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26-May-2013:
A Melancholy Monologue
I've been feeling down lately. Maybe it is because of
stress but really, ever since the Xbox
One reveal I've had bouts of depression. I
am not a shrink so I don't know all the causes but the
one thing that really got to me was Remedy's
announcement of a new game IP, Quantum
Break, which will stupidly, although still
understandably, be an XBOne exclusive for the
first few years. But that is beside the point. The point
is that I am jealous as hell. I am not so cynical that I
would not enjoy the glamour of working with games. And
really, the big story-driven titles that border on being
works of art in both concept and execution are the Holy
Grail of old school game design. My own clients work on
very different kinds of games for very different
platforms and audiences. While I certainly want to give
them my best (this advertisement was paid by Burger
Games), I am not so profit-oriented that I would not
have my preferences. Some things are cooler than others.
Sam Lake, Remedy's creative director, is an old friend
of mine, although these days we see each other only
rarely. We originally met at the University and he played
in my roleplaying campaign for seven years straight.
Professionally, he is in many ways my idol and if I could
choose to be one other person in this industry, it would
probably be him. I know that his job isn't a bed of roses
(frankly, my job is probably easier) but still...
At least Sam Lake does not have to figure out
micropayment systems and feel like he is the digital
equivalent of a crack cocaine dealer. Wow, look at me, it
actually took some courage for me to say a controversial
thing like that. These days I am working with mostly
microtransaction-financed titles because that is where
the growth is and thus also where the need for a
contracted game designer is the greatest. But while I am
constantly trying to learn new things and become a better
digital drug dealer, I still feel like I need a shower
afterwards. Part of me actually wishes that my repugnance
for microtransactions will never go away because I would
lose a chunk of my soul with it. Having a game with
microtransaction-based monetization means having paywalls
and despite what some talking heads in the industry are
insisting, a paywall essentially boils down to willful
sabotage the gameplay experience to incentivize (read:
extort) the player into throwing money into endless
sinks. Getting this right is really a mean feat of design
but being the best digital drug dealer or pimp in town is
still nothing I would want to be proud of.
Sigh. I'd much rather make games with a price tag and
the gameplay and content being the best they can possibly
be from start to finish. But getting to do what you want
is a rare luxury and something us freelancers can only
dream about. Frankly, professional game designers would
do well to forget their personal preferences and this
goes double for freelancers who are always dependent on
the existing projects of their respective clients. My
simmering frustrations over the realities of professional
game development are actually a perfect excuse to
advertise a crowdfunding project: Matkailua
Pelialalla -comic book, a complete printed
and greatly extended version of the
cult webcomic that pokes fun at the games industry in
Finland and abroad. If you are reading this and can also
understand our strange but beautiful Snow-Elf language,
you owe it to yourself to check out both the webcomic and
the crowdfunding project. It is approaching its first
tier now and I really want it to reach at least the
second tier because I've really enjoyed the already
existing parts.
Stalker novel... well, I am probably looking at yet
another rewrite. The events are there but the lead
character is startubg to boss me around. And he is not
nearly as friendly about it as Vanha Koira usually is.
No, this guy is a
vicious stone-faced bastard (albeit younger) and the
erosion of human society around the Zones means that any
restrictions holding him back are crumbling as well. I
feel like I should start shooting a mixture of dexedrine
and heroin into my tearducts just to understand where
this guy is coming from. And to see how the far the hole
he fell into will go. I am afraid that my descriptions of
the dark recesses of humanity will come off as
melodramatic because frankly, I've lived a good,
sheltered life. But we will see about all that. Doing the
whole thing in English has its own challenges but
fortunately that is what editors are for (I expect the
editing process to be a rather painful one this time
around). In any case, by signing me up to do an
English-only e-novel based on the Stalker RPG, Finn
Lectura threw down my most challenging literary gauntlet
yet. I sure hope I can deliver.
Meanwhile, some people are doing their best to
sabotage my writing. Look
at this! It is an etnographic map of Arleon,
the world of my first published roleplaying game Miekkamies,
showing expertly where the greatest nations of that world
reside. The Delorians are the most numerous, the Relgians
come second, while Tynes and Lavonians share the third
place. Ulgors may reign over a vast area but their land
is sparsely populated sub-arctic wilderness (sound
familiar) so their numbers are low. There are also some
Zazaks and Sayarids around but they do not really form
nations within the continent of Arleon. Tuomo Sipola, the
author of this map, has concluded, quite correctly, that
my penchant for old fantasy maps will give me an
inspiration to start writing a new version of Miekkamies.
It has been discussed a lot on the #praedor IRC-channel
but I wasn't really sure if I wanted or had the energy to
do anything about. Of course, if my inspiration is
sufficiently stoked, I no longer have an alternative. I
must relieve my creative pressure somehow or my brain
will catch fire.
Eventually, I want to have a full-colour map of Arleon
in the
best Witcher-style so I can print it into the back
cover of the rulebook. But right now what I need is an
inspiring graphical logo-text for Miekkamies. Like having
the name drawn in ornamental characters pierced by a
rapier and ending with the last "S" as a snake
inside a compass rose. Or something else that could
double as a tattoo. I am not the illustrator and here for
that we should all be properly thankful.
P.S.
Myrskyn Sankarit playtesting kit came by email. I
am preparing my comments from reading it but I would
really like to run this game sometime.
18-May-2013:
A New Hope
Been a while, hasn't it? Well, I've been working my
ass off and hopefully fattening up my bank account for
leaner times. Hard to imagine that I once thought
becoming a freelancer would be a good way to downshift.
Right now it seems that the opposite is true. I've stuck
to my guns and split my time 3/2 between two projects
(although both of them would have probably wanted me
full-time) but that doesn't mean there is any less work.
If anything, the schedules are a bit tighter. I am
consoling myself with the fact that this current crunch
won't last forever (in fact, there is a contractual end
in sight) but still, after they suddenly bumped me up
from a level designer to a lead designer, one of my old
stress-induced "tell" -symptoms has returned.
It is a sharp pain at the base of my left palm, as if a
nail was being pushed into the fleshy part. There is
nothing in that spot, no tendons, no joints, so unless
there is some magic acupuncture point right at the spot,
the pain is probably between my ears.
I have, once more, quit Skyrim (after 1450
hours). I don't expect this to be any more permanent than
the previous times but I hope it lasts over the summer.
Not playing a game all the time works wonders for
everything else you are supposed to do. Also, playing
different types of games allows me to control the general
nature of my inspirations. As I was figuring out more
stuff for Praedor, including the really quite
excellent Bloodguard Campaign I am running right
now, playing Skyrim helped me keep my focus on the
relevant themes. Now that the campaign is well underway
and I want to spend some more time on the Stalker
novel, I waited until I got a little bored with Skyrim
again, quit and began replaying S.T.A.L.K.E.R. Shadow
of Chernobyl with the Complete
2009/2012 mod (which isn't a very radical
alteration; if you want that, Oblivion Lost or S.M.R.T.R.
is the way to go). And of course, there is Metro:
Last Light waiting for me once I am done with
that.
It works. Oh my god it works! Especially in
conjunction with my recent real-world visit to the
Chernobyl Exclusion Zone and Pripyat. The novel is moving
forward and now that I know how the Ukrainian real-world
"stalker" scene predates the game I am more
forgiving about them stealing the IP from the
Strugatskys. Still, it would have been nice if the GSC
had not been such assholes about it and at least
acknowledged Roadside Picnic as an inspiration
when the game came out. Metro 2033 did that and
it owes much less to the Roadside Picnic
concept.
*Sigh*
Nevertheless, the novel is moving forward and for that
I am grateful.
Prisoner C55838 Moncke J... that is a
mouthfull, can I call you just Moncke? Anyway, should you
manage to wriggle free please dont touch the
corners, Grey says. He picks up his tablet which is
now complaining about a loss of wireless connection and
begins tapping at the screen as if nothing was out of
ordinary.
What did you do? Prisoner C55838 Moncke J
asks.
At the Institute, we call this artifact the
Watchmakers Pendulum, Grey says, nodding
towards the objects moving on the table. I think
the stalker name for it is Hawkings Balls. The
scene is as base as ever.
I wouldnt know, would I? Moncke says.
I am not part of it, Grey.
Oh, yes you are! Grey replies. We all
are. People like you and me, we are the light that casts
the shadows they hide in. They would not exist without us
and we would be nothing without them.
Deep as fuck, Moncke spits back but is drawn
to the dance of the spheres. So what does your
Ballswinger do?
As far as we can tell, it creates a
spatial-temporal bubble around itself when the components
are moving freely on a two-dimensional plane. We are
inside such a bubble right now.
Moncke looks around again and indeed, the room is ever so
slowly growing darker. The slightly distorted corners
have a reddish tinge to them but other than that the
changes are small and slow.
Does not look too dramatic, Moncke says
finally. Did you make that shit up?
I always thought the Praedor RPG in general
and the Bloodguard Campaign in particular to be,
well, rather adult stuff. However, during our last
session, the 8-year old daughter of one of the players
stayed with us and attentively watched almost the entire
session. This budding roleplayer-in-pink has already been
attending the
roleplaying club for children at WeeGee and proudly
showed me her character sheet. Now, this is the kind of
grassroots action and growth I like to see and here is a
big "thank you" to whoever runs that club at
WeeGee. Apparently, he or she is using a self-made game
that has been optimized for a younger player base. I'd
love to take a look at that. I'd also love to take a look
at Myrskyn Sankarit and run it to its respective
target audience (or frankly to anyone to confirm that it
works). Mike is aiming for the same target audience as
the WeeGee guy/gal but the difference is that at WeeGee
they are selling the experience complete with a
gamemaster, while Mike wants to productize the game,
perhaps even to the extent that the kids could run it
themselves.
I can't wait to see how that will turn out.
27-Apr-2013:
PRAEDOR - Bloodguard
I've been a gamemaster for a long time. 30 years,
maybe? 31? I am losing count.
During those years I have ran all sorts of adventures
and scenarios, but the ones that I like best and look
back on with most pride are the mega-campaigns that
lasted for years. They are huge story arcs stringing up
dozens of adventures into a single gigantic,
world-shaping continuity. They also tend to be very, very
epic, even when the game or setting as such does not
automatically support it. They have been named, either by
me or by the players themselves: The Castle,
Karaganda, Hansa I-III, Loot'Em, Shadowgarden... and
now I am happy and proud to say I have finally another
one of those going on: Bloodguard.
Truth to be told, I almost always plan for my
campaigns to become these epic megaventures. Yet many of
them prove false starts or peter out due to scheduling
issues, or when it becomes obvious to me that the
metaplot wasn't strong enough to hold the campaign up and
I thus lose interest, or the group dynamics just go to
hell. It is a roll of dice, really, and even if these
superadventures are what I am probably best known for as
a gamemaster, I actually score fairly rarely.
This does not mean I would not run stand-alone
adventures or mini-scenarios and I do enjoy them (hell, Murharyhmä
was pure gold on the first time but my attempt to run it
again to a different group ended in a disaster). I just
enjoy these 100-session megaventures more, especially
when the timespans are so long that even the adventurers
go through significant evolution as both individuals and
as a group. I have by now established that to run this
kind of campaign I need to have two sessions a month and
the more often the better. Five players seems to be a
some kind of optimum as well, although I would probably
do quite well with just four. It is true that in my age
bracket (around 40), finding the time to roleplay can
become an issue. However, if you have players that truly
want the game to continue, they will find a way.
Bloodguard began
last year as a new Praedor playtesting adventure in the
post-next-comic-album Jaconia. It is set roughly five
years into the future of the timeline given in the RPG
and I cannot really go over the initial scenario without
spoiling the next comic book, so we'll skip that. But so
far, my adventurers have waded through monster-infested
marshes at the foot of a giant volcano, beheaded a baron
that was engaged in slave trading with the border
bandits. They have fled from a bronze golem inside a
forgotten ruin, broken an ancient curse that had buried
the city of Mirastar into snow and ice, exposed the
conspiracies of foreign kings, fought off Mountain Tribe
berserkers and so on. Right now they are trying to settle
the differences between Artantean and Twin Mother
factions within an exiled Forest Folk Clan in order to
enlist their help in assaulting an abandoned Artantean
monastery that has been taken over by the very demonic
powers it was built to contain. And this is just where we
are now.
I like to tease my players claiming that "it is a
wrap!" whenever they reach some intermediary goal
but we all know it is not true. Not by a long shot. As
for pre-made plans, I do have an overall timeline of the
locations and major NPCs I want to use, and an outline of
what the "other side" is planning (i.e. what
would happen if the players weren't interfering). But
beyond that it really depends on the players: where they
go, who they choose to talk to, what sides do they take.
I sometimes make a rough session outline just before the
game, mostly based on what happened the last time. But
more often than not those notes prove useless and I wing
it. It is hard work but it is also the key to Otherwhere,
the reason why I am interested in speculative fiction in
general and roleplaying games in particular. There are no
dead ends in my games, no invisible walls to run into or
no choices that could not be taken because I wasn't
prepared. You can do anything. Absolutely anything. And
while I tend to have a fairly good idea of what you want
to accomplish, I rarely know how you are going go at it
and get a huge kick from extrapolating the conquences.
...Whew...
I have taken Sirdalud for my pains and it is already
making my head spin. As I am writing this, I am nodding
off and my subconsciousness is besieging my reality.
Fortunately, it seems that my dreams will take me to
Jaconia tonight. Sweet dreams!
16-Apr-2013:
Kiev, Eurocon, Pripyat
My friends, associates and would-be enemies.
Here, in the presence of untold virtual witnesses, I
hereby recant and apologize for everything negative I've
ever said about the (mis)management, chaos and confusion
of the Finnish science fiction convention Finncon.
My understanding of these things has been skewed, my
expectations have been wrong and my interpretations have
been false. To atone for my foolishness and slander, I
will from now on only praise Finncon when it deserves it
and remain silent when it does not. For I have stared
into the abyss of science fiction convention organizing
but the abyss did not stare into me, for it was blind,
mute and deaf. Frankly, Eurocon
2013 in Kiev did not only lower the bar. It
dropped the bar into a pit and I have yet to hear it hit
the bottom. I am sure this Eurocon will be
talked about for years. I hope it will also serve as a
warning to others and be cited as a counter-example when
lecturing on convention organizing in the future.
This was the third time I actually travelled abroad
specifically for a Eurocon. The first time in
Stockholm was great because of its attendees, Ian
McDonald, Hannu Rajamäki, Charles Stross and others, who
managed to turn every event into what could best be
described as an educational and inspirational stand-up
comedy. My second experience, last year in Zagreb,
Croatia, was spot on in everything that counts, including
the weather, which I agree is beyond the responsibilities
of the organizers. Eurocon 2013 will remain a
mistep in this record but I guess there has to be some or
the statistics would fail. And as annoying as it was, it
was not bad enough to drive me away from Eurocons
altogether. I have already signed up for a double-slam of
Loncon
(Worldcon 2014 in London) and Shamrokon
(Eurocon 2014 in Dublin) for next year.
On the plus side, Kiev itself was quite
beautiful and bleeding history out of every orifice. I've
seen people kiss mummified monks, stood in front of the Golden
Gate of Kiev (my personal Conan-moment), understood
how subway systems in the former Soviet Union could be
expected to survive a nuclear attack (holy shit they are
deep!) and both seen and touched a real spacecraft
Vostok-4,which was only slightly roasted on the re-entry
side. At night, the combination of old and new with a
tasteful dash of decay thrown over it made Kiev a pretty
good candidate for a cyberpunk city, while during the day
the old centre is rivalled only by Edinburgh in looks.
Price level is about one third of that of Finland, the
old market halls are exotic experiences for a western
tourist like myself and even the pickpockets I met (they
did not actually manage to steal anything from me) put on
a pretty good show of being poor Orthodox monks begging
for money.
On Monday, we left town for a tour of Pripyat and the
Chernobyl exclusion zone. That was... influential.
Atmospheric. Haunting to some extent. With a dosage of
0,007 millisieverts I can also call it very safe as long
as you don't do something stupid. For some reason the
radiation seems to concentrate on moss. Also, in one of
the rooms was a shredded firefighter glove that really
made the Geiger counters squeal. I think I had only a
vague idea of how an urban environment deteriorates prior
to this trip and some of the buildings were truly scenic
inside. However, tour-based access to buildings has been
restricted because this winters' record snowfall caused
many collapses and the guides estimated that as soon as
the first foreign tourist gets seriously injured the
place will be locked down again. I have photos of the
trip coming up but in short, if you visit Ukraine and are
a scifi/post-holo geek, you owe yourself a trip into the
Zone. There are many touring companies to choose from
these days but our
guides, who also provided us with plenty of
old and new information and treated both the Zone and its
current residents with great respect, are highly
recommended.
We were also briefed on the post-urban explorer
culture of "stalkers" that has sprung up in and
around the exclusion zone. I think I have now a better
understanding why GSC named their game franchise
S.T.A.L.K.E.R. The Ukrainians were calling thrill-seeking
intruders venturing into the Exclusion Zone stalkers long
before the game came out and GSC probably wasn't trying
to cash in on the Strugatskys but to market the game to
its home audience and in Ukraine, where the word
"stalker" had become to mean a specific thing.
Only when the marketing was extended outside the country
and to peoples and cultures who did not have any
knowledge of this already existing subculture, the idea
that there might an Intellectual Property with Roadside
Picnic conflict came up. Granted, GSC should have seen it
coming but since when did geeks think about such things?
So, I am willing to accept that they acted out of
ignorance rather than malice and although they still
refuse to acknowledge their debt to Roadside Picnic, I am
a bit more forgiving towards them now. By the way, once
the videogame franchise had become popular,
thrill-seeking gamers wanted to become stalkers
themselves but unlike the original urban explorers, they
were looking for trouble, souvenirs, and quite often had
really fantastical notions and overblown expectations on
what they might find within the Exclusion Zone. It is
fitting that the original stalkers call this new breed of
urban explorers "The Vidiots". I should include
them into the RPG setting as well...
With that, my vacation is over. March and early April
were really hard on me because of that whole Lead
Designer thing but it seems that things are going
smoothly now and I probably won't suffer Karoshi before
it is over. I'll drink to that.
22-Mar-2013:
Lead Designer? WTF?
Those of you who have been observing my Facebook Wall
know that I was just made the Lead Designer in a customer
project where I had been contracted to be a half-time
designer for a few months. This was completely unexpected
and not a little flattering (if my client is lining me up
for a recruitment pitch, he is doing a fairly good job).
Also, this whole thing coincided nicely with Richard
Garriott's (AKA Lord British) claim that most
game designers suck. I guess it depends on your
definition of "suck" but in truth, most game
designers are rank-and-file workers in the games
industry. There are just as few geniouses and idols in
game design as there are in programming. Less actually,
because the pool of game designers is much smaller than
that of programmers. But you don't always need a genious.
For example, I am probably someone Garriott would not
even spit on but in my case, being able to create a
coherent game concept out of the customer's rambling
stream of consciousness has often proved useful.
Of course, if there is one thing that freelancers
don't really get to do, it is managing people within the
client company. By definition, freelancers are outside
helpers. They are consultants managed by the lead
designer and this layer of interface and detachment keeps
them separate from the rest of the workplace community.
Which is fine because freelancers have different
interests from in-house designers. We have other clients
with their own goals and crises. We are constantly
looking out for the next good gig. And ultimately there
is the vanishing act, moving on to other projects and
adventures once the current project goals have been met.
You will never have our undivided attention. Well, you
could, but it will cost you extra.
Being made the lead designer threw a huge spanner in
the works. There was no reason for me to say no: the
client had done his risk assessment before asking and I
was already committed to the project; to see it through
while working 20 hours a week. If taking a few steps up
the ladder is what it takes, so be it. Of course, I'd
like to be paid extra for the added responsibilities but
this is the games industry and that is just not the way
it works. And I am genuinely intrigued. There is the lure
of the challenge, the titillation of power and the appeal
of the added responsibility. I like being directly and
personally responsible for my handiwork and one of the
coolest things about being a game design mercenary are
these frequent trips outside my comfort zone. Deep down,
I like being forced to learn, adapt and find the
approaches to the subject (or to what the customer really
wants) that others have missed. It makes game development
a game in itself.
Still, my hands are shaking a little right now. It has
been years since I last managed other people and I have
never done that in somebody else's company. Besides...
well, this was a bit sudden, don't you think? Like, after
one week on the job. At least they
agreed to remove the hour cap from my contract. It is
almost like getting a better deal, right? Right?
Okay, I am so not going to comment on that but there
is one confession I'd like to make. After nine years in
the industry, I still think being a professional game
designer is the best and coolest job in the world.
Despite all the hardship, the increasing cynicism of my
colleagues and the ugly things I've witnessed, the games
industry has never lost its glamour in my eyes. But don't
believe the press: if it is money you are after, go rob a
bank.
21-Mar-2013:
The Nations of Arleon 2
Delorians are not the only nation to
claim South Arleon as their home.
The western shores facing the Grey
Sea belong to Tynes, a race of merchants, sailors and
artisans that seem to have adapted or even thrive in the
chaos the collapse of the Delorian Empire has wrought.
Their homeland is Tynnshae but you can run into them
almost anywhere. To understand Tynes, you must know
something of the Imperial history. In ancient times, the
western shores of Arleon were dominated by the mighty
kingdom of Dynnbraeth. The early Delorian Emperors made
war against it and archivists of the time describe it as
a savage kingdom of great warrior-kings and high priests
of dark and blood-thirsty gods. The two realms were
locked in a bloody stalemate until the Twelve Gods
intervened. Much of Dynnbraeth sank beneath the Grey Sea
and Emperor Verian III was finally able to conquer the
remaining Tyne kingdoms during the Second Dynasty.
Uprisings, heathen revivals and outright rebellions were
a regular occurrence well into the Third Dynasty, though.
That is ancient history now.
Tynnshae is a land of merchants, craftsmen and sailors.
Its excellent ships bridge the northern Arleon with the
Delorian kingdoms in the south, make risky ventures
across the Blue Sea into the few Sayarid ports still open
to visitors and have sailed as far away as to the
orphaned Imperial colonies in Atzla, far across the Green
Sea. Today, the southern lowlands of Tynnshae are every
bit as sophisticated as any of the Delorian kingdoms and
while their cities are few, Dunnport and Auborn rival any
of the Delorian capitals in size and splendor.
The northern half of Tynnshae is
cold, mountainous and remote. Steep cliffs and stormy
waters around the mouth of the Bay of Relgia have claimed
countless of ships. These cliffs also hide sea caves and
hidden coves for pirates and wreckers. On land, banditry
is rife and the fortified clanholds are bitter rivals
over pasture, mines and the few roads linking the
Highlands to the south. Many of the northern lords, also
known as thanes, pay little heed and even less taxes to
the crown. Some openly shelter pirates and bandits in
exchange for a share of the loot. Once can only wonder
how the kingdom of Tynnshae has not split asunder along
the foothills of the higlands. Delorians would be at each
others throats for much less.
Tynes tend to be of medium height
and slimly built, although many are also taller than the
average Delorian. Many have blond features, green eyes
and yellow, black or red hair. Even city-dwellers in the
south sport tattoos on their arms and chest indicating
their lineage and ancient clan affiliations, but what is
a quaint little tradition in the south can be a matter of
life and death in the north. Other than that, the
southerners shave their chins and in other ways imitate
the Delorian clothing and style. For northerners, braided
hair and bushy mustache are a source of both pride and
brawls. The traditional attire for northern men is a
knee-length wool skirt. Women wear long dresses but
occasionally wear this skirt as well, especially if they
have taken up an occupation normally associated with
menfolk. During my visits to Tynnshae, I think saw more
female mercenaries, traders and adventurers than ever
before.
Tynes have retained their strange
native tongue but most of them speak Delorian as well.
They have also adopted the Delorian script since ancient
times and precious few can read the old Dynnish glyphs
anymore. Although Tynes pray to the Twelve Gods, the
Delorian Church has very little authority in Tynnshae.
There have always been witches covens in the misty
woodlands and I have even heard rumors of forbidden cults
still worshipping the Dynnish Gods of Old.
19-Mar-2013:
The Nations of Arleon 1
It's been a while since I've last done a precise count
of my sales but I think that by now the combined sales of
the Finnish and English versions of Stalker RPG have
exceeded those of Praedor. Thus, Stalker RPG has become
my best-selling RPG to date. I know it is still peanuts
to some but for a diceless game of such a niche genre I
think that is pretty good. Go me! Now, if only I could
get my writing back on track but some things just can't
be forced. Actually, that is a lie. Anything can
be forced but I am not desperate enough yet. I know now
what is going to happen in my story and I just wish I had
done some drugs in my time so I would know what it feels
like. Not that I am going to start now but in some things
you just can't beat personal experience.
So, while I am waiting for the correct inspiration to
kick back in, I have to get the wrong ones out of my
system. So here we go, once more returning to Miekkamies
and the world of Arleon.
*Ahem*
As a scholar and a seeker of truth, I must admit that
the history of the Arleon does not always match the
reality we live in today. We draw our knowledge of the
past from ancient writings but since the beginning of the
Delorian Age, these have mostly been written by Imperial
scholars and the occasional Relgian sage. Thus, events
involving those two nations take precedence and some
white-robed novice could be forgiven for thinking that
nothing else ever happened. Yet the present-day Arleon is
home to nine nations, set apart by blood, language,
customs and in many cases their gods. Five of them
actually claim their homeland on Arleon and four have
crowned kings in my lifetime. The rest hail from foreign
lands, although the Ulgars were a presence already during
the Age of Heroes and some of the Sayarid clanholds in
our southern cities were founded during the Third Dynasty
and have been living here for over a thousand years.
The most numerous of all nations of Arleon are the
Delorians, to which I also belong to. While the Age of
Darkfire was a savage blow, we still claim much of the
south and rule the kingdoms of Cadonia, Ravincia,
Adelonia, Leonne and finally the Imperial City of Delon
itself. We are heirs to an empire that once ruled three
of the four corners of the Known World. Today, relics of
that empire still very much define the Delorian nation.
Despite their wars and petty rivalries, all Delorian
kingdoms acknowledge the undivided Delorian Church and
the status of the Imperial City of Delon. The commoners
are famous for clinging to tradition and old-fashioned
ideals, while our royal courts, with bloodlines already
tangled by two millennia of Imperial history, are
infamous for their decadence and intrigue.
Pure-blooded Delorians are said to be lightly built,
pale in complexion and to have dark or brown hair. In
these days, pure blood can only be found in some branches
of the old Imperial family and it runs thin. Different
royal bloodlines can now be recognized as readily by
their abnormalities and hereditary ailments as by their
coats of arms. Moving beyond the walls of the ancient
palaces, the average Delorian of this day and age tends
to be of medium height and build, with dark features and
a tanned skin, although the complexion grows lighter
towards the north. Foreigners often comment that
Delorians have beautiful features and are both pious and
hard-working. Personally, I would add that we seem to
have a knack for arts of all sorts, even if there are
pretty horrid exceptions to this rule.
The Delorian society is quite conservative and the
breaking of social norms is frowned upon. Yet there are
many great adventurers, pirates and bandits of Delorian
blood. Many have become vagabonds out of necessity. Our
kingdoms are awash with impoverished nobles who have lost
all but their names; some to the Age of Darkfire, others
to the displeasure of the present-day monarchs. Our
cities, ancient and crumbling, are overcrowded and many
failed apprentices must seek their fortune elsewhere by
fair means or foul. In the countryside, the peasants
struggle to survive in the shadow of the Curse and the
constant warfare between our kingdoms is not helping.
Adventuring, soldiering and banditry are all ways to
escape an ill-starred fate, even if only for a moment.
For some, taking up the sword may also be a way to
reclaim the old virtues and win the favor of the Twelve
Gods.
It should be noted that while the Empire never ruled
all of Arleon, its influence is still felt far beyond our
borders. All of Arleon uses the Imperial Calendar now, as
well as the old Imperial weights and measures. All
coinage this side of the seas is based on the Imperial
standard and even the Relgians have given up their
heathen runes in favor of the Delorian alphabet. From the
Copper Isles to the boyars of Gorodia, traders and
ambassadors greet each other in the Delorian tongue and
gestures. Our nation may be waning but even if it should
die today, it would take millennia before it was
forgotten.
09-Mar-2013:
Where is my Vantasia?
Libraries in Espoo have this Espoon Fantasia
-thing going on for them. I think it is mostly a PR
campaign aimed at library-minded consumers of speculative
fiction and why not? Espoo already has the annual Ropecon
and unlike Finncon, it does not move around, so
the second-largest and least urban city in Finland is a
hot spot of fantasy and science fiction culture. Then
there is ESC
(Espoon Scifi ja Fantasia) that first popped up
in my childhood neighbourhood of Soukka and now seems to
have moved to Leppävaara. They hold meetings, movies,
roleplaying games, a DVD library and Secret Group Sex
Orgies. Well, not really, since we are not living in the
golden 90s anymore.
Looking out to the west through my work room window, I
feel jealous. I am in Vantaa, the fourth-most populous
city in Finland. Where is our science fiction and fantasy
society? Are our libraries doing anything? Do the
roleplayers, authors and other scifi freaks in Vantaa
have any connection to each other? I mean, the Tudeer
brothers who run Fantasiapelit
hail from Vantaa but still, to my knowledge there are no
hobby organisations to that effect in this city, or else
they are flying so far below they radar they might just
as well not exist. So where is my Vantaa-based fantasy
club ?
Where is... Vantasia?
I know what you are going to say next: If you want it
done right, do it yourself and sure, been there done
that. Nobody starts a society alone but Alter Ego,
the Roleplaying Society of the University of Helsinki,
was my idea. I also helped organize Ropecon from
1996 to 2000 and have been visiting it ever since (still
plan to, although I am contemplating being just a GM,
especially if Mike's Myrskyn
Sankarit comes out before Ropecon
and he would like some help to run that thing to as many
people as possible). As for founding
"Vantasia", I am not ruling it out. But I am
old now. Past my prime, creaking with rust and buried in
the kind of work that makes me all middle-class and
boring. And I am a hipster, because apparently everything
everywhere ever makes you one. I'd like to know if there
are some other fantasy and scifi nerds in this town.
In other news, being a decent game designer (I hope)
did not make a good and attentive accountant. Aaand
enough about that before I commit a Seppuku with a
ballpoint pen. It was not anything big or drastic; just
very, very embarrassing and I can only blame myself for
that.
I also unmodded my Skyrim.
Yes, all 90+ mods of the most recent iteration removed,
the game uninstalled, the game folders deleted and then I
re-installed the Vanilla Skyrim with all the DLCs and
absolutely nothing else. Honestly, I had forgotten what
the unmodded Skyrim even looks like, so the game
basically reinvented itself for me by becoming itself
again. Yes, that made perfect sense, didn't it? Anyway,
it looks surprisingly good on its own but I guess you
have to be from the Nordics yourself to appreciate that.
After looking at all the colour-saturated and
extra-bloomy landscapes for so long, the cool palette of
Vanilla Skyrim struck me as realistic. It feels
cold and Nordic and very well-suited for a viking-themed
fantasy title. Those colors and that pale sunlight is
what it is like up here. Come over and see if you don't
believe me. However, it is somewhat off-putting for
generic high-fantasy, so I can understand players from
the more southern and sunny lands wanting their blazing
sunlight and screaming colours back.
Even the snow looks better than in most of the snow
mods and trust me, this comes from somebody who has seen
quite a bit of snow over the years. The only visual I am
really missing is the extra ground foliage and grasses.
Earth looks good enough in the woods but out in the open,
the smooth planes of flat grass texture look a bit
jarring right now. Just keep moving and you'll get used
to it. It is nothing I can't live with it. In the end,
the graphical improvements available by mods actually
change very little. They look very good in the posed
screenshots but usually there is also a host of problems,
especially with contrast control.
Another positive surprise with Vanilla Skyrim was
combat and kill animation handling. While I miss the Dance
the Death acrobatics a little, the Vanilla Skyrim
is now using killmoves to great effect and you usually
get at least one in every battle (typically the final
kill). When the game first came out, kill animations were
very rare treats but the developers had a change of heart
and I think the system works fine now. Sure, I could use
some more variation in the kill animations but at least
the frequency is good. However, the level 10-20
difficulty bump has not gone anywhere. It is like the
autobalancing somehow pushes ahead at this point, making
everything really difficult all of a sudden. But then it
stops there, so if you can climb over this particular
hill the rest of the game rarely poses a challenge.
Still, levels 5-15 levels remain a superb experience and
some of the fights I've had have been truly epic. It is a
pity the tension does not last.
Well, that's all for now. I am working for a new
client that actually wants me to show up in the morning,
so it is bed time at Burger Games for now. Happy spring
everybody! I hope it gets warmer soon.
03-Mar-2013:
Elder Scrolls Online
I'll admit it; I am a very late convert regarding the Elder
Scrolls series. For most of its history the TES
games have been too awkward to play and too deep in the
uncanny valley to interest me and for all the roleplaying
I do, my relationship with computer roleplaying games has
always been apprehensive. Some MMOs and lately Skyrim
have managed to get through to me, probably for the very
same reason old-school CRPG fans look down on them. And I
did try, believe me that I did try. I have played Planescape
Torment and both Baldur's Gates but out of
all old-school CRPGs, only the Fallouts made an
impact on me. And the original Deus Ex, if you
count that as an RPG (I think there is still debate over
that). Playing Skyrim did inspire me to take
another look at Oblivion but... nope.
But as a Skyrim fan and a games industry
professional, the Elder Scrolls Online hypefeed
fills me with apathy punctuated with occasional outbursts
of nerd rage. It feels like Zenimax is setting itself up
for failure and they know it, but they have committed too
much into the project to pull the plug. Thus they keep
pouring money into the pre-launch marketing to whip up
enough customer interest to get at least a decent user
spike at launch. mmorpg.com has been the saddest example
of this, with the site publishing rather obviously
paid-for positive blog posts almost every week, which are
then thoroughly panned and mocked in the comment threads.
Their core problem is that the development of ESO
started six years ago, in 2007, when World of
Warcraft was at its peak. The game was obviously
designed along those lines, which is usually a surefire
sign of investor meddling. Zenimax made the project
public in the afterglow of Skyrim, hoping to
benefit from that game's positive buzz and 12+ million
sales. They appear to have been surprised by the almost
uniformely hostile fan response. Zenimax has been busily
"skyrimizing" their screenshots and trailers
ever since but frankly, they haven't been able to shake
off that early themepark-MMORPG feel. Also, the setting
is a clone of Dark Age of Camelot to a
disturbing extent. Daggerfall = Albion with its
Arthurian/Celtic themes, Ebonheart = Midgard, vikings and
shit, Aldmeri = Hibernia with elves and fairies. And both
titles will have territorial conquest as their endgame
PVP.
Elder Scrolls Online has its defenders and
they can have their own blog for why they choose to
believe in it because I really can't think of a single
reason. What I do know is that a much larger proportion
of TES fans, myself included, fears that ESO will drain
development resources from the single player titles, or
as the micropayment models become increasingly the norm,
ESO might even become the umbrella platform on which
future TES single player content will be released.
Bethesda has denied the former and made no comment on the
latter but stranger things have happened. Besides, once
ESO is up and running, launching new TES single player
titles is commercially problematic since both games would
draw largely from the same customer pool and would be
thus compete with each other. And if they didn't, that
would only mean that ESO had already flopped.
P.S.
My other problem with the game was that in the setting
there was no real reason for Daggerfall and Ebonheart
factions not to team up against the Aldmeri Dominion. I
was then told that the Ebonheart Pact only exists because
of Dunmer manipulation of the Nords and it is in the
Dunmer interests to keep the Nords and Bretons apart.
Alright, I guess that would work if the Nords are really
fucking stupid.
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