26-Aug-2006:
News Update
Somebody (might have been Miska) asked
for the slides of my Powerpoint presentation at Ropecon. Here
you go (pdf). Someone in the same crew also
asked me to make RoadKill available again. I
said yes but I have been having second thoughts. I am not
too happy with that unfinished turd of a game and
although it was downloadable at some point in the distant
past, I've never heard from it from anyone else. What
exactly do you want with it? What do you think was good
about it? You just made Heimot, for crying out loud, what
good does an old, failed project of mine do?
On the professional side, I am proud that
www.subsim.com has
linked the Pocket Gamer review of War Diary: Torpedo on
their website. I have been a submarine sim fan for over
20 years and it is nice to have been noticed. Despite the
limitations of mobile medium, WD:T was made as realistic
as it can be. It is just a high-level view into submarine
warfare, without all the bells and whistles that make you
think like you were the only crewmember aboard. That
being said, I really like the first half of Silent Hunter
III dynamic campaign. Later the bolt-out-of-blue air
attacks, while realistic, ruin it for me.
Tracon organisers got organised and
emailed me. There will be a panel but they didn't have a
clear vision about other programme yet, so they'll have a
meeting and get back to it. There will probably be
something about Stalker but according to them Tracon has
been more about workshops than seminars. I have never run
a workshop but if they think they need one from me, I'll
give it a try.
22-Aug-2006:
Finncon and Tracon
Finncon
isn't my thing. Too many people and far too many Otaku.
Crowds at Paasitorni were enough to give me panic fits
and I was told Saturday was even worse. I usually don't
go but this year I was invited into R.E. Howard
Centenniary Panel. Upon arriving, I found out that I was
also supposed to be panel host. This was a recurring
theme at Finncon this year. We heard of three other
panels with the same problem. Anyway, after a quick
discussion with other panelists we settled on taking
turns as the panel host. That did not go too smoothly but
the panel itself went well. Or at least I haven't heard
any complaints. I was invited to Finncon afterparty but
did not go: Hell, I don't even go to Ropecon afterparty,
what business do I have crashing the Finncon one?
Don't get me wrong. Having something like
Finncon is a very good thing and Ropecon probably would
not exist without it. But I am a game designer, or as
Mike put it, a roleplaying game author and prefer
"interactive literature" to the traditional
one. But anything that benefits the spread of speculative
fiction benefits me, so yay for the crowds and otakus!
Just don't throw me in there again!
Booking people without telling them is
becoming a habit in this country. Tracon II is
at Tampere in October and I've been asked to attend a
panel with other Finnish RPG authors (or call them movers
and shakers, if you will). That is documented in my email
exchange. Well, I admit that I told them that if they are
going to book all of us from Mike to Miska, they'd better
use us for something more than just one panel. They
promised to get back to me on this. That was in early
May.
Tonight, I stumbled on this.
So, they decided unilaterally that I am
going to have a presentation on Stalker. Kinda reminds me
of reading from Conklaavi ads that I am going to be their
guest of honour. Honestly, get your act together, people.
If you promise to get back to somebody on programme
ideas, do it. You can't just go assigning tasks to people
without consulting them first. With me at this particular
time, no harm done. I'd love to talk about Stalker and I
have loads of cool new stuff to show you. But some day,
with someone else, stuff like this will
bite you in the ass.
Also, update your website! Right now it
only shows the date and some contact emails to main
organisers. I can understand that you don't have the
exact programme yet but "how to get there" info
with a little map and the street address of
"Tietotalo" would rock. Hell, I don't
even know where Hervanta
is. Does the train go to Hervanta after stopping at
Tampere station?
Despite my whining, I am really looking
forward to Tracon. I have wanted a
dark-time-of-the-year-convention for a long time and
while I would prefer November or January, late October is
gloomy enough. Tracon had a little over thousand paying
visitors last year. That is more than enough to create
the true Con feeling. After all, the first Ropecon only
had about 500 or so.
19-Aug-2006:
Midnight Oil
Summer is ending and the darkness of
nights keeps me awake. Wreaks havoc on my internal clock.
But enough bitching, take a look at this:
This is a draft of the Stalker RPG front
cover. The Burger Games logo on the bottom is ugly as
hell and the title texts might be too small but the final
product will be along these lines. The cover painting was
made by Jukka Rajaniemi, who also makes marketing art for
Rovio Mobile. I like it and since it has people on the
cover it is possible that the audience at large likes it
as well.
Who am I kidding? The game is so
strange the masses wont touch it even with a ten-foot
pole...
I have made some drastic layout and less
drastic content changes to Stalker over the last few
days. Old font was barely readable, so I increased the
size and made the layout sparser. My original idea of
dispersing character creation parts here and there into
the setting description looked cool but was a pain in the
ass to use when you actually wanted to make a character.
Now it is setting first, character creation then, listing
the abilities and traits, a free-form run-down of the
stalker routines and finally some closing comments from
yours truly. And that is just the 66 pages of Player's
Book. Explaining all this freaky shit to the gamemasters
is taking up even more space but Stalker will be thinner
than Heimot. And less expensive too, with soft covers and
all.
I have not had much feedback from my
Burger's Arcade presentation so little something in
majatalo.org caught my eye. The guy said he had liked the
stuff but wondered who'd play a game about killing
monsters when you can do that so much better in a
videogame. My response is that as long as there are
military RPGs, mecha RPGs and dungeon crawlers, there is
demand for a game about killing monsters. Tying to a
videogame brand does not compete with the videogame but expands
the franchise and user experience of it. At least if it
is done right.
Of course, if you ignore the setting and
only focus the user interface procedure (point and click)
in your play experience, then there is nothing to expand.
For me the action of shooting in a game is less important
than the motivational framework for doing so. But I did
not say Arcade Roleplaying could work for everybody. Some
console gamers are just not interested in roleplaying
games. I am just trying to lower the treshold for those
who potentially are.
By the way, one comment I got relating to
Heimot was that "if Praedor had looked that good, it
would have sold on a whole lot more". Really? You
really think that more investment into the visual appeal
would have raised the sales past, let's say, GURPS?
Because at 630 copies sold, it is already in the top-5 of
Fantasiapelit RPG bestsellers. The massive tomes with
full-colour interior and hard covers made of baby seal
leather people like to refer to have sold only a couple
of dozen copies during their shelf-life. Market's is a
bitch, baby!
17-Aug-2006:
Heimot, my take
I have ranted, I have raved, I have
hyped. Now it is here, Heimot,
the first-ever Finnish science fiction RPG. Released in
Ropecon, it is a massive 200+ page hardcover giant of a
rulebook with a stylish colour cover and greyscale
interior. Made with real printing machines instead of the
digital printers I use, the layout is not subject to same
restrictions on paper size and graphics. Most
importantly, real printers can handle less porous
paper-qualities, which makes greyscale images turn out
better (there is a reason why I am using black and white
illustrations, if possible).
Visually, Heimot is roughly at the level
of the Swedish roleplaying games I have so often envied.
Actually, looking at the layout and pictures, Mutant
comes to mind. High-end American, German or French games
are still out of reach but I am not sure if glossy paper
and full-colour images really enhance anything as long as
a certain level of visual appeal has been reached.
However, while the book gives a rich graphic feel because
of the page frames, there are really not that many actual
pictures. I know thagt handling artists is like herding
cats but really, I want to see A) pictures of all
relevant alien races, B) pictures of the most common
starship designs or even scenes (what does the space
architecture look like?) and finally C) scenes from daily
life in the Heimot universe.
Praedor rulebook scored a bullseye in
having descriptive comics on both Borvaria and Jaconia.
One picture is worth a thousand words and however much I
wrote into the book, I could never match the sheer volume
of information offered in those pictures. Those who were
there at "Gamemaster's Jaconia" presentation
know what I mean. If you got a killer artist, like Olli,
use him!
I am not going to describe the setting
here. You got browsers so you can check the game website
yourself. Hard space opera, scifi noir, just what the
doctor ordered. Different tribes are different both
physiologically and psychologically, giving players
enough to choose from. Alien races have a strong Babylon
5 feel to them but at least the Druskis are not humanoid,
which is great. The role and status of adventurers was
expertly explained at Ropecon but somehow the rulebook
paints a much darker picture. I can't really see a
multi-tribe party of clanless adventures interacting with
the mainstream society of any particular tribe. They are
quite at home in the outlying regions, though. There is
no single particular hook to grab my attention to this
setting but who says my style of writing from a preset
angle is the right one?
Game system is a traditional 1D10 + bonus
-roll where bigger is better. Miska says he expects
experienced players to eventually drop the rules and I
can promise you it will happen to some parts. The basic
system works, even if the roll is not open-ended. The
stress die is a bit dubious addendum as it makes
everything a little too random. I have never seen any
point in dedicated weapon penetration rules. Weapon
fetishists love this stuff but in most games, including
Heimot, weapons tend to fall into penetrating and
non-penetrating classes. The system could have been much
simpler. Without playtesting I can't really comment on
the injury rules. Weapons seem lethal and just how well
this combines with the space opera roots of the setting
remains to be seen.
Towards the end of the book the quality
of the content begins to suffer. Inventory is excellent
but everything beyond that seems curtailed or cut down,
probably because project was running out of time. Miska
told me he had to cut something like 40 pages from the
script before sending it to the printers. I get the
feeling most of the cuts were made here. After such a
game and combat system the vehicle rules are laughably
simple and if you like space travel as much as I do, the
three-ship list of spacecraft is not going to warm you
up. I hope future supplements and perhaps a space combat
game based on Heimot franchise will fix this. According
to his Ropecon show, Miska has some big plans.
So, to sum it up I'll give Heimot an A
for the setting, B for the visuals (would have been A if
more of the pictures had been actually useful), C for the
system (seen a lot worse in my time) and another C for
the gamemaster/adventure idea/follow-up sections at the
end of the book. That translates to B-, making Heimot
easily one of the top science fiction RPGs on the market
right now. I think the four stars given by Roolipelaaja
magazine are quite right. There are typos and convoluted
explanations where the inexperience of the author shines
through but this is still one of the most ambitious and
certainly THE best executed pen-and-paper roleplaying
game project in Finland.
If everybody reading this blog bought it,
the world would be a better place.
13-Aug-2006:
Ropecon 2006
Welcome to Jesus.
I swear, sometimes talking to Indie fans
is like talking to religious fundies. I am discussing
mini-game design in the context of Arcade Roleplaying and
their eyes light up: "I am so happy you've moved
closer to Jesus (sorry, Forge, Indie Principle and
stuff". "Welcome to Jesus (oh, sorry,
Indie)". "Your presentation was an excellent
buff piece for Indie/Forge". FYI, Forge
is a web-community of some hundreds, most of whom are
trying to re-invent the wheel and the rest are
sacrificing virgins to Ron Edwards. As for the Indie
Principle, search me.
Usually Indie refers to self-published
creative works without an external publisher and often
with a low budget. By that criteria I am an Indie game
designer, I have always been an Indie game designer and I
will probably always be an Indie game designer (which
Miska does not mean to be in the future). I mean come on,
guys touted by Arkkikivi.net have an
external publisher. I don't. In all honesty, with so many
monkeys hitting the typewriters the Forge is bound to
come up with something good every now and then. Check Arkkikivi.net
for those. No Shakespeare yet but getting there.
Other than the Indie disruption, my
presentation appeared to go fine. There were lot of
questions, lot of discussion and yes, there are open
issues which I have not resolved yet. A friend told me
that the amount of questions and discussion is actually
the best objective measure of how good a presentation is.
I hope this is true. This year, I noticed that many
presentors are actually following the presentation format
used in universities and workplaces (topic, lead, list of
contents and then moving on using content-specific
slides). I made mine something of a show because I think
this kind of stuff sinks in better and provokes
discussion more easily if the format is lighter. I think
it worked but you'll have to ask someone in audience.
I also ran two game sessions of Code/X,
set in Lake Vostok base Antarctica. As befits the game
they were contemporary dungeon-romps with unusually
Cthulhoid monsters in them. I have to admit that the
character design of Davey Jones' crew in Pirates of the
Caribbean 2 left a lasting impression on me. After those
guys, fish-faced Deep Ones are nothing. I was told 8
hours entitles me to GM loot but I did not care to wait
for that long. I've got all I need. I simplified the
rules a lot while playing and creating characters. I
expect some of those changes to end up in the finished
game as well. I also promised to put the presentation
slides on Arcade roleplaying at Code/X website.
Unfortunately there is no narration.
Running games meant that there was a
bunch of stuff I missed, like Mike Pohjola's Star Wreck
-presentation. I heard it was quite a show. Mike was kind
of enough to donate me a copy of Star Wreck RPG when we
first ran into each other. I haven't read and formed an
opinion yet and maybe never will. It is clearly a Star
Wreck fan product. I was surprised at how thin it was but
then again what do you expect of a game that was written
in two months?
Heimot
is here! Whoopee!!! And the book looks absolutely
gorgeous. I haven't dug into it but I will. The print run
was 1000 copies so they could use a real printing press
which means better covers, finer papers, better tone
control on grayscale graphics and so on. Sure, it pushes
the material cost (nobody counts the work cost) per book
down and with that high production quality they should be
able to make it back, even if the entire print run could
not be sold. I am planning to run a Heimot adventure this
fall. After that I can say more about it.
Miska is a project manager by trade and
that is what his presentation looked and sounded like:
matter-of-fact, efficient, formal, dry. I've watched
quite a few of these at work. Given the time and place
would have liked to see a little more colour and less
project marketing but when you have a hammer everything
looks like nails. It was not a bad presentation and gave
a good picture of the game and the Ironspine company
behind it. Miska thinks big and actually has the skills
to make it happen. While Burger Games is decidedly Indie,
Miska's Ironspine
is trying to get higher up in the food chain. Just look
at their website.
Finnish Game Design by Eero Tuovinen draw
a small but interesting crowd; basically anyone involved
in it. I've been told Eero is a good presenter.
Personally I find his style slow, rambling and hard to
follow because he is very easily distracted. I ran my
presented materials through in 60 minutes and he took
over 120 with half the text. Anyway, there were
highlights, usually created by interaction between Eero
and the crowd. Eero is using his status as a kind of a
village idiot (or a court jester?) of the Finnish RPG
scene to take liberties from social conventions. Hence,
he at least thinks he can say things that would raise
hell if said by me.
I got off easy. He liked Praedor and
apparently understands where I am coming from. His
playtesting methods suck and he clearly skipped over
pages 10-11 when creating his character. But he liked the
fact that when designing Borvaria, I tried to build a
real monster-supporting ecology instead of just treasures
and guardians. The monsters are a hazard, not obstacles
to overcome. There is no purpose in killing them if it
can be avoided. Actually, killing your own horse to draw
the biggest predators away might work much better.
Everything else happening in the scene
was pretty much bashed and I could tell that some people
in the audience were getting pretty incensed. Then came
the crowning moment by which I will remember this
convention. I am not going to tell you what it was
because it got pretty personal but it is nice to be used
a yardstick for measuring all the other Finnish game
designers. Yeah, it will be really interesting to see
what the forums and Roolipelaaja will get out of this.
If there was one disappointment it was
Wille Ruotsalainen and his piece on using Finnish myths
and memes in games and game settings. With Taiga 2.0 set
in Finland and me drawing plans for
as-of-yet unnamed historical fantasy renaissance game set
in the golden age of Baltic piracy in 1570-1590,
talking about seal-shaped beastmen and saunas just felt
so amateurish. I also expected to hear something new
about his next game project but apart from a passing
reference to häjyt (bunch of young thugs raising hell in
Bothnia in the middle of 19th century) there was nothing.
I bought two games there. One was
obviously Heimot, although Miska would have given me one
for free if I had not already got it. The other one is
Cadwallon RPG Player's Guide. Now this is some freaky
shit and the reason why I am no longer so convinced I
could or should revive Miekkamies. It is a French
miniatures game by Rackham, now translated into English
and expanding into the RPG direction. Only the English
Player's Guide is out now and that is what I got. High
production quality and very interesting stuff. I can see
the free city of Cadwallon competing with the free city
of Marienburg in Warhammer but both are very interesting
settings. Sotataito.com is the importer so check here
for details.
All in all, Con was. First thing on
Friday I got a strange sense of disconnection (could have
been the painkillers): What am I doing here? Who are all
these people? It passed with the first game session but I
am getting old. Most people come to Ropecon to hang
around with their friends and gaming and social life mix.
I am all about games. Downtimes between interesting
presentation are spent wandering about, hoping for a
glimpse of something interesting (okay, finding a naked
lady, complete with pierced nipples, under the gaming
table at the 2nd session was pretty interesting but I was
told this is not a regular GM service).
I don't have a group of friends to hang
around with or a table to lean on. Burger Games has not
had a stand at Ropecon for years and probably never will.
And conversations at Ropecon are usually harried, started
at random when bumping into someone on the corridors. The
one I had with Miska at Keltsu was one of the best ever
but it was pre-arranged. You know how in videogame events
companies have these "silent" booths somewhere
in the back for meetings. At Ropecon, that is Keltsu.
Modern Ropecons always have a theme. This
year it was Bad Omens and that is not really in my zone
of interest. Fortunately there is plenty of other stuff
so you can pretty much ignore the theme if you like.
However, I am now going to make a promise I may have a
cause to regret: If they ever choose Romance as
a theme, I am going to run at least one session of Towers
of Dusk. To quote an entry from last year:
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.
Give me a reason and I will
give it a chance.
10-Aug-2006:
Ropecon Draws Near...
...and fittingly, a Ropecon special
edition of Roolipelaaja-magazine came by mail. Not bad.
If Roolipelaaja keeps delivering this kind of constant
quality I'll keep subscribing to it. Only thing I am
having trouble with are the game reviews. First off, all
games get either three or four stars, even if it was two
hundred pages of utter crap like Cyberpunk v3.0. How bad
does a game have to be to get only two stars? Is it even
possible to get five stars or is that "reserved for
God" like the old teacher idiom goes? (Exalted got
4.5 so I guess there is hope). But frankly, I get the
impression here that game reviewers are too afraid of
offending people. Sure, people get offended; give Stalker
two stars and boy am I down. But that is how reviews
should work.
My other beef with the reviews is based
on gut feeling. It may just be me and my wicked mind. I
get a feeling that the reviewers have very strong idea of
the "perfect system" and anything deviating
from it for any reason, even justifiably, is condemned as
"complex" or "smells like 80'ies". As
I said, it may be just me and it is a minor detail
anyway. Still, if a person's idea of a perfect
roleplaying game is out of touch with the mainstream
(whatever the hell that is), it will skew the reviews.
Woah, medication is kicking in... just
had a piece of gum removed so they can rebuild a tooth
later this month and took so much painkillers I can
hardly sit in the chair... Now if only could I could
remember what time my game sessions were supposed to be.
One on Friday and one on Saturday, probably right after
my presentation. I'd just like to have that confirmed.
This year's Ropecon looks pretty good,
programme-wise but what do people see in the new (and to
my understanding now permanent) Ropecon-logo? I think it
is supposed to be a dragon but all I can see is either a
duck, or a cave-painting style swan. It is not bad a logo
and shows a sense of humour but I sometimes wonder if it
really was intentional. People at #praedor IRC channel
came up with a nice programme idea for Ropecon'07: Burger's
Instant Adventure, or if we can lure in other
(in)famous gamemasters, The Instant Adventure Kiosk.
Tell us the game/genre and we'll give you an adventure
nugget for it.
There could a token cost that would not
be money but something, anything, else: Low-value Magic
card, a die, some candy etc. Completely unusable (or
inedible) tokes are not accepted and neither is money.
Let's see if I can do this for Ropecon'07, hopefully
somewhere between the Stalker demos.
06-Aug-2006:
Assembly
Excellent atmosphere, many excellent
demos and an outstanding Short Films Compo, spent a lot
of money on utterly useless things, will go there with my
own PC next year, I think. I'd be the oldest guy in the
Arena Floor, probably. I also got to chat with some of
the strangest people. Take a look at this.
These guys are in the early stages of MMOG development
and it is post-holocaust flavoured cyberpunk game! I
admit that the odds are stacked against them but I
really, really, really hope they pull it through.
As always, I was there because of the
seminars. ATI seems to have the same presentation every
year and just updates the screenshots as technology moves
on. Matias Myllyrinne from Remedy held an outstanding
presentation on games industry as a business and what he
perceived to be the current status and options for new
small-scale developers. Since Remedy is neither
recruiting people from Assembly nor have anything to fear
from local competition, this was one of the most
impartial, professional and thorough presentations on the
topic I have seen.
That seemed to be the common theme this
year, by the way. There were many presentations to that
effect but frankly, Remedy's was the best and Peligroso's
second one (Sweden-based game publishing consultancy) was
also good. The latter was actually perhaps the best
advertising presentation I've seen. Unlike the million
American pieces in GDC, this one was tailor-made to suit
Finnish tastes.
The very best presentation was of a topic
that I am not involved in professionally: Computer
viruses and cybersecurity. World of Viruses by Mikko
Hyppönen would have made an outstanding TV documentary:
Excellent speaker, exciting topic, a tintillating glimpse
into the organised crime behind viruses and spamming,
presenting F-Secure offices in Ruoholahti like it was the
laboratory of Q from James Bond movies, virtual reality
models of viruses programs and scenes from a
radiation-proof chamber while testing Symbian malware. I
know from other sources that F-Secure is a pretty
intrusive workplace as it has to have pretty much the
same security standards as a spy agency. But oh boy, the
stuff they are doing is critically important, straight
out of a techno-thriller film and bloody cool. If that
was a recruiting ad disguised as a presentation (I doubt
it since you need serious special competences for the
coolest jobs), I'd say they nailed it!
As for compos, the short film compo I
already mentioned. Never seen better. The 64K intro compo
was also very impressive and ironically even more
impressive than most of the demo compo entries. However,
the closing demo compo entry done with an Amiga processor
(I suspect it was bolted to something else than your
usual Amiga mainframe) blew my mind. How the hell can an
Amiga demo make modern high-end PC demos look so bad? I
am not convinced that demo programming is actually that
significant for game programming and stuff but trust me:
It wont hurt.
All in all, it was an outstanding event
and would have struck me as efficient, fun and
professional, if it was not for one bloody odd
presentation on how to get a job in the games industry.
Been there, done that and while it has been almost a
couple of years since this incident I still remember it
like it was yesterday... I never mentioned it in my blog
before because I was still working for Digital Chocolate
at the time but my friends know what I am talking about.
So, after watching Getting a Job in Games, I
decided it was time for...
GIVING BURGER
A JOB IN GAMES (Employer Guide for the Job Interview)
#1 USE YOUR BRAINS
Inviting me to an interview when you have
already filled the position falls between unbelievably
stupid and bloody insulting.
#2 DON'T PANIC
So I don't have the deer-in-headlights look of
your typical applicant. I am not a psycho killer. Calm
down and speak clearly. First impressions are important.
#3 READ THE CV
My games portfolio is right there. If I have to
read it aloud to you, I don't think you have read the
rest of it either.
#4 DO YOUR HOMEWORK ON YOUR OWN COMPANY
If your CFO does not know where your money is
coming from, you have a problem.
#5 INCENTIVES
"Getting into the industry is a reward in
itself" -pitch does not work well on somebody who is
already there. Having a list of incentives ready so you
don't have to make them up as you go works better.
#6 DON'T BREAK THE LAW
Explaining to me in a casual fashion how you are
breaking the Finnish Work Law to exploit your employees
is a hell of a poor recruitment pitch.
#7 CAREFUL WITH THAT POSITIVE SPIN
No. Unwillingness or inability to implement even
rudimentary software development processes is not a good
thing.
#8 DON'T WASTE YOUR TIME
"I don't think this is going anywhere"
is a perfectly good conclusion to an embarrassing job
interview when you have already failed on points 1-7.
#9 SAVE FACE WHILE YOU STILL CAN
If you just had to go and fail on point 1, you
can still save face if I never know about it. Telling me
towards the end of the interview that I am over-qualified
and that the position is already filled sort of sticks to
mind.
#10 DON'T WASTE MY TIME
If you can't make a decent job offer, it is best
not to make one at all.
29-Jul-2006:
Finnish Army
...Sorry, Defence Force. Much like the
Israeli Defence Force, that actually brought all this to
mind. I began my military training in January 1993 and
for better or worse landed in Jääkäritykistörykmentti
(Jäger Artillery Regiment, if you must know), which was
part of the Finnish Tank Brigade and just about to give
up their pull-carriage guns for mobile artillery
vehicles. All my training was with the
old-fashioned-hard-to-handle lumps of shit better known
as howitzers. The oldest piece I've fired was a 152mm Red
Army piece dating from 1938 and captured at Raate Road
battle in Winter War (1939-1940). Although they were
painted over, you could still see the bullet holes in the
gun shield.
I've seen two people getting run over by
an artillery piece (both survived with either broken
bones or compression injuries). I've had a 2nd degree
frostbite to my face and my lungs are permanently damaged
because of multiple lung infections I got in the service.
I've seen a howitzer topple over when fired and the
barrel fly off the carriage. I have been one command away
from firing an three-grenade strike at Kemijärvi town
because of NCO incompetence and seen three gun crews from
Kainuun Tykistörykmentti attempt suicide by switching
timer detonators on their shells on and then setting the
"time-before-detonation" value at 0. I've been
wanted by the police because lieutenant forgot he had
sent me on a three-week depot commission and declared me
AWOL.
Let's skip the infamous through-the-wall
brawl between the 2nd battery and the military police
school for now...
As for my own goof-ups, I have blown up
my own helmet but managed hide the fact. I made such a
mess of time keeping at the physical exam of the next
batch of recruits that they had to run the Cooper test
twice. There must have been more but that's all I can
remember. What else... well, the batch I was in included
some interesting characters from prisons and the like.
Looking at the comments in the regiment yearbook you'd
think they all hated each other and many of them did. It
was like comprehensive school all over again.
So, if it was FDF and not IDF fighting
against the Hezbollah, how would it go? Pretty much like
it is going now, as long as it is really against just
Hezbollah. If it was, let's say, against the Swedish
Army, they'd kick our sorry asses all the way to Lake
Ladoga! The overall Finnish tactical doctrine is supposed
to be a secret, even though it has been explained to
every conscript. I am not repeating it here but when it
was first explained to me, I got this creepy feeling of
obsolescense. First off, the FDF doctrine calls for air
superiority. I bet you can see the problem. Second, for a
country that depends on foreign exports and a working
transportation network for fuel the plans are pretty
grandiose, or otherwise counting on Russians to fuck up
their invasion just by themselves.
Contrary to a common belief, not all Army
regulars are idiots. I once discussed my misgivings with
a very old captain who had made it all the way from NCO
and he told me that there was another tactic that was
rarely mentioned. It comes into effect when the remaining
aircraft have been blown up, surviving tanks driven into
swamps and artillery dumped into lakes. It is perfectly
suited for the Finnish terrain (or any rough terrain
anywhere) and has already proven itself against the
mightiest army in the modern world. If you ask me, that
is what FDF should be training for, instead of a re-run
of WW2. As it stands, FDF will only become useful after
it has been soundly defeated.
In the opinion of a lowly corporal, of
course.
26-Jul-2006:
New Release!!!
Code/X
is not exactly a new game but today is the
official Code/X release date by Burger Games.
Big applause to Olorin who designed the website that made
it all possible. This is really one game that would not
have come out without eager fans and it makes a great
case study for my Arcade Roleplaying presentation at
Ropecon. It meets my criteria for an arcade RPG in all
respects but one: it is not beginner-friendly. But as
long as it comes packaged with someone who knows what
roleplaying games are about in the Old Skool sense, it
works just fine.
Hence, I declare Code/X officially added
to Burger Games lineup, even if it is still version 0.7
(I should write three more Black Files and some monster
stats). Like my other mini-titles, it is freely
downloadable and if you want to write something for it,
feel free as long as the original core rules are still
needed to play it. So all supplement writers, welcome. As
you can see on the game website, there is an open slot
for Code/X:NOMAD. I really wish I find the time to fill
it. It was one of my better freaky ideas.
I've heard rumours that Mike Pohjola
plans a press conference during Ropecon about Star Wreck.
Maybe I should hold one for Code/X... oh wait, I am! It
is called Burger's
Arcade and Ropecon programme says it is on Saturday
14-16 in a room called Klondyke. And that is the way it
should be. Star Wreck is one of the most outwardly
visible things in our little geekdom and Mike is shaping
out nicely to become the face of Finnish roleplaying
scene. And trust me, better his face than mine. I haven't
had confirmation on whether I can hold the Code/X
sessions I was planning. Maybe there won't be
confirmation until I check the game lists. In any case,
the best time of Summer is only two weeks away! Yeehaw!
I was just in Riga (in Latvia) for a few
days and judging from that weather the place is in
tropics. Mexico was hot but never that humid. It was a
very nice trip but this is not a travel blog so I'll skip
that part. As you know, my life is a crossfire of
inspirations but this one was actually pretty cool.
Everybody knows that Caribbean Sea is famous for its
pirating past. But how many of you know that in later
half of the 16th century, Baltic Sea was just as
(in)famous and two thirds of Sweden's exports were goods
seized by her privateers? I bet you didn't. It is yet
again one of the things school history always ignores.
Wille Ruotsalainen is right. Our history
is brimming with roleplaying potential!
19-Jul-2006:
Suomen Retropelaajat ry.
I had a terrible realisation. One of
those that will shake the way I view videogames from now
on. You know how often modern shooters have these
aggravating tube-like levels? Thought so. But did you
know that the game to blame for it is... Half-Life? Back
in 1997 (yeah, ancient history), Half-Life was a sleeper
hit that stole the spotlight from the game that was
expected to be the big shooter of the year. Half-Life got
its name into history books and the big shooter didn't.
Why? Now there is something that game theorists should
look into.
My personal view is that it was because
Half-Life brought something revolutionary to the
first-person-shooter genre: character identification. Not
only was the player given an avatar with a name and a
face (nearly unheard of in first-person-shooters), but he
was also given a well-though-out storyline that pretty
much mimicks the player experience of the game. The train
ride gives the player time to get the feel of the
setting. Control tutorials are part of his daily routines
and when things go awry, Gordon Freeman is just as
bewildered as the player. Storyline and immersion were so
masterfully done that nobody, me included, noticed how
linear and railroaded the levels actually were.
Of course, excellent graphics for the
times and the first-ever use of skeletal animation in a
game did not hurt either. Half-Life was built on the
Quake 1 game engine, which the Big Shooter was supposed
to replace. It did not happen and HL outsold the Big
Shooter by a large margin. You have probably guessed by
now what the Big Shooter is but let's continue this play
for a moment.
Big Shooter character does not have a
name or a face. He is You, a soldier fighting in a bitter
war between Earth and a hive race of biomechanical
aliens. In the opening scene, Earth fleet moves into the
orbit of the enemy homeworld and launches scores of
one-marine drop-pods in a surprise attack. On their way
in, player's pod collides with another. Badly damaged, it
cannot follow the main group, thus narrowly avoiding the
trap which decimates the others. Almost out of control,
it lands of the far side of the enemy capital structure
and crashes. Armed with only your trusty sidearm, you
start the battle from deep behind enemy lines.
Somewhere on the far side of the
structure the war continues. You get radio chatter and
sometimes orders from the HQ, while exploring the
labyrinth of corridors and halls. There are multiple
avenues of approach, secret passages, and weapons caches
along the way. While chapters of the story are linear,
within each chapter there are multiple complexes you can
enter, leave and re-visit. There are items that must be
found, systems that must be activated, puzzles that must
be solved and sometimes traps you can lead enemies into.
At times it feels more like an adventure game than a
shooter, especially if you are watching someone else
playing it.
Structures around you have a steam-punk
feel to them, while enemies are built from human bodies
with crudely attached mechanical parts. Some of the
scenes, like the "asylum" of insane human
prisoners or the meat grinder for captured soldiers are
pretty hairy even for today. Time and time again, I am
stunned by the machine-like inhumanity and callousness of
the enemy, who builds its organic robots from captured
marines. Of course, with such hectic action most players
probably missed this but for a setting-oriented player
like me, the opportunity to cause havoc behind enemy
lines became personal issue. It is not really a story
like in Half-Life. Instead, you are the observer and can
choose your own responses to the atrocities you are
witnessing.
As for graphics... yes, the game is old
and while I like the steampunk/WH40K look there is no way
to deny that buildings are angular and lack detail. On
the plus side, it makes the environment feel even more
oppressive, like the old industrial zones of Soviet
Union. Unfortunately there is no way to save the effects.
The fireballs of the explosions are laughable. You'd
think the enemy models would be just as laughabe but hell
no! In action they look great and I honestly can't tell
what the big deal with skeletal animation was. They also
fall down with a satisfying thunk (who needs ragdolls?)
and if hit them hard enough break into big, wet pieces.
When you do put them down, give them another burst just
to make sure there are no dying-breath-heroics.
Oh yeah. Half Life was much better
scripted (and better-looking), Unreal had much more glitz
even if the storyline was lame. But for sheer firepower,
attitude and level design, Quake
2 remains one of the top shooters in the
world. I just began playing it again (curiously, it would
not install but runs perfectly if you just copy the files
on your hard drive) and feel that even after nine years
it has been seldom matched and almost never outdone.
Kick-ass attitude, smooth gameplay, visceral action and
semi-open level design rock my world. I feel there is
something here that many of the modern games (including
Quake IV) have just plain missed. Just like with Future
Shock, back in the day.
P.S. After a gory session of guns and
glory, it is good to relax with some Suzanne Vega. I was
in her concert in Tampere last weekend and it rocked. Or
not really rocked because it was folkish pop... but it
was very good and I feel like I understood people
listening to that kind of music better now. Live gigs are
becoming more important to me as I grow older.
13-Jul-2006:
To Mainstream Movie Critics
If you were a food critic and ate shit,
you would commend the cook on "having taken the
concept of food a step further, creating intricate
nuances that are both earthy and lingering on the
tongue". Now, the first Pirates of the Caribbean
-movie sucked the sweat off dead man's balls (movie
quote) but you rated highly, praising it as a top-notch
swashbuckling adventure movie. I take it you would not
know swashbuckling adventure even if it hit you in the
face. And when they finally got it right (and a freaking
bulls-eye at that!) in PotC2: Dead Man's Chest,
you morons bashed it!!! We've been here before.
Swashbuckling adventure is a lost art and it is mainly
because of morons like you!
Maybe you have been watching wire-fu for
so long that your brains fell off and now you can't tell
the difference between acrobatics and swashbuckling.
Former is characters doing things at the very limit (and
wire-fu beyond) human ability and the latter is
controlled chaos: funny coincidences, physical
destruction, embarrassing moments etc. Jumping out of a
window, landing softly on a truck trailer and vaulting
down from there is acrobatics. Jumping out of a window,
bouncing uncontrollably off the soft roof of a truck
trailer and landing some distance away in a duck pond is
comedy. Standing up in the pond, dripping wet and wearing
weeds for a wig while firing your gun at the enemies in
the window (and probably hitting them too), that is
swashbuckling!
Action? Yes! Comedy? Yes! Attitude?
YES!!!
As I said, swashbuckling adventure is a
lost art. Sure, many have tried but few have found the
key to make it work. Before PotC2 the previous
Hollywood movies that got it right were the brilliant Mummy
and stupid-but-entertaining Mummy Returns by
Stephen Sommers. And guess what? You bashed those too!!!
There might have been more but because of idiot reviewers
like yourselves they never broke the surface or got into
theaters. When they do get to theaters, Mummy
turned out to be a colossal sleeper hit and PotC2
had the biggest first week sales in the history of
cinema. Yes, it outdid movies like the new Star Wars
or any of the LotR trilogy by a wide margin.
I loved it. Some day, when I feel more
like discussing its merits and less like chaining its
critics to a cannon and dropping them overboard, I can
explain why.
In other news, I am delighted that my
idea of RPGs as entertainment and not art is taking root
even in Turku School of Roleplaying. Last night I
received news that Mike Pohjola has written Star Wreck -the
Roleplaying Game. It will be officially
released at Ropecon but can be preordered from SW web
store at the price of 14.90 euros. That is about
everything I know but we have all seen Star Wreck and can
draw some conclusions from that. I predict SWRPG will be
the best-selling Finnish roleplaying game ever. Hardly
anyone will play it but it will sell at home and abroad
(it is in English, btw) because of the excellent geek
brand. I just hope it won't steal too much spotlight from
the release of Heimot.
12-Jul-2006:
Nothing. Nada. Zilch.
There is nothing to report but I felt
like writing anyway, so here we go. Those of you reading
relevant forums may have noticed that there is a new
Finnish roleplaying game out: Parabellum.
I don't have it and won't get it either, unless they are
selling it at Ropecon. However, some people did get it
and have been reviewing it at #praedor IRC-channel. I
tried to make them write a true review into majatalo.org
or somewhere but they were strangely reluctant. However,
based on their feedback I would label the game as
"promising but needs work". One of the major
beefs (and a source of several hilarious quotes) was the
melodramatic style of writing that made even ordinary
things sound corny.
Parabellum was also criticized for having
character classes but I don't think that is a bad thing
as such. It fits some genres very well. My main complaint
without reading the book is still the name. I admit that
Parabellum is a Latin phrase ("prepare for
war") but in my mind it always links with the
standard 9mm P pistol calibre. When I first heard the
name, I thought it was a modern action thriller-genre
RPG. Oh well...
I've been reading Kalle "rpr"
Marjola's NEO-V
rules again. Brilliant stuff, as always. I am so envious
of his ability to run a dice-based game without fixed
limits or boundaries. Roll the dice: high = good, low =
bad and while there are values and stuff to make Old
Skool gamers comfortable, the freedom of interpretation
on the GM-side is mind-boggling. Word of warning, though:
his systems are not written for those who wish to limit
GM authority.
Then I ran across this site: mmhell.
It keeps track of MMO's running or under developement,
although I don't always agree on genre classifications
(WTF is Star Wars Galaxies doing in the fantasy
category?). Of course there must be hundreds of titles
that are not listed here but those that are listed are
enough to keep you occupied for awhile. It was a bit sad
reading too: I followed several interesting links in the
scifi section only to end up on pages saying that the
development had been canceled because of lack of funds.
So, were they trying to bite more than
they could chew? Yes, although the moronic background
stories probably did help in driving investors away. It
is so hard and expensive to do a 3D virtual world with
all the goodies and monsters but that is the only way of
making it, right? Right?!!
Well, let's do a little test. Everybody
knows that World
of Warcraft is the most popular MMORPG out
there and you know what it is like and how it has been
hyped. But do you know what is the second-most popular
MMORPG out there like? Killer graphics? Brand you
masturbate on? Budget that would make Hollywood proud?
Hyped in every media outlet in the industry? Wrong!!!
Over a million subscribers. At the time
of writing there are 223,770 people online. That is twice
as many as people online as is the entire subscriber base
of EVE Online. And 10 times as many people online
compared to EVE peak hour figures. I guess they are doing
something right.
8-Jul-2006:
Whee! Whee! Wii!
Let's start with the mandatory
"high-rating-and-industry-award" -part by
presenting this Wolf
Moon review from wirelessgaming.it:
I usually focus on the awards because
ratings from different sites are usually not comparable
(or based on any logic whatsoever). Still, 9.1 is not too
bad. I can't help feeling a little bitter... Maybe one
day I can tell you why. Don't pay any attention to the
second rating on the site. At the time of writing it was
9.2 but mobile developers are known to have click-fests
over audience rating systems, dissing games from
competitors and hyping up their own. That number has
already moved up and down quite a bit in somewhat dubious
increments of 30 or 40 votes within a space of one
minute. I'd love to see the IP addresses of the voters...
I own an Xbox but haven't played almost
anything on it. Our television sits too far from the sofa
and the pads are just horrible! I love Oddworld:
Stranger's Wrath but I really wish it was a
movie. So much potential wasted just because you have to
have a 18-control interface using every button, doohickey
and switch on the bloody pad! My coordination runs short
far before that. Also, every now and then you get to hear
claims that "this pad is as good or better for
shooters as a mouse and a keyboard". Anyone with a
half-a-brain can prove that wrong by trying a PC shooter
instead. Pads just don't cut it.
Next game system I am about to get is
Nintendo Wii and not just because of the name. Nintendo
has pulled off an unprecedented PR coup with Wii.
"Dropping out of the next-gen arms race",
"Games for ordinary people by (almost) ordinary
people", "Indie heaven", "Innovation
first", "Friend of the little
developer...". All of a sudden, Nintendo is the Good
Guy of gaming as opposed to the sinister Sony and
all-greed-no-glamour Microsoft. Getting a Wii is not just
a gaming choice but an ideological statement against Sony
and Microsoft for their... I don't know what. You think
Nintendo is not after money here? Still, much of the
slogans thrown around are true and that is why I am
getting it. Wii game development is something that even
Burger Games might do. And I am sitting
on a bloody big pile of IP.
I would still like to remind the world
that Nintendo is NOT the Mr. Sunshine of the gaming
world. Behind the cuddly characters and smiling Marios,
Nintendo has been the most draconian and arrogant gaming
company in the history of videogames, screwing its allies
and subcontractors so hard they still can't walk
straight. It is popular to hate EA these days but every
dirty trick EA has pulled was taken from the book that
Nintendo wrote.
So much for videogames. On the
roleplaying side I just ran into something called "Diaspora
movement", supposedly another indie ideology
(much like Forge is considered one; a claim strongly
denied by some people involved in Forge). Google could
not tell me who they were, what they stand for and if
they have ever actually done anything. Does anybody know
more?
1-Jul-2006:
Self-censorship
Those reading this often enough will have
noticed that the original entry was different. It was
removed for my own good and it was neither the first nor
the last time this will happen. I can be pretty
passionate about things and then I tend to say stuff that
while true, is not really good for me. Things like that
will get censored as soon as I cool down. Of course, it
would be better if I never wrote them but I am a
different person when I am angry. All you need to know is
that War
Diary: Torpedo won the Airgamer Award.
Woohoo!
There is one sad piece of (public) news
though. I have to go back on my promise of a Cyberblood
RPG session at Ropecon. Status of the rights to the IP is
a bit fuzzy right now and that is one can of worms I
don't want to get into. Maybe an ordinary Code/X-session
will do, or maybe there's a piece of Code/X:NOMAD ready
by then. We'll see.
29-Jun-2006:
Ropecon Creeps Closer
Eek! I am supposed to give a presentation
there! Eek! Well, with any luck they have timed it on top
of Heimot-unveiling or something. You know, usually when
I go to open my mouth in Ropecon I try to talk about
things I know something about. Okay, by now I can claim
to know something about videogame (especially mobile
game) design as well as RPG design but Burger's Arcade is
very experimental stuff. Maybe I am wrong about it and I
sure as hell can't be arsed to write down all the stuff
I've thought about introductory roleplaying games.
Burger's Arcade is mainly about convergence and synergies
between different gaming mediums, as seen by a cranky Old
Skool asshole like me.
I'll be preparing a powerpoint slideshow,
some written notes to guide my speech, a couple of game
trailers and a darling little quote from majatalo.org
perfectly illustrating how open-minded and accessible we
RPG gamers really are. Sometimes I wonder if roleplaying
is a niche hobby just because we want to keep it that
way.
On a better note, somebody
really likes Wolf Moon. Unfortunately these
guys did not have special awards I could boast with here
but 9/10 ain't bad.
Now that we are in mobile games, you
might be interested to know I am going to gamemaster a
session or two in Ropecon. The game is Cyberblood
Adventure Game, a mini-RPG based on the
mobile game title by Rovio Mobile (and using
its marketing graphics for added flair). A5-sized, 32
pages and I am trying to come up with an even more
intuitive and quicker system than Code/X. Easy writing
and will be ready by Ropecon. I don't know if I'll
distribute it publicly yet but I have the required
licenses should I decide to do so.
Also, the trailer of War Diary:
Torpedo is finally out. The game has been
available for over a week now.
P.S.
I heard a rumour that Fantasiapelit in
Helsinki has ran out of Praedor (again). If true, that
was really, really quick! I still have 30-something
copies left from the Praedor 1.1. print run so all they
need to do is order some more :)
20-Jun-2006:
Roleplaying in Japan
As some of you know or remember, I have a
friend living in Japan. He just recently complained not
having played roleplaying games for one-and-a-half years
(now whose fault is that?) and apparently has not run
into any Japanese roleplayers. I've often wondered about
the status of table-top gaming in other countries, so I
decided to find out about roleplaying in Japan. There is
the geographical barrier and language barrier to overcome
but luckily also the internet to take my virtual self
into the Land of the Rising Sun (my physical self will
follow in September). Much or all of the data here can be
found using Google but since most of you won't, I'll just
summarize.
My friend has a real problem. Most
Japanese speak terrible English and unlike in Finland
have no real need to understand English-language media or
culture. Roleplaying games have to be in Japanese and
usually home-made games fare better than foreign imports
since it is notoriously difficult for Western game
companies to understand the Japanese mindset. On the
other hand, Japanese are avid gamers and although the
term "RPG" refers to a computer roleplaying
game, there are many "Table-talk RPG (TRPG)"
fans out there. I can't even imagine what that is in
Japanese. According to 2004 data, approximately two new
Japanese roleplaying games are published every month.
Judging from these pictures they are all manga-oriented
but what does a stupid Gaijin like me know?
Then again, take a look at this:
This is the cover image of the Japanese
edition of CALL OF CTHULHU. Well now,
there is nothing in the picture that could not exist in
the Cthulhu universe. Handsome male investigators? Check.
Little girls (sorry, it is the face) with books and guns?
Check. Human skulls? Check. Tentacled monsters (not
*that* kind of tentacled monsters)? Check. Still, I think
it is distinctly Japanese. Reminds me of romantic girl
manga, actually. All-Japanese games have manga covers and
often the names make no sense whatsoever when translated
(Scrapped
Princess RPG?). You can find more games at Amazon
Japan. Curiously, there seems to be multiple covers
for CoC. Or then some of those are just supplements.
Here is a link to the website of NIRVANA, a
Japanese post-holocaust table-talk-roleplaying-game. What
a mouthful.
English-speaking gaming groups do exist
and Yahoo has a group for them: JIGG
(Japan International Gamers Guild). It is basically a
forum for recruiting players for your campaigns and has
fair amount of boardgaming activity as well. Looking at
the messages posted this month there is plenty of
activity and I am especially pleased to see open
invitations to small-scale public events. We should have
more of those in Finland too.
I know it is kind of funny for me to do
research on Japanese RPG scene but I felt it would be a
waste to first look up all this stuff and then not tell
anybody. After all, who knows if we are all going to move
to Japan one of these days. The entire population of
Finland would fit into one Tokyo suburb.
16-Jun-2006:
Code/X-NOMAD
I hate it when it happens. STALKER was
moving along just fine when all of a sudden the pesky
people at #praedor began talking Code/X and my
Code/X:VOSTOK campaign plan exploded into a full-blown
roleplaying game concept. Now it is all I can think of
and I have to write some of this shit out of my head
before I can continue working with anything else. I
renamed it Code/X-NOMAD, since VOSTOK was a little too
obvious reference to the old Soviet space program and
NOMAD cuts camp right out of Code/X. Say goodbye to Nazi
zombies. You won't find them here.
If I had a video game studio, an infinite
budget and hordes of excellent 3D animators, I'd do a
massively single player roleplaying game (think of Diablo
2 the way it was played in the Battle.Net, or how D&D
Online is done now) out of this setting. As it stands,
there is just me and a text editor, so you're stuck with
my ramblings and a game script that will probably end up
in my desk drawer anyway. Some stuff is just too hard to
write.
Think of a big space ship on a scale
you would expect from a very large space station. Eight
gigantic rings attached to a long hull with bulbous
control section at the front and massive engines to the
rear. Rugged, broken and rusty, even if most parts are
made of polymers or black, glassy tiles of asteroid rock.
It has its own comet's tail of dislodged parts hull
fragments and other debris, sometimes coated with ice.
And it is massive, almost 20 kilometres in length. Then
again, in zero-G you can build as large as you want and
make anything mobile with low but constant thrust. There
is a name on the forward control section. It is faded,
scorched and scratched by micrometeors, but the letters
are so large they could not be obliterated. CAA-NOMAD, it
reads but there is no one to read it.
To its rear is a strange object, like
a gigantic ball with curved spikes or blades jutting out.
Some have pierced the engines, locking the two together.
Others look they had grown right through the hull of the
ship. The object has an alien, organic feel to it.
Blade-like spikes are tinged with purple while in the
main body golden and greenish colours shift and swirl. It
is like strange liquids were flowing beneath a
transparent surface. If you look for a very long time,
you can see some of the spikes twist and turn, like
gigantic feelers reaching into the emptiness of
interstellar space. It is not known if it has a name.
Survivors of C.A.A. NOMAD call it the Entity.
NOMAD was a biosphere ship, an
artificial island of life for colonising other stars. She
carried a hundred thousand colonists in cryogenic stasis.
Journey was to last six decades and then they would wake
up to the light of another star. Centuries later the
space around them is dark. Only scattered tribes of men,
mutants and machines remain. Between them stretches a
wilderness of dark corridors, structural failures,
overgrown greenhouses, contaminated sections and deadly
monsters. Behind them lies the Entity, its brilliant but
malevolent mind driven by the most basic impulses.
Many kings have been crowned and many
realms have been claimed aboard NOMAD, only to fall and
fade into legend. New tribes have emerged and others died
out, leaving behind nothing but ghosts and whispers. Many
secrets have been lost and found, only to be lost again
until science and magic are inseparable. Tribal wars are
fought over heat, water and light, while the alien menace
is growing like a rising tide, threatening to engulf all
that remains.
Welcome to the world of Code/X-NOMAD.
Whew, there is almost a physical sense of
relief in getting that out of my head and off my chest.
It is like you were confessing when you have a bad
conscience.
15-Jun-2006:
New Stuff for Praedor
Petteri "SFDork" Hannila wrote
a handy little thing called Borvaraattori.
It is a set of MS Excel tables that automatically
generate values for monsters, undead and beasts from the
Praedor rulebook every time they are opened. I packed
them into a .zip file and put it into Praedor
archives. Go get it, if you have something
that reads Excel (OpenOffice should do the trick, I
think). I also delivered a box of Praedor rulebooks into
Fantasiapelit, so they should well stocked for next
Ropecon.
Did you notice that the latest issue of
Jysäys has at least part of the Lordi comic drawn by
Petri Hiltunen? It's a funny little story about monsters
with a Lappish accent. I think the whole thing would fit
well into the Ontot Kukkulat -setting but unfortunately
there were no trolls in the story. It was inconclusive,
so I hope there will be more. Then again, having
subscribed to Jysäys from the start I should know
better. They have cut short almost every single story
they've started, including the Praedor bit that I
originally subscribed to it for. Now they ran a piece
from a comic book their publisher (was it Arktinen
Banaani?) has for sale. What the hell is this? Am I
paying for an advertising pamphlet now? Unless things
improve and we get whole stories, I am not renewing my
subscription.
Some people have asked if the upcoming
and as-of-yet undeclared BG jubilee game project will use
Praedor rules. The answer is "no". I think that
rules and game systems should support the genre by
helping to create certain types of circumstances and
outcomes. Praedor does this pretty well, if gory pulp
fantasy is what you are after. In this project it is not
what I want and thus there will be a different rule
system. Besides, I like experimenting with new things,
even if some people in the immediate vicinity do not :)
The world has hailed Brothers
in Arms as a realistic and atmospheric WW2
game with advanced AI routines making your team members
behave in an intelligent manner. Unfortunately, I have to
disagree. The first sign of team intelligence in shooters
I ever saw was in Half Life: Opposing Forces. There
appears to have been zero progress since then. It is not
as bad as in Devastation but frankly, I often feel like
commanding the whole bunch of morons to stand in some
corner so that they keep out of the way when I am doing
the missions.
13-Jun-2006:
Official Numbers
With the latest order from Fantasiapelit
(which I have been unable to deliver due to a Summer flu)
the official number of Praedors sold is now 630.
I may have quoted higher figures earlier but this is the
real number, at least as far as the Tax Office is
concerned (black market sales, artist copies, gifts etc.
account for a little under 100 books but most of them
were given away free). So there. Now you don't need to
ask me about it. As for your second question, yes, it is
a good figure. In fact, according to our secret
Fantasiapelit source, it is a superb figure for a single
product. Praedor has been out for five and a half years
now, so that would make about 115 copies sold per year.
Yeah, I can live with that :)
Mobilegamefaqs website from UK
interviewed me and Lauri (the other designer) for a web
article. You can read it here.
There have been some requests for Taiga
and since it has been sold out from stores I am going to
ask Fantasiapelit to stock a few copies. It has not been
a strong seller, so they may well turn it down. In that
case, I'll be selling Taiga directly for a spell.
Although I detest having to worry about stuff, I don't
think there will be too many orders for me to handle.
More details about this if and when it happens.
While the rest of the scene is talking
about all sorts of fancy stuff with cool if
undecipherable names, #praedor community has been
discussing the year 2007. Excluding some kind of
catastrophy, STALKER will be completed this year and is
out by Christmas. Next year, 2007, is a jubilee year for
Burger Games and we need a game that is somehow iconic to
Burger Games AND at least "likely" to get
finished within the year, even if it takes some hard
work. We found one and I am pretty fired up about it. I
am not going public with it yet, but here is a hint.
No, it is not going to be a remake of
Nordic's old fantasy RPG :)
11-Jun-2006:
Time to Get Heavy!
I just got back from Sauna Open Air
festival in Tampere and the live performances of Lordi,
WASP and Twisted Sister. I am not, or at least was not, a
Lordi fan but the stuff on their latest album is not bad
and Hard Rock Hallelujah really sticks to your brain.
Unfortunately they are published by Sony BMG and I just
can't trust Sony to keep their CDs clean of spyware and
virus enablers. Hence, I shall be acquiring The
Arockalypse by dubious means. On the plus side, I won't
be circumventing an existing copy-protection system while
doing it.
WASP really floored me. I got to see them
up close and they were the best as far as music is
concerned. Blackie Lawless appeared to be in really good
shape and the whole band pulled off a tight set of
musical goodness, including some very interesting stuff
from records so ancient that I have never seen them in
stores. Unfortunately there was next to nothing from the
new Neon God -series, which I personally love. .
I don't care much for Twisted Sister's
music. Their songs are too simplistic, repetitive and
punk-influenced to hold my attention, so I also did not
expect much from the live performance. However, once they
got on stage, they were unstoppable. Who cares about the
kindergarten melodies when Dee Snider fires up the
usually frigid Finnish crowd without even breaking a
sweat. Ten minutes into the show I was also was jumping
up and down, singing and shouting the choruses with
thousands of others. It really changed my mind about them
and it had nothing to do with the music. Their music was
the same old junk. Now they just packaged it with Dee
Snider's charisma. I am sold!
All in all, Sauna Open Air was superb.
Speaking of music, the buzz around
Nightwish (of which I am a fan) has taken on odd turn
with Cabuli (Tarja's husband) claiming that Tarja was
fired because she turned down the affections of Tuomas
(the band leader). Don't you just love making accusations
that you can't prove and the victim can't disprove? Well,
at least it keeps the hype strong. Personally, I don't
care if Tarja was fired for having group sex with the NW
road crew (unless there are juicy pictures...). She was
fired by the one person with the authority to do so and
stuff like that happens with rock bands all the time. Get
on with the music, damn it!
On the gaming side of life, STALKER has
been moving along nicely. If I can keep this up the the
beta version should be ready by the end of summer,
meaning that the finished version will be in stores by
Christmas. There are some parts in the game that I have
been afraid to write, like the anomaly determination
system. When I finally got to it, it went smoothly. In
all honesty, there are parts in the game that would
benefit from the use of dice and the anomaly system is
one of them. I think it still works okay, though. Even if
the randomization process is not mathematically even, it
is enough to produce sufficient variety.
Die-hard simulationists and player-right advocates can go
hang themselves for all I care. Or use the bloody dice.
Since I have been too lazy to make a
Code/X website, I have externalised this to a fan
volunteer and I do like his prototype. When they're done,
they'll obviously be under burgergames.com. Idea-wise,
Code/X has grown into an unruly beast. In process and
function, it is the embodiment of my Arcade Roleplaying
concept. Original rules and setting were a hasty excuse
to illustrate the function and genre of the game (really
quite unprecedented in roleplaying games, even if
commonly found in individual campaigns and digital
games). That it actually worked for casual roleplaying
adventures on Stockholm cruises was just a bonus.
Now, I would not put to print a
roleplaying game about shooting Nazi zombies. That is
what the original setting really is. But with Arcade
Roleplaying in mind, what would I put
into print?
3-Jun-2006:
Old, older, oldest
Cleaning up my work room I came across a
piece of paper. It was from the Finnish trade registry
and reads that Burger Games was founded March 17th, 1997.
Come next March and I've been at it for 10 years. I think
it makes Burger Games the oldest still active RPG
publisher in Finland and there is no reason to stop, now
or ever, as long as I still have the writing bug. I had
secretly hoped I might be able to live off Burger Games.
That did not happen but the existence and actions of
Burger Games were a contributing factor in getting a job
within the video game industry. And right now, if I had
the backbone and balls, I could turn BG into a video game
development company with at least a chance (better than
snowball's chance in Hell, actually) to become modestly
profitable.
Yep. If.
As it stands, I am a coward with mortgage
payments to make, so Burger Games sticks to pen &
paper RPGs (although I might self-publish a novel through
it at some point) and I am sticking to my day job. I can
then bitch and moan for the rest of my life for letting
the opportunity to slip away but on the plus side, I
still have a roof over my head and a computer to bitch
and moan with. In any case, March'07 is coming and Burger
Games will have a 10-year birthday bash. Where, what kind
and to whom is still a mystery.
In the meantime, let's try to get STALKER
done. Backlog of ideas for post-stalker future is
burgeoning. I have visions of Miekkamies: Auringon
Valtakunta, TAIGA 2.0, an
expanded version of Code/X, INFRA... I need to pull the
cork off the bottle before it explodes.
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