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20-Nov-2013:
Crash!
Sigh. Bad news make much better blog entries than good
news. But practically all news about my work are covered
by an NDA, so it's a no go. I've written a rant about it
twice and then deleted it and that's all you are going to
get. Psh. This is just one those things I have to carry
with me. A load that will get lighter over time (quite a
bit after the first good night's sleep, in fact) but
never goes away entirely. Stuff like this is one of the
things that makes me feel old. Then again, it's also a
reminder and a learning experience. And I can catch up on
some other projects now.
To divert myself from my frustrations, I've been
toying with a new-slash-old setting using a new angle. I
have been watching reality shows about gold mining
recently (well, quite a while now, actually). I love the
concept of going out there, pushing against the
boundaries of our civilization and bringing back
treasure, usually after great hardship. Gold prospecting
includes many of the elements I also embrace in my
roleplaying games: the frontiers between civilization and
anarchy, small teams of hardy individuals taking their
fates into their own hands and gambling with their lives
(deaths are infrequent in modern gold mining but for most
of these people becoming a prospector was a Hail Mary
investment with their last dime). Then there is the
passion for gold, the so-called gold fever that has
driven people mad ever since ancient Egyptians figured
out that gold actually has a value even if you can't eat
it.
Very recently, I watched Gold Fever, a
wonderful, shamelessly dramatized documentary about the
California Gold Rush of 1848-1850. It kicked my interest
in the subject into overdrive and playing Borderlands
2 certainly didn't help. I wanted the same kind of
melodrama with bright colors, a Wild West -soundtrack and
anime-sized guns. Of course, me being me, I also wanted
mutated monsters, post-holocaust aesthetics and cyberware
visible from miles away. I already had some prime real
estate in my back pocket waiting to be used: namely my
old visions of a postholo-cyber-spaceopera Mars. One of
the many derivations of the venerable INFRA concept.
So, the year is 2158. The terraforming of Mars was
well underway, until the remains of an alien civilization
were discovered in Valles Marineris. Artefacts of alien
technology promise to revolutionize science and industry,
while layers of Martian fossils are opening up entire new
avenues of medical and biotech research. Abandoning the
drudgery of corporate-driven terraforming colonies on the
northern polar plateau, more than a million pioneers have
ventured south in search of treasure. A year later, even
more explorers began trickling in from Earth. The
terraforming plan is in shambles and the great canyon is
a lawless frontier of desperate people in search of
elusive treasures.
Back on Earth, the Cartel is pressuring the Martian
Corporations to impose law and order on Valles Marineris
but these have neither the resources nor mutual trust to
tame the massive canyon. In addition, the some in the
corporations harbor a terrible secret: They have long
known the ruins were there but all earlier attempts to
colonise the canyon have failed. Terraforming goes
haywire down there, technology breaks down, flesh mutates
and minds shatter. A strange and terrible power lurks in
the depths of Valles Marineris and those in the know fear
it has only been waiting for fresh meat.
Valles Marineris is over 4000 kilometres long,
sometimes hundreds of kilometres wide and in places over
9 kilometres deep. It is also on the same rough altitude
as the northern polar plateau with a post-terraforming
barometric pressure of 400-600 mbars. The atmosphere is
breathable to bio-adapted colonists but newcomers from
Earth may find it hostile. The canyon cuts deep into the
equatorial highlands and is surrounded on all sides by
arid wastelands of dust tornadoes, brain-cooking
radiation and blood-boiling atmospherics lows. The
mountain ranges on those highlands reach effectively into
space.
Valles Marineris also cuts down into the planet's
crust, exposing layers of minerals and gemstones. While
abandoned and quarantined after the loss of early
colonies, some clandestine prospecting has always gone
on. It was these prospectors and smugglers who
rediscovered both the alien ruins and the dead colonies
now repopulated by the Martian gold rush. In addition to
the xenominers, the canyon now holds bandits and traders,
pilgrims and bounty hunters, rebels and isolationists.
Martian Corporations may have been unable to tame the
canyon but still run networks of field agents. By now,
the Earth-based Corporations allied to the Cartel can't
be far behind.
In the colonist lingo, to leave your assigned post and
role in the terraforming program and go south is to
"go roving". With one in ten colonists gone
roving, often in breach of their citizenship contracts
which means the only way back is via a penal colony or
being rich enough to bend the system, everybody knows
someone who has "gone roving". Many strike out
but some strike it rich, either returning north or using
their wealth to build their own futures down south. The
Cartel is right to be worried, for social history
projections indicate these "rovers" will be the
start of Martian Independence.
Crimson Rovers is a roleplaying game of the
Martian gold rush and the adventurers who abandoned
everything in search of alien treasure. Or better yet,
the secrets behind them. If this thing gets off the
ground, it will probably be about the size of Mobsters
and distributed the same way. The rules would be
shamelessly action-focused and I thought I might try my
hand both at a simple dice pool mechanic and a vehicle
combat system. I would really like to use this setting
(and possibly the system) in a video game but RPG Maker
is a poor platform for vehicle physics. Anyways,
tinkering with this will be my stress toy for weeks to
come. The fall is almost over anyway.
04-Nov-2013:
Snow In My Beard
There was a time when I was worried about finding grey
strands in my goatee. That battle has since then been
well and truly lost. Now in Bali, where the tropical Sun
roasted my face, I noticed that not only did I have a
salt-and-pepper beard but some strands in the topmost
layer had turned white as snow. They'll drop off but it
was a startling sight. A sign of things to come, really.
Yes, it is my birthday.
I am 40 years old now and thus officially middle-aged,
as many well-wishers like to remind me. According to
focus group studies, this is the time when a person stops
dreaming about the things he will accomplish in the
future and instead takes stock on things accomplished
thus far and if possible, solidifes his gain. This
perception is the root cause of workplace ageism as such
people are considered to have lost their ambition and
thus the drive to excel and improve. Entrepreneurs, or
freelancers in general, do not have this option. Or they
do but unless their field is really something really
retro it tends to be a kiss of death. It is a good thing
in many ways but of course, it also means getting
involved in new games industry trends that you might not
personally like. Oh well, professional game designers are
not entitled to personal preferences about the games they
are contracted to make. Fortunately, I've also had time
to play something on my own time.
I have been playing Borderlands
2 by Gearbox. Yes, the company that totally
phoned in Aliens:
Colonial Marines and has been doing PR
management by pointing fingers at its subcontractors ever
since. The Borderlands franchise is their cash cow and
what they are now famous for. Borderlands are Diabloesque
first-person shooters set in the world of Pandora where
you go about hunting alien treasure; or guns. Mostly
guns. They have put all the muscle of Diablo 2's loot
system into generating new guns and to a lesser extent
shield modules and stuff like that. The world is a
tapestry of smallish zones with rapidly respawning
enemies... oh hell, play Diablo 2 and you get the
picture. No, not the piece of shit Blizzard is peddling
now but the previous one. As such, I have nothing against
FPS-Diablos with guns. Even Hellgate: London,
which is based on the same concept, was quite enjoyable
at times.
That said, I wasn't a big fan of the original
Borderlands. It smacked of a production failure: that the
team had been making a largish scifi RPG and when they
ran out of time and budget, they turned it into a
slapdash loot shooter with cell-shaded cartoony graphics
so no one would notice how shitty their textures actually
were. The story was rubbish, the gameplay was repetitive
to the point of being suicide-inducing and while the
co-operative multiplayer is generally considered to be
fun, I could not get over how they had first built a
large and interesting setting and then butchered it to
suit their new simplified gameplay model. And even then
the gunplay wasn't that fun because of leveling-induced
balancing issues and crappy loot drops. But really, their
world was a corpse and the worst of all was that you
could tell that it had been a living and breathing thing
at some point during the production. For a
narrative-lover like myself it was a dealbreaker.
Unlike it's predecessor, Borderlands 2 is not a
salvage job on a sinking project, nor is it putting
lipstick on a pig. This time the devs knew what their
optimum gameplay was like and planned accordingly. I
still think turning Pandora into a series of fighting
arenas with constantly respawning baddies is waste of a
setting but the arenas actually work. Rather than being
an open world, the setting feels like a labyrinth built
from modular widepipe levels or combat arena spaces. You
enter one space and it throws its baddies at you. Clear
them out or (rarely) avoid them and you can move into the
next space and so on, until you finally get where you
wanted to go, usually a boss. The biggest levels have a
central hub space where you can fool around it with
vehicles. From here, openings lead into mission areas or
other zones of the game world. Unlike the first game, the
BL2 map makes no attempt at realism and is actually
better for it. Really, being aware of its own limitations
is perhaps the defining feature of this game.
Storyline is a case in point. The plot of the original
game was piss-poor. The BL2 story is not much of an
improvement but it knows its shortcomings and even mocks
itself for it. Both Corny and Cliché knobs have been
turned all the way up to eleven, making what usually
would be poor writing into a parody of the more serious
shooters. Also, the story does a much better job at
leading the player along this time, so I was never really
stuck with nothing to do but also never had the sidequest
glut that many critics have been complaining about. Also,
all the characters are introduced in a graphic novel
fashion and provoke at least an amused snort. You'll
either love or hate the cell-shaded hand-drawn style but
animations are much improved. Both old Quake-style gibs
and the anguished death struggle of someone shot in the
face with a corrosive bullet from a sniper rifle are very
cathartic to watch. And that is basically the whole
content. The closest thing to a puzzle in this game is
finding a route to new box of hopefully better guns.
There is really nothing else.
All in all, I was positively surprised by Borderlands
2. It proves wrong the old adage that you can't polish a
turd. This is a beautiful and shiny turd, much improved
over the original while retaining the original smell and
moist consistency. I have always been drawn to the
post-holo/scifi/wild-west feel of Borderlands (if I
weren't, the shittiness of Borderlands 1 wouldn't have
bothered me). Borderlands 2 still falls far short of the
promised land but it is a genuinely fun game to play and
probably even more so as a co-op multiplayer. Borderlands
1 made me hate it towards the end. I am only at level 21
in BL2 but so far I like what I've seen and have been
able to push through the grind. Yes, grind. But when the
grind is about starting fights in a bar with an acid
bazooka, I'll live with it.
Final verdict: +1
01-Nov-2013:
In The Sun's Shadow
I am finally back from Bali (a small island that is
part of Indonesia and a cluster of Hinduism in the
world's most populous Muslim state). My spouse went there
for the IGF conferenc and I tagged along, taking it easy.
After the conference we spent a week just vacationing
there. We started out in Nusa Dua. It was a hideously
sterile and artificial-looking enclave for wealthy
tourists, although it did have the best beaches as well.
Then we decided to be adventurous and shit. We went to
Ubud, with the original intention of staying there for
the rest of our stay. However, after finding out that we
are neither Indiana Joneses nor SAS operatives (and me
coming very close to punching the street vendors of Ubud
market in the face), we concluded our stay in Ubud with
an epic temple tour in the middle of a local religious
festival and then fled back to the coast and into the
venerable tourist beach city of Sanur. That turned out to
be a touristy but still a very lively city compared to
the sterile Nusa Dua and a huge improvement over the
shithole known as Ubud. So, Sanur I can recommend, at
least if you are into a mixture of Canary Islands and
feeling like a Vietnam War correspondent. Really, Sanur
is *old* as tourist sites go and this does give it a
certain "old spy movie" -charm.
Some people have said they get a deja vu from the
Renaissance cities of Italy after playing Assassin's
Creed II. I got a deja vu from the Java Sea for having
played Silent Hunter IV. The straight between Bali and
Java was my usual route into and away from the patrol
areas within the East Indies. For some reason the Japs
always left it unguarded, except for an occasional air
patrol.
All in all, Bali was the furthest away from home I've
ever been. 11000 kilometres away and just across the
equator on the southern hemisphere. It was stifling hot
and the humidity made the heat really oppressive. The
warm air closed around you like a fist, squeezing you
until you broke. For an out-of-shape northerner like
myself doing anything at all became a major chore. In
Nusa Dua, I managed long walks but towards the end of our
stay both sunburn and increasing fatigue brought me down.
But I swam in the Java Sea! Which was oppressively warm,
incredibly salty and uncomfortably shallow. The island is
surrounded by reefs which also act as breakers but the
lagoons are very, very shallow. And if the heat and
humidity won't kill you, sunburn while wading through
water will.
Ubud, being an utter shithole, was a good inspiration
for my Stalker novel. In Sanur, I began dreaming
of Aztla once more: the fourth continent of the Known
World in Miekkamies, lying far away across the
Green Sea from Arleon. It is a land of tropical seas,
deep jungles, fire-belching mountains and the ruins of
ancient civilization that had fallen long before the
Delorian explorers reached it during the Third Dynasty.
But during the Age of Darkfire, which broke the Delorian
Empire in Arleon, the seven God-Kings of Atzla awakened
in their tombs. Now living dead with godlike powers, the
God-Kings of Atzla drink the blood and souls of the
living, breed monsters with men and summon ancient
horrors from the depths of their accursed pyramids. As
darkness spreads over the Land of the Sun, the remnants
of the former Imperial Colonies, now a mixture of free
cities, pirate holds and colonies sworn to the many
Successor Kingdoms of Arleon, grow weaker. But the
struggle for the fate of Atzla is only getting started,
as tales great treasure and ancient magic have spread far
beyond its pearly shores...
13-Oct-2013:
New Adventure!
The year 2013 is shaping out to be the biggest yet for
the Finnish Games Industry, even if the new wealth is
somewhat more narrowly concentrated than I would like.
2013 is definitely shaping out to be the best year yet by
far for Burger Games. Well, it is there already. The
remainder of the year is just icing on the cake. Of
course, the BG figures will be secret to all but the tax
officials. The industry figures for 2013 were leaked to
me in an IPR University seminar. I guess they are not
exactly secret but I don't know if I should blurt them
out before the official Neogames press release. This is
the kind of stuff that the media loves to report and the
industry bigwigs love to celebrate, so maybe I should
leave it to our collective 15 minutes of basking in the
spotlight once the next Neogames report gets out. Because
with these figures and growth rates we are sure as hell
going to get that spotlight. Along with the derisive
writings in the commentary sections by morons who can't
grasp the post-industrial world.
"Get a haircut and get a real job!"
Joni Virolainen, a long-time Praedor fan who often
comments my blog by email suggested turning the Praedor
system value comparisons around for FLOW-style usage. The
player would roll dice according to difficulty levels (5D
easiest, 1D hardest) and add his ability score, if any,
into the result. This would then be compared to a fixed
success threshold that must be exceeded (unless the
player rolls "1" on all dice which is an
automatic failure). If using a single success threshold,
it would probably be 20 (the average of 3D + ability
score 10, rounded to a nearest nice-looking value). I
would probably go for success steps, though,
10/15/20/25... and so on. The FLOW system already deals
with "the effects of failure" and how any
action by the character is likely to change the
circumstances in some fashion. The bigger the result, the
bigger the change. Think Rolemaster. And there are bonus
dice from ideas and roleplaying. Yeah, this is definitely
a possibility. It is not "intuitively neat"
when I turn it around in my head but could probably be
made to work. It also reminds me of the D6 system for
West End Games' Star Wars, btw. Or how combat rolls were
made in the venerable High Colonies.
Not bad, Joni. Not bad at all :)
I am leaving for tropics soon. After struggling with a
resurgence of flu, a throat inflammation and the parts of
my work contracts that I just can't skip on account of
being sick, kicking back in the tropics might be just
what the doctor ordered. Of course, I have to bring a
laptop with me so I can write a couple of more chapters
of the Stalker novel. There is just one problem: I just
got an idea for a Miekkamies/FLOW roleplaying
campaign. Or a long adventure, whatever you want to call
it. It is a swashbuckling-conspiratorial adaptation of
the Dreaming Plague adventure I once offered for
Lamentations of Flame Princess scenario
kickstarter. That came to nothing but maybe it is better
this way. Miekkamies is a roleplaying game of
blue steel, while lace, red velvet and black magic. Its
version of the Dreaming Plague will a
menage-a-trois between Three
Musketeers, Brotherhood
of the Wolf and Hammer
Film's Dracula.
Of course, that would means I'd have to write out both
the adventure basics and the Miekkamies FLOW-rules. And
that would mean diverting time and effort away from the
Stalker novel. Which, in completely independent news,
took quite a leap forward during the last two weeks.
**
Having seen just pictures and sample jars, Moncke
had always thought of mutations as something akin to
debilitating injuries. Yet the creature facing him was
functional and complete, perfectly adapted to its inhuman
physique. It was beautiful, in some alien and perverse
sense of the word...
**
A heartbeat later all sound died. The corridor
went beyond silent. Normally, the human ear keeps hearing
things even in complete silence. It picks up whatever it
finds, like the internal movements of the body, the
gushing of blood, the beating of the heart, the wheezing
of the lungs and the subtle growls of the bowels. Any
vibration transmitted to the ear bones can be perceived
as sound. But now there was nothing...
**
Despite the sizable grey area, he had always
considered working for the Bureau a law enforcement job.
It had its drawbacks but it also meant having the Man,
the collective authority of the System, to back you up.
Sure, shit happened even to the best of them but as a
rule, hardened criminals could be made to fear, if not
respect the law.
**
Fairness and justice were strictly man-made
concepts. They did not exist naturally or even in the
human society unless constantly striven for, so he
considered them a waste of time and effort. But for some
reason this particular death, perhaps soon to be added to
his kill list, bothered him. He lit up a cigarillo and
used the light to observe the blood spatter where the
woman had fallen against the wall. It was his personal
addition to the graffiti outside.
**
Yeah, it's getting there.
09-Oct-2013:
Praedor Game Design
Game design musings of a pen-and-paper roleplaying
game author. If that's not your thing, you can stop
reading right now.
Okay, here we go. EBB gameplay, Praedor mechanics.
That game system does not have a cool brand name,
unfortunately. The main advantage of the Praedor core
mechanic over my others is greater scaling and that Old
Skool players just love to roll those dice. What I wanted
to do was to get rid of the calculations and
micromanagement systems that follow, hopefully using the
abstractions Ive made when running the Bloodguard
Campaign as a guide.
Where the Praedor core rules fail is that the task
resolution system is very much tied to the abilities. In
FLOW or EBB you can try to do almost anything and having
an ability simply confers you a massive bonus, without
which the higher difficulty levels are unattainable. By
contrast, Praedor core rules are married to the ability
list and if you don't have a suitable ability, you are
basically screwed. An alternate system has to be devised
around the attribute values, which then hamstrings their
use as a Luck Point reservoir... bloody hell, do I need
three numeric value sets to make this work?
How the Praedor system works is that if you don't have
the right skill, you can still attempt a task with it
against its starting value with one additional die. The
gamemaster may also rule that lore tasks or those deemed
to use true specialist skills are out of reach, such as
alchemy for non-alchemists. It is a really harsh system,
much more so than FLOW/EBB in general. Once you have a
skill in Praedor, the skill value consists of half the
attribute value (or 6 for lore skills) and the points the
player has invested into it. The resulting total value
then determines your ability in the said skill. The scale
is from 1 to 20+, although new characters are capped to
15 and usually have all their skills at a value above 7.
Considering the rest of the world, it is quite common for
a village blacksmith to have his blacksmith ability at
10, only to increase to 12 towards the end of his life.
Those who do not constantly push against their boundaries
very rarely exceed 12 in any ability. This is how the
values correspond to summarized levels of ability.
Beginner, Dilettante |
...6 |
Apprentice, Student |
7...9 |
Professional, Fully Trained |
10...12 |
Veteran of little fame |
13...15 |
Expert of some fame |
16...18 |
Master of great fame |
19+ |
Now, one option would be to use attribute values from
1...10 as a baseline value for task rolls. The ability
score, probably also on a scale of 1-10 would be added to
it to create the total ability value for the task.
However, this puts uncharacteristic emphasis on attribute
values. I preferred to have the skill values develop more
independently from the attributes, so that a low
attribute value would be a hindrance but never a blocker
to high skill levels. Damn, there is really is no natural
marriage to EBB and Praedor-systems, is there? Either the
gameplay will be radically different from the EBB and the
issue of what is or isn't covered by a loosely-defined
ability becomes absolutely paramount, or I create a
category of base values to which ability scores are then
added before task rolls.
Hmm. The default base value would obviously be 6, or
there could be nation-specific differences to them.
Abilities, when chosen during character creation, would
also add +1 to the most relevant base. So a character
with three mostly physical abilities would have a
physical task base value of 9. But what if the player
puts all his abilities into physical things... base value
16 + whatever the ability scores will be? The crashing
sound you just heard was the rules algorithm breaking
apart because we ventured too far outside the mathscape
of Praedor.
Okay, 0.5 add per ability, rounding up. It's ugly but
it is already done in FLOW, so it won't look so bad if
the determination process is reversed: first determine
the attribute bonuses, then add the nation-based default
to that figure. Now that gives the player just 5 points
to move around between the base values. Suddenly, the
national defaults become by far the most determining
factor in anyone's attributes, even if mathematically the
effect on success probabilities is actually very close to
that in Vanilla Praedor. It would work mechanically but
players would not find it cool. So it is not a marketable
solution.
Hmm, option C. Make Praedor attributes into abilities
that every character has for basic human functions. Treat
other abilities as true specializations in scope and
concepts, for activities falling outside the sphere of
normal/peasant human activity. There is no relation
between them and the attribute values. For some reason, I
have a strong inclination to impose weapon
specializations into this system. It does fit the genre,
I give you that. It is also a complexity-adding
clusterfuck. Especially Praedor (and Miekkamies) are so
heavily combat-oriented that this approach just feels
wrong.
Hmm, looks like the ugly truth is that both Praedor
and Miekkamies are best served either by an
all-out FLOW or using a much more traditional rule system
like the original Praedor. It was first used to play a
hypothetical new edition of Miekkamies, btw.
21-Sep-2013:
The Miekkamies Dilemma
I hope you have enjoyed reading the EBB rules for
Praedor as much as I liked writing them. I like them too
but one thing vexes me: the popularity of the original
Praedor rules. The 4chan discussion about Stalker RPG
being hipster shit is true to the extent that being as
old as I am, I can no longer get a hard-on over long
lists and damage tables. However, in Finland, Praedor
remains by far my most popular RPG and it also has the
most active and long-lasting fans. Even the one
roleplaying campaign I've been running for most of this
year does not use FLOW or EBB: it is vanilla Praedor, or
vanilla to the extent my laissez-fair approach to the
rules allows. The hardcore Old Skool crowd still
outnumbers the hipster shit crowd and while Miekkamies
EBB would be very cool, what my players are actually
asking for is something akin to Praedor.
Since Praedor RPG is out only in Finnish, here is a
quick recap of the rule system. The player has a more
traditional Stats/Skills division with values ranging
from none to 20+, although it is very rare for anyone to
actually surpass 20. To succeed in a challenge, you must
roll a number of 6-sided dice set by the difficulty level
and score equal or under the stat/skill value. Extraneous
circumstances can add or subtract a die or two. If you
ever roll two "6"s, you fail by default. If you
ever roll three or more "6"s, you fumbled. This
effectively caps the odds at about 95%, regardless of
skill, as long as you are rolling at least 2D (Routine
difficulty). Most challenge rolls are done with 2D, 3D or
4D, peaking at 7, 11 and 14, respectively.
What are not capped are the success levels. Clearing
the threshold is a level 1 success. Clearing the
threshold by a margin of 5 or more is a level 2 success
and clearing the threshold by a margin of 10 or more is a
level 3 success. Also, if all dice scored "1",
you have a level 3 success regardless of all other
factors. So even if the overall odds are capped at 95%,
skilled characters will have an edge in the levels of
success. In combat, the levels of offensive and defensive
rolls are compared to each other and outcomes vary from
all-out misses to shields breaking and dreadful injuries
being caused.
Praedor's damage system is one of its most celebrated
features. A default level 1 hit inflicts 1D + weapon
damage - hit location's armor rating in damage. Level 2
inflicts 2D, level 3 inflicts 3D. All dice are explosive;
i.e. dice scoring "6" are rolled again and
there is no theoretical damage cap from any attack. I
think the biggest damage score I've seen rolled is
somewhere past 50. Any damage getting past armor is
subtracted from the target's Blood Points, eventually
wearing him down and giving him penalty dice for physical
actions. If the damage also exceeded his Deep Wound
threshold, each hit location has a table on the effects
of injuries depending on how much the DWT was exceeded.
The results change in steps of 2 points, so while on the
surface the sword damage value of 7 and axe damage value
of 8 appear close to each other, the axe has a 50% chance
of upping the Deep Wound step, making it clearly the
deadlier weapon (which is compensated by its low speed so
swords get their attacks in first).
Head hits are always severe, legs take one more DW
level to incapacitate than arms, chest can take a lot of
punishment but if the ribcage of pierced the results are
usually fatal, while someone with a gut wound can linger
on for quite a bit longer but will still die without
expert care or magic. Creatures with no organic
metabolism have no blood points but the deep wound
effects apply: you can't bleed a skeleton to death but
you can break it apart. Then there are wound-specific
penalty dice, bleeding, stuns and so on. Players love it
but I can't bother with all that micromanagement anymore.
Part of the thinking behind FLOW was codify the
house-rule, skipping and streamlining processes I often
applied when gamemastering Praedor.
Is there are a golden medium between the vanilla
Praedor rules and the hipster shit of EBB/FLOW? Should it
even be striven for, or will it just water down the best
parts of both, I wonder...
19-Sep-2013:
Immersive
For a game that puts most of its money on immersion, Skyrim
does so many things wrong it is absurd. The biggest
problem are probably the factions: in the name of mass
appeal, there is no exclusivity in joining different
factions, even if they are politically and ideologically
at odds. Somebody in the dev team, or perhaps marketing,
must have thought this a good idea but it has two adverse
consequences regarding immersion: A) joining a faction
does not really represent any kind of choice and B) not
being able to turn down or delete stuff from the quest
journal flattens the dynamics of the game world. Vanilla Skyrim
has the added idiocy of you becoming the leader of any
faction you've joined once the faction storyline is
complete. In Dark Brotherhood storyline this is not a
problem for immersion (DB being the best storyline in the
game altogether) but for Companions and the Mages'
College in Winterhold it is ludicrous, especially since
the gameplay does not support the leadership position in
any way.
There are mods to fix this: Thieves'
Guild Requirements mod makes it so that you
don't even get invited to join them unless your skills
and actions already prove you live a thieving lifestyle. Archmage
Tolfdir gives you the opportunity to make
Tolfdir the Archmage of the College instead of yourself;
a much better choice in every regard, and The
Companion's Guild Mod basically brings the
Companions faction to life, although being still a
Newblood at level 50 is slightly embarrassing (yep, they
haven't even made me a full member yet). I should
probably add the mod that makes all Thieves' Guild
members killable, so that Vianka can wipe those
degenerates out. But much of this hassle could have been
avoided if you could just turn down quests from the quest
journal. Now that I know the game like the back of my
hand, I can make informed decisions on what questlines to
follow and roleplay my character through these decisions.
But I would prefer a more sensible system to begin with,
so that faction affiliations would be relevant. Even if
it means adding "a backdoor" into almost every
faction to ensure the precious mass appeal.
By the way, of the basic quest mods, Helgen
Reborn has proven to be an excellent and
immersive adventure that really helps you feel like you
are making a different in the game world. There are other
great quest mods but none of them have such depth and
empowerment.
But, as I suspected, the biggest game changer is Frostfall.
Even if you are not running any other basic needs mod, it
essentially forces you travel by day, rest by night and
behave sensibly in the wilderness. Having it measure your
relative wetness from rain, river crossings, or god
forbid, swimming in the icy waters of Sea of Ghosts, is a
stroke of genius and makes the world geography relevant
all of a sudden. Want to get across a river? Find
shallows, jump on rocks, or seek a narrow point you can
leap over with Whirlwind Sprint. Want to explore a sunken
ship off the coast? Find the closest spot to it, set up
your tent and build a fire, then make your dive and get
back quickly to warm up and dry off, or the Sea of Ghosts
will add you to its dead.
I get the feeling that Skyrim has actually
had hypothermia rules at some point during development: Frostfall
forces you to make good use of the ice floes and jump
across patches of open water and curiously the floes
seemed to have been designed with this in mind. But in
the vanilla game, falling into water did not matter since
you could swim as fast as you walked and could explore
the whole of Sea of Ghosts just by swimming around. With Frostfall,
sea is a killer. And even before you get to it, furious
snowstorms can keep you holed up in Dawnstar or
Winterhold (damn that place is remote!) for days while
waiting for a break in the weather (break in the sense
that Weathersense tells you it is only
"bone-freezing cold" rather than "frigid
and deadly"). The same applies, to a lesser extent,
to the mountains and highlands. Quite a few Bandits and
Forsworn have died by my sword just because they happened
to be guarding a campfire on a rainy night. If
hypothermia was really part of the original design (and
given the importance of cold as a theme in Skyrim I would
not be surprised) and was subsequently removed in the
interests of mass appeal, I say it was a mistake.
At level 50 and wearing double-enchanted everything, I
have little to fear from sharp steel, rending claws or
powerful magics. But I still dread the cold. Also,
Immersive Patrols helps the balancing a little bit.
Still, it could be better.
In other news, my Praedor roleplaying
campaign is doing really, really, well, thank you very
much for asking. We have not set an exact schedule but
even with case-by-case iteration it is largely biweekly
and sometimes a weekly thing. I am really happy about
this because Verivartio has proven to be one of
my all-time greats as roleplaying campaigns go and some
of the things that occurred in the last session will
probably spawn memes among my friends that will outlive
in the campaign itself. Many have lamented to me that
maintaining an active roleplaying hobby is impossible at
this age. I am really glad that both myself and my
players, two of whom have children, seem to be the
exception to the rule.
For some reason, I have also received multiple
requests to run roleplaying games to perfect strangers in
the Alter Ego Society and elsewhere. I don't have the
spare time for another campaign but one-offs are not
entirely out of the question, especially later this Fall.
Still, where the hell did all these people come from and
where that they been for the past decade? I haven't been
active in Alter Ego for 13 years and have already passed
on the torch of recruiting new players into the hobby. The
Tomb of Burger in the Old Skool Crypt
has been sealed shut with stones, traps and spells (even
if a small and exclusive secret society is rumored to
convene there from time to time). Why are you banging on
the doors and disturbing the ancient evil that lies
within?
P'h'nglui mgwlw'nafh Burger Vantaa
wgah'nagl fhtagn.
15-Sep-2013:
Visions of The Industry
Notice the new cover picture by Miha Rinne.
In my biggest on-going contract, I was made the lead
designer of a game project despite having originally
agreed to be just a half-time level designer on a
freelance basis. I was - and still am - happy to help
them out, make no mistake about that. However, being the
lead designer means you get to tell other people what to
do (of course, in sub-contracting projects there are also
plenty of people who tell you what to do
as well). This runs the risk that some people might not
like what I am asking them to do. And to make matters
worse, a freelancer is an outsider, not really part of
the group dynamics of a well-established studio and its
dev teams. My usual strategy for dealing with this has
been to be friendly, polite and understanding with
everybody but keeping a distance so that I am not seeing
intruding on established social dynamics. It would be
pointless anyway because all projects eventually end and
then I'll fade away like morning mist.
This approach has worked fine for concept design,
narrative design and any other kind of assistive design
gigs. But when you are the lead designer and wield
authority over the production... not so much. Right now
there is some friction and it is wearing me out. I'd much
rather be just plain liked. And if that is not
an option, all I can really hope for is that what does
not kill me makes me stronger. Game industry, I love you,
babe, but you don't love anyone back. I am okay with that
but sometimes, just sometimes, it is a strain on our
relationship.
Speaking of relationships with the game industry, Miha
Rinne finally got his Matkailua Pelialalla comic
books finished, printed and mailed. The website
still contains roughly one third of the story but it only
takes you to the year 2000 or so. The full story, told in
the comic book, goes all the way up to present day. I was
a big fan of the webcomic and I am an even bigger fan of
the printed comic, although I only got into this business
in 2004 and thus more than half of the book is historical
documentation as far as I am concerned. Miha has been
admonished for his intentionally sloppy underground art
style in this comic but I think it is a perfect fit and
leaves enough space for the reader. And if Kari
Suomalainen thought that kind of thing was an important
and a good thing in cartooning, who are you to argue?
Matkailua Pelialalla is, frankly, ingenious.
The book has two layers: open it up on almost any page
and it has a joke on it, sometimes a morbid joke of very
dark and controversial humor but a joke nonetheless. But
if you read it all the way through, it becomes a dark and
in my opinion a quite epic tale of lost innocence and
shattered dreams. The author warned me that the later
stages of his book might change my view of the whole
comic and he was right. The emotional impact was like a
sledgehammer between my eyes, unpleasant and riveting at
the same time. Matkailua Pelialla ceased to be
just a funnie and became a work of art. A really bloody
excellent work of art. Believe it or not, it took me over
a week to rewire my head so that I could write all this.
I don't expect other people will experience anything
like the emotional shock I did but holy fuck! While I
never lost my love for the industry, I've been to that
"showing". Oh yes, I've been there, crying my
eyes out. Frankly, I haven't had any "big
dreams" regarding the games industry since I was
laid off from Recoil Games in 2008. I did not go into
freelancing for another three years but maybe I should
have. I probably would have liked it already back then.
13-Sep-2013:
HAX Designs: Layer-1
I am working on four different videogame projects
right now. Three of them pay me money and expect me to
shut up about them. The fourth one costs me money and I
am the judge of what I can or can't say about it.
Wirepunk has pretty much abandoned the HAX website and
given these (lack of) schedules, I don't see us going
back to it anytime soon. But, I can blog about our
progress here.
Basically, what we are working on now is the Grid, the
infrastructure of a virtual world. They consist of nodes
the player takes over for resources and once used, are
consumed, so the resources in each network are finite.
This is the layer-1 of HAX gameplay and if it fails,
everything fails with it, so we are going for a playable
prototype ASAP using coloured balls in unity. I have
probably explained this before but you can think of it as
an inverted match-3 gameplay on a hex-map. Instead moving
the colours to create combos, you are moving yourself
from one hex to another and can claim other nodes by
swiping out from your avatar. If you swipe over a mixed
set of nodes, you get less benefits but there are secret
codes, activated by daily changing sequences of different
nodes. If you arrive into a node that has adjacent nodes
of the same type, the adjacent nodes are highlighted and
if you swipe them as a straight combo, the benefits
increase with every additional node (1 + 2 + 3 + 4... so
the total base benefit of a four-node straight combo
would be 10).
As the nodes are consumed, they are replaced with grey
base nodes and eventually the network will shrink to
colourful islands of unclaimed resources in an ocean of
deserted grey. Eventually the player is forced to
abandoned his old networks and seek out new, more
challenging hunting grounds. At the top of the pyramid is
the Xanadu Station network, the hub of an
AI-transhumanist interplanetary society that keeps Earth
alive. Here the nodes will respawn, so Xanadu Network is
always up for grabs. And if we ever get to creating
additional content, the player can push past the
character limits by setting up his own systems within
Xanadu Network, which, of course, can then be attacked by
other players.
You know, it is becoming more and more difficult
to find good cyberhack scenes from YouTube. Even the ones
I used to have are fading away, especially since newer
and bigger films are made by the same name (ref.
"Avatar").
Claiming nodes gives the player resources from energy
restoration to building up botnets to beef up his viral
attacks or hacking during the run. Basically, nodes are
the sources and Systems are the sinks, along with the
default sink of energy expenditure. Every move costs
Energy. Originally I called this stat "Trace"
but for a diminishing variable that is also depleted by
System attacks, Energy is easier for players to grasp and
thus needs no in-game explanation. It is also slowly
depleted over time, so no idling in the network. At zero
Energy, the player crashes, loses macros (subsidiary
programs acting as power-ups) and he cannot return to
that particular network for one full hour. Lucky for him,
networks are arranged in tiers and if a tier is
available, so are all the networks in it. Progression
through these tiers acts as a reward system and provides
storyline opportunities.
When I first became interested in cyberpunk, it
sort of merged with my interest in post-holocaust. Back
then, I couldn't have cared less for Gibsonian visions.
Now that I am 25 years older that is the specific part in
cyberpunk that interests me the most and the one
post-humanist subculture I want to explore in my fiction.
If finding clusters of nodes and swiping them to beef
up yourself isn't fun as a basic activity, there is no
point in proceeding to layer-2. But I hope it works. We
have procedurally generated test maps for rations of
nodes and adjacent combinations. After the first few bugs
were ironed out I like what I see but we won't know for
sure until movement and node claiming has been
introduced. Perhaps with the default Energy consumption
to give us a yardstick on how fast the average player is
expected to move and how much hassle dealing with the
Systems can be allowed to bring. It pains me to think
that if we were working on this full-time, we could have
done this in days. Now it is going to be weeks, not too
many of them but weeks nevertheless. Everything takes an
order of magnitude longer when you are a garage
developer.
Keeping up with the technical evolution of
increasingly autonomous machines is not about robotic
arms and monowhips. It is a battle of minds. While the
HAX subculture is often involved in criminal activities,
it is really about fine-tuning your own mind to
unfeasible levels of performance. Jacked in, a HAX Ghost
Runner becomes a god, expanding his cognitive abilities,
memory and knowledge far beyond the limitations of his
grey matter by harnessing the various potentials of the
Link. Giving it all up when the run finally ends and the
needs of the physical body have to be taken care of must
feel like dying a thousand deaths. And that is every time
you pull the plug.
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