GM's dont want
to do their homework. I'm writing games for fun (although
money, sales and prestige won't hurt). If there is
nothing unique, nothing mine in the game, how
could I claim any of the rewards either? Yes, I do have a
Cyberpunk game idea. No, it is not a Cyberpunk Core Game.
But I still think it's a fucking cool addition to my
secret desk drawer.
12-Sep-2007:
Cybertroubles
This
is the most Orwellian thing I've heard in a long time. If
it is made a law, I urge all responsible citizens to vote
"no" with the weapon of their choice. Yes, I
stole that line from Living Steel RPG but if that thing
really happens, I am going to steal quite a few more
ideas from it.
Meanwhile, the discussion at
Roolipelaaja.fi forums has taken
a turn for the absurd and I'd best stop participating
or soon we will never speak to each other again. Too bad,
since me and Jiituomas almost got talking. Now, to clear
things up, my figures come from Fantasiapelit sales just
after Praedor 1.1 came out. Sometime last year, I think.
They are also supported by what info was available from
my other retailers, Puolenkuun Pelit and Roolipelit.net
at the time. So I actually did ask, although I do admit I
polled just the specialist stores. At some point, I think
it was also last year, Praedor was Fantasiapelit's 5th
best selling title in the RPG category.
The logic behind these figures is that
two products (used to be three but GURPS is on its way
out) sell hundreds or even thousands: D&D and WoD.
The rest is peanuts. In that category Praedor counts as a
coconut and Heimot as a walnut. Myrskyn aika is a
hazelnut. My guess is that Mike is basing his figures on
the sale of novels from bookstores since that's his
primary channel. The side effect is that we don't really
have a clue on the actual sales of Myrskyn aika. And the
catch is that we are not in the business of writing
novels to begin with. The 1500 books reported by Kniga
are just the copies shipped to retailers. End user sales
are still likely to be in the hundreds anyway, so no
worries. It's a hit, just like Heimot and Praedor. I just
wonder where all those players are now?
That concludes the state of the hobby
today. I might be shocked at Fantasiapelit's decision to
promote itself as a manga bookstore and Puolenkuun Pelit
has been living on videogames since forever but I can't
argue with the money. Roolipelit.net is still going
strong, I hope? (Where's the Top List?).
On a completely unrelated (okay, a very
distantly related) note, I've been doing some reading,
from Netforce to Neuromancer, Snow Crash and Noir. You
got it! Cyberpunk! Like with so many others, my first
real exposure to the genre was through the Cyberpunk
roleplaying game. I'd seen some movies, of course, but
they never really registered as genre movies. Now,
reading the books it is supposedly all based on, I
couldn't help but wonder if I got the right RPG within
those black covers? It's almost all firefights but there
is very little shooting going on in the novels? Sure
people can die but firefights just aren't cool. I don't
believe in designer intent, you know that. However, I do
believe in genre conventions and Cyberpunk 2020 (or any
of its competitors) breaks them at every turn. Or, if the
RPG determines the genre, the books have to be something
else.
See the problem?
Now, there
is this guy at Roolipelaaja.fi forums claiming to be
"Joe the Average Gamer". There is no proof
of this but what he is asking is really close to my
heart: A non-gimmicky fantasy RPG, a non-gimmicky
cyberpunk RPG, a non-gimmicky spaceflight Sci-Fi RPG, a
non-gimmicky occult RPG (didn't they call this
"horror" when I was a kid?) and a good
anime-style game, all in FINNISH. He says he can't find
any and know what? He is right, for the most part. I
would promote Heimot for the space-flight scifi but I do
agree it has gaps in the background material. Something I
hope the future supplements will correct. We are all
doing such artsy-fartsy bullshit that the mainstream
genres are being neglected. We assume the
English-language games already cover all the bases while
clamoring for more Finnish RPGs. Really, where is the
Finnish cyberpunk now that CP2020 is off the shelves? In
the bloody toilet!
I'm going to put up a statue of this guy!
P.S.
Don't worry. The sick leave and pain
meds end soon and then the blogging rate is back to
normal.
11-Sep-2007:
Re-evaluation
See? Lots of time, lots of pills and too
tired to do any real writing (Stalker is on page 196), so
I am blogging like hell. This is again stuff related to
the long thread full of (mostly) bad advice at
Roolipelaaja.fi. Since I'll be talking about my own games
I thought it would be selfish to put all this right after
my long entry on arcade roleplaying. I don't see how
Arcade Roleplaying could have had anything in common with
storytelling games like Universalis but hey, were are
scene activists! Since when did we agree on... anything?
Anyway, Merten criticised Finnish RPGs,
including Praedor, for not having good instructions on
playing the character or that the books are just skimming
over the gamemaster's duties. I was going to rip his
argument apart in this entry but it turns out he was
right. You can glean a lot of this stuff from other parts
of Praedor but as it stands, there is just two pages
about roleplaying your character and understanding group
dynamics.
Gamemaster's book is also little on the
short side compared to the two massive setting books that
follow. Again, much of the gamemastering stuff is hidden
between the lines in the setting books but it is not
helping if you have to look something up in a hurry.
Praedor was not really written with novices or experts in
mind. I just went ahead and wrote the bloody thing. Now
Stalker is supposedly written for veterans. How the heck
are these page counts so different? I hadn't realised I
had undergone such a massive style change since the year
2000 but when I compared notes on Praedor and Stalker, it
really leaps out at me. Whew!
Stalker: Player's Guide
has 70 pages. It starts with a tourist-level guide to the
setting and the character's life as a stalker. I wrote it
because I thought it would be prudent to tell the players
something about the world they live in. Turns out there
was quite a bit of stuff even though I was avoiding going
too deep. Then there is a brief non-numeric explanation
on how Flow works and what is expected of the player to
have his character succeed in this game. Then we delve
into the group dynamics; how stalker groups are formed
and what are the typical roles within the group. Well be
back on the group later on. Then we build a rough
character history (or glean them from a ready-made
history if the player has been busy) using the abilities
and their drawbacks. This is a big deal since it affects
not only what the character is good at but also replaces
many of the traditional attributes or edges/flaws found
in other games. It also determines what the player should
aim for when playing in-character.
Since the abilities are not just skills
but also lucky breaks and advantages that happened during
Stalker's life, going through the possible implications
of the stalker having his various abilities is explored
in the ability descriptions. Done yet? Nope! The stalker
group has a name and identity of its own. It is not
really stats but there's stuff for the players to plan
together, like how the group was formed and on what kind
of agenda. It concludes with a rough walkthrough of a
typical (and a rather peaceful) Zone expedition. All in
all, 70 pages, the biggest parts being the setting intro
and the ability/drawback section. Some personal details
are filled in and voila! We have a stalker.
Stalker: Flow Guide is
just that, a separate unit detailing the mechanics of the
Flow system. And then comes the Gamemaster's
Guide which long as hell.
To cut a lifelong epic short, the GM's
Guide it consists of five major chapters: The
Role of the Gamemaster, 12 pages of stuff about
what the Gamemaster does during the game and how to use a
simplified version of the Campbell's Hero's Path to
create new adventures.Then I have 25 pages worth
of stuff called Challenges and Conflicts. It
is about interpreting and applying the Flow mechanics in
practise. There is plenty of stuff here, including the
whole of combat system. "Outcome instead of the
Process" approach to combat is new for me and
everybody else I know (I still wouldn't call it
innovative), so there is plenty of examples, good and
bad. Crawling over that we get to a monster chapter
called Stalker Style Guide. On these 62
pages I move from the closest town towards the Zone,
describing scenes, sounds, organisations and people
active in the described locations. I've got
Changed-worshipping cults, Institute men-in-black, shady
artifact dealers and some decent souls trying to keep up
the appearances of a normal life in the half-abandoned
town of Toulouse. It concludes with descriptions of
various hazards, from a diceless anomaly generation
system to inorganisms and mutated animals. The GMG
concludes with Artifacts and Monuments,
with a system for creating your own artifacts with plenty
of examples and travel diaries regarding the mysterious
monuments deep in the Zone interior. That's what I'm
writing right now.
Finally there's the Zone Book,
your tourist map into the French Zone (or
"EuroZone") in and around the city of Toulouse.
It is going to be much shorter than I planned for because
so much of this stuff is packed into other parts. The
creature descriptions are already in the Gamemaster's
Guide, so there is really not that much left to write
home about. Oh yes, a model adventure or two and a two
sheets packed with adventure nuggets should conclude this
game nicely. The final page count is hopefully past 220
plus whatever ads and classifieds are on the final pages.
The Stalker Style Guide is easily the
biggest single chapter in the whole game. I'll have to
see if I could move the bestiary into the Zone Book to
even it out.
10-Sep-2007:
Tree of Bad Knowledge
It is almost 6 am and fading pains from
kidney stones keep me awake (this is nothing, I writhed
in agony and peed blood on Saturday), with the
accompanying medication doing its part too. Feeling
sleepy, yet can't fall asleep.
Browsing the 'Net during the darkest
hours, I just had to check back on the Roolipelaaja.fi
thread on Robin D. Laws' open letter to indie game
designers. Mike "Sugar Daddy" Pohjola thought
we all had much to learn from him. Bullshit. The only
thing I want to learn from Robin D. Laws is his patience
when putting up with drunken and stammering gamers at
Keltsu during Ropecon. Like most guests of honour, Laws
was a nice guy to sit down and have a beer (or Pepsi Max)
with but that's it. His open letter to indie game
designers was remarkable only in its unremarkability.
Unfortunately, a relatively lively discussion sprang up
and that is what makes the thread something that young
and susceptible would-be RPG writers might look at when
learning the ropes.
Honestly, all you would-be RPG writers
out there, don't believe a word of it (with the possible
exception of fonts). Nobody gives a fuck if an American
game back in '85 did exactly the same thing. Besides, the
odds of your game doing precisely that are
astronomical and since it was the 80'ies, the game
probably did it ass-first anyway (I have seen things you
people would not believe... and I would like to
forget...). Your rules can be smoother, your setting can
have totally different themes and edges to it and your
scifi-tech is more up-to-date. Hey, the settings are...
different! Oh my, could we be talking about two different
games? Gee, go figure. Only Forgers and some theorists
have a problem with this but unfortunately they are a
rather vocal minority. Don't let them get to you.
In the Finnish RPG scene, recognition and
popularity are at the opposite ends of the spectrum. Praedor
is unfavourably compared with some artsy-fartsy stuff
despite (or perhaps because?) of outselling the lot of
them by a factor of 2. Heimot
gets bashed for being a "traditional
scifi-game", even though it is the sole occupant of
its niche. Sure, there are (very few) other space opera
RPGs out there but A) none of them have been translated
and B) apart from Star Wars, Heimot has outsold them all
in this country. Besides, I'd rather have more games to
choose from than less. They all have their unique vibes
and combinations of themes and moods. For me, Heimot
strikes closer to home than Star Wars. The three-digit
sales figure says I'm not alone.
The Finnish RPG scene needs games with
mass appeal. By mass appeal, I mean that they are easy to
approach also for existing gamers and all else follows
from there. They are typically set in mainstream spec-fic
genres that have lots of fans, have high production
values complete with eye candy and contain elements or
even game mechanics that have proven popular in the past.
In short, they are games with projected sales of over 20.
You will be dissed for a lack vision or ambition, or
perhaps even for causing the hobby to stagnate (bad, bad
me!). Theorists will condemn your game for being too
popular(!) and low-brow for their research (I'm not
kidding). But you might also have people come up to you
seven years after the release to thank you for a
wonderful game.
Makes me wonder if I am actually shooting
myself in the foot with Stalker.
06-Sep-2007:
Burnout Mobile
Highly rated, a top seller and brings the
best out of action gaming on mobile phones, Burnout
Mobile rocks. Don't take just my
word for it. Here is the Pocketgamer review
and below are some pictures.
The review also offers some insight
into what real game
designers do.
The RPG theorists seem to be more than a little confused
about that.
Now everybody says it is an EA Mobile
title and technically, they are right. But if you look
into the About-part of the game you'll find, among all
the crap, a little notation saying: Developed by
Rovio Mobile. Unless they have removed that too, of
course. For some fucked-up reason (okay, I can guess) the
actual developers were left out of the credits by a weird
close-to-the-release deal. There is a whole lot more I
could say about EA Mobile regarding this project but that
would still be covered by the NDA and breach the
boundaries of good taste. Now, the guys at Rovio are
bound by their work contracts not to make noise about
this. I, on the other hand, had already left by the time
of the no-credit deal. I also also happen to be one of
the developers so no one can blame me for taking credit
for my part in the game. But what I really want is every
fucking one of us to get credit for it:
Producer |
Jukka Peltola |
Concept Design |
Ville Vuorela |
Game Design |
Joonas Palmgren
Ville Vuorela |
Prototype |
Ville Helin
Miika Virtanen |
Programming |
Jon Franzas
Markus Hepo-oja
Juha Niinistö |
2D Graphics |
Lauri Rauhanen
Juha Impivaara
Joonas Mäkilä |
3D Graphics |
Tero Koivu
Joonas Mäkilä |
Music and Sounds |
Joonas Mäkilä
Tuomas Erikoinen |
Testing |
Kiarii Ngua
Evans Mungai |
Misc. |
Mikko Järvinen |
...and justice for all.
04-Sep-2007:
Pelisuunnittelijan käsikirja
You thought this was about my book?
Wrong, my book is Pelintekijän käsikirja.
There *is* a difference between a Game-maker and a
Game Designer. No worries though, my own publisher
got these mixed up and even Google brings both books up
if you type that into the search field.
Tony Mannonen
from Ludocraft
has finally got his Pelisuunnittelijan
käsikirja out of the printers and Recoil Games got
one of them. Since comparisons between the two books are
inevitable I thought I'd do a pre-emptive strike and
write a comparison of my own. Let's all agree that if I
don't talk about his book's back cover texts he does not
talk about mine (okay, his are tamer). Publishers just
can't not goof those up, can they?
While we in the games industry know who
Tony Mannonen is, he is not really part of the scene.
Ludocraft is an offshoot of the games laboratory of
University of Oulu and while it is registered as a
company, they get to play by their own rules (not having
to watch the profit margin all the time). Sounds like an
interesting place to work and they are best known for
their Air Buccaneers -licensed mod for Unreal
Tournament 2004. It is was highly regarded and you could
argue that thanks to these guys, University of Oulu has a
big lead on academic gaming over the other universities.
Pelisuunnittelijan käsikirja is
about twice as thick as my book and has hard covers.
Looking at them you might think the covers were switched:
it has people in it and mine has this abstract...
thing... or whatever it is. Production quality is high
and browsing through I found a good deal of illustrations
that again make me miss Aura Ijäs and the illustrations
she did for my columns. He also has many more tables, a
good deal of them in English for some reason. All in all,
his use of English in the book surprised me.
Non-translated tables and charts embedded in Finnish body
text dent the image of good production quality.
The crucial differences between the books
start with Tony's focus on game design, rather than the
entire process of making games. He has written twice as
many pages from what is effectively the first third of my
book. Second, it is strictly videogames-only. The third
important difference is that while mine is a handbook, he
set out to write a schoolbook, complete with student
excercises at the end of each chapter. I wish I knew what
level of education this thing is aimed at. Fourth
difference is the style of writing. I wrote my book like
an extended column in a hobbyist magazine. Pelisuunnittelijan
käsikirja is strictly academic and powder-dry at
that. He is also avoiding giving an opinion about
anything and as is typical for Finnish academic works,
the person of the author is not present.
Personally, I found the text a little
tiresome to read. Game design is not rocket science and
Tony uses an awful lot of words to explain simple
concepts. I also thought many of the charts were either
stating the obvious or repeating what had already been
said but I am not the best person to judge that. For
someone who does not already know this stuff the
experience could be very different, so we'll have to wait
for outsider reviews. On the plus side, from what I could
read during the day, I'd say all the essential things are
there plus probably something extra. The excercises
were a really nice touch. If I were to teach this subject
to college-level students I'd use them. And making the
students read the book would not exactly hurt them
either.
But honestly, this is not Pelisuunnittelijan
käsikirja but rather Pelisuunnittelijan
oppikirja. A handbook
implies more that just being a fact book: it implies
being a quick and easy reference guide into the topic.
For all its merits, this is not it. Whine whine. Anyway,
neither my book nor his will make anyone a game designer
without hands-on experience. Game design is about
application, not information. If you have a project in
mind, especially if it's a videogame, reading my book for
an overview of the whole process (and a more
market-oriented view) and then his book for the design
should make a good start.
03-Sep-2007:
Land of Hunger
My girlfriend hails from Hyrynsalmi,
Kainuu. We just got back from a one-week trip there. 650
kilometres, seven or eight hours if you put pedal to the
metal but still mind the police radar-cameras. It was
already autumn up there; it is twice as warm here in
Vantaa even though it was still supposed to be chilly for
the season. Nowadays nobody starves there even when the
autumn comes early but go back for fifty years and things
were very different. Hence the nickname, Nälkämaa,
Land of Hunger. Apparently the old times have not been
forgotten. To stave off starvation, visitors are brutally
sacrificed to ancient winter gods by feeding them to
death. I have many times tried to restart my diet (being
back almost right where I started back in 2003) but never
with a better reason. Right now even my skin feels tight.
Heathen food orgies aside, the place is
not exactly a hotbed activity after the summer season
closes but there are things to do if you are prepared to
drive quite a bit to get them. We visited Raate Road, one
of the most (or to me, the most) interesting battlefields
of Winter War. Being out of the way, the place has been
preserved pretty much as it was. They have even built a
small but good museum right where it happened. It also
boasts the
most impressive war monument I've ever seen anywhere.
Click the small picture and you get a sense of the scale.
Every one of those boulders around the monument
represents a soldier killed in the battles for
Suomussalmi and Raate Road. Thus there are 20000
boulders. The whole thing is freaking massive and very
serene. Almost eerily so.
As we walked down the Raate Road,
(forking off to the right in the picture), my imagination
played a trick on me near the monument for Russian
Fallen. Out of the corner of my eye, I saw four shapes
among the trees, like blurry images of soldiers in snow
camo, moving in slow motion. The white of their clothes
shined so bright it was almost blinding but beneath their
hoods there was just shadow. No face, no nothing, just
darkness turned dark gray because of the bright blur. Of
course, when I really looked that way they were gone. I
put it down to vivid imagination but you are free to draw
your own conclusions. Anyway, the whole experience was
very cool. Maybe Stalker is making me lose my mind?
Speaking of Stalker, Miska called me and
told he had had a spy in the Ropecon game sessions and
was impressed by the reports of Flow and the Stalker
setting in action. That was nice to hear. Also, just as I
got back home, one of the #praedor regulars told me his
non-gamer girlfriend had picked up his copy of
Pelintekijän käsikirja and told him that "the
writer is real good since he can make even a non-gamer
understand what he is talking about". Now, if
that does not count as a positive review, I don't know
what will! Everybody else who has rated the book has so
far been either a gamer or a game designer (or a theorist
for the sole negative review). This was a truly fresh
perspective!
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