27-May-2010:
Machete Girl
This is my last blog entry for the Spring and I hope
to provide Machete
Girl with maximum exposure with it. MG is a
stunning, outstanding cyberpunk-culture e-zine from
Australia. The first issue for Q1/2010 can be downloaded
for FREE and from the looks of it any
future issues will be free too. And hell, I would have
paid good money for a magazine like
this. Since I don't have any way to pay them and
Australia is too far for the ads to be relevant, I am
doing what little I can to help them: Promoting them
here. Check
out the website and download the magazine.
Give them numbers they can throw into the faces of
potential advertisers. Help them survive, grow and
prosper. I was an instant fan when I found this and I
want this site and zine to be around for a long time to
come.
Machete
Girl is also an excellent example of how
e-zines ought to be made. It knows it is not print and
mixes links and embedded videos on its pages. There are
both real and fake ads, carefully tailored to fit the
mood and preferences of the audience (the drug ad is my
personal favourite). If I ever start something to succeed
the late Roolipelaaja magazine, Machete Girl would be my
idol, role model and goal. As it stands I am just another
grizzled old cyberpunk and overjoyed to find myself among
friends, even if they are half the world away.
When HAX is out, I'll be calling these people. For now
I am just a raving fanboy.
26-May-2010:
My Sixteen Tales
Making games is hard work. HAX is no exception. But
some things about game development are just so fucking
cool. Having finished the levels (yeah, right, as if
those would survive the playtesting), I am now working on
storyline missions and traded my Lead Designer hat for a
Narrative Designer hat for a while. The player provides
the action scenes even in the storyline missions but I
must weave around them a plot that gives them guidance,
motivation and a touch of emotion. HAX webcomic format to
carry its narrative forward but we are still restricted
to the handful of core features in the game. My job is to
make the best possible dramatic use out of them.
There are 16 story arcs in HAX, including the
tutorial. Strung together, they would fill out a
reasonably large comic book and when played through
they'll take the player from the Street Sector gutters to
the vast conspiracies of the Van Allen Station (it is the
space station at the far end of Starspine). However, the
player is unlikely to be able to do that on a single
sitting because of the rapidly increasing power level of
the opposition as he moves into higher security networks.
The mission is often "in the background" and
its completion requirements are slowly being met while
the player does the "usual" stuff.
I am not going to spoil you by telling the stories
here and now. Let's just say they involve corporate
conspiracies, rogue AIs, technothriller mysteries among
the microstates and exploring the chaos of Link grids
lost to the Entropy Effect. Writing them is a blast and I
hope playing them is at least half as fun. Although I am
scripting all 16 right now, we only need four to be
implemented at launch. More can be added later on and
story content is also excellent stuff for special events
and campaigns. Especially since it is fun to do.
Storylines also enable us to explore aspects of the
setting that our otherwise Link-centric view into the
game doesn't cover. I have a distant dream that some day
we could make an MMO set in the meatspace or somehow
include meatspace gameplay into HAX. Yes. A very distant
dream.
F.E.A.R. 1 is kicking my ass at the lowest difficulty.
I know old fogeys like me are supposed to be nostalgic
about the old days when games actually presented a
challenge but frankly, it also meant that I rarely
finished games back in the day. While the difficulty
reduction has been necessary because of the crappiness of
console controllers, it has also played a vital role in
the explosion of the games market into what we have
today. The masses do not want to be "frustrated to
perfection" like the geeks who started the gamer
culture. The ordinary consumer wants to find success and
accomplishment in games to compensate for the lack of in
everyday life. By numbers, it looks like the geeks might
be grumbling but they are doing the same. FEAR 2 felt
easy. FEAR 1 tests my skills even at the lowest
difficulty setting. And there is no way in hell I could
ever pass even the first mission in Monolith's earlier
game: TRON 2.0.
HAX has ten security levels of progressive difficulty.
The challenge increase is algorithmic; in theory, it
could be increased indefinitely. The lowest security
levels are very easy, even for beginners. The highest
security levels can be absolutely murderous regardless of
how advanced the player is. Friendly advice: bring a
friend or become very, very good at stealth.
24-May-2010:
Cold Snap
The heat wave is over and so is my brief vacation. Now
it is all grind and toil for the next 5 weeks or so,
until my real Summer vacation kicks in on July 5th. It
ends with Assembly, on August 8th. Wirepunk has a
two-seat "office" in the great hall of Assembly
but unfortunately we don't have anything more than
T-shirts to promote it so we will blend into the crows.
Starting from next year, I hope to make the
"Wirepunk Office" a visible promotion feature
of relevant Finnish events. That includes getting a
roll-up or something to advertise our presence.
Valve has began converting their portfolio on
Steam for Mac as well as PC and while everybody
else lamenting the downfall of PC gaming market, they
appear to be doing very well. I suspect Steam partners
will follow suit, finally making Mac a viable option for
a gamer/user. I originally treated the Steam service with
suspicion because of the network-based DRM check at
start-up but they are winning me over. The keyword is
quality of service. Fallout 3 Game of the Year
Edition included all DLCs and the game editor
(G.E.C.K.) for a quite reasonable price. Call me a
traitor but I love Fallout 3. The only thing better would
be to have the content of Fallout 2 with the Fallout 3
FPS engine and interface. Come on, modders! It can't be
that hard! :)
I played Fallout 3 through again with normal
difficulty and I have to say the game still feels
custom-made for me. What S.T.A.L.K.E.R. games achieve
with the atmosphere, Fallout 3 achieves with exploration.
Unfortunately it is the levels 8 - 15 that tend to be the
most fun; you are now powerful enough to do some serious
exploring and there are still better weapons to be found
and new skills to be learned. The game also suffers from
a serious lack of content towards the higher end of the
power curve. Levels 25-30 are a joke as far as character
progression is concerned. I've heard that some people
have tried to turn the levelling off completely. I
wouldn't go that far but I can see where they are coming
from with that stunt.
Steam offers F.E.A.R. 1 and
both expansions (Extraction Point and Perseus
Mandate) for 8,99. I already owned FEAR 1 as a
boxed retail copy and my troubles with the broken
graphics are well documented. Something akin to the Sixth
Sense found among Stalker still made me buy the Steam
version. I am glad that I did! The graphics problem seems
to have been fixed! Yeah, I know it is insane: it is the
same game, the same version updates, the same
everything... but Steam version has working textures!
Have the Valve guys re-programmed it or something? Or is
Monolith putting out some fixed crack of the game like
the Steam version of Max Payne was? Either way, this was
the best 8,99 I've ever spent on a videogame.
I love the F.E.A.R. series, both 1 and 2. They belong
to the genre of "pure shooter" which is all but
extinct these days. The level design is excellent and
beats many modern shooters hands down (so does Quake 2,
so I guess I should not be surprised). Yet the sense of
exploration is there: this is something that modern level
designers usually can't pull off. And I disagree with the
rest of the world on FEAR 2 storyline: I think it rocks.
I can't make head or tails of the events in FEAR 1
(horror scenes feel like a disjointed music video) as
enjoyable as it is otherwise. But FEAR 2 story was
clear-cut, epic, tragic, exciting and to the fucking
point. I am a fan of Alma and all current FEAR games
would make good Code/X scenarios.
Unfortunately the game critics of the world do not
agree with me on FEAR 2 story quality. This wreaks havocs
on my prospects of becoming a game writer again but
honestly, apart from Sami Järvi all the game story guys
I've met seem to have something wrong with them. Back at
Recoil, one of the games I was supposed to use as a model
for good storytelling was Prey. I tried
playing the thing and frankly, I have never, ever, been
that disgusted with the protagonist, the storyline and
the way it was told that quickly into the game. After 10
minutes I would have killed the lead character myself if
I had been there. A whiny git. Serves him right not
getting rescued.
Now, if only FEAR 3 would be named better (who the
hell came up with F3AR? And what's next, FE4R?). And if
only they stopped making those moronic live-action
trailers...
My Stalker: Japan campaign has been plagued by a
string of cancellations and it has been ages since I've
last roleplayed. If Nihon Stakeru does not cut
it, I hope that Stalker: France campaign can
come out of hiatus soon.
21-May-2010:
HAX Logo
Some things in game development are both so difficult
that they cannot possibly win back as much as they cost
but also unavoidable. Product name is one and
responsibilities involved, real or imaginary, are almost
beyond the pale. And once you've got the name figured
out, there is still the logo. Nobody makes a
"game" with a serif font text saying on the
cover it is a game. Name and logo are a single unit, a
brand stamp, ideally used to communicate things to the
customer and as often as not to confuse the hell out of
him. We ended with the name "HAX" in a very
awkward and unintuitive way I will reveal at Tracon but
that was almost a year and a half ago. Would you believe
that we didn't have a proper logo text for it until now?
And believe me, we tried. Actually, the logo succeeded
only after we had given up on the damn thing!
Something old. Something new. Something
futuristic. Something African. I am actually quite
pleased with that: I always wanted the Hax subculture to
have a symbol they could tattoo with blacklight ink or
even virtualize on their skin for selected recipients.
And that thing even incorporates the diamond shape which
has come symbolize HAX. Hell, you can turn it vertical
and it still looks good. When and if (okay, it is
"when" at this stage) the game comes out, I am
sorely tempted to have that thing tattooed on me
somewhere.
In the meantime the Finnish copyright and
trademark lobbyists have launched *this*
to deter young people from illegally downloading their
goods. I don't know how the target audience is reacting
but my response after watching the first 5 minutes of Widenation
was to start browsing the Pirate Bay for something, anything,
that I could download in retaliation. Working in the
games industry I have no love for software piracy either
but sheesh! This is a crime against Humanity!
Reminds me of the Butt Out
-antismoking Rap band in South Park, actually.
16-May-2010:
Rock In Peace
Ronnie James Dio
1942 - 2010
We search for the truth
We could die upon the tooth
But the thrill of just the chase
Is worth the pain
15-May-2010:
In A Good Mood
All is well in the world. The weather is perfect and
I've just had about as much Sun as I dare (I burn
easily). There is a Country Fair in Myyrmäki and I just
spent a fortune on delicacies like (really!) fresh rye
bread, monstrously overcooked (melty!) side of pork,
2-year old Dutch gouda, Baileys fudge and flamed salmon.
Then again, I can afford all that because the book grant
just landed on my account. The workroom fan is on and
rotating. I enjoy the feeling of warm, yet cooling breeze
washing over me in waves. I have just booked myself 5
straight weeks of summer vacation, finished the basic
groundwork of HAX network maps last night, bought tickets
to Myötätuulirock, been invited to a gig of my cousin's
band tonight and will also be going to listen to Accept
next Tuesday. My book hasn't moved that much forward
since the initial burst but I am not particularly
worried. Neuhanse should be out by Ropecon,
although I really do wish they'd publish it on paper. I
finished Fallout 3 on "normal" difficulty and
to my surprise found that I can't really be arsed to
replay the extra content through as well. The main story
is such a good package.
So all is well in the world, at least as long as you
turn off the news.
Jiituomas wrote into the Stalker Facebook Group that
he still waits for the supplement to come out. He has my
sympathies but with me being so busy with other projects
it is unlikely to happen. However, this weekend I should
reinstall Pagemaker and send the Stalker text files to
Arkkikivi for translation. Yes, the English translation
of Stalker RPG has risen from the grave once more and is
now shuffling about, moaning for brains. We'll give it
some. Details are still in the air but at the moment it
looks likely that Arkkikivi will get to do the legwork of
selling the game internationally. Obviously we need to
draw up a royalty contract for that but I don't expect
any major hassles.
I still pine for an opportunity to write fiction
instead of these semi-autobiographical pseudo-factbooks.
You could argue that while Elämäpeli was still
strictly about the Industry, Häirikkötehdas
falls somewhere in the realm of social sciences and
political pamphlets and I am skating on a much thinner
ice. Besides, my interest in the well-being of the
society is sporadic at best and usually brought about by
anger over some stupid meme, policy or trend. My number
one beef with the world are apparently
well-meaning idiots promoting further restrictions on our
already curtailed freedom of speech. I am not that
interested in privacy issues but I do recognize (unlike
most people, perplexingly) that if these idiots get their
way in the former, the latter will become a problem for
politically incorrect dissenters like myself.
Sigh.
Poorly defined thought-crime and worldview-adjustment
laws should be illegal in themselves. Small wonder all my
characters or RPG character roles are always outside of
whatever is considered to be the mainstream society in
their respective setting. HAX is no exception. Somehow,
the mainstream society always sucks.
09-May-2010:
Motor Rock
Now that was a long gap. A week short of a month. I've
been sick as a parrot and once I got better, my computer
got a flu virus of its own and none of the remedies were
working. I had to reinstall the whole damn thing.
Meanwhile, stuff's been happening. I agreed to talk at
Tracon about HAX. Basically, it is a "coming
out" for the HAX project and timed to coincide with
the first version of HAX web pages, which have been a
source of quite a hassle. Our planned web guy quit for
personal reasons and we've been scrambling to find a
replacement to do the website. Fortunately we've had a
few good candidates and if they stay good until Midsummer
we might actually pull this promotional thing off yet.
Besides promotion, I've been doing the levels, or
"networks" as they are called in HAX. You'll
hear more about this at Tracon but basically a network in
HAX is a stack of 1-N two-dimensional levels, one for
each security level of this network and closely if not
entirely mirroring each other's content. Higher security
levels have more formidable defences, more valuable
paydata and access points to other networks reaching even
higher up in the security hierarchy. For example, to
complete one of the first storyline missions in the game
the player needs to hack security servers of a specific
datacore but he has to do that on all the security levels
that network entails. Another example is ComNet, a street
network that stretches halfway through the entire Link,
forming a bridge, or highway that players can use to
infiltrate other networks along the way. Once you've
tagged the hackpoints on a network you can ghost dive
straight to them. But until you do, you're in for some
exploring.
One of the few good things about Wirepunk not getting
the Nordic Game Fund Grant is this MacGyver mentality
about game development. Work small, work cheap, work
smart. In this case, we figured out a way to make HAX
levels using an RPG map editor. HAX reads the mapfile and
interprets the terrain and symbols to mean various things
in the HAX context. Hell, it would have taken us a month
to code a tool that is half as good. I always thought
drawing up the levels would be a real pain in the ass in
this project but while it counts as work it is still
orders of magnitude easier than I expected it to be. HAX
is a browser game and session length is likely to be
fairly short. Thus the game world is no Azeroth but it is
"big enough". Rather than increasing the map
size later on to accommodate growing player populations,
we can just add more networks and use hackpoints and
inter-network portals to control the player distribution
throughout the Link. Fucking brilliant!
So that's what I am doing next.
In other good news, Neu Hansa is
showing signs of life again. I haven't made much headway
with NOMAD but Häirikkötehdas
is inching forward again since my lecture series at KAJAK
has ended, freeing up resources for it. I try to get the
script ready before Midsummer so I can again free up some
bandwidth. I also run into BBC's Supervolcano
miniseries, in which the Yellowstone supervolcano erupted
causing a juicy nuclear-winter style global holocaust.
It's been a while since I've seen a good a post-holocaust
pen & paper RPG, btw. Come to think of it, the best
I've ever come across is Death Valley Free Prison,
stand-alone campaign supplement for Cyberspace. It's not
perfect but comes close.
I still dream of Taiga 2.0 on dark nights. But while
waiting for that miracle to happen the videogames
industry is doing its best to keep me happy: Brink
looks good enough to eat, combining Mirror's Edge-style
freedom of movement with a post-holocaust scenario (it is
not an all multiplayer-shooter even if this
trailer looks like it). RAGE
is looking better the more previews I read: it is like Borderlands
but without the Suck. Fallout:
New Vegas had me restart Fallout 3
so that my VATS reflexes are honed to perfection when it
arrives. Finally the End
of Nations developers picked a single person
at random to be the focus group of their upcoming
co-operative RTS-MMORPG and out of the entire population
of the world they picked me. I don't usually do RTS but
now I am sold. I love that idea.
As if my life wasn't perfect enough, Myötätuuli
Rock has tailored its band list with
scientific precision to draw me in: TAROT, LOS
BASTARDOS FINLANDESES, AMORPHIS, PEER GÜNT...
from my Finnish favourites all that are lacking are Turmion
Kätilöt and Kotiteollisuus. The rest are
there.
Los Bastardos Finlandeses came up a
genre name for their style of music: Motor Rock.
I like it. Motörhead is the obvious
root of the genre and Los Bastardos have never been shy
about it (just look at the Viva! video). But in
retrospect, I have to say Peer Günt is
pretty much part of this genre as well. Here is some
music for the masses:
There you have it. Motor Rock is metal by and
for us fat and ugly men.
18-Apr-2010:
Shadowrun
Back in the Golden Age when cyberpunk roleplaying was
still alive well, the genre was dominated by two games: Cyberpunk
2020 and Shadowrun. Although almost every
major RPG publisher had released some kind of a cybergame
or cybersupplement to cash in on the trend, they were
mere curiosities. CP2020 and SR were the real deal and
the 'punk gamer fanbase was pretty much split between the
two. CP2020 was particularly strong in Finland because of
the excellent translation by Finnish Game House that
improved on the original in many ways. I was firmly in
the CP2020 camp and thought that Shadowrun's combo of
cyberpunk and fantasy was a distraction at best and a
childish travesty at worst.
17 years later it is a different world. RPG sales are
a fraction of what they used to be. Cyberpunk has been
absorbed into the mainstream scifi and turned into a
collection of special effects that you can throw at
almost any futuristic setting. The genre still exists as
a scifi-niche but it has been buried under so many genre
derivatives from biopunk to steampunk (which I am really
starting to loathe) that it has almost lost its identity.
And what became of the roleplaying games?
My opinion of Cyberpunk 3 is well documented. It is
the most epic failure in the history of mainstream
pen-and-paper RPG franchises, outdoing even that
god-awful franchise killer Traveller: The New Era.
GURPS Traveller and revisits to the Classic
Traveller concent have breathed a little life back
into that franchise, while Talsorian's Cyberpunk lives on
only in memories and the few crumpled copies of CP2020 to
have survived the 2K.
Shadowrun lives on. It's been a turbulent
ride in the 21st century and at the time of writing Catalyst
Games seems to have forgotten that the society has not
collapsed yet. But even if Catalyst sinks, Shadowrun
franchise is likely to float and be picked up by someone
else. The game is now in its 4th edition. With the
apparent demise of Catalyst at hand, the next print run
is likely to also be the 5th. With CP3 dead in the water
I've been picking up stuff for Shadowrun 4E by personal
interest and by their apparent relevance to HAX. I still
think "shadowpunk", the mixing of cyberpunk and
high fantasy is a travesty but honestly, there is a lot
to like here as well.
Scifi-RPGs are fond of world-altering catastrophes
whenever the setting needs an upgrade but SR4 has at
least tried to tie its changes to the normal progression
of world history. On the wings of these changes they've
also progressed their tech into something that feels
plausible to a player living in the wireless and highly
networked society of today. They've even scratched the
surface of netrocentric subcultures like blogging;
something CP was always completely oblivious to. SR4's
move away from tech specs and into technosocial concepts
was smart and I predict this setting will have more
longevity than the last. They have also wrapped their
heads around the problem of netrunning as part of the
gameplay and the game has hacking both as a spell-like
component for dynamic group play and as traditional
cyberspace runs when the player has the opportunity to do
stuff without boring the rest of the party to death. The
ability to spot-hack your opponents' cybernetics is
brilliant.
Character creation is an open point distribution
system and archetypes are only meant as pre-packaged
examples of what you can do. Power level is relatively
high and given the somewhat lighter tone of the game (at
least compared to many of its old rivals) this disguised
superhero stuff works quite well. I am also very pleased
with the way the characters are defined. Instead of the
hopelessly mismatched mercenary groups of CP2020, the
Shadowrunners are all part of a distinct subculture of
"professional adventurers", like praedors or
stalkers in my own games. Gamemasters are free to deviate
from this formula if they wish but this kind of focus
makes it easy to come up with adventures for almost any
kind of group. That's why I use it.
Finally, mixing fantasy elements into the setting has
helped writers, players and gamemasters to think outside
the box. It expands the canon, allowing the gamemaster to
bring in themes from other genres like horror or space
opera without compromising the setting integrity. In
short, you can have much more outlandish ideas in
Shadowrun that you could in Cyberpunk 2020. This is
something I fully intend to copy to HAX (withough elves
and dragons) but it means I have to make the concession
that HAX setting is not cyberpunk. It's "street
scifi". Shadowrun doesn't have to make the
concession because either you can deal with fantasy
elements being part of a cyberpunk setting and don't
care, or you can't deal with it and don't matter since
you are not a prospective customer anyway.
Makes me kind of envious, really.
15-Apr-2010:
Me And Math
After reading (and replying to) this
deplorable entry in majatalo.org forums, having held a
remote-lecture on game mathematics at KAYAK and looking
back on the many, many, many occasions I've had to
correct the basic math of people who are actually much
better at it than me, I decided it is time to write out
the story of my relationship with mathematics. It is a
tale of great hopes, epic tragedy, broken hearts and
triumphiant comebacks.
And just so we start with the correct tone: I Suck
At Math.
I have been interested in natural sciences all my
life. While others of my age were still playing with toy
soldiers I read every "children's science" book
I could get my hands on and tried to make sense of my
father's collection of National Geographics. I have never
lost that interest although life, studies and personal
gifts (or lack thereof) have taken me into an entirely
different field. My particular favourites were astronomy
and planetology, two fields of science and physics packed
with numbers and difficult equations.
My father is a geologist, a genuine, real-life
scientist. He is retired now but once held a very
prominent position in his field. He was pleased with my
interest in science and succeeded in giving me a very
scientific worldview to the extent that while he is an
agnostic, I grew up to be a hardcore atheist and a
skeptic. He was also well aware what fields of knowledge
and understanding were crucial for a career in any
scientific field. He taught me to respect mathematics and
when in the elementary school we had a system at home
where good grades were rewarded with small sums of money,
the rewards for maths were double compared to everything
else.
To both his and my disappointment, I sucked at math.
No matter what we did, my ability with numbers just did
not seem to improve. My math grades in the elementary
school were barely average, then sunk to mediocre at the
comprehensive school and went from crisis to crisis in
high school. He gave up and I was devastated. I chose
Short Math at High School because I knew I would have a
snowball's chance in Hell of surviving the Extended Math
and it was still a struggle. I see nightmares of
second-degree equations or whatever the hell it was
called when you had to move X's, Y's and parentheses
around to make the line shorter. I think even my high
school math teacher was surprised at how my performance
with equations could be so random.
However, my high school math teacher, the venerable Hannu
Salimäki who might be dead by now but was certainly
an excellent teacher back in the day, noticed one big
difference between me and most of the other intellectual
giants (I've never seen so many bimbos in such
constrained space before) that had landed on his Short
Math classes: I respected mathematics, I never questioned
its importance and I *wanted* to learn. My exam grades
were a disaster but the final grades were salvaged by
eager participation and diligent (if faulty) completion
of homework assignments. So it was 7... 7... 7... until
the end of the high school and the last math course:
Probability and Statistics.
I had already been playing roleplaying games for years
and written a few systems myself. I introduced Mr.
Salimäki to the concept using dice terms (2D6, 3D8) as
part of mathematical equations and he loved it. It made
explaining of math tasks very easy. I, on the other hand,
had an almost intuitive knack for figuring them out. I
scored an easy 10 and since at that time the final
subject grade was the average between the last grade and
the average of all preceding grades, my grade for Short
Math in the final High School report card was 9. Way
above my real level.
Then a miracle happened.
The matriculation exam for Short Math in Spring 1992
was the easiest for years. The exam was by far
easier than the excercises we had done using the previous
years' exams so even a braindead Sea Sponge like myself
was able to squeeze 39/60 points out of it. Let's see,
39/60 = 0.65. In other words, I got 65% of the total
possible score. I think the paper went out as a low C,
which was fair and just. It came back as an L!
(note that Eximia did not exist back then)
For reasons beyond human comprehension, the Short Math
class of '92 sucked so bad that the Laudatur limit was
set to just 38 points! Matriculation exam grades are
based on national score averages. This means that the
same percentage of students gets the same grade from year
to year. I think the L back then was reserved for the top
5%. An L-limit of 38/60 meant that the national average
in 1992 rivalled the Red Army tactics grade for Winter
War. In our High School alone, mine was the third
highest Short Math score! All in all, I got four
L's and the overall grade of Laudatur for my
matriculation exam.
So after a brief 330-day visit to the Army, I applied
to both University of Helsinki and the Helsinki
University of Technology in the "really good Short
Match score" -group. Getting into HUT that way
required completing the missing Extended Math courses,
however and just as I had predicted before High School,
it was a disaster. So I dropped from HUT and made a
half-hearted attempted to be a Humanities student in the
University of Helsinki. I am still there, you know? 15
years and counting.
I was already writing my own roleplaying games when
the Internet revolution happened. This brought me into
wider contact with other gamers including some who were
also making their own games. I also noticed that compared
to many of them, my numbers actually worked. I personally
don't think much of the Miekkamies/Taiga game system (the
original Scorpion). 2D6 systems are popular among
homebrews mainly because the number-crunching in a
two-dimensional probability matrix is easy. Three or more
random variables create a multidimensional probability
matrix and are consequently harder to grasp. However,
Miekkamies was sold out and some people praised the rules
for being simple and yet functional. I did not know the
concept of algorithm back then but I knew how to make
them because that's what the game mechanic rules in RPGs
are. I also got better at it, not least because I learned
from other people's mistakes, even in published games
(yes, I am looking at you, Chaosium!)
Out came Praedor and the rest is history. Well,
almost.
Moving into videogames industry in 2004 taught me
three things during the first three days:
First, algorithms are mathematical machines that take
in variables and spit out outputs based on them.
Second, programmers love it when you can include
algorithms into the Game Design Document, written out in
an easily understanble RPG rules item format.
Third, most people, including programmers who are by
default better at math than me, can't see the big
picture. Any game is a network of algorithmic machines
and a change into a single variable spreads through them
as a butterfly effect, easily bending the entire gameplay
experience. All this has to be taken into account when
planning the numbers or making changes based on testing.
It is not about the size of your
Math, it is how you apply it!
Honestly, when I had to explain the
difference between a Gaussian and a Linear distribution
to a computer programmer for the first time, I felt my
world turn upside down. Even today, stuff like this
has me gasping for air. It is not the first time I have
had to set people straight about how numbers work and I
fear it won't be the last. I just cannot understand how
it is possible that someone like me has to teach
perfectly sensible, well-educated people Applied
Mathematics. Think KAYAK. I probably would not even get
accepted into the Game Development Program because of my
bad math skills, given all the programmers and number
nerds they have aboard. But it does not stop ME from
teaching THEM Applied Math.
13-Apr-2010:
Spring Flu
Cough hits like a clockwork, although I suspect my
stupid decision to wear a lighter coat last Friday is
partly to blame along with whatever germs I may have
picked up from the crowd on Thursday's gala. Whatever the
cause, now my throat hurts, my head is filled with cement
and ears are blocked up so bad that they make noises
whenever I tilt my head. And of course, coughing is my
specialty. Bad time to be sick work-wise but then again,
when is it a good time to be sick? So I am staying at
home, doing what I can and struggling to get enough
sleep. I am a bad sleeper at best of times. Troubled
breathing sure isn't helping. Damn, my ears. I am having
more problems with ears this time ever before.
The last entry provoked a small but measurable wave of
public sympathy towards HAX, which was nice. I am having
quite a bit of inspiration for the setting myself. It is
actually awkward because Häirikkötehdas must
take precedence. The script about 20% there but being
sick saps my creative energies. I hope to push it forward
next weekend, assuming I ever get better. I think the
cough is drying up but it is also making it abrasive to
the throat and lungs. But I digress. Häirikkötehdas
comes first because TJNK already paid for it with their
grant. But after that I am headed back to fiction. I am
kind of spoiled by having had it so easy with the grants
until now but the truth is that most Finnish works of
fiction sell a few hundred copies and that's it. There is
no real income except the grants. If I go back to
fiction, I may end up as yet another pathetic
self-publisher.
And no, I don't trust myself enough to write a fiction
novel straight in English, thank you very much. And in
any case, HAX novels should be in Spanish. I'm told that
cyberpunk is big in Mexico and judging by the news they
are already LARPing it. With live ammo.
Speaking of cyberpunk and shootouts, the movie Gene
Generation tends to get 2 stars or less
in most reviews but I like it. It does not really have
the time and budget to make most of its biopunk theme but
the concept is great and Bai Ling is hot. I wish they'd
turn into a TV miniseries or something. Also getting some
more Forbidden
Science would be nice, if we can have
it without the softcore porn scenes. While well-done
softcore is one of the most erotic audiovisual thing
there is, if you're not going to show anything beyond
breasts and occasional pubic hair, you have to get
creative or it starts to repeat itself really quickly. By
the third episode I was fast-forwarding through the many,
many, many sex scenes to get back to the story. Which
wasn't too shabby, btw.
So far, Total
Recal 2070 is by far the best cyberpunk
television series I've seen (and Ghost
in the Shell SAC of course rules the
animation category). TekWar gets at least points
for trying (but failing) and the less is said about Cleopatra
2525 the better. It is a tricky genre for authors,
roleplaying game authors, script-writers and Hollywood
producers alike. I hope we will get the next measure of
how game designers coped with the sometime this year.
08-Apr-2010:
Finnish Game Awards
Most of you would be shocked to see me in a suit and
tie but yes, it does happen on occasion. I just got back
from the FIGMA gala and did not get any wiser about why I
was invited. The seating lists read "Ville
Vuorela/Burger Games" and I am at loss trying to
figure out the connection between my roleplaying game
publishing label and anything FIGMA might stand for. But
I was there and although one hour of the event was
televised, I seem to have done good job at avoiding the
cameras. I didn't know very many people but fortunately I
did know some so there was someone to talk. No major
complaints about the food, although this was the second
smallest tenderloin steak I've eaten.
The event was very retailer-sales centric. If a game
didn't come in a box, it didn't exist. Very shallow and
commercial but that's games industry for you. The
television broadcast mostly made sure that games that
were already bestselles received even more free
advertising. Modern Warfare 2 was chosen as the game of
the year for 2009, so no surprises there. Every once in a
while some Rap band called Fintelligens assaulted our
senses with badly performed poetry. Fortunately there was
also enough quiet moments to chat with people.
One thing dominating the discussions was how Social
Games, Browser Games and Facebook Crap are riding high
right now. So high, in fact, that I am afraid we might be
observing another bubble. Now this is the stuff I am
working on and everybody I met was just bubbling with
questions on Crown of Byzantus. How are we doing? How
many players do we have? Is it a good business? Etc. NDA
obviously prevents me from going into detail to but to
avoid this conversations in the future here are some
answers.
Crown of Byzantus could really use a larger player
base, especially on the .com side. The numbers we are
getting are actually pretty well on par with other
mainstream Browser and social gaming titles released
recently but they are nowhere near the earlier figures we
are using as a benchmark. On the other hand, the players
we have are burning money on it. ARPU (Average Revenue
Per User) is insane. Now if only we we
could apply this effect on a crowd three times larger...
well, that's what the content upgrades are for. And there
will be some in the near future.
Personally, I am not a fan of the micropayment model.
They seem to work financially and are all the craze now
as trends go but they are also a bit of a dirty trick. It
is often very difficult for customers to estimate the
value they get for their money. Games like Byzantus or
Deepolis enable several very different configurations of
premium features leaving the player guessing if he is
optimized or being screwed. And while I've rationalized
the fairness of premium features to players in the game
chat more than once, micropayment system makes the game
feel intuitively "off". And despite all their
free play, Browser games are shameless money sinks. Going
all-out on premium features in Byzantus or Deepolis can
consume months worth of WoW subscription in a single
week.
HAX isn't here but I can already
promise you it will have neither premium content nor
micropayments. There are other income models and Wirepunk
will try them out first.
03-Apr-2010:
Easter Break
Some break. There is a ton of work waiting to fall on
me on Tuesday (along with some very unpleasant business
with the dentist) and I just got Häirikkötehdas started
with a 24000+ char explosion of writing on a single
night. For the record, that is like 5-8% of the total
work at a single sitting and it was all about my
elementary school experiences. It's like the text just
exploded out of my fingertips while the bad memories
flooded in. Reading it now, I think I may have to soften
it up a little for the release version. Wouldn't want
people to think I am nutjob who has been fighting the
same demons for 28 years. Especially since the original
antagonist died of cancer already years ago. But some
things can be neither forgotten nor forgiven.
In somewhat related news, my girlfriend has discovered
that I can be weaned off work and calmed down from an
impending burnout by putting me on a couch with some
House MD running on the 50-inch telly in our living room.
After I finished Metro 2033, this rather unorthodox
medical mystery drama has replaced gaming as my primary
pastime. I will run out of episodes soon so it won't last
but I honestly feel like I needed to take a break from
games. My other breathing hole has been Wirepunk. While
I'm not exactly happy that HAX is proceeding as slowly as
it is, the upside is that whenever I get really pissed at
something that "had to be done" at work, I can
then sit down with the HAX GDDs in the evening and do
it right.
It is a pity that my regular readers rated my
short-lived attempts at HAX fiction as utter shite. I
kinda liked it myself and at one point dreamed of
actually writing a cyberpunk/street scifi novel based on
it. Now it is just a couple of shorts set between the
actual game narratives, fleshing out the background. I am
Old Skool in more ways than one and the "Terminal
Complex" setting pushes all the right buttons for
me. If I was a millionaire I'd have a battalion of
concept artists working on inspirational images and HAX
RPG illustrations. Then again, being a millionaire would
solve a host of other production issues with HAX as well.
I wonder how my e-lottery is doing?
Speaking of lotteries, the Nordic Game Fund grant
winners will be announced soon. Last spring Crown of Byzantus
(the English version is here)
hit the jackpot and brought home one of the two 65K
grants awarded to Finland (Earth No More by
Recoil Games got the other one so it felt like I had
scored twice in that draw). Crown of Byzantus
has since then become reality and Earth No More has
become vaporware but smart money is still betting against
Casual Continent this spring. There is going to be close
to 200 applications and there's bound to be some
questions if it's always the same companies that get the
big grants. Still, with so many application it is going
to be really hard to choose between the top-20 on the
merits of the concept alone, so they will pick studios
with a proven track records. And that's what's
wrong with this picture. The whole system was meant to
help new outfits to get started. But if they are new they
won't have a track record, will they?
By the way, congratulations to Remedy Entertainment
(and especially to my old pal Sami Järvi) for finally
releasing Alan
Wake. It's an Xbox 360 exclusive so I won't be
playing it but I am still pretty sure they've done a
superb job. Remedy tends to do that. I also hope that it
will come out on PC in about a year. Lost Planet
did eventually and Lost Planet 2 was
cross-platform right from the start. The original LP kind
of sucked in my opinion but I am still going to give the
sequel a chance. After all, the concept is cool and LP2
has a first person option to it.
And finally some great news for Sniper Elite fans: check
this out. City Interactive is best known for
low-budget shooters using the ancient Chrome Engine but
now it looks like they are trying something a little more
ambitious. And we all just love bullet
time, don't we?
22-Mar-2010:
Metro 2033
Oh yes, you knew I was going to say something about
this, didn't you? Metro 2033
is Russian/Ukrainian production based on a Russian Scifi
Novel by some dude with lots of consonants in his name.
In short, the world has nuked itself and in the Moscow
Underground, built to be a mega-shelter for such an
eventuality also in real-life, has been the only known
sanctuary for humanity for 20 years. It is especially
touching to see the radio guy in Exhibition Station
trying to contact possible colleagues elsewhere but all
they get is static. "There must be survivors in St.
Petersburg! There must be!". Well, unlike the Moscow
Metro, St. Petersburg metro fills up with water in a
matter of hours if the infrastructure goes down. For the
Helsinki metro, it takes a couple of days.
Humans live in settlements built on old metro stations
and use hand- and motor-driven rail cars to move goods
and people around. Or that's how it used to be. Now the
tunnels are swarming with mutants, stations are being cut
off and some have been or are in process of being
overrun. There are rumours of strange new beings in the
tunnels and I personally got to witness some of the
coolest ghosts I've ever seen in a videogame, even if
they ripped off my idea of "Shadows" in STALKER
RPG quite heavily. Still, very cool. And yes, there are
stalkers in this world. They are people who explore the
surface of Moscow, a ruined wasteland with howling
nuclear winter winds, choking radioactive dust (I am
going to have nightmares of the visual and sound effects
of wearing a gas mask in this game) and big-ass monsters.
Sandbox it isn't. I wish it were and if anybody from
the Hellgate: London team is
reading this, I hope you feel stupid about yourselves.
Your MMO could have been about this instead of
the pseudofantasy you ripped from Diablo. Ditto for Fallen
Earth team as well. If
Hellgate had the format and Metro 2033 had the setting,
why couldn't you two put two and two together?! As it
stands, it is a linear shooter and even open-looking
landscapes have a precise, if often convoluted path you
have to follow. Often you are under some kind of a time
limit, generous though it may be: radiation hazard,
respawning monsters, running low on filters for your gas
mask (yes, they do get clogged up and have to be
changed). Their idea of bossfights is nigh-endless
monster rampages in some dead end or another and that is
my major hate with this game.
But other than that, once I got over the fact that
this was not S.T.A.L.K.E.R. and not a sandbox game
(although you may risk doing some exploration and looting
from time to time), I have very few complaints. It's a
kick-ass adventure, a kick-ass setting and once the level
designer pulled his head out of his ass after the home
station, a kick-ass game in general. It reminds me of
Fallout 3 rather than of a straight shooter but a shooter
it is, with a fair bit of adventure, puzzle solving and
stealth thrown into the mix. There is supposed to be some
kind of a moral choice system with two endings but I am
not there yet.
However, shooter fans will find that Metro 2033 has
some of the typical Russian/Slavic game design flaws.
Firstly, while combat against people feels classy, even
beautiful, monsters fights are stupid. They attack in a
crouch, move impossibly fast and have way too much
health. Also, the Russian hatred for shotguns makes a
comeback and by God, their shotguns are even shittier
than in S.T.A.L.K.E.R! I didn't think that was humanly
possible! I've killed more critters using my shotgun's
melee option than by shooting at them! Grenades, in this
case pipe bombs, are also a cruel joke! They kill you (or
anyone else) if close enough but it takes ages to pull it
out, light it (at which point the enemy usually spots
you) and your character Artyom can't throw to save his
life. And after the bomb lands, enemies have an instinct
that tells them exactly where it is and are half-way to
Siberia before it goes off. And throwing one down a
monster spawning hole does nothing. I wish I could just
sell the stupid things. Vehicle sections I can forgive
since you are not driving them yourself. It is a
rail-shooter, har har!
But these are minor gripes. I have the reflexes of a
garden slug so "Easy" setting has been
challenging enough for me and some of my fights,
especially when going ninja on some enemy outpost, have
been truly epic. This game is also going to be a major
influence on NOMAD, because the society is structured in
the same way. As for creatures and anomalies, the US Zone
might look somewhat like this at times in STALKER RPG.
Bonus points for a hand-cranked personal power generator
and a pneumatic gun with a manual pump. Thumbs up all
around.
Cool. Fine. Right?
Wrong!
Of all the purchases I've ever made from Steam, this
is the first one that flat-out failed to run after
install. It was missing a physix file. Being a humanities
students and a tree-hugging hippie I went looking through
the installation folder in steamapps, reran the physix
installation program twice to uninstall and re-install
that part of the engine, rebooted and the game worked
just fine from then on. But how the hell is someone who
is not a Humanities students and hippie to boot know to
do that? For all intentions and purposes, they are
selling a broken game right out of the box! If PC gaming
is going to be saved on AAA-level (it is doing great at
lower price points and social networking games, thank you
very much), fuck ups like this are not helping! Maybe go
for something a little less "bleeding edge" and
a little more "stable" the next time around,
okay? If there is going to be a next time. PC is
projected to have a 6% share of the stand-alone
videogames market in 2010. Gee, I wonder why?
15-Mar-2010:
Burger Games in Facebook
To get some actual use out of the bloody thing, I
founded Facebook Groups for STALKER
RPG and PRAEDOR
RPG. Someone suggested founding one for
Burger Games as well but that's a bit too much. I can see
some of having a game-specific group as it at least
allows gamers to find each other, voice their concerns
and share relevant links. But with Burger Games the idea
of a "become a fan" button feels dirty somehow.
Anyway, it's an interesting experiment. Both games have
sold hundreds. But can they have as many fans? And will
anyone else but me actually write something on the group
walls?
12-Mar-2010:
News At Eleven
A month ago I was worried about the need for this blog
since there is Facebook and stuff out there. But now I am
getting so fed up with Facebook I wish I could just
ignore the damn thing. For professional reasons alone I
obviously can't. Facebook is the perfect example of a
million flies voting me wrong on the taste of shit and
those flies pay my salary. My only hope is that the
Facebook inventor/owner Mark Zuckerberg, a massive
douchebag, would get into such a deep shit over his abuse
Facebook information that the whole thing would be shut
down. Not bloody likely but hey, I can dream, can't I? I
have hundreds of "friends" and some of you are
my actual friends, so don't take this the wrong way. I
care about you. Deeply. But there is only one among the
lot of you with whom I want to share my life, or whose
life I really want to share. And that is best done
face-to-face (or, being the massive nerds that we are,
over the IRC).
Yeah. I still design games utilizing Facebook Connect
or otherwise using FB as viral means of marketing and
information distribution. If you are a Facebook fan, yes,
I am still designing games for YOU even though my respect
for you has taken a hit. Now I should get myself
acquainted with Twitter. You can probably feel my
enthusiasm all the way there via the monitor. The good
news of this whole affair is the resurgence of my
interest and motivation regarding this blog. Especially
since all sorts of side projects keep me away from Crown
of Byzantus dev blog.
While I have been trying to make sense of Facebook, a
few things have happened. First, I got a vague invitation
to Tracon and possibly will give a small presentation
there assuming the Traconites ever get back to me on it.
While Tracons have been a little claustrophobic because
of the Anime phenomenon, I have usually liked them and
will be attending it this year as well. Second, an online
casino wants to buy a banner or linkspace from
Burgergames.com. Don't ask me why. I've usually said no
to banner requests but an online casino... maybe I can
somehow pair their banner with the Mobsters download
link. Casinos and gangsters go hand-in-hand.
Third, Tiedonjulkistamisen Neuvottelukunta
(Informative Publishing Advisory Board?) has again
granted me a pile of money for writing Häirikkötehdas.
That was the final cue I've been waiting for. The
material has been collected, the contents planned out and
the actual writing will start next week with the goal of
averaging two sheets a day. With three applications I now
have a 100% success rate with grants applications to
TJNK, which is pretty amazing. It also makes writing
immediately worthfile as the sales of Finnish factbooks
are not that hot.
Fourth, at majatalo.org
"Sasioglu" (I assume that is not his or her
real name) is trying to seduce me with a description of
his/her upcoming MiniRPG "Neu Hansa".
A kind of post-apocalyptic scifi thing set around the
Baltic after a collapse brought on by a global pandemic.
And it is working. While my feelings towards Sasioglu
remain strictly Platonic, I do want to make passionate
love to his/her roleplaying game. Unfortunately this
might count as incest since he/she mentions Praedor,
Stalker and Taiga as his/her inspirations.
Fifth, I've completed the PC version of Bad
Company 2 with the easiest difficulty
setting ("Normal" was kicking my butt). While I
am reluctant to give a non-sandbox game top scores, it
was a good experience, looked gorgeous and felt more like
an action-adventure game than an FPS-take at a wargame
with its constant cast of acted-out characters. I still
consider the Frontlines:
Fuel of War single player campaign to be the
peak of single player campaigns in what are clearly
dedicated multiplayer games (it was amazing,
especially since it only applied the multiplayer concept
to a single-player story!) but BC2 makes a good effort
and I am definitely getting my hands on any single
player-DLC for it in the future. *Sigh*. Here's to hoping
that Frontlines would get some of that. I really dig that
futuristic setting and it is explained in much better
detail. And if they ever made a single player game out of
Battlefield 2140... well, now, that would be a blast!
No, I don't think BC2 was a particularly violent game.
Why do you ask?
09-Mar-2010:
My Magnum Opus
Ever since my lungs broke down I've preferred Summer
over Winter. However, late February and most of March
remain one of my favorite times of the year. The weather
is usually excellent, just like today. Skies are blue,
the Sun is bright and snow is blinding. Unfortunately the
Sun and the snow don't really mix but we have so much
snow on the ground now that shadow spots will retain it
well into the May. Experts believe that the city snow
dumps are likely to survive until next Winter, making
them officially man-made glaciers. Heh, that's a funny
thought.
As if the release of my first Browser MMO
and the excellent weather weren't enough to put me in a
good mood, Fantasiapelit ordered more Stalker RPG
today. That's the first Stalker order in a year,
meaning they've sold the previous lot of 60 at the rate
of hmm... one book a week? For a Finnish RPG that's
excellent! And it means that there are 50-60 new Stalker
owners out there. I am not going to fool myself into
thinking they'd all play it but if, let's say, 5 of them
do, that's 20-30 more Finnish stalkers roaming the Zones.
What do I care? Me who rejects the concept of Designer
Intent?
Roleplaying games are not art by themselves but I am a
roleplaying game author (a wonderful phrase coined by
Mike). Making one is a creative process and while Praedor
was at times coldly calculated to please its core
audience, Stalker RPG compromises for nobody. It's my
Magnum Opus, it is everything I know about writing and
running pen-and-paper roleplaying games, how to
gamemaster them, how to work the advantages and
disadvantages of "interactive literature", how
to make use GM fiat and fudging to the point of turning
them into a game system, how to build an atmospheric
setting or create characters in a way that stimulates
players to reach new creative heights. I will never write
a better RPG. Mostly because I feel I have very little if
anything more to give. And sometimes, just sometimes,
because I have this insane feeling that a better RPG
cannot be written. Not by me. Not by anyone.
My only regret is full dicelessness. FLOW is diceless
and that's all good. But I tried to be holier than Pope
and excluded all dice, even in cases where they
would have been really helpful. The game would have
benefited from better artifact and anomaly generating
tables, loads of encounter tables, zone and Border Region
loot tables, mutation generators etc. These random tables
would have been factories Gamemasters can use to churn
out firewood for their creative bonfires. Running Stalker
can be rough on the grey matter, especially if the
players venture out into the Zone. Leaving some decisions
to chance makes it that much easier and stimulate new
events and encounters. I am already making good use of
Marjola's Shit Die myself (1D6, big is good, small is
bad). At least that's mentioned in the rules.
Every now and then somebody tells me about their
Stalker sessions. Almost invariably they have been strong
emotional and atmospheric experiences. I am getting all
fired up about Stalker RPG again. I have already written
a treatment on Zone Japan on this blog. Now I have my eye
on Zone Russia. Looking at the map, I find it actually
extends way into Azerbaidjan and those places would be
Border Region even if the Visitation had never happened.
Also, the city of Derbent on the norteast edge is one of
the most interesting Border Cities around and one of the
holy sites of Islam. Actually, the whole setup would work
pretty well in a S.T.A.L.K.E.R. game.
While Zone Russia is relatively poor in artifacts, it
has certainly got some people's hopes up. This is Central
Asia! Chechens, the Taleban, the Al-Qaida, they'd all
love to find something special from the Zone. Something
that would negate the superiority of Western Powers in
the War on Terror. Apparently nothing truly spectacular
has been found yet but occasionally xenotech weapons and
dangerous artifacts find their way into Afghanistan or to
the hands of Palestinian rebels. And if any these
radicals ever penetrated into the heart of the Zone and
found the "Room", it would be all over for the
West. No wonder every intelligence service in the world
has its eyes on the ground there.
04-Mar-2010:
What Will Become Of Us?
What will become of us, my dear old blog? I am writing
the dev blog for Crown of Byzantus, sadly neglected this
week because of other projects. I am in the Facebook now
and my boss wanted to start Twitter. Frankly, I don't
have the time and energy to deal with all this social
media. If the western civilization fails, I blame
Facebook.
Meanwhile Ubisoft took a dump on my dreams. They
rigged both Silent Hunter 5 and Assassin's
Creed 2 with DRMs that keep constant contact with
the publisher servers and disable the game (deleting your
unsaved progress) if that connection is disrupted for
some reason. Ubisoft is also coming out on what
information is being passed in this "contact",
so they could be scanning your computer for suspected
warez for all you know.
Assassin's Creed 2 is out on consoles as well as PC so
no one will notice if the PC sales sag because of the DRM
scheme. However, Silent Hunter 5 is a PC exclusive and
aimed at a very tight niche (and hardcore) audience. If
the world's subsim gamers decide that they are not going
to put up with crap, their whole department in Ubi is a
total write-off in a matter of weeks. Silent Hunters,
being hardcore simulators, are also one of the
least-pirated games out there, so the decision to go full
DRM on SH5 is just looking for trouble.
And they found it.
Reports are in that Ubi's new DRM scheme was broken on
the first day and once again, pirates provide better
production quality and service than legitimate
publishers. And third, the launch week sales of SH5 are
rumoured to be 45% below expectations.
Come on, Ubi! We are subsim gamers! We are fucking
starved of games! We've been paying for Silent Hunter 3
and 4 out of sheer willingness to support subsim
development. You have an unpredented niche penetration
among us, somewhere above 90%, I think. The vibrant mod
scene was bursting with goodwill towards you. But we are
also tech-savvy old-school nerds in our thirties and
forties. We are not going to take such deliberate shit
from Ubisoft or anyone else.
You know what? I am not buying Silent Hunter 5.
Coming from me, this is a bit like a priest saying he's
not going to buy the Bible. Since I work in the games
industry I am not pirating it either but I kind of
sympathize with those who do. I regret missing out quite
possibly the final installment in the SH series but I
appreciate turning Ubisoft into a warning example to the
rest of the industry even more. Of course, Ubi is now
saying that removing the DRM also removes game content
and those using pirate cracks won't have the full
experience (whatever that means). Gamer forums argue
otherwise and gee, who am I to believe? A bunch of
bona-fide assholes? Or people who actually care about
their reputation, customer satisfaction, ease of access
and the quality of the consumer experience? AKA "the
bad guys"?
Sure, if your network connection hangs up on you, you
ain't going nowhere in Crown of Byzantium either.
But Casual Continent never asked for 50 euros in advance
or pretended that you could actually "own the
game". It's a service. You can buy privileges in it
but that's all. And we have an actual, valid, unarguable
reason for your Internet connection to be on whenever you
play.
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