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27-Nov-2008:
Roolipelaaja #18 and God
This was a strange issue of Roolipelaaja magazine.
First on page 7, Stenros laments the lack of
Judeo-Christian duality in Finnish roleplaying settings
for some bizarre reason and finally makes two wrong
claims: Firstly, Stalker does not unravel if the setting
is approached from a religious angle. After all, many
people in the game's world do so, including one of the
veteran stalkers in the novel. However, the point of any
religion is to explain the unexplained while the point of
all science is to question and explore. If the gamemaster
adopts a non-contradictory supernatural explanation for
the Zone, the atmosphere of the game changes radically
and into a direction I have no interest in and is in
conflict with the novel, so therefore it is not
recommended or supported. Anyone who bought the game is
of course free to do as they please with it. His second
claim is that Praedor has gods. It is certainly true that
Jaconia has religions and they are a powerfull force
shaping many if not all aspects of the society. There are
also supernatural entities of immense power. However,
neither the comics nor the roleplaying game has
god-entities in the traditional sense, whether we are
talking about polytheistic pantheons or a more
monotheistic interpretation.
Praedor, of course, also disproves Mikki Rautalahti's
claim on page 33 that atheism and supernatural cannot
coexist. I know it is a fairly common mistake to confuse
atheism and skepticism but I had thought Mikki knew
better. For example, Jaconia has its fair share of
atheist philosophers and thinkers, and as religions go,
the cult of the Dead God comes pretty close to being an
atheist sect.
I guess it is time for me to address this issue once
more since Christmas is drawing close. Now, I am a strong
atheist, which means convinction that neither gods or a
god exist. However, this does not mean refusing to
acknowledge that there are phenomena that modern science
cannot explain and perhaps never can. Scientific
knowledge is a sphere and as our understanding of the
world increases, it only means our contact surface with
the unknown expands with it and we learn to ask even more
questions. And I think that is a permanent state of
affairs. Personally, I have seen a ghost twice. I think
they were emotion-induced hallucinations but I have no
hard evidence either way. And while I would be very much
surprised to see a human toss a fireball, I would
consider it a golden opportunity to extend the limits of
human knowledge rather than as evidence of the existence
of gods.
Atheism, by definition, is a belief.
As an atheist, I am convinced that God does not exist
but I acknowledge the paradox of trying to prove a
negative and have no problem with it. While I regard the
non-existence of gods as a fact, I cannot disprove the
existence of gods any more than I can disprove the
existence of Santa Claus. I would not call atheism a
"faith" because it lacks (or should lack, in my
opinion) an ideological message. And it is definitely not
a religion because it lacks institution, hierarchy or
mission. Of course, I guess you can argue otherwise if
you look at some of the more militant atheists in the
Internet. I also don't feel particularly oppressed by
religion. I have attended a Greek Orthodox burial, a
Lutheran christening, a Hindu wedding and a Jewish
Easter, participating and singing along whenever I could
(shaanti shaanti shaanti-hiiiiiii!!!) and enjoyed them
immensely. I have also visited my grandmother's grave to
apologize for the way some people have spoken of her. I
do not believe in her soul but I do believe she lives in
my memories just as she lives in my genes.
24-Nov-2008:
First Day At Work
Since today was my first day at my new workplace, I
guess it is not a (poorly kept) secret anymore. I am now
working as a senior designer at Casual
Continent. The title is really for my CV
since they don't have any other designers I could be
senior to. They have a funny street level office with a
big window (blinds down, of course), probably an old
store converted into a barbershop and later rented out as
a small office space. The placement of power outlets
screams "barbershop" at me, as does the red and
white tiling on the floor. Also the entrance is shared
with a beauty parlor and that's the sign hanging above
the door, so you could call the office pretty well
camouflaged. The contrast with the ultra-modern Recoil
office in Ruoholahti couldn't be greater. But the place
is growing on me, already after one day. And boy, does a
setup like that feel like Indie or what? Come next
summer, I think this will be the coolest (in both senses
of the word) game studio office in town. Of course,
moving away from AAA-games and investor coffers meant a
drop in the salary but I was never that desperate about
it. However, it also means that for better or worse, my
sojourn in the console games industry is over. And I
don't expect to return.
In other news, Tabula
Rasa (or "Richard Garriott's
Tabula Rasa" as it has been rebranded) will close
its doors at February 28th next year, bringing the
$100,000,000 space adventure by Richard Garriot to an
end. The game could not retain more than 80,000
subscribers, which may sound plenty but at 15 bucks a
piece that would be like 7 years to make back the
development money, even assuming zero running costs. It
is another financial MMORPG disaster for the Korean giant
NCSoft, who has had two high-profile post-release flops
(this and Auto Assault) as well as four MMO projects
aborted in mid-development within the last 5 years. Some
say the company, which still runs successful games like
Lineage, Guild Wars and City of Heroes, has more than
halved its profits by throwing money at failed titles and
big names. I always suspected Lord British's recent space
tourism trip was actually about NCsoft trying to fire him
into the orbit. Unfortunately he still came down, so they
had to persuade
him to leave by ordinary means. I hope he goes
back to work on the Ultima series. For the most part,
that is what he did right.
Meanwhile, World
of Warcraft is crushing all resistance.
According to www.gamesindustry.biz,
Wrath of the Lich King sold 2.8 million copies on the
first day, which is an all-time record for any game, let
alone a supplement that does not run without the original
product. Before this release, Blizzard was making
$1,200,000,000 of pure profit annually. Since
the WOW revenues are around 1,5 billion, that means the
annual running and post-release development costs for the
game are $300,000,000. Furthermore, the subscriber
figures are still rising. The reason why so many other
MMOs crash and burn is that World of Warcraft has set the
bar so high it is simply impossible to reach. The
development costs of any MMO trying to take on WOW are
beyond the reach of everybody else in the business, so
high profile games launch, flutter and fall flat on their
face when their hundreds of thousands of subscribers
still fall far short of what the investors wanted. Then
again, if you don't want to compete with WOW, there is
still good business to be had. For example, EVE Online is
making good profit with about 300,000 subscribers because
the product has been designed to have development and
maintenance phase costs on par with that revenue level,
which is still quite comfortable. Compared to 12 million,
300K may not sound like much but in reality only a
handful of MMORPGs have ever achieved that number. MMOcharts
has not been updated since April but it still gives a
good idea of what I am talking about.
Now, if only something could save my beloved Neocron...
23-Nov-2008:
Epic Fail in Turku!
I've never really shared the fashionable antipathy the
rest of Finland seems to harbour for Turku, our oldest
city. I think the sentiment it dates back to the 12th
century or something along with Turku itself. But now
Turun Sanomat, the local newspaper, has said in the
person of its editor-in-chief, Aimo Massinen, that
Electronic Frontier Finland (EFFI) is an
ultra-nationalist organisation with a strong
anti-immigrant stance. Actually, EFFI is a politically
independent (but in my opinion somewhat left- and
liberal-leaning) organisation for promoting the freedom
of speech, the protection of electronic privacy and
advocating electronic consumer rights. It has never had
any opinion of the immigration policies but during the
last elections it took a very dim view of the e-voting
experiment. And as most of you know, that experiment went
even more to hell than EFFI had predicted. But I digress.
One of the local EFFI members got Aimo Massinen on the
phone and was
told that since mr. Massinen did not have a clue of
what EFFI was, he had relied on "rumours" and
neglected to check his facts with, let's say, Google. EFFI will
undoubtedly demand that the newspaper publishes a
correction. Personally, I emailed him and asked very
politely where should I go look for these rumours he was
referring to, since my own searches were turning up
empty. So far, there's been no reply. One idiotic
newspaper article is not enough to make Turku the
shithole some people claim it is (it is actually a rather
nice place to visit, especially in the Summer) but this
was a very suspicious event. If I were paranoid, I'd say
mr. Massinen probably had a personal agenda in trying to
tarnish EFFI's image by likening it to Suomen Sisu
("Finnish Guts"), a genuine ultranationalist
and anti-immigrant group.
While the real world has once more done its best to go
to hell, I've been tinkering with a kind of intro text
for the 2nd edition of Taiga. Judging from
roolipelaaja.fi forums, roleplaying games set in Finland
seem to be in vogue right now, so I moved the concept to
more familiar surroundings. Actually, I have always
regretted writing the original Taiga into a
desert-/steppes environment. Back then it was an obvious
choice since I was partly an imitation of the movie Road
Warrior. Unfortunately, so was practically every other
older post-holocaust RPG out there. But I am also a
die-hard fan of the movie Last Border, a Finnish
post-holocaust epic by Mika Kaurismäki. Using Lappland
and tundra as the setting was something new, even if it
was still rather wastelandish.
But it gave me dangerous new ideas. When my partner
kept taking me to her home turf in Kainuu, the
possibility and uniqueness of actual taiga as
the setting dawned on me. You have to see it to believe
it. Take Highway 5 and drive 600 kilometres north. You
have these stretches sometimes before and after Kajaani:
Narrow and relatively straight, a thin line running
through a wilderness of evergreen forests, marshlands and
lakes. No lights, practically no traffic, tens of
kilometres to the next house. Wild animals crossing the
road. Reindeer. Moose. Even wolves and bears if you pick
the right spot. And why not a pack of roadgangers,
waiting for a signal at the mouth of a logging track,
ready to pounce on unwary travellers or government supply
trucks with their swift motorbikes and scavenged vehicles
now decorated with antlers and skulls. And there is much
more you can do. So much more.
So, I wrote this little piece of fiction, from the
viewpoint of it being me explaining the past events to
you as a player, sometime in 2039. Remember, I am 66
years old here and have been living in this rough and
dangerous for 18 years. In such environment I would not
have much time left and most if not all of my current
skills would be useless. I guess I'd be an old, toothless
geezer swapping stories for petty handouts in the corner
of some trading station bar:
It's all about lines. Invisible boundaries drawn
onto maps, onto the ground or in the 'Net. It's all about
which side you're on. The Fall is reality. Nothing can
stop that now. All those on the other side of the line,
the Emergency Government is determined to see them
through this. On this side... frankly, I don't think they
expect anyone to survive. The Fall will pick us off like
dead leaves.
In hindsight, we should have seen it coming. Fuck
it, we did see it coming. It never pretended to be
anything else. We made it wear masks of ideals and hype
so we didn't have to look at its face. We outsourced our
fears to boards of experts, media, Internet censorship,
vegans, hybrid car makers, tighter airport security and
political circus. And then went on with our small lives.
Every year it got a little wetter and windier. The
energy prices spiked up a bit. Graphs in the TV dipped
lower. Harvests were a little worse than before. Fishing
yields not quite up the spec. Maybe the news on Africa
and elsewhere got a little worse and there were more
people on the move, more placards on the streets and more
cars burning. More wars, in faraway places with difficult
names.
When the famine struck in '21, we turned on each
other like rats. On paper, it was "a statistical
adjustment into the standard of living matching the
current economic trends". Out there on the streets,
it was a storm, a fire and a war, all rolled up in one. A
thousand years of civilization pitted against the
survival instinct. Instinct won, hands down.
As social order collapsed and contact with the
heads of state was lost, the European Union Emergency
Government (EUEG) emerged from whatever hole they had
been hiding in. While the world ground to a halt around
them, they drew a line between those within and those
without, enforcing it with soldiers, tanks, electrified
fences and elitist ideologies.
In Europe and beyond, protected zones were
established to shelter vital assets and privileged
citizens. These Central Sectors were originally meant to
be hubs from where the surrounding areas could be
controlled. In reality, conditions outside vary widely,
from relative stability enforced by patrols and bounty
hunters, to complete anarchy of gang, bandits and indies.
Urban areas completely beyond government control
are called Free Zones. Often within a stone's throw of
the electrified fences, they are now havens for
smugglers, fugitives and rebels. Green communes scratch
the dirt. Tinkerers trade recycled tech. Anarchist wage
war on Central Sectors and smugglers make a killing on
what they raid or steal from government depots and
tranports.
In Central Europe a patchwork of Central Sectors,
Outzones and Free Zones stretches across the continent.
And there's an occasional Dead Zone where pollution,
warfare or plague have run rampant. Up here, north of the
Baltic Sea, there is one more invisible line. Beyond the
centres, ghettos, checkpoints and fences lies a thousand
kilometres of evergreen wilderness.
Taiga.
Apart from the coast, Finland was sparsely
populated even in the best of times. Lonely roads wind
their way through the wilds, marshes and overgrown
farmland. Fate drove people in the cities long before the
Fall did. The few who remained were written off, ignored
and forgotten. The government occupied industrial centres
and natural assets. Beyond that, their maps were blank.
Then shit really hit the fan. The Euros and their
Kremlin puppet found themselves embroiled in the Second
Northern War. Facing them across the Arctic Sea were the
Asiatic Corporate League, the North American Commonwealth
and the fucking ice pirates of Kalaalit Nunaat. There
were hot spots from Iceland to Aleutians, wherever there
were oil, gas, minerals and infrastructure.
Five years ago, the League invaded Kola Peninsula.
They replaced the Euro-Kremlin stooge in Murmansk with
one of their own. The EUEG shifted an army up north,
right through Taiga, rebuilding roads and railroad links
along the way. Then some third party set off a
thermonuclear explosion in Murmansk, crapping fallout all
over Lappland. Gave both sides one hell of a tan.
Nevertheless, the war continues all along the
Arctic coastline. Scandinavia is just one front out of
many and after the Murmansk Blast things shifted down a
gear. The EUEG holds the Norwegian coast and all of the
Baltic. The League hangs on to Kola Peninsula and the
White Sea. Everything in between and above the Arctic
Circle remains contested to this day.
Not the nicest guys to begin with, the war turned
EUEG positively nasty on civvies. Forced conscriptions,
child soldiers, slave labour camps, mercenaries, rampant
polluting. You name it, they've done it. Even their
precious citizens are feeling the pinch. More
restrictions, censorship, rationing and shortages. I hear
they've got these really harsh purges going on within the
C-Secs.
So much for history. The present is hard enough to
deal with.
The problem with this piece is that I have hard time
fitting a description of the present in there. Ideally,
it should pick up from where history left off but somehow
all the starts that I've made feel clunky. I guess it's a
form of writer's block. I don't really expect anything to
come out of these musings but since most of you commended
the fiction pieces I added to Stalker RPG, I thought you
might find this entertaining as well.
19-Nov-2008:
Now We'll See
The
Band of Sisters from the Green Party did report Halla-aho
to the police. I guess it was too late for them to
back down, even though Soininvaara did warn them. Typical
Greens, they are not even sure what exactly they are
reporting him for but I guess anything goes as long as
their critics are silenced. Predictably, Halla-aho
countered with his own suit but I don't think his case
will fly. Anyway, interesting times. I don't believe
expressing a wish for something bad to happen to somebody
counts as "exhorting to criminal behaviour",
especially if it happened years ago and has only been dug
up now since it is politically convenient. JH wrote in
his blog two years ago that he hopes certain prominent
female politicians in the Green Party would be raped by
immigrants because of their contribution to the problem.
It is improper as hell but if the case really goes to
court, the definition of "exhorting to criminal
behaviour" becomes too vague to really mean anything
anymore. Personally, I don't think a law like this should
even exist. And if JH gets the stick for breaking it, the
Internet and political media archives hold more than
enough ammunition to really spread the fun around.
Since we are on the subject of prosecuting thought
crimes, I think it is time for me to come clean. I don't
have an opinion on the Green Ladies (apart from them
being morons) but I am fervently hoping that Suvi Linden
would get sucked into an LHD-generated black hole. And
after the e-voting debacle she can take Tuija Brax and
Anne Holmlund with her and the world would be a better
place for it. Do the police inform you when you are being
investigated? Am I waiting for a phone call, a brown
envelope or a visit?
17-Nov-2008:
The Cost Efficient Edge
Mike Pohjola was the first and so far the only one to
react to the previous entry. He presents his
counterarguments in
his blog and while I obviously disagree, he
used to be Jesus so you'd better check it out.
Meanwhile, I've been thinking about a point I first
made in majatalo.org
in the 7DS thread. Since I am up at 5 in the morning and
sick as a parrot from the garlic I ate yesterday, this is
the perfect opportunity to elaborate a bit more: So far,
Heimot has had the highest production quality of all
Finnish roleplaying games. In three years it has sold
roughly the same amount as Stalker has in about 8 months.
Stalker RPG is a much rougher-looking (I think it is
beautfiful but then again I have this post-holopunk
fetish) softcover roleplaying game with a much more niche
genre. By far, really. Finally, both games have sold
several times more than practically any roleplaying game
in Finland this millennium (Praedor appeared in 2000 so
it is not in the count), apart from mainstream
bestsellers like D&D and WoD. I would argue that
without a strong brand, 200-300 sales is what you are
going to get for a good game. Would Heimot have sold more
if even more resources had been put into the production
values? I don't think so. Stalker matched it with a much
lower production quality and much fewer resources. By the
way, I am assuming that the Burger Games brand power
(what?) and the extremely niche genre of Stalker pretty
much cancelled each other out: "Hmm, a new game by
Burger, cool... but it's some weird shit... let's roll up
a Praedor character instead".
In Sweden, Neogames and especially Järnringen publish
top production quality stuff with print runs of 1000+.
Apparently they also generate enough revenue to keep a
staff of a few regulars around (or then they've really
fooled me). I used to regard their games as examples of
what my publications should be like but not anymore. I
have my own style and I am happy with the current level
of production quality in Burger Games. It pleases my
eyes, is cheap to produce and appears to be good
enough for the fans. Of course, it is nice to do a
little better every time but since I am not living off
this stuff, there is only so much I am willing to spend
on it. Now, the author-hopeful of 7DS talks about
investing 5000 euros or more into the production quality
of his game which enables him to do pretty much anything
as far as printing techniques go. And absolutely nothing
if he can't find willing artists. While I'd really like
to see the end result of something so expensive, it is
not going to raise my bar. My strategy is simple: talk to
people, find an illustrator who gets as fired up by your
game idea as you are and give him as much creative
freedom as you can. There is no telling what you'll get
but for me, Stalker RPG was really the best case
scenario. Tuomo Veijanen did far more art for STALKER
than I ever dreamed of. He established the rough style
that supports and feeds the famous atmosphere of the game
and also had direct influence on content design by
including his own ideas into the images. If I liked them
(and I frequently did), they were included into the game.
Sure, throwing real money at the art can get what you
want. Probably even with more polish and shine. But I'll
take soul and ideas over polish and shine any day.
Sope, the author of Piippuhyllyn manifesti,
commented that all Finnish RPG authors should aim to
match the production quality found in Swedish games. I
disagree, because although their production quality is
great, there is also such a level as good enough
(and there is more to Swedish RPG production than the
fancy hardcovers we are now fussing about). More
importantly, if we raise the quality bar, we will also
have even less aspiring new RPG authors because the
titles they are using as benchmarks will be beyond the
reach of their skill and resources. As long as we are not
in this for money, we have an obligation to them. And
finally, do we really want to look like the Swedes? I
know some people complain that our roleplaying-games are
too Americanized to be any good but we know it's
bullshit. All Finnish RPGs, no matter how much of a
fantasy heartbreaker they are, have always had a special
edge to them. Even the Finnish translation of Cyberpunk
2020 makes good use of it, turning a watered-down setting
in a broken scifi game into something so edgy and cool it
was scary.
"The Finnish Edge".
Now there is a concept that could really use some
serious thought (and branding).
16-Nov-2008:
More Braindead People
What's
going on? Is this the Moron Month?
I am a leftist liberal (although pro-nuclear and
certainly not a pacifist) who voted for the Leftist
Alliance in the last municipal elections. But if this
bashing of Jussi
Halla-aho continues, my commitment to
freedom of speech will override my preference for
political leanings and I will become a Basic Finns
supporter just to hit back at those morons. For the
record, I oppose any and
all restrictions on freedom of speech,
including those currently set in the law. While this
means tolerating any idiot who can put together a
coherent sentence, after reading JH's writings I have to
say that he knows his stuff, he knows his audience and he
knows his legal limits better than his opponents. Hell,
my blog is probably more criminal than his but you don't
see Green Party ladies threatening to sue me for it (let
alone for something I wrote here two years ago when this
blog arguably had more teeth).
Jussi writes provocatively since that's the only way
to blog. However, I agree on his basic points: He wants a
better screening of immigrants based on their true needs
and what those people can contribute to the Finnish
society. He wants tighter and in some cases enforced
integration of immigrants into the Finnish society, best
achieved through compulsory education courses on
language, laws and culture. He opposes the preferential
treatment of immigrants in social policies, the
culture-sensitive interpretation of national law and the
ideological tilt that skews the public debate. Nope, I
don't see a problem here. Not so surprisingly, neither do
any of my immigrant friends. This is not rocket science
and they are not morons. If I was active in politics, I'd
include all of the above into my otherwise leftist
pro-wellfare state message.
Jussi Halla-aho has been elected into the city council
of Helsinki with a huge vote tally and I am sure he'll do
a good job. I couldn't have (and wouldn't have) voted for
him in this election but when they demand that he be
silenced or prosecuted for what he has been writing, they
are treading on my toes. Even if I didn't like what he is
saying, I will defend his right to say it.
12-Nov-2008:
I See Braindead People
While Maracon in Oulu is trying to break the Finnish
RPG scene out of its hibernation and everyone else is
busy LARPing the dead, I set myself the task of making STALKER:
The Roleplaying Game a reality. Hell, if I am
going out of this business, I want to go out with a bang.
The English translation of STALKER is
just what the doctor ordered. However, assuming it ever
gets done, the logistics of selling a roleplaying game
internationally are daunting. My best bet were
print-on-demand services like lulu.com,
where you first browse the catalogue, then pick a book
and finally order it. Lulu will then print out the book
and send it to you. Perfect for a hassle-hater like me,
right? Well, just as I thought I was getting a good start
on the project, this
came out. Lulu.com is far from being the only such
service out there but it is the biggest and the best
known. Unfortunately they have obviously decided they had
too many customers already and trimmed down their
operations to just mainland Europe and USA. Unbelievably
asinine move. Whatever outfit I will go for when the
translation is done, lulu.com won't be on the list to
choose from unless that pricing is fixed.
However, it would take more than a moronic book
printer to ruin this day. I have signed up for a new job,
the one that I feared had collapsed. They got their shit
together but asked me to keep the name out of the
spotlight for a while, so wel'll save that for later. All
I can say is that it is something I've enjoyed doing
before and look forward to be doing again. It is also a
massive paycut compared to Recoil but that was always
coming. It is still a a good deal as far as the Finnish
game industry is concerned.
So, I am doing the English translation of STALKER
myself. So far it has been surprisingly easy going. Much
easier than creating text out scratch like I'm doing
right now. As is always the case with fiction
translations, the objective is not translate the words
but the context but it is still the same game; no
additional content, no rule changes, no major text
changes and the same layout to the extent it is possible.
This is also my final chance to see if something can be
done about those stupid greyscale images. They are just
fine when I print them out from Pagemaker files. Somehow
the PDF conversion scews them up. When it is done, I am
will burn some money on a native-speaking translation
specialist to have it looked through and edited where
necessary. It is way cheaper than commissioning a full
translation. As always, Burger Games gets my services for
free, keeping the costs down. This is something nobody
else should expect.
Since I like to bitch and moan about the lack of
Finnish roleplaying games, it is only fair to pay some
attention to 7DS.
Sadly, the one thing that most projects discussed in Majatalo.org
project forum have in common is that they rarely
amount to anything (UNSF
being the delightful exception that makes the rule). It
is only logical, of course: If you knew what you were
doing, why would you ask for advice on a web forum?
However, this guy is not a complete newbie and he is
willing to invest quite a bit into his game, so the
finished product could be something interesting. For
example, he says that he has budgeted about 5000 euros
for a print run of the first 100 copies. That alone is
several times more than what I would be willing to pay.
10-Nov-2008:
Update
I am writing this in the middle of night so the date
is actually November 11th. But since nothing's happened
today, who cares. I would have wanted to write that I
signed up for a job today. Unfortunately signing of the
job contract was moved to Wednesday so I can't. Also, I'd
like promote the excellence of S.T.A.L.K.E.R: Clear
Sky here but the level design falls completely apart
at Limansk and that is also where the enemy detection and
AI bugs really come to bite you in the ass. So I can't do
that either. For fuck's sake, stick to S.T.A.L.K.E.R:
Shadow of Chernobyl. It is way better than this
bug-ridden clusterfuck that can't really decide if it
wants to be an open world game or not. Meanwhile, I've
been hearing good things about Fallout 3. Assuming that
my machine specs out, I'll be switching to that soon
(especially since Gamersgate moved the
appearance of 7.62mm to February and my
steam-powered 1.8 GHz DualCore differential engine could
not even get Far Cry 2 to start).
Sigh.
While it is nice to have a verbal agreement on a job,
it is not really happening until the job contract is
signed. I won't be starting until the 24th, so having it
signed would have given me two full weeks to put my feet
up and not worry about a thing. I don't really think they
are going to pull the offer before Wednesday. But still,
the best deal is the done deal.
Another thing, and one that has been bothering me for
much longer (about a year now) is the lack of roleplaying
inspiration. Once I got the Stalker RPG out of my system
and off my desk, I have felt like a run-down battery. It
is as if I had always had this limited (although a fairly
large) amount of things to give to the RPG hobby and now
I've given it. Maybe Stalker RPG says everything I've
ever wanted to say about playing and gamemastering
roleplaying games. There is nothing more to be said on my
part. I can still dream up settings easily enough but to
pursue them, either through gamemastering or
productizing, feels like too big of a step. True or
false, I also get the feeling that nothing's happening in
the scene. No new and interesting games are coming out
(no, translations of surrealistic Norwegian indie games
still don't count), there are no events worth mentioning,
the most issue of Roolipelaaja didn't really strike a
chord with me and so on. I have tried to become more
active and butt my nose into more forum conversations and
such but it has not really made me care. At least in the
good old days somebody would make me angry about
something. I've also had a few flashes of inspiration on
adventures to run but I can never hold onto them.
Everything sinks into the quicksands of apathy.
It is affecting this blog too. Intervals between the
entries are growing and since I've been doing very little
RPG stuff, what little I write is not really relevant
from the roleplaying point of view. Instead, there is
more and more stuff on computer games, which is not
surprising since that is where my bread and mortgage
payments come from. Not being part of that scene is not
an option.
I don't know. Maybe I should just close shop and go.
05-Nov-2008:
Happy Birthday...
...to me.
I turned 35 yesterday (sometime after 4'o'clock in the
morning, I'm told). According to statistics this is the
midpoint for someone like me. While my blood pressure is
surprisingly good for someone with my waist length, let's
face it. It'd be a miracle to get past 70. While
Americans celebrated the occasion by electing a new
president, I ate a large pancake and immersed myself into
the Chernobyl Exclusion Zone. Yes, S.T.A.L.K.E.R:
Clear Sky has been out for a while now but this was
the first time I actually got to play it. With around 7
hours of play under my belt I feel I am entitled to some
first impressions:
Things they got right:
The Zone is as immersive as ever. I liked the sparser
population of of SSoC better but it still works and the
magic, the atmosphere, is still there. The game is a
prequel to the original title, combining old and new
locations, which nicely gives a bit of history to places
you "later" visit in SSoC. Weapon upgrade
system works like a charm and armor upgrades are not far
behind. I am enjoying this game and will be playing it
for quite some time.
Things they got wrong:
The gameplay starts from a newbie area called
"Swamps" and it is a piss-poor idea. Reminds me
of the sad newbie areas in most MMOs. To get out of
there, you have to run the gauntlet of a machinegun
tower. I made it with two attempts but this has been a
game killer for some and it is just plain bad pacing. The
mission system on the whole is so hideously broken that
it alone is responsible for 90% of the bugs. The whole
game would do better without it and it really pains me as
a game designer to see something that is designed so
badly and should have made the eyes of any playtester
bleed. Really, stay away from the missions if you can.
The new targeting crosshairs are horrible. Many of the
weapons are desperately underpowered and the enemy visual
detection system is broken making them unbelievably
perceptive and accurate even in pitch darkness. Player
bleeding system feels like an unnecessary add-on compared
to the original, which was a downright scary system. And
the new HUD and interface screens are ugly and
non-functional. I would have retained the original and
especially the radiation warning system used to work much
better. Now the first indication of radiation trouble can
be dropping dead all of a sudden, especially in the
swamps. For some reason even the visual effects of
radiation have been omitted from the swamps. If it is a
feature, it is a damn stupid one. Thankfully, they return
later in the game.
One thing that was almost a game-killer for me was the
new artifact search system. In the original SSoC,
artifacts are visible objects in the level. Sometimes
they were a little too easy to get as they were right out
in the open but at other times they also encouraged
exploration. You checked out train tunnels, drain pipes
etc. just in case there were some and if you saw them
from afar, you would try to navigate through a maze of
anomalies to get to them. Now all this is gone. Instead,
artifacts are invisible unless you chance right on top of
them. They are found in anomalies and you can switch your
gun to a Ghostbusters-style detector that shows the rough
bearing to a nearby artifact. Since these are invariably
in the middle of anomalies and the three artifacts I have
found were The Suck, I am not feeling encouraged to go
look for them. I almost never check out anomalies with my
detector and don't bother with that much exploration
anymore, especially if anomalies are present.
Finally, Clear Sky lacks the smooth touch of the SSoC
storytelling and design. Cutscenes are sparse and lack
artistic vision. And your character is a featureless
Brick Shithouse named "Scar" who would be right
at home in the cast of Gears of War. There is even some
shit how he is "special", resistant to the
emissions. This is a huge drop from the mysterious,
obsessed and Tarkovskian "Marked
One" (spoiler alert and watch in full
screen mode) in SSoC, who was not special in any way
except for his strange mark and having come from the
death truck while alive. He was also an amnesiac, hunting
a guy named Strelok based on a clue in his PDA. Eventually he turned out to be Strelok
himself. Scar is on the lookout for someone called
Fang for no good reason whatsoever and I am not really
interested in what he is thinking.
Conclusion:
Hmm... 7/10 if you have played the original, 8/10
otherwise. In comparison, the original SSoC is 9/10 in
vanilla form and 10/10 with the right mod (I recommend
the Oblivision Lost) and it still looks good. With a
high-powered machine and DX10 Clear Sky is supposed to
have some new magic tricks up its sleeve as far as
graphics go. But me, I play it with DX9, full details but
the dynamic lighting turned off. Just like SSoC, it runs
smooth as butter on a low-specs machine and still looks
good enough for me. And if you like sandbox shooters, add
+1 to all the ratings.
30-Oct-2008:
CPR, again
Looks like one of my employment prospects collapsed.
It's not a crisis but you wish things would just work out
every once in a while. I am feeling the blues. It is not
all doom and gloom, however. In better news, yesterday I
gave a presentation on storytelling in videogames in the
University of Helsinki and the audience told me they
liked it. The event was arranged by students from the
Aesthetics department and further lectures will be held
by people like Mike Pohjola and Tapio Berechowsky (I hope
I got the consonants right there) on various other
game-related topics. In even better news, the Stalker
contract came, was signed and mailed back to the literary
agent, so it is a done deal. Now I can start thinking
about what to do with it, including the Stalker RPG
novel. I already have a draft outline of the story but
how do I brand it as "Stalker" and still yet
keep it separate from the original? Now that is the
question, not to mention the logistics of actually making
the translations happen.
While I've been looking at game business, licensing
contracts and IP sales from Burger Games to digital
media, the Finnish RPG industry seems to have died on me.
Again. Actually, I feels like it turns belly up every
time I look away. And no, translating some Norwegian
art-game into Finnish don't count. Ironspine could help
me out here but I have no clue as to when or if any of
their new products (or expansions to its old one) will be
released. So what the hell happened? Praedor, when it
came out, kicked up a surge of new
high-production-quality games (whopping two, the quality
of Parabellum is... a matter taste). But Heimot
set the bar so high I am still not aiming for that level.
And the the surge fizzled out. Star Wreck was a
joke and there is only so many times you can tell it. Tähdet
was an interesting experiment that didn't really work as
a roleplaying game and even less so as a commercial
product but at least it was an interesting read. Like
some kind of an absurd futuristic youth culture magazine,
which must have been the objective. It did give me a
number of ideas for FLOW, though.
Even if prospective RPG authors have been sitting on
their thumbs since last April (when one of them
apparently did something), the scene is still out there.
Apparently some of them survived Ropecon, because Maracon
has been announced for 14th to 16th of November, which
sucks because that was the one weekend in November I had
already booked full. Those people up north had something
funky going on in Oulu last spring, if my memory serves
right, so maybe I can attend that if they do it again
next year.
I know I shouldn't but I am tempted to try something
new. Between a novel, Stalker translations and the
digital media hurdles there is more than enough to do, as
always. But there is this one thing I want to try out:
Praedor: Modern. You already saw the one set of
conversion rules, from Praedor to Cyberpunk. I'd like to
take the idea further and convert the pulp fantasy rules
system into a quick and streamlined mechanics for
handling modern challenges such as firefights or Code/X
-style horror. People already like the system but I don't
believe in direct ports, so I have to figure out what
makes a rules system for a modern setting tick.
27-Oct-2008:
Running Around
What a weekend! And it is not over yet.
Between Kirjamessut and Alternative Party,
I've been running around since Wednesday and staying up
until 4 in the morning. Electronic
Frontier Finland had its best stand ever at
Kirjamessut and it really paid off. All the events we had
participated before were largely preaching to the choir (Assembly,
Freedom Not Fear, Open Source-thingies) and some
members objected to the idea of going to Kirjamessut on
the grounds that it did not fit EFFI's profile. Well, YLE,
Teosto and Kopiosto were there, so why the hell
would not we go? Leena picked e-books and e-book DRMs as
our primary "book fair"-themes and got several
several gadgets (including a wonderful e-book reader
called BeBook)
on loan, while Kierrätyskeskus lent furniture for free.
Our sofa and reader drew the crowds and the upcoming
municipal elections with the electronic voting experiment
provided other topics for discussion. It all worked out
beautifully.
It was a great experience, very effective in reaching
out to new audiences and I strongly believe we will do it
again. Personally, I also managed to grab hold of the new
head of publishing at BTJ Finland and exchange a few
words about the Elämäpeli script. They
obviously had not done anything with it because of
Kirjamessut (it is their busiest time of the year) but
the script has been submitted, received and the gears are
turning so hopefully it will come out sometime this
winter. Finally, Food Fair was right across the corridor
and moose sausage with cheese is bloody excellent.
Come Friday evening, my attention switched to Alternative Party.
It is a computer geek/demoscene/art tech -event at
Kaapelitehdas, with everything from demo competitions to
live techno bands. Their vaunted Steampunk theme was just
a sorry sideshow but on the whole the event was just the
right size, very atmospheric, distinctly artsy and
noticeably more mature than Assembly. Unfortunately the
compos had a disturbing tendency to degenerate into a
comedy of errors as technology failed and demos built on
XP would not run on Vista. But although the actual
Fogscreen compo failed to the extent it had to be
cancelled, they did have one of those up and running
right in the main hall entrance and it was very cool,
high-tech and quite cyberpunk. Actually, the whole event
was very cyberpunkish, even if the organizers tried to
shoehorn the Steampunk theme wherever they could. On the
whole, Alternative Party is the perfect counterweight to
Assembly but I wish they'd be a little less hardcore with
the demos and filmed them instead of trying to run them
in real-time. Some familiar faces picked out from the
crowd: Rauhala, Nurro, Smolander, Jiituomas, Mike
Pohjola, J. Kasvi and a bunch of other people who said
"hi" but I have no clue as to who they were.
19-Oct-2008:
Gag Order
Sometimes it feels like I am not allowed to talk about
anything anymore. All the details on what happened or is
still happening with Recoil are covered by an NDA. All
the job prospects, interviews and pulling of strings are
confidential as well since I am not applying to be a
burger-flipper but a game designer (and not exactly
junior one at that). I have a secret project that I hope
will keep me fed, clothed, warm and dry sometime in the
future but nope, I can't talk about that one either. I've
been consulting one other project for pretty much good
will and free meals but I am not at liberty to discuss
that here either. Nobody's given the gag order but that's
just the way things are. On top of it all, pretty much
nothing else has been happening. I've attended my first
intensive period of the Game Industry Economics Course
and liked it but what's there to tell? Business is
business, whether you're selling game development or
sausages.
I found some 3rd print-run Stalkers from a box and
Fantasiapelit promptly bought them all. The game is
selling slowly but surely and they did not rule out the
possibility of ordering a 4th print run if and when their
stockpile runs out. I hope Puolenkuun Pelit has also been
doing but the sad truth is that their volume of RPG sales
is much lower than even the fizzling figures at
Fantasiapelit. So no holding breath for their re-orders.
Contractually, the way for foreign translations has been
cleared up but Strugatsky's agent told me that the papers
were lost in the mail and that it was not an unusual
occurrence with the Russian postal system. I believe him.
When and if the papers do arrive, I still have to figure
out who will do the translations. Theoretically, I could
do the English translation myself but that will take a
long time. Maybe too long... but then again, what is a
year in the RPG market? A friend visiting from New
England told me that there are a lot of roleplaying
events there, like small cons where the objective is to
play the games. Running sample sessions of Stalker has
always been the best possible way to advertise it because
the players have recommended it to their friends.
I will definitely run Stalker sessions in the next
Ropecon. The girl in the parking lot in this Ropecon
alone ensured that. I just wish I could have my own room
somewhere. And when the contract arrives, it brings with
it the right to turn my Stalker RPG novel idea into
reality. I won't be able to resist the temptation, since
I've got the overall plot pretty much sorted out. Now how
to describe it without going into too much detail... if
it was made into a movie, it would be Antikiller
meets X-Files. I just need to come up with a
good name for it.
09-Oct-2008:
Bouncing Back
Just as I was despairing over Stalker RPG
translations, I was informed that Boris Strugatsky has
accepted the foreign language deal in its entirety.
Papers are already in the mail and when they arrive, I
will be sorely tempted to start writing a Stalker RPG
novel on the spot. Unfortunately, somebody ought to do
the actual translation as well... I have no idea
whatsoever how to the sell the stupid thing once it is
translated. Something like POD (Print On Demand) might be
the answer. And before somebody suggests it again, I do
not and will not have anything to do with PDF sales. I
have enough trouble with selling data files in my day
job. My Stalker novel will feature stuff that is also
expected to get into the Stalker RPG supplement
"Teräsmetsä", if it ever gets done. And if it
doesn't, the novel would have a dual purpose of being
both entertaining and source material for new adventures.
How it will be published is still up for grabs but some
kind of co-publishing deal between Burger Games and any
of the small Finnish speculative fiction publishers is
the best plan I have.
I also attended the IGDA Pub Night on Tuesday at Cafe
Cuba. System Club was closed down so that's the new IGDA
venue from now on, in Erottajankatu 4 or something. Quite
a few people already knew I had left Recoil but they were
under the assumption that it was because I had found
something better. I set them right and they were all
properly sorry, offering few helpful tips as to where to
send my applications next. I also fulfilled my promise to
drink at least one farewell beer and My Gawd it was
awful. Thankfully Samppa, the senior level designer at
Recoil, bought me some Salmiakkikossu to wash it down
with. Horrible stuff, the beer. I came in late because I
had attended the Wapit Christmas Party earlier that
evening but the place was still packed. Unfortunately not
all the people I had hoped to see were there but it was
still definitely one of my better Pub Night experiences.
I have just finished rewriting my Curriculum Vitae.
All that remains is to decide where to send it to. I have
always used the old-fashioned extended format CV, with a
one-page cover letter followed by the essential lists of
jobs, education and portfolio. These days most people
seem to go just for the lists but I like including the
letter as it proves that I can write stuff and adds some
meat on the job listings. Besides, just one page in big,
readable font is short enough for anybody to take a
glance at without being bored. I am also fairly pleased
with my portfolio this time around. 17 mobile games (and
12 of them having won multiple review awards), five
roleplaying games and three published books isn't bad.
However, there is no Earth No More. That would
have been the crowning achievement. A pity, really. I
hope they still get it done and not just because I want
to mention it in my CV.
One good thing about my "sudden vacation" is
that I have an opportunity to try to get back into some
sort of shape. Last spring's illness and the overall
stress (to which I respond by eating; maybe I should have
switched to smoking by now) have left me fat and weak.
Now I have all the time and none of the excuses, so I am
following a regime of gym and 4-kilometre walks on
alternate days. And of course, avoiding candy and fatty
snacks with varying degrees of success. My arms might be
sore from yesterday's gym session but I welcome the pain.
It tells me the muscles are there, making me feel
stronger already. Besides, I read from somewhere that as
long as the pain lasts, the muscles keep consuming
calories.
While I've been busy with my work troubles, two things
have happened. Firstly, Roolipelaaja #17 appeared. The
red-black ninja issue has been commonly hailed as the
best one yet but I don't know. Somehow it leaves me cold.
It is not bad and there is nothing offensive about it
but... somehow, for me at least, there is no spark.
Nothing to catch my interest. I did note, however,
Juhana's editorial on how the low sales figures of
Finnish RPG products came as a surprise. It's not that I
would not sympathize but really, I
fucking told you. I am glad we are all on the same
page now, even if it took you guys a year to come around.
This is exactly why Rolemaster dishes out experience
points for pain. It is also why my creative ambitions
have expanded beyond pen&paper RPGs. For me, Badlands
is an IP (immaterial property, or in some context a
franchise). I might make a roleplaying game out of it but
that would not be the product but its application. And a
rather insignificant application in the current market.
The second thing that's happened is much more
positive: Motörhead
released a new album called Motörizer.
Little more melodic than the previous album Kiss of
Death, Motörizer is one of my all-time
favourites. Two songs in particular, English Rose
and Thousand
Names of God stand above the rest (sorry about
the sound quality but there was no actual music video of
that available). The whole album is great background
music for the adventures of my orc rogue in World of
Warcraft. This is orc metal, really. And ideologically,
Motörhead lyrics have always been about as far as you
can get from Manowar.
Motörhead
is on stage in Jäähalli on December 16th. And I am
there, of course.
05-Oct-2008:
Soul Searching
It's been a few of days now and I am settling down
into my new life. Thanks for all the supportive emails.
Actually, this sounds like I was a TV star and got
thousands of supportive messages when announcing I was
going into rehab. What I got was more than one but less
than ten. Good enough. A recurring feature in these
emails was the question "what next". Damned if
I know. Global economy is having a meltdown and games
industry is not as immune as it once was. With games
being so expensive to make, many financial operations
depend on the availability of credit, either from banks
or investors. That has dried up, a sure sign of hard
times, making expanding businesses and founding of new
premium studios difficult. There won't be another Recoil
Games anytime soon. My expert on gaming markets
recommends that I take it easy for the next two months,
lay low and barring some miracle opportunity just watch
the situation develop. If the worst comes to the worst, I
will get some job somewhere and frankly, I agree. I just
prefer jobs that I like, even if it means that giving
them up is traumatic and I have to re-discover myself
every time. If I was a millionaire, I'd do one of those
solo crossings of the Atlantic some of the leading
businessmen are famous for. Since I am not, I have to
find that ocean within me.
So, what next, like most of you asked. While Samuli
did a good job on my job certificate the fact remains
that I did not ship a single AAA-title. Now that would
have been good in the CV and it's usually a requirement
for AAA-positions, apart from some very unusual
specialist jobs. And of course, I would prefer to stay in
Finland, so the list of AAA-studios is not long to begin
with. There is nothing wrong with foreign assignments but
it's a young man's game, or rather a lifestyle choice
someone like me would find very tricky at this stage. On
the other hand, the time spent tinkering with consoles
has given a new appreciation of the perks of working with
non-AAA titles (mobile, flash, browser, mid-budget etc.).
First of all, the development times are shorter so
something actually gets done every once in a while. There
are more game styles, genres, representation methods and
gameplay hooks to choose from, even if you are doing
subcontracting. And most importantly, the production
teams are not scared shitless every time somebody has to
make a decision, so lo and behold, decisions
actually get made! Also, with non-AAA studios
there is less tendency to assign decisions to an ad-hoc
committee in the misguided hope that sharing the
responsibility somehow reduces the risk.
This is not to say I would not like an opportunity to
work with another AAA-level project but I think something
in the standard developer-publisher business model is
broken and increased costs are making it worse. And
personally, when looking at the increasing production
costs across the board I'd say we are not getting enough
in return for all that money. For me, videogame graphics
reached the "good enough" level already in 2004
with the original Far Cry. All progress in
graphics since then has had more to do with stylistic
choices rather than actually improving something. And if
we are going to spend all that extra money on development
budgets anyway, couldn't we just retain that level of
graphics and focus on smooth gameplay and a good story
instead? <Insert the growling of enraged graphics
artists>
If I had 500K in the bank, guess what I would do?
Okay, maybe that was too easy. But the funny thing is
that even if I had millions, I would do the exactly same
thing, with the exactly same concept and the exactly same
budget.
In unrelated bad news, the deal about Stalker RPG
translations has effectively stalled. The agent remains
optimistic but apparently the author is sitting on it,
deliberating the ifs and buts of his Roadside Picnic deal
with Paramount. If the worst comes to the worst I'll have
to ask if I can pull "a S.T.A.L.K.E.R.". Since
the setting of the roleplaying game is different from the
novel, it is possible to make a new version with all
references to Strugatskis and the relevant novels and
movies edited out. This is what GSC did with the
videogame S.T.A.L.K.E.R. and yes, I agree it is lame to
the extreme. But I can see why they did it. I am just a
hobbyist RPG author and can take this waiting and
uncertainty easily, even if it is annoying as hell. But a
game studio of 50 employees and a publisher breathing
down their necks can't take "maybe" for an
answer. I have already made some plans for what the
edited Stalker RPG would be like. I would probably rename
the game "ZONE: Science Fiction Roleplaying
Game", reposition the other zones all over world
(and maybe alter their number as well), move the Visit
back a little so that the zones would have been there for
20 years. The Institute would probably have to be renamed
as well. It would be a shame to lose the examples with
the events or characters in the novel but that can't be
helped. Other than that, it would be the same game
(barring new ideas while editing). I could even keep
calling the player-characters "stalkers".
Still, I'd prefer not having to do any changes at all.
30-Sep-2008:
Recoilless
There is no nice way to put it, so I won't try. I got
the axe and so I am not working at Recoil Games anymore.
Not entirely unexpected if you've been reading between
the lines here but still somewhat surprising in its
suddenness. This morning I went to work with plans and
schedules for the rest of the week and then suddenly
someone pulled the plug. Jarring experience for sure but
I will recover. As the brass saw it, recent changes had
made the position of a narrative designer obsolete, so
they axed it. I might disagree but it's not my call. To
their credit, they did their best to make it smooth and
easy. My parachute wasn't golden but it will still give
me a soft landing. So, that's two years marked off the
calendar. All that remains is to figure out what am I
going to do with the other 35 years or so.
27-Sep-2008:
Drawing Lines
Our delightfully (if still sporadically) alive
#praedor IRC channel witnessed a small debate today on
what can or cannot be done within the context of Praedor
rules. One of the chatters had had a session where the
open-ended damage system had resulted in a tamed hawk
killing an armoured knight on the spot with a hit on the
chest. The gamemaster had explained it by holes in the
armor left by a previous engagement but still the idea of
a hawk swooping down from the skies and burying itself
into somebody's chest was slightly disturbing. My
solution would have been to describe the knight being
distracted by hawk clawing at his lap. This would make
him fall from a great height, tumble off a horse breaking
his neck, stepping into a bog and his heavy armor pulling
him under in seconds, or any other number of sudden,
unfortunate death. Counter-argument to this was that in
these cases it would not be the hit in the chest that
really killed the knight, nor did it match the deep wound
description. My counter-argument to that was that the hit
in the chest still occurred and the end result of
immediate or near-immediate death was the same. This is
where I draw the line against pure simulationism, even in
Praedor.
I learned it decades ago watching Richard Lester's Three
Musketeers (the movie that pushed me over the edge
into writing Miekkamies). Swordfights in that
movie had none of the theatrical finesse usually
associated with rapier fighting and were more of brawls
than anything else. In one of them, Porthos tossed his
sword up in the air and while his confused opponent
looked up, smacked him in the head with a stone. I would
count that as an incapacitating but a non-lethal sword
hit to the head (Deep Wound +3, I believe). Use of the
sword was an important part of the attack and it ended in
incapacitation according to the rules. Now, in most
simulationist rules this would have been a complex
double-action of player deliberately decreasing his odds
by tossing his primary weapon in the air, the opponent
making a roll against being confused and then the player
making a melee attack with the stone with any applicable
off-hand/second action penalties. It would never happen.
For me, entertainment always trumps the rules and that is
where my gamemastering methods and traditional
simulationism part ways. Praedor was written to appeal to
the old school simulationists. Of course, I run it my way
like I run all simulationist games but it can still be
played as a fairly strict rules-bound simulation. Such
was the case of the hawk and the knight.
If you want to see what life is like on my side of the
line take a look at the FLOW system. The gamemaster could
conjure the scenario of a hawk making a knight tumble off
the wall and plummet to his death without blinking. It
would not be a creative and rule-bending interpretation
of a very unlikely event but simply the most logical
choice if the knight would have happened to be anywhere
near a suitable drop. Granted, you still might have had
to expend a stat point to make that happen (as a stroke
of luck). Depends on the genre, really.
Then, yesterday, I came across
this.
I guess Päivi Räsänen has been drawing lines as
well. I am not a very vocal atheist and have no problem
with the state church or teaching religion in public
schools. If anything, it seems to keep fundies on a leash
and general attitudes moderate. This text by the leading
Christian Conservative in Finland is the first time I
have seen any them actually try to change the status quo.
Christianity would not be a religion if its followers did
not consider themselves better or priviledged compared to
non-followers but Räsänen implies that the
non-followers are also a threat to public safety. In the
United States, they call political rhetoric like this
"Politics of Fear". In essence, instead of
building bridges between the groups that make up the
society, you burn them, in the confused hope that
isolation would mean safety. And that's where I draw the
line.
Meanwhile, the Finnish police is said to be on the
lookout for Hate
Communities in the net. This is based on a moronic
assumption that people who are abused at school or
otherwised ostracized by their peers can form social
groups encouraging violent retaliation. The flaw with
this logic is that the lack of social groups was what
these people suffered from in the first place. Actually,
I think the effect of joining such a group would be
therapeutic if anything. There are "Hate
Groups", of course, usually bands of right-wind
wannabes opposing immigration or embracing supremacist
ideologies based on race, nationality or the colour of
your underwear. Those have long been under surveillance
but I guess the police must take part in the general
paranoia or face accusations of not doing anything, even
if there is nothing they could really do.
23-Sep-2008:
First-Person-Shooter
Today, a deranged 22-year old student Matti Saari
walked into a school of applied sciences in Kauhajoki and
opened fire. He killed 10 people and wounded three. He
also threw Molotovs, setting the school on fire at
several locations. Two or three of his victims might have
actually died of carbon-monoxide poisoning rather than
bullets but that doesn't make him any less guilty. He
also fired shots at the caretaker and the police
responding to the emergency. After one-and-a-half-hour
rampage he finally shot himself in the head and died
three hours later in a hospital in Tampere. Ironically,
he had been questioned by the police yesterday over some
shooting videos he had posted on Youtube but was allowed
to retain both his gun and license. There is a public
outcry against this but I actually understand the police
officers involved. No crime had been committed and Matti
probably appeared calm and composed under questioning.
After all, this was no schoolkid but a 22-year old adult
male. The requirements for confisticating someone's
personal property, even something requiring a government
license, are strict. I don't see how the police could
have acted otherwise.
Matti left a suicide note declaring his general hatred
for humanity but the incident bears a striking
resemblance to Jokela school shooting last November, when
Pekka-Eric Auvinen gunned down 9 people. He also tried to
set his school on fire but being an idiot and probably
panicking, he failed. Finally, he shot himself too. We
know very little about Matti's motivations but Pekka
believed himself to be a superhuman in the master race
sense of the word. He also expressed hatred for the world
in his suicide note but wished to set an example for
others that would eventually lead to a bloody and rather
aimless "revolution" in Finland. Auvinen's
mother was a vocal eco-fundamentalist and quoted to have
wished for the destruction of humanity for the sake of
the planet. I think I see where Auvinen was coming from.
By elevating himself above humanity, he was able to act
on his mother's message. Psychiatrists could have a field
day exploring that angle. I don't know anything about
Saari's upbringing but this was a copycat killing that
actually surpassed the original. After 11 months, Auvinen
got his followers.
Meanwhile, the general public is out for blood and
going for the usual suspects from the government to
videogame violence. Roleplaying games have been absent
from this discussion, which is both a relief and a
disappointment at the same time. Curiously, these days it
is the defenders of videogames who always fire first.
"Oh great, now they are going after us gamers
again" reads in one of the very first few messages
on the Helsingin sanomat discussion board. Sure enough,
they did, but only after ten more entries. By the way,
surprisingly many people are also asking why the
government is not doing anything about the troubled
youths. Even if the government did restore funding for
mental health services to pre-depression levels, it'd
take a decade before there would be any noticeable
effect. The post-depression generation, or more
specifically the nutjobs among them, are lost for good.
Globally, Finland made headlines. BBC News web service
put this on its frontpage and Al-Jazeera did a
surprisingly large and detailed piece that included
interviews of various locals from Kauhajoki and some
pacifist nutjob from the Peace Alliance.
As opportunity marketing for Pelintekijän
päiväkirja goes, things just became interesting.
In the book, I am addressing videogame violence from the
standpoint of game development and marketing, making some
rather controversial statements. I believe them to be
true and both the games industry and the customers act
accordingly. But I'll be damned if either one will ever
admit it. Most likely Pelintekijän päiväkirja
will sink without a trace (okay, with a few hundred
copies sold) into the overcrowded book market but if it
comes to the worst, I'll end up in television defending
my hypothesis on videogame violence against a friend or a
colleague (possibly even from Recoil Games).
That'd be great for sales, though.
21-Sep-2008:
It's Done!
It's done. In the bag. Over with. At the last leg I
changed the name of Elämäpeli back to Pelintekijän
päiväkirja to emphasize the connection to Pelintekijän
käsikirja. After countless of hours of work,
writer's blocks lasting weeks at a time and sheer
desperation over the time limits imposed by grants
received last spring, the script was finally completed
last night. It is a short book, with a total length of
253000 characters, slightly less than in Pelintekijän
käsikirja. Then again, it does not have the game
listings in the end so the actual content portion of the
book is quite a bit longer. I expect the editor will send
it back with comments and suggested corrections at least
once, so there is no telling when the thing will go into
print. I don't expect it to be done in a month, so it is
likely we'll miss out on Kirjamessut. That's okay because
I prefer to loiter in the Alternative Party that weekend
anyway.
Pelintekijän käsikirja was easy to comment
on publicly and it has drawn a crowd. This time I am not
really sure what to say about Pelintekijän
päiväkirja, other than "why are you asking me
when you've got the damn book". It is a work of
opinion, visions, commentary and literary blogging. The
editor-in-chief who originally commissioned it is no
longer working for the publisher and I can't expect the
new guy to have read Pelintekijän käsikirja,
so it is anyone's guess what the publisher commentary on
it will be. I presume they will go through with it but
there could be any number of change requirements. While
BTJ Finland has tried to made its portfolio lighter and
popularity-oriented, it is still a stretch to call Pelintekijän
päiväkirja a factbook. You could call it an
autobiography without straining too much but it is not
exactly that either. Whatever the hell it is, I know some
of you reading this blog will get it. I hope you'll like
it as well. After all, it has been eating away the
content of this blog for almost a year now.
12-Sep-2008:
Bad Plans
It has been a while since I've last updated my blog
but don't worry, I am still here. There are just lot of
things happening at the same time and many of those I am
not at liberty to discuss. Those of you in the games
industry have probably heard the "general
rumors". I am not going to take a stance on those
but frankly, I am not happy. Then again, who is? On top
that, I have a flu. It is on its way out and the
medication I've got would kill a rhino but it still
sucks. Especially when my girlfriend caught it as well
and she would have had better things to do.
At the time of writing, Elämäpeli stands at
210K characters and still defies description. Maybe it
could be likened to those political commentary books the
Americans are publishing by the truckload ahead of
elections. This time it is just about games, game design
and working in the game industry? When it hits 250K it is
gone. Sent to the publisher and I don't want to
ever see it again (which I will because if the publisher
is going to go through with it they'll run it by an
editor and I have to react to comments suggested
changes). Anybody who liked Pelintekijän käsikirja
will probably find it interesting and I'd guess that goes
for people who intensely disliked Pelintekijän
käsikirja as well.
So, the summer is gone but I did get to see a summer
blockbuster, namely Mummy III. Everybody knows I
am a big fan of the first Mummy by Stephen
Sommers and that glow carries me through the admittedly
inferior sequel as well. Unfortunately this is where I
draw the line. Maybe it is the stupid script, lackluster
acting or an amazing ability to de-exoticize pulp
adventure locations (a fault the last Indiana Jones film
suffered to a great extent). Or maybe Hugo Pratt was
right and pulp adventure ends at some point during WWII.
He is thought to have said that Corto Maltese dies from
the first bullet in the first battle of WWII, although
I've also read that he will "vanish" in the
Spanish Civil War. Either way, Pratt thought he would
take the pulp adventure genre with him and judging from
both Indiana Jones 4 and Mummy III, he
was right. The one exception that makes the rule in this
case is Sahara. Critics hated it and I think it
did not do too well in theatres but I fucking loved
it. Period. If I can get some of that feeling into
Badlands, I'll be a happy man.
The Finnish RPG scene seems to have fallen off the
face of the Earth after Ropecon. Either that or we are
still reeling from the realization that Mike
Pohjoja is Jesus (btw, that and some of
writings give me a feeling that he has had quite an
identity crisis; luckily I got mine at birth). There is
absolutely nothing going on anywhere and even the forums
are largely quiet. The one thing that sometimes beats the
dead horse to spasms is the pros and cons debate over
D&D4. While I have never been a true Dungeons &
Dragons player, I had a very interesting discussion about
the 4th edition with Sam "Max Payne" Lake. As a
roleplayer he is rather squarely in my camp but he is
gamemastering D&D4 to his old buddies (most of them
from Remedy these days, I believe). D&D4 is the high
budget realization of the Arcade Roleplaying Method:
near-instant set up, player investment is minimal, rules
are exceedingly simple and the whole thing is geared up
for hack'n'slash adventures without any pretentions of
depth. The truth is that as much as we Old skoolers see
roleplaying as an ambitious art, players are happy with
surprisingly little. D&D4 designers thought "why
bother with the rest of it, then" and created what
is effectively a boardgame with a narrative. Sam finds it
easy to run and his old group loves it, making it easy
for a busy single parent like him to enjoy the social
aspects of a hobby. He would not play it himself but that
is beside the point, isn't it?
Sam is one the few people whose opinions on games
really matter to me. Based on discussion I'd say the
D&D4 has split the hobby between its new (or very,
very old) format and the narrative adventures me and my
buddies immersed ourselves in the late 80's and
throughout the 90's. Neither approach is going to go away
but I fear D&D takes the cake as far as player
numbers are concerned. It could be the silent majority of
gamers never wanted anything else than what D&D4 is
giving them. But I want and the games written and
sanctioned by Burger Games have and always will reflect
that. I have been playing a lot of World of Warcraft
lately (after years of hesitation I took the plunge and
yes, it is a superb game) and that's where I get my kicks
from for easy hack'n'slash. My roleplaying games,
especially Stalker, thrive by focusing on things that
videogames can't do.
Still waiting for the Stalker contract to come in the
mail. If it is not there by the end of this month I'll
have to take it up with the agent again.
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