28-Nov-2009:
Abort! Abort! Abort!
While I was in London, enjoying the freakishly good
weather and running up a catastrophic bill on books, CDs
and DVDs, the Asshats Anonymous struck again and told
me in no uncertain terms that NOMAD was just a rehash
of Metamorphosis
Alpha, a very, very, very ancient game that
99% of roleplayers alive today have never heard about. I
am royally pissed and the whole projektihautomo in
majatalo.org can burn in Hell for all I care. I
originally planned this entry to be an explosion of rage.
However, my Holy War was cut short by a Motörhead
concert in Hammersmith Apollo yesterday and I
haven't been able to whip myself back into a frenzy since
then. Motörhead were just too good and
the primary warm-up bad The Damned
sucked just too much. The event planners must have been
fucking morons; they had both Girlschool
and Motörhead on the list already! Girlschool
was great for building up the atmosphere but then an hour
of The Damned almost made me fall asleep
(I think my girlfriend nodded off towards the end of
their set). I don't think any other band than Motörhead
could have salvaged the gig after that. As you can see, The
Damned stole much of the fire and brimstone I
had in store for this entry.
So let's be constructive instead. My two traditional
media for debating my projects are the #praedor
IRC-channel and this blog. That's the
way I like it. However, I can't accuse the forum for
being entirely useless, even if the same two observations
might have come up on #praedor or during the writing. One
such observation is the idea of trying to make a very
laptop-friendly PDF-document, basically a
powerpoint-style presentation that can also be printed.
Usually pdf-publications are electronic facsimilies of
traditional printed works and thus hostile to small and
wide displays. I have traditionally been hostile to the
idea of prioritizing the digital media but for some
reason it has begun to appeal to me now.
(side note: Sybreed is garbage - bad purchase)
Another observation is that NOMAD has too much content
for a free pdf-release. The point of games like Mobsters
is Arcade Roleplaying, or
"ready-to-play" if you're speaking fluent
Tampere. NOMAD might have merit (beyond being a fucking
Metamorphosis Alpha clone) but it can't be played without
a lengthy exposition on the setting and the
circumstances. I was wrestling with this issue already
before the Asshat Assault, so shelving the concept is not
quite as dramatic as it might first seem.
(side note: "Dominator" by UDO is better
than the Sybreed crap)
Since then there have been a few calls for me to
change my mind, some more serious than others. Here is a
tip for influencing Burger Games
production policies: Be A Collaborator. I can't draw for
shit so if you are an illustrator in one of my projects,
you carry a Big Stick. However, while I am both moved and
re-inspired (inspiration is a contagious disease) by the
NOMAD illustrator's appeal for reviving the project, it
does not solve the underlying problem. If we make a
pdf-minigame, it will either have to be about something
else and thus more easy to swallow, or else the NOMAD RPG
has to be made into something bigger and more ambitious.
And I still haven't decided what the primary focus should
be. Even #praedor has split into two camps over it.
(end note: "Babylon" by WASP delivers!
It is a crying shame that WASP is such a marginal band
these days. I think they are much better now than they
ever were in the 80's!)
23-Nov-2009:
And Another Good Thing
Looks like I am putting an overload of positive to
counter the absolutely fucking miserable weather outside.
For those unfamiliar with the Finnish seasons, we are in
the Black Box right now and it hurts to look out of the
window. The few hours of daylight we get are gloomy as
hell because of a thick cloud cover and when it gets
dark, it gets really dark because there is not
even snow on the ground. If it wasn't for the
streetlights and other orange-and-piss-coloured shit it
would be pitch black 20 hours a day. Fall is kind of
romantic when it starts but I really the hate the Black
Box and Christmas is not enough to make me feel better.
Luckily, there are still places where sun is shining
and waters are turquoise. A few weeks ago I picked up a
freshly translated manga album "Black Lagoon vol
1." from my local grocery store because it kind
of reminded me of Mobsters 2.0. I read it, liked it and
got my hands on an anime series made out of it. And now I
am a big fan. Unfortunately, or perhaps fortunately, the
series has since ended because the Nips have the good
sense not to draw things out to eternity. In return, what
is out there makes a for a compelling story from start to
finish. Black Lagoon is mature anime, drawn in a
distinctly adult style and any pretensions to Kawaii are
actually used in the context of horror and splatter
scenes. The cast features your typical array of manga
stereotypes but even the vaunted GitS: Stand Alone
Complex can't match Black Lagoon in the way
these cardboard cut-outs are filled out with history,
personality and more often than not quite a bit of
tragedy. The combat scenes are excellent if also a bit
video-gamish. You can clearly tell who the major
characters are by the way they dodge bullets when circle
strafing their foes while redshirts get blown away like
in a replay of the Commando end scene.
The lead character, and also the audience persona, in
the series is "Rock", originally your typical
timid Japanese sarariman, who gets in trouble with
modern-day pirates in the South China Sea and is very
pointedly abandoned to his expectedly gloomy fate by his
superiors. In the Japanese work culture this is no less
dramatic than being drowned by your own parents. He makes
it and decides to stay with the pirates, becoming our
window into an imaginary (but yet very compelling, sordid
and believably callous) version of the East Asian
Underworld. And while Rock stands in the twilight between
light and dark and stares into the night for us, the
female protagonist Revy, whom I detested at first and
loved after a few more episodes, develops into the eyes
that darkness uses to stare back at him. And us,
especially towards the end. There are no heroes here. All
the supernaturally skilled gunslingers have paid a
terrible price to become what they are. When it comes to
character development, Black Lagoon is probably
the best anime I've ever seen.
And it is beautiful. Once I get past of the stupid
generic metal in the titles, the soundtrack plucks at the
strings of my soul. The clean lines and spartan shading
actually look a bit like concept art for some videogame.
And it works much better than any attempt at photorealism
ever could. While many of the usual problems with anime
depiction of females are there, they never really go
overboard with it. It is a delicate balance and again,
something that even my beloved GitS S.A.C
royally fucks up.
Black Lagoon is not very famous, or at least
I had never heard of it before. Maybe the reasons why I
like it ensured that it never made much of a splash among
the usual anime crowd (or maybe it did and I am just
talking out of my ass). Between Rock's decision to cut
himself loose from the corporate hamster wheel and the
lawless, tropical metropolis of Roanoke, it delves deep
into the concept of a modern adventurer and living
outside the normal society; both themes I love to explore
in my own roleplaying games. The tropical setting,
jungles, boats and the blue sea also give it a sprinkling
of pulp adventure charm; again one of my favourite
settings.
All in all, Black Lagoon was time and money well spent
and I look forward to revisiting Roanoke in the future.
In other news, NOMAD.
Reading the majatalo.org
forum thread on the subject it seems that some crazy
people are actually roleplaying using laptops rather than
rulebooks. Since NOMAD is going to be free, I can
experiment with crazy stuff like making a product that is
primarily a web book. Laptops typically have widescreen
displays so the whole thing could be made in wide A4,
just like the slides in a powerpoint presentation. Also,
one of my tricks is to write things in easily viewed
blocks (stuff A is on the open pages, stuff B begins when
you turn a page). NOMAD is a smaller game, so writing
things out in page-sized blocks would certainly make
sense. It also enables much larger pictures, if my artist
agrees to draw some. At least rudimentary schematics of
the ship, or maybe just an outside view with pointers,
have been on the audience wishlist. I'll make the pages
with Open Office Impress; it is something I know how to
use and I can trust the fucking PDF conversion to
actually work.
On the negative side, I am still unsure about the
player character concept. The original concept draft
relied heavily on this "awakened and superior"
theme, where the players were kind of demigods compared
to the Nations. While my fiction of characters waking up
to strange sounds and sights have been popular, I am just
not convinced the concept as a whole is the right choice.
The natural alternative would be to have the adventurers
come from a variety of Nation and Outcast backgrounds.
Forced together by circumstances and held together by
friendship and common goals, they explore the ship
(rather than knowing it beforehand because of training
and data implants), extract cybertek from frozen corpses
and have it implanted on themselves by risky and dubious
measures (rather than having state of the art systems in
place since Earth) and outwit Kroy into doing things for
them rather than negotiating or exchanging favours,
services or goods. It would emphasize the post-holocaust
theme and help bring out the rich and varied cultures
found within the world of NOMAD. It is just not as
popular among the old fans of the idea.
*sigh*
Oh well. I am going to London tomorrow so all
decisions can be postponed by a week.
21-Nov-2009:
Gamer Heroin
Heroin is an enriched semi-synthetic drug derived from
opium. I've never tried it and have seen and read enough
to know that I never will. Actually, the only two things
that could be described as drugs that I've done are
morphine while in a hospital and space cake (chocolate
cake laced with Cannabis oil) while visiting Amsterdam.
But that is beside the point.
Gamer Heroin is something I am well familiar with. It
varies wildly in composition and dosage but the common
denominator for all varieties is that they have an
addiction factor strong enough to screw things up beyond
the scope of the game itself. It does not take much,
really: something that screws up your sleep cycle will
eventually end up wreaking havoc on work, social life and
overall well-being. Today, the phenomenon is most
familiar to the media from a handful of World of Warcraft
addicts dragged off into therapy and some suicides and
murders over virtual theft.
I've yet to commit a crime but I've had my run-ins
with Gamer Heroin on various occasions. Fortunately none
of the addictions have been permanent but they sure are a
pain in the butt while they last. It is usually also a
sign of a very good game so the risk of relapse after
kicking the addiction for some months is fairly high.
From the top of my head, the games that have been Gamer
Heroin to me include but are not limited to the
following, in no particular order:
- Silent Service (C64)
- Elite (any platform)
- Faery Tale (Amiga)
- Midwinter (Amiga)
- Strike Commander
- Diablo 2
- Thief 1 & 2
- Archimedean Dynasty
- Deus Ex
- Freedom Fighters
- Sniper Elite
- Delta Force
- Delta Force 2
- Aces of the Deep
- Silent Hunter
- Silent Hunter III
- Silent Hunter IV
- Far Cry
- Fallout 1 + 2 (+3 for a short but intense
period)
- Neocron
- World of Warcraft
- EVE Online
- S.T.A.L.K.E.R.
- and the latest... Torchlight
Jesus Christ On A Bicycle! What were they thinking,
releasing this game on unsuspecting masses at 15,90 euros
in Gamersgate and elsewhere? That is like having a yard
sale of Cocaine next door to the Oscar gala. Torchlight
is a Diablo-style dungeon romping game and made
largely by the same people as the original Diablo.
It is an angled-view 3D game with point and and click
controls, friendly cartoonish graphics (reminds me of
WoW, actually), three character classes with three
talent trees each, an auto-generating level system, the
best implementation of a pet in any game anywhere ever in
the whole universe and Diablo-style loot up the
ass. The setting is a kind of fantasy/steampunk mixture
that seems to be in vogue these days but you don't really
care because you'll be scouring the dungeons beneath the
town of Torchlight all the time anyway.
Although the format supports it very well, there is no
multiplayer of any kind. Strange huh? Well, here comes
the big surprise: Torchlight is actually a
stand-alone advert for the developers' upcoming MMORPG
which is still a couple of years away. The developers
don't say it in the game but they do wave it around in
all the developer interviews and games media. Ordinarily
I would call productizing your prototype as a stand-alone
game while the development on the main product is still
underway a cheap shot but this time I have to forgive
them: Torchlight is just so damn good.
I am getting so much more than my money's worth out of Torchlight
that by the time time the MMO comes out I will be opening
three paid accounts just to pay off my moral debt.
Torchlight is to Diablo 1 what
heroin is to morphine; a high-powered distillate and
derivative. In the long run I think it loses to Diablo
2 because of the lack of setting but we are not
there yet and if the developers start releasing
setting-related teasers or DLC the whole issue becomes
muddy. Also, Torchlight fixes some of the design
issues that plagued both of the original Diablos and it
really is a much better game than Borderlands (something
dies inside me every time I think about this and not just
because of the higher price tag). Torchlight is
simply the best Diablo-like to have come out after the
real thing (D2). Given the number of full-priced,
bump-mapped and hyped-up premium titles that have tried
and failed to do the same over the years, it boosts my
hopes for the future of Indie game development in
general. It also makes some other people in the industry
look rather stupid.
Among the issues fixed with Torchlight, the
first and foremost the more fluid character classes.
Although stereotypic, they only really affects the
starting stats and skill trees and I don't think I have
run into any class-specific loot so far. Your hulking
Destroyer can easily double as a powerful mage if you
spare a few points for the Magic attribute. Your weedy
little Alchemist can wield the biggest axe in the whole
county after a few levels of Strength-intensive training.
Unlike in most CRPGs, diversification does not feel like
it is really hindering your progress in any way and as a
side bonus (which I think is actually a fucking huge
improvement over the otherwise awesome Diablo 2)
there is little or no unusable loot. Sure, the item might
be crap or you might lack an attribute point here or
there but there are no class or talent-based
restrictions.
There is an MMO-style quick key grid for spells and
items; again a vast improvement of the stupid quickbelt
in D2 that was only good for holding your potions. You
can have two weapons layouts. My lady switches back and
forth between a fucking Tesla cannon and a pair of
fast-firing pistols for small stuff. The right mouse
button is mapped to a big-ass fireball with damage based
on your primary weapon, so using it while wielding the
cannon feels very erotic. Gem slots, so painfully rare in
the original, are now commonplace enabling some expert
tinkering with the items. You can craft new gems out of
two lesser gems and not three, which makes it worthwhile
to carry the bloody things around. Town scrolls seem to
grow on trees and every few levels or so there is a
permanent teleport back to the town. You can also run
into vendors in the underground and offload your crap to
them, which is a bit confusing but hey, it is a game.
Then there is the town enchanter and enchantment shrines
down in the mines that have a chance of adding a random
magic benefit to anything you put into them. With so many
new bonuses it looks like I will be hanging on to my
Tesla Cannon for a while.
Then you have pet. Either a wolf-like dog or a
lynx-like cat. And it is a brilliant thing to have. It
moves independently around you, attacks enemies and has
an inventory off its own that effectively doubles your
space. And then comes the ingenious stuff: your pet
levels up with you but it can also wear one amulet and
two rings, giving it all sorts of powers. You can also
teach spells to it by dragging a spell scroll you've
found into one or two slots. You don't have any control
on when or where it will use them but trust me, having
those extra ice bolts clear out small fry in boss fights
is very useful. You can fish in some parts of the dungeon
and turn your pet into a local monster with all the
related abilities. As a sugar on top, you can send your
pet to the town to sell off its inventory. I shit you
not. Sure, you'lle lose the benefit of having the pet
around for a while but you don't have to drag your bones
to the town every five minutes or leave so many valuable
goodies on the ground just because you can't be arsed
anymore.
In truth, there is stuff to complain about as well.
The 3D engine works like a charm most of the time but
sometimes it has its own ideas on enemy positions and
targeting clicks don't register. The view works
surprisingly well for not being rotating but sometimes
loot might be obscured by walls (gold is picked up
automatically by walking over it but items are not). I
hope there is a hot key for "collect everything
within reach but I haven't found it yet. The
auto-generated dungeons are repetitive despite being
varied and although the theme changes every now and then,
having some outside areas would not hurt. Of course,
repetition and grind is part of the format so maybe I
shouldn't complain. There is a story and there are quests
to be had but they all boil down to "kill X" or
"find Y", which happens by default anway so I
rarely bother to read the texts anymore as I accept them.
And while Torchlight has WoW-style cartoony
graphical look and feel (which I like to an unhealthy
extent), their attempt at mixing of humour and fantasy
epic does not work nearly as well. As a result the
immersion hook is weak. If they really are making an MMO
out of this, they have to do better.
Still, I just need one more level. Just one. Just this
one, okay? Look, the last 2000 XP, then I'll call it a
day. Just a few minutes more. I promise.
16-Nov-2009:
Chaos Wins!
We've just created our first Rogue Trader character
for my girlfriend and By the Light of the Emperor, it
seems that chaos has already won. This is definitely one
of the most wonky game systems I've ever come across and
the way it lacks any intuitive or even meaningful
reference point for "good" and "bad"
skill levels is unbelievable. Also the game apparently
can't make up its mind about its power level. Our
character will most likely lead the crew of 30,000 people
from one end of the galaxy to another but he can't really
do anything. Or anything well, that is. The game makes
absolutely no concession to roleplaying whatsoever and
even though I am probably treating skills much like
abilities in STALKER (if you have it, you can do it),
when the push comes to the shove the usual +10 bonus to a
base stat average of 35 against a roll of 1D100 seems...
petty.
Character creation chapters have been organized by
Tzeench. I think they have also been written by somebody
who's been paid a cent per word. Not only do you have to
do a lot of jumping back and forth but you also have to
fish out the important details from the freaking massive
wall of text on every page. Skill names and such have not
been highlighted in any way. On the plus side, the
concept and methods are just as charming as on the first
time. The lifepath systems from Homeworld to Motivation
feels incredibly alive and relevant. Or would, if this
was a Flow game or the effects on game stats would be
measurable. The game has the nerve to claim the bonuses
at character creation are worth 4500 XP right from the
start. It sure as hell doesn't feel like it and the 500
XP you can then spend on your initial Rank 1 skills feel
like an insult.
We are going to play this. Oh yes, we are going to
play this game. But Fantasy Flight Games is doing its
best to stop me. The rulebook page format is something
exotic and naturally the character sheets are sized
accordingly. As a sugar on top the PDF file available on
their homepage crashes the printer half-way through the
printing, probably because it is a two-page document with
pages listed as pages 1 and 2 but numbered at 388 and
389. I am confused and the printer even more so. And if
it had printed out the stupid thing, it would have been
shrunk to two thirds of its original size because of
fitting that 10 megabyte image on an A4. Truly, the state
of the Empire is deplorable. At this rate, Chaos will
win.
Meanwhile, Borderlands kicked me in the
balls. The graphics developed distorted textures and
multicoloured sparkles that look like the videocard was
on the fritz (Radeon 4780). Fortunately I had seen this
before, with F.E.A.R. (whereas FEAR 2 works without a
hitch). The problem got worse as I progressed further in
the game, although sometimes it fixed itself by crashing
and rebooting the display driver. I've tried to do that
voluntarily but could not figure out how. Checking the
Internet, I found that I was far from alone. The graphics
were ported from Xbox to NVIDIA. ATI users were left
hanging in the winds and were having similar problems all
around the world. And no, there wasn't anything anybody
could do about it. I reminded me of another incident:
ArmA did not work at all with Radeon video cards. I
bought mine from a digital store; I wonder if the retail
version had a warning on the cover?
Well, I am not moving over to consoles. For someone
like me who spends most of his time at the computer,
being able to play and work with the same device is
paramount. You write something, get stressed, relax a
little by clicking a game icon, close the game and return
to your writing... that's how it goes. Getting up, going
to another room, switching the telly on, booting up the
game console and learning to use that god-awful piece of
plastic does not really cut it for me. However, I can't
blame people for making that jump and maybe it is for the
best. Middle-priced games work just fine on PCs so if the
triple-A development moves over to consoles and stops
giving PCs a bad rep, we might see some serious growth in
the Indie sector. Torchlight is a blast, even in
window mode.
12-Nov-2009:
Lessons to Take Home
Borderlands, lvl 26. Another go with a
soldier. Got far. Got bored. On hiatus.
The problem is that Borderlands could be a
near-perfect game for me. The shooter/RPG bastard child
functionality works well and the graphics... oh man, I am
a big fan of this new cell-shaded adult cartoon style! I
would not mind seeing more of it. The very MMORPG-like
world with zones for enemies of differing level is a game
thing but I didn't mind it when soloing World of
Warcraft and don't mind it now. I wish there were
more varied loot (actually, despite its many flaws, Hellgate
London could teach this game a thing or two about
loot). But that's not really the problem. The problem is
the setting.
Borderlands was made by the same guys who made Diablo.
Unfortunately, they left the Blizzard story-writing
deparment behind when they fled. Now, I know some people
say Diablo II didn't have much of a plot and
those people ought to be slapped around with a large
trout because they are just flat-out WRONG. Diablo II
had a brilliant plot and an exquisite setting, which,
despite being clearly gamey, evoked a great sense of epic
and purpose. As a world, the Borderlands world
of Pandora isn't in a much better shape: it is crawling
with psychotic gangs and suicidal monsters, as if the
dark wanderer from D2 had just walked by. But this is
supposed to be the "normal" state of affairs on
Pandora and I am doing all that I am doing (effectively
an inspired attempt at a Darfur-sized genocide) simply
because I'm greedy for the riches of the Vault. Reading
the script, I saw that there are supposed to be emotional
motivations involved but it is not communicated in any
way. Of course, some people argue it is impossible to
invoke that level of epic and atmosphere in a non-fantasy
game...
...say, who's that waving in the distance? Looks like Halo
1. And there... Deus Ex, what do you know?
Did Starcraft just walk in? And that's.... S.T.A.L.K.E.R.
and its fat American little cousin Fallout 3. Now
where was I? Oh yes, the sense of epic and immersive
atmosphere is clearly a no-go in scifi shooters. Cannot
be done. Impossible. Out of the question. And clearly,
the guys behind Borderlands didn't even give it a try.
I can't stay motivated in this kind of a game if I
don't have anything besides bloodlust to motivate me
(okay, it worked disturbingly well in Sniper Elite
but that's beside the point). So if I go to see the
sheriff of New Haven so that I can risk my life for her,
please make the New Haven worth risking it. Like making
me waste two mini-nukes in Fallout 3 to save Big Town.
The one miner leaning on the wall and repeating the same
line about Rakks is not going to cut it. A bunch of
drunks from Belarus succeeded in all this with the 100
Rad Bar. Surely a team of renowned game development
geniuses on the run from Blizzard can do the same? Hell, you
guys succeeded in this with the cities and camps
of Diablo II. What the hell happened? Blizzard
forbade you take your brains with you since they were now
company property?
Borderlands gave me hours worth of
entertainment already and I will continue at some point.
I still consider it money well spent and will be getting
the DLC and any sequels, rumoured to be in the
contracting stage. However, it is and remains a valuable
lesson in things you can do wrong in an at least
semi-plot driven game. Wirepunk take note!
In other news, the concept for the new NOMAD
(read the previous entry) has attracted an unusual level
of interest (as in: any at all). Those who commented it
think it deserves more than 64 pages but that's all I am
going to promise you. Of course, it would be fun to write
and release a roleplaying game in the same book-sized
format as Myrskyn Aika (what where the page dimensions in
that thing anyway?) but all that requires time and energy
to write. Something I've lacked now that Casual Continent
(my day job) is fast approaching its new primary product
launch and the usual last-minute problems and crunchtime
keep piling up. By the way, all the new people I end up
working with seem absolutely delighted when I hand them
the specification document of the main product or
sometimes their particular task with it. What the hell is
going on here? Isn't anybody else writing design or art
design specifications anymore?
06-Nov-2009:
NOMAD Revisited
I posted some stuff about NOMAD on the majatalo.org
forums and found an illustrator. Truth to be told, this
particular illustrator had offered to draw for me before
but back then I didn't know what I was going to do. Now I
know NOMAD will be a 64-page A5 game (Mobsters-sized)
featuring Scorpio 3.0 rules and a setting based on
Code/X: NOMAD. I have a lot on my plate right now but
writing on and off, I think we ought to be done by
Ropecon'10 next Summer (I know they settled on a date
already but I am just too lazy to look it up). I wrote
the illustrator a revised description of the setting and
later thought it might be good to repeat or expand on
that in here as well (in English).
The basic premise has not changed: a gigantic ship,
sent at sublight speeds towards a possible habitable
planet with a million cryogenically suspended pioneers
aboard. It has an accident in deep space, a collision
with an unknown object. Damaged, knocked off course and
contaminated by an alien influence, centuries later it is
still in deep space. TBS-NOMAD is massive. Roughly
ring-shaped, the ring itself has a diameter of over 8
kilometres and there are a kilometre long extensions
protruding from it, most notably the control and thrust
sections. The ring itself is 1.5 kilometres wide and a
kilometer thick. It spins, providing centrifugal gravity
to those within. The outside edge is armoured with
lightweight but extremely strong plates, like millions of
black, hexagonal scales. The inside edge is transparent,
letting starlight through into the greenhouses.
Everything is modular and multiple times redundant.
Essential structures are repeated in different sections
of the ship so that if a part of the ring is damaged,
equipment in other parts can take over. This also goes
for the crew, with small cryosections dispersed
throughout the ship so that some would always survive.
Between the huge reactors, vast hallways, gargantuan
machinery compartments and hangars lies over 2 million
kilometres of corridors, tunnels and chutes. It is the
floorspace of a medium-sized city, all crammed into a
single structure. It used to be logical and easy
navigate. Now it is bent, wrecked and blocked.
Radioactive. Toxic. Electrified. Awash with plasma fires.
Frozen by the coldness of the void outside. Torn by
hurricane-strengh winds. Stalked by mutants. Patrolled by
killing machines. There are no easy routes and it might
take a hundred kilometres to travel between two points
actually less than a kilometre apart. Of course, there
are always shortcuts, secret pathways known only to a
few, barely navigable structural faults and the like if
you are willing to accept the risk. Danger is the key to
many things but Sanctuaries place great value on trade
goods, or whatever useful items you can loot from the
forbidden sectors.
There are the Ten Nations, descendants of colonists
woken up when the ship was struck. Driven from their
dormitories the untainted survivors established
sanctuaries in defensible positions and the dating system
begins from there. The second generation would call these
Sanctuaries their homes and thus the Ten Nations were
born. By now, 16 gigaseconds later, they have a history
of rivalries, alliances, gold rushes and wars. There have
been dictators to unite them, rebellions to divide them
and heroes to give them legends and myths of completely
their own. Most nations have taken great pains to
preserve at least some portion of their technological
knowhow through a master-apprentice system but overall,
the level of technology has regressed to what can be
accomplished in small workshops without the aid of
computerised systems or advanced synthetics. Nation
craftsmen can work wonders if given LostTek parts to work
with but still, the level of technology is down to that
of 1930's. Just replace carved wood with cast plastics
and cereals with mold, fungi and bacterial nutrients.
They still call it beer, you know.
Beyond the Sanctuaries, life is rough. Outcasts are
gangs, crazies, hermits and dissidents. Often exiles from
the Sanctuaries, they have no love for the Ten Nations.
Some are openly hostile and the Nations respond in kind.
Most Outcast settlements and hideouts are small and don't
last long. If you find a safe spot from other hazards,
you can be sure some other bunch of Outcasts wants to
take it over. There are exceptions, though. Some
settlements are too big to be seriously threatened.
Others are too well-hidden to be found. Sometimes a
master mechanic or a skilled doctor is protected by other
Outcast groups who depend on his services.
While the relations between the Nations and Outcasts
can be tense, Outcasts still prefer to cluster around the
Sanctuaries and some actually come over to trade. Beyond
these clusters lies the vast expanse of corridors,
hallways, echoes and death. Xenos remain the primary
threat, with the broken superstructure a close second.
The collision with the unknown object left pieces of it
embedded deep inside the superstructure. It is from these
fragments that the alien influence is spreading. The
greenhouses have turned into jungles of alien life.
Contaminated cryounits become breeding pits for mutants.
Sometimes travellers and guards vanish, carried off into
the dark by the xenos, only to emerge later as twisted
monsters. An individual xeno is a beastly primitive but
there are signs of intelligent design behind the alien
evolution. The xeno-ecosystem is responding to threats
and every generation of mutants is deadlier than the
last. Some people claim to sense this alien presence, or
been contacted by it. It has even been worshipped as a
God.
Humans may have abandoned the fight but Kroy, the
ship's computer, never will. After centuries of conflict
and trying contain the infestation, Kroy makes no
distinction between survivors and aliens. Automated
factories are building ever stronger and deadlier
sentinels, their technology far above and beyond the
skills of the Nations, or indeed the very engineers that
originally built Kroy almost 17 gigaseconds ago. A true
neural-net computer, capable of learning and
self-development, Kroy has evolved just as much as the
xenos have. It is also barking mad and the machine
evolution has begun to mirror that of the xenos in many
ways. It won't communicate with the Nations and the
sentinels will eliminate any intruders, humans or
otherwise. However, it is more responsive, if not exactly
obedient, to Nomads.
For most people, they are a legend. True Nomads
attempt blend in with the crowds and the locals who would
know better have their many reasons to keep their mouths
shut. There are certain features, signs and tattoos that
nomads use to recognize each other. They are also
healthier, stronger and superbly trained. Many nomads
have an unprecedented access to LostTek equipment and are
a force to be reckoned with, especially when operating in
teams. All Nations have secret societies associated with
Nomads and many of their members are descendants of
Nomads themselves. Nomads are also the true origin of
many heroic tales and other folklore inside and outside
of the Sanctuaries. There are even more heroic deeds that
no one will ever know.
Nomads are the first-generation ship crew, awakened
from their cryopods and explained the changed
circumstances. Not mere colonists, these are the people
who were supposed to keep the colonists safe on an alien
world, explore the alien wilderness and build new things
from the body of the ship itself. They have lived healthy
lives, been trained for the extremes and equipped with
the best gear and the best cyber available at the time.
While the present scenario was never contemplated, they
can still put their skills to good use. Nomads have been
around for centuries but mostly in the background,
influencing events and policies throughout the history of
Nations. As an untimely death or less frequently the old
age takes its toll, teams of Nomads have searched for new
crewmembers still asleep in some forgotten corner of the
ship. So far the system has worked, although the sleepers
will eventually run out.
Nomads do not always agree and there is no clear
command structure. Teams pursue their own, sometimes
selfish or conflicting goals. Some have abandoned
"the mission" entirely and become bounty
hunters and LostTek seekers (damn good ones at that) with
no goals above immediate survival and comfot. Others have
allied themselves with one Nation or some other group,
embracing their ideals and promoting their goals. Some
would-be dictators and living gods have wreaked havoc
until put down by other Nomads. And some have vanished
into the forbidden sections in pursuit of some deranged
goal, be it contacting the aliens or creating a master
race of cyborgs.
Waking up begins with a tingle, a sensation of a
thousand needles but it is not in your extremities. It is
in the vitals, the heart, the spine, the lungs, the
kidneys. You draw a breath, first one in God only knows
how many centuries. It comes out as a puff of fog and you
are racked with cough. Then a sound from outside cuts it
short. Sniffing and a low throb, like a heartbeat. But it
is not yours. The window on the lid has iced over. There
is some light on the other side but that's all you can
tell. Then a shadow falls over it and with a piercing
screech, a huge claw draws three parallel lines into the
frost. The coffin lets out a hissing sound as the
hermetic seal is withdrawn. It's all automatic now and
you know the lid will open in a few seconds. The creature
knows it too. All it has to do is wait.
What will you do?
03-Nov-2009:
Borderlands, lvl 15
I would like to dedicate this blog entry to Mr.
Anonymous Asshat (yes, you!) who today commented that "after
reading the first two paragraphs [of the previous entry]
it was clear this dude didn't know shit about
Borderlands... the Soldier is as far from a pure fighter
as you can get". What the Hell are you trying
to say? That my review was fake and I've never played the
game? Or that there is some mystical light of knowledge
and wisdom in Borderlands that shines only on the select
few and enable them to make observations beyond their
their physical senses? That out of a selection of Tank,
Siren, Soldier and Hunter, the "Soldier" should
have somehow stood-out as the obvious non-fighter?
Checking my calendar, I find that Borderlands appeared
on October 30th. I wrote the entry on November 1st, which
is two days after. I am such a crappy gamer that I didn't
complete the whole fucking game with all the four fucking
characters in a little over a fucking day. Besides, some
of us have things like work to do, or cleaning up our pad
for the upcoming multi-person birthday bash. These are
things usually associated with the mythical anti-geek
element known as "Life" and I have it.
Sometimes more than I would like to. It also means that I
can't usually devote more than a couple of hours to
playing games at a one go. Sometimes I do but it will
usually come to grief in some way.
Then again, in the game itself, my dude can take a
fair amount of punishment, likes to use military-grade
weapons with automatic fire and has the special ability
to whip-up a fully automated machine gun nest in a matter
of seconds. This is supplemented by some ability with
grenades. That sounds a hell of a lot like a soldier to
me. You know, "a pure fighter" in the firefight
sense of the word? But no, nothing could be further away.
Surely a girl who can turn invisible or a hippie with a
goatee that likes to sends his hawk to tear into people
is much more a fighter than this typecast dark-skinned
copy of a leatherneck from the US Marines. And what the
hell do I know, anyway? This is what gameaxis.com
had to say about him:
At the frontlines, hes not too shabby with a
shotgun and assault rifle, and has decent health upgrades
from his skill tree. His weapon skill upgrades are more
towards assault rifles.
Our Take: The perfect
beginner character, he can double as an offensive and a
defensive fighter. Hell, he might remind hardcore MMO
players of the Paladin class in that other game from
Blizzard.
How the fuck do you define a pure fighter anyway, Sir
Asshat? I wanted a scifi-character that can A) hold its
own in a solo fight and B) doesn't shoot lightning out of
its ass. The Soldier in Borderlands fits the bill. Still
does, although he is pissed now you've called him a
girlie man.
I write the Designer's Notebook with a broad stroke
that covers all things gaming and sometimes even beyond
and I let the lot of you read it for free. It is not a
review site and it is not journalism. It is me mouthing
off, just like now. If it were professional journalism,
my going rate for short articles (based on my Enter
fees back in the day) is 100 euros per sheet. With my
2000 regular readers that boils down to 5 cents a piece.
If you're treating it as such, send me a 5 cent coin and
THEN call me a liar. Otherwise you're just being an
asshole.
In better news, I've sold a copy of Taiga!
Fantasiapelit has apparently sold their stock out and
haven't asked for more (not that I blame them), so they
are pointing people my way for all their
West-Siberian/Central Asian Post-Holocaust Banditry
Needs. Fair enough. I usually don't sell stuff direct but
if you give me a good reason why you should get one (and
this guy did), it's a deal at 15 euros. Would you believe
almost half of that is the postage? Itella must be
laughing all the way to the bank with these fees!
Rumour has it that Energia Productions has agreed to
do a Hacker-themed show with my personal hero Mikko
Hyppönen (F-Secure) as their IT security and information
crime consultant. Now that got my
attention much faster than the Nazis on the Moon ever
will.
Finally, Futuremark
not only mooned me but shoved my face right into the ass
crack. The two previous Shattered Horizons
trailers were pathetic but this one, The
Escalation, is the best gameplay
trailer I've ever seen. Period. The camera angles are a
bulls-eye, the atmospheric music really tickles me at the
right spot and they've even got the action pacing right,
which is a first ever in the history of gameplay
trailers. Yes, I was in the beta and got my ass handed to
me every time. I won't be playing a pure multishooter
like this. But if they ever come up with single-player
content for Shattered Horizons, I'll be
all over it like it was a box of Fazer Truffels.
Watch the trailer in full screen, if you can. Energia,
can you make me a movie about that?
01-Nov-2009:
Borderlands, lvl 10
Of course I am playing it solo! That is the whole
point of video games! With every other type of game you
need to invite some dolts over but with enough videogames
the rest of the Humanity can go and hang itself. I played
all the Diablos primarily solo as well back in the day.
Now much of the same bunch has produced Borderlands,
a brand-new FPS/RPG hybrid. The venerable Diablos had
this feature that if you played with a friend, the
monsters would get a boost but the loot was tied to the
monster power so you also got nifty gadgets that served
you well later on. Borderlands does the same thing and
while perfectly playable as a solo FPS/RPG, it was
marketed as a co-op shooter/RPG and some of the features
are somewhat crippled otherwise. Like the vehicles.
Stopping and hopping from driver's seat to the gunner's
seat is beautifully animated but also cripples the
concept of vehicle combat. Fortunately you can still
drive over most foes.
I chose a soldier as my character because pure
fighters are usually easier to solo in these games. I
have now levelled him up to level 10. I have yet to try
out the co-op and will probably wait for a faster
Internet connection or until my girlfriend gets her copy
of Borderlands before I do.
While the game looks and feels like post-holocaust, it
is actually happening on a frontier planet Pandora far
out in space where fortune seekers such as yourself are
arriving by the truckload to search for the legendary
"Vault", a cache of alien technology hidden
somewhere. The vault also has a guardian spirit that
hacks into your communication devices from time to time.
Unfortunately as frontiers go, Pandora is lawless to the
extreme. I can hardly poke my nose out of the starting
town Fyrestone without someone trying to shoot or bite it
off. The scenery is crawling with mobs and they also
respawn with vengance, so moving from A to B and back
usually means killing them all over again. There are also
peaceful NPCs, bulletin board systems with new missions
and vending machines for ammo and healing. All in all, it
has a strong MMORPG feel to it, minus the other people.
It is also very decidedly "a game". Fallout 3,
S.T.A.L.K.E.R. and even WOW create this illusion of you
being a tiny part of a virtual world that would go on its
own if you vanished. Borderlands lacks this
sensation, which all things considered is a pity and
prevents the game from being "great" in my
books. One tiny example are the containers. Every time
you reload a zone, all the boxes you emptied before are
refilled, giving you an endless source of low income but
also destroying a good deal of the immersion.
But it is beautiful. My God, it is beautiful! It
honestly looks like an animated comic and trailers don't
do it justice. The pixel-shaded graphics also moon at any
pretensions of photorealism. I wouldn't mind having all
my videogames rendered in this style instead of supposed
photorealism and somewhere in the distance I can hear the
boss of Crytek crying. The style... Simon Bisley, Hugo
Pratt, whoever drew Valerian... sort of realistic and yet
cartoonish. The format gives the game an artistic license
to exaggerate with characters and fudge with monster
animations. I may be wrong but I get the feeling that
compared to Crysis, making these characters, animations
and monsters was cheap and not negatively but in a
"work smarter, not harder" -kind of way. Come
to think of it, this is what I always imagined the world
of Heavy Gear (RPG/minis franchise from Dream Pod 9) to look like,
minus the stupid mechs (which in HG are less stupid than
usual if you accept the concept of power armour).
Controls are your typical FPS fare and sooner or later
any battle degenerates into circle strafing. Headshots
inflict a critical hit and every weapon has a critical
damage multiplier. Weapons can also do neat things like
set the target on fire, splash it with acid and many
other things I probably just haven't seen yet. The
dynamic weapon generation system can churn out around 16
million different types of weapons, so it is unlikely for
the player will ever see them all. However, my
first-person-shooter rampage gets shot in the leg by the
level system. Sure, Fallout 3 had also a level
system but in Borderlands they fucking mean it.
Once I had figured that out, the game became a lot less
frustrating but it feels kind of funny when a pistol shot
that didn't do squat minutes before now drops the target
dead because I have a couple of levels more. On the plus
side, movement is flying, player skill still matters and
at least with the soldier, the turret system gives you a
nice array of tactical options whenever you get to choose
the time and place of the fight.
I am a post-holocaust fan and the vehicles in this
game make me salivate. I have also always had trouble
with the traditional "mouse aim + keys turn"
control system used in FPS games but at least the first
car turns smoothly (very smoothly) with the mouse and
once I got the hang of it, I've never experienced better
vehicle controls. The downside is that I can't shoot with
the turret unless abandoning the drivers seat but if I
made a Car Wars-style of game, I'd use this control
system with powerful forward-shooting weapons and weak
auto-aiming turrets. It is brilliant and ramming things
with the car creates a satisfying "splorch"
effect.
All in all, good but not great. Maybe the coop will
eventually open up new aspects of the game but so far...
well, making it a bit more FPS and a bit less RPG would
be nice. Still, it will entertain me well enough until
either Metro
2033 or S.T.A.L.K.E.R:
Call of Pripyat comes out.
27-Oct-2009:
Alternative Party
I am not saying I didn't enjoy the Alternative Party
this year. And while I do feel cheated, all these things
didn't come as a surprise either. It wasn't a waste of
time, just... watered down. On the bright side, it made
me think of a new booth concept for Assembly. Wirepunk
wants to be there at some point and I began to think of a
boxy arrangement called "The Wirepunk Office".
We'd go there to do game development and if somebody
stops by to ask us something, we'll answer them. Nothing
more, nothing less. It worked in the Alt Party, even if
all we had were computer seat tickets and a place where
everybody walking along the main isle would see what we
had on our screens.
The Alternative Party theme for 2009 was cyberpunk.
Things got off to a rocky start already in the Spring
when their lead blogger first announced that she didn't
know shit about it. After her only slightly less clueless
friends made her watch Ghost In the Shell, she
decided that she
disliked the whole Cyberpunk thing. Now that's
the kind of person I want to have blogging on my
cyberpunk event website. Maybe she was the only one in
the bunch with working fingers but frankly, if that's the
best they can do they would have been better off without
a blog.
Once the ticket sales information came available it
also became painfully clear that also the rest of them
had no knowledge of the subject beyond Cyberpunk 2020. My
computer seat ticket is an Edgerunner ticket.
This made me a little uneasy but then I saw that their
sponsorship ticket (at whopping 950 euros) was named Alt
Cunningham Ticket. Of all the fictional characters
ever created for the genre, from Neuromancer to
Snowcrash to Accelerando, they had to go for a
briefly mentioned NPC in CP2020, whose only
accomplishment was to get severed from her body by her
own program because of a bad guy whose motives still
escape me.
That's the prequel, now onto the actual event. It
looked nice, much nicer than the last time. The balance
of seating, free space and use of lights in the
Merikaapelihalli of Kaapelitehdas was done just right. I
felt right at home and managed to pull off more game
development during the Alt Party than during the weekday
evenings of the previous three weeks put together.
Lovely. The two things that sucked were food (I would not
have believed I would look back on the offerings of the
Hartwall Arena with longing) and the Cyberpunk theme
itself. Last year's Steampunk theme was very well done,
the techno-art show was to the point and the organizers
had made an effort to prop things up. They even sold top
hats, which, to make a long story short, lead to my
girlfriend now wearing a quality top hat she bought from
England. Nothing like that was available this time and
even Finncon had more cyberpunk props for sale. The party
T-shirt was very pretty but compared to last year, the
theme flopped badly.
Friday evening ended with bands and the one-man-show
put on by Byproduct really floored me. I had
listened to his music before as a background noise to my
writing but the way he played those same songs live...
wow, just wow. I am an old school heavy metal guy but if
all live techno were that good, they'd convert me. Being
old and tired, I had to skip the other band (Dope Stars)
but later heard that while the band had done a good job,
the audience had been sparse and the reception lukewarm.
Knowing that they had skipped a gig in Berlin to take
part in a "Cyberpunk Party", I really feel
sorry for them. If I felt cheated, I can only imagine how
they must have felt.
On Saturday, there actually was some effort to salvage
the lagging cyberpunk theme. At fitst I had no idea who
the two main
speakers were but after hearing their spiel,
all I can say is "respect". These
ladies were hackers, in the original sense of the word
(wild and irresponsible information technology
tinkerers). There also was a cyberpunk-themed costume
party. The participants were very good but the announcer
totally phoned it in. She couldn't speak fluent English
(this is an English-speaking event as far as the
programme is concerned), she had no clue about the genre
and all in all gave the impression she'd been dragged
onto the stage by her hair. They actually had to do the
costume lineup twice, because besides the costumes, the
participants were supposed to have a story to tell about
their alter egos in the cyberpunk future. Again, the
participants were brilliant but the announcer was not
familiar with the format of her own show.
Then there were the demos. Oh, the demos. Unlike last
year, they actually managed to make them run but I am
clearly of the wrong focus group. I like watching the demo
compos in Assembly but... well, let's leave it at
that. They must have been technically brilliant and I am
just too ignorant to appreciate them properly. And the
Sunday was dead. Very, very dead. Everybody is dead
tired, there are no more bands, speeches or demos,
everyone has been living on crappy food and salty snacks
and it is raining like a bastard outside. I hate the Alt
Party and Assembly Sundays (and to a lesser extent the
Ropecon Sunday as well). The whole day is just one, long,
drawn-out death.
In retrospect, Alt Party also cheated me for 20 euros.
The 55-euro computer seat ticket does nothing more than
ensures that you have a computer seat and counts for
nothing as long as you don't have compete for seats with
someone who only has the 35-euro regular ticket. I have a
disquieting feeling that I was the only one who actually
paid extra for his computer seat and everybody else had
just the regular party ticket (Netrunner Ticket). We all
enjoyed the same benefits anyway.
Oh well. It is not like I would not go there next year
and maybe this was just a slump from their usual level.
And despite my whining it wasn't a waste of time by any
means. I just felt... like it was missing something.
Next time I'll tell you about a cyberpunk setting idea
I had today. Maybe someone will get something out of it.
24-Oct-2009:
Scorpio System v3
Scorpio was the final iteration of the 2D6+N system
used in my games from Miekkamies to Taiga.
It seems like every would-be roleplaying game author goes
through this stage and I guess never really got over it.
I am a big friend of the bell curve and the 2D bell curve
was easy to memorize. It also scaled to superhuman levels
if that's what you wanted. But however much I liked it,
the fact remains it was not sexy enough. Players don't
like it and while mathematically it is no different from
any bell curve system, people don't play roleplaying
games for mathematical analysis. The way things feel
are way more important than the way things are.
Scorpio had one crucial advantage to all my other
systems, however: it made mincemeat of the combat
handling, especially if your focus was on firefights. Mobsters
know this well and that's why I also copied much of
the Code/X combat rules from Scorpio. And I like it.
As long as I am not asking money for stuff, I don't
have care about the mass appeal and that's why it is
perfectly okay for me to toy with the idea of Scorpio 3.
It's been 11 years since I last applied it to something.
What would I do differently?
I have been an advocate of genre realism long before I
actually began to demand it from my rules systems. The
original Scorpio rules were a poor attempt at being
simulationist, which in Mobsters finally worked
to my advantage as the failures from the simulationist
perspective could be explained away (or even highlighted)
as upholding the gangster flick genre and feel. Yeah,
right, but if you hit the hole-in-one by accident it
still counts as a hole-in-one. Let's learn from it. I
would probably use Scorpio in an action-heavy modern or
science fiction game. Code/X NOMAD is my choice for
setting for now and I'll talk more about that later on.
Scorpio 3 would have around 30 generalised skills. The
skill list in ENOC was great; I'd probably aim for
something along those lines but expanded and little more
tailored to the genre. They would be rated from 0 to as
high as +10 but the maximum level at start would be +5.
Two +4 skills, three +3 skills and four +2 skills.
Finally the player would have three skills points to
throw around singly as natural gifts or special
interests. Putting one into an existing skill would allow
him to reach the max level of +5, while putting them into
new skills would give him "student" -level
proficiency in some things. Roughly put, a +3 skill is
high enough to live on and most people who work in groups
or collectives can cope with +2. Hmm... actually the
CP2020 skill level interpretations would apply fairly
well here, unlike in CP2020 itself.
Stats would be completely replaced with Traits. You
pick a -1 flaw and you get a +2 (or two +1) edges. For
example, the player chooses that his character is Obese
and therefore has -1 to everything where that might be a
hindrance (acrobatics, endurance sports, tests of
willpower when resisting delicious goodies or charm when
appearances count). On the other hand, he would be strong
(+1 where brute force might be helpful) and have a
relaxed, teddy-bearish demeanor (+1 when resisting
provocation or trying to soothe other people who are
shocked or traumatized over something). The player can
have up to +6 worth of edges, split into bonuses of +2
and +1, at the cost of three deficiencies at -1 each (and
they would of course have to roleplayed too, as part of
the character's personality and essence). I think we can
see the influence of Stalker RPG on this one,
especially when Traits can also indicate supernatural
properties, or be the prerequisite for certain things
like netrunning.
Game mechanics are simple as hell: 2D + Skill
+ any modifiers against a competing roll or a
preset treshold. As for the rest, you can figure it out
from the card system description.
19-Oct-2009:
RT, First Impressions
You know, if you are eagerly waiting for some product
to appear for 19 years, the wait itself becomes a part of
your personality. There is this certain romantic longing
for what you envision it to be and the bitterness towards
the powers that prevented the release back in the day
(damn you, Rick Priestley!). To have the bloody thing
suddenly come out is quite a shock. Really. It will take
me a while to pick up the pieces and re-arrange my mental
landscape. Age has made me cynical and when I first heard
Fantasy Flight Games was about to release Rogue
Trader RPG (actually the license leap-frogged from
one company to another), I knew that while I would be
prepared to kill to get my hands on it, I was also
probably headed for a huge disappointment. How could the
game possible match the expectations piled on it for 19
years?
Pretty darn well, it turns out.
Oh, it is not perfect by any means. This is one of
most cumbersome rules system I've come across and
certainly the most complex I have ever run; not because
the math in itself would be tough but because the author
has tried to retain some sense of compatibility with the
associated miniature games and it just does not work out.
It is written in an overly verbose style. While adding
colour to the text also makes the actual rules mechanics
difficult to pick out from the sea of ink. How would I
describe it... it is like reading one of those very old
fact books, where everything is written as subjective
essays, rather than shown in concise tables, timelines or
diagrams. Emperor Be Praised, they made an exception with
the equipment list but seriously, this book could lose
some weight. However, once you've conquered the wall of
text, you're hit with a broadside of awesome.
Like all Warhammer roleplaying games, the character
generation is based on a career path of sorts but it is
less restrictive here and ends in pre-defined archetypes
that all have logical roles on the Rogue Trader
approach to the WH40K setting. Just like with Stalker
and for much of the same reasons, all characters will
have a rudimentary background history by default and
including things like motivations as part of the career
path should give new ideas for developing the character
personality as well. Then it hits you. Something unique
(or at least new to me) among RPGs: the power level. Your
average adventurer party is the command team of a
1.5-kilometre ship with a crew of 20,000+. The ship
itself is but the head of a deep and byzantine mercantile
organization that provides you with such assets that you
never have to count coins in this game. Your wealth,
measured in Profit Score, is actually a measure of
politicial influence and access to special items your
average scifi-adventurer only dreams of.
Think Star Trek; the player characters are the cast of
the show and do everything that requires talent or
daring. The ship itself is a community of 20,000
redshirts that while adept at being crew members, are
literally cannon fodder if the push comes to the shove.
Surviving adventures is as much about facing dangers and
challenges from outside as it is to keeping watch over
morale, weeding out impending trouble (like esoteric
Death Cults emerging among the lower ranks, or stopping
religious fervour from making the crew leave on a
pilgrimage en masse), as well as being constantly on the
lookout for spies, saboteurs and heretical influences.
Unless dining with an Imperial governor, an admiral or an
inquisitor, the player characters are likely to be the
most powerful people around.
Always wanted an Antique Power Sword for your
character? A Storm Bolter? Something else cool that has
previously been reserved for 1000+ point WH40K figurines?
This is your chance to do it.
Rogue Trader adventures are often meant to increase
the Profit Score. While a big commercial deal might keep
the ship fed and happy, establishing colonies, opening
new trade routes and finding lost civilizations is where
the big bucks lie. This is only logical, if PS is
measuring influence as much as wealth. Come to think of
it, if you want a roleplaying campaign of swashbuckling
privateers, megacorp big shots or princes in a court,
this is a good model for any genre. Mobsters
actually tried to do something like this but it was still
pushing bank notes around. Here billions of Thrones
(Imperial currency) are abstracted and the player does
not have scribble into the character sheet every time he
buys a drink (and tests it for poison), or shells out
gold and gems to bribe an Administratorum clerk. It just
happens. Pocket change. No big deal.
Okay, we have skills, talents, psychic powers, guns,
gear... Oh My Emperor!
The ship acquisition rules of Rogue Trader
have been forever burnt onto my heart. It almost brought
me to tears. The ships... they may not have a brain or AI
but boy, do they have soul! The idea of ships, many of
them having been in service for centuries or millenia,
developing quirks that eventually tie them into fates,
motivations and deeper goals is as simple as it is
brilliant. There are just two roll tables for it but I
could see the drama play out in my head when reading
them. You have an old ship, a cranky old bastard held
together with duct-tape and sweat drops where nothing
ever seems to work right... then it takes a critical hit
and one of the guns is supposed to be a hole big enough
to build a house in... but the gun still works
because the cranky old bastard is just as difficult to
kill as it is to cure! Or the ship has a reputation of
being haunted, strange things happen in the dark bowels
and morale is wavering... but its sensors, soaked in
warp, can pick up premonitions and occult visions in
addition to factual observations! Beautiful stuff!
Actual space combat rules seem complicated as hell,
though. And some of the play examples fill me with dread.
They don't say it out loud but I think it should be
played with figurines (or Battlefleet Gothic).
Otherwise, calculating all the movements and facings is
going to be a nightmare.
There is still quite a bit of stuff left. This is a
thick book, about 5 centimetres or more. Besides
providing an overview of the Empire and the WH40K setting
and culture in general, it focuses on a part of space
called the Koronus Expanse, which is good because a game
map of half the galaxy would have been... a little
daunting. I'll write more when I've read all that
through. I would have liked to have more NPC stuff, like
Tyranids but I guess they think since they already did
that for Dark
Heresy and the games are fully compatible, it
would be useless to repeat it in another book. By the
way, to give you some idea of the power level, Dark
Heresy characters can be brought over to Rogue
Trader but the crossover guide recommends that they
should have at least 5000 experience points. Thus, a rank
5 character from Dark Heresy is equal to a Rank
1 character from Rogue Trader. With this kind of
power scale, it will be interesting to see what they have
come up with for Space Marine characters in the
forthcoming Adeptus Astartes RPG.
All in all, Rogue Trader is a huge and
gorgeous-looking space opera/scifi-fantasy epic that also
validates my personal approach to roleplaying game
design: The WH40K universe is seriously huge and Fantasy
Flight Games is publishing no less than
three parallel roleplaying games set in it. Yet the focus
is razor-sharp; we are creating a Rogue Trader and his
companions for the ship's command crew. That determines
what is important and what can be left out. It also ties
the loose threads together and gives it all meaning. It
works beautifully and apart from NPC monsters and having
some ships are my fingertips, I don't really feel the
need to buy more supplements. That might be bad for the
cashflow but at least Fantasy Flight Games
is keeping its customers happy and I wouldn't mind
throwing some more money their way. As for myself, the
game I have been waiting for since 1990 is there. It is
buried under heaps of unnecessary text. It is hiding in
the amateurish pacing. It is locked behind a door made of
overtly complicated rules. But it is there, even if you
have to dig a little.
I would not have believed it in a million years.
17-Oct-2009:
Rogue Trader
My limited-personalized-collector's-edition box of Rogue
Trader RPG, complete with its unique Imperial
Rogue Trade Charter with my name on it, got held up by
the customs. Besides not being sure of its value, they
had some difficulty in determining what it was. I finally
convinced them that the product itself was a book and all
the extra bits they were so confused about were just
fancy packaging. But I wish I had brought a camera. The
looks on their faces when I unwrapped the thing for
inspection was worth a million bucks right there.
"err... what is it?"
"it's a book."
"a book?"
*shuffleshuffle*
"okay, that part of it is a book... but the
product here... is it a book?"
Well, it was a book and taxed as such, cutting the VAT
down to 8% and below the minimum treshold of what the
customs would actually want you to pay, so it was zero
taxes after all. It sure is a fancy package and it made
me think that although I am not too keen on buying new
games in these days, when I do decide to buy one the
money isn't an issue. I am an adult, I have a full-time
job and I buy new roleplaying games so rarely I can
afford a luxury like this. Besides, this box was made for
showing off, not hiding them in the basement like the
rulebooks I grew up with. A good thing too. I've waited
19 years for this game. Now that I've got it, boy am I
going to let the whole world know! The average age of
roleplayers has risen in parallel with their income. And
if a roleplaying game can clearly be a status object, why
aren't we seeing more books like this one? I could use a
little more class in my designer cave.
If I ever publishing another roleplaying game, I am
going to have the production quality up the ass, bundle
it with goodies in a showy metal case and slap a
three-digit price tag on the cover. The price and the
implied status are part of the product. If you don't like
them, the game is not for you. Simple. I guess this is
why videogame publishers have been putting out all sorts
of super-deluxe-penis-extension-collector's-editions of
videogames with every new release and they are selling
better and better. We might soon be approaching the point
where collector's editions actually outsell the standard
retail editions. And there is the added bonus of
emotional investment by the player. That high price tag
isn't there to get the players' money. It is there to get
their souls.
Another piece of good news, as well as a complete
surprise, was finding the Elämäpeli review in
the October issue of Pelit magazine. I
had missed it until now but there it is, a small but
glowing box review by none other than the veteran game
reviewer and game columnist Nnirvi. As a
long-time fan, I am honoured. As the author, I am also
ecstatic since he really liked it. I also loved the way
he began his reivew: "Vanha koira kirjoittaa
uusia kirjoja..." as it implies familiarity
with my early works. Elämäpeli has not got the
attention level that Pelintekijän käsikirja or
STALKER got but on the other, all the attention
so far has been pure love. Everybody likes it, one way or
the other. Considering how difficult Elämäpeli
was to write, I think it is a fucking miracle.
P.S.
It is a busy Autumn but there will be a Rogue Trader
campaign, starting this December. And as for the
players... well, you know who you are :)
14-Oct-2009:
Black Box Returns
It is mid-October and the Black Box closing, trapping
us in unending darkness and twilight until the end of
February.
My workdays are spent playtesting and balancing out
Casual Continent's upcoming Browser MMO, Crown of
Byzantium. As usual, the playtesting has started
before all the gameplay elements were there because the
bosses were anxious to get early feedback and shit. It
actually degrades the value of playtesting because it
forces me to respond to feedback on broken and unfinished
mechanisms. Usually I end up tweaking them so that the
game works (in a manner of speaking) in its incomplete
form. Then as more features are being completed, I end up
tweaking them back to somewhere in the ballpark of their
original figures. It is important to retain an overall
sense and some documentation as to what you were thinking
in the different stages of these alterations so you can
backtrack to what you originally wanted the game to do.
I am not saying this to invalidate testing, far from
it. Without testing nothing works and I had to learn this
the hard way. But everywhere I've worked, producers,
bosses or financial controllers just can't help starting
the playtesting the moment they have something moving on
screen, "because it is good to get expert feedback
early on". It is one of the big fallacies in game
development. Just like the idea that decisions made by a
committee would somehow reduce the risks involved. It's
psychological, a comforting illusion that won't hold up
if you put any weight or stress on it.
Leaving workplace around 5pm, I am commuting to
another one at home:
Reaching home, I flick the switch and barring
occasional revisits to Fallout 3 (soon to be replaced
with Borderlands)
start typing Wirepunk stuff; design documents, website
content (coming soon and hopefully even sooner), email
correspondence, grant applications, business plan... It
is not as dramatic as it sounds. I used to type Burger
Games stuff and now Wirepunk has taken over, except that
as a genuine commercial venture shared by multiple people
it also involves obligations, milestones and deadlines.
But so far that hasn't been a problem and I really like
what we are doing. I hope you will too.
The real problem is of course Burger Games getting
sidelined. If and when the Wirepunk dev blog starts, this
blog might actually suffer the same fate. I am not
closing Burger Games down or anything (hell, I've got
inventory) but I think we are looking at another
multi-year waiting period until the next release. Worse
still, is the fate of Stalker RPG. I have received quite
a few requests for Stalker RPG to be translated into
English and I already have the permission for it but
someone needs to actually do it. I don't have the time
and it is quite an expensive piece of text to throw at
some professional translation agency. The older of the
Tuovinen brothers considered translating it by himself
last spring but I guess that fell through when someone
offered him real money to translate something else. Any
other takers? I might even consider a licensing deal on
the translation if someone still believes he can make
money in the RPG market.
08-Oct-2009:
The One Constant
There is a heated debate going on in the Roolipelaaja
forum over... what? Actually, I am not sure. I can
only marvel at the ability of some people to remember
what everyone else has said and build summaries or
logical flowcharts out of it. My brains aren't up to the
task. Feeling stupid, I dropped out of the conversation
but one thing bothers me; calling the average roleplayers
this or that and blaming them for not being willing to
"expand their sphere of interest" or whatever.
It is worth writing about it here because it is a central
theme in any Burger Games production (even if Stalker
was stretching it).
In any and all roleplaying-related publishing
projects, that elusive "average roleplayer", no
matter how red-necked, ignorant or despicable he is, is
the One Constant. A roleplaying game
author can rewrite or change everything else in the
project but that. The One Constant is
the final arbiter of any published game and blaming them
when yours did not fly is like blaming the gravity when
your airplane lacks wings. I have great respect for the One
Constant. It dominates my creative thinking as a
roleplaying game author and as a novelist. While this
blog and whatever other free projects I might have let me
toy with unproductive ideas, the moment I ask somebody
for money the One Constant comes
crashing back into the picture. I don't blame it for my
failures and I don't mock it for having different
preferences or standards from my own.
Praedor was tailor-made for the One
Constant. Stalker, or Flow, to
be more precise, was an experiment to push the limits of
the One Constant and to see if a bridge
could be built between it and some artsy niche like
diceless roleplaying. I deem the sales of 300+ copies a
"good try" as Stalker sales have now
dropped off and I don't expect to take any more print
runs. Personally, I think Stalker is my finest
work but I am not the judge of that. All this time, Praedor
has kept on selling, slowly but surely. On December 8th,
this year, Praedor RPG will be 9 years old. Next
year, me and Petri will have to bake a cake.
07-Oct-2009:
My Apologies
Mikko "Mikki" Rautalahti took offence in my
speculations in the previous entry. I don't blame him
since I was flat-out wrong on many things. He also
expressed an
angry but dignified wish that I would shut the fuck
up since I didn't know what the fuck I was talking about.
Of course, I would not be me if I did that. Besides, I am
on a roll! It's been a long time since I've felt this
motivated to blog about something and I'll be damned
before I let it go to waste.
I always knew that Mikki had been the first editor but
I always thought the Norway Fan Club was part of the
project early on. Apparently, this was not the case and
Mikki felt that much of my misguided criticism about the
magazine's logic was aimed at him. It wasn't; the early
numbers were a bit messy in style and content but that's
true of every new magazine. Mikrobitti (started in 1984)
proves that some magazines never get over it. Mikki also
dropped an interesting piece of intel about pitching the
project to H-town; the sales estimates were based on
Ropecon attendance, which in 2006 was still fast
approaching 4000. With the benefit of hindsight you can
poke some holes into that estimate but let's face it; if
I had been on the other side of the table, I would have
bought it. Hook, line and sinker.
The logic is obvious: 4000 people are willing shell
out 20 euros in admission tickets and God knows how much
more on various goodies and gadgets on sale. I usually
get a free pass and my Ropecon budget is still around 200
euros. That half of these people would shell out 40 euros
a year for a hobby magazine subscription does not seem
too far-fetched. It would have been a good start anyway.
Come to think of it, the only two things that kept me
from attempting the same were A) laziness and B) my
instinctive pessimism regarding the roleplaying game
industry. And even with all that happened, I am still a
little sorry I didn't give it a try. Now it is too late. Wirepunk
saw to that.
Riimuahjo means to lock down the Roolipelaaja webforum
in about a month, which hopefully concentrates what
little traffic remains to majatalo.org. That
place has not been too lively of late either. Burger
Games declared majatalo.org its official forum substitute
years ago. The demise of Roolipelaaja reaffirms this
commitment, assuming I ever publish anything in that
field again. To be honest, Wirepunk is very stimulating
when it comes to roleplaying game ideas but with
"Häirikkötehdas" (my next book) also in the
works, there are only so many ambitious projects I can
handle. Still, it was a great boon to have a hobby
magazine around and I really hope there was something to
Mikki's hunch about a potential economic niche. Because,
you know, a void tends to get filled.
06-Oct-2009:
Roolipelaaja RIP
It is now official; the Roolipelaaja magazine
has closed its doors. We, who have been writing for it,
were told the day before but asked to wait for the
official announcement before going public with this. Now it is out, so here
we go. The 23-issue run was a valiant effort and despite
its professional appearance, I don't think any of us were
ever compensated for our work. They were completely open
and honest about so this is not a gripe but an
observation. Roolipelaaja may have looked like a
commercial magazine but it was a communal effort. Our
contribution to the scene. I know that certain asscracks
will now make a big number about their indifference but I
am sad to see the magazine go. Besides, it was easier for
Burger Games to operate in a market with a printed media
that everybody knows. It was an excellent starting point
for word-of-mouth marketing, even if only the first
person in the chain ever read it.
<Censored>This
is not to say I was entirely happy with Roolipelaaja. It
was founded as a roleplaying lifestyle magazine, which in
itself enough to make pen&paper gamers' minds boggle.
I can sort of see how an avid LARPer or an artsy theorist
might come to believe in such a thing but nine out of ten
roleplayers out there could not figure out what the hell
these people were talking about. Eventually they did
climb out of that hole but the damage was done. Some
people would see it as a club magazine for Nordic School
elitists to this day. But a more fundamental problem was
that people behind it had absolutely no clue of what they
were getting into. The early discussions on the forums
were telling; their guesses on the RPG sales in Finland
were off by an order of a magnitude, which is enough to
screw up even the best-laid plans. Why they didn't ask
someone who knew, like the Fantasiapelit owners, is
beyond me.
I assume they sold the idea of a
magazine to H-town with their own guestimates and H-town
dropped Roolipelaaja when the masses (that were never
there) failed to materialize. The key people then founded
Riimuahjo to keep it going but while they did many things
right, the countdown had already started. The only real
question is whether the magazine ever really had a
chance. I like to think that it did but this is just
wishful thinking. To this day, I am a little fuzzy about
this "roleplayer lifestyle" thing and while
many of the later articles were genuinely good, they were
always overshadowed by the mighty Internet. I love
Juhana's article on Antarctica but it still pales in
comparison to what my Firefox can tell me. This is a
problem with all information-based printed media and I
don't know how to resolve it. As for peoples' experiences
and opinions... I would have to give a shit to pay for
something like that.</Censored>
So what would I have done differently?
I would have started a magazine that would make no
difference between traditional roleplaying and the more
serious CRPGs. The vibrant RP scenes in EVE, UO
and to lesser extent WoW would have
been included into the "roleplayer lifestyle
thing", while pen&paper content would have had a
heavy dose of sexed-up supplemental articles for the most
popular games out there. The tone and style would have
been somewhere closer to Tähtivaeltaja, or the old White
Wolf magazine before they got all goth and shit. I would
have been at loss on what to do with LARPs, so this is
where partners would come in. Still, LARPs with high
attendance and budgets would take precedence over
"upplevelser", barring the occasional column by
some Nordic School elitist. Many of them are superb
writers, you know.
I doubt if I had made any money either and this is
just hot air anyway. Being an armchair critic is all too
easy. They did Roolipelaaja their way and I am grateful
for it. For 23 issues the world was a better place.
30-Sep-2009:
Fucking Parody
Matti
Nikki is one of the bravest people around. He dares
to defy any kind of public illusion, straw man or
hysteria if they are being used for idiotic, unlawful or
inhumane purposes. His anti-web-censorship website is
still being censored by the Police (illegally as this is
against a court order but who do you complain to if it's
the cops who are breaking the law?). Now he has been
convicted of displaying a parody
website of Pelastakaa Lapset (Rescue the
Children) Association's "Pedophile
Hot Line" website. I always thought that parody
enjoyed a special status regarding the copyright law
because it is a traditional method of critisizing
established laws, powers or practises. Kari
Suomalainen made a career out of it. However, Nikki
has just been convicted in the lower court for violating
the original website's copyright. The judge also decreed
that his Pelastakaa Pedofiilit -website is not parody
because members of PeLa can find it insulting. You can
probably extrapolate the consequences of this logic. And
so, with a tap of a hammer, the judge shut down one of
the most important and traditional venues of public
criticism and free speech in this country.
Nikki, of course, will take the case to higher courts
and the result may yet be overturned. Then again, he has
a history of being made a cautionary example to any other
would-be citizen activists. Here
is the account of his intentions and motives in creating
the Pelastakaa Pedofiilit (Save the Pedophiles) website
and I agree with him. However, not wishing to pay fines
or go to jail, this blog entry is not parody and does not
copy the PeLa Vigilante Site in any shape or form.
Instead, my insults are loud and clear. I think
Pelastakaa Lapset Association is a bunch of hysterical
morons who have rejected the the rule of law in favour of
misguided vigilantism. If I thought them smart enough, I
would also call them power-hungry manipulative fascist
bastards who are still trying to ride the now thankfully
abating waves of Internet Paranoia and child porn
hysteria. But that would mean they could not be morons,
so I have to settle on the Hysterical Retard Theory.
The next time Pelastakaa Lapset asks me for a donation
I am going to fax them a picture of my ass. Or spit in
their faces if one of those creeps accosts me on the
street. On the other hand, if there is a Pelastakaa Matti
Nikki Association, count me in! I do "Think of the
Children" as much as the next guy but I also think
of what kind of society I would like mine to live in.
26-Sep-2009:
Fallen Earth MMORPG
My opinion on Fallout 3 is well-documented, let's take
a look at another post-holo offering this Fall: Fallen Earth.
Set in the 22nd century, Earth in general and Humanity in
particular are recovering from a deadly plague that
caused severe unrest and even a nuke strike or two. For
decades, a settlement at Hoover Dam has preserved the
civilization with the help of synchronized cloning
technology that made everyone immortal. Then shit hits
the fan, a madman destroys the system and the last clones
are revived by various factions in the surrounding
wasteland. The over-arcing story missions appears to be
the restoration of your immortality. I am part of CHOTA,
Children of the Apocalypse, a Mad Maxish gang of
roadwarriors and troublemakers.
For starters, lets just all agree that this game is
fucking ugly. And it is not about polygon count or
technology: it looks bad even compared to a 2002 rival Neocron
and the more rounded faces and detailed textures cannot
hide the fact that the art director should have gotten
the boot years ago. This game lacks artistic vision so
badly that having the events play out in the flat deserts
of Arizona can't save it. I could go on and on about the
details but the overall feeling is amateurish. The straw
that broke the camels back were the corpse flies.
Whenever you kill something that you can loot, a cloud of
flies appears on top of the corpse (or strangely at an
angle if the corpse is at an angle). Unfortunately, this
is very obviously a flat sprite and the flies themselves
are black blobs with a two-position wing animation on
either side that look more like droopy ears. It looks
like something drawn by a 6-year old. I am usually the
last person to complain about graphics in a videogame but
this time I had to stop playing for a day to recover from
the visual shock.
Mental note: if a room feels empty, never try to make
it livelier by dropping non-interactive guns and
equipment all over the place. Especially when it is in a
part of tutorial where the player is already anxious to
get his hands on new and better gear.
The game is a FPS/TPS hybrid and moving the viewpoint
into the FPS mode works reasonably well. Kudos for that.
There are two interaction modes, combat and all else. In
combat, you hit/shoot/fart at whatever you are aiming in
a crude FPS fashion, while in "other" you can
move about with arrow keys while using the mouse to
interact with icons, buttons and clickable objects on
screen. I usually forget to switch modes after killing
someone and waste a crossbow bolt on the corpse while
trying to loot it. Some stuff can be looted by default
and for others you need a specific skill. There are
plenty of skills to go around and a steady stream of APs
(advancement points) to nudge them upwards. I could not
quite figure out how the tradeskills work and the overall
learning curve is steep. This is definitely a hardcore
game and it is obvious from start that crafting is the
most important activity there is. There are vendors to
buy goods from but for the most part you are apparently
expected to make your tools. It is very fitting for a
post-holo setting but I wish they had made the interface
easier. I have the recipe for cooking food but there is
no way to know what good it will do and how to do it.
Boys and girls, your interface is an unholy mess.
And if this is such an important part of the gameplay,
why did you leave it out of the tutorial? Any fool knows
that putting the targeting reticle on someone and
clicking the left mouse button for trigger is how you
kill people in videogames. It is making more ammo and
stuff where we need help.
Wirepunk, take note!
Combat. Oh yeah. Like in most MMORPGs, the enemies are
clusters of mobs that either stand still or move around
in a very small area, waiting for someone to do them in
for loot and experience. Unlike in most MMORPGs, the flat
spaces of Arizona desert provide no natural boundaries
and the groups feel strangely out of place. This is
especially true for human enemies; with mutated animals
some pack behaviour is only to be expected. I bet those
Blade Dancer warriors are bored out of their skulls.
Well, I switch to combat mode, put the targeting reticle
on the enemy and press ctrl+1 half a dozen times before
the game accepts my request to equip the crossbow instead
of a shiv. This bow even has a scoped sight on but
something must be off with it because I can't hit
anything. The problem is miraculously fixed by moving
from close range to insanely close range. Suddenly I find
myself missing the sniper rifles in Neocron. On the other
hand, a couple of solid hits later the enemy keels over.
Strange that his buddy, standing right next to my victim,
does not seem too bothered. Oh well, at least he attacks
me when I move close enough to loot the body. The combat
is functional but the enemy AI is bad enough to make you
want to scream. I wish they would explain secondary
attacks in weapon descriptions. Next patch, maybe.
This is an MMORPG launched less than a week ago. It
would not be fair to give it a final verdict. Besides, I
love this genre and really want to see it grow and
prosper. But I just... I cannot find that something that
would make me play this game. Not in this day and age.
Not now. Not yet. And with Borderlands
coming out in October 30th, these guys are going to be in
so much trouble it hurts to even think about it. Try it
out, if you are curious. It will undoubtedly get better
over time if the initial sales are good enough to survive
on. But you can also blow your money on Fallout 3 with
all the adds and keep playing that until the end of next
month. I wonder how Rage
is doing?
P.S.
If someone from Icarus is reading this, don't take it
personally. Any release is a great feat and Fallen Earth
could be a very different game a year from now. Besides,
you'll get your chance to chew us out when Wirepunk gets
there...
18-Sep-2009:
Session Aftermath
Is it just me or are the intervals in this blog
getting longer? Lots of things are happening right now,
on and off work. And because of Wirepunk telling the two
apart is not so easy anymore. In this hamster wheel, a
day like this when I can't do anything else because I am
gamemastering Stalker feels downright idyllic. Something
out of a bygone age, when people had enough money, energy
and sleep (because the rent on a student box is low, they
have lots of spare time and they get up late). None of
that is possible anymore but my most recent Stalker
campaign has had an amazing session rate of once every
two weeks. We've been at it for a couple of months now,
so skipping most of October because of other hassles does
not feel so bad. The enthusiasm for play is up and if we
are strict about picking it up again late next month, the
delay is not a problem. This is how
roleplaying game campaigns should be played. Mental note:
If I ever plan on starting another RPG campaign and it
can't have a session every two weeks, it is not going to
happen. Period.
I have a publishing contract on a new book I've named Häirikkötehdas.
It is another semi-autobiographical work (publishers seem
strangely interested in my past for some reason) but this
time there is an agenda. My own elementary school years
were a constant battle to preserve my sense of self.
Afterwards the attitudes were reversed but I was left
wondering about the relationship between creative
industries and our education system to this day. I've
been on all three sides of this issue and the current
study plan is up for grabs from the Ministry of
Education. School system also often depicted to be at
odds with the gamer scene, even if Finland has nothing
like the moral panic the religious right is whipping up
in Germany right now. So, armed with my previous titles,
dark memories, some understanding of the industry's
current needs and the current study plan from the
Ministry, I plan to throw my two cents into the
"Innovation School" -debate. Not that I think
anyone would notice.
Wirepunk means lot of paperwork and we are probably
starting a dev blog once the product website is up and
running. That could eat into the time I have for this
blog even further but we'll see.
P.S.
Has anyone tried the card game rules yet?
11-Sep-2009:
I Love It
Welcome to the Happy Entry on Designer's Notebook. It
does not happen often but today there are only good news.
Since Bethesda locked me out of their forums unfairly,
in my opinion it would be only fair to damn Fallout
3 to hell in this blog. But even if the
publishers are fucking idiots, I fucking love this game.
I am also a fanboy of the Old Fallouts but unlike most of
my kind, I don't like computer RPGs in general. On the
other hand, I am a big fan of first-person shooters
(especially if they have sandbox worlds). Others may see
Fallout 3 as a betrayal of the old ways but I think it is
a triumph that brings out the best of the both worlds. Of
course, the dozen or so square miles of territory in the
game can't match the epic scale of the old Fallout travel
map but it is big enough, and there are loads of places
to go and secrets to find. The graphics are good enough
for me and I would not have believed that the stop-watch
aiming system, V.A.T.S., would fit into a
first-person-shooter this smoothly. All the old skills
and most of the old perks are there as well but it *is* a
shooter, so you can't complete this game without firing a
shot (legend says that in Fallout 2 you could play the
game through that way).
So which one is better? Fallout 3 or S.T.A.L.K.E.R?
While I maintain that S.T.A.L.K.E.R. has a better
atmosphere, the sheer amount of content and variety in
Fallout 3 takes the cake. And while the "Marked
One" in S.T.A.L.K.E.R. was a splendid blank slate to
impose your own in-game personality on, Fallout 3 takes
the cake here again. I have heroes living in my head for
certain specific genres. You have already met Old Dog, my
pulp fantasy hero. If I think of a story in that genre,
he is righr there, unbidden and won't go away. For
baroque fantasy (Miekkamies), I still have Rodolf Krane,
the Relgian gentleman, swordsman and a rogue. And for
post-holocaust (and to a disturbing extent in cyberpunk
as well) there is Arkangel. I have no idea why I
always play a female character (or this specific female
character) in post-holocaust. I bet Sigmund Freud would
have a field day with that. Fallout 3 does not let me
create as good Arkangel as Fallout Tactics did but it's
close enough. I just think that if she were in a novel,
she would not be this saintly.
Fallout 3 runs on an upgraded Oblivion engine (you can
see for miles around! This is brilliant for
exploration-heavy games!). Oblivion drew a lot of flak
because of its autobalancing feature, which levelled up
monsters and even city guards as the player got tougher.
In a traditional fantasy epic this is an excellent way to
remove any feeling of "epic" or achievement
from the game. A high-fantasy RPG with a level system is
effectively a power trip and if the player can't get it,
the game is broken. Fallout 3 also has an autobalancing
feature but it is much less draconian and I think it
actually improves the game. When you encounter new enemy
types, they are balanced according to your present level
but remain more or less locked on that power level for
the rest of the game. Also, the opposition and wandering
monsters roaming around get tougher (upgrading from
Bloatflies to Deathclaws). Even so, overland travel is
fairly safe if you keep your wits about you and know how
to use a long-range weapon. In the dungeons, I sneak
about and blast enemies with damage x 5 sneak attack
criticals to the head. With a plasma rifle. The effect is
usually very visceral.
The beauty of the system is that when the sneak
attacks fail, the danger is real and battles do get your
pulse racing. As a high level character Arkangel is a
tough bitch but she is not invincible. In fact, the power
level accumulation feels a bit like playing Praedor.
You can get tougher, *much* tougher but the element of
danger is always present if you go into battle. Battles
matter. I know this is an unpopular view but I
think that the game would become boring without the
autolevelling feature and I can only tip my hat at the
designers for getting the bloody thing *right*. It
couldn't have been easy, especially since the previous
iteration in Oblivion was such a glorious failure. I feel
like this is a 95/100 game and it misses the top score
only because S.T.A.L.K.E.R. and the 100 Rad Bar have
shown me the true meaning of "atmosphere" in
videogames. Even so, S.T.A.L.K.E.R. as a whole would not
score this well. It is a great game but Fallout 3 is
better. My only real complaint is political correctness.
Old Fallouts did much better in the moral controversy and
black humour departments.
So there. Bethesda, you suck! But your game doesn't
and I would still give you money for the downloadable
add-ons if you would only let me!
In other good news, I agreed to write a new book
today. The publishing contract should already be
somewhere on the snailmail trail. I was already writing
the "Stalker novel" when an old acquintance
from the publishing world contacted me. He had liked Elämäpeli
and wanted to extrapolate on some of the elements
mentioned there. So, it is another semi-biographical fact
book, although Elämäpeli was already a stretch of the
definition. Anway, we exchanged a few emails about it and
reached a tentative agreement on its scope and focus (and
that I will be writing a much more positive book than he
had originally suggested). I'll tell you more about when
I have signed the papers and it is a done deal. But as a
rule, I have nothing against someone paying me for things
I might otherwise blog about. I just wish my fiction was
this eagerly sought after.
Finally, the action/action-reaction system I developed
for the Card Rules has begun to fascinate me. I have long
searched for a good, mass-marketable way to handle
firefights and this, done with dice, could be the answer.
I have to "dice it" and then try it out in one
of my mothballed, shooter-style settings.
Oh yes, I almost forgot. I have created a separate
page with direct links to the RPG material published on
this blog. The list is incomplete but at least all the
latest stuff is all there. Check
it out!
06-Sep-2009:
Why Is PC In Trouble?
These days the PC crowd can count themselves lucky if
a major AAA-game release has PC on its list of release
platforms. PCs are clunky, have a million hardware
configurations and their owners are whiny nerds who only
buy 1/6 or 1/8 of the total copies sold. Many of my
colleagues have switched their gaming habits to consoles,
assuming their preferred genres work there at all. It is
so easy: you pop the disc in and off you go! Despite
breakdowns, Xbox360 is the pet of the AAA game industry
because while there might be more Wiis out there, it is
the Xbox360 fanboys who buy the games. New releases on PC
are mostly HD-console releases with quick fixes, even if
the average desktop PC packs quite a punch compared to
any console. Sometimes the devs do not even bother with
changing the instructions or tutorials and you find
yourself playing a game with a keyboard and a mouse while
getting on-screen instructions on the use of an Xbox
controller. I think Lost Planet was one of these.
When you do get a game for PC, you pop the disc in,
wait for ages when it installs and then learn you either
have to download a million patches and/or update a
third-party component like your display driver. You would
think it would be good for business to keep the patches
well-organised and easily available on game website but
no! First there might be regional-specific patches, or
simply confusion like when you try to install a patch for
your digitally downloaded game it tells you to go look
for the US retail patch instead. Apparently the
"digital download" patch on the developer
website was intended for the version sold only on McMurdo
Base in Antarctica. This gets especially interesting when
the publisher decides to be an asshole and puts all the
patches on a commercial download site like Fileplanet.
This means legit patches are available only to paying
customers of Fileplanet. I've had instances where I have
a legit game but all my patches are "pirated",
for the lack of a better expression. I have no idea if it
counts as an offence but this is one of the rare cases
when I would like to give the pirates a medal.
When you are done, it can still be a toss of the coin
whether the game runs or not. ArmA
(Armed Assault) works only with a specific brand of
Nvidia display cards, so I was out of luck with my Radeon
4870 Toxic. It's not how much juice you have but
how it is spiced up. I still think the publisher should
have put a warning label on the cover or something.
Aaaaand as the cherry on top you usually have to have
the disc in the disc drive when playing. So forget about
quickly clicking on the icon on your desktop. I hope
rummaging through my overflowing game shelf counts as
excercise these days. After all this it does not really
matter if the game was good or not. The play experience
sucked long before the game started and people play games
to enjoy themselves. Take that away and you've got
nothing. I still like to think console games as
dumbed-down digital toys for retards but when my PC has a
bad day, it becomes quite obvious who the retard is.
Much of this can be and have been salvaged by digital
downloads. You can have all the problems
you had with retail copies but things also can be
made the smart way. Sometimes they are. Digital
downloads tend to appear later than retail copies, so
they already have some of the patches and upgrades built
in. Their autopatching features tend to work better,
perhaps because the system can configure itself already
during the installation process and further upgrades
benefit from that. There can be some bullshit code you
have to enter to bypass DRM but after that the game runs
on a single click of a mouse. If only I could have the
switching between the desktop and the game on Alt-Tab as
a standard feature for all games things could not be any
more perfect. Overall, the user experience is much better
with digital downloads and the effort to play is low. Of
course, some games, like Ukrainian first-person-shooters,
still trip over their feet and crash from time to time.
But that I can deal with that since the developers where
drunk and the game was tailor-made for PCs anyway.
Since digital downloads were about to breathe new life
into the dying AAA games market for PCs, Microsoft
decided to kill it once and for all. Their poison of
choice was Games For Windows LIVE-service.
Trust me, after trying to sign up for this one even I
felt the urge to become Amish.
I wanted to make sure that once I finished Fallout
3, I could then go on to the DLC (downloaded
content), such like Mothership Zeta and
stuff. It was supposed to be very easy: I already had the
game as a digital purchase from Gamersgate (with the
source files backed up, of course). Buying and
downloading a few slightly larger "patches"
while surfing the web would be a breeze. However, Windows
wanted me to create a Windows
Live ID for the service. Fair enough, I am
registered customer of Gamersgate
and Steam,
why should a Microsoft store be any different? It asked
me surprisingly little information but this did not ring
any bells at the time.
Once I had the user ID, I found myself diverted to Xbox.com
whenever I wanted to do something. It appears that the
entire Games
For Windows LIVE is a small boil on the side of
the Xbox Live warthog. I had hard time making sure that I
was really going to buy a Windows game. Also the user
interface was so slow and counterintuitive that my
nightmares will be in the colour of Xbox green from now
on. Anyways, I learned that Point Anchorage costs 800 Microsoft
points, which you can obviously buy for real
money. I clicked the "Add points" and the
service asked for the billing information of my credit
card. Then, I spotted a problem. The service had
prefilled my country of origin as "United
Kingdom" and now wanted to know from which
part of that brave island nation I hailed from. Entering
the billing information of course failed because Finnish
and UK zip codes do not match. So, now I have a Live ID
account but I can't buy anything from GFWL ever because
the billing information is wrong by the fucking default.
It could not be edited or changed anywhere in the
service, including the account information configuration
page.
For the record, I am not from Great Britain, I have
never lived in Great Britain and the machine I did the
registration from is not in Great Britain. The only
potential way to resolve this would be staying up late in
the middle of the week to catch the US
customer service for Microsoft Games. A
transcontinental long-distance call in the middle of my
night. Even if it had worked, I would still have been
pissed at the slow and confusing service that keeps
throwing me from one website to another and does not take
me seriously when I want to skip their survey on "how
awesome your Xbox360 is". I wish there were
a reality show where people were throwing their Xboxes
into jet turbines. Games For Windows LIVE might be a joke
but the real punchline is that they are the exclusive
distributor for Fallout 3 DLC. The main game is
available from lots of online stores but the DLC is not.
If GFWL isn't your friend and you really don't want to
buy another disc when the alternative is clearly there,
you are, in poetic terms, fucked.
The digital download sales will not take off because
the big industry won't let them. I guess it would be a
threat to Xbox360 if people were actually enjoy playing
games on a PC. You kno that I work in the games industry.
I am very much against pirating games. Right now I am
still playing the main game in FO3 and will be for quite
some time. But regrettably, when it is all over and done
with and the DLC still has not found its way into some
functional webstore, I will be sorely tempted (and torn
by guilt) to download a pirated copy and hope I can some
day pay for them. Then I said it on Bethesda's Fallout 3
forum and they suspended my account for 15 years.
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