"I have gone by many names but the one you are
probably most familiar with is the Venerable Ascarius,
the Arch-Scholar and Professor of Ancient History in the
Imperial University of Ardelon. This is well and good,
for some of my names have ill repute and I have no desire
to face the sins of my youth again. Now, in the waning
years of my life, I have undertaken the task of writing
this book, the Primordial Codex, a compherensive study
and compilation of our knowledge of pre-Imperial history
and the Ages beyond the reach of Delorian script. This is
not the first time such an undertaking has been attempted
but unlike my predecessors, the adventures of my youth
lead me to witness many of the wonders and terrors of the
ancient world with my own eyes, enabling me to draw
comparisons between legend and reality.
This is not to say I am infallible: indeed, isn't all
historical record someone's interpretation of reality?
Doubly so, when the events cross over into the realms of
legend. In many cases, a historian of our age has nothing
but the pieces of an ancient puzzle to work with and very
rarely does he have all of them. We fill the blanks with
our visions, wisdom and experience but unfortunately also
with our values, as the ever-changing tone of the
Imperial Chronicles will testify. One should also
remember that the study of pre-Imperial Ages has not
always been looked upon favourably in the Empire. At
times, scholars intent on doing so were persecuted for
heresies against the Delorian Gods, simply because they
were interested in what gods and peoples might have
existed before them.
Today, in the year 2157 of the Delorian Age, things
are very different. The Age of Darkfire forced a shift of
attitudes, even within the usually inflexible Delorian
Church. Ancient legends recorded not only what our
ancestors knew of the terrors we are facing once more but
they also recorded the means by which the ancient heroes
defeated them. That knowledge and perhaps that knowledge
alone, can save us all.
Finally, I would like to point out that while we are
still counting years of the Delorian Age, that age is
well and truly over. Most of my colleagues would agree
that the Delorian Age ended on 1860 DA, to be followed by
the Age of Darkfire and whatever we wish to name our
present age. Personally, I would call it the Age of Fools
but the scholarly consensus seems to be leaning towards
the Age of Princes. The Delorian Empire, our ancestral
sword and shield against chaos and invasion, exists only
in name. The Imperial Court here in Ardelon is nothing
but an extravagant and hideously expensive puppet show to
keep the rituals of the Empire going while the Princes do
as they damn well please. It would take an oracle to tell
what age will follow ours but even I can read the
portents of doom.
Yet, all is not lost. Magic and terrors of legend may
have returned but so have acts of valor and sacrifice
rivalling the very same legends. I pray to the gods that
this is yet another portent and by my book hope to do my
part in ushering The Second Age of Heroes.
24-Aug-2012:
Summer's End
With the first big-money contract for Q3/2012 in my
pocket, Burger Games is officially back
in business. After a dry-ish spell of almost two months,
getting a contract like this feels like a personal
triumph but of course, the entire industry is picking up
speed now that people are returning from the summer
pastures. And it is a justification, even if a temporary
one, of my decision to go freelance a year ago. Is there
anything that could lure me into rejoining the
proletariat again? Well, yes, probably, but after the
glory and pain of Earth No More I would
be very, very picky. Of course, if HAX got financed all
of a sudden...
I was in Amsterdam with my spouse last weekend,
enjoying the tropical temperatures and developing a
bronchitis as soon as I got back to Finland. One of the
purposes of that trip was to get the Stalker novel off
the ground and thus I stayed up late, typing away at the
first three sheets of text. But I did it. Getting a novel
started is always the most difficult part. The first few
pages are an agonizing struggle and then it kind of
starts rolling. There will be other hiccups and
chokepoints along the way but every time you clear one of
those, the next 10-20 sheets will be a breeze. But none
of that will happen if you fall at the first hurdle.
I've also toyed and tinkered with Miekkamies,
my very first published roleplaying game. I want to
create a game system where cool and innovative
swashbuckling moves are a crucial part of the game. Not
just in combat but in everything. And if it ends up going
overboard and into slapstick, so be it! Stalker
RPG and the FLOW engine proved that players are
rabid about expressing themselves when there is a
demonstrable benefit to it. The M2 game engine will have
dice, so the benefits are instantly measurable. This is
not rocket science: basically, you roll dice of various
denominations and the higher the result, the better. As a
rule, NPC's would roll two dice. Heroes, basically
player-characters and boss-category villains, would roll
three and the suggested swashbuckling move determine what
kind of a die the third one will be.
For example, climbing somewhere becomes a lot easier
as soon as the player suggests cutting the rope that
holds up the chandelier and holding onto it as the
chandelier plunges to the ground. Picking a lock becomes
a lot easier if the player tries anything out of the
ordinary with it, like pouring a little rum into the
keyhole and lighting up to unglue the mechanism. GM
decides the die but basically if the move is either
functional, fun, or fits the genre (or any combination of
those), it yields the bonus die. The 1973 version of Three
Musketeers by Richard Lester is one of the great
inspirations for the original Miekkamies and that movie
is full of such tricks, from tossing your sword into the
air and hitting the enemy with a rock while he is looking
at it, to the hilarious "sword for supper"
scene where the musketeers appear to be fighting but are
actually stealing food from a tavern.
I don't know if any of this stuff will be published
but I've been hoping to run an impromptu scenario or two
at Tracon in two
weeks. See you in Tampere!
P.S.
I could not find a youtube link to the "Sword For
Supper" scene but I think the soundtrack
by Michelle Legrand conveys the atmosphere really
well.
12-Aug-2012:
Myrskyn Sankarit
I assume that by now you are familiar with Myrskyn
Sankarit, a bold plan by Mike Pohjola write
and publish a roleplaying game for children. He is
currently collecting funds for it in indiegogo.com and
with a cool 150 euros Burger Games is a Prince
Caspian -level contributor. Whether or not you agree
on my view that the scene is wilting, everybody agrees
that the more new blood there is the better. From my
perspective, Mike is making an entry-level RPG for the
younger generation, hopefully throwing a large number of
youngsters into the hobby like Cyberpunk 2020
and RQ did back in the day. As these people
mature and become interested in more complex games and
themes, they enter the Burger Games customer pool. Thus,
if Mike is successful, everybody wins. And whatever he
does, he can't make things any worse.
So if you have any love for pen-and-paper roleplaying
games, please
do your part. We need such a game. Badly.
That said, I just had a dream where I was competing
with Mike with a similarly oriented derivative of Miekkamies,
with a strong focus on pirate adventure (in appearance
and in lifestyle if not in actual deed). I am obviously
not going to do that; Mike knows how to write for
children, I don't, multiple projects would fragment his
potential support base and with his marketing effort and
connections Myrskyn Sankarit actually stands a
fair chance of breaking out into the mass market. And
finally, our strange little hobby needs a face that is
both edgy and cuddly at the same time. Mike is extremely
photogenic in still pictures. Less so with video,
unfortunately (god damn it dude, stop blinking your
eyes!!!).
Whether or not the setup of Myrskyn Sankarit
is the best possible choice for such a game is a good
question but as the author, Mike obviously gets to
decide. He chose it because it most closely resembles the
themes and approaches that introduced him into
roleplaying games: the venerable red-box D&D from 30
years ago. I expect Myrskyn Sankarit to be a
better game but that is not really the issue here. My
origins as a gamer are different and if I had been tasked
with creating such a game, I probably would have really
gone for the "fantastic pirate adventure" since
there are more reference points for that in the pre-teen
popular culture.
Of course, I would have also been blasted for
promoting American rather than Finnish culture to
children and would have alienated the teachers and
mainstream culture advocates that Mike relies on for his
mass market breakout. You can get a lot of goodwill in
Finland by mixing things like Kalevala into anything and
it is probably much easier to do that with Myrskyn
Sankarit than with Miekkamies. However,
dependencies like that are precisely why Burger Games is
usually a one-man-show (contractual partners like Petri
Hiltunen or Boris Strugatsky notwithstanding). Mike plans
to bring aboard teachers, pedagogists, youth media
researchers and whatnot. Good for him. You can read my
opinion on pedagogists from Häirikkötehdas but
in short, my cooperation with such... "people"
would probably end in murder.
Burger Games has so far had an uncanny knack of
coughing up stuff that people actually do want to play
even if my choices are not always politically correct.
While I prefer to think these games as age-agnostic, I
have to admit that some of this stuff is definitely
M-rated. Maybe that is why it works. My biggest fear
regarding Myrskyn Sankarit is that close
cooperation with the "authorities" will water
it down. Already in Ropecon they were asking for (and
Mike was agreeing to) de-emphasizing combat as adventure
activity. I am all for adding other sub-systems like
chase rules and such but you can't really compromise on
violence without compromising the high-fantasy genre.
Maybe my fears are unfounded but a Sunday-cartoon remake
of D&D is not going to help anyone. The kids wont be
that stupid.
P.S.
I was four years old when the
original Star Wars came out. I watched it, in a
movie theater, together with my parents. I could not read
the subtitles or understand anything they were saying.
But I knew it was the coolest thing ever.
08-Aug-2012:
End of Summer
With Assembly
2012 in the bag, my Summer is officially
over. As thousands of children and teenagers are
lamenting the return to school, I am lamenting the lack
of contracts and hoping things will pick up as people get
back from vacations. (I would pray but as an atheist that
is not really a credible option). Assembly was... well,
Assembly. I am a little disappointed that the seminars
have been evicted to the third floor now and have the
worst chairs ever. But if the choice is between that and
no seminars, bring it on! Seminars and compos are my big
thing for the Summer party. Assembly Winter is all about
cybersports for me (the Asus ROG stand last February was
amazing).
Speaking of amazing, there was a new category for
intros this year: 1 KB. That is roughly the text you can
fit on an A4. Getting anything done in that amount of
space is a miracle but these guys (and hopefully some
girls; you can't always tell by the nicknames) had made
graphics, sound and even a Java show thrown into the mix.
Granted, the graphics were still pretty basic but it was
still amazing. I can't wait to see how much they have
progressed by next year. Games and industry have pushed
the high-end perfromance of computers above and beyond
the reach of demo teams. But here, on the small end of
the scale, there is still room for improvement and
showing your skill.
Wirepunk attends Assemblys to have an
inspirational location for HAX
development. I just wish our programmer could have
attended the whole event rather than run back and forth
between the event and his dayjob. I focused on making the
spec changes discussed in the earlier entry but there
were two new developments during the event.
First, the CEO of Mountain
Sheep basically told us to stop kissing butt
when designing games in his seminar and he convinced me.
Second, I received a very interesting email from a HAX
fan. We had a brief exchange of emails and he effectively
forced me to go through several core areas of the design
once more and check if there was something we could do
better or at least different to stand apart from the
standard MMORPG (other than not having the player look at
some adventurer's ass while playing). While I was able to
justify many of the decisions we made, he did shuffle my
deck with some of them. I have yet to turn those ideas
fully around in my head but there are some things here
that A) spice up the content and B) could save us some
work.
At this stage of development the other developers
practically never contradict or challenge me when I
suggest something. So a fresh perspective, even if only
based on a blog entry, was quite welcome. At the risk of
addressing mostly the person who wrote me, one of the
very interesting things in cyberpunk, and something we
have completely ignored, is open source, free software
and even piracy movements. HAX is pretty much based on
Neuromancer and web-based "information
subcultures" did not exist back then. Now they do
and the idea of a "hax scene" in Terminal
Complex is pretty much based on that idea. We cannot
ignore it in the game mechanics.
While I was at Assembly, Dawnguard
DLCfor Skyrim was released for
PCs. So I immediately modded the hell out of my game
(playing with over 20 mods right now) and created a new
character. However you mod yours is your business but
here is a tip: Skyrim Crash Prevention Mod
(search Steam Workshop for Skyrim). It cleans the cell
buffers every once in a while, releasing memory and
apparently clearing away scrap data that might become
snags later on. I've had exactly one freeze in over 15
hours of gameplay with 20+... hmm, I'll count them... 26
mods. The game also loads much faster than it used to and
the number of mods no longer seems to affect this. I am
also taking risks by mixing mods from Steam Workshop and Skyrim Nexus
Mods but so far the thing has worked like a
charm.
Unfortunately the same cannot be said for my
Nexus-modded Fallout:
New Vegas. I wanted to sex up the game a
little, since it is not exactly puritan to begin with
(unlike its very chaste predecessor FO3). However, none
of the more complex adult mods I was interested in (you
know, the kinds that have some story to go with the extra
effects and build on the already existing sexual innuendo
within the game) would work and I really couldn't care
less about the nude mods. Oh well, they would have been
shit anyway.
Skyrim has a very different tone, although having the
option to do some Conanesque
wenching there instead of just a straight-out
gender-neutral (and even species-neutral) marriage would
have been nice. And if Riften is supposed to be
such a den of vice, why is being a devout follower of Dibella,
an established member of the pantheon, such an
embarrasment? And how come this Shadizar of Tamriel does
not have a single prostitute in it? And if someone has a
story mod for opening a brothel in the Dark Elf Quarter
of Windhelm, I want it!
What? You thought my statement in the Praedor FB group
that the next chapter in the book would open with Vanha
Koira in a brothel was a joke?
02-Aug-2012:
HAX in 2012
At Ropecon, I was asked how and when a person might
throw money at me and get to play HAX, our long-awaited
garage-developed game project. Honestly, I thought people
had forgotten us but no. And we haven't gone anywhere
either. So, here is a quick look at what is going on at Wirepunk.
One panel of the storyline mission strips
True, we've been at it for quite a while. Years, in
fact. When Wirepunk failed to receive any grants or
stipends for HAX, the project was left in
garage-development mode without a fixed schedule, the
effective development team shrunk to three people and we
all kept our dayjobs (well, I didn't, but that's another
story). HAX development happens in short bursts and
stumbling steps on free evenings and in occasional
meetings. We have done a lot of streamlining and feature
cuts to make sure the game remains feasible with our
limited resources. While a thousand things still need to
be done the project should never feel hopeless or
overwhelming. And while many of the cuts were originally
made to circumnavigate troublespots or curtail work, I
would not go back on most of them even if Wirepunk
suddenly won the lottery.
In some ways, we are also going for a more hardcore
approach now, dropping features that were originally
included only for the sake of the game being a MMORPG and
replacing them things that better fit the genre and the
player role in the setting. I am not going to lie: DayZ
and other blatant breakaways from the established
massively multiplayer model have encouraged us in making
these decisions. But it has also been very liberating,
even if my more conservative designer instincts sometimes
scream in terror. In retrospect, I am amazed that we were
so concerned with mass-market appeal for so long, even
after the lack of funding ensured that HAX will never be
a mass-market game.
Now that we got over that, quite a few things have
changed. The grid, originally consisting of lines and
connections has been replaced with a landscape of
bubble-like nodes, subsystems with different properties.
As the player moves through the Link, he claims these
nodes for himself, adding their properties and benefits
to his ghost. This is compulsory to some extent: as soon
as he logs into the Link, the ghost begins to
deteriorate. It has to be replenished by stealing
resources from the Link as you go. This has allowed us to
get rid of the Trace timer: instead, if you decide to
camp a location in a network to ambush or block other
players, your ghost will simply fade away. Changing the
Link architecture from lines into node-bubbles also
enabled more varied Link design, as such simple things as
sharp corners were impossible in the previous version.
Now we can draw up any kind of link we like and have
one-node wide back alleys for the player to sneak
through.
We have retained our three factions: Cartel,
Singularity and Street, all of them implacably hostile to
the runners and to a lesser extent each other. HAX Codes
are faction-specific and available up to the security
level of the network you are in, e.g. roaming in security
3 networks would enable you to unlock HAX Codes up to +3
for that faction. Then again, your codes will apply to
all networks for the said faction, eventually enabling
things like +50% to damage against a certain faction and
so on. Another change is that instead of having a
"world map" of interconnected networks forming
the entirety of the Link, each network is its own pocket
universe. Unlocking them is one of the primary goals for
any runner. While initially this means there are three
lines of successively of higher-security networks, it
also enables us to add and remove networks more or less
at will without having to worry about the overall
structure of the Linkverse.
Faction-specific loot rates remain, though. So if on
day 1 there have been much more Singularity data going
around, on day 2 the value for that has dropped and data
from other factions pays better. Sticking with
Singularity could still be a wise move if you have all
the coolest HAX Codes for it already. But some players
will probably recommend diversification.
We have sort of returned to the very early model of
having only four primary softwares, upgradeable from
level 1 to level X (10). They also have mods, four each
at this stage. By upgrading his mods, the player may add
special features and bonuses to the effect of his
software, with the downside of a slightly increased CPU
cost. I fully expect the balancing to be off at launch.
Well, actually I expect I will be tweaking those bloody
things right down to the day the servers shut down.
However, the user interface is much more user-friendly
now and both us and the players can focus on the
essentials. We want you to find the challenge in
exploring the Link, rather than fighting the controls.
However, the biggest and probably the most
controversial changes we've made have been the
anti-social cuts. Going against the "hey, let's form
a party and go raid something" -model, the HAX
Runners are lone wolves who happen share their hunting
ground. There is still a basic chat function in the
Hideout Mode, enabling players to pester each other while
waiting for their crash penalties and node claims to end.
But within the Link there is no teaming up, no aiding
your rivals and even the only communication is done by
generic icons on top of your avatar, visible only to
those already within visual range. No distractions. No
trust. Now that it is much harder to have friends, we
went about making enemies. There are resources that are
not cashed out until the player logs off the Link. If he
crashes, those resources are left behind as loot. And
while the node resources are player-specific and players
can only see their own conquests, the mob-level targets
are available to all. I fully expect players to have
conflicts over hackable targets since waiting around for
respawns is bad because of the ghost degradation.
Now, this has not been specced out yet but I want to
get rid of the remaining hidden mechanics. So instead of
levelling up by means of invisible XP, your Threat Rating
is also tied to a lootable resource. Or rather, obtaining
the resource will grant you additional Power you can use
on your attributes and your Threat Rating rises with the
additional power you have received. This
"tangible" XP would make a great PVP-incentive.
You collect some kind of Intel as you go about your
business and cash it in for Power when logging out. If
crashed, the Intel you carried can be downloaded from the
node you crashed into, typically by other Runners. Intel
is also another tangible reward besides money: You loot a
code fragment that is part of a series of 5 and the
location of the next code fragment is highlighted on the
map. If you can collect them all without logging out,
there is a multiplier to the Intel you obtained because
you have cracked the code. Instant mini-missions, in
addition to the storyline and premium targets.
Finally, the Link itself. You already know about the
nodes. Now, about the mobs. Most of them are stationary
now, although Sentinels and other defenders can change
location by de- and respawning. Packets are still flying
around between Commservers but they are tougher to take
down and the pursuit will probably lead you into the
waiting arms of one or more Sentinels. All combat is by
the exchange of malware but it is very costly, so stealth
is almost always the preferable option. Instead of having
to constantly search for datafortress keys, the entrance
is open now. However, there are concentrations of both
high-value targets and nasty defences. Will you exhaust
your CPU and SYS to take out the defences? Or will you
sneak in and try to do some hacking before being spotted
and driven out?
So, yeah. We are still at it. And while it may be slow
going, it is moving. Slowly but surely.
29-Jul-2012:
The Ropecon Report
I've rarely been this down after Ropecon but in some
ways this event was a disaster. I was up north for a
funeral, not exactly a barrel of laughs to begin with,
and finally arrived down south on Friday morning. Other
than exhaustion, Friday was not too bad though. My
presentation went alright (I should really start talking
about something else than Stalker RPG), Mike Pohjola
deserves support for his "RPG for kids" project
Myrskyn
Sankarit because he is trying to make
roleplaying break out into mainstream again, Vihan Lapset
finally came out (well, at least the Player's Guide did)
and the day concluded with a showing of Vyöhyke,
which is one of my favorite movies and actually outdoes Last
Border because it has much less cheesy bits for me
to overlook.
To top it off, the film crew guys gave me a DVD of it.
My circle of friends can expect invitations to a home
showing of Vyöhyke here at Myyrmäki HQ
in the near future.
Saturday began well with Teemu Vilen's
stellar presentation on the MMORPG
design philosophy of CCP Games and how Sandbox Design
differs from the right now much more common Theme Park
design. He was worried that he might be
stating the obvious but frankly I would like to make his
presentation compulsory viewing for everyone working in
the industry. Hell, I'd like to watch it again myself to
make sure I grasp all the tiny details and apply them
properly in HAX. Unfortunately the presentation materials
were strictly eyes-only :)
Later that evening I probably got some kind of a
heatstroke, complete with migraine and nausea. I had to
cut the day short and go home, which was a blessing in
disguise because I also had to draw up four sample
characters for the Stalker session and finish my slides
for the today's presentation. Humidity and thunder kept
me awake at night but I did feel better by morning and
went to 'con early to soak up the last drops of
atmosphere (and some morning sunlight). This was a humid
day and Dipoli was positively tropical but I coped with
it.
I then ran a three-hour session of Stalker RPG
to Peter Adkison, the founder of Wizards of the
Coast, the current head honcho of Gencon and the Ropecon
guest of honor. It was a short and straightforward and
run'n'grab, where thermal anomalies had blinded a section
of the border sensors in the laboratory and opened a way
for the stalkers to go ransack the broken down research
drones in the Soot Quarter. I had four players. Two of
them went to buy Stalker RPG immediately after the
session and third one had it already.
Unfortunately, Adkison did not like it. He later
commented that the game was too gamemaster-driven. I
obviously disagree with this view since I think Stalker
RPG/FLOW gives players unprecedented power for an RPG
with an algorithmic rules system but there you go. Well,
at least his complimentary copy of Stalker RPG will give
him something to wipe his nose with during his long
flight home. I know I am a fool for thinking that any one
game should work for everybody but I guess I caught some
of Mike Pohjola's insane but highly contagious
optimism on Friday. Adkison's observations of Stalker RPG
sure popped that balloon.
Thankfully I was still unaware of this when I held my
two-hour presentation on Stalker from three to five. It
dealt a lot with new content I have been planning for the
possible supplement and more recently the novel, as well
as how the same themes are dealt with in different
derivative works based on Roadside Picnic. I was
overjoyed to have a sizable audience that late in the
event and even more so to have such a lively Q&A
session at the end. The Finnish audience is usually very
reluctant to ask questions but this time it seemed like I
had rounded up a full room of stalkers to chat with.
Great times. If my Ropecon experience had ended there it
would have been great but unfortunately I got news of the
Adkison feedback and sat through the closing ceremonies
contemplating the meaning of life. Suggestions so far
consist of "cake" and "42".
P.S.
Burger Games is a Prince Caspian-level contributor to
Myrskyn Sankarit and I honestly think it is great idea.
However, some people already suggested adding pedagogists
in the team and you can read what I think of pedagogists
from Häirikkötehdas.
If it succeeds in its lofty goals - it's a
miracle.
If it gets made at all - it's a success.
Failing to get funded - it's luck.
As for everything else - well now...
11-Jul-2012:
A Roadside Picnic 2
My Stalker RPG license from Boris Strugatsky includes
the right to write one novel in English, Finnish or
Swedish using the same modernized take on the original IP
as the roleplaying game. Earlier on this very blog, I
wrote that I would write the book if there was a
publishing contract for it. And yesterday, I signed one.
With a pen carved from stone and a 7.56 x 54mm rifle
cartridge. Finn Lectura, the publisher of Häirikkötehdas,
will publish my Stalker novel. I will be writing straight
into English (don't worry, they'll have some educated
native speaker to look it over) and the primary format
will be an e-book intended for international markets. I
expect there will be a small print run too. If nothing
else, I'll have one made for myself.
Although this thing moved forward really quickly, I am
not starting from scratch. I've been thinking about this
book since 2008 and all that thinking and turning ideas
over and over in my head led to the emergence of my very
own Stalker character. Some of my Stalker players have
met him already and I wrote him into the
Zone Finland teaser in the spring. But besides
finally letting my protagonist loose on my imaginary
pocket universe, I want the novel to either double as a
supplement for the RPG owners, or become the basis of a
future supplement, so it has to have to new stuff; ideas,
things and themes that go above and beyond those in the
rulebook.
The contract states that I am expected to hand in the
script sometime in 2013 so time is not a problem. I will
be writing slower than usual because it has to be in
English from the start but still, if 18 months is not
enough the problems go deeper than writing. Like having a
massive dose of stage fever about the whole thing. I am
not a Strugatsky. I am not setting out to write a
world-changing masterpiece like the original Roadside
Picnic. An entertaining and atmospheric story about
the heroes, villains and rogues in and around Zone France
will have to do, even if the hardcore fans of the novel
would cut me to pieces for it.
Does this make me shallow as an artist?
09-Jul-2012:
The Dreaming Plague
From the distance, the village looks abandoned. It
is a collection of thatch-roofed houses surrounded by a
wooden wall but none of the chimneys are smoking.
Livestock runs rampant on the streets and cows are
grazing in the fields after having broken through the
fences. As you get closer, you see the first sleepers, in
all sorts of places and clothes and looking as if they
had just now sat down to take a nap. But they have
whittled down to skin and bone and those left outside
have already died. However, there is no sign of
decomposition on the bodies and the pigs roaming the
village have not touched the living or the dead. When one
of you swats a mosquito, it dawns on you all that even
mosquitoes are avoiding the sleepers.
Yes, I am part of James Raggi's IndieGoGo campaign to
produce adventures for his Lamentations of the Flame
Princess roleplaying game. This is how it works: James
called together a group of what he considers high-profile
RPG scenario writers (what the hell am I doing here?).
Each of the prospective adventures is its own indiegogo
initiative and those contributing to one adventure will
eventually receive the adventure books (and potential
other perks if they contributed enough) that will include
all the adventures that racked up at least $6000 in
contributions. Remember that it is a ransom system, so if
the campaign fails and none of the adventures get funded,
you won't pay a penny. With 23 days to go the leading
adventure has $1070 in contributions. With mere $170 I am
so far behind it hurts but we'll wait and see. I agree
that the 6K threshold is a tad high but if there is one
thing I will not fault a fellow RPG author for it is
ambition. Go James go!
My proposed adventure, The Dreaming Plague,
is a mix of fantasy, horror and trippy stuff you
might have expected from Michael Moorcock back in the
good old days. Or in Stalker RPG when the gamemaster
finally loses touch with reality. Set in the Holy Roman
Empire in 1506 AD, the characters get embroiled in a
supernatural conspiracy behind the outbreak of a strange
plague that has put most of the population in the remote
Barony of Aunger into an enchanted and eventually lethal
sleep. Bound by the oaths of their ancestors who were
part of a sacred order, the motley crew of scum and
villainy (i.e. characters) will have to face this silent
enemy and pierce the veil of nightmares. And that is
about all I can say without spoiling it. So here you go:
Although the cover picture is used for the entire
campaign, I like to think it represents The Dreaming
Plague in particular. It is pretty freaking cool, no
matter what your thoughts of the Old School Renaissance
games are.
05-Jul-2012:
Freelancer
It's been a year now. If you had told me in the spring
last year that it would be possible to make a living as a
freelance game designer, I would not have believed you.
What really happened was that when Casual Continent
ceased to exist and SC5 pulled out of game
development, I was left with their game-related clients
and began working for them via Burger Games.
Then entirely new contracts began appearing and suddenly
the point where I would be forced to start looking for
another full-time job had receded somewhere into the
horizon. I am not rolling in dough by any means but then
again I am working for only 2 or 2.5 days a week (very
uneven distribution, mind you), as opposed to your usual
9/5 drudge. And since I have paid off my mortgage (thank
you, Angry
Birds), I make a comfortable living out of
my work.
Of course, the big question on every freelancer's mind
is the availability of new gigs. I have been lucky.
Whenever it seemed like a job was petering out, another
one appeared. Losing some of the more lucrative prospects
(very lucrative, in fact) was a bummer but I guess if
something sounds too good to be true, it most likely is.
But this is not a desert either and frankly, I would have
never expected there to be so much demand for a freelance
game designer. I mean programmers, artists, sound guys...
I can see that but game designers? Come on!
Yet there is.
Someone might want you to do an analysis on a
competitor's product without your views being tainted by
what is already being developed in-house. Or, there are
tasks left over when the in-house designers have been
assigned their responsibilities and while these extra
jobs are too much to add to their workload, they are not
enough to justify a new hire. So that's where I come in.
Or, a media company has a new product brand and needs an
expert opinion on what kind of game- or gamification
features could be added to it. Or, you have a school with
a game development study track and you know there is no
such thing as a qualified teacher of game design, so you
ask people with industry experience and at least passable
presentation skills to come talk to the students. Been
there, done all that and more.
The other side of the coin is that when you are
working on a contract, you are not screwing around or
twiddling your thumbs. If somebody needs you they usually
have a pretty good idea what for, even if figuring out
how to best respond to the need is often work in
progress. They are usually also in a hurry and I like to
empathize with the production team that is working with
one foot on the brakes because something in the design is
still missing. I really like it when I can sink my teeth
and claws into the job immediately and there is no time
for vacillating, bullshit or screwing around. I go in, I
do the job and I try to do the best possible job on it
because only then is there any hope for continued
contracts. And I want to be proud of my works. They are
the closest thing to children I will ever have.
Unlike other sub-contractors, freelance game designers
also get to crack the whip on their customers. I am
especially fond of forcing my customers to make concise
decisions as part of the concepting-feedback-iteration
loop. Bad decisions rock because they
can be overturned. No decisions or lets-wait-for-a-little-longer
cannot be overturned. They just hang there like the smell
after a particularly nasty fart, hindering everything
else while not contributing anything meaningful to the
project. Also, forcing concise, documented decisions out
of the meetings creates a policy, concept and content
decision timeline leading up to the present. If there is
something wrong with the present stage or the project
parameters are not met for some reason, you can then go
back on it and see where the joint design effort began to
go wrong or deviate from the intended goals. It is like
having a version control system for ideas.
Yet there is always that nagging fear of an empty
tomorrow. While the picture of my July is starting to
emerge, I have no idea what, if anything, I will be doing
in August. I've been on a good streak for 12 months
straight but the past is no guarantee of the future. I
like to think that my skill, experience and connections
within the industry have landed me these jobs and will
most likely keep landing me more but it could have been
just luck. A lottery row that struck gold. As a designer,
I am certainly driven by my inspiration, professionalism
and my passion for games but I am also driven by fear.
The fear of falling off the edge. Losing the grip. Fading
away. My freedom comes at a price and it weighs heavily
on my mind as I pick the lottery numbers for the next 12
months.
But so far I have been happy with my choices.
02-Jul-2012:
Witchcraft in Miekkamies
The roots of magic are in the Dreamtime, back when
there was no distinction between life, death and the
divine. It was so long ago that the question of
"when" is in itself meaningless. One could say
that Dreamtime precedes the count of years. Witches and
some others gifted with the Second Sight can sometimes
catch glimpses of it in visions, dreams and
experenciences derived from outside the realm of mortal
senses. Some would argue that the Dreamtime never ended
and surrounds the mortal worlds like the ocean surrounds
far-flung islands. But this is a debate incomprehensible
to commoners, scoffed at by scholars and deemed sinful by
priests, for such matters are for the Gods, not Men.
In the mortal world, the Dreamtime has ended long ago.
All things have become living, dead, never-alive or
divine. As magic waned following the fall of Khorias, the
Green Moon, this Mortal Order became to be seen as
inviolate. By studying the rules and causes of the Mortal
Order, the enterprising Mankind discovered sciences and
ultimately the wonders of technology that made the
Delorian Empire powerful. Magic as a power and an idea
still existed but it was lost, hidden and for the most
part forgotten. There were some places, often deep
underground, where one could still perform rituals and
recite incantations to powers of Dreamtime, thus coaxing
small changes and breaches to the Mortal Order. But it
was a mortal sin and a severe crime to do so.
The return of magic changed everything. And nothing.
When a witch or a sorcerer raises a creature of living
rock from the cold bones of earth, nothing has changed or
been brought into this world. The creature was always
there, within the cold rock abd deep asleep since the
Dreamtime. No, not within the rock. It is
the rock. Its revival may be a breach against the Mortal
Order but let those who defend the order contemplate the
severity of the crime. With magic, the whole world is
built from souls; alive, dead, asleep since the end of
creation. By using magic, a witch can reach them, rouse
them from their slumber and call them to do his bidding.
There are no rules to it. There are no laws or causes to
it. There is often no distinction between the one and the
many. And in some sense, there is no limit to the effects
either.
To the consternation of scholars everywhere in Arleon,
witches have little or no understanding as to how or why
their rituals and cantrips work. Also, trying to decipher
the writings and ideas of the Moon Worshippers can drive
a man insane. But then again, the scholars' attempt to
place magic within the Mortal Order was doomed from the
very beginning. Only one thing is clear: magic is a
breach of the mortal order and yet the Mortal Order could
not and would not exist without it. Just like an island
cannot exist without the sea, or a shadow without a
light. With that said, you can bring
things into this world or banish them back into the void.
But that is not Witchcraft. That is Sorcery.
28-Jun-2012:
Miekkamies 2.0
You could say that the #praedor IRC-channel
talked me into it. Resurrecting Miekkamies,
writing down a rules stem (basically notes for myself on
how the system is supposed to work, enabling me to run
simulations of various use cases) and creating the
PageMaker framework that is the basic building block of
all my rulebooks. I actually own one of the early
versions of InDesign as well but I vastly prefer
PageMaker. Sure, it lacks some options but on the other
hand 90% of the development since PM7 has been feature
creep and absolutely anything can be printed out as PDF
these days.
The original Miekkamies was written and edited with
WordPerfect 6 for Windows. It was one of the early
WYSIWYG versions. I think I still own WordPerfect 9 and
the text editors haven't added anything useful since that
either. Office 2010 feels like a cutdown version of
Office 2000 and with this newfangled "ribbon"
design I can neither find anything nor optimize my
screenspace. And for fuck's sake, who the hell puts a
heavy and inmmovable HUD bar on top of the screen when
everybody and their cousin are using widescreen aspect
monitors? It is a bloated monstrosity when drop-down
menus from the window frame would have sufficed. Or
probably worked even better because finding the different
options would not be such a brain-scorching puzzle every
time! Sure, it makes a text editor screen look like a web
browser but I am not surfing here. I am writing and I
need to be able to scroll the fucking text fucking up and
fucking down!
Writing straight into PageMaker 7.0 I don't have to
deal with that shit and as a cherry on top I don't have
to fight the autoformatting feature every step of the way
either. One side effect of my unorthodox working methods
with PageMaker was picked up by Koponen: I design and
size my content to match the layout. Basically, turn a
page and the next overleaf covers one feature or item.
Turn the page and again and you'll get to the next item.
This helps to keeps rules on any given topic in a single
easy-to-find spot. Fantasy Flight Games, I hope you are
reading this. Your production values are the best in the
business but your content organization within the text is
fucking horrible!
Now all I need is a working desktop scanner. And to
clear all the other things out of the way. I don't really
do multi-processing, so here is my plan for future
releases for now:
1. My adventure for Raggi's LotFP drive
2. Praedor supplement
3. Praedor novel
4. Stalker supplement, probably in English
5. Miekkamies 2.0, possibly
So yeah, we'll get back on this in 2015 or so!
Here is a synopsis of the game for those who don't own
the original. Some changes are already incorporated here
because I am on a much higher level now.
***Warning! Fluff and teenage visions for a
fantasy setting ahead!***
Miekkamies is a baroque-fantasy roleplaying game
emulating the 17th century and Hollywood swashbuckling
movies rather than the Middle Ages and old folk tales.
The characters are gentleman (and -woman) adventurers
recruited by the high and mighty to promote their
interests against a rising tide of evil and their
political competitors. In the Baroque Fantasy genre,
court intrigue, romance, secret societies, epic duels and
pirate ships mingle with dungeon romping and monster
slaying. Magic is all about rituals for creating
enchanted items and potions, or summining foul creatures
to do your bidding.
The game world, Arleon, is not a sphere. You can't
sail around it and most archaic texts describe the world
as a page in a boox. The primordial darkness and the
chaos of demons lies on one side and the realm of the
gods on the other. In between are a number of worlds,
some human, some not but all of them mortal. Legends say
that the Darathari, founders of the Delorian Empire,
arrived on Arleon from another world but it is not known
whether any mortal has been able to breach the boundaries
of the world since then.
The continent of Arleon is a landmass close to the
western edge of the world. It is bordered by Grey Sea in
the west and the White Mountains far up in the north. No
ship can cross the Grey Sea, as the waves and weather
build up without end the further out you go, eventually
dooming even the strongest vessels. Dragons tend to eat
anyone trespassing in the White Mountains but apparently
there is nothing but ice beyond them.
There are three other landmasses that are known: The
mysterious and insular Empire of Yu-Zhang lies to the
east, connected to Arleon by a thin strip of tundra and
steppe called Zazakia. Once a vibrant and advanced
civilization that traded with the Delorian Empire, the
return of magic changed them in both body and spirit and
the people of Yu-Zhang now submit to the will of the
demonic horrors as they once submitted to the will of
their God-Emperors.
Sayarid is to the south across the Blue Sea. Once a
string of Imperial colonies along a wild and rugged
coastline bordering scorching deserts and sun-baked
mountains, Sayarid of today is an ambitious kingdom of
conquerors, traders, slavers and converts to their
newfound Fire Spider God.
Finally to the southwest, across the Green Sea, is
Atzla, the Realm of the Sun, a long-lost civilization now
reduced to jungle and ruin. Its once proud people have
been reduced to tribes and savages, once easy prey for
the colonists and conquerors from the Empire. All that
changed with the return of magic and the collapse of the
Delorian Empire. What remains of the colonies are hanging
on by the skin of their teeth, while the reawakened
sorcerer-kings of the lost civilization raise armies of
man-beasts and the undead against them.
But Arleon is where we are at. It is a landmass some
2000 kilometres long from north to south and about 1300
kilometres wide. It actually looks a little like Westeros
but Miekkamies precedes Game of Thrones by more
than a decade, so take your rumblings about plagiarizing
and stick them where the Sun don't shine.
In the primordial times, long-before the coming of
Man, it was home to a magical superculture known only as
the Moon-Worshippers. At the time there were two moons
above the world; the Moon we see today and Khorias, the
Green Moon said to be the heart of a god that crossed
over from the primordial darkness in the Dreamtime and
was slain by the other gods. After untold millennia,
something went wrong and Khorias fell from the sky,
shattering the world and creating the parting seas as
they are today. The Moon-Worshippers were almost wiped
out and those who did survive, fled into the bowels of
the Earth. Perhaps to seek shelthers from the ravages of
the world above? Or perhaps they pursued the source of
their power as Khorias was buried deep into the earth.
Whatever the case, they devolved into the monsters that
prowl the depths of the earth.
According to legend, the first Men in Arleon were the
Darathari, who sailed across the now uncrossable Grey Sea
on seven ships. True of false, the Darathari would become
dominant people in the southern half of Arleon.
Eventually they would became the Delori and founded the
thousand-year Delorian Empire that ruled the seas and
even parts of Sayarid and Atzla. With magic reduced to a
handful of monsters that shied away from daylight and
cults of witches meeting in underground caves, the
Delorian Empire was built on organization, learning and
technology. At its height, there were ships that flew
with bags of stranges gases and carts that moved by
boiling water. Although surrounded by beasts and
barbarians, the Empire was kept safe by gunpowder. It had
long been used in rockets and rituals of Yu-Zhang but the
Delorian Empire made it to hurl balls of iron and lead
until nothing could stand in its way.
However, the Empire had a border to the north. Beyond
the long-lost wall were tribes of another people, the
Raelg, who believed they were once beasts but were
elevated into Men after their ancestors chose the right
side in a war between gods. Whatever the case, they were
never part of the Empire but the close proximity to it
elevated them out of barbarism. The Relgian Kingdoms were
born and became the dominant power in northern Arleon.
There were other peoples like the forest tribes of
Ulfgord, the clansmen of Marmark or the nomads from
Zazakia but it was the Delorian Empire and to a lesser
extent the Relgian Kingdoms who wrote the history of
Arleon. While bloodlines have become mixed since those
days, you can still divide the peoples of Arleon into
those of Delorian and Relgian descent by their build,
stance, hair and eyes. And to a lesser extent by their
thoughts and attitudes.
The Imperial Age ends in a fires as black as the
night. For untold millennia, the buried Khorias had
twisted the roots of the world. One day, the magic
returned with all the subtlety of a volcanic eruption.
Monsters poured forth from the bowels of the earth.
Spells and curses of the Shadow Folk, the degenerate
descendants of the Moon-Worshippers darkened the skies.
Old ruins all around Arleon become enchanted and cursed,
the long-dormant shrines to ancient Gods suddenly
witnessed powerful miracles and visitations by demons and
angels. In places where the very fabric of the world had
grown thin the primordial darkness was seeping through.
The mightiest entities of darkness were the Dark Fires.
Like a sentient force of un-nature, they began to consume
the world and undo the very threads of creation.
It may have been the darkest hour but it was also a
time of heroes. Mighty monsters were slain by courage,
cunning and steel. Armies of horrors were put to the
sword and cannon. Great demons were cast out into the
void. As the Empire crumbled, people looked to their
heroes and individual effort for salvation. But nothing
could stand up to the Dark Fires. Then witches stepped
forth from the shadows. Magic had always existed, as had
those who could wield it. Now Kronath the Sage asked the
last Emperor Argustos IX if he would legalize witchcraft
in exchange for the world. The Emperor agreed and Kronath
led a band of adventurers deep into the earth in search
of the Green Moon. Legends say he descended into Hell and
closed the doors behind him. Whatever happened, the power
of magic suddenly waned and the spells of the Shadow Folk
were undone. The Undead burned in sunlight and monster
hordes were driven back into the shadows. Even the Dark
Fires could not exist on non-enchanted ground. Most of
them flickered out but some persist even today in pockets
of black magic or where the borders of the world are
thin.
Still, it was a different world that emerged from the
wreckage. Untold thousands were dead, great cities lay in
ruins and monsters prowled in the shadows. There were
magical wastelands and cursed ruins guarded by demons and
the living dead. Some of the Dark Fires still burned,
plotting their revenge on the mortal world. The Empire
had collapsed as its provinces had been forced to look
after themselves. Office of the Emperor became a
figurehead of more spiritual than political importance.
Magic was real. Gods were real. Hero-worship was at an
all-time high and many took to the road in search of
glory and fortune. Kings and nobles sponsored warrior
orders, adventurer guilds, explorers' clubs and schools
of magic. Yet many of the achievements of the Empire were
lost and the secrets of its machines forgotten. The
flying ships and steammobiles became priceless treasures
and any surviving slivers of that ancient knowledge were
something to be hoarded and guarded for personal power,
rather than used and spread.
In the 250 years since the return of magic, Arleon has
stagnated rather than progressed. Petty wars and constant
vigilance against the powers of darkness are taking their
toll. Behind the facade of velvet and gold, kings and
would-be kings are fighting over arcane treasures. Cults
and Secret Societies abound, each claiming to be the
rightful heir to the Empire. And in Sayarid, Sultan
Fulmad Ghuray desires an empire of his own and looks to
the north with hungry eyes. Don't even get me started on
Atzla.
So, that is how I see Miekkamies, 18 years later.
23-Jun-2012:
Playtesting
Nothing like little playtesting to check if a system
works. The very first attempt by anyone ever to cast
magic in Praedor was an epic fail. Some of it is
just bad luck with the dice but some things I can blame
on myself. The system is geared for players to be able
combine their demonic traits so that they can take two or
three dice off the spell difficulty right there. However,
getting a set of traits that you can combine is much more
rare than my cough-medicine-addled brain would haved
liked to believe at the time. Besides, I want the
spellcasting to mostly succeed and only occasionally
fail, so I am going chop off at least one difficulty die
from every spell.
Second, the Blood cost for spells follows a very nice
progression curve of steadily increasing averages but
frankly, it is about twice as costly as it should be and
the cost for failure is way off! The fumble consequences
are horrific and can remain so but failure, no. Finally,
in some anachronistic fit I had given penalty dice for
wearing armor while casting spells. Even I did not have
the heart to implement that rule and it is not really
supported in the fiction either, other than the sorcerers
in Jaconia being routinely dressed up as sorcerers rather
than warriors. But since witchcraft sits at the border
between spells and demonic abilities, the armour penalty
rule has to go. Fuck, what the hell was I thinking?
Speaking of things I have been thinking, Miekkamies.
I have seriously considered doing something about my
"original" franchise and I have done so often
enough to actually be close to doing it. However, I lack
one thing to even get started: a decent map of the
continent Arleon. Unfortunately Ilkka
Leskelä, to my knowledge the very best
map-maker in Finland, no longer talks to me and after all
the false starts I've had with him involved I don't blame
him. Anyway, IF the centerpiece for this project were to
suddenly descend from somewhere up high, I would include
two systems in it: FLOW, with the
"Roleplaying Score" effectively replaced with
"Swashbuckling Score" and this little diced
thing I'd like to try out. I have never made a dice-pool
based game system but have this idea I'd like to try out
somewhere.
I have also been asked to contribute to a notable
third-party project and I'd really like to. However, I
need a solid idea for that adventure or scenario and
haven't had one yet. With my decision time running out it
is not looking so good right now.
Stalker
RPG has had its second
RPG.Net review and it was just as glowing (if not
quite as eloquently written) as the first one. I would
argue some of the details but there are few things more
counter-productive than arguing with public reviews, so
I'll just bask in the glory of getting 5 stars for Style
and 4 stars for Substance. The first
review had the stars reversed so the game now has an
average of 4.5 stars in both categories.
Finally, Stalker RPG (the English version) has its
first retailer. Sphärenmeisters
Spiele in Herzogenraht, western Germany is
selling a book + PDF bundle for 29,90. As always,
everything is cheaper in Germany and these guys actually
made the damn book/pdf bundle happen, thus demonstrating
why Germany is the leading political and economic power
in Europe. However, the shop has only 10 of those
bundles, so if you want to get your hands on one, hurry
up!
18-Jun-2012:
Better Than Diablo?
You know, I've been here before. An obscure team from
the edge of the world tries to marry squad-based
real-time action with post-holocaust adventure and RPG
loot whoring. Usually those teams have been Russian and
they have well and truly "ryssineet" their
games (look that up if you can), which is why you
have never heard of them. But in Krater,
the team is Swedish. And I hate them with burning
jealousy. And not because they are Swedish. They had a
shoestring budget, a tongue-in-cheek approach to the
grimness of post-holocaust, no real voice acting and a
tendency to gleefully throw every single computer game
cliché they could think of in my face. And the game is
great!
In short, if the original Syndicate and the
original Fallout had sex and raised their family
in Sweden, Kraterwould be the
rebellious offspring. Some people are touting it as a
roleplaying game or an action-RPG, the byword for almost
every game type in this time and age. Personally, I would
call it an action-RTS with adventure
elements. There is no attachment or personality to the
characters, yet the world immersion is strong and I
genuinely want to know where the quest line will take me.
Krater is set in a post-apocalyptic
Sweden where a civilization of sorts has emerged on the
bottom of a huge crater. The crater rim has shielded both
the settlements and wildlife from the hazards of the
wastelands, so the mutant-infested woods on the crater
floor are pretty verdant. Apparently there is also a some
kind of an underground facility right underneath the
crater and adventurers and treasure-hunters use old
tunnels or even clandestine excavations to enter the
buried ruins for loot and profit. Oh boy, I am SO going
to rip off that setting in some future iteration of Code/X.
Large-scale movement is done on an old school
Fallout-style map, where you see places you know of, the
relevant terrain features and an icon showing your team's
progress from one location to another. Upon reaching a
location or being intercepted by a random encounter, the
game drops you into a 3D-isometric world where you issue
Diablo-style waypoints and simple commands to a team of
three post-holocaust mercenaries. This is where Krater
diverges from the RPGs because your troopers not really
people but interchangeable and expendable pawns. On
higher difficulty levels they can die for good and you
are supposed to replace them anyway whenever you find
better mercenaries in the more high-level settlements.
There are four classes to choose from and also
individual differences in what different mercs can do.
Since there is only three slots in your team, this means
you already have to make certain choices. Also gadgets
given to them can mix up the classes quite nicely. While
you can set the waypoints yourself, the merc team moves
as they see fit. Certain classes prefer being on the
front but you really have no control over the movement
order. Besides surprise attacks from the rear, I have
also lost battles because one of my guys was blocked by
terrain and was effectively out of the fight.
Graphics are nice and functional. They are a little
Indie at times but workable and along with the soundscape
they convey the atmosphere very well. Although the
scenery is much more lush and the Falun-red Swedish
country cottages make an occasional appearence, the
overall architecture reminds of me of Rage in a
good way. Hmm, actually, you could make a kick-ass action
RPG using this engine and setup. I wonder why the devs
went for the RTS approach instead? Really, the exact game
type of Krater is sometimes hard to pin
down and that is going to become a problem, mark my
words.
Krater is very Swedish. The
placenames are Swedish, the character names are Swedish
and every time you go to talk to someone, their initial
greeting sounds like the Swedish Chef from the Muppet
Show, while the actual dialogue is text only. It is well
and concisely written. If you want to delve into the Lore
of the Crater there are dialogue options for that but
they are always optional compared to the actual mission
briefing. This is the way text-based dialogue should be
delivered and there is something very non-offensive about
it. I have to study the screen layout and colour usage
more carefully. How did they succeed in a feature that
the mighty Blizzard has failed in time and time again?
After being disappointed by Max Payne 3
(50), enjoying Krater (13,99) was
therapeutic. But is it better than Diablo 3
(60)?
Not for everybody, I suppose. But I never got back
into Diablo 3 after Belial killed me a few times and I am
apathetic towards the setting and the story. I know the
game expects me to play it through time and time again,
which devalues everything I have achieved as part of the
narrative. In Diablo 3, nothing ever matters. In Krater...
well, it is an open-world game, sort of (like the old
Fallouts) and thus tickles my exploration itch. While the
character progression in small increments and the item
upgrades being measured in things like DPS and stat
increases smack of Diablo, the feature of entirely
changing your team stops it from being a carbon copy of
any contemporary action-RPG. Also, I feel like I am a
factor in the world of Krater and the
storyline is actually taking me somewhere. Plus, it is a
post-holocaust game, a good one at that and I have
already caught myself thinking should I approach them for
an RPG license...
Yeah. I guess it is.
Final rating: +2
If the world has any justice in it, Krater
will become wildly succesful and Fatshark will
be rolling in money as they make more content for us.
Since the world is usually a shit sandwich, I expect Krater
to be hammered by reviews, soon to be forgotten and that
the Fatshark devs will be peddling their organs
for the money to make their next title. But even if they
are doomed, Finnish developers should take notes! You can
make excellent core games on an Indie budget. You just
have to be smart about it.
P.S.
As I suspected, Krater is getting the
stick for not being enough like Diablo 3. Since
it has been tagged as an action-RPG (which it is not
since it is actually closer to Syndicate Wars or
Jagged Alliance), the reviewers go at it with
completely wrong expectations and damn it to hell for not
meeting them. A case in point: look at metacritic.com.
The metascore, although unofficial at the time
of writing, is 20/100. The user
score is 8.5/10. The users get it
and I hope they spread the word because if there ever was
a game that deserved word-of-mouth marketing and a viral
boost, this is it.
17-Jun-2012:
Bloodguard - The Novel
Ah, so this is how an inspiration feels like. It has
been too long since the last one and the Praedor
supplement was too fragmented to really bring it out. I
should finish Alan Wake and play some Krater
but instead I have been writing, writing and writing some
more. All that time that I normally use to play games?
Writing. The 729 hours of Skyrim? Not it goes into
writing. I don't feel like playing games right now, I
feel like writing. If I could turn this feeling on
and off as necessary, you would have gotten a lot more
out of me by now. Still, I am glad it is happening and
what began as a crazy notion of a second Praedor novel is
actually taking shape quite nicely.
Besides, playing Alan Wake did not exactly
dilute my literary aspirations. :)
Verivartio picks up a four years after the
events of Vanha Koira. Both of the original
protagonists are now seasoned veterans (again, in the
case of Vanha Koira) and are dropping off loot at the
Street of Wonders in Farrignia, when they suddenly get
drawn into a conspiracy spanning several city-states. It
has everything to do with the aftermath of the events in
the next Praedor Comic Album, so I shall tell you no
more. However, this also means that if the comic book
does not come out, neither will the novel, should I ever
finish it. Those four years (by Valiar's Count) and the
respective historical events are simply necessary for the
story to make sense. All the stuff that I have thought to
include in the supplement will be canon here, witchcraft
included. I am also making quite a big leaps of faith
regarding the Church of Artante and its factions. Petri
obviously has the last word in all of this and I can only
hope there is nothing that would be too much in conflict
with his vision.
Meanwhile, in the real world...
I am two weeks away from having been a freelance game
designer for a full year, so yes, it
can be done. Losing the Netherlands gig did
hurt me financially, if that can be said about money that
one actually never had, but I have a comfortable income,
loads of free time and very interesting and varied tasks.
Job security is poor, of course. There is no guarantee of
work next month, let alone next year, but given the
volatility of the industry as a whole I am not that much
worse off compared to my 9-to-5 colleagues. And I am
certainly not in danger of burning myself out. There has
been an epidemic of that over the last couple of years. I
will be lecturing to Tekes officials on game
branding in September and a week later I will attend the Northern
Game Summit in Kajaani as both an attendee
and a presenter. Interesting times.
Stalker
RPG has been selling steadily, especially
the PDF version. Drivethrurpg.com just promoted the game
to a Silver Bestseller status, which puts us
roughly in the top 10% of all products they have on sale.
The print version at lulu.com
is sadly stagnant but just this week there was a new
development: I was contacted by a games store from
Germany. Since I can buy Stalker RPG books from lulu.com
at factory prices and then have them shipped anywhere I
like, Burger Games can act as a distributor for
retailers. The German retailer is not buying that many
books so financially this is peanuts. But it is very,
very cool.
I'll let you know more about the retailer once all the
paperwork is done :)
07-Jun-2012:
Max Payne 3 Review
I am a long-time fan of the Max Payne
franchise and actually know some of the people involved
in the development of the original two back at Remedy.
Also, Max Payne 1 & 2, Rogue Trooper
and the venerable Freedom Fighters are to me the
solid proof that you actually can make 3rd person
perspective games work, if for some reason you can't use
either the first-person perspective or top-down
isometric, which are of course superior to every other
alternative. Unfortunately, Max Payne 3 wasn't
made by Remedy and it shows. Of course, Remedy is not an
all-around cure to the world's ills, as demonstrated by
the automatically adjusting enemy toughness in Max
Payne 1 or the very existence of doorways in
Alan Wake.
However, there are quite a few things wrong with Max
Payne 3 that Remedy would not have cocked up even on
a bad day.
We are off to a flying start already when starting the
game requires you to join the Rockstar Social Club before
it lets you proceed. Great, now I already have a reason
to hate those guys. Besides having to fill in your
birthdate, name, email, password choice and a
motherfucking social club avatar, it also force feeds you
two long contracts of American Legalese. I'll be buggered
before I will even take a look at these assholes' website
again and I am having second thoughts about their games. Red
Dead Redemption ought to be really good but
fortunately it is a console exclusive so it can go hang
itself for all I care. And then we get into the game
through lengthy cutscenes where Max behaves and looks
like your average Finnish man if approaching 50 while
still single (or a widower, like Max). The game is set in
Sao Paolo, Brazil, but the opening cutscene reminds me of
Kontula, Helsinki. And as soon as the cutscene finally
lets up, you are face-slapped by the biggest failure of
them all: the controls.
When you are developing a twitch shooter which depends
on intuitive controls, natural flow to combat and knowing
what the fuck you are aiming at, letting a lobotomized
monkey do the design for any of these is a bad idea.
Having that same monkey handle their conversion to PC is
an even worse idea. Max Payne 3 needs a
context-sensitive "action" button like a
helicopter needs its main rotor, which says all about the
consequences of not having one. Context-sensitivity means
that if I am next to cover, looking at the cover and it
says "press N to take cover" on the screen,
pressing "action" key would make me take cover.
Or, if I am standing next to a gun that I can pick up and
a pop-up on screen is kind enough to let me know,
pressing "action" would pick it up and so on.
Instead, all these tiny little things have their
separate keys and honestly, when the numpad in your
keyboard starts running out of keys you are either making
a flight simulator or being stupid. Most of these keys do
nothing most of the time so apart from gun-picking you
don't really learn them. Max Payne 3 also wins an award
for having the least intuitive
"console-wheel-to-keyboard-and-mouse" weapons
select system in the history of gaming.
Shooters of any variety have this shitty feature of
the player needing to know where his bullets are going.
This calls for unintuitive targeting reticles and other
shit to appear on screen, which apparently ruin the
"cinematic experience". So Max is aiming at a
tiny blond dot in the middle of the screen, its tone
scientifically tested to get lost in the background
graphics. Figuring out the exact center of the screen by
yourself on a 1900 x 1200 display is not easy, especially
since the graphics design has clearly been intended for
the much smaller HDTV resolution and as a result
everything looks really tiny and as if the camera was far
away from the action. Combined with the messy interior
design sans the crude but cinematic physics engine of
MP2, this contributes to a roughly 2% hit rate because
you can't figure where your aiming at or if you actually
have a line of fire to the target.
Now, cocking up the trademarked Bullet Time feature of
the series takes special effort but Rockstar is neither
pulling its punches nor testing its games before launch.
Or maybe Max is just getting too old for this. In the old
days, he would jump back on his feet after making his
trademark bullet-time tumble through doorways, windows
and down the stairs, thus preserving the sense of motion
and flow in combat. In Max Payne 3, he does not
bother and keeps shooting from the floor, unless, god
forbid, you decide to move and he very slowly gets up,
leaning on incoming bullets for support. Combined with
the awkward cover mechanism that really does not fit the
franchise, the combat feels so broken and cut up that I'd
rather use V.A.T.S. from Fallout 3.
So what about the story, as strong writing and
narrative were always a strong point for Remedy and
really stand out in Alan Wake as well? I did not the play
the game long enough because I really don't want to buy a
new monitor because my current one has a fist-sized hole
in it. I can already tell there are some fundamental
problems here, as could the guys and girls from Extra
Credits who actually used Max
Payne 3 as an example of how pretensions to maturity ruin
game writing. Apart from their recommendation of MP3
as a shooter, I agree with everything. And besides,
dropping the Noir York angle was... incomprehensible. It
was a franchise killing decision. Why oh why did I buy
this game? What was I thinking?
Apparently, I wasn't. Fifty euros down the drain and I
can't even justify it as a learning experience because
the fatal flaws are so very, very obvious. I don't need
to research this product to know why it did not engage
me. So unless I end up being the lead designer of Max
Payne 4 by some miracle, I am not playing this crap
again.
Final verdict: -2
P.S.
I am going back to Alan Wake. Right now.
05-Jun-2012:
By Tooth And Claw
Typical. Summer is here and I kick it off with a bad
case of flu. The cold spellreally did a number of me and
my aching throat keeps me awake at nights. So I might
just as well start blogging.
For all the glorious Stalker-related things
that have been going on this spring, this summer is going
to be all about Praedor. Book of Witches
is ready and the illustrations are slowly trickling in. I
am actually little worried that I am making more progress
than the graphic novel the supplement is supposed to draw
on. In all honesty, if something goes awry with the
graphic novel project and I am left sitting on a
completed and illustrated Book of Witches, the
supplement will still come out. I would just have to drop
Book of XXXX and scour the rest to make sure any
elements tied to the impending setting changes are
removed. The real worst-case scenario is that the graphic
novel will be left in a limbo, "sort of coming
out" but never really doing it. Working in the games
industry I've seen more than my fair share of those.
The slow progress, brought on by my inherent laziness
(hey, if you want an RPG author who works his fingers to
the bone go talk to James
Raggi), issues with the international
release of Stalker and having a dayjob of sorts via
Burger Games (by the end of June I will have been a
freelancer for a full year, yay!) has had its perks. My
original plan for the supplement was Book of XXXX,
Book of Treasures, Book of Witches and a pitiful
excuse of a rule update grandiously named Book of
Beasts.
Now, with time to think and tinker, Book of
Treasures is fading into obscurity (it was basically
just revamped treasure tables), Book of XXXX
waits for more details on the progression of the graphic
novel and Book of Beasts has broken out of its
cage and is wreaking havoc all over Myyrmäki. You may
remember my lamentation about Praedor having too
weak monsters. What I originally intended to do was to
provide alternative stats for all the creatures listed in
the rulebook. However, there has to be some difference
between Old School (D&D, LotFP,
Rolemaster...) and Old Skool (Praedor,
Stormbringer, Shatterzone...) and this is it. I
believe in having the setting as the central component
around which the game is built. Why the hell would I
waste space on generic tables?
Since Petri can change anything at anytime, speaking
about the "Praedor canon" is a misnomer but
let's run with it for a while. As a rule of thumb,
Jaconia's flora and fauna are not too different from our
own. There are some dangerous beasts that are widespread
(like the Iron Bass) but true monsters are rare and
usually associated with magic dating back to the Sorcerer
Kings. This also makes them localized. Looking at the
existing Praedor stories, certain types of monsters hang
around only at certain locations and you can't really
describe one without the other. What if instead having a
revamped stat-list I would have a fluff description of
20+ places of interest to a treasure-seeking adventurer
supplemented by rules detail on the dominant local
monster? In Stalker RPG, the entire monster description
is a fluff piece and it worked really well.
Praedor-players will probably appreciate setting
information even more than the hippyish Stalkerites and
but they haven't been exactly spitting on inspired fluff
writings either.
Book of Tooth and Claw, the monsters of
Jaconia and the places you have to go to find them. Works
for me.
Book of Treasures is the bastard child and
the odd one out. There is simply no way to make sensible
location-specific treasure tables. As my dislike for
generic bullshit has waxed my interest in the Book of
Treasures has waned. However, they are a few options
to explore here. One thing that I really wanted to do
already in the original rulebook were weapons with
special properties. Only the weapon length survives from
that thought process as it is used to determine
initiative and even there the rules are somewhat
nebulous. In my own games, the players have persistently
asked to postpone their attacks so that they would not
accumulate extra dice on their defence rolls and the
enemy would have the maximum extra dice on theirs. I am
usually pretty easy-going regarding houserules but in
effect this has made the weapon length meaningless. Every
player character attacks during length class III, as late
as they can.
It would be interesting to know that if I enforced the
weapon ranges ("enemy is now at spear range...
oh, you don't attack? Well, he is too close to you now so
no more attacks this round"), would everybody
go for axes instead of swords? More damage, short range.
Not that the weapons would differ much in other ways
either. Historically prices and social norms have kept
peasants from acquiring the most lethal weaponry of their
time. Praedors or adventurers in general rarely have this
restriction so they are kitted out to the max. Yet most
fantasy rpgs like to have long and varied weapon lists.
This will only make sense if the weapons had
type-specific special properties, which again is a major
balancing hurdle in the game design. Still, I would love
to do it: short sword - a thrusting weapon, half SA when
hitting non-metal armour, broadsword - a cutting weapon,
can be swung at multiple foes in a single attack for a
penalty dice etc. I doubt it would all turn out fair and
balanced but it is definitely something I would like to
explore.
In related news, I have written the second chapter of Verivartio,
the next Praedor novel. This is significant because
my digital desk drawer is full of first chapters from
various settings and franchises. It is exceptional for
any of them to advance into the second chapter and I hope
this is a portent of things to come. Come to think of it,
I have written four published books but only one of them
got started just because I felt like it. That was the
first Praedor novel Vanha Koira. I hope this
will be the second such work and yes, Vanha Koira and
Korpinsiipi are back! Assuming it ever gets finished,
I've been thinking about offering the script to Arktinen
Banaani since they are the primary publisher for
Praedor graphic novels. However, self-publishing via
Burger Games is a valid plan B. It means forfeiting
possible grants and the sales being shit in general but
if I did this for money I would not do it all. Which is
pretty freaking obvious from the 2011 royalty report for Häirikkötehdas.