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Howling
Imam and the Headless Kuffars present
Vera the Infidel's ingenious "Out
of Context Imam Song" in glorious
mp3-format. Woooooooooo!
Lyrics here!
This is the last entry of the spring, so
it is good to have something special for it. After all,
I'll soon move this page into the archives as Spring 2007
and not many people bother to read them anymore. First,
the results of the visitor counter. The first 24 hours
showed roughly 220 unique visitors and at this stage,
pretty much everybody was unique. Some of them might be
bots, blanks, mistypes and whatnot but I like to think
that 200 were legitimate. That would give my pages a
visitor count of 200 per day, or 6000 per month. Not bad.
Even if the figure is wildly unreliable, it nevertheless
proves there is traffic here. Yay!
I've been trying a out a new game I
downloaded from the web: A.I.M.
The basic concept is very intriguing: in the far future,
Humanity is extinct but machines built for a great war
continue their existence as a robotic civilisation. The
player is one of the mindbots, a neuralnet AI placed in
the chassis of an armed hover-speeder. The world is vast,
shown in first person 3D and does not look too bad,
especially given the speed. You can fly between outposts
buying and selling stuff, equip your speeder, take on
missions from various factions, explore areas outside the
major roads and fight bad guys, mainly rogue bots from
renegade factions. Sounds cool, looks cool and the
concept is verrrrry cool.
The catch is that I think the developers
originally meant this to be a mecha game. When they ran
out of budget for mecha animation, they forgot to fix the
control model. Hence, when I am turning, instead of
smooth shifts the hovercraft turns visible notches to
either side, throwing the reflex-based aiming and combat
system into total chaos. The movement corresponds to a
mech physically stepping to the side to turn but it does
not fit whats happening in the game and should have at
the very least been compensated for in the targeting
system. Still, this is funky enough game for me to want
to try out A.I.M2. I hear it is already out in Russia.
I have also quite a few new ideas
bouncing in my head. As you may know, I can't really work
unless I pour them out. Since few, if any, of these ideas
ever go anywhere, I have no problem with sharing them.
Perhaps somebody else feels inspired by them and does
something along those lines.
STALKER is pretty
obvious and it is moving forward at a steady pace. Much
more brain-intensive project than anything else I've ever
done, though.
VYÖHYKE -alternate
setting is bubbling in the back of the stove. My very own
Stalker-variant, something I could write novels and other
materials for. Strugatskys meet Jules Verne and H.G.
Wells, that kind of stuff. The main problems are having
A) sufficiently different Zone to avoid plagiarism (if
Borvaria could do that, this is not a problem) and B)
inventing more human presence into the Tunguska Zone. The
place is rather... remote. If Czarist Russia would have
wanted to test a nuclear weapon, that's where they could
have done it.
CODE/X - HORNA takes the
myth of Hollow Earth and brings it to the modern day.
Deep beneath Scandinavia, within the bowels of the
geological area known as the Baltic Shield, lies a vast
network of underground caverns that house the ghastly
remains of a pre-glacial civilisation. The everlasting
winter drove them underground and they regressed, leaving
behind not just technological relics, degenerate tribes
and terrifying monsters but also a pre-engineered ecology
that has had very little interaction with the surface for
the last 50,000 years. The few encounters between the
surface and the underground have been immortalised as
Finnish legends of the River of Death, the Dwarves and
Dragons of the Germanic folklore and the many strange
things found in Lappish and Karelian mythology. The last
human incursion into this realm occurred a century ago,
during the Gold Rush of Lappland in the early 20th
century. It came to a tragic end. Now, certain
organisations and individuals have come into possession
of previously concealed records of that era and are
preparing new rival expeditions...
CODE/X - NOMAD takes
place in deep space, aboard the colonial biosphere vessel
NOMAD. While taking its cargo of 10,000 cryogenically
stored pioneers at sublight speeds towards other stars, a
collision with an alien organism in deep space severely
damaged the ship, knocking it off course and
contaminating a good deal of its internal biosphere with
alien genomes. Early battles between the xenomutants and
the ship security systems convinced the AI that the
biosphere was a lost cause. Crucial systems were
isolated, put into care of robots and any biological
intruders would be attacked. By chance, the autonomous
systems controlling the cryogenic sleep succeeded in
awakening some of the uncontaminated sleepers, who then
sought to awaken others and take back their massive ship
(really, all things considered, the size of a large city)
from both alien and machine control. It was a dismal
failure. Humans were crushed and scattered. Most were
killed but bands of survivors found refuge in the nooks
and crannies of their enormous artificial world.
Eventually, most of the bands died out. Some survived and
merely a generation later they would huddle under warm
air ventilation ducts swapping tales of a lost paradise
known as Earth. Aliens are their demons and the use of
science and technology are remembered in songs and
rituals, without real understanding as to how or why
things work. Braves from all tribes explore the unknown
depths of their home, looking for food, tools or
knowledge, but most importantly ancestral messiahs, who
still lie dreaming in in their forgotten tombs. People
like you.
MIEKKAMIES - AURINGON VALTAKUNTA
extends the tale of Miekkamies RPG, my first ever
published RPG. This time, the focus would be on the lost
continent of Atzla beyond the Green Sea. Colonies and
viceroys suddenly find themselves under attack by the
ancient kings of Atzla, now risen from their pyramid
graves as demonic undead. A call goes out for heroes,
promising land and riches in exchange for brave hearts,
sharp swords and arcane arts. But since when have the
dreams of men been so simple? There are those who would
make themselves emperors of this new land, or turn to
darkness themselves in exchange for immunity or eternal
life. Miekkamies has always been Baroque Fantasy.
Auringon Valtakunta expands the setting into a New World
of colonies, pirates, indians, lost treasure and ancient
curses.
THULE (Ultima Thule was
unfortunately taken) is a historical fantasy roleplaying
game that puts players into the shoes of adventurers,
courtiers, mercenaries and privateers in and around the
Baltic Sea at the end of the 16th century. This is the
age of Elizabeth I and Ivan the Terrible, when fierce sea
battles are raging between Swedish privateers and the
Hanseatic League. Religious wars are wrecking the Holy
Roman Empire and while fanatical witch-hunters scour the
land, kings and queens employ court magicians for
divination and alchemy. The great chivalric orders of the
Middle Ages have degenerated into secret societies and
arcane cults but while witchcraft is a force to be
reckoned with, the light of enlightenment and science can
burn you as badly. Chivalry is being replaced by
swashbuckling and bold adventurers can lay claim on gold,
glory and the gratitude of kings.
BADLANDS is set in the
dark future of the cyberpunk genre. Everyone knows that
true power rests in the hands of powerful corporate
alliances known as the Syndicates. What people don't
know, is that the Syndicates are carving up the Third
World, establishing their own enclaves and colonies with
the help of puppet governments and mercenary armies. The
first Corporate States are in the making behind a smoke
screen of development projects and corporate wars. The
great cities of Europe and US may gleam with neon and
chrome but the fate of the world is being decided in the
dusty plains and steaming jungles of Africa. Or, as
cybermercs and runners affectionally call it, "The
Badlands".
DRY RIVER is set in
"a hard science fiction" future of Badlands,
when Earth is under the control of an all-powerful Terran
Syndicate. Overpopulation, on-going ecocatastrophe and
depletion of natural resources has made Earth dependent
on her off-world colonies on Moon, Mars and finally the
Main Asteroid Belt, where all sorts of free souls,
prospectors, pioneers and dreamers risk life and limb in
the hope of striking it rich. Inspired by XXXX, YYYY and
ZZZZ, Dry River would feature realistic technology,
intricate social play within the small belter
communities, rough-and-ready frontier spirit with wild
west themes, without forgetting that in space, nobody can
hear the member corporations of Terran Syndicates fight a
bitter conflict over riches that give them power on
Earth.
And then there is, of course, the big
"I"...
30-May-2007:
I Don't Believe This!
Pelaaja-magazine had an article
about my upcoming book. It was well-written, had a very
positive tone to it, stated much of what I had always
thought to be its objectives and target audience. All in
all, I don't think the publisher could have done any
better with a paid advertisement.
Unfortunately it had one very
embarrassing gaffe: it named me as the
architect of the Darkest
Fear -mobile game trilogy. This is just
plain wrong. Darkest Fear and its two
sequels, hailed as the Silent Hill of mobile gaming, were
conceived and designed by Lauri
Konttori, probably the best puzzle designer
in the world (does not look too shabby on the art side,
either). I was his boss at Rovio and I can tell you that
the guy needed very little managing. He may have asked my
opinion on occasion and I supported DF in the publishing
board meetings. Other than that, I claim no credit for
the games. Lauri does not think this to be a big deal but
I think it is an embarrasment and wanted to set the
record straight. God damn it, journalists! Check your
facts!
On a more positive note, some of you may
have noticed a brand-new visitor counter on this and the
main page. At the time of writing it has been up for 21
hours and logged 132 unique visitors (based on IPs, I
think). Some of them might have been bots, of
course, but still it seems like someone is actually
reading this. Which is nice. It would have been rather
frustrating to find out that I have been ranting by
myself for all these years.
29-May-2007:
Status Update
This is the entry I meant to write before
the "breaking the rules"-idiocy grabbed my
attention. No horseheads in the mail yet.
The ARTO Game Producer Course I was
attending has just ended. I was not able to attend as
often as I would have liked (with reasons varying from
being abroad to wanting to throw rotten tomatoes at the
lecturer) but on the whole, it was a very positive
experience. I've done the Master's Degree in Academic
Games Research and Design at Frans Mäyrä's
Hypermedialab and I have to say that ARTO kicks their
ass. Not only were the lecturers interesting and
entertaining, they were actual gurus from game
development, management, lawyering and whatnot. But even
more importantly, everybody who sat on my side of the
table was also in the business. Sumea, Goodliving,
Remedy, Ironstar, Frozenbyte... as well as Äänivoimala
who wants to make an entry into games. Some of them I
knew from before but most of them I didn't. I still have
the interview for my professional certicate coming up but
the course is now over. It was good, it was fun and it
was very useful. And I even got to hold a lecture to the
junior-level game development trainees at ARTO.
I've always had a soft spot for
Frozenbyte, you know. It was really cool to get to chat
with them. I have actually been contemplating doing a
Code/X game based on Shadowgrounds. Something
short and sweet, much like the Star Wreck RPG from Mike.
Depending on their consent, of course.
Another good thing: Pelintekijän
käsikirja is coming out also as an E-book, hopefully
increasing its availability and lowering the treshold of
purchase. I hope it sells well enough to buy me a new TV
at least. I've also been booked to take part in a
roleplaying theory panel at Ropecon. I have absolutely no
fucking clue as to why they would want me there but if it
helps the Con to happen, I'll do it. Other than that, my
current plan is to run STALKER there. If my book has
already come out by then, I might also offer to talk
about it, or hide behind the podium while people throw
rotten tomatoes at me.
Everybody is waiting for news on STALKER,
I guess. There haven't been much progress because I've
been busy with other things but that is about to improve.
I have pretty much finished revamping the attribute point
expenditure effects in the Gamemaster's Book. Next would
come finishing the Xenology section and then the Zone
Book. I am still at loss as to how to make the perfect
Zone map but maybe my new artist, Hans Zenjuga (who,
incidentally also happens to work at Recoil) has some
good tips on manipulating Google Map charts. I'll do my
darnest to modify it enough to claim it is a new work and
if that fails, I'll still maintain it is a parody! It
should not become problem but you'll never know.
Then there is this idea for VYÖHYKE:
1908 Stalker-supplement, providing an alternative setting
based on the Tunguska explosion of 1908. Victorian Age
Stalker with heavier Scifi-influences than before, PLUS
an alternative game system and conversion rules for using
dice (and based on what I imagine will be the final
mechanics of Code/X). Those two works should pretty much
conclude my work on STALKER. If it was my IP, I would
then make it available so that anyone can do a commercial
or non-commercial product on it as long as it still
requires the rulebook for the game system, at least.
Unfortunately it is not my IP so I can make FLOW freeware
but not the Stalker setting itself. Hey, wait a minute! I
don't own STALKER but I will own
VYÖHYKE 1908! That could be freeware once the supplement
is done :)
This concludes the update. Next time
there will be a quick run-through of the new game ideas
that have been bouncing in my head. Maybe somebody will
get a kick out of them.
27-May-2007:
Rules of Recruitment
Here we go again.
Some of you may remember back when Rovio
Mobile was founded and its people recruited from other
game companies, that there was an outcry against
"Rovio breaking the rules". According to
IGDA.fi forums at the time, the rules are that no Finnish
game developer may recruit from another Finnish game
developer without first consulting its management to
check if it is okay. Somebody also made the further
argument that old workers should not be recruited at all
since "experience does not matter". So, patting
each other in the back in the spirit of cameraderie, the
execs agreed on what is effectively a recruitment cartel
(that's illegal, by the way). Meanwhile, foreign industry
professionals all the way from the US come to check out
the forum and could not believe their eyes. Ludicrous.
Now, I've just heard about the same
accusation being levelled at Recoil Games and its
recruitment practises. Oh boy, stuff like this seems to
follow me around!
Apparently the Finnish game industry is
being managed by some private Sauna club of execs, who,
amidst downing a few cold ones, decide who can work,
where they can work and how much they are paid. Anybody
who goes against this is chastised for "breaking the
rules", whatever they are. So, in effect, this
secret society can override the Finnish Law and
invalidate established practises of the IT (or virtually
any) industy. Being pissed at losing valuable workers,
well, that is only human. But if the work force is in
short supply, the proper way to compete for it is with
employee incentives and giving them reasons to work for
you, rather than just doing secret handshakes with other
execs. And besides, what are they complaining about if
experience does not matter?
Here is a piece of free advice for you,
which unfortunately got left out from Pelintekijän
käsikirja: If the only job you have to offer is
that of a grocery store cashier, salary is pretty much
the only incentive there is. But with a game company, you
have a bit more freedom of movement. Interesting
projects, varied assignments, cool-sounding titles. Of
course, if you are not doing anything interesting and
can't offer a competitive salary... well, I guess that
means you are screwed.
P.S.
I was going to write about finishing the
Game Producers' Course here but the Cartel thingie kind
of stole my attention.
17-May-2007:
Stalker Web Pages
I had promised myself to do something
about the STALKER
web pages this month and I did. Nothing too
fancy but enough to show the text and image materials a
potential voluntary web designer can later use for a
higher-end version. Besides, I kind of like the
sidebar-content layout myself (or am I just excusing
myself for not having the skills to do anything more
complex?). Anyway, except for the Zone-page it is all
there. The Zone page will have text excerpts and more
pictures from the STALKER rulebook. I've written quite a
few of those present-tense short stories, so I might as
well get the most out of them. In a game where you don't
have to give exact values about everything (enemy
Toughness is pretty much all we need to know), they make
really cool hazard and monster descriptions.
In other news, the publisher sent me the
editor's version of my book. As I excepted, it was soaked
in red ink. It is nothing unusual, really, and fact books
always have more stringent editing than fiction. But
don't you wish you could write perfectly from the start?
Not going to happen, I suppose but it is a nice dream.
Anyway, I sent the script back with corrections of my own
(based mostly on editor comments; I did not interfere
with the very conservative proof-reading. That is how it
is going to go to the printers next week. I think it will
be out already in June but hey! No promises! The one
thing in the book I am a bit queasy about is the author's
introduction right in the beginning. It was added later
on per publisher request. They wanted an introduction
that would detail my history and portfolio in games in a
very positive light, thus justifying the book. Now the
whole thing reads like an American electoral campaign ad
right, bringing out the best, the very best and only the
best in the games I have done. Trust-me, fuck-ups are
very important for learning as well.
I was told that some people in #pelisuunnittelu
were wondering why I did not give any guidelines for
setting difficulty levels in the description of FLOW on
the STALKER web pages. First reason is that I want them
to buy the god damn rulebook when it comes out and that
is why I am not handing out too much information. The
second reason is that the basics are there and anyone
with half-a-brain should be able to figure out the
typical range of player action results. If not, they
should not be hanging around in a channel called
#pelisuunnitelu (game design) in the first place.
Somebody also asked if anyone there has experiences from
playing with Flow. I think #praedor is the best bet for
that and you have all read my playtesting
report, I hope? One of the strengths for
FLOW is the gamemaster control of the interpretation that
makes it easy to tweak the game balance any way you like.
The downside is that if the gamemaster is not up to the
task, FLOW can also magnify his mistakes.
Speaking of playtesting, there is one
major change to FLOW because of the playtesting results.
I have increased and diversified the use of attribute
points. Instead of just completing the challenges at
hand, players can now use them as currency for all sorts
of benefits, including gamemaster hints, retries of
challenges and extended survival. I hope this makes
people more inclined to use them. All the 20 people that
can be expected to play using the FLOW rules anyway. <Insert
a sudden rush of pessimism over the size of the market
and the questionable appeal of such a specialized
product.>
10-May-2007:
Censored
Last night I wrote a new blog entry and
then took it down around 10.30 in the morning. The
#praedor IRC-channel is a good lithmus test for blog
entries; if somebody there has a seizure, there is a good
chance that tempers flare elsewhere. That does not
necessarily lead to the entry being deleted, especially
if I am really angry or passionate about the topic. This
time that was not the case and hence not worth the
hassle. Repeating what I wrote would defeat the whole
purpose of censorship so let's just say that me and some
other people disagree on the merits and flaws of the
traditional tabletop roleplaying method. If this was news
to you, you haven't been reading this blog for very long,
have you?
In all honesty, I seem to be running out
of targets for my flamethrower. Mike Pohjola and Juhana
Pettersson are completely respectable these days.
Besides, Juhana's recent articles in Roolipelaaja
magazine are valuable contributions to the scene as a
whole. I still have hopes for Eero Tuovinen but his
recent work is quite good and it is already six months
since his abrasive article in the notorious "Brainfart
Issue" of the Roolipelaaja
magazine. Judging from the last issue of Alterations,
there is really no point in bashing Sami Koponen as he is
doing a pretty good job of it all by himself (and he was
small fry to begin with). Apart from these two, the Forge
Fanatics don't really show on the radar. LARPing elitists
seem to have vanished overnight. RPG theorists have
gotten big and academic enough to discuss them amongst
themselves and no longer pester the rest of us. Vampire
players have long been part of the mainstream and you
can't really refer to the Schools of Roleplaying with a
straight face anymore. Random forum idiots are not worth
continued effort.
All in all, apart from myself, the
Finnish RPG Scene seems quite sensible, well-behaved and
peaceful. How utterly boring!
08-May-2007:
Soldiers of Anarchy
I missed Soldiers
of Anarchy when it came out
in 2002. I bought a used copy from UK in 2004 but it did
not work, so I forgot all about it. Now I rediscovered
it, mostly on a whim. Since I owned a physical copy I
figured I have the right to play it and downloaded a
fully functional no-cd-cracked version from Pirate Bay.
Which, again, makes me wonder why anyone would actually
buy their games in the first place since warez offers you
a better gameplay experience. CD-checks are a hassle and
in case of The
Fall, the warez version even has an English
translation available, courtesy of crackers. That is
better customer service and product support from
criminals for free than what you can get from the
developers with money. I am not playing it, since I want
to get myself a legal copy first, but that is just me.
Really, is it any wonder that pirating software is so
widespread since it offers you better production quality
and gameplay experience than the retail version? We game
developers are losing the fight against piracy because we
are too busy shooting ourselves in the foot.
Anyway, I digress. Soldiers of Anarchy
has proven to be a really nice RTS/RPG hybrid, like a
mixture between Fallout and Syndicate Wars.
Based on the discussions about graphics at work, all
graphics from 2005 or before suck. I am nevertheless
completely happy with those of SOA. You are using such a
zoom level anyway that the lack of detailed texturing on
somebody's face is not going to be a problem. Besides,
the Slinger Humvee blew apart quite vigorously, thank you
very much. Route-finding controls for the infantry
sometimes spring a surprise or two and the wolves bite a
little too hard. Other than that, I have enjoyed my
little post-holocaust escapade, leading a group of
soldiers long cut off from a world ravaged by deadly
plague return from hiding and find that the world has
become... well, post-holocaust. Right now we are trying
impose some semblance of order on the region and defend
the local village from further attacks by Slingers
(bandits). Driving that care is a little tricky but I am
really waiting to get my hands on some jet fighters.
Unfortunately the opposition is probably tough to match.
Soundtrack is excellent and weapons pack a punch. What's
to complain (except the medkit prices at the local
Seeker)?
Summer is coming and my post-holocaust
visions are on the increase. Luckily STALKER is almost
what the doctor ordered. While all post-holocaust
adventures would not fit STALKER, some STALKER adventures
would fit perfectly into a post-holocaust setting. I have
an idea for a Mobsters-sized mini-game, a kind of a
mixture of my old Badlands idea and Taiga 2.0. If I were
a free man, I would write it. Instead, I am now gnawing
on STALKER to get it ready and have been reasonably happy
with the success.
After a run of pictures that will carve
his name and reputation into the finest marble at the
temple of the Finnish RPG scene, my premium Stalker
artist Tuomo Veijanen has decided to focus on his family.
I wish him well, for he has provided me with pictures far
above and beyond my wildest dreams. He will have my
eternal gratitude, a free copy of the game, a beer on me
at Ropecon and his name in the credits. In short, he has
achieved everything there is to live for. I have almost
all the art I can find a place for but have managed to
entice a few pics more from another artist, whose name
shall be published as soon as I have something to show.
05-May-2007:
Anomalous Behavior
While I am writing this, the Nazi...
sorry, Nashi-party youths in Moscow have lifted
the siege around the embassy of Estonia (having managed
to make the ambassador leave for an unscheduled
"vacation"). They have since moved to surround
the EU Offices instead. In a statement that made me
wonder if I am watching Candid Camera, the Putin-Jugend
demanded that EU recognize and intervene in the
"rise of fascism in Estonia". It is a marvelous
gag but I fear the irony is lost on them.
So far, the Estonians have moved one
damned statue from a busy street to a dignified place in
a cemetary. The Putin-Jugend have had their own
Kristallnacht in Tallinn with one person killed,
assaulted one embassy and two ambassadors in Moscow,
dragged the public image of Russia into mud and issued
anonymous proclamations that the Russian minority in
Estonia should form paramilitary cadres to fight the
Tallinn government. Now don't get me wrong: I would love
to see the EU recognize and intervene in the rise of
fascism in Estonia. I am just afraid that the Nashi
supporters still would not be happy, as they would find
themselves deported by a German/Polish NATO force. That
would be too much irony for them to take.
In the meantime, I am drawing tentative
plans for the game launch, most likely occurring sometime
in the autumn. By now the Stalker website was so badly
outdated it was actually harming the project, so it has
been pulled. I am still a bit at loss as to what the
final Stalker website will look like. I mean, I don't
have the skills to do anything fancy-schmancy and the
Praedor-website template seems to work. Yet, it would be
nice to do something, anything different. My problem is
that I have a ton of black-and-white art. If I am going
to use it, the site will have to be in black and white as
well. Just like with Praedor. I guess I am stuck with
that template.
02-May-2007:
Outzoned
We live in interesting times. Across the
Gulf of Finland, the government of Estonia decided to
move a Soviet-era statue/headstone to a proper cemetary.
The twelve unidentified dead from the Red Army dating
back to World War 2 are soon to follow. Whatever lack of
tact this may have shown on the part of Estonians has
been dwarfed by the reaction of Moscow. Rioters (from a
pro-Putin youth organisation) are besieging the Estonian
embassy. Moscow police, normally so effective against
unwanted demonstrations, are sitting on their asses while
mobs break into the embassy and later assault the Swedish
ambassador (who has absolutely nothing to do with the
row) as he is driving down the street. Russia's minister
of Foreign Affairs has stated that all blame lies with
the Estonians and a Kremlin military advisor has warned
Finland not to join NATO or Russia would take
"appropriate military measures and Finland would be
more threatened than before". By whom, he neglected
to say.
Estonians announced that their
information infrastructure is under a cyber attack from
various Russian state department IPs and are requesting
EU intervention. In what shape or form, I can only
imagine. Russia has just announced delays in oil
deliveries to EU due to "road repairs".
Political climate in North Europe went very chilly all of
a sudden. If the Americans ever tear their eyes off Iraq,
here are some completely new doomsday scenarios for
Hollywood scriptwriters and right-wing politicians to
feast on. On the plus side, at the time of writing the
Finnish Prime Minister Vanhanen has not apologised to
anyone or anything. Instead, he noted early on that if
Estonians want to move their statues around, it is their
fucking business. For once, I agree. I can't believe that
when I first heard of the statue, my sympathies were with
the Russians. Well, you live and learn.
Speaking of Russians, Stalker is doing
very nicely, thank you. Recoil is obviously taxing my
creative battery less than Rovio was. Apparently it is
the concepting and designing game mechanics that does it.
Now, I am working on single concept for the next few
years. There is a lot of writing to be done, of course,
but I write as easily as I breathe (and have occasional
hiccups at both), but it is all about iterating, refining
and expanding a concept that is already there. And game
mechanics are not my problem, although they do set a
framework within which the story I write has to function.
Anyway, I am tracking the work in progress with the page
count and it is currently 133. Respectable minimum length
for a roleplaying book is 160+appendices, so that is
88,6% right now. I do expect the final length to be more
than 160, though. I am still writing the mutants and need
another two chapters about artifacts and xenotechnology,
respectively, just to conclude the Gamemaster's Book.
Then there is still the whole Zone book to be done,
including the legally problematic maps of the Zone
Europe. As before, I maintain that all maps in the game
are parodies of the originals.
There is another thing related to
STALKER. I am really bad at writing supplemental
material, as everybody must have noticed by now. But I am
considering doing that for STALKER. The actual
roleplaying game effectively establishes a new genre in
the "new weird"-category (I hate that term
since it is mostly Horror and Science Fiction anyway). I
can then publish an alternative setting for it, one where
the IP is under my ownership and control (by the same
logic GSC used S.T.A.L.K.E.R. as the game name but I
would have no problem recognising Stalker as my leading
inspiration). It would also enable me to write a novel
about it, if I so chose.
Copyright by Burger Games 2007:
Vyöhyke 1908 (Zone 1908) would
be set in Imperial Russia around 1910, soon after the
Tunguska Explosion. The event has created a Zone in the
depths of Siberia, slightly different from those
described in the original RPG but many of the elements
are there. Rumours of otherworldly treasure and strange
beasts are attracting gentleman-adventurers, treasure
hunters and prospectors from all over the world, despite
the best efforts of the Okhrana (Russian Intelligence
Service) to drive them away. Xenotechnology is wreaking
havoc with the science and engineering of the day and
with the Great War drawing close, all the Great Powers
are scrambling to get their hands on the Artifacts.
Steamboats struggle upstream on the great
rivers of Siberia and the shantytowns at trade stations
are a crossbreed between Wild West towns and Mongol
camps. There would be parallels between native legends
and the anomalies, hinting that this was not the first
time in history when another universe brushed ours at
Tunguska. Nor would it be the last. The ultimate goal,
contact with the otherworldly beings behind the zone,
would prove elusive and very dangerous.
Alas, the Great War ended the exploration
of the Zone. Many of the explorers would perish in that
titanic struggle. Scientific records would be lost in the
Russian Revolution, burned along with the great minds
that wrote them. Red twilight descends upon Russia and
world forgets the Zone. When outsiders once again find
their way into Tunguska, no trace of the Zone remains.
Local natives swear nothing peculiar ever occurred there.
All that remains of the monsters, the supernatural
forces, magical items and gods that walked the Earth,
would be tales told at campfires, recited to the beat of
the witch-drum...
I think that'd be cool.
29-Apr-2007:
Am I Spam?
I had a party to celebrate the Burger
Games' first decade in business and invited around 30
people who have been associated with BG one way or the
other. I did not expect everyone to make it but this is
ridiculous. As a Burger Games Anniversary Party the
evening tanked, although we did have a good time with the
eight people who did come. I think I can safely say this
was the first and the last party ever thrown by Burger
Games.
26-Apr-2007:
Testing STALKER, part 2
After characters were created, the party
arrived to the den of a dealer and got a specified
mission: acquiring a rare artifact for a specific client.
Previous expedition had failed and the sole survivor was
now in the custody of the Institute. The dealer needs to
launch a new expedition right away, before Institute can
mount its own. Target is not far: just across the Garonne
river and into an area now referred to as the "Blue
Park" (originally just a small park but now covered
in blue, crystalline flakes, that keep falling on it from
thin air and smell of sulphur). Besides your usual
anomalies, they were menaced by the appearance of an
aggressive inorganism called "Burning Man" (pun
intended).
Rather stupid scenario, actually, just
made to test the particulars of the system. Even then
combat would have been lacking if the players had not
gone down into the sewers and thus into the den of a
small but tough rat-hunting Altered. The bite one of the
characters got from it is actually enough to give him a
one hell of a blood poisoning but in a single session
scenario there was not really time for it. Characters
were left shallow, there were no real roleplaying
opportunities and the world was based on a cursory glance
on the map of Toulouse. If I actually have a
Ropecon-scenario, it has to be more complex. In fact, I
got an idea for that right now... yeah, that'd be
awesome!
Anyway, back to the test session. Moving
about in the Zone was based on my experiences on running
Borvaria. You figure out sceneries, not maps. First there
was Ruined House, then Traffic Circle, then Chasm, then
Churchyard, Straight Road and finally the Blue Park. I
had not planned them well enough but had sort of an idea
what they would be like. Each location, some more clearly
than others, poses a challenge to the group. You could
liken them to rooms in a dungeon, although I had only one
monster in the entire scenario.
In retrospect, maybe it was good that my
test scenario was so inane. It brought my perspective
into the running of the adventure much closer to that of
a GM doing his first run with STALKER. Sure, this was
also my first run but I wrote the bloody thing!
Some observations: First, in city scenes and especially
with static anomalies, it is almost a must to draw a
simple sketch of the street layout every once in a while.
Second, as I suspected, improvisation is a must-have
skill. FLOW has procedural world detail generation
system, which basically means that any sensible
assumption made by the player of his character's
surroundings is true (barring a gamemaster veto). If they
look around for an abandoned shop, voila! There is a shop
just down the street! You get the picture. This, combined
with the fact that in the grid-based layout of most
European cities there are always alternate routes, must
be prepared to change the order order of sceneries and
perhaps have a couple more in reserve in case the players
make a detour. Of course, you could limit then to a
single, linear approach but this is not a videogame. You
have the advantages of a real roleplaying game, so use
them!
Third, the system might be too invisible.
I covered this already in the previous entry but one of
the consequences to emerge only later in the play was
that nobody remembered they could use their stat points
for lucky breaks and against-all-odds successes. That has
to be rubbed into their faces, somehow. Maybe changes to
the character sheet could do it. Fourth, I need to
emphasize the human angle of the Zone and missions more.
The dungeon approach works fine for Code/X but this is
STALKER and there is a difference. Stalkers are part of
an underground community and their reasons and goals for
going into the zone shouldn't be just about money.
Unfortunately I am not going to waste my Ropecon scenario
idea by spouting it right here and now. But the point of
all this is that no matter how interesting or powerful
the setting, people are interested in people. If you have
to go for TV-level melodrama to make it happen, so be it.
There are also some setting tweaks coming
up. Originally I had specified that radio signals do not
work in the Zone. There is no real reason for this, so in
the future communications do work, although there is lot
of static and some anomalies can scramble them completely
from kilometres away. Ditto for radars. Although this
makes it possible for Institute to use land radars to
monitor the borders, the Zone is giving off enough odd
movement and changes to create windows for stalkers to
pass through unobserved. Just follow a dynamic anomaly
and pray it does not reverse.
So, is STALKER moving forward? Page-wise,
no. These are all tweaks and edits to existing material.
Content-wise, very much so. No game draft survives the
first contact with players unchanged and we are already
past that stage. I am still hoping to get some pictures
from a new artist specialising in creepy critters but
other than that external material is there. As for the
book itself, I am still lacking parts the Xenology
section for Gamemasters' and the entire World Book (Zone
Europe; and I maintain that all my maps are edited
parodies of their origin and thus allowed as "free
speech"). As a final teaser, the most recent (and by
now already obsolete) character sheet can be downloaded
from here.
23-Apr-2007:
Testing STALKER, part 1
I ran the very first STALKER session
yesterday, based on a draft of a concept I was thinking
of as the Con scenario. There were five players, one of
my regulars, one of my old regulars, one friend with whom
I last gamed with ten-plus years ago and one entirely new
person from the #praedor IRC channel. The session was a
long one, about eight hours, starting with the character
creation. In retrospect, I should have had a little more
ambitious scenario to try this game on. We basically got
to try out all the mechanics but human interaction
remains at the core of any roleplaying game and making an
open-air dungeons adventure does not really change that.
But first things first.
FLOW as a system was at first welcomed by
all. No one really contested the criteria for success
evaluation and the algorithms were thought to be solid.
As I thought, having a clear cut algorith with
understandable probability curves did appeal to old
gamers and the fact the game did not apply dice was at
first completely overlooked. The expalanation of FLOW
core mechanics at the beginning of the game were eagerly
read. Later, criticism began to emerge: Despite having
the mechanics described to them, not all of the players
were sure of what was expected of them and it is true
that the system is oppressive to gamers who are poor at
oral expression. Since the mechanics are completely
invisible during play, it was possible for a player to
feel like he was unfairly targeted with bad luck, when he
simply had not yet got into his character and his output
was therefore stymied.
With experienced gamers who have a couple
of sessions of STALKER beneath their belts the system is
completely invisible for most of the session. But before
that could be helpful, if the gamemaster announced Tasks,
much like the need for dice rolls is announced in a diced
game. Of course, this puts the player into spotlight and
if you have shy gamers, they are going to get stage
fright. Another problem related to ideas was that
although having a relevant ability helped, players felt
it was difficult to express ideas on subjects they
themselves were unfamiliar with. Of course, the
gamemaster's rules tell the gamemaster to compensate for
this but in practise it is really difficult. The ability
points system can compensate for that but it is not what
it was really meant for.
One suggestion was to remove the FLOW
system description and replace it with information
targered to players: what to do to get the best results?
What is expected of the player participation in the game?
When to expend a stat point? Goal and execution, the
liveliness of description, relying on abilities when
possible and so on. These are the only parts of the
system visible to the player, where as the algoriths are
completely hidden, unless the gamemaster wants to make an
issue out of them. I think it is a good idea but I have
re-think where in the player's book to put it.
Character creation was enjoyed by all and
especially by people who like write their character
concept first and work out the numbers later. In Flow,
character concept is effectively a prerequisite or at the
very least gets created during character generation. Some
had trouble wrapping their brains around the idea of
choosing abilities first and then determining stats from
them but once they got it, that part was easy. What did
cause much consternation was devising Lights and Shadows
for them. Originally, once you pick an ability, like
"electrician", you got to choose an additional
benefit for that (in this case contacts in an electric
company) and a flaw (like having migraines because of an
electric shock you once got).
Now, coming up with stuff like this is
okay for two or three abilities. Doing so for all ten was
clearly too much. First of all, lacking the rulebook and
its many examples, players could not really figure out
how strong or harmful the Lights and Shadows could be. So
Lights were often treated as specialisations of the
ability (which was not the purpose) and in Shadows they
limited their options to stuff that was A) sufficiently
potent to rank as a 2-4 point flaw in Praedor, and B) was
directly connected to the ability. This, again, was not
the intention.
I have decided to drop Lights altogether.
The upside of having an ability (and "Friends"
is an ability as much as "Firearms") is the
ability itself. Without the Lights, coming up with ten
Shadows ought to be a breeze. However, I added a list of
typical categories of shadow, ranging from minor
character quirks to missing limbs. This should encourage
players to think outside the box. There is no need to
balance any sort of points here: as long as your choice
of Shadow feels logical and adds depth to the character,
it flies.
19-Apr-2007:
Flu is an Anomaly
I did manage to stave the flu off long
enough for critical workplace events to be concluded. Now
I can just lie down and die. Ugh. But while waiting for
the inevitable, I have been prepping STALKER for its
first real playsession. Unless something turns out to be
drastically wrong with the system, characters created for
this coming session will be given as samples in the
actual game. I hope I won't lose my voice between now and
the session. One thing that still bugs me in the book is
the tight layout. I have already re-edited the layout
once, creating much more empty space on the pages. Even
so, maybe the book really could use a little wider
margins. It looks good on the screen but printouts
sometimes give me the creeps. We'll have so see about
that. Hmm, I'd better create a game background music
playlist for the weekend as well.
One of the grant applications for my book
came back rejected. So wins and losses are now tied at
1-1. There are still two applications I am waiting to
hear from. The third application out there always had a
snowballs chance in hell. I think giving "we ran out
of money" as the excuse for rejecting the
application is lame. You are not supposed to rate the
applicants according to how fast they sent in their
papers but what it actually says on them. Maybe I would
not have got it anyway but you get the point. Anyway, the
one application that was accepted will have its grant
paid this week, or that's what they said. It is already
Thursday and I am getting nervous. It is a good-sized
pile of cash but always seems to be at the end of a
rainbow...
You might remember Burger Games having
just turned 10? Well, I wanted to hold a party for past
and present associates, so I sent them an email
invitation containing time, place and catering. I also
included a request for recipients to announce if they are
coming or not and whether they are bringing avecs with
them and sent it to about 30 people. Either they've
missed it completely or I will have only four guests in
the party. I hope the attendance will improve. It is not
a public event but I know that many of those invited
actually read this blog. So speak up, people! I am
feeling the first waves of despair and panic.
12-Apr-2007:
It's Done!
Today my publisher has accepted the
script for Pelintekijän käsikirja. That
officially concludes the writing, although if there are
editor requests for changes I am of course doing them.
Writing lasted from the start of February to the early
half of April, that is 2,5 months. Astonishingly quick
and I remember writing Old Dog being much more of a
struggle. I hope it is because I have developed a better
routine and do not sweat about it so much this time and
not because my standards would be lower. Of course,
writing fiction and especially depicting interaction
between characters is hard, immersive work. Maybe it was
so much faster this time because when writing fact on
something you know the only person you need to immerse
into is yourself. I am really interested in writing
another novel next and this time it would be science
fiction. I really want to see how it goes and there is
some genre stuff and ideas I want to play with. Of
course, I don't have a publisher or anything, so don't
hold your breath.
While figuring out new mods for S.T.A.L.K.E.R.
(I dont want to patch it because weapon damage &
accuracy mod ceases to work), I have been playing another
new title: Silent
Hunter IV: Wolves of the Pacific. I
am a big fan of SH3, of course and would love to like SH4
just as much. But somehow, the game feels much more
random. Surface-to-air radar works only when it pleases,
the torpedo calculations are usually way off to the stern
and a direct hit on the enemy propeller seems to do
nothing to it. If the enemy ship damage models are
component-specific (like in SH3 where you could blow
masts and guns off the enemy ship), I haven't seen any
evidence of that yet. The mission location system is very
unclear compared to the quadrant system used by the
German Navy. Finally, the game is buggy as hell. Compared
to this, S.T.A.L.K.E.R. runs smooth as glass (not that
I've had any big troubles with it anyway).
With the book out of the way, I have been
able to pay more attention to the real STALKER RPG (I
suspect inspiration from the videogame may have played a
part in this). I have re-edited the player's book and
re-written the part on oases. And like a divine
inspiration, I got the perfect equipment list (which was
a pain in the butt) done almost overnight. And if anybody
implies any designer intent based on that list I am going
to fucking kill them. Designer intent should be obvious
from the theme of the game but for me, the whole idea
that you could play a roleplaying game... wrong, for the
lack of a better expression, is completely insane. How
the hell did anyone come up with something so retarded?
Anyway, these people should be happy this time because
the role of the player character is defined very narrowly
and I have used every trick in the book to configure FLOW
mechanics to support this. Nevertheless, it is an Old
Skool game and gamemaster superiority is an integral part
of the rules this time.
I hear Sami Koponen, a well-known
Forge-activist and an Arkkikivi follower, has put
Mobsters on the list of games he wants to try out. If he
wants to stick by the designer intent on that one, he is
in for a long haul. Mobsters has this
boardgame-style metaplay level to it and frankly, the PDF
version does not really give a shit about balancing (the
unpublished commercial version does but it has never been
put to the test). This is not a problem in a
super-gamemastered Old Skool-style of play but if you
want to follow every nook and cranny in the rules, you
might be in trouble. And in any case, completing any kind
of meaningful campaign takes forever. The designer intent
(or the default campaign, if you will) of Mobsters is to
start out as a small crook with roleplaying scenarios and
eventually move on to the metamap, where the
boardgame-style play generates new roleplaying scenarios.
Now, I've used Mobsters for any 1920-1940
style gameplay. My best adventure with it, Murharyhmä
1, was actually about police detectives fighting
Prohibition Era gangsters in Helsinki of 1931, without
using the meta-level play for anything.
07-Apr-2007:
Attention to Detail
Fans have really taken up the
post-release development of S.T.A.L.K.E.R. Realism mods,
economy tweaks, driveable vehicles and all that are
already available from the game developer
forum. And it's been what, less than
a month since launch? I am glad that all the new stuff is
here, I just think it should have been part of the
original release. Pelit-lehti
pushed its foot firmly into its mouth by calling the game
"pipe-run". While it is not as freeform as it
was originally supposed to be, a pipe-run it ain't, trust
me on this one. Of course, I am a fan of the game so I am
biased but I think its
Peliplaneetta review was spot on. I'd just
like to add that bugs seem related to machine setup. I
have a Dell Dual Core factory specs machine without any
tweaks and haven't had any problems worth mentioning, but
some people have really bad run-time errors and graphics
bugs.
I also spoke to a person who has really
been to Chernobyl and other Soviet-era nuclear disaster
zones (my father). He was impressed to learn that
S.T.A.L.K.E.R. features the Vodka cure for radiation
poisoning. I thought it was just a folk cure but he told
me it is anything but. Even highly trained professionals
and scientists in Russia and Ukraine believe (or at least
believed in the 90'ies) that they must down at least a
bottle of Vodka before going into a radiation hazard
area. There is no medical reason whatsoever for doing so
but still these professors and radiation experts did not
budge until drinking almost a litre of the stuff while
their western colleagues looked on in amazement.
Niilo Paasivirta, a one-man RPG
institution if I saw one, suggested "Real
Stalker" mod for the game: out with the human foes
(except for entry points into the zone), limit the
variety and frequency of Zone creatures, increase
anomalies and add mobile anomalies. Create equipment you
might need in the zone and put the trader station outside
the zone border so you'd have to crawl back across the
border to refit after each expedition. Level design would
be an interesting challenge and you could create all
sorts of hassles with the physics engine. I don't know if
that kind of a game would really have that many fans
(even the roleplaying game uses the human society of the
Border Region as a springboard and catalyst for Zone
adventures) but I'd love it. There are rumours of another
Stalker-movie being made in the US but I could not find a
link to it. I can only hope it is not yet another sex
crime movie by the same name.
I have now finished the actual writing of
my book about game development. Publisher set the bar at
140K characters, I set it at 150K but what I have is
199,787. I am now going over the script, proofreading,
editing and tweaking. I am removing more stuff than I am
adding but I expect the final text total to be around
199K flat. If everything goes well, I'll be sending the
script to the publisher next week. I'll expect there will
be more tweaks afterwards and the BTJ proofreader is
going berserk, but that is life. On the whole, this has
been really fast going. If my games would write
themselves like the book did, Burger Games would publish
three titles a year instead of the other way around. I
have also been very surprised at how much common there is
to the development of all types of games. When BTJ first
asked me for a broad spectrum handbook on games
development without specifying the game type, I was
skeptical about its feasbility. Oh boy, do I sit
corrected (and collect grant money) or what? Game design
and development is not rocket science. You just need to
think about things a little.
The book has effectively three parts:
First a short one describing what and who the gamemakers
are and what are the different roles you would find in
game development. Then comes my take at Ludology, boiled
down into terms I can use and understand. It is basically
about the "hooks" that make games tick and how
they are applied in different kinds of games. This is the
chapter that will carry the book (and myself) into the
pyres if the academics take over the world. But like it
or not, my approach works and I have the resume to show
for it (sheesh, I sound like some kind of dieting guru).
Final part of the book is a down-to-earth rundown of the
development process and how it is applied in different
types of games. The process is actually remarkably
similar whether you are doing videogames, tabletop RPGs
or dice-rollers. Videogame industry just gets everybody
confused because of the sheer scale of things. Since
people in the industry already know what they are doing,
the book is aimed at hobbyists and free-time game
enthusiasts. It is also a good introduction to the
subject before moving on to the thousand-page monsters on
Amazon.com.
Late night edit:
Oops! This is embarrassing. I did a
recount of the page allocation per subject and noticed I
have actually as much stuff about post-release game brand
management as I have on making the actual game itself. I
guess that makes it a four-part book.
02-Apr-2007:
Roolipelaaja #8
What? No April Fool entry?
Nope.
Today the mailman brought me the spring
issue of Roolipelaaja
magazine and I read it through, except for the larp parts
(pretty pictures, though). Previous issue was excellent
and I don't have any real complaints about this one
either. It is just that reading Mikki's article on the
history of horror RPGs makes me feel so very, very old.
It is probably because he made a big fuss about the
sandbox war over playstyles that occurred when Vampire
first appeared in 1992. I was there and I saw it,
although lacking Internet I never really contributed. But
the whole incident was 15 years ago! 15! If we have to
talk about sandbox wars, lets stick with the current
ones. Mikki, we are old fogeys, you and I. We have to
remember that.
For the record, Vampire did
leave a bad taste in my mouth because my first and only
play experience sucked ass instead of blood. I don't need
my player character to be a hero but getting beaten into
torpor by a bag lady when I tried to feed and then
spending two whole sessions in the trunk of a car killed
my interest for good. Later, when studying Vampire
and other WoD
books, I found the way they described roleplaying and its
aims to my liking. Of course, being primarily a
gamemaster, there never was a point in me being gamist,
was there?
Juhana
Petterson must be despairing already because
I think his article about horror gaming is an absolute
diamond. It should be compulsory reading for every junior
gamemaster (and it is a good read for the rest of us).
Since I am also writing a scifi/horror RPG myself, it was
great fun reading through the article and comparing notes
on how to create the sense of fear and keep players on
their toes even in a tabletop game.Marvelous stuff,
Juhana. This and the previous article on Antarctica put
you on top my list of Roolipelaaja writers. But isn't it
already time for you to do something moronic instead of
these gems? Eero
Tuovinen did good with the microgames
article. Really interesting and not just for academics.
Much of this stuff also applies to my secret, dirty hobby
of planning Arcade Roleplaying Games (ARG?) based on
videogame settings and logic, or Miska's RTP
(ready-to-play) plans. One day we will see if any of that
actually works but it won't be for a while.
As I am getting older, I am getting less
interested in what other people are doing but Luke Crane
appeared more or less sane in his interview. He almost
feels like a kindred soul after stating that he wasn't
punk enough for the Forge. In the beginning of the
article is an interesting piece of information on print
runs: Burning
Empires RPG had a global launch and it sold
1000 copies out of the 2000 copy print run within six
months. The rest will probably take a couple of years to
get rid off. That is a global launch, people!
Compared to D&D, WoD and possibly GURPS,
the total sales for the rest of the industry fit within
the margin of error of those first three. I've been told
that if Praedor had the same production quality as
Heimot, it would have sold thousands. Honestly, boys and
girls, the only way Praedor could have sold thousands is
if you could get high from smoking it.
I guess that covers Roolipelaaja. Good
work, again.
31-Mar-2007:
Greatest Monster of All
I can now say that I found the videogame
monster that will scare the living daylights out of even
the most senior and jaded game developers: a woman
character in her 50's. She is too old to be a sex object,
too young to be a funny old lady and nobody wants a
"mother figure" in the game. There is no way
she can be treated as an equal, a fellow human being,
which is exactly what would happen with a 50-year old
male character. The thought of her is enough to send bad
vibes throughout industry. She is a game-killer, a sales
deterrent, an unmanageable risk, a too bold step to be
taken...
...or so I was told. Sheesh. I hope that
the fact she came up in the first place is at least a
good sign. In our minds (I am not as big an exception as
I may appear) is a wall and I'd like to tear it down.
Game industry could really use more women of all ages in
design and executive positions. Of course, nowadays girls
play videogames the same as boys so I expect the sex
ratio to fix itself in... about as much time as it has
taken with politics (still waiting). And it is not just
about videogames. There are plenty of female roleplayers
but where are the female RPG authors? There must be
female LARP writers, at least? Yep, I am playing an old
fiddle here but the problem has not gone anywhere since I
first brought it up in 2004.
In better news, I am still enamored with
S.T.A.L.K.E.R. but I had to reinstall it to take off the
latest patch. I never had any serious technical
difficulties in the first place so the patch was not
necessary, but I put it in anyway. The game immediately
got quite a bit harder. Enemy numbers and spawn rates
seemed to increase and they kept attacking even the first
level stalker camp, until it finally ran out of defenders
and was overcome. All the "rescue/help
somebody" missions became impossible since the
target was dead long before I could get to the scene.
Loot drops were weakened so I had to live with some
really crappy guns for a long time. Finally I could not
take it anymore and reinstalled the game to remove the
patch. It worked, the game is fun again (although I have
the reflexes of a garden slug so I am using a gun/combat
properties tweak) and now, second time around, it all
seems much clearer to me. Curiously, the game appears
more stable and missions less buggy now, as if the patch
still had some effect. Maybe it changed registry files
just right or something and those weren't uninstalled.
Just as I suspected, playing the game
inspired to me write the Stalker RPG some more. Good deal
of it is because of the vibes the videogame has been
giving me (I strive for character immersion in
videogames, which, I am told, is unnatural and even
creepy) but there is also the need to check that the two
IPs stay separate. The roleplaying game is based largely
on the book and just a little bit on the movie, the
script of which is also covered by the license. While I
can use the videogame for concept art and atmosphere
samples, that is about it. No massive firefights or
fallout in the Zone. No 100 Rad Bar in the Zone, which is
a shame. Maybe I could put a bar by that name in
Toulouse? The one thing I am taking cues from the
videogame are the Zone Oases. The videogame had what I
wanted them to be down much better than my original game
texts. Oases in the RPG will be more fantastical but only
slightly so. And I won't have all those other people
running around in the zone. Similar factions, and more,
can exist in the Border Regions, though.
I had an Old Skool/Forger row (should I
call him a "Narrativist"? I don't know.) at
majatalo.org again. I've been trying to avoid those
lately but this time I slipped. It is not productive
since we can't basically agree on anything. Their
perception of what happens in your standard vanilla
GM/players gaming session is so fundamentally different
from mine that I don't think we can even have a sensible
debate. Since we Old Skoolers were here first (it's my
term, do I get to define it?), I am tempted to suggest
that the narrativists find some other name for their
hobby. But let all the flowers bloom and whatnot. I am
probably not the right guy to analyse my own
gamemastering style. Ask my players. They ought to know.
25-Mar-2007:
100 Rad Bar
It took its sweet time coming and a
year-long Vodka-fueled bender in the closing of the
development did not help. It's name is a goofy copy for a
brand they do not have a license for (but I do, teehee!).
Their game looks like it is from 2005 and has bugs
ranging from pretty annoying to rather severe. Even so, I
rate S.T.A.L.K.E.R:
The Shadow of Chernobyl as high as Far
Cry. If you know me, you know that is saying
a lot. I don't like saying that "game X is the best
ever" because all my old top favourites broke new
ground in their time and felt just as powerful back then.
But right here, right now, S.T.A.L.K.E.R.
is the best videogame that I have. It could be even
better but maybe it is good that it is not perfect. After
all, I have to write my book and go to work in the
mornings.
Some people have asked if the news of
S.T.A.L.K.E.R. going into the development were the reason
I began writing Stalker roleplaying game. The straight
answer is no. Actually, the idea of Stalker roleplaying
game came from discussions of Praedor's original
inspirations, the novel "Stalker" being one of
them. I wanted to do a modern/sci-fi Praedor and Stalker
was the perfect fit. Two months after this decision,
Ukrainian game developer GSC released the first news of S.T.A.L.K.E.R.
- The Oblivion Lost, as it was called back then.
Nowever, I'd be lying if I said it did not inspire me. I
gobbled up screenshots, soundbites and what little
information was released of the game features and
setting. The main difference was, and still is, my strict
focus on modernizing the concept as it was told in the
novel and the movie. GSC was building a first-person
shooter, not an atmosphere-heavy RPG with a radical game
system.
In the videogame, I am playing a stalker
rescued from "death truck" with the game name
tattooed on his arm. He has no recollection of his past
and is referred to only as the Marked One by people in
the Zone. The Zone consists of levels interlinked with
entry-exit points. You can move freely within the level
and they are big, including plains, trees, remnants of
infrastructure, ruined buildings and the like. There are
mutated beasts with more or less logic behavior (I was
especially impressed how an entire pack of dogs began to
fear me after two of them got a taste of my sawn-off)
moving about. There is no reward in killing them and some
are quite hardy, so they are best avoided. Anomalies are
optical distortions, flashes, lightning and the like.
Going close makes your vision grey and grainy and going
too close inflicts damage.
There are also irradiated areas and you
can hear the crackle of a Geiger counter when you venture
close happens. Once contaminated, radiation damage is
continuous unless you have antirad medicine... or Vodka!
Yeah, downing a bottle or two during or after traversing
through fallout makes you hale as a horse and drunk as a
parrot! Only in Russia/Ukraine! Marked One also has to
eat from time to time and the typical diet is canned
meat, sausage and bread. Originally the game also
involved sleeping but apparently it has not been
implemented. There are times of day, weather effects,
wind and freak phenomena.
There are also other humans around, all
stalkers belonging to different factions. The storyline
pretty much forces you to gun down Bandits and Militants
but there at least three others. You can befriend them by
doing missions and services for them, or anger them by
killing some. There are too many of the human stalkers
around for my liking but it does create a kind of twisted
society in the Zone. They make their living by collecting
artifacts (odd objects created by anomalies) and
exchanging them for guns and various goods at
"shop" locations or with people they have
encountered. Artifacts also yield supernatural bonuses to
player properties and damage resistance if you tuck them
into your belt. It is always a trade off: something
improves, something else degrades. Then there are
different kinds of suits and a wide variety of useful
(and less useful) goods.
You start out with a pistol but I
recommend investing into a sawn-off shotgun from the
start. Most monsters have to close in to harm you and
both barrels from point-blank range will teach them a
lesson. Weapons feel a little underpowered but there is
already a user-made fix for that and I guess there will
be more of those. Automatic weapons have different firing
modes and you can either fire from the hip (inaccurate
targeting reticle) or from the shoulder (looking through
the actual iron sights or scope of the weapon). As for
ballistics or physics in general, search me. I am not a
fan of realistic physics engines and in Serious Sam 2 it
actually pissed me off. As long as a barrel is not nailed
to the ground (Doom 3) I am happy.
Then the bugs. Sigh. There are
undocumented keys in the game that are not affected even
if you configure them to some other use. so far, I have
discovered that - hides the HUD, + brings it back,
multiply-key in the numeric set accelerates time (but not
the enemies, causing funky effects and mid-combat
starvation) and the divider slows it down again. Then,
the game does not keep track (I don't know if it is
intended to) of what missions have been accomplished and
where. Every time I enter a location where a Loner camp
is under attack by Bandits, I get the same mission
requesting my help and the same battle plays itself out
again and again. Mission-critical NPCs die but are
resurrected if you go into another level and return. You
only get the reward once, mind you, even if the texts
tell you to go to meet someone for the reward a second
time. The net effect is that you can't really trust what
the game tells you to do. And that is *bad*.
Another severe problem is the player PDA.
First of all, it seems to record mission conversations
randomly. Second, you accumulate missions and location
clues very quickly in this game, so the map gets filled
with special symbols. However, I have been unable to
change the mission objective pointer from the top of the
list, so even if the most urgent task is to do something
completely different the objective indicator points to
God Knows Where. You have reconfigure the map view every
time you access it. With 100+ specified locations and
side missions in the PDA, pretty soon you have no idea
what you are doing anymore. Most acquired missions are
freeform but sometimes the game appears to railroad you
into doing specific missions. At first I thought certain
levels become otherwise inaccessible but apparently there
is always more than one way to get through the level
entry point.
Even so, there are things to do and
places to go in this game that are just unbelievable. The
image of stalkers sitting around a barrel fire and
chatting in Russian while one of the thumbs his guitar is
burned into heart, not to mention how the mutant beasts'
eyes gleam in lightning on a stormy night.
Wow. If you need me, I'll be right there
in the 100 Rad Bar.
17-Mar-2007:
Burger Games turns 10!
Burger Games was officially founded on
March 17th, 1997. Today, it is ten years old. Three
published titles and a fourth title, based on an
internationally known IP is in the works, there are the
semi-publications of Code/X and RoadKill as well as
national renown because of the success Praedor. Finally,
there is a pile of IP big enough to sit on. I don't think
that's half bad and despite my rainy-day threats to close
down the shop, there will be more. There will be an
Anniversary party and I will write something about the
history and goals of Burger Games later on, but for now,
happy birthday for me and all of you who have ever
contributed to making a Burger Games title!
Sung (loosely) to the tune of Orgasmatron
by Motörhead:
I have a name, it's Burger
Games
Written out in blue and black
I'm all about adventure
All the way to hell and back
Old skool and auteurish
Åker Fiat! Yes I do
I've got the coolest pictures
Got good figures too
Entertainment paramount
Gamemaster is law
With my name on the cover
There's bound to be some gore
I started out small and proud
It's tough I should've known
Building on the first one
Miekkamies was
good I'm told
Taiga did not cut it
but perhaps it was all right
I bounced back from that one
I went looking for a fight
Everybody knows gangsters
Pulp adventure gone bad
Mobsters was
sensation
Still drives my downloads mad
Praedor will rock
your bones
Me and Petri saw to that
Through the roof go my numbers
It was high times we had
RoadKill was a
failed test
Code/X had better
luck
I look down on roleplay theory
The reputation stuck
Stalker is still
out there
Taking longer than it should
There will be more, I am sure
Have my word and my word is good!
16-Mar-2007:
Want to be an Author?
Here is your chance for a big break. My
publisher, BTJ Finland Oy, has just announced a writing
competition aimed at bloggers, where the
prize is both money and a book publishing deal. While the
idea of writing a reasonable-sized script may sound
intimidating, check your blogs! Most of us bloggers have
already written enough stuff for a good sized book and
the Designer's Notes archive is not exactly small. In any
case, getting into the writing business requires either a
superb script (and publishers are really jaded when
evaluating unrequested submissions) or good contacts
(that was my trick). This is your chance to get one or
the other. Or even both, if you are good enough. Writing
for money becomes a lot easier if you are already on your
second title (I should know) and with an existing
publishing deal your chances of getting grants to beef up
the reward are much better.
The new print run of Praedor 1.1. came
from the printers and has been delivered. It will
probably be known as the "blue print". The
original cover draft was too pale, so I asked Domus
Offset to tune up the blue shadows a little and go ahead
with the print run. Apparently we have different
definitions for "a little", so the cover is
really blue. No worries as blue is my
favourite colour. But I am not happy about the way Domus
Offset handled this whole case. When I originally
requested the changes in a reply to an email where they
asked for my feedback, I did not hear from them again for
another two weeks. I probably never would have, if I had
not then called them myself. I was already in a bit of a
hurry (and over a week late from the date I had given to
Fantasiapelit), so I told them to just tweak the blue
tones up a little and then go with it, since "I
trust your better judgement on this". The results
speak for themselves. I may have to start looking for
another printing company.
In other bad news, I have to take back
some of my praise for Neocron.
While Evolution 2.2. has some really cool features in it,
the developer, Reaktor, also made a big fuss about how it
was supposed to balance the game "the way it should
have always been". I freely admit I have no idea how
"things should have been" but I think this is
not it. Apart from low-level cyberspace mobs, the balance
of reward and effort is shot to hell and many of the
bigger mobs are virtually unkillable except for large
teams. Now, Neocron does not have that many players, so
extending forced teaming outside the old super-mob
dungeons is a major bad idea. People are also losing
money in player-vs-environment combat since taking down a
mob costs more ammo than it is worth. Finally the
damage-type specific armour system is a fucking disaster
and the slower leveling pace is killing my nostalgia
really fast. Until (and IF) they fix this, you should
stay away from this game. Are there any competing MMORPGs
in the scifi/cyberpunk/post-holo category?
13-Mar-2007:
Okay, Spring Is Here!
I just got an arts grant from the Board
of Information Publishing for my book and it is big
enough to pull my finances up and out of the well even
before the next payday. Roughly 150% the sum I am going
to get from the completed manuscript, in fact. That is a
bloody good start and I can't wait to see what becomes of
the remaining applications. So, that is the good news
number one.
The second piece of good news is that
while my favourite MMORPG of all time, Neocron,
has not always done so good, they have just finished a
major update and for the first time ever, publish a trailer
that does not suck outright. Neocron is the only
cyberpunk-themed MMORPG out there and a solid piece of
evidence of the fact that cyberpunk is not dead. Granted,
there are some concessions to fantasy with PSI powers and
post-holocaust so that they can get mutated monsters
running around, but this is not Anarchy
Online. Half-scripted, half-action-fps, I like it a lot
even if it is not perfect and really needs a wider player
base to work. If I ever find out whose idea it was that
items sold in stores in MMOs are utter crap compared to
player crafted items, I'll spank the hell out of him.
My character is called Kris
Crimson. He grew up in the Outzones of
Neocron City but remembers very little of it, since he
kidnapped into the MC5 training facility to become a
brainwashed runner for the city masters. However, rebel
technicians tampered with the process and he resisted the
procedure, although it did trigger extensive amnesia.
Frustrated, the MC5 staff threw him out into the
Wasteland to die. He was rescued by Tsunami Syndicate
smugglers on their way to the rival city of Dome of York.
Back in the Neocron Outzone, Kris had used his makeshift
hacktool to open locks and break into supply boxes. With
Tsunami in Dome of York, he is using his talents to
interface with HackNet and to explore the wastelands of
light and data that stretch between the rival cities.
Maybe I should start a character diary
like I did with Rogue Roy in EVE?
Third piece of good news is that my
Atkins diet is working and as of yesterday morning I had
lost 8 kilos in three weeks. I have also managed push my
blood pressure down again (128/92 is an excellent result
for my mass) and I'd guess the two items are linked. I
have also been toying with new foods, including self-made
sashimi lunches. Maybe I should publish my diet
instructions here some day? Anyway, next weekend is going
to be Carb Weekend. It not only keeps my spirits up but
also prevents the metabolism from slowing down, so all
that indulgence has a purpose.
Yep, the spring is here. Unfortunately I
don't have a happier face for my Avatar :)
09-Mar-2007:
For the Glory of Games
Watching the movie Ghost Rider is
not exactly an intellectual enteprise but one thought
kept echoing in my head: "I am so glad that
I am in the games industry. We can do everything that
movies can, only better." Actually, for my
co-workers at Recoil, a console game seems to be an
interactive movie at the core. And whenever I quote or
refer books to them, they look at me like I was some sort
of a freak. Sure enough, while I do watch a lot of
movies, I am a bookworm at heart and that makes me the
odd one out there. I guess if asked what I would take
with me onto a deserted island I am the only one who'd go
for a good book (or make that "good books")
instead of a home entertainment system. Sometimes I feel
that literature is on its way out. Maybe it is taking
roleplaying games with it as they are becoming rare, even
on consoles.
Speaking of movies, 300
is looking great!
S.T.A.L.K.E.R.
is finally coming out at the end of this month as GSC
(the Ukrainian developer) run out of funds after their
year-long bender and the publisher (THQ) finally got a
stranglehold of them. STALKER
by me (man, do I need to update those web pages at some
point) is not coming out since I am writing Pelintekijän
käsikirja. I guess GSC beat me to it, after all. Then
again, they are supposed to make a living out of it and I
am not.
There are rumours going around about a Praedor
movie (triggered by this Wikipedia
article). Things are not nearly as far as
the Wikipedia article would let you believe (and I was
told the Wikipedia entry will be set right soon), so be
patient and keep your fingers crossed. Here is the real
deal:
First, I'd like to remind you that it has
nothing to do with me. While I like to think that I have
contributed something to the development of Jaconia, it
is Petri who owns the IP. I am as much as a licensor as
the movie group. I actually met some of these people at
Ropecon two years back (I think). By now they have a
movie script based on Kuninkaan Lapset and have
been offering it to Blind
Spot Pictures (the producer of Jadesoturi).
Apparently the studio is interested but not
convinced the team can actually pull it off (Kuninkaan
lapset would be heavy in special effects and
fighting choreography), so the team is making a showreel
to convince them. That's all there is to it, so they are
NOT in preproduction yet. But I really wish they get it
done and then let me publish something based on the movie
and illustrated with movie stills.
The process of making console games and
then looking for a publisher is not all the different,
btw.
05-Mar-2007:
Wonderland
I've been busy. I am writing a game
storyline at work and my book at home (60% complete, btw,
measured from the required minimum length), so there has
not been much to do anything else. But now that Winter'07
is officially over, it is time for a quick update:
Diet: Back on Atkins and
I managed to lose 6 kilos in the first week (probably
half of it just water but my legs are grateful either
way). I have a medical check for the work health
insurance coming up. It will be interesting to get some
feedback on Atkins from a real doctor. But really, it is
hard to maintain this diet while working. All the
planning and carb checks screw your lunch hour.
Videogames: I am slowly
moving off from EVE
(the crafty devils at CCP made me not to close the
account because I can still train my skills while
offline) and reactivated my ancient Neocron
account. I've been having a blast with a brand new
character but lots of things have changed and two days
from now they will change even more with 2.2 update.
Anarchy Online has tried to lure me back with promises
new content and free game time. Thanks but no thanks.
Stalker: On hold, until
I get the book off my hands. It won't make it to Ropecon
this year.
Praedor: I was not happy
with the draft the printing press sent me but so far they
have not responded to my corrections. I ought to give
them a call. Fantasiapelit is already waiting for its
first two boxes (putting the total sold by me to roughly
700, I think).
Code/X: I keep coming up
with these new settings. The trouble is that I only need
one and the ideas I've come up with are not really
compatible with each other.
You won't be seeing much of me until the
book is finished, I am afraid. I guess my Ropecon
participation will be limited to running Code/X sessions
and arguing over my book non-stop with 200 people who all
beg to disagree. Yeah, I am getting the same kind of cold
feet over customer reactions as I got when writing Vanha
Koira. This is only me second book, you know? And the
very first training book at that. On the plus side, I had
some misgivings at first when the publisher suggested I
ough to write a generic game design book, instead of a
guide for publishing certain kinds of games (such as
RPGs). Now, as I am past the mid-point I have come to
realise that different types of games have actually more
things in common than not.
So, Ville, how do you like your new job
at Recoil
Games?
I just know some of you want to ask that.
Well, I have tumbled down the rabbit hole and met a
grinning cat who is invisible every once in a while. Ten
(or thirteen, depending on how you count it) years in RPG
development, three years with mobile games and two of
those in a senior position and I feel like I don't know a
thing. It is a whole new world out there. First two weeks
at Recoil were really rough and at times I ought to sneak
back to Rovio with my tail between my legs. Well, I
pulled through and things feel easier now but make no
mistake: In this industry and especially in this team, I
am the rookie. Luckily, it seems that I am not too old to
learn new tricks and this experience will definitely add
new depth to my book.
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