29-May-2006:
I'm Back!
Oh, you did not notice that I was gone? I
was on a two-week tour of Mexico and Texas. During that I
wrote the core for Miekkamies 2.0 (yeah, nobody cares but
I have a soft spot for Miekkamies), bits and pieces of
some new stories, did some thinking on a certain scifi
concept, got a food poisoning from a restaurant in Texas
and agreed to take a look at the Debian Linux
Distribution installation manual. It makes sense to
maintain my documentation skills, after all.
In the meantime, Finland has not exactly
been a quiet place either. Approaching the
Helsinki-Vantaa Airport we had to do a series of sudden
maneouvres to dodge all the flying pigs. Lordi went ahead
and won the Eurovision song contest with an all-time
score record. I am not a Lordi-fan and if the religious
freaks would not have made such a big number of it
winning the Finnish selection I would not have cared. But
now I just feel like gloating. Long live Lordi! Long Live
Metal! And to you critics, bon appetite with your hatfuls
of shit.
It is late and jetlag is biting. My body
wants to sleep and my mind is screaming it is barely noon
(Mexican time). Fallout from food poisoning appears to
have altered my diet to a more veggie-based direction. Or
more precisely, eating anything but fruit makes me a
little sick. I grabbed some salmiakki in the honour of my
homecoming and it had the same effect. Majatalo.org is
full of new conversation and I feel like a leftover from
bygone days.
Stalker is about to get moving and my
illustrator, Tuomo "God" Veijanen has again
sent me a batch of great new pictures. I also
"hired" one of the workplace artists to do me a
full-colour cover which hopefully can also double as a
poster. More about that when I have something to show.
And Stalker really needs a new website but this
lazy-ass-bum-of-an-RPG-author I know has not really got
around to it.
Well, at least some people are getting
things done. Heimot is now officially coming out at the
'Con and there is this new fantasy game Parabellum
(Latin though it may be, I think the name is misleading)
which I also have to check out at some point. Nobody's
said anything too bad about it so I have high hopes. I
hereby declare the Finnish RPG development scene
officially saved. It all looked very different back in
2000 when Praedor came out.
P.S.
Somebody likes War
Diary: Crusader...
7-May-2006: Burning Midnight Oil
Can't sleep. Don't even want to. Lack of
sleep does not come on as tiredness but as something
else. Worlds colliding. Stress sometimes does that to me.
But even so, there's been a nice turn of events regarding
"Wolf
Moon".
It does not quite part the Red Sea but
this is still great news for me, Rovio and to some extent
to the industry as well. Despite the casual craze stuff
like Wolf Moon can still catches your eye. Ten-billion
dollar industry is still at the far end of a rainbow but
there is already room and demand for games like this. I
wanted Rovio Mobile to cover all the base harcore genres
of mobile gaming but it seems like horror adventures with
puzzles is what we do best. Overspecialisation breeds
weakness but I am tempted to narrow our focus. Like it or
not, it actually boils down to staff. You are best in the
kinds of games you have the best resources for.
While the original concept and core play
mechanics come from the designer, game design is a
collaborative effort of the whole team. Good team knows
how to implement your design. A great team also knows
when to say "this feature sucks, let's do XYZ
instead". Even if you don't agree, it forces you to
think things over. And thinking things over can't be
anything but good.
I've totally, comprehensively and
possibly terminally blown my diet. Well, it was nice to
know what the world looks like when you don't have the
body of a Hippopotamus. It was nice and comfortable while
it lasted. You thin people have it good. Now I have a
closet full of ill-fitting clothes again! I am my old
self at Ropecon again... a freaking 173-centimetre
hobbit.
Some people can control their lives. I
just write games.
2-May-2006:
Ye Gods!
You know you are roleplaying author when
you are both an atheist and designing a supernatural
cosmology. But what really brought this topic to my mind
was this.
Confessions of an ex-fundie (of the Christian variety)
who eventually saw the light of Reason. Sigh. This is one
of those topics it is impossible to write about without
offending somebody. Normally I would not mind but I have
otherwise perfectly rational friends who believe in God
or the supernatural. So having faith does not
automatically make you an asshole, even if the idiots at
Asematunneli or Westborough
Baptist Church seek to prove otherwise. We'll skip
Islam for now.
As I've said before, Praedor has been
noted, or perhaps even accused, of being an atheist
setting. Its religions are man-made ideologies and
institutions. While supernatural beings exist, gods, as
they are usually defined, do not. There is no
supernatural force listening to anyone's prayers. It is
true that both me and Petri are die-hard atheists and the
setting probably reflects this. However, there is also
the problem, often ignored in traditional fantasy games,
that if you use cultural analogs to create your setting
(as is almost always the case), the causes and effects
which shape the world have to analoguous to our history
as well. If you are an atheist, the hand of god is simply
not there and Earth religions are perceived as popular
ideologies with mundane, not divine consequences. And if
the God or Gods were real, the analoguous connection
would not exist and historical models and processes would
not apply.
Curiously, for a better part of the RPG
writing community this does not seem to be a problem. But
for me? Hell, I've been trying to come up with a nice
supernatural cosmology for Miekkamies 2.0 for ten years
now. I have a draft but I am still not happy with it.
Last year when Stafford was here, he
mentioned Prince Valiant RPG which he wrote as an
introductory game to the much rules-heavier Pendragon. I
have both. For reasons best left unspecified I reread
Prince Valiant over the weekend and was again impressed
by it. It looks mediocre, with typewriter texts and just
panels from the comic to lighten it up. At about 120
pages it is only about the thickness of Taiga. On the
plus side, the bloody thing reads like it might actually
work.
PV is limited in scope to the Arthurian
knights as presented by the legendary comic by Hal
Foster. There are only two attributes: Brawn and
Presence, and about about 12 skills to go with them. When
you do something, you toss your attribute + skill value
in coins and count heads. Yes, this is the very first
"success"-based roleplaying game system. The
mental leap to Shadowrun and its dice pools is short but
overall there are less coins in PV than there are dice in
SR. If you don't know how to simulate coins with dice,
you are beyond all help.
The second part I am really impressed
with is the carefree freeformity of the system. So *this*
is supposed to be the newbie game and
"lets-roll-absolutely-everything-Pendragon" is
the full version? Prince Valiant is way ahead of its time
in Gamemaster/Player empowerment over game mechanics and
player contributions to telling the story are richly
rewarded in the play examples. In combat, Brawn and skill
combine to a coin pool. Then equipment and circumstances
are added to this. Using a shield? Add +1 to the coin
pool. Wearing heavy armour? Add +2 to the coin pool.
Wielding a sword against an enemy with a dagger, or a
dagger against somebody with bare hands? Add +1 to the
coin pool. No weapon stats. No armour stats. No nothing.
And off you go! Both sides roll their
coins and the difference in heads is subtracted from the
loser's coin pool. If it reaches zero, the loser has been
defeated. He may have fallen off a cliff, collapsed from
fatigue, been run through with a sword, that is up to the
gamemaster (Storyteller) but in any case, he is out of
it. Of course, this applies only to battles between
important people or heroes. If our hero is attacked by a
horde of rebelling peasants, take one peasant and add +1
coin for every other peasant that can get within striking
distance of our hero. If the hero still wins, he cuts
down as many peasants as was the difference in heads.
Simple, elegant and supports the idea of heroes being a
breed apart from commoners. This is the in-game idea of
most level systems too and what Conan does all the time.
Prince Valiant was released by a
then-major games publisher Chaosium in 1989. For
free-form play and innovativeness, it could have been
released yesterday by Arkkikivi. I don't know how all
this (freeform damage system in a combat-oriented game?
WTF?) combines with the Forge School of Gaming but here
in Old Skool we are converts. I am going to use this
system (converted to dice, obviously) for something.
Anything!
30-Apr-2006:
Foot in Both Camps
It is the dead of night and the rest of
Finland is either drunk or sleeping. I am reading majatalo.org and
wondering if I should give up on my Ropecon presentation.
Judging from the debate here I am soon going to be
ostracized by the Finnish RPG scene for the rest of my
days. Videogames and roleplaying games... I've spent so
much time with one foot in either camp that I've almost
forgotten they are separate camps. This time I don't have
all the answers or the canonical authority to back me up
on stage. It is perfectly possible that the
post-presentation debate shoots me down on all points. Or
maybe they'll just laugh me off the stage. Finns are not
known to do that but somebody has got to be the first.
Yesterday, Alter Ego held what
they call "Minicon". I was invited and
eventually succeeded in finding the bloody place. I would
chew them out for arranging a public event so poorly but
since it was not advertised anywhere I don't know if it
counts as public. It was fun to peep in, though, so even
with just a handful of current-generation AE activists
present it was not a complete waste of time. If I did not
know better, I might have thought it was an Arkkikivi.Net
promotion event. Indie, indie and nothing but indie, all
of it straight from AK.
I made one curious observation there. In
ORC everybody plays either D&D or one of the other
commercial successes of recent years. Mass-market games,
as far as they exist in this field. In contrast, Alter
Ego is dominated by Indie (Forge?) intelligentsia and the
most mass-marketed game on the table there was Praedor.
And even that only because of a new form of play where
players enter Borvaria without a gamemaster. I am not
saying this is a bad thing. Anybody in the University can
become an Alter Ego activist and take the organisation in
the direction he likes. If the present activists are into
weird games, that is what you get. The two problems they
have is that the automatically updating website does
removed all references to Minicon on that very morning
and the campaign list service does not work.
I don't know if the web-based campaign
listing ever worked as a medium but apparently it is
still difficult for a new student gamemaster to find
players in the University. This is really sad because it
is what Alter Ego was founded for.
Tuovinen Senior gave me a copy of Menneisyyden
Vangit roleplaying game, which is also available from
Arkkikivi website as a download.
It is an indie fantasy RPG and would be good enough for
anyone if it did not try to be so bloody Indie all the
time. Yes, I think the game system and characters might
actually even work if they were explained in an
understandable way. Instead, the text is weaving this way
and that over the red line that the little play examples
are the most informative bits. The whole thing reminds me
of English literature in the 18th century. But in these
days, textual complexity is not a virtue.
27-Apr-2006:
Stealing My Thunder
God
damn majatalo.org is stealing my thunder! I am
avoiding the discussion on renewing roleplaying to save
something for my Ropecon presentation, but if they keep
this up, they may at some point arrive in the same
conclusions that I have. Or they can do even better.
These people crafty, mind you, even if they are also
providing me lots of quotes for the presentation. Not
much point in going all the way to Ropecon to say
something you've already shouted it across the Internet,
is there? I should have never said anything about Arcade
Roleplaying in this blog and I am going to shut up about
it, starting right now.
In other news, Palladium
Games is in dire straits and asking its fans to help
out. As much as I feel for fellow game authors, I've
always considered Palladium's games to be crap. Reading
about Kevin Siembieda always reminds me of the many
instances when magazines publishing reader-made material
for Palladium products have been threatened with
lawsuits. I hope they make it but I won't be crying over
them if they don't. Still, if you care about Rifts, this
is your chance to make a difference.
Electronic
Arts just lost a lawsuit over unpaid overtime
("crunch time" in industry slang) and generally
treating its employees like shit. Meanwhile, in Finland
the abuse continues, at least in some companies.
Fortunately not in my workplace, but as I've said before,
certain game companies in Finland would go under if their
employees had any idea of their worth and rights, while
we are all locked in a fierce competition over skilled
labour!
The
big thing at Rovio Mobile is now public knowledge.
Yes, we acquired Pixelgene and yes, 3D is now on the
horizon. It was always on the horizon, though. Right now
it is a marketing trick but sooner or later 3D capable
phones will be out there in sufficient numbers. And you
all know what 3D did to video games... the only
difference is that this time I'll be part of it.
Goodbye, cruel world! *BANG!*
24-Apr-2006:
Burger's Arcade
It looks like I am not paying myself into
Ropecon this year either. Those of you at #praedor IRC
channel already know what I am talking about, but to the
rest of you might be interested to know that I submitted
a presentation proposal to Ropecon and it was accepted.
"Todellisuuspakoinen viihde
elää uskomatonta nousukautta valkokankaalta
pelikonsoleihin. Perinteiset roolipelit ovat yhä
kaapissa ja harrastus maailmalla hiipuu. Nyt kun
videopelit ovat korvanneet kirjallisuuden nuorten
ponnahduslautana science fictionin ja fantasian pariin,
markkinoidaanko roolipelejä väärillä mielikuvilla ja
väärälle yleisölle? Onko harrastuksen
kirjallisuusjuurista tullut rasite? Löytyykö
videopelisukupolvesta uusia roolipelaajia?"
"Roolipelikirjailija ja vanhempi pelisuunnittelija
Ville "Burger" Vuorela on tutkinut videopelien
suunnitteluperiaatteiden ja kohderyhmäajattelun
soveltamista pöytäroolipeleihin. "Burgerin
Arcade" käsittelee Arcade-roolipelaamista,
medioiden eroja ja yhtäläisyyksiä,
mielikuvamarkkinointia, sekä omia havaintoja videopelien
lähtökohtia käyttävistä roolipeleistä."
Oh bother, do I really have to translate
all that?
"Speculative fiction is
flourishing like never before, from the silver screen to
game consoles. Only traditional roleplaying games are
still in the nerd closet and the hobby is fading away in
the rest of the world. Since videogames have replaced
books as the primary venue through which young people are
introduced to fantasy and science fiction, are
roleplaying games marketed with wrong image and to the
wrong group? Have the literary roots of the hobby become
a hindrance? Are there any new roleplayers in the video
game generation?"
"RPG author and senior game
designer Ville "Burger" Vuorela has studied how
videogame design principles and focus group thinking can
be applied on pen-and-paper roleplaying games.
"Burger's Arcade" deals with Arcade
Roleplaying, differences and similarities between the
media and personal observations on roleplaying games
built on videogame themes and methods."
The presentation will be in Finnish, of
course. If you are a long-time reader, you have probably
noticed how I've been dreaming about video-game themed
roleplaying games and even written some, the most notable
of which is Code/X (and to some extent Mobsters). I did
not realise it then but what I was actually doing was
"studying transmedial game design" and Arcade
Roleplaying. Wow! I am beginning to understand what makes
roleplaying theorists tick. To discuss things you have
call things something, so you get to invent all these
cool terms. Note that Arcade Roleplaying has nothing to
do with computer-assisted roleplaying. Not that one would
exclude the other, though.
Big news at Rovio Mobile and as usual, I
cannot tell you anything before there is a press release.
That would be tomorrow. Speaking about work, I've been
thinking of another presentation proposal, this time for
next year's GDC at San Francisco: "Hardcore
Corner". With everybody and their cousing going off
about casual gaming and connectivity, there is a definite
need of a counter-weight. What are the hardcore games
really about? Why are/aren't they a viable business and
if not, how come companies like we are still around and
doing fine? What is original IP for? What is the free
beer for? Where are all the women?
You know. Stuff.
19-Apr-2006:
Silence Is Golden
Almost ten days since the last entry.
I've been busy and can't even tell you with what. There
is a lot going on out in the world and my column for
Roolipelaajat sucks. I need a topic to rant on and the
one topic I had... well, I want to save best parts for
Ropecon. Just in case they won't let me, I am going tell
you right now that I was going to talk about Arcade
Roleplaying, or "applying digital game design
principles on RPG design and gamemastering to make RPGs
appealing to the videogamer generation". I've
been interested in this since Mobsters, but frankly,
before Mike Pondsmith said it in the foreword of CP3.0, I
did not really think anyone else would care. Mobsters,
O:HL, Stormzone, Code/X... they are all experiments with
Arcade Roleplaying (cool name, huh? came up with it
yesterday). When I get STALKER off my hands it is time to
do something big with it.
Really big.
In the meantime, Cyberblood keeps getting
decent
reviews and there is a trailer
of my upcoming (and first!) horror mobile game
"Wolfmoon". I caught a nasty flu on Easter and
have been home blowing my nose until it bleeds. But
really, congrats to the Cyberblood team. Early reviews
were not so commending but we've really bounced back
since then.
Yep, Ropecon
is coming and my programme submission came at the last
minute so they still might reject it. Ropecon is not as
desperate for programme as it once was and my piece has
absolutely nothing to do with the theme of the year,
which is bad omens. It does have quite a bit to do with
the second theme of game design but the focus seems to be
on boardgames this year. There are no details on the rest
of the programme and none of the guests of honour ring a
bell. Reading the descriptions they have a conspiracy
expert, a boardgame guru and two non-exclusive LARPers.
Not bad. There are only so many big names in the industry
anyway.
I've been watching Firefly, the scifi
TV-series by Joss Whedon that 20th Century Fox cut short
after 11 episodes. The package I am watching has some
never-aired ones in it so I am actually at episode 11 and
still have some to go, and I have to say that the bosses
at the Fox are flaming retards. Firefly is excellent and
beats even the new Galactica because it does not have to
be so bloody epic all the time. The most intense Wild
West scenes complete with horses don't sit well with me,
but otherwise sets and special effects are top-notch and
everyone's acting is way better than in Serenity the
movie. Actually, the movie was an asinine throwback of
politically correct stone-age science fiction compared to
the series. The fact that it is still one of the better
scifi movies out there says more about the genre than the
movie.
Bonus points for having the cast work and
act like a player party in an RPG.
11-Apr-2006:
I, Columnist
Roolipelaaja-magazine
asked me for a column. I never responded but I've
actually been writing one for them. It is a funny
feeling: much of the same stuff could have and perhaps
even should have been said here instead, but if I can
help them out by producing content, I will. Maybe they'll
turn it down and you get to read it from this blog
instead. I am also a bit worried. Saying something stupid
in your own blog does not demean anyone but you. Screwing
around in somebody else's work is going to bother them
too. I know they got editors to weed out the garbage but
hey, editors are only human.
Rumour has it that Games Workshop's
sales curves are finally taking a dip, which is why they
are banking on new mediums. Warhammer
Online is going to be Guild War on steroids for all
player-killers out there and I hope it gives a shot in
the arm of the roleplaying game as well. Games Workshop
has had a long and illustrious history of putting RPG
content it its smaller boardgames like Necromunda or
Inquisitor, but Warhammer RPG remains the one and only
actual RPG property they are still holding on. I've
commended the Warhammer World before and I can do it
again: it was a stroke of genious. Unfortunately GW has
been trying to dumb it down for the past 20 years or so.
I would count the days to the release of Heimot but
unfortunately I have no idea when it will be. Miska has
asked me for an advertisement into the rulebook. I am not
that good with graphics but I'll come up with something.
Heimot is going to be "the thing" in the
Finnish scene this year (what Dragonbane?) and
my expectations are high.
7-Apr-2006:
It's a kind of Magic
When Praedor came out I often had to
explain why there were no magic users in the game. Nobody
has asked me that for ages so I guess everybody knows the
answer by now. In retrospect, giving players alchemy as a
replacement worked surprisingly well and although Petri
had never thought that alchemy would play such a big role
in the setting, he has been pleased with it afterwards as
it not only keep traditional hack'n'slashers happy but
also blurs the line between magic and science. I mean, an
alchemist can know a number of supernatural recipies, yet
be fascinated by the behaviour of quicksilver in a glass
tube. For the commoner both phenomena are sheer magic and
that is pretty much how we wanted it to be.
I've always been bad at my portrayals of
high-fantasy magicians. It is like there is a switch that
makes people interested in magic users and the role of
magic in the setting and mine has not been flicked yet.
My characters have always been warriors and rogues, and
sometimes techies or pilots when playing in
non-anachronistic settings. Even in MMORPGs I tend to go
as far as to avoid magic-life buffs if I feel it does not
fit the genre. PSI-Monks in Neocron were a pain in the
ass for me, even when they were on my side. Praedor has
been praised for its combat system and it alone has
actually sold quite a few copies. Now, quite a few people
have said they liked the alchemy system but I don't think
anyone bought it just to get their hands on that.
I have often wondered why open displays
of magic feel so alien to me. It could be my
atheist/sceptic worldview, or that I am more interested
in historical analogues and modern history-writing does
not see much magic there. It could be that magic-user
portrayals in R.E. Howard's works were not too glamorous
and unlike the rest of the 80'ies gamers, I think
Raistlin Majere is a loser. Even the revered Tolkien lets
me down in this department: Gandalf's spell-casting
ability seems anything but consistent and the Finnish
translation somehow managed to tone down the other,
surprisingly common incidents of spellcasting so that I
forget they were there. Your kick-ass, lightning-hurling,
fire-spitting and teleporting wizard just does not seem
to be there in the fiction.
2-Apr-2006:
Unknown Space Marine
Like all of you, I also read the reviews
stating that Quake 4
was a mediocre game. So I kept putting off buying it
until one of my trusted friends argued to the contrary.
So I went out to the store and bought it and it became
painfully clear that the reviewers are flaming idiots who
would not know a good game even when it is thrown into
their face. Anyone who gave Doom III something like 83
points and then gives Quake 4 just 80 should get their
head examined. This IS the game that Doom III should have
been. This is also the game that Starship Troopers should
have been. It is not Far Cry (nothing is) but in my FPS
gaming experiences Quake 4 is on the 4th place (the
others being Future Shock, Far Cry and Half-Life) and the
only such game within 12 months to make the list.
Starship Troopers was fun but only because I love the
franchise.
Whereas ID Software tried turning Doom
III into a horror franchise, Raven Software understood
that the point of Doom/Quake family games is to kick ass.
In Quake 4, the opening intro alone kicked my ass to
heaven and back. Then, they gave me the standard infantry
weapon of the game and sent me off to the front. Holy
Hell! This thing actually hurts the bad guys! I storm
down stairways and corridors, gunning fist-sized holes
into my enemies before ducking for cover to reload and
letting my team mates take over for a while. Action is
fierce, visceral and I can almost feel the recoil through
my mouse. There are vehicles, gunnery, airpower, weapon
upgrades... Although I am playing the game on low
graphics settings...
Wait a minute! This is LOW? This
gorgeous-looking, near cinematic-quality, well-lit up,
smooth-scrolling, large-space piece of graphical goodness
on the screen is LOW? Okay, I have no idea what the high
settings look like. I can't even imagine what they could
look like. Quake 4 runs beautifully on my somewhat
outdated machine as it is and I cannot think of anything
more I would want of the graphics. I would like more open
and multi-approach levels equal or close to those in Far
Cry but I don't think switching graphics to HIGH would
give me that. As straight-forward shooters go, the
level-design is good, for the most part intuitive (there
are a couple of sore points, though) and for a modern
shooter this is a long game.
As a cherry on top the setting has the
same kind of appeal to me that Halo did (it did not make
my top list because of the screwed-up level design). This
is basically re-telling the tale of human-Strogg war of
Quake 2 but this time they do it right. The game has same
the combination of epic and grit as Halo did, but while
Halo did the space opera thing better than... well...
anyone, Quake 4 went for the Aliens/Starship Troopers
-angle and aced it. I do pity the transfigured soldiers I
am facing. I am disgusted at the cruelty of the Strogg. I
get the sense of desperation, the do-or-die attitude of
Humanity on a brink of defeat. I am part of it. For home,
hearth and rye bread.
(Apple pies doesn't have any symbolic
value in Finland)
31-Mar-2006:
Bad News
As the cherry on top of "being too
tired to do anything important" the date of
publication for Varjojen Tarha at Jalava website has been
changed to "cancelled". As surprised as some
people have been, it is merely a confirmation of how
things have been de facto. There was never any contract
on Varjojen Tarha, neither with me nor with Hiltunen.
Communicating with Jalava was so difficult that I stopped
asking for one and without a contract I did not
prioritise writing it anymore... and I guess you can see
where this is leading. After it was six months late,
Jalava pulled the plug and I think they were within their
rights to do so even with all the confusion. The book
itself, one-third completed, has not gone anywhere. Maybe
it'll pick up again when Petri starts working on a new
Praedor album. He has been planning one for years.
It was kind of my readers to write me and
tell how they liked Vanha Koira. But sometimes I do
wonder if they ever told anyone, their friends,
relatives, internet buddies etc. about reading it. I
thought games publishing was a bad business but Praedor
RPG has outsold Vanha Koira by 2 to 1. As for money, all
I've seen coming from the book is still the pre-payment.
Page per page and even taking the writing time into
account, the roleplaying game was a much better deal.
The unspoken question here is that what
was the value add of having a real publisher? On paper,
it is the wider distribution. In reality, the only
tangible benefit was the prestige. I believe I could have
achieved this level of sales (400 and something) on my
own, with Burger Games selling through Fantasiapelit and
other channels. That would have associated the book more
with the roleplaying game than with the comics but then
again the comic association did not seem to happen
either. And I would have had more say on the cover and
layout (although I did like the two-column text).
Publishing rights for Vanha Koira revert back to me by
the end of this year. Hmm.
Anyway, this book thing really got me
down, like it probably got a few Vanha Koira fans too.
Yeah, I've got plans to fix things. Publish my own books.
Write novels and Praedor adventures together so that
you'd have a short story and the "dungeon map"
in the same package. Novelize the roleplaying game.
That'd be a cool way to produce supplements. But who is
going to have the time and energy to write them?
I've often said that doing game stuff has
become more difficult now that my games and hobbies are
sort of drawing on the same battery. It occurs to me that
my jobs were more like a hobby (or "stuff" I
had to do to be able to make games), while games were the
profession. Now fiddle with game development all day long
and when I get home it is easier than ever to do
something else. Believe, playing games is a whole lot
different experience from making them. But you've heard
all this before.
There is another thing about my job that
I really haven't bitched about, mainly because I long
pretended it wasn't a problem. My contract states that
all ideas belong to the company. I've got a separate
agreement on being able to use their non-digital rights
as I wish, but the ownership stays with the employer. It
also means that the employer can dictate all changes and
developments to the IP and unilaterally decide what the
digital applications of the given idea will be. Frankly,
this bothers me much more than I expected it would.
This is the reason I've been digging so
deep into my desk drawer ever since joining Sumea. Ideas
and IP dating from 2003 are mine, period and whatever I
can do with them is only limited by the non-competition
clause. For example, Code/X is based on O:HL, INFRA is
just an advanced version of Stormzone, any derivations of
or sequels to Taiga are mine to abuse and my next big
fantasy publication, if there ever will be one, is going
to be Miekkamies II. Then again, the idea and potential
digital applications of "Towers of Dusk" belong
to Rovio Mobile, should they ever claim it.
29-Mar-2006:
Nothing Important
I've been too tired to write anything
real after the trip so there is nothing new to tell you.
INFRA is distracting me from more important things and I
am only slowly getting a hang on my work again. By the
way, Darkest
Fear 2 got 91 points and "Ice Cold Award" from
mobilegamefaqs.com. Congrats to Lauri and the DF team
and do try out the game if you have a chance. Rovio is
almost single-handedly keeping the adventure game genre
alive on mobiles and we've got more in the pipe. This
would not be a bad focus for us.
I just heard that Mutant Chronicles gets
made into a film. This is important because it is not a
"videogame movie" but a "table-top
scifi-RPG movie". I had heard the name before but
did not connect it with the game until I now saw the plot
synopsis. Mutant Chronicles is the RPG arm of the now
defunct Warzone miniature game series, the first serious
challenge to Warhammer's hold on miniature gaming. Mix
Doom, Bladerunner and Wh40K and you've got it nailed. It
is not the best setting but it seems that the angle they
are taking might actually work. There is this megacorp
boss, a ruthless explointer, powermonger and dictator,
whose world and convictions are suddenly thrown into
turmoil by events easily guessed by all players of the
game. This is NOT the approach I expected. If done right
it actually might not suck.
Starcraft: Ghost has been shelved
indefinitely (not cancelled, but I would not hold my
breath). I feared this might happen, as MMOG development
tends to become a vortex that sucks everything into it.
This may well mean that there won't be another Starcraft
game ever. Where is my World of Starcraft, damn it?! On
the other hand, Sony Online Entertainment is losing the
Star Wars license and industry rumours put Bioware
(makers of Knights of the Old Republic) into the
receiving end. Nothing has been confirmed yet. My
interest in Star Wars was well and truly killed by
Phantom Menace but Star Wars: Galaxies was also an
honestly awful game. Bioware has plenty of experience;
they can't screw it up that bad.
S.T.A.L.K.E.R. is vapourware. Auto-Assault
Beta got crushing reviews from my friends and
unfortunately on many points I care about. Planetside
can be played on grunt-level for free. That game is
really a graveyard of missed opportunities. Some story
detail, some scripting, some actual character development
and it'd really be something. Let's take the engine and
do World of Starcraft with it, okay?
I think the next videogame I am buying
with my monthly videogame budget is Total
Overdose. After all, I am going to Mexico in May. I
just I had got Boiling Point working on my computer.
Well, after the next upgrade.
25-Mar-2006:
America, Fuck Yeah!
I just got back from Game Developer's Conference
in San Jose, California. This was my first trip to the
United States. Flights were a killer. I actually like
travelling with jet aircraft (for reasons best left to
psychiatrists) but the two 15-hour flights with two
transits (Copenhagen and Chicago) taxed even my fondness
for jet travel. But yes, I'd do it all over again. Since
my employer paid for the trip and the GDC Pass I am not
going to tell you about the conference. That stuff
belongs to Rovio Mobile. What I can tell you about are my
impressions on the world's last remaining superpower.
It was not a long stay and I did get to
see very little in or let alone outside the city of San
Jose. But from what I did see, my first impression is
that I love the place. I use to say that travelling is an
excellent way to learn to despise other countries and
cultures. This time it did not happen. Quite to the
contrary. Of course, their toilets are dysfunctional,
electrical wiring in the hotel was ready to blow and you
did not have to go farther than the convention centre
backyard to see that the American Dream is not shared by
everyone.
How very Finnish of me to start with the
bad things.
On the plus side, people are friendly,
helpful and easy-going. Sure, smiles and small talk are
partly facade but they are also part of the general
mindset. And even if a smile is faked, it does make me
feel better when everybody around me seems to happy
enough to be high on drugs. I've never, ever, encountered
friendlier cops, let alone firemen who would cross the
street to ask if a puzzled-looking tourist needs help. I
remember having a long chat with the local cops about
what Game Developer Conference was and if it was worth
visiting, and almost had a heart attack when a
mischievous border guard official pulled a prank on me
suggesting I could not enter the country because the
photo in my passport looked too young. "Just
kidding!". Sheesh! I had thought the US Border
Patrol had no sense of humour.
Food was beyond excellent and unlike the
English, Americans understand the meaning of
"fresh". A slummy-looking hole-in-wall Mexican
diner where only one staff member knew any English had
the best Mexican food I've ever tasted. The local Italian
restaurant beat those in Rome hands down. Johnny
Rocket's hamburgers are something to kill for and even
the double whopper I had at San Jose Airport Burger King
was the best fast-food item I've eaten since Snacky days
(and from another planet compared to my previous BK
experiences in London). Besides, they are not squirting
mayonnese over everything so the burgers actually taste
like something. Portions are massive but nobody expects
you to finish it off (unlike in Finland where it is
impolite to leave anything on the plate: try doing it in
the 'States and you'll burst).
Besides, food (and most things in
general) is cheap, refills are usually free and wherever
you go the service is exemplary. Coming from a
non-service culture I did not really know what good
service meant before I now got it. Wow! It was the second
time ever I've been happy to leave a tip (the first was
on my first visit to Olde Hansa in Tallinn). My only sore
point is that I could not find an American-style steak
place. Steaks are a midwest/Texas thing, while California
is a hamburger country. From what I saw, Americans do not
have the concept of Tex-Mex food. It is either Mexican or
it is not. And after all the bad things I've heard about
public transportation in the US, I was pleasantly
surprised to find San Jose trams to be cheap, easy-to-use
and running late into the night all week.
As a final touch, I think America
appreciated my appreciation of her and gave me a parting
gift. On my day of departure, the skies cleared,
temperatures soared to the low twenties and air was
crystal clear all the way from the Pacific to Michigan. I
did not get to go to San Francisco on foot but I've seen
it, the bay, the city itself, Golden Gate bridge, the
Rock of Alcatraz. Then came rugged ridges, valleys,
prairies and finally mountains with white caps of snow.
We passed over salt plains and dried-up
rivers just north of Death Valley. Then came an entire
valley of huge barracks (clearly visible 11 kilometres
up) and hundreds of what must have been missile silos.
Then a place with craters that made me think it was the
Nevada nuclear test range (I don't really know) and
finally the Rockies themselves. Beyond them lay winter,
snowy plains of the midwest, usually boring but now
turned strange and magical with shadows stretched long by
the setting Sun.
Darkness and clouds waited for me in
Chicago and curtains closed on America. But as
uncomfortable the 9-hour flight across the Atlantic was,
I watched the stars above Greenland in awe.
14-Mar-2006:
My Personal Jesus
You remember my ancient comment on
Stalker not having as many pictures as Praedor? It is not
true anymore. For page count, Stalker has just as much
art. If I can't use them all, I'll make damn sure you'll
get to see the best. My lead artist for this project is
Tuomo Veijanen and he just sent in another batch of
pictures. I don't know him personally but he has stuck
with Stalker through thick and thin, my artistic blocks
and long periods of inactivity. Whenever the project
shows a spark of life, he sends me more pictures. And
they are good pictures. Especially the big landscape
takes are awesome. I don't know what drugs he takes for
inspiration but I got to get me some. For example, here
is a look into a prison, perhaps partly run by the
Institute:
If somebody tells you that illustrations
in a game book do not matter, it is only because he is
either blind or has tried to write one himself and could
not find an artist. The images in the book not only
convey a thousand words' worth of new information, but
also set the tone and feeling of the game. Tuomo Veijanen
has done lot to set the tone of Stalker RPG. It is
sombre, almost melancholy and strangely calm even when
the pictures describe action scenes. There is a certain
style, certain abnormality if you will, to the characters
and human shapes, while his mutants appear more human
than I would have drawn them, highlighting similarities
instead of differences. When you have the book in you
hands, do look at the pictures. And more importantly, try
to feel them because that is where the information is.
Let your imagination fill the gaps in the text and
pictures and voila! You are there! The Zone, the Border,
the whole World of Stalker.
I don't have a fitting reward for Tuomo.
Like all my artists, he works on promises of free beer,
fame and author's copies of the game book. I can only
praise him here in the blog, hoping that it will some day
matter to somebody somewhere. In these three years I've
given up on STALKER many times and he hasn't given up
even once. I guess that makes him the better man.
9-Mar-2006:
Woah!
Anti-copyright:
Every now and then somebody says or does something that
really leaves you speechless. This
time it was Valtanen from Sony BMG. I have
actually been to Mobile Monday many times. Now I really
regret I missed that one. Since many phones double as mp3
players, Sony BMG apparently wants that songs downloaded
to mobile phones should be separately billed for
"listening" and "ringtones" licenses.
At present, a downloaded song or a ringtone costs about 1
euro from most mobile operators. In the future you would
get just the downloaded song but it would cost 2... no, 3
euros! Ten songs per CD... that would be 30 euros for a
CD's worth of content. Mobile content providers are not
complete idiots. I am not so sure about Sony BMG.
(For the record, I would like to pay
for the song data once and then use any device I like for
listening it).
Of course, working in mobile content
business myself (luckily Rovio composes all its music
internally), having somebody outside the industry tell me
"cut the crap and focus on marketing" when you
are trying to have a discussion on better business models
pisses me off. But you know, since the discussion is
already this non-intelligent, that would be a good advice
to Sony BMG as well. Unless pissing off your former
customers and possible future allies is
"marketing". Really, if the music industry in
its present form is obsolete, it is not the
responsibility of the people or all the remotely
associated branches of media industry to cover your
expenses.
In the normal world, companies who
can't cope with changing markets go bankrupt. In the
music industry they just tweak the laws to create
additional sources of revenue by leeching other
industries.
In other news, I just deleted three and a
half pages of STALKER. Small deal but of course every
little setback reduces the chance of getting it done in
time for Ropecon. Who cares? Miska and Heimot will be the
big star this year. But I digress. It is my own fault,
really. I am accustomed to this leisurely pace of game
writing. When you suddenly have a deadline, you don't
have any tools for speeding up the process. I tried to
skip parts of the genre tools in the Gamemaster's Book by
copying the setting description format used in old WoD.
You know, first a short intro and then paragraphs on what
you must do as a Gamemaster to get the real WoD(tm) look
and feel. Tried and failed, unfortunately. Looking at the
more or less finished result, I decided that I hated it.
I have to do things my way or they won't get done. That
includes not being so pushy with a particular genre or
atmosphere.
Then I am getting to a really comical
part. Since the game is diceless, I am avoiding the use
of dice even in situations where they would be helpful to
the extreme. It is fucking ridiculous to create random
selection tables with shaky mental randomisation rules
when you could do it all with a roll of dice. Oh well, it
is the other side of the coin. And bloody stupid. If you
play STALKER and want to use dice somewhere, this is the
place.
The tables I am talking about are for
determining anomaly and artifact properties. The basic
idea of is simple enough. With three tables of 10
variables each, you can create up to 1000 combinations. I
am planning on using two tables with 28 variables each,
giving me 28 x 28 = 784 different combinations. That is
784 different kinds of anomalies and from a separate set
of tables 784 different kinds of artifacts.That and a
little creative thinking should provide the gamemaster
with a practically limitless variety both. I am planning
on giving about 50 anomaly and artifact descriptions
based on the novel, the film and my fuzzy brains.
The more observant of you may have
noticed that 28 corresponds to the characters in Finnish
alphabet. Yep, for most of you it is actually easier to
form random character pairs than random numbers. And I do
mean pairs. If we had three characters, you would start
drifting towards meaningful combinations and words,
skewing the already bloody awful odds even further.
7-Mar-2006:
Praedor Pride
Today I received some rules questions on
Praedor. I think it has been about a year since I got
them last. I did a bad job at responding but the core of
it is that Praedor combat is based on the same kind of
skill rolls like everything else. Tables on pages 52 and
53 show you how to compare the offensive and defensive
results. Old news to most of you but I just had to say it
aloud.
Praedor is also about the only real piece
of news I have. New project at work is tapping into some
of my accumulated creative energy, slowing down STALKER
again. But even if it crawls, it is still moving. By the
way, the original novel is something of a rarity now. You
would not believe how hard it is for some people at work
to find it even on Amazon. Except in Russian, of course.
Arkkikivi.net
also has stuff about Praedor on their forums. It seems
that Eero and somebody called "Sam!" are the
only people writing there but they write a lot. They've
titled the main discussion thread as "Praedor played
right" and there is also an
interesting (and glowing) report of playing it
according to Simulationist principles.
All this theory is making my head spin
but they liked it and that's what counts. Eero and I
might disagree on occasion but he does know his stuff
when it comes to theoretical analysis (or then he is a
hell of a writer and I am easily fooled). In many cases
he has interpreted the game to be much more complex and
well thought-out than I intended but what the heck. Let's
all think I am a genious.
In any case, it is nice to see old
warhorse up and running again. The sales have slowed down
but this was only to be expected. Praedor v1.1 did make
it into the black and the total Praedor RPG sales are
about 750. Not bad for an Indie game (using Eero's
definition of having the author and publisher be one and
the same).
In other news, I had a dream about INFRA!
I had a dream I was watching what could be best described
as a movie trailer about the setting of INFRA!!! Now how
cool is that?
5-March-2006:
Sex And Romance
There must be something wrong with my
eyes. Every time I look at the Roolipelimanifesti -thread
at Roolipelaaja.fi, I see dozens of entries where people
are pushing their opinions (read: subjective realities)
on each other as the truth. Now
Janos thinks I am plain wrong and also quoting things out
of context. I re-read the thread and I am still
seeing things. A quick, statistically non-relevant poll
among friends proves that my eye troubles are apparently
contagious. But it is all there,
maybe you have better eyes.
Oh yes, I almost forgot: :-)
I've run into this phenomenon before. You
say something offensive, then put a smiley in the end and
voila! Nobody has any right to be offended. Or, you
establish a dogma or a qualitative hierarchy but remember
to add an almost derogatory "of course, everybody
can do what they like"-clause, affirming both your
open-mindedness and superiority at one go. But hey, if it
works for them, it is only fair that it works for me too.
Speaking of offensive, there is now a
much better thread about sex in roleplaying games
(and its use in related works). I incorporate a lot of
historical analogues into my games and therefore also
historical depictions of sexuality are important
"related works" for me. After reading so many
mainstream history books Procopius' "Secret
History" really shook me up. It might not be true
but I wish we had similar contemporary exposés of other
historical periods as well.
While there are roleplaying games which
do not avoid sexual themes as such, sex or sexuality as
an in-game goal is pretty much unheard of (I guess you
could play FATAL like that). It can become very important
in Pendragon, though. If your knight has been unlucky in
marriage and has no heir, I guess you could try to save
your house and lands by conceiving and recognizing a
bastard. Abducting and raping someone (I am assuming that
the character is male here) to get offspring does not sit
well with the Code of Chivalry, but would not be out of
place in Arthurian legends.
I have one game on the drawing board
which is an exception to the rule: Towers of Dusk. The
idea was to roleplay romantic myths and my chosen setting
was the Venice of romantic myths, in the days of Giacomo
Casanova. Beautiful, decadent, fading. The characters
would have been a group (a secret order, in this age of
secret orders) of libertines of either sex and high
breeding (money not an issue). They would pursue pleasure
and romantic conquest: the more difficult, the better.
Rape, exploitation and prostitutes are out of the
question. All love would have to be willingly given and
although the aim is sex, the focus of the game is in the
process of seduction. First finding out what tempts the
target, then perhaps dispatching a rival lover in a duel,
or by conspiracy. How to be introduced in the best
possible light, how to arrange yourself and your target
as romantic and alluring times and places as possible,
how to conspire against the would-be guardians of her (or
his) virtue etc. etc.
Now, if something will get your players'
cheeks red, it is the group play of Towers of Dusk. One
by one, they would lead the attempt, choosing their
target and setting their sights. When the rest think it
is a worthy goal, they would agree to help him: a female
character seduces the target's manservant to learn her
secrets. Someone with artistic talents offers to paint
her picture, hopefully a nude portrait, so they will all
now what is at stake here and know that there are no
hidden deformities. Someone well-connected will found out
about guardians, plans for marriage, possible rivals etc.
One with a strong arm does away with the rival in a duel,
or masquerades as a footpad from which the current leader
then "saves" his chosen love. Romantic?
Hopefully. Hilarious? Probably. Accident-prone?
Definitely.
When it is all said, done and hopefully
consummated, the actual sex might not be really relevant
anymore. The game is in the chase, not in the catch. Then
the group would choose its next leader and the process
would repeat itself. However, the setting is not static.
An ill-considered offer of marriage can return to haunt
the characters at a later date, as can the fruits of
their pleasure (children, you dolts!) Suddenly an
inquisitor comes to town, sworn to rid Venice of its
filth and sin. Or the jealous lover attempts the murder
of one of the characters: Venice is, after all, a heaven
for paid killers. And if you bed the daughter of a
powerful merchant, you may well upset millions worth of
trade agreements, land grants and the like which all
hinged on the marriage. If they get the ear of the Doge,
death is preferable to the fate that awaits you in the
lead chambers.
Finally, you can add a dash of mystique
to it all. What surprises does a dark-eyed princess from
Transsylvania have? If your natural talents fail you,
turn to tarot, gypsies, alchemists or even the Devil
himself. If your stealer of hearts goes on a sea voyage,
will his heart be stolen in return by the song of the
sirens?
And don't even get me started on the
possibilites of in-group drama, character conflict and
counter-seduction. Love is a dangerous thing.
4-March-2006:
Masturbation and Genres
The discussion
thread about Roolipelimanifesti in Roolipelaaja.fi forum
is becoming an interesting collection of things each of
the participants, myself included, can or can not
understand, accept, condone or include in the definition
of roleplaying. Regarding the original topic it is going
absolutely nowhere but the discussion itself is a pretty
interesting. So far it has been declared that
"masturbation is part everyday life for
characters", "all human activity should be
given the same status as combat", "sex is not
an appropriate topic in a roleplaying game",
"dungeon crawling cannot be roleplaying",
"addressing topics that are sensitive to players is
valuable in itself", "violence is bad",
"immersionism is good", "munchkinism is
bad" and "politically incorrect topics are
giving ammunition to the admittedly withered anti-RPG
circles". As usual, everybody is trying to pass off
his opinion as a universal constant and hence the
conflict.
What I find confusing is that nobody is
making any mention of different genres. They talk about
playstyles, methods, gaming ideology... do they apply the
same methods and ideology right across the board to all
genres? What goes for a Cyberpunk character goes also for
a Star Wars character? Am I the only one who even uses
genres anymore? Because my answer to most of the claims
described above would be "depends on the
genre" and this is especially true for
masturbation.
Now, including masturbation into the game
and into the rulebook are two different things. I tend to
avoid overtly sexual themes in the actual rulebooks
because I sell them and want the widest possible
audience. Furthermore, a rulebook cannot cover everything
and my logic for devoting more space to combat than
masturbation is that most of us know how to masturbate
but few will ever get to fight monsters or shoot with a
raygun. Success or failure in masturbation is also not a
life-and-death issue for the character and it rarely
holds the same kind of suspense than a good combat
encounter does. Besides, shaking the dice just does not
feel the same.
I have rarely scripted masturbation into
the adventure framework but yes, there have been some.
For example, if you want to communicate to the players
that an NPC is in love (or at least in lust) for a PC,
have the PC walk past his door at night and hear him
ecstatically moaning the PC's name. Obviously, if the PC
peers in through the keyhole, there will be a
genre-dependent description of masturbation taking place.
Also, if the NPC has a tattoo in the inner thigh that you
want the players to know about, our Peeping Tom would
probably see it right there and then. If the description
of the scene is not too arousing, the player might
actually take notice.
In 19 years of roleplaying I have
probably had about three obvious instances of player
characters masturbating and a number of cases where it
was perhaps hinted at by the player ("I am going to
bed and dream of...") but skipped in the gameplay
description. This is because most masturbation occurs
when the characters are alone and the action has no
relevance to the rest of the group or the adventure as a
whole. If the player gets a kick out of knowing that his
character has masturbated, good for him and I am not
blocking it, but it is not on my A-list in terms of
relevance.
If I did have to describe it (the usual
implications and fade-outs would not work for some
reason) or the situation would seem to be leading to it,
whether or not it would happen depends on the genre.
Masturbation fits some genres better than others and is
completely out of the question for some. Looking at my
games, the inclusion or exclusion of masturbation would
go somewhat like this:
Miekkamies: Yes, there
is masturbation, but only in a suitably romantic
circumstances while dreaming about your true love (of the
week...). No genitalia would be described. I would focus
on the sensations and the fantasies the character is
having. Masturbation in Miekkamies is strictly private
business and any exposure to outsiders would be
accidental and scandalous. Somewhere between Three
Musketeers and Casanova, I suppose.
Taiga: Yes and it would
be no big deal. In tight-knit gang communities everybody
knows what pornography is used for. The description would
start with the idea or mental image the character is
masturbating to and then describe the physical action.
With male characters I would probably focus on the
rhythmic movement and strength as opposed to the visual
appearance of genitalia. Female characters would probably
have a more subdued description as there is less physical
activity involved. Or maybe I would try to describe the
scene erotically, from the perspective of a hypothetical,
sexually compatible bystander who is getting turned on.
Mobsters: Masturbation
is not part of the gangster/film-noir genre. I would
allow for a few exceptions, like when lovemaking is
interrupted and the partner has to leave in a hurry
leaving the character frustrated. But even then I would
not focus on positive feelings but the whole affair would
be just curtains closing on a failed evening. And for the
PCs, masturbation is a strictly private affair.
Praedor: Definining my
stance on masturbation in Praedor is surprisingly
difficult. It is definitely not part of the pulp fantasy
genre but the all-female whipping scenes R.E. Howard was
so fond of do imply masturbation while causing injury to
others. Praedor is modern pulp fantasy and sex plays a
big part in some of the stories aimed at adult readers.
There is no single case of masturbation but while in
conflict with the genre, it does not seem out of place
with everything else that is going on. In my campaigns
there has not been a single explicit case of masturbation
but quite a few implied ones. If it did come to that my
description would depend on the character and his home
culture. Barbarian from the mountain tribes experiences
masturbation differently from a decadent noblewoman of
good breeding. I'll cross that bridge when I get there.
2-March-2006:
Roolipelaaja
Dystopia-keskeisessä kampanjassa
artifaktit ja Vyöhyke ovat vain välineitä. Todelliset
tavoitteet ovat Vyöhykkeitten ulkopuolella ja stalkerit
vaarantavat henkensä ja vapautensa muuttaakseen
maailmaa. Militantti terroristijärjestö etsii
superasetta vallitsevan yhteiskunnan kaatamiseksi.
Pakolaisten ja Muuttuneiden kohtalosta huolestuneet
yrittävät vapauttaa pidätettyjä ja löytää ne
laboratoriot jonne monet ovat kadonneet.
Ehkä stalkerit etsivät vääriin käsiin joutuneita
Artifakteja palauttaakseen ne takaisin Vyöhykkeelle. Tai
he etsivät Artifakteja ratkaisuksi johonkin tiettyyn
ongelmaan, kuten köyhyys, nälänhätä ja saastuminen.
Hyvin mielenkiintoinen vaihtoehto olisi myös
Pakolaisista ja Muuttuneista koostuva stalker-ryhmä,
joka etsii kohtalotovereilleen uutta kotia
Vyöhykkeeltä, rakentaen leiriä tai kylää suotuisen
oloiselle Keitaalle.
The excerpt above is from STALKER
and yes, we are so far in the project that I can publish
tiny pieces of it every now and then to pique your
interest (or kill it, if you don't like that stuff). This
progress has happened at the cost of my EVE playing and
neglecting my corp. I am sorry for that but MY game does
come before somebody else's. Speaking of games, the
let-down of the year is not Cyberpunk 3.0 but a freely
downloadable South Korean MMORPG "Silk Road".
Its downright erotic trailer and extremely interesting
topic really got me going but then it turned out to be
your typical Korean Kung-Fu fighting game. I want to cry.
Silk Road would be provide a wonderful Conanesque
historical fantasy setting to a game... also on paper and
dice.
By the way, STALKER really needs a new
web page.
In related news, after the release of S.T.A.L.K.E.R: Shadow
of Chernobyl was been pushed to 2007 and part of the
development team (artists) laid off because "their
part of the game is done" (read: "as a company
we are fucked but THQ keeps the project going in hopes of
getting something back"), many of its fansites are
closing down. For all intentions and purposes the
computer game is now officially vapourware and I won't
believe otherwise until it hits the stores. Pity, really.
Here is one
of the many excellent fan sites to the game and I can
feel this guy's pain. His site is bloody awesome.
The first issue of Roolipelaaja
-magazine came in the mail and I am overjoyed. The very
existence of such a media is a good thing and I am going
get my hands on every issue that will ever come out. I
was a bit surprised to find it not printed on glossy
magazine paper but instead of softer paper and the size
reminds me of old Donald Duck magazines. I guess it is
the cost. In any case, it has this warm fanzine feel to
it, much like Tähtivaeltaja.
Like with most magazines, the first issue
has "something for everybody" -feel, which
inevitably means that there is also stuff that I don't
like. However, just because I detest anything with Martin
Ericsson in it does not mean that the Prosopeia LARP
article is bad. And an extra star for the MMORPG
material. If I had started a roleplaying magazine, I
would have had MMORPGs as an equal part of the content.
Mikki did not feel that way but it is nice to see they
are included. The scenario "North of Moscow"
fits my current mood perfectly, Mike's "More and
Better" makes me feel sorry you can't bundle a clone
of him into every book of Myrskyn Aika and even Eero is
making perfect sense in his article about Indie gaming.
Yeah! This rocks!
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