25-Aug-2005:
Pearls of Wisdom
I actually wrote these first on my
workplace staff forum, but thought they might make funny
read here too. Little pearls of wisdom from the field of
game design:
Games are an industry of smoke and mirrors.
If the player can't see it is broken, don't fix it.
One player has the IQ of a turnip. Player base has the IQ
of God!
Stupid ideas are never easy but easy ideas are often
stupid.
If publishing board debates for more than 10 minutes, the
concept is crap.
If it can't be done, you are just not doing it right.
If something is obvious, check if it needs to be
explained better.
In games, blood is to war as nudity is to sex. Banned.
22-Aug-2005:
Oh Hell!
Here.
Pretty commending review text, but the rating was still
only 73/100. For an Airgamer.de rating it is not really
that bad and they have never understood strategy games
anyway (New York Nights in the strategy category? wtf?)
but it is still a bitter pill to swallow. Especially with
Darkest Fear scoring so well (go Lauri!). Oh well,
perhaps I can redeem my self-image through sales figures.
Now if you'll excuse, I am going to go whip myself and
roll around in salt.
In completely unrelated news, wouldn't
you just love it if the creationist/intelligent design
camp would shut the hell up? I haven't had no personal
experiences from them for days now but reading news from
Kansas Board of Educators makes me want to send them to
the far side of the Moon. Well, here is a comic to make
the day of any anti-creationist:
http://thepaincomics.com/weekly041229.htm
Petri has started on the new Praedor
cover. I haven't seen it yet, but I am told it will
epitomize the high-fantasy/anti-heroism combination so
prevalent in the game. Erkka "The Man"
Leppänen has sent me two more adventures, which will be
included in Praedor v.1.1, pushing its page count way
above the originally planned 250. I am still making plans
on what I intend to write and contemplating whether I
should add the Alabar notes there or not. However, it
will be at least two weeks before Petri can finish the
cover, so current estimate for Praedor v1.1 release date
is somewhere in September.
18-Aug-2005:
Women in Gaming (IV)
Here we go again. By now, everybody with
a web browser and a little bit of interest in gaming has
heard of the WoW-mom incident: a boy posted stuff on a
World of Warcraft forum, and her mom, playing a
higher-level character, told him off for being up so late
on the very same forum. Hilarious as it was, the issue
was blown out of all proportions because the idea of a
"gaming mom" was something cool and new. What
the hell is wrong with people? True, my mom is not a
gamer, but if I had had a son when I was 20, he would be
11 by now. His father would be a gamer in a big way. The
first-generation gamers are now having kids who are in
their teens. For some reason, media still finds it hard
to grasp that gaming is a predominantly adult hobby. Just
look at the shock over M-rated gaming having
"Mature" content in it. Sheesh...
But what is even more interesting is that
according to game market analysts, the aforementioned mom
does not exist. I have recently discussed the topic of
women in gaming with a major investor, who, unlike Trip
"What The Hell Do You Know" Hawkings, does not
pretend to know anything about gaming. Not part of the
gaming generation himself, all he had to go on were the
gender stereotypes and what market analysts are saying
about women gamers. And the analysts are saying the
strangest things.
Player-base surveys have determined that
the ratio of women players MMORPGs is over 40%. In mobile
games it is over 30%, excluding the USA where they are
still hunting mammoths with clubs. In some games, like
Sims, it is believed to be over 50%. With only 52% of the
entire population being women, it is safe to say that now
when gaming is becoming "appropriate" for girls
as well, they are playing pretty much the same games as
everybody else. While adventure games, sims and mmorpgs
seem to be especially favourable, women are also holding
their on in Counter-Strike. The one drawback they do have
is that games communicate with the player in a certain
way and your average male gamer has already played dozens
of titles. Your average female gamer is on her third or
fourth, so low learning curve is essential. Over time
even this difference will vanish.
While it is true that game development
industry is almost completely male and could use more
gender equality, we seem to be doing a fair job catering
to the fairer sex; except when we try to do it on
purpose. Games targeted for women have always flopped.
But then again, if you would not touch a game with a
ten-foot-pole, why would anybody else? And there is
always my old point of customer focus groups, and how
males are divided into 10+ groups and women are handled
as a single, heterogenous entity. That is factually and
intuitively wrong on so many levels I want to puke.
So what the hell are the game market
analysts doing? They are arguing that the female gamer
market is A) a separate entity from the current gaming
market (comfortably forgetting that this would mean there
would have to be a female-specific gaming media as well),
B) largely untapped and C) calls for gender-specific
content. This is obviously bullshit from start to finish.
Why would they say something this stupid? Why indeed? I
have a theory, but we'll have to wait for about a year to
see if it is true...
10-Aug-2005:
Harry Potter & stuff
I just finished Harry Potter and the
Half-Blood Prince, so I am now again up-to-date
regarding the HP franchise. In some circles it has become
fashionable to dis Harry Potter as un-artistic, childish
or blatantly commercial. There are people out there proud
of having never felt any interest towards Harry Potter.
It is a counter-reaction to global and admittely
over-blown fan phenomenon. Then again, if people enjoy
expressing their appreciation of something they like, who
am I to judge them. I'd rather have more people walking
around in wizard outfits than less.
So what do I, the blood-and-guts guy of
the Finnish RPG scene and a staunch defender of gory pulp
fantasy, think of Harry Potter? Well, the quality and
appeal of the individual books varies greatly. Also, the
last three books have so much content that some sections
and mini-story-arcs outshine others. But when complete,
the Harry Potter Epic will form a body of fantastic
fiction rivalled only by Lord of the Rings.
Nobody has dared to add anything to LOTR
since Tolkien, probably out of fear of
Tolkien-purists-turned-suicide-bombers, but I sincerely
hope that the HP core will attract other writers to
create extensions and parallel storylines, as is the case
with Conan, Dune and Star Wars. Add-ons rarely match the
quality of the original, but the world of HP is big
enough to hold many interesting stories that never get
told in the actual Harry Potter saga.
Of course, Howard describes violence
better and George Martin has better sex scenes. But while
gore, chauvinism and sex exist in the world of HP,
Rowling has chosen her genre and writing style, focusing
on some things at the exclusion of others. I am happy
with her choices, along with hundreds of millions of
Potter fans. Go Potter!
In completely unrelated news, the
University of Oulu has chosen seven game concepts for its
ELVI (Environment for Lucrative Virtual Interaction)
program, which offers expert assistance, promotion and
the like for selected game development and entertainment
software projects. The program has a budget of over 600
000 euros and lobbying contacts can be worth much, much
more. Concepts accepted into the program last spring are
listed here: http://elvi.oulu.fi/en_concepts.html
Originality and non-contested IP have
been cited as selection criteria. It does not really look
that way when you look at the chosen concepts.
MobiPet - a tamagotchi
for Java-enabled phones. Gee, I bet the mobile gaming
market goes ape over that one. Targeted at young girls to
ensure minimal appeal.
Cold Game - an
educational game about cold research. Yeah, that is all
the description we're given. I hope the sponsorship
decision was not based on it.
Incognito RPG - now that
is an original name. Especially for an RPG based on
Viking mythology. I guess they spoke Latin at Valhalla.
But no matter, we've been waiting for a sequel to
Heimdall some 10+ years now. Meanwhile, check out Dark Age
of Camelot if you need an RPG based on
Nordic Mythology. And you thought nobody had used Nordic
mythology in RPGs before?
BeChameleon - a quiz
game, which are usually referred to as trivia games in
the gaming industry. This time it is about foreign
cultures and customs. If you pick a genre that has
already been done to death and has little or no
commercial value, make sure you also pick a massively
uninteresting topic. Welcome to the fringe markets, baby!
Marketing Game - is an
obscure concept. Advergames are usually games built to
promote a product, such as LEGO Star Wars or America's
Army (if we can think of US Army recruitment drive as a
product). My guesses on the nature of the game are
frustrated by the prefix "philosophical".
Caf-Pe, Interactive Fittness
Systems - the only way this product concept
could make any sense is if the computer can be hooked
into relevant appliances, such as excercise bikes or
heart rate monitors. If it is a collection of informative
mini-games about the use of virtual excercise equipment,
I am going to puke!
Emerald - is the sole
interesting game in the bunch and there is a small but
faithful market for non-violent MMORPGs out there.
Unfortunately the game description does not contain
anything else and the project has no web page of its own.
If I made a MMORPG like that, I would base it either on
the Hanseatic League, or the 17th century Caribbean.
Medieval Venice or Roman Empire could work as well.
Well, even if the concept approval
process seems screwed, it is nice that programs like this
exist. Maybe they'll come across a good idea one day.
08-Aug-2005:
The Final Frontier
These small images of me were taken
from the Enter Cruise comic by Aura Ijäs. I am still in
process of asking for a permission, but I hope she won't
mind getting little extra publicity.
Some of you may have already noticed that
I have an EVE Online
banner on the main page. How it got there is a long
story, but the short of it is that Burger Games is an EVE
Online Partner. I advertise them and they talk nice to
me, drop carefully calculated hints and rumours, and may
even send me some money if I bring them lots of visitors
(not bloody likely). I already walked out of EVE once,
having decided that if I am going to be a miner, I want
to get paid for it. There was nothing to do in the game
except take orders from your guild and mine the bloody
asteroids. Boooooring. They have now added a whole lot of
content and I've been told there were aspects in the game
I was not aware of the last time, so I am going to give
EVE another go, as soon as the deluxe EVE DVD containing
the client (which you can download from their website for
free) arrives.
Click the link in the paragraph above to
see what EVE is. If you must know, just think of Elite
done right, combined with a graphical interface that is
the most fiendishly clever smoke-and-mirrors
demonstration I've seen in the gaming industry. EVE is
actually played by selecting options from tables and
drop-down menus. All those graphics the game is so famous
for are superfluous. Eye-candy that you could drop
without losing any actual features. Brilliant stuff. The
only drawback is that the sense of freedom in the game is
false. You can only move between fixed points. The space
in between exists only for show.
I am a big Elite fan. Huge. I am not
giving it a go since I am well aware that my current
requirements for a game are much higher and that when I
played Elite on my C-64, my imagination made up much of
the universe behind the screen. And I was a company
fanboy. Firebird, which made Elite, could do no wrong in
my eyes. I played their next game "Empire" with
gusto just because it was their game. Actually, for a
top-down shooter, "Empire" is bloody marvelous.
Bloody Hell, I was *so* into the little timeline of
history they put in the manual. But the game itself,
although a brilliant design for the time, would be a big
disappointment if I exposed myself to it.
I've been a scifi fan even before I was a
fantasy fan. But it is easier to find the kind of
down-to-earth/entertainment-only/still-good-quality stuff
I want to read from the fantasy genre. Science fiction
types have always been a bit too artsy for me. Come to
think of it, Stalker (or Roadside Picnic) is tailor-made
for me. You can read it from so many different angles. It
has depth and social commentary if you want it. It has
adventure and mystery, even gore, if you want it. I often
deride literature for only providing a keyhole through
which to peek at the setting but Stalker is one of the
few books that offer a fist-sized hole. I guess the scifi
intelligentsia can find multiple layers of meaning from
any book, but hey, this is just my opinion. I've got
plenty of science fiction in my desk drawer, but the kind
of space flight-sim game or fiction that I really, really
like is awfully hard to make. I think I've got it, a good
setting and a plausible story or game concept, and then
it hits a snag. Some kind of gap or inconsistency that
only becomes apparent when I try to write things down.
Speaking of space-flight sim games, I've
been trying out Freelancer, the last of the
great free-roaming space opera trader/combat sims made
for single player. I really, really, really wanted to
love that game. And it began well enough. But they have
some kind of a level system in it and every time you
reach a new level, the story moves forward, imposing
gameplay changes. And I think the game balance is shot to
hell. For example, my creative use of Afterburner in the
game probably allowed to blast through the opposition
faster than the game expected. So, the gradual difficulty
increase became much steeper and some say the enemy AI is
learns to compensate for player tactics. Which means that
even if you come up with an ace tactic, it becomes
unusable sooner or later. The trading economy is also
shot to hell. If the player wanted to play a trader, he
basically could not because the storyline forces him to
become something of a mercenary. And the missions are
always the same. Go to place X, blast N to hell, go place
Y, blast Z to hell. It started out as fun, turned boring
and now is so frustratingly difficult that I am giving it
up. Shame, really. A darned shame.
P.S. Project Sigma has been shelved. UNSF
author is wasting his time on some fantasy project
instead of his kick-ass scifi game. EAD authors still
haven't come to their senses and published a table-top
friendly source book of their live-action setting. Damn
it, boys! Unlce Burger is coming to spank you all!
07-Aug-2005: Old Age
I am 31 years old. Turning 32 in just a
couple of months.
Some of my friends have contemplated
their aging in their blogs. Others have discussed it with
me in, either virtually or in person. The topics are
always the same: the sense of youth being over,
increasing difficulties in motivating your friends or
yourself to spend the night out, the effects of
parenthood on our social circles and how we matched
against our childhood dreams or plans. Oh yes, I too can
feel it coming. The race is over and we are now looking
at the scores. I once dreamed of becoming a sea captain,
but it is now safe to say it won't happen. Future plans
are no longer a question of what am I going to do but how
am I going to spend the next 35-40 years without getting
bored or starved. End is in sight, even if I am not there
yet.
Barring accidents, suicides, as of yet
undiscovered medical conditions and scientific marvels,
I'll probably kick the bucket somewhere around 2040s or
2050s. That means I've got about 40 years to pass time.
Now I just need to find something meaningful to do.
04-Aug-2005: Diceless
Before I get started on diceless
roleplaying systems, I have an announcement to make:
If you believe in intelligent design
or creationism and wish to convert me, don't
start with the Anthropic Principle. I am neither a
philosopher nor a scientist and don't have a
counter-argument to every creationist claim but I can
shoot down the Anthropic Principle even in my sleep. I
did it again today and it sort of takes the wind out of
the debate.
Thank you.
I don't usually dabble with diceless
systems and critical tables are a good selling point, but
storytelling-resolution system ála Towers of
Dusk really put a hook in me. I don't know if it is
feasible for a diceless storytelling system to achieve a
level of resolution that I would find acceptable, but I
am going to give it a try. Combine a gamist setting with
a storytelling rules set. This means adding some detail
to the Towers of Dusk system. I haven't come up with a
name for the system with, but the basic system goes
somewhat like this:
We have five stats, translated roughly as
Body, Mind, Technical, Willpower and Social. You can
probably see the effect of Praedor behind this kind of
thinking. Now, each character has 10 things he or she
"can do". They can be special abilities,
skills, professions or "edges" (as defined in
Praedor). They are categorized according to their
effective attributes the number of "things you can
do" is your value in that particular attribute. So
if you know your Martial Arts, Acrobatics and
Weightlifting, your Body is 3. Joe Average has a value of
2 in his best stat and 0 or 1 in others. Obviously,
player characters are superior individuals with an
average value of 2 in every stat.
When your character does something not
intuitively successful (doing stuff "you can
do" often succeeds without rol... hmm... rating),
your description and roleplaying of the action becomes a
key factor in determining success or failure. The
Gamemaster will rate your Performance (the descriptive
quality and roleplaying) and Idea (was the action
sensible or not for the circumstances) on a scale from 0
(worst) to 5 (best). If the action is something the
character "can do", there is bonus of +1 to
both ratings. These values are then multiplied with each
other, giving a result range of 0-25 (or 1-30 if the
character "can do" the thing). Typical result
is 2 x 2 = 4 (or 3 x 3 = 9 for things he "can
do").
While the gamemaster can usually
improvise the result based on the result (low = bad, high
= good, zero = fumble), it is also possible to impose
difficulty tresholds that must be exceeded for the
attempt to be successful. Note that just like in a roll
of dice, the resulting probability curve is not linear.
On the other hand, since the ratings are decided by the
gamemaster and never told to the players, it is just as
easy for the gamemaster to alter his personal rating
criteria.
Easy (3) can be done by
anyone. Even a complete amateur can do it with little or
no effort.
Routine (6) is serious,
if also commonplace activity. It is a piece of cake for a
professional, but for an amateur it takes some figuring
out.
Tricky (9) definitely
can be done but there are failed attempts, even among
pros.
Difficult (12) this is a
tough nut to crack for non-professionals, and even with
pros it takes some serious inspiration and good ideas.
Very Difficult (15) is
possible to do but unlikely to succeed.
Almost Impossible (18)
is so-and-so whether it can be done in the first place.
Impossible (21) can't be
done without a bloody miracle.
Absurd (24+) defies
description and belief.
If the difficulty treshold is exceeded,
the attempt is successful. The wider the margin, the
better, the faster and the more decisive the success was.
Similarly, a total score of 0 or a score more than 5
below the treshold indicates a failure with especially
severe consequences.
Lost for words? Impossible odds? Lacking
ideas? If the stat value most closely associated with the
task is more than 0, the player can also call for FX
(special effects). Stat value is temporarily reduced by
one, but the task either succeeds automatically, or is at
least made a whole lot easier by some new,
gamemaster-dictated development. When the stat value is
0, no more FX calls regarding that stat can be made, so
it is best to save FX for dire emergencies (or patch up
the consequencies of bad ideas).
At the end of each game session the
character receives one stat point that can be used to
restore lost stats (not to buy new ones). But at the end
of each adventure, a whole story, the character gets back
all lost stat points and can learn to do one new thing,
thus increasing that particular stat by +1.
Storytelling-resolution of combat is not
going to please everyone, but it does have its perks.
Firstly, the narrative flow is not interrupted and there
is no need to switch to "combat rounds" as
opposed to normal flow. The gamemaster describes the
circumstances and enemy actions and the player responds
with the actions of his character. If successful, the
enemy is hurt. If not, the player. Difficulty treshold
depends on the toughness and skill of the enemy. For
example, defeating a simple lackey can be a routine task
for a competent fighter. Success means the enemy is down
and out for the count. Then again, if the weapon used by
character can't normally pierce the armour the lackey is
wearing, or the player uses a weapon unsuited for the
circumstances, difficulty increases to "tricky"
and the player has to come up with clever moves and the
combat may involve several different action descriptions.
Hit effects depend on dramatics: lackeys
can fall left and right, but big bad guys and bosses can
take up to their Body in wounds before succumbing to it.
The same goes for the player. Typically a solid hit from
the enemy takes him out of the fight, but he can shrug
the hit off with a Body FX-call. When his Body runs out,
he is out of the fight too. More specific injuries and
their effects on his actions have to be roleplayed out
(and ignoring them reduces the roleplaying rating in the
task resolution system). I would expect that running
combat scenarios using this system takes some practise,
but it should be possible to do and the gamemaster can
use exact values as to how tough different enemies are
and apply more or less exact weapon properties.
Damn! I am going to try this system out!
Any name suggestions?
29-Jul-2005: Assembly'05 Report
Plim! I am a comic book character!
Enter-team cruise in June has been made immortal in this web comic,
which I think captures the mood much better than photos
would. If you've ever wondered what journalists do on
conference cruises, here is the answer. I wonder if Enter
has any work for me ever again...
But to business at hand, which is
Assembly'05. This was my second Assembly and once again
my employer paid me in, on the condition I write a report
of my observations. This is it and there is no point in
limiting it to just the Rovio staff. Murphy's Law is the
only true universal constant and thus everything really
interesting was on Saturday, when I could not make it:
Bugbear presentation "FlatOut -behind the
scenes", Frozenbyte presentation on themselves and
their upcoming (and immensely interesting) Shadowgrounds
game, and last by not least "Real World mobile game
design" by my colleague and ex-coworker Tim
Lönnquist, who also just happens to be one of the top
mobile game designers around.
I'll catch them all from the Assembly
video archives later, but it is never as good as the real
thing. Hmm... I wonder if Frozenbyte were interested in a
Shadowgrounds RPG...
So, I was at Assembly on Thursday and
Friday. I have very little to say about the latter, but
much to say about the former. I caught three seminars on
Thursday, ATI Crossfire, Hybrid explaining their OpenGL
system for mobiles and BitBoys marketing their hardware
IP for mobile graphics accelerators. There was also an
amateur game making competition with the nine finalist
games shown on the big screen, but let's go over the
seminars first.
ATI is in trouble. Big trouble. In so big
trouble they are warping reality to escape it. Advances
in game graphics are leveling out since current
top-of-the-line cards feature just about everything game
developers can, want or will include in their games. You
can take games to full photorealism and beyond, but who
is going to pay for it? How far can the development costs
go just so that you could have an extra layer of
half-pixel texturing visible when your character presses
his virtual nose against a wall in an FPS? Graphics
hardware has been a gamer-driven industry for the past 10
years and now cards can deliver far more than the
developers can, at least with the present cost structure.
Nevertheless, ATI must introduce many new products every
year just to survive.
To compensate for the lack of logic, they
have introduced the concept of "enthusiast". In
short, this is a person who cares about things like
having 150 frames per second instead of 50, or that the
telephone lines in Half-Life 2 aren't absolutely smooth
when viewed from a great distance. ATI Crossfire can
deliver that and more using many terribly clever
gimmicks. Despite the impressive statistics the
real-world improvements they were able to demonstrate
were markedly few and far between. You'll get a slightly
better 3DMark score, Splinter Cell 1 becomes too fast to
be playable and in 3DMark05 the top of the spaceship
hangar doorway, which seems a little pixelated when the
angle approaches X-axis, is completely smooth. And most
importantly, they can show a big list of things ATI
Crossfire does and corresponding Nvidia card doesn't.
Most of them won't be noticed by anyone
but an "enthusiast". Yippee.
Why do I get the feeling everybody is in
trouble here? Hybrid presentation about OpenGL for
mobiles and BitBoys presentation on mobile graphics
accelerators were loaded with desperate wishes for the 3D
breakthrough in mobile graphics in the immediate future.
OpenGL ES did not seem to be too shabby of a system, even
if it takes 100 kilos and the phones that can run it are
still mostly on the drawing board. But it is definitely
feasible. The problem lies in the mobile markets
themselves. Everybody and their cousin are betting their
pants on 3D mobile games, and possible applications and
user interfaces. Personally, I would love to see vectored
graphics become commonplace in mobile phones. But both
Hybrid and BitBoys are making the assumption and that
mobile industry will go down the same path as the console
game industry.
Unfortunately for them, mobile markets
are connectivity and interface-driven, where as the
consoles and PC graphics were gamer-driven. It will be a
long time, if ever, before gaming is the primary reason
for the masses to switch their phones. Unlike in
computers, the low end of the device spectrum is not
becoming obsolete, but instead the high-end models are
moving further and further ahead of the main market. Even
if 3D accelerated phones are coming out in 2006, my guess
is that they may well never become mass market goods. The
whole concept of mobile phones will change into something
else before that.
To us in the mobile gaming industry,
watching the 3D mobile games bubble grow is nothing new.
BitBoys repeated a oft-heard litany of American mobile
gaming "truths", half of which already don't
apply in Europe. With the athropy of the PC and almost
complete consolidation of console game markets, many
smaller game developers are putting their hopes on mobile
gaming and 3D is all they can do. If the 3D mobile game
revolution does not happen, they are doomed, so they are
hyping it up whenever they can, hoping to create a
self-fulfilling prophecy. It reminds me of the 2000/2001
WAP hype, really. Time scale, 1-3 years, is exactly the
same. Everything cool is happening in 2006. Or 2007. Or
"by 2008".
Yeah, right. And mobile gaming will be a
3/16/27/100/600 billion dollar industry by 2008,
remember? That is rate of bubble growth and when it
bursts it'll take the analysts and hypers with it. That
is why I focus on games that will sell *now* instead of
2008.
Friday, or today, was quiet compared to
Thursday. Microsoft was presenting their Visual Studio
development tools in the vain hope that software
development for other platforms would cease because
they've got the coolest tools. Farbrausch presentation on
"Crafting a 3D engine" was a repeat of the
.werkzeug presentation given last year. Demo portability
would interest just geeks. On the show side, Fast Audio
Compo caught my attention. Some of the pieces were
really, really good. Especially #5 warmed my heart with a
combination of heavy metal sounds and synth beats.
Oh yes, the amateur game development
competition on Thursday. Nine finalists, including a
couple of games which caught my attention. These are all
casual games I would not pay a penny for, but still,
Bubbles was nice, "kumoon" was great and
"Factory Pinball" was funny. Bogo jumping game
was apparently too difficult for the casual genre and
"Lynx *something*" demonstrated how a faithful
boardgame conversion does not really make a good computer
game. You can check them out from the Assembly website,
or so I've been told.
This year professional gaming really did
leave its mark on the event. World Gaming Championship
had taken over the old seminar hall. I could not fit in
because of the crowds (and they later closed the doors
entirely), but if you want to see gaming turned into a
mass sports event, that is where you should look.
I like going to Assembly. There are
stands with all sorts of cool stuff, and where else can
you buy Tux-mugs or demo-scene soundtrack collections? I
bought a new mousepad there and it is freaking brilliant!
The old one was made before there were optical mice and
had a nasty tendency to whisk the pointer around the
screen at random. The arena looks awesome with all those
computers, case mods, lights and beats. I don't know why
there are lights and sounds, but it is cool. Hmm, perhaps
that is the reason. Atmosphere is delightfully geeky,
demos and compos are usually very pretty and you can
learn a lot from the seminars, even if it is not what the
seminar was supposed to teach you. I also occasionally
run into friends and other people I know, and with my
dayjob I can even afford the overpriced hamburgers or
pizza slices.
Still, I guess Assembly was meant to be
enjoyed in groups. It can get lonely for a solo-player
like me.
27-Jul-2005: Arkkikivi and product
placement
Tuovinen Bros. at Arkkivi (www.arkkikivi.net)
keep throwing games at me, probably hoping for free
marketing and added publicity. And I don't mind,
especially if the games are this good. I could not care
less about their first release, the Finnish translation
of My Life With Master (translated as "Kätyrin
osa"). But at Ropecon they tossed me a translated
copy of Dust
Devils (Piruja Miehiksi in Finnish) and this time
they are really getting somewhere with these artsy and
experimental games.
Skipping the original history of Dust
Devils, I'll just summarize that it is an artsy
rules-light RPG about the grim Wild West, in the vein of
modern and mature westerns like "Unforgiven".
As a rule, Arkkivi focuses on more experimental and
obscure games and thus Dust Devil features a card-deck
game system, where the winner of the round also gets the
descriptive powers usually attributed to the gamemaster.
There is a sort of a gamemaster, called Dealer, but his
authority over the course of the game is markedly weaker
than in the more traditional games. It is not a problem,
if you as a Gamemaster are willing to let go of your
authority (I am not!) and can be a good idea if you can
trust the descriptive and dramatic abilities of your
players.
Another important theme is the Devil.
Every character in the game, right down to NPC's, has a
Devil, some sort of a vice, weakness, trauma or trouble
that haunts him again and again. While the description
about the concept of the Devil was poor, the examples
given were wonderful. How about a rich and handsome
gunslinger who can never stop or hope for a better life
because there is always someone on his tail? I can
already see "the Magnificient Seven" flashing
before my eyes! How about being a wealthy and pretty
widow, who puts up with an abusive lover because she just
needs a man? That is a very believable, very
down-to-earth Devil that is common enough even today, yet
rarely featured in any kind of fiction.
This system works better than ordinary
Flaws or Disadvantages would, because they follow the
genre, act as triggers for an infinite range of
disadvantages and provide good narrative and roleplaying
hooks, assuming the players are up to the challenge. The
Devil is a constant force in the character's life, a foe
to beat. Succumbing to it is the end of game: death,
insanity, retirement, whatever. When the Devil claims the
character, he or she is out of the game. Finally gunned
down by bounty hunters. Beaten into submission by an
abusive lover.
Of course, being a low budget-game Dust
Devil lacks flair, glitter, franchise and most
importantly content. It contains some narrative snippets
from the Wild West life which add to the atmosphere IF
you already know the basic history and mythology of the
era. Written for American gamers, it was probably safe to
assume they know what a Western is. In Finland, I can
only recommend Dust Devils taken with a hefty dose of
GURPS Wild West or some other easy-to-read reference
material. And check the relevant movies.
One final point: An extra star for Eero's
"miscellaneous notes" at the end of the
booklet. Adding a chapter highlighting the differences
between Dust Devils and traditional games and giving out
tips on how to best manage a game with such an unorthodox
game system was a very good idea. Reading it will save a
lot of trouble from potential players. I don't really
know how the sales of My Life With Master took off, but I
hope Dust Devils does better. It deserves it.
24-Jul-2005: Ropecon Special
Wow, what a Ropecon! Two programmes, being selected to
a panel with both BIG-league guests of honours, the
Golden Dragon Award, a new Fantasiapelit deal, public
commendations on my game design challenge concept, some
fellow coming to talk to me about TV productions and
whatnot, restaurant chat with Greg Stafford, busty girls
in low-cut dresses, Juhana Pettersson finally getting his
book out... it is almost too much goodness on one take.
This is the Burger's Designer Notes Ropecon Special
2005, a super-length blog entry to cover the event
from my perspective.
Friday with Juhana Pettersson
I was told his name is written with two "s".
Anyway, Ropecon started on Friday afternoon as usual and
Like Kustannus and Juhana Pettersson held a publishing
event for Roolipelimanifesti, Juhana's
definitive guide to roleplaying. "Blah blah
blah". Let's talk about the book itself. It is a
300-page softcover book that tries to cover both tabletop
roleplaying games and LARPing as phenomenon and methods.
Helsingin Sanomat published a review of it on Saturday's
paper and it says pretty much everything I would have
said (I read it already on Saturday). The book reeks of
"qualitative hierarchy of gaming styles"
-thinking that I am so allergic to, but it also contains
plenty of solid information on the gaming process and
interesting accounts from the history of roleplaying
games. It is worth more than the paper it is printed on,
even if some of the figures about RPG sales in Finland
are *way* off.
Opening Ceremony
What the Hell? Mike Pohjola has written (and somebody
else composed) the official Ropecon Song. Unfortunately
the lyrics are not available anywhere, but I especially
liked the chorus of "expa expa". Insane,
really. Not that the opening ceremony delivered by Ego
did much to convince me of his sanity either, but it was
fun, sheer fun.
This and that
I was going to do a lot of things but got stuck in
Dipoli restaurant where I first met an ex-coworker and
then a whole bunch of friends and other interesting
people. At some point I found myself listening to Greg
Stafford's "The Man, The Career, The Games"
-speech and was pretty much mesmerized. As I have said I
don't really care about guests of honour, but even then
Greg Stafford is pretty much on top of the list.
Everybody else admires Glorantha. I have hots for
Pendragon. Besides being a smooth-talking elderly
gentleman, Greg turned out to be something of a
mysticist, currently fascinated with eastern religions.
It is good we are not cast with the same mould. I really
lapped up his stories from the early days of gaming. I
would have loved to be there myself.
I also went to see introduction into MMORPGs by Ninnu
Hirvonen and liked that too, although I knew much of that
stuff already. I am really interested in MMORPGs as a
phenomenon, but I am truly fed up with playing them.
It'll pass, I guess, and at some point I am going to give
World of Warcraft or something else a go. That pretty
much wraps up my Friday.
Oh yes: my Friday tally was one epileptic patient and
one case of nudity. I've been told there were two
epileptics and at least one more case of nudity in the
Con, and at least one poorly disguised sex act. The
weather must have been a contributing factor. It was
raining and while Dipoli wasn't really too hot, the air
was so humid that sweat just stuck on the skin. Very
unpleasant and I would have liked to run around naked
too.
Saturday
Weather on Saturday was considerably better and the
Rock-Paper-Scissors contest in a rubber castle on the
parking lot was a truly bizarre sight. The whole event
had been organised along the lines of Professional
Wrestling, down to cheating, bribing the judges, trash
talking and exotic wrestling costumes. It was eventually
won by a Swedish girl called Anna, who at some point
stunned the opposition by flashing her tits. Or so I've
been told: I missed it (waah!)
I also sat for an hour at Jalava's desk, supposedly
signing copies of Vanha Koira. I didn't sign any books,
but a number of arms, entry bracelets and one T-shirt.
Vanha Koira has sold about 500 copies and Jalava told me
it was quite good for a Finnish fantasy book. It is still
less than the copies of Praedor out there, though. Hmph.
Greg Stafford, again
I went to relax at Dipoli restaurant, which had better
menu than ever before, by the way. Then again, when you
are on the bottom the only way is up. And whom did I run
into? Greg Stafford! We were introduced and had a long
chat. I showed him Praedor and tried to explain what it
was about and he seemed suitably impressed (or just
polite). Either way, it was a very pleasant way to pass
time, although I missed a lot of stuff I wanted to go to.
My Finest Hour
At six in the evening I began my Borvaria
presentation. It was not as intensive as Gamemaster's
Jaconia last year, but we were doing good progress, when
Con organisers suddenly came to take me away from the
auditorium and told the audience they would need me for
about 10 minutes. Perplexed, I followed Anu upstairs and
into the big hall where the Ropecon Gala was in full
swing. After a stage magician did his piece, Ego got on
to the stage and announced it was time to issue the
annual Golden Dragon Award for the third time. He gave 5,
4, 3, 2 and then 1-point hints as to who the recipient
might be and IT WAS ME. I got onto the
stage, received a diploma and a dragon statue and saluted
the 800 cheering spectators. For the rest of the 'con I
would constantly be congratulated by both friends and
strangers.
Now, the diploma is just a laminated piece of paper
and the dragon statue is pretty kitsch, but the Golden
Dragon Award itself is a big thing. It is the highest
acknowledgement you can get in the Finnish RPG scene.
Introduced in 2003, I am the Golden Dragon Recipient #3,
right after Tudeer brothers and Mika "Magus"
Laaksonen. We are the Order of the Golden Dragon. What
can I say? If I had not been so confused after being
taken away from the Borvaria presentation I would have
probably been floored by emotion. Instead I got back to
auditorium and finished my presentation. But really... I
am a sucker for public recognition and thanks, and it
just does not get any bigger than this.
An obscure award from a fringe hobby scene, my ass!
This is the fucking Nobel Prize in Finnish roleplaying!
It is *that* big of a deal for me! I am going to put it
on my web page, my CV, everything! Carry the dragon
statue around my neck on a chain!
Oh yes, I also told some people some stuff about
running adventures in Borvaria.
Who cares?
Praedor 2?
After the Borvaria thing I went to dinner with a
friend and we talked about Praedor 2, or what I would
like to see in the next full edition of the game. There
is very little chance of doing it anytime soon since I
would need a lot of new pics from Petri and he could not
find the time anymore.
Sunday and the setting workshop
Sunday opened with a couple of dozen of
congratulations as I tried to get from the front door
into Room 25 where I was supposed to hold a workshop on
building a setting. It went smoothly, even more smoothly
than I expected and nobody in the audience left before
the end. Risto Ravela showed up to make some noise (if he
is present the audience activity is effectively doubled)
but apart from commenting things already discussed in the
presentation he made pretty good points. People felt that
my triangular model for designing settings and the
mindmap-approach to geography and culture design were
useful, perhaps even eye-openers. Unfortunately we also
had a long discussion over the virtues and morality of
orc-killing, which wasn't really part of the topic. I
shall never mention orcs again.
Greg Stafford, yet again
Next programme was Game Design Challenge panel with
Bill Bridges and Greg Stafford. We'd been informed the
night before that we would have present an ex-tempore
concept for a roleplaying game about romantic myths. At
first, I panicked, since my games are about blood and
gore, but then I realised that the campaigns I run
contain more than their fair share of romantic elements.
It was comparatively easy to strip away the action part
to see what kind of a romantic game I would be interested
in (although only in a closet with lights turned off).
The result was Towers of Dusk and I was later told by
some women that it was a really marvellous idea,
especially with the diceless system I devised (me?! a
diceless system?! Who are you and what did you do with
the real Burger?)
I'll put the concept draft for Towers of Dusk
at the end of this entry.
It was the best Con panel I've ever been in. Usually
when I am put together with GoHs, I am such a small-time
crook compared to them I don't really have a say about
anything. But this time I had plenty to say. Somehow, it
was an even playfield, although you would not think so
with Mr. Werewolf and Mr. Glorantha sitting at the table.
At the end of the panel I got Greg to sign my newly
bought copy of HeroQuest and then gave him a copy of
Praedor (from the very first print-run), which he of
course asked me to sign. He can't make head or tails of
the text, but he can look at the pretty pictures.
Praedor v1.1
I was informed Saturday night that Fantasiapelit
wanted to speak to me, and over the course of the day
many of them approached me and told me to do a new
print-run of Praedor. There has been enough demand for
it, so the old deal is on, once more. But I am not going
to do another print run of the current edition. This will
be Praedor 1.1. I want a new cover, I want to integrate
PDF materials from the website archive into the game
book, I want to proof-read the text once more and there
are some layout issues the printing house hoped would be
corrected, like the heavy black sidebars. Perhaps I will
include some of the adventures as well. But no new
writing or else the schedule will be shot to hell. Even
now a lot hangs on whether Petri can find the time to do
a new cover. Not enough new stuff to make the old print
runs obsolete. But enough to make you want the new one.
Cover was the only thing Greg did not like. Can't say
I blame him.
Closing the shop
All good things must come to an end. Although I though
there were fewer people this year, the number of
attendees from ticket sales was the same. Come to think
of it, I've though there are fewer people around also
last year, and the year before that. It is probably a
throwback to Paasitorni throngs. Anyway, as long as there
are enough people to give us Ropecon also next year, I am
happy. Ropecon is my favourite time of the year, although
I never get to hear more than a fraction of the lectures
I'd like. So a quarter past six the closing proceedings
begun and little after seven I walked out of Dipoli. It
was all over.
*sigh*
Somehow, Saturday is my favourite day of the Con.
There is no opening hassle since everything is already in
full swing, and neither is there this impending sense of
the approaching end which depresses me a little on
Sundays. Good things always happen on Saturdays.
And now...
Towers of Dusk -the Romantic RPG
Developed for Ropecon 2005 Game Development
Challenge
Imagine the Venice of Myth, early 18th century. City
of carnivals, idyllic places, beauty, art, decadence.
Gondolas slowly drifting along channels. Mist veiling the
bridges where disguised lovers meet at night. Graveyards
where rival lovers fight a duel at the first light of
dawn. It is the Era of Love, the waning of the
swashbuckling Baroque and the beginning of the Age of
Reason that would eventually be destroyed in the madness
of French Revolution. It is the age of Thinkers and
Poets, Lovers and Tragedies. The Age of Giacomo Casanova,
as it is told in Romance novels and dreams of love.
Giacomo's legend was preserved but he was not the sole
romantic hero of his era.
Characters are gentlemen and nomenclature, or if they
are female, they live double lives, wearing masks of
honour to hide fiery hearts. With money and standing they
do not have to concern themselves with the mundane, but
instead strive to win the favour of their love, to
conquer or give, depending on their taste and view of
their desires. Every adventure is a Romance epic. In an
all-male character group (assuming there are no
homosexual characters) they might be both friends and
rivals in pursuit of favours from one of the ladies that
are the light of Venice. In a more mixed party they might
have more diverse aims, but are pledged to help and
advice one another and might get embroiled in each
others' romantic troubles.
All characters are based on a character description,
outlining his looks, style, strengths and weaknesses.
Then there are five stats: Body, Soul, Charm, Power and
Wisdom. Body represents strength, health and agility, a
rare virtue in these days. Soul is the soul of a poet,
the creativity in words and arts. Charm is the beauty of
body and mind, the pleasantness of voice, the skill in
dance and etiquette etc. Power is authority and will, the
ability make others do what you want, to control an
organisation, to face danger without flinching, to beat
the bureaucracy and seize the leadership. Wisdom is the
learning of school, from arithmetic to philosophy. Wisdom
lets you remember a poem, Soul to alter it to your
current needs and Charm to present it in a way that will
open a gate into the heart of your amour.
You have 10 points. At least 1 in each stat and no
more than 3, at this stage. The points tell how good you
are in things concerned with that stat, while your
description tells where your interests really lie. There
are no more precise skills than that. 1 equals poor, 2
equals average, 3 is good, 4 is excellent and 5 is elite.
When you want to do something, you describe your
actions. If your description is good, plausible and fits
your character, the situation AND the genre, you should
succeed or at the very least pass the test. The
gamemaster might want to look at the stats: with a low
stat you'd need an excellent description to complete a
difficult task, while a high stat would let you pass with
fewer words and poorer expression. But the main focus
should be on roleplaying: good roleplaying should be
rewarded even if it leads to poor results. Maybe you
failed because of your actions, but with good roleplaying
and a good description of what you do, you should still
achieve something.
If your character fails for the difficulty of the task
or your blushing or lack of words, you may still pass the
test by expending one Romance point. That point is marked
under the stat most relevant to the task and you can only
use as many Romance points for it as is the stat value.
If you run out of Romance points before the end of
adventure, you'd better roleplay and describe your
actions exceedingly well, or concede defeat.
When each adventure ends, typically after 1-3
sessions, all Romance points are restored and those
characters who achieved their goals, whether by heart or
by loins, can add one point to one stat. The maximum stat
value is 5.
Romance points can be regained during the adventure by
Great Deeds. It can be an idea that turned a seemingly
hopeless situation around, or achieving a major goal on
the path of love, although while not the ultimate prize,
will give the character a taste of paradise. But these
point returns should be used sparingly, and only when the
character does or achieves something the whole group will
remember for a long time.
Combat: Oh dear, what would a Romance novel be without
a duel between the lovers. Again, it is about
descriptions and roleplaying. Defeating the enemy is a
descriptive task like any other. The gamemaster describes
the enemy, the player describes the action of his
character. A convincing description will cause a hit upon
the enemy, perhaps even several if the player account of
events is great. Typical a hit reduces Body stat by one,
while a clever move might reduce it by 2 or 3. A stab in
the back or a murderer's cord around the neck will mean
instant death, although not without a chance for last
words or message, perhaps drawn to the ground with the
character's own blood.
At Strength 0, the character is bed-ridden. At -1 or
less he dies, usually in a very tragic, heart-wrenching
manner. If his last words were worth remembering, the
next character has one additional stat point. Wounded
characters will heal a point of Strength each week, and
perhaps an extra point if brought a mystical poultice
from the alchemists store.
Remember, it is all about roleplaying and romance. It
is perfectly possible to play this game without any
reference to sex. But who would want to?
This game is dedicated to my cousin Milla, who thought
it would be great!
23-Jul-2005: Greg Stafford
I have this problem with RPG celebrities.
I am not really interested in meeting them. When I do
meet them, they usually turn out to be great guys (like
Mike Pondsmith), but even if I like their games, I don't
feel like I would or could gain anything by seeing them
live. I am not opposed to the policy of inviting guests
of honour at Ropecon: quite the opposite actually.
Conventions must have them, they are usually great
speakers, majority of the people wants to see them and
they don't bother me.
That said, Greg Stafford was on top of my
list. He is most famous for Glorantha, which I personally
do not care about one bit, but also wrote Pendragon,
which is a hell of a game and one of those looked into
when writing Praedor. More importantly, he headed
Chaosium, and as a company Chaosium rocked (despite being
notorious for not paying their artists and external
designers in time). Greg Stafford is a voice from the
Golden Era of gaming, the time before Magic: The
Gathering bled away the customer base and the print
quality of major game releases was still within the reach
of small-time entrepreneurs. Like me.
Hindsight is good. Nostalgia is even
better.
21-Jul-2005: Eve of Ropecon
It is actually July 22nd already, but I
haven't gone to bed yet. Tomorrow it happens: the 12th
Ropecon. Magic number for Germanic tribes. The only new
thing I have to show is Code/X and even then there is no
Code/X-specific program, although I will be dealing with
similar themes in Gamemaster's Borvaria. It is pretty
popular for a non-commercial games and many people have
commended on its suitability for introducing new people
into the hobby, mainly because of its thematic similarity
to videogames. I have long held a belief that in these
days gaming industry should look into videogames instead
of books and movies in their search for new customers.
D20 Warcraft was one the best ideas anyone in this
industry has ever had. Too bad that your average World of
Warcraft noobie can't make head or tails of the idiotic
D20 game system.
Code/X popularity has got me thinking
about a "Super Code/X", which would be a
commercial product with a fully detailed setting setting
and use a simplified version of Praedor as the game
system. And then there is, of course, the parent project
of them all: Stalker. You could actually say that just as
Juhana's Joutomaa -roleplaying game turned into a book,
my Stalker roleplaying game has turned into Code/X and
the unnamed project I am henceforth referring to as
"Super Code/X", even if some people may guess
what it is about.
An idea: Since writing Stalker as a full
game feels too cumbersome at the moment (for reasons
already explained on this blog), I could release it as a
supplement to Code/X. That would justify the shorter
length of the book and get that project off my to-do
list. Hmm, this is worth thinking about. After all,
"Super Code/X" is almost equally weird but it
would be entirely my own IP.
People ask me the strangest things these
days. Somebody emailed me the other day, telling that his
player group wanted to found an official roleplaying
society and asked what the tangible benefits from such a
move would be. Well, it all depends on what you are
doing. If you are doing things with other organisations,
the state, or commercial entities, being a registered
society is about the only way. If it is really just about
you and your gaming buddies, it has little meaning beyond
an ego boost. Don't get me wrong: Ego boosts can be
really cool. Think about Burger Games. With a release
rate of 1 game per 4 years, do you really I couldn't have
handled that as a private person instead of company?
That's right: having Burger Games does make certain
business aspects easier, but for the most part it is
there just for the sake of image. Having your own RPG
publishing label is just *so* cool.
By the way, HALO: Fall of Reach -novel
ain't bad. Licensed game novels have come a long way from
the shitty Battletech books of my youth.
20-Jul-2005: Timo Saarniemi In
Memoriam
Opettajani, innostajani, kollegani ja
Kaitaan lukiossa olleiden roolipelikurssieni sponsori Timo
"Texi" Saarniemi kuoli 14.6.2005
Paimion sairaalassa, lyhyen sairauden murtamana. Hän oli
62-vuotias. Texi oli ristiriitainen hahmo jo
koulukaverieni keskuudessa, mutta minä pidin vanhasta
nahkahoususta kovasti. Onneksi vein hänelle Vanhan
Koiran nyt keväällä niin että hän ehti nähdä sen.
Ja hän oli otettu ja samalla ylpeä siitä miten vanha
oppilas elätti itsensä kynän kärjellä. Hänen
mielipidettään Vanhasta Koirasta en koskaan ehtinyt
kuulla.
Rumba-lehden foorumilla kiistellään
Timon ansioista, puolesta ja vastaan. Joidenkin mielestä
hän oli aito runoilijasielu, toisten mielestä rasittava
poseri ja meuhkaaja. Harvat, jos kukaan, keskustelijoista
on tuntenut hänet henkilökohtaisesti. Minä olen. Ja se
oli etuoikeus ja kunnia.
Texi oli ihmisenä kuin kiihdytysauto:
innostuessaan hän pääsi nollasta sataan 0.5
sekunnissa, muttei koskaan mennyt kovin pitkälle. Hän
ihaili ja väitti yrittävänsä samaistua Jim
Morrisoniin, ja hänellä oli tunteellisen rokkitähden
ajatusmaailma. Vain musiikki puuttui. Hänellä oli myös
ainutlaatuinen kyky suhtautua kaikkeen uuteen
innostuneesti, erityisesti jos se liittyi taiteeseen ja
kulttuuriin. Siinä missä minä kuittasin hiphopin
roskana, hän ihaili sitä varauksettomasti vaikkei
ymmärtänyt siitä yhtään mitään. Hänen tapansa
glorifioida asioita joista ei tiennyt mitään ärsytti
monia, mutta toisaalta se oli hyvin kannustavaa.
Hänestä mikä tahansa luova idea kannatti toteuttaa,
oli se järkevä tai ei.
Lukiolaisena ihmettelin hänen
meuhkaamistaan kaikesta mahdollisesta, mutta olen
sittemmin tullut siihen lopputulokseen, että hän teki
itsestään pellen antaakseen oppilailleen rohkeutta
ilmaista itseään; kirjallisesti, näyttelemällä,
roolipelaamalla, miten tahansa. Sen sijaan että hän
olisi rakentanut opettajana auktoriteettia, hän veti
showta, jonka tarkoitus oli murtaa suomalaisille kovin
tyypillinen "en mä kehtaa" ajattelumalli. En
usko oppineeni äidinkielestä yhtään mitään hänen
tunneillaan, mutta Timon rooli siinä että uskallan
aukoa päätäni julkisuudessa ja rummuttaa omituisia
harrastuksiani ei ole vähäinen. Roolipeleistä
yleiskiinnostuneena hän järjesti monena vuotena
roolipelimuotoisen kurssin Kaitaalle, äidinkielen
soveltavaksi työpajakurssiksi ja samalla antoi minulle
ensimmäisen kunnon työpaikkani. Alter Egon kokouksissa
hän kävi joskus vakoilemassa, ja oli läsnä mm.
laajentumiskokouksessa 1997.
Ja tämä kaikki koskee vain minua. Timo
tuli Kaitaalle opettajaksi 1970, kolme vuotta ennen
minun syntymääni. Hän on ärsyttänyt ja
innostanut tuhansia ja taas tuhansia oppilaita.
Opettajilla on aivan käsittämättömän paljon valtaa
ja vastuuta kasvatuksessa. Pelle tai ei, Timo käytti
sitä oikein.
Lepää rauhassa, Texi. Olet ansainnut
vapaalippusi Doorsin keikalle.
19-Jul-2005b: Veristä Hopeaa
Erkka Leppänen, already high on my list
of good people, has further improved his standing by
sending me his Praedor-adventure "Veristä
Hopeaa" (Bloody Silver). In the typical Erkka
fashion, it is a well-written, easy-to-run adventure
combining action, cunning and tantalizing glimpses into
the lives of ordinary Jaconians. In fact, I can't fault
the adventure for anything, except perhaps for the lack
of supernatural elements. But who needs them?
I made the adventure into a proper
Praedor-style PDF. You can find it from the Praedor
webpage library, but here is a direct link for the
impatient:
http://www.burgergames.com/Praedor/verihopea.pdf
19-Jul-2005: Making Waves in Mobile
http://www.airgamer.de/cms/front_content.php?idcatart=3703
Well well! Darkest Fear by Rovio Mobile
has been reviewed at Airgamer.de. For the very first game
of a completely new company, 86% and Airgamer Award ain't
bad. Especially when you know that 86% is the second-best
score ever awarded to an adventure game and tied with my
Fantasy Warrior 2: Evil, which was voted the best mobile
adventure game in Germany for 2004.
86% and Airgamer Award for the very first
title. Not bad. Not bad at all.
Congratulations, Lauri!
Congratulations to the whole Darkest Fear
team!
17-Jul-2005: Code/X v0.7
I am calling this release of Code/X
version 0.7 because I have not made any additions to the
Gamemaster's book. Still, take a look if you are
interested in this kind of thing. I've tried to combine
skills and edges into "specialisations" but as
of now the specialisations read like sets of
sub-abilities (or skills). For version 1.0 I hope to blur
the connection between a speciality and a skill by adding
special abilities and character features (edges) to the
list. Unfortunately that will probably mean adding
specialisation descriptions, increasing the length of the
book and ultimately the size of the pdf file.
(After a while)
Ok, Character sheet changes completed. I
am now going to put it on the web:
Code/X,
version 0.7
Here is the old one for comparison: Code/X,
version 0.6
16-Jul-2005: No Tomatoes
After enraging their entire fan- and
customer base, making themselves the villains and
laughing stock of many web forums, comics and gaming
industry news sites, White Wolf withdraw its licensing
policy. They will probably go at it again with reworked
conditions, but as of now it is off the table. I guess I
won't be throwing tomatoes at Bill Bridges after all. But
still, I can't believe they did not see that one coming.
What they were thinking? What was Justin Achilli thinking
when instead of trying to explain the reasoning behind
the policy he labelled everyone opposed to it as
criminals and thieves? Legal and fair are not the same
thing.
Ropecon is less than a week away and I've
prepared materials for both of my pieces: Creating a
Setting -workshop and Gamemaster's Borvaria
-presentation. The former is intended for people with at
least mental designs for their own game settings and I
hope to have an active audience. I've never run a
workshop before but I was told it was kind of like
running a school lesson. I've done those, so that is the
format I am aiming for. Hopefully with a little more
enthusiastic audience. Gamemaster's Borvaria is a good
old-fashioned presentation using 34 pictures taken from
the game. I originally intended to use other Praedor
sources as well, but then decided against it. The
presentation will detail what sorts of information I have
been able to glean from the game, just like in
Gamemaster's Jaconia. There is a wealth of it. One thing
that isn't in the game, though, is how to run adventures
in Borvaria.
Thanks to thinking I had to do for
Stalker and Code/X I now have a procedure for planning
and running the kind of scenarios I have envisioned for
Borvaria. Unfortunately I did not have them when I wrote
the Borvaria section into Praedor RPG.
Code/X 0.8 is progressing nicely and the
game definitely benefited from a re-write. I know that
there will be some griping about the Ability system which
has replaced Attributes and Skills, but it works in WHFRP
and Haven: City of Violence, so it should also work here.
Actually, if I were making an MMO or an MMORPG, I would
use a same kind of system (although not necessarily with
the same kind of numeric values: MMOs require a wider
numeric range to give character progression more
longevity). Combat system is becoming more and more
streamlined. If I've got the balance right, it will
definitely kick ass. Decreasing the injury treshold range
was also a very good idea, as it enabled an entirely new
and much more adventurous way for handling explosions.
And the rules for burst fire and automatic weapons will
be contribution to the progress of civilization. Put me
up for a Nobel prize if they work in the playtest
session.
If there is one thing I would like to
have right now, it is illustrations for Code/X. I am
actually tempted to use game screenshots from all the
games I've used as inspiration. Obviously, the image
copyrights are a problem here. Since Code/X is
distributed freely and there would be no attempt to hide
the origin of the pictures, the distributors might,
correctly, regard it as free advertising and let it be,
but there is no way to know. And I am not going to use
Stalker images, as those are strictly for Stalker. *sigh*
Damn this heat. I really should stop playing submarine
warfare simulations and get on with re-installing
Pagemaker 7.0.
Speaking about games: the trailer
for "Darkest Fear" by Rovio Mobile is now
out and as I said, it looks pretty cool. I just wish they
had start with lighting effects and not pushing boxes
around or getting unexplained damage from the dark. But
we are learning and mobile game trailers are rarely this
sophisticated. There was an interesting (and
illuminating) incident last week: an Italian mobile games
site published a review of Darkest Fear, giving it 9/10.
Hooray! Unfortunately, they had never seen the actual
game and rated it purely according to hype, screenshots
and marketing materials. While we at Rovio are very proud
to receive such high marks for our first releases,
personally I do have problems in taking it all seriously.
Unfortunately, this sort of thing is very common in
foreign games media. Finland is the only country where
honesty is a virtue and not a fault.
13-Jul-2005: Steaming Jungles
The official
trailer of my soon-to-be-released mobile
game design War Diary:
Burma is out! Unfortunately it is almost all gameplay
and no dramatic cinema. Frankly, the as-of-yet unreleased
Darkest Fear trailer is way better, but as mobile games
go, Burma trailer still rocks. It is the first game
trailer ever released by Rovio Mobile and I think it is a
good start for a company this young. And there will be
more! Much more! Back when I was still at DChoc, I was
told the markets are closed and small companies like us
have no chance in Hell getting distribution deals. Back
then I believed it, but now, six months into Rovio, I can
only wonder what they were smoking. Still not convinced?
Keep watching. It won't be long now.
It is the middle of July, the height of
summer. Vantaa is sweltering in a heat wave of slightly
under 30 degrees. Whew. It is times like these that make
me consider getting an air conditioner for the bedroom.
Then again, there are twelve months in a year and you
would only use it for a month or two.
Some of you are waiting for Stalker.
Well, there is little I can do now that Pagemaker 7.0
seizes up on start and won't open the files. I'll
probably have to re-install the whole program. Code/X,
done with Pagemaker 6.52, works nicely and I'll get back
to it once I get the material for Ropecon presentations
off my hands. I am hoping there would be version 0.8
before the Ropecon. I wonder if anyone will bring me a
stack of printed-out papers to sign. I am also writing
one other thing, originally requested by a small,
red-haired girl, but it is growing into a kind of
"Stalker in hard science fiction space
setting". You'll probably never get to see it but we
will be having fun playing it in the near future.
Stalker is alive and kicking on another
front. One of my ex-pupils from Kaitaa High School has
informed me that he intends to run a Stalker LARP next
Fall or so. He would like to use the "official
Finnish Staker setting" and I will be sending him
the player's guide as a PDF as soon as I get the stupid
program working again. Grr! He even offered me a role in
the larp, but I am not a larper so I declined. Still, I
am always happy to help my little pupils (all grown up
now and with better salaries than mine) to make it in the
Big, Bad World. I'd guess there will be more information
about this when the time comes.
8-Jul-2005: Bill Bridges And My
Middle Finger
Now here is a puzzle for you: When
Ropecon invites someone from the RPG industry to be their
guest of honour, is he there as a private person or as a
representative of the company he works for? Bill Bridges
in this year's Ropecon is an especially tricky case. He
is the designer of Fading Suns and I respect that. But he
also works for White Wolf Publishing and I am sorely
tempted to shout "Fuck Off!" during his guest
of honour speech. I won't, but the temptation is there.
It would be unfair since Bill Bridges is unlikely to be
behind the most idiotic thing in roleplaying I've come
across since Martin Eriksson. Ok, this is worse than
Eriksson. Actually, this
tops about everything.
It is a long read, but the main point is
that if any activity involving White Wolf games also
involves money changing hands, even when it is on
non-profit basis, organisers must belong to WW's
Camarilla player organisation and adhere to its rules of
conduct. If the game is continuous, such as a campaign,
also players must be Camarilla members. This applies to
both live and tabletop gaming. They use entry
fees to LARPs as an example but the actual policy applies
to any transaction, right down to pooling money to buy
pizza. Furthermore, Camarilla rules of conduct are
extremely restrictive (no minors, no public consumption
of alcohol, no touching of any kind etc.). For tabletop
gaming these restrictions are just plain silly, but as
for LARPing, they are inherently incompatible with the
Nordic style (as defined by several people who have tried
explaining it to me).
As icing on the cake, Camarilla
membership costs you about 20 bucks a year, has no
tangible benefits for most players in the US, let alone
in Europe. To make matters worse, the organisation has a
bad reputation and track record on almost everything.
Subscriber-based non-digital roleplaying games, anyone?
This opens up a whole new can of worms for the entire
industry.
As stupid as the TSR submission
guidelines were, they never took a stand as to how their
products were to be used. Once you bought their game, it
was yours and you were free to use it for toilet paper if
you liked. Just like if you buy a hammer the manufacturer
is neither responsible nor in control of what you do with
it. White Wolf attempts to establish control and partial
ownership over not just the hammer, but whatever you make
with it. Camarilla fee is effectively a license to play
the game, and you would be legally bound to the code of
conduct specified in the license agreement. If this move
substantially increases the Camarilla member base, you
can expect similar moves from other gaming companies and
further curtailing of player and hobby-base rights. How
any of this can be enforced is a good question, but the
possibility is there.
Maybe in the future if you play a
commercially released roleplaying game and write a really
cool campaign for it, the license agreement you agreed to
by simply buying the game gives the game publisher not
just a copyright and trademark ownership over the rules
and setting, but to the actual content of the derivative
work (your campaign). And if your campaign and playstyle
do not conform to whatever politically correct garbage
the publisher has for a code of conduct, you could be
sued for a breach of licence, forced to pay compensation
and be legally prohibited from running the game ever
again. WW policy for pay-for-play games has the makings
of it all. If successful, it is the future of
roleplaying.
I've seen the future and it is dark.
5-Jul-2005: Polishing My Halo
It is now proven: Ruthlesness and Greed
*can* be used for good!
They are negotiation about "Halo
-the movie". You may have heard of this video game,
or its sequel, innovatively named "Halo 2".
You may also know that the vast majority of movies based
on games suck. The only good one I can think of is
Resident Evil (the first one) and only because it
incorporates so many of my fetishes in a stylish fashion.
Hollywood has been treating game intellectual property
like cheap garbage and I'll never forgive Ubisoft for
selling movie rights to Far Cry to such a third-rate
director as Uwe Boll. Last year games made as much, if
not more, money as movies, and Hollywood loves to do
cheap, half-hearted films when a hit game has already
taken care of ideas and marketing. I think the upcoming
movie about "Doom" will prove my point and
Remedy doesn't seem too thrilled about the Max Payne
movie project either.
It was only a matter of time before
Hollywood would come for Halo. After all, the big
"H" is possibly the hottest and most instantly
recognizable intellectual property in gaming right now.
But they were in for quite a shock. Halo is owned by
Micro$oft, not some two-bit developer or a publisher
desperate for extra publicity. The Evil Empire of
Computing slammed its huge fist on the table, presenting
a long list of non-negotiable conditions on the use of
Halo name and franchise. The exact terms are unknown but
are rumoured to include a massive production budget and
giving Bungie (the original developer) complete creative
control. In short, Halo -the movie is to be done right or
not at all. That alone is said to have made most of
Hollywood to drop out of the negotiation rounds. Some
remain, probably the only studios with enough assets and
talent to pull it off. This is the most promising start
for a franchise film I've ever seen.
Of course, MS did not do it for the sake
of art. Whatever you think about their products, they've
always known how to make money and are not called the
Evil Empire for nothing. But this time their greed means
we get a better film. The reasoning is so obvious it is
amazing that other game publishers haven't thought or
cared about it: As intellectual property, Halo is
probably worth close to a billion. It is the next best
thing to Star Wars in the mainstream science fiction. It
does not really need extra visibility or advertising. It
has depth in the market and all they need is width.
They've already got books and toys. I'd guess a
roleplaying game is probably under consideration
somewhere (assuming even WOTC can cough up enough money
for the license). Doing a crappy movie would reduce its
value, not add it, so there is no point in doing one
unless it is superb. So greed can be a powerful force for
good.
One day I have to analyze here what I
really think of Halo as a game and a setting. It is not
an easy thing to explain, since while there are some
glaring design issues, it is clear, at least with Halo 1,
that Bungie and MS have stumbled onto something big here.
Something epic. Larger-than-life.
In other news: the first playtest
sessions of Code/X are over and done with. Two sessions,
both aboard MS Mariella during a cruise to Stockholm. We
had fun and players commended the game, but I made
several alarming observations: first, the system begins
to break down with multiple dice. +1D to the roll is
acceptable, +2D is not. Second, system is still heavily
skill-based, adding needless detail as the skills
required during the scenario were actually quite few.
Third, the attribute range from -2 to +2 was felt to be
too limited, have a poor resolution and render skills
almost useless compared to the attribute values. Fourth,
the damage system was cumbersome. Using only 5s and 10s
would make it easier, but so would overall reduction in
the damage scale. It is apparently faster to count 5 x 7
than it is counting 5 x 17. There is also something funky
with the way explosions are handled. Whether I can do
something about it or not is another matter. Oh yes,
semiautomatic weapons fire was also hard to handle.
System as such was easy to use and nobody
had any trouble creating a character all by themselves.
The concept was thought to be marvelous for this kind of
quick scenario-based play where it is unlikely the
adventure will continue beyond one or two sessions.
Characters were able to deal death as good as they got.
Two out of four died, but not before taking the bad guys
with them. Encumbrance system was thought a stroke of
genious, being easy to use, realistic and highly
illustrative all at once. There were some issues on what
items were of what size, though. In a perfect world the
equipment list would have size notations, but for now you
just have to deal with it yourself.
So what am I going to do? A lot. Re-write
the game mechanics. Flip the roles of attributes and
skills the other way around. Reduce the damage range and
simplifying the combat rolls, especially for
semiautomatic weapons. Introduce "shit happens"
die into the game rules (originally conceived by Kalle
Marjola). Throw away the skill description lists because
an ability-based system no longer needs them. Maybe
re-think the equipment list and expand the weapons list
with ideas taken from D20 Spycraft. Redefine and expand
the rules on determining item sizes. Complete Black Files
and monster listings. Develop a more benevolent system
for treating injuries and more detailed rules on drugs.
And that's just for starters.
I am sorry that you have to wait for
Stalker but I hope to return to it as soon as I get some
vacationing done this Summer. As I've explained, my
current work and commercial game projects drain the same
mental batteries, and I prefer to excel in the one
activity that pays my bills. When Stalker project began,
I was still just a corporate drone, with no emotional or
creative attachment to what I was doing. Unfortunately
things changed just as I began writing it. But it is not
a total loss. The more astute among you may have noticed
curious similarities between Code/X and Stalker, and it
is true. Code/X is a sort of "Stalker Lite",
with less depth and more action, but they share the idea
of crossing the boundary into unknown. The whites of
maps. I like the concept so much it will probably be a
major theme in all my future works.
3-Jul-2005: Stroke of Genius
Back when Rovio was still in the Helsinki
School of Economics and Business Administration start-up
facilities, we had a next-door neighbour called Frozenbyte. It
seemed like a small, one-room software start-up with a
laid-back attitude and young employees. I often wondered
who they were and what they were doing. I still don't
don't know who they are, but I know now what they do. It
is a bloody marvelous-looking PC game called Shadowgrounds.
But we've seen scifi action shooters before. What makes
SG such a stroke of genious is that the developers have
used brains instead of processing power.
Based on the trailer, SG has an angled
top-down perspective view into 3D-modelled environment,
with the character standing in the middle of the screen.
You control the guy with keyboard and he can turn 360
degrees with the mouse, irrespective of his direction of
movement. Those of you familiar with Harshlands know the
drill. The 3D playfield reminds me of Alien Swarm mod for
UT2004, but is of course more richly detailed and
completely destructible if you have big enough weapons.
Trailer had beefy explosions, lots of stuff breaking
apart, nasty monsters blown into chunky kibbles and a
glimpse of a cooperative two-player mode.
The genious part is that it is a full 3D
game with all the goodies, but elevation differences
within the game are pretty small, trimming down the
required playfield size. Because of the perspective,
there is also no need for the Coolest Wall Textures Ever,
as there is no danger of the player pressing his virtual
nose against the wall to study it. Not only does this
make the game more cost-effective to make, it also frees
processing power for the really cool stuff, like
destructible environment. The scent of truly cool
stuff... now when I smell that last? Lack of bells and
whistles about the controls makes playability tweaking a
breeze (they'll probably send me an envelope of dog shit
for saying this) and separate aiming and movement add a
whole new level of action and tactics opportunities.
And best of all, the game should play
well even on your average home PC instead of contributing
to the senseless technological arms race that plagues the
PC shooter genre. Multiplayer glimpses looked really cool
and reminded me of Diablo 2 cooperative multiplayer. I am
really looking forward to playing the game with my
spouse.
Shadowgrounds should be out by October
this year. I don't know if it has a publisher yet or what
the Frozenbyte strategy is, but this game really deserves
attention. While I am a true FPS fan, I would not mind
one bit if innovations like this became wildly popular,
helping the ailing small-scale PC game development scene
to survive in the shadow of the consoles. Besides, while
Shadowground looks like a pure-breed shooter, that
perspective and game mechanics could be combined with
adventuring and roleplaying content. Top-down 3D evolved
from isometric-perspective games and Fallout-trilogy
springs to mind...
Next entry will be about Code/X
playtesting results but I need to draw some conclusions
from my observations first.
29-Jun-2005: To the Assholes at
Novalogic
You were at one time one of my favourite
game developers. And from now on I am not going to give
you a single cent! You are bastards, plain and simple.
And a textbook example at that. I've already ripped the
heart out of your tech support contact in Finland, but my
lust for blood has not been sated and hence this public
letter. As a long-time friend of the Delta Force game
series I was delighted at the unveiling of Delta Force
Extreme: good stuff from DF1, albeit simplified for the
modern (read: moronic) gamer, with up-to-date graphics
and nicely animated surface vegetation. Publishing a new
version of an old game with just touch-ups (and cutting
features from the original) would otherwise be morally
objectionable, but you saved your face by giving it a
reduced price tag, about 2/3 of the price of an actual
premium game.
DF:X was the first Novalogic game I
enjoyed playing on Novaworld servers as a multiplayer
game. Cooperative multiplayer games were my favourite,
with Sniper Deathmatch as the close second. I was pretty
good at it both, too (I suck at regular deathmatch).
Then, I stayed away for about a week and BAM! My account
no longer exists. Well, if you had a one-week idle
allowance before deleting an account as inactive, that
would just be idiotic but forgivable. Instead, you
changed the Novaworld policy so that the ownership of
DF:X (which is your latest release, in case your one and
only brain cell already forgot) no longer entitles you to
a Novaworld account. Only your premium-priced games
entitle you to that now. This is bloody stupid. But on
top of it all, you never informed DF:X Novaworld account
holders about this change.
I gave you my email address when I signed
up for Novaworld and I've received your ads and press
releases (which were quite welcome until now), but no
notification. Nothing of the sort. Perhaps you did not
think DF:X owners with Novalogic accounts would be
interested in the slight little detail of their fucking
accounts getting deleted since they had the audacity to
buy a less-than-premium-priced game? I would have been
pissed off even if you had notified me, but not nearly to
the extent I am now. Not by a long shot. I actually
happen to own every one of your premium-priced PC games
on that list. Every single one. I could get past your
blockade if I wanted to and see if you still offer any
servers for DF:X in the first place. But I am not going
to. I am not going to touch you even with a ten-foot
pole.
Of course, I am me. Rabid gamer with 50
euros worth of games per month as a job benefit. If you
do something really astounding for your next game,
something beyond the pale (like DF2 was, and to some
extent still is), I will regret and perhaps even go back
on my decision. But nothing less than a gaming miracle
will do, and you've been going downhill for a while now.
Maybe a good kick will help you get where you are going a
little faster.
26-Jun-2005: Code/X and Stuff
I told the cruise participants to
download Code/X themselves and make their own characters
without GM supervision. I've received first two of the
four characters in the group and apparently it is
working. We have a grizzled ex-military medic and a
bad-mannered ex-spec-force sniper with little regard for
law and order. When the test play is over, I am going to
make them sample characters in the rulebook. Excellent
work by the players! I hope it will be matched by the
game author when version 1.0 is pieced together.
Other than that, preparing for Ropecon
and possible stint at GDCE is taking my time. World
Creation Workshop (although I would prefer
"setting" as it encompasses more than the
pseudophysical reality of the game world). I would also
like to make plans for Assembly, but they still haven't
published the seminar schedule. Bah! By the way, Ropecon
schedule has been confirmed and the programme team has
made a point of *not* putting me into the Burger Slot.
Instead, Setting Workshop is on Friday 18-20 in Sali 25,
and Gamemaster's Borvaria is on Sunday 12-14 in Sali 26.
I am supposed to provide a list of event
requirements, including possible limitations on the
number participants in the workshop. As Sali 25 probably
won't be the biggest place out there and I've planned the
workshop to be a kind of dialogue between me and the
audience, I'd place the limit on about 30. How it is
enforced is anybody's guess. Other interesting stuff I am
going to go watch is Antarctic (fri 20-22), Verkot,
roolit ja pelit (fri 22-00), Pyssyt ja puukuulat (sat
14-16), Fantasiapelit 20v (sat 20-21) and
Verkkoroolipelit (sat 21-23). But check out the programme
for yourself.
24-Jun-2005:
Deliberations
"So Ville, while you still have 30+
years to fuck up your career, you are now doing better
than ever. Rovio Mobile just greenlighted yet another of
your concepts. No other game designer in the industry has
this much authority in their respective companies. It is
also beginning to look fairly likely that you'll be
speaking at GDC Europe in London next August. How did you
do it? Was it plain luck, good professional skills, or
was your earlier expertise as a technical writer
something you could build on?"
"It was networking."
"Networking? As in Internet?"
"No. Networking as with social
networks and reputation. It is the people you know and
the people who know you."
Interview is imaginary but everything
said in it is true. Back in school, counselors always
talked about developing good professional skills (to the
point of open hostility towards the Arts). My father has
always stressed the importance of an academic degree, in
my case a BA or an MA. Well, that cake has been baking in
the oven for 12 years and still isn't done, and I've been
in white-collar IT jobs for 5 years without any formal
professional education. While neither the councilors nor
my father were lying outright, they also missed or
deliberately omitted the most important thing:
networking. Assuming you've set your sights above being
the grocery store clerk (no offense, but I really do feel
bad for you whenever I go shopping) the people you know
and the people who know you make or break your case. Why
didn't they tell me that at school?
In other news, Code/X will have its
official test session aboard a ship to Stockholm next
weekend. It is a typical game cruise: one session on the
way there, another one on the way back. Good company,
cheap booze and you don't have to put up with the drunken
idiots that give Stockholm cruises their bad reputation.
A-class cabins are optimal for a gamemaster and three
players. We have four players, but I think we'll manage
if we can keep the door open for a while (that means
putting up with some drunken bozos asking if we have a
party). Here is the scenario intro, unfortunately just in
Finnish:
http://www.burgergames.com/risteily.htm
As Code/X scenarios go, I'd believe this
to be the usual format: the play starts when the
characters are already en route, the location is exotic,
unknown and rumoured to be dangerous. No specifics are
given but everybody assumes trouble, so they've equipped
accordingly and have a certain mindset about. I found
that I liked this combination of 30'ies pulp adventure
hero tales (old cargo plane, rogue pilot, uncharted
waters, Pacific islands) and modern science horror even
more than I thought.
22-Jun-2005:
Forgotten Gem
Have you ever heard of a shooter called Devastation?
No? Thought so. "D" was a first-person shooter
developed by the sadly now-extinct Digitalo and
distributed by Novalogic, better known for the Delta
Force series. Using a heavily modified Unreal engine, it
came out in 2002 and was a "first" in many
respects: one of the first FPS to really have physics
modelling for the many objects lying about, one of the
first FPS to try to actually model human skin (without
bump-mapping) and one of the first FPS to feature
AI-controlled squad mates that would supposedly respond
to orders in an intelligent fashion as a crucial game
element.
In some respects, Devastation was also
"the last". Although built for multiplayer, the
single-player campaign was ambitious, intriguing,
extremely long and with one of the best plots I've come
across (Future Shock, another game nobody but me has ever
heard of, is on the top of my list. Deus Ex comes as
close second; there is a separate category for
interactive action movies, clearly topped by Max Payne
2). I am easy to satisfy plot-wise, but usually games
fail even that. Far Cry was an excellent game in all
respects but between you and me I admit it: the plot,
though not without some merit, sucked. Devastation plot
does not suck and actually has some moments which are on
par with the post-holocaust-desperation-nirvana brought
on by Future Shock in the early days.
As a shooter, it is as slick and smooth
as Unreal 1 and suffers only from hyper-accurate enemies,
underpowered weapons and completely brainless squadmates.
The supposedly AI-controlled team mates are the greatest
buffoons I've had the misfortune of having to drag along
in any shooter. When you don't need them, they are
usually clustered around you, blocking doorways and
impending movement or lines of fire. Then they spot an
imaginary enemy somewhere and the automated attack
routine takes over. It does not matter if the entire
squad is in "follow mode"; when the shooting
starts, they run off, often in different directions.
Regen unit proves not only a handy plot
device, but a necessity for compensating the suicidal
behaviour of the team. They run against laser gates,
grinding down their hit points. They stand still,
foreheads pressed to a wall, while an enemy stands behind
them and fires a round after a round into their backs. At
least in Delta Force your squad had the decency of
getting killed early on and thus got out of the way, but
if one of these goons dies before you have secured a
regen unit, it is all over for that mission.
Ok, that sucks, but what really rocks is
the plot and the setting. In the late 21st century, the
world is big, bad and ugly. Big corporations run the show
and things like personal freedom and democracy live on
only in the dreams of street rebels and resistance
fighters. You're one of them, a white-haired misfit
called Kyle, who gets his hands on a corp datadisc and
follows clues of a conspiracy around the globe. The world
seems suitably banged up (the reason for apparent global
collapse is never explained) and there are some great
post-holocaust scenes, even if the world as a whole is
mostly about grimy streets and semi-abandoned industrial
complexes. There is a delightful touch of decay to
everything.
And it looks really good. Apart from
bump-mapping, which I don't like anyway, it is mostly on
par with contemporary shooters. Game levels look
excellent and the cool, realistic colour palette helps to
create authentic-looking surfaces and textures. Granted,
it is a world of mostly rectangular shapes and water
effects are a dodgy by modern standards, but that is
about the only complaint I have. In street scenes the
boxy shapes have been brilliantly masked with debris and
clever design.
Devastation was an early pioneer
of the current wave of squad-based, physics-modelling FPS
games but it never got the attention it should have. Not
even from me. Seeing how much they actually got righte
makes me sad, because nonexistent marketing, crappy sales
(and probably a lousy deal with the distributor) forced
Digitalo under already in 2003, soon after the release.
With all its faults, Devastation has been great fun. If
it had been the start of a franchise, trying it out would
have been the beginning of a beautiful friendship for me.
Even now, it is a great inspiration for a post-holocaust
or a dark future setting, albeit one that takes some
understanding of political science to grasp.
Digitalo is no more, but there is a
quasi-official game site with some forum messages even
from 2005:
http://www.devastationgame.com/
But if you find it and try it out,
remember that I warned you about the squad AI.
19-Jun-2005: Very
Interesting Project (V.I.P.)
Since I have accomplished nothing lately,
it is a high time to look at the accomplishments of
others. This month's V.I.P. award goes to Miska, who has
really knocked my socks off with his plans for a dark
space opera game. Being an obstinate and arrogant fool, I
nowadays find it difficult to run games designed and
written by somebody else, but this game, when completed,
could, should and would be the exception that makes the
rule.
Some of you may remember how I once
adored a roleplaying game based on Starsiege: Tribes.
Well, the game had one big weakness which was the focus
on warrior societies and adhering to the limitations of
the videogame setting. But fundamentally it was a good
idea. Now it seems that Miska has come up with a similar
idea on his own and he is actually doing it right: dark,
post-holocaust flavoured space opera, new cultures,
religions and ideals in the form of disorganised human
tribes, mysterious alien races, the loss of Earth to
instill a sense of rootlesness, and furious action right
up to the level of Matrix and Chronicles of Riddick. As
long as we get to use guns instead of slow-motion
kung-fu, I am happy.
Heimot -project exists in the form of a
web forum, but there will be electronic and hopefully
paper publications in the future. And most importantly,
it is all in Finnish!
http://www.rinki.net/heimot-foorumi/
There remains a number of problems to be
solved, though. Reading the forum I could not get a clear
picture of how the interstellar society works and what
were the actual effects of closing of hyperweb since FTL
travel seems to be possible even without it. Or, what is
the role of players? What do their characters do? Is
there a dedicated social class of adventurers
transcending cultural, social and tribal boundaries (as
in Praedor), or do the players and gamemasters have to
find campaign specific applications for otherwise regular
trades and professions (as in Traveller)? Curiously, a
class of professional adventurers, which us usually
poorly suited for scifi, could actually work in Heimot
-setting.
No actual rulebook, game mechanics or
equipment lists exist yet, but it is good that the author
has begun from the setting. Bloody marvellous, actually.
15-Jun-2005: Code/X
v0.6
Sorry about the delay, there was a break
in the ISP service, but everything is up and running
again. The main topic for today is Code/X which is in its
version 0.6 and perfectly playable. Background is largely
missing, with only two of the five black files
experiments written and none of the monsters, but if you
can come up with stuff by yourself, you should do fine. I
made some format changes, like switching back to standard
A4 for easier printing (there were a few requests for
this) and reverting back to Pagemaker 6.5 because the PDF
conversion in PM7 does not work (which sucks). You can
download the current
version of Code/X from here and I will be
replacing it with newer versions as they get done, so
watch this blog.
When and if Code/X gets fully done, I'll
make it its own game pages. Note that player and
gamemaster sections haven't been clearly marked apart
yet, so if you're a player and you don't want to be
spoiled at all, stop reading at the character sheet.
Another thing worth noticing is the lack of
illustrations. I can't draw but if somebody wants to draw
something, be my guest. There is no reward I can offer
other than worldwide publicity.
In other news, Rovio Mobile has made a
splash at Airgamer.de again, this time with a German
preview of our upcoming Darkest
Fear -horror game. I can't really claim
glory for the design (other than assisting the lead
designer at times) but it is one hell of a game anyway.
Dynamic lighting, with moving lights and shadows reacting
more or less naturally to their surroundings, has been
one of the Holy Grails for mobile gaming. Many have
sought it but never found it. Even more people were
saying it can't be done in non-3G phones. Well, we've
proven them ALL wrong, thanks to the ingenuity of
programmers (note: not designers)! This is the industry
of smoke and mirrors, boys and girls. After seeing
dynamic lighting work even in S40 phones I am convinced
that anything is possible. It is not a matter of
"if", but "how". There are actually
two previews of Darkest Fear, with the more recent one
being just a bunch of screenshots. I happen to think that
the new screens spoil the game too much, so you are only
getting a link to the first preview.
I have two confirmed Ropecon programmes:
Gamemaster's Borvaria, and World-Building Workshop. As is
my style, they'll be pretty straight-forward, hands-on
affairs in the Old Skool style. I haven't seen the
official Ropecon programme yet, but what I've heard
through the grapewine has been so incredulous I won't
bother repeating it here. See for yourselves. Then I am
planning one unofficial event: after Gamemaster's
Borvaria I am going to Keltsu to eat pizza and talk about
Praedor 2.0 to anyone willing to listen. Basically: what
I would have done differently, what new things me and
Petri have learned, devised or found out from existing
materials since 2001 and how do the comics and novels
relate to the roleplaying game. Remember, there is no
official Praedor canon and everything is subject to
change at any time.
10-Jun-2005: Back in Town
I've just been to a cruise to Stockholm
with some folks from Enter magazine. It was a good trip,
although the mere memory of the slop they serve in Viking
Buffet is enough to make me cringe. I met quite a few new
people, which is always nice. One of the people present,
named Auri, if my abysmal name memory serves me right,
was the artist who draw
this picture (you may have to scroll down a little).
She drew a hilarious comics-based diary on major trip
events and best conversations. We all had to draw
something to the end of the story and I was really
ashamed of my drawing skills. We were given some facts
and figures on Enter magazine and the Finnish
monthly/bi-monthly journal industry in general. It was
pretty interesting stuff and editor Kilpi was a true
expert in skipping over the dull parts. It was one of the
few business presentations I did not fall asleep on.
Others had boardgames with them and in
retrospect I regret not preparing a short RPG scenario
for them. I played some Finstere Flure with them, but the
best game of all was "Werewolf" party game
which is too complicated to explain here. Nothing to do
with WoD, though. I also discovered that I am really bad
at Mario Kart and reasonably good in Monkeyball 2 Tennis.
I did have some time of my and wrote a newbie-friendly
Praedor-scenario as my friend Vera has a friend she wants
to introduce to roleplaying games. When it has been run,
I promise to publish it on Praedor web page. Anyway, it
was fun cruising with you guys! Thanks a lot!
Frankly, I've though up a lot of stuff
for Praedor over the past year. Every book, adventure,
inspiration or adventure seed defines and expands Jaconia
a little bit more. One area, tradition or a cultural
feature at a time. I've also been inspired by the
excellent soundtrack of Kingdom of Heaven. I
would say that 13th Warrior was my Jaconia
soundtrack for the souther, Kingdom of Heaven is
my Jaconia soundtrack for the north. It features both
traditional late-medieval church music as well as more
exotic, Arabic themes. Since the northern realms,
especially Farrignia, are like the society of Imperial
China set in Renaissance Italy, medieval music,
orchestral scores and little exotic pieces are just what
the doctor ordered.
05-Jun-2005: World War 2 in Colour
I have seen a lot of war movies, read a
lot of books and completed quite a few University study
weeks on World War 1& 2. As a result, I have a
peculiar problem: I find it difficult to imagine either
World War in colour. Now, I wasn't there, but some rare
colour documentary and a couple of veterans have claimed
that when they (or at least WW2) were fought, the world
had pretty much the same colour scale as today.
Unfortunately, after seeing seeing too much b/w
documentary and film, my idea of WW2 is fixed on
greyscale. To make matters worse, after Saving
Private Ryan, also contemporary movie directors have
begun bleaching the colours of war movies. Kudos to Pearl
Harbour (air raid scene in Director's Cut is a
tribute to Peckinpah even if the rest is crap) for
breaking the mold and displaying bright colours, be it
blood and blue ocean.
I've been trying to fix this defect by
watching full-colour war films made during the Golden Era
of the genre in the early 70'ies. While the war adventure
movies (Dirty Zozen, Where Eagles Dare) are
actually quite pathetic, the more documentary-like war
depictions (Battle of Britain, A Bridge Too Far)
are excellent. In fact, they are in many ways superior to
contemporary WW2 movies. I've been wondering what they
are doing differently, and concluded that directors had
better access to war veterans, were not afraid of being
politically incorrect in their portrayal of people, and
did not have the post-Vietnam moral obligation to stress
the overall inhumanity and wrongness of war itself.
Present-day war films usually have this
omnipresent sense of tragedy. Directors avoid scenes of
overwhelming joy or triump, whereas these early films
followed the ups and downs of the war veterans' accounts.
Sure, World War 2 was hell, but the allied troops
celebrating the capture of Monte Cassino were far from
traumatized victims with hollow cheeks and a
thousand-yard stare. Again, kudos to Band of Brothers
for getting many things right. But it is a TV miniseries,
not a film. Good war film, or a good war novel, is not
about a message or pathos, but about the small triumphs
and tragedies of individual soldiers. It is supposed to
be a tribute to the acts of heroism and tragedies of
failure that may well have occurred, but never got into
history books. After all, every soldier and veteran is
the lead character of his personal story.
It also occurred to me that my
fascination with post holocaust and survival horror
genres may stem from being a war film fan since I was
little. War films are a kind of combination of both.
Monsters or Men: with smoke, fire, uniforms making people
look like robots, it does not matter. There are scenes of
great destruction, landscapes of utter devastation and
appalling displays of human brutality. Then again, there
acts of kindness, amazing demonstrations of the strength
of the human spirit and eventually peace and
reconstruction, even if in some more tragic films that
peace can only be found in death. I've actually played a
scifi war RPG for many years in the past: Legionnaire
(FASA, part of Renegade Legion franchise), and later used
the same setting with Shatterzone rules. I loved the
gravtanks and characters usually got to drive around and
trash things. Those were the days...
Anyway, here is my top-10 in war films,
in no particular order:
Das Boot, any version (goes
without saying)
Apocalypse Now
(my way to get high without drugs)
A Bridge Too Far
(modern grit, old-style colours)
Battle of North Atlantic
(almost too good to be WW2 propaganda)
Battle of Britain
(if only somebody added some modern effects)
Black Hawk Down
(unfortunately just the Pentagon version of
events)
Iron Cross
(philosophy, gore and Sam Peckinpah)
We Were Soldiers (WTF?
This film is great! I still can't believe it?!?)
Patton (you'll
have to see it to believe it)
The Longest Day
(best attempt at D-day so far)
If you are a friend and want to see any
of these, just ask me and I'll arrange a showing. I don't
have Longest Day yet, but just wait and see.
Looking at the list, you'll probably
notice that some high profile war films are missing. Band
of Brothers does not count since it is not a movie.
Some otherwise good films (like Talvisota or Stalingrad)
just did not make it into the top-10. But Thin Red
Line, Full Metal Jacket, Saving Private Ryan and the
lot suck if you ask me. There is something fundamentally
different in the way I look at war films and the way
modern, established movie critics do. And finally a
special entry to the list:
It is so good that I almost forgive the
rest of the movie.
01-Jun-2005: "Summertiiiiiiiime...
...and the weather is
freeeeeeeeezing..."
Sheesh, June the First and the
quicksilver is at 6 degrees centigrade! In spring I
thought I wanted to live in in Finland from March (most
beautiful winter weather right up to the end of the
month) to late September and then flee to the tropics.
I'll have to make an exception for June. Hell, even
Iceland is warmer than this. June 2004 was freezing too
and the cold snap continued well into July. August was
pretty good. When Assembly'04 had no interesting seminars
(where is the seminar programme for ASS'05, btw?) and I
did not want to make another round of sightseeing, I was
sunbathing outside without a shirt (to the shock of all
the girls who had smaller breasts than my hairy ones). I
actually did manage to get a nice tan. Hopefully it will
be the same this year but that is for the weather spirits
(Ugga Mugga! Totem Hippo!) to decide.
Last night, Code/X reached beta stage. It
is playable and I printed out the first pdf-version of
the player's book. I would not need more than that but to
make a game out of it there must be some more meat on the
bones. I should run a test session or two to see if it
works and balance out the weapons. I would also like to
try out a little setting experiment with it:
Ever since buying Unreal II for 3 pounds
and finding out what an awesome game it was, I've been
thinking about a suitably gritty space opera setting to
achieve the same feeling of... desperate epics? I don't
know what to call it. Unreal II and the universe behind
it was just that. Actually, it was pretty close to a
"corporate space" scifi theme I've been
thinking about, plus nasty aliens, cool weapons and
little less scientifically restricted approach to
extraterrestrial life (Acheron, a planet covered by a
single organism and surrounded by a belt of its spores
was a super-cool idea). The official
timeline of Unreal universe is quite interesting and
playable up to the year 2291. That is when events move to
"Unreal Tournament" -phase and developing a
setting where bloodsports matches between humans and
aliens are possible means throwing all style out of the
window.
Things got really interesting when I saw Pitch
Black (staring Vin Diesel as "Riddick" for
the first time). Unlike the official sequel, Pitch Black
was good scifi/survival horror flick and Riddick, while
ultra-dangerous and cool, was not the stupid superman he
was in Chronicles of Riddick. When I saw PB, I
immediately thought that the movie was set in Unreal
Universe. It was the same kind of a flash intuition that
made me decide that 13th Warrior actually took
place in Jaconia, somewhere in the kingdom of Angar. It
all boils down to Coolness. If you don't do hard scifi
(in which case I would write INFRA) or weird scifi
(Stalker), then cool scifi (Unreal/Heavy
Gear/Battletech/Shatterzone) is the way to go. Star Wars
and Star Trek pretty much own space opera.
By the way, some of you may know that I
once talked with Columbia Games about making an updated
version of the High Colonies RPG. They wanted it to be a
D20 game and I am not touching the system with a ten-foot
pole, so nothing came out of it. However, a lot of
material prepared for that went into INFRA. Sometimes I
wish I could just stop working and concentrate on
writing. Playing games, watching movies, reading books,
and writing.
Speaking of games, I got really scared
today watching the trailer of First to Fight.
US military has been relying on gaming to boost its
recruiting for a while already, but while the freely
distributed America's Army made no secret it was an ad
and avoided current political issues, FtF is a fully
commercialized package of Join-The-Marines and presenting
"War on Terror" in the best possible light and
with a docudrama touch that will make it the official
reality for less well-informed players. That is what the
developers, assisted to a great extent by the US Marine
Corps, are probably aiming for.
First to Fight is an FPS, but the
character also leads a squad who respond to his commands.
I liked Freedom Fighters (shouldn't that be
"Insurgents" in the current political
vocabulary?) a lot, so this kind of game might appeal to
me. The game features Marine squad action in present-day
Iraq and Afganistan, with scenarios taken from the real
combat experience of over 40 US marines. Real. This stuff
is real. The battles were real and the game does not just
glorify the armed services, but the Neo-Con worldview
behind War on Terror. While there has been gossip on the
politicalization of the gaming industry, this is the
first time I've actually run into it. There was once a
parliamentary debate in Finland over a C-64 game
"Raid over Moscow". The game was blatantly
pro-US, but it was not too serious about it. First to
Fight is serious. Dead serious.
And the most disturbing thing about FtF
is that I may actually buy it.
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