22-Feb-2005: Hint
This is purely hypothetical.
If you want my help with something...
let's say, my recommendation to support your grant
application for an RPG translation project, dissing my
work and play style in the actual application, as well as
insinuating that I am actively hostile to anyone
regarding roleplaying as an artform, is going to get you
far. Real far.
About as far as I can throw you.
For the last time: Roleplaying is an
expression (or projection) of creativity. Therefore, it
is art. If it is not entertaining, then I think
that this particular game or session is a crappy piece of
art but that is a matter of personal taste. Even if I
can't figure out why anyone would be stupid enough to
make art that even they themselves don't find
entertaining (even through shock or provoking thought)
that does not make their creations any less (or more)
art. Got it?
Art!
20-Feb-2005: World Standing Still
It is very rare in my life that
absolutely nothing has happened in 10 days. The whole
story goes like this: I ran into a problem with Stalker,
namely the style and content of the Gamemaster's Book.
Targeted at veteran gamers, the customary structure I use
in GM instructions was redundant since veteran gamers
know all that stuff already. While I was thinking about
this, everything else happened: me changing jobs. Having
to come up with a new set of mobile game ideas and
settings. And last but not least plans for Praedor 2.0
and the publishing deal for Garden of Shadows (which will
be exactly like the deal I had for the first book)
surfaced. Stalker, already stalled, just got pushed aside
by all this.
Three things happened that made me take
it out again. First, my primary artist sent me a new
batch of good pictures. Then my prototype artist Jani
Hämäläinen, originally deemed too cartoony
for the game, also sent me some new pictures. They have
his customary cartoonish look & feel but these pieces
are GOOD:
Somehow, I feel like I had lost the
original vision and just got a piece of it back! These
drawings will end up in the rulebook, although the
overall illustrating style is more realistic and to some
extent more ethereal. If I ever get around to turning my
"Plague" idea into a game (that would be TAIGA
2.0), Jani will get a call.
Third thing that happened was that today
one of the Ropecon organizers asked me about the status
of Stalker, obviously hoping it would be completed in
time for the convention. It is still possible, but it
means getting off my lazy ass and actually doing
something about it. Looking at these pictures, it is
dawning on me what I did wrong. When writing the
gamemastering part, I tried to be sophisticated, on par
with the trends of the scene. That attitude just got
tossed. If my best fantasy writing style comes from
"cheap fiction magazines aimed at young,
working-class males of the 1930'ies" (pulp fantasy),
why the heck am I imitating Isaac Asimov? I am Old Skool,
not Turku School.
11-Feb-2005: No More Chocolate
Today was the day. I shook the hands of
my boss and all the developers and producers present,
accepted a parting gift of two game posters and a bag of
chocolates and walked out of Digital Chocolate office at
Ruoholahti. A brief but interesting chapter in my life
thus came to a close. It opened a door into an entirely
new field of industry, gave me useful contacts on both
sides of Atlantic, taught me more about games, game
design principles, target group definitions, software
development processes and team management I ever thought
possible. During my stay at Digital Chocolate I was the
game designer in eight completed game projects and saw
two more about half-way through. One of them was the
second-best selling title at T-Mobile (major German
mobile operator) ever, another was named "the best
mobile roleplaying game so far" (thanks
Airgamer.de!) and two were some of the first real 3D
titles published for the next generation 3G phones. Not
that the last two needed much in the way of design.
Overall, it is a pretty good record and
landed me three job offers to choose from when I began
looking for other work. Bugbear even offered to hire
although they had already filled their game designer
position. I honestly don't know what they would have done
if I had accepted their offer. The offer I did accept
came from a small start-up founded by some ex-Chocolates
and subcontractors. I'll start there on Monday and I'd
love to tell you the name but the papers from Patent and
Registry Office still haven't come through. They should
come on Monday and then I can drop this secretive
nonsense.
So why did I leave Digital Chocolate?
Being still under NDA there is not really much I can tell
you. I was upset about quite a few things, but the reason
I did not stay on to fight them was that I was disarmed.
With ideas being handed down from the top, us game
designers were "bumped" down a step on the
corporate ladder. Key responsibilities like product
innovation were taken away and our voice in the company
went with them. So did career advancement prospects, or
any hope that some of the promises (promise is perhaps a
too strong word here) given during the recruitment would
be fulfilled. It is not anybody's fault. At the time
nobody could foresee the merger with Digital Chocolate in
the summer. I never paid much attention to career
advancement but I sure as hell haven't been (effectively)
demoted before either. Letting me work on sequels to
company's old hardcore brands was poor compensation.
Without going into details, let's just
say I was a hot item on the games industry job market
this January. One application, three job offers. The two
other companies contacted me, not vice versa. But if I
had stayed on until January 2006 things might have been
*very* different. And that's all I am going to tell you.
06-Feb-2005: Life's a Party!
Me and Petri held a book publishing party
at my place yesterday. I sent out about 20 invitation,
avecs allowed, and about 25 people we got, thanks to
spouses and kids. Some just dropped by but others stayed
on, until finally hitting the sack in our guest room at
4.30 in the morning. With its wild and mellow parts,
interesting conversation, cheerful guests, good (and
abundant) food and warm atmosphere it was perhaps the
best party I've ever hosted. But what really took my
breath away were the gifts I received. Sam Lake from
Remedy Entertainment brought me a hand-made book with
empty pages and said he hoped they would be filled. My
parents brought me a wallet for future royalties (yeah,
right) and an overtly cool guest book where they had
already written some rhymes themselves. Everybody in the
party wrote something to it.
But then I was issued a parchment, closed
with a proper seal. As I took a closer look at the seal,
I noticed it was the Skull/Face
emblem of Twin Mother, the nomad/rural goddess of
Jaconia! Page 176 in the rule book, extremely accurate! I
broke the seal and inside was a poem describing me and my
moods in Finnish, and signed by a host of friends and
fellow roleplayers. If this sounds weird, you should meet
the friends and loved ones who wrote it:
Ville vanha vihtahousu
alisuorittaja alakuloinen
näppärä nänninnyplääjä
hassun häiriintynyt hulluttelija
ammoisista ajoista alkaen.
Kermaliköörin kursailematon
kallistelija
onnettoman onomatopoeettinen oivaltaja
intohimoisen ilkeä inkvisiittori
rujo ronski ropeltaja
antakoon Artante aatoksia
"Onomatopoetic"? I have to look
that up. "Word that imitates a natural sound. Many
such words have acquired entirely different meanings over
time". Err... right. I hope it is a positive thing.
Notice how the first letters form "Vanha Koira"
(Finnish for Old Dog) When I had read it aloud, they
presented me a packet with the same kind of seal. I
opened it and could not believe my eyes:
It
was a hardcover, perfect-bound copy of Old Dog,
with red African wild goat leather covers and gilded
title and back cover lettering! The interior was from the
original work, although the binding made the book
noticeably thicker.
Finally they gave a stone signet with the
Twin Mother symbol carved into it. Yes, hand-made,
expertly carved. The very same they had used on the
parchment and the packet. Bloody hell, I am going to
start sending out envelopes and putting a seal on every
one of them! The only drawback is that the signet is
massive compared to most and it takes a pint of vax or
lacquer to make a seal big enough for the symbol. But
it'll be worth it.
I also received quite a few flowers, a
bottle of Irish cream, plenty of congratulations and
quite a few handshakes. What can I say? I was not
expecting any gifts. I wasn't expecting anything more
than your standard invite-only home party. My spouse, my
friends, parents and those surviving relatives who've
played a part in my becoming a writer... I love you all.
Petri was not neglected either. He was
given "the adventurer's kit", namely something
to sleep on, something to eat, something to drink... a
pillow, a packet of ryebread and what seemed to be a
blanket with bottles of exquisite foreign beers with
fantasy-themed labels hidden in the folds. And they were
taking pictures and videoclips of us. Two artists,
stunned speechless. Maybe not the most sought after
videoclip in the history of Internet :)
02-Feb-2005: Joutomaa & stuff
What do you call it when a project is not
canceled, but changes into something completely
different? Joutomaa RPG by Juhana Petterson is no more.
Instead, he is writing what seems to be a very
comprehensive guide into roleplaying games. Frankly, I
could not make head or tails of his explanation as to
what the book will be about, but then again my interest
pretty much faded when it turned out that it won't be a
game after all. That is why I almost missed his
disclaimer that those of us who get annoyed when
confronted with yet another version of "roleplaying
done right" should get more self-respect. I wonder
who he was referring to. Go read his
column at RPG.Net if you are interested.
What else..? Oh yes, a certain person
from Alterations (roleplaying fanzine published by Alter
Ego Society) has been asking me questions like when the
Book of Three Kingdoms is coming out. Well, you all know
the answer to that. He has also written an
article about Praedor, stating among other things that
Praedor characters feel more like stacks of skills than
real people. As insults go that is pretty good, but
fortunately he communicates by email so I have some time
to cool down before possibly meeting him at next Ropecon.
Besides, the same person wrote about "art-deco
roleplaying" and single-handedly re-defined the
whole concept of art in his post-Ropecon 2004 article.
Foot-in-mouth statements seem to come very naturally to
him so maybe he can't help it.
If you thought I listen to just metal,
think again. My most recent purchase was the record
"Reasons" by Angelit,
mixing Sami lyrics, joikhing and pop music themes. I am a
big fan of Angelit. Their previous release Mannú was
awesome and Reasons is pretty good as well.
I loathe making phone calls so there is
nothing new on the book, but I've been writing the plot
outline into a Praedor campaign for my regular group (The
Creampuffs). It won't be one to one with the book, of
course, but I could use some mental stimulation on many
of the themes and sceneries. What I can already tell you
is that since Vanha Koira had rural atmosphere, Garden of
Shadows takes you into the big cities, showing both
lavish palaces and wretched slums. There is political
intrigue, glimpses into the past and hints about the
deeper mysteries of magic. And of course, plenty of
action, some drunkenness, occasional sex and quite a few
bad puns.
29-Jan-2005: Scifi-Horror
I just finished the Player's Book for
Stalker. It is 50 pages long and combines character
creation with the kind of setting intro I used in last
year's Ropecon presentation on Stalker. Tuomo Veijanen
has provided me with plenty of pictures to choose from
and there is something on every two pages. What I am now
lacking is a good picture of myself (oxymoron, I can't be
photographed without me looking like a complete idiot). I
could also use a couple of high-quality, high-resolution
full page images, but can manage without, if necessary. I
am not entirely happy with the equipment list (that is
always a problem in contemporary games, but I simply lack
the guts to tell players to go look at a mail order
catalogue for something. Skill list... well, I can live
with this and it probably works. But I still get a
feeling there would be a better, or even a perfect skill
list out there, waiting to be discovered. Ttrue
hole-in-one like the skill list of Praedor was.
Stalker is written for veteran gamers.
There is hardly anything serving as an introduction to
the hobby and other reference points for novice players
have also been kept to minimum. Now I am starting on the
Gamemaster's Book which includes game system, combat
system, systems for determining encounters, anomalies and
artifacts. I am planning to keep the combat system
extremely light so that it won't steal too much spotlight
from other parts. There won't be a world book as such;
just a Zone Book for the European Zone in southern
France. If I could manage to build product lines through
supplements, supplemental Zone Books on the five other
zones would be a natural choice. Unfortunately my plans
for supplements rarely work out.
I ran into a curious problem. If you are
writing fantasy or most types of science fiction (such as
post-holocaust) there is a ready-made template on how the
genre is supposed to work. You can expect most customers
to be familiar with the genre conventions, no matter how
original your setting is supposed to be. But Stalker is
Science Horror, a very rare genre in paper RPGs (although
surprisingly common in PC and console games). I may not
need to write gamemastering instructions as such, since
the game is aimed at veterans, but I have to come up with
a genre definition and useful genre conventions pretty
much from scratch. This can take quite a while. I did not
plan for this.
No news on the next novel. Jalava is not
responding to my emails and I haven't called them. If my
suggestion for a bigger pre-payment in return for a
longer script does not generate more interest, I am going
to just settle for the same contract as the last time. It
won't be a thick book this time around either, but at
least it should not take too long to write. Mike
suggested I go looking for another publisher since this
one made a mess of about everything. Unfortunately Jalava
has published all the other Praedor stuff (apart from the
roleplaying game) and it is unlikely that Petri would be
willing to budge. But we haven't signed a new publishing
contract yet, so anything is possible.
And finally something provocative that in
no way represents the official view of Burger Games, my
employer, or even myself. It is, in fact, completely
non-representative and written by a ghost, with me acting
only as the medium. It has no relation to actual events
or persons and is most probably a symbolic representation
of the early politics of Japanese Imperial Dynasty. It
may have also been written in code, so that the words
displayed here actually mean something entirely
different:
At the very real
risk of never working in the game industry again, I
present this month's Crock of ... award to Keep recruiting fair -thread at igda.fi discussion forum.
This thread, written by management personnel, argues that
there ought to be a moral consensus that game companies
would not recruit people from each other (i.e.
headhunting) without the consent of the target's current
employer. Yeah, right. They also argue that there is
enough new talent on the job market that the experienced
workforce need not be fought over (read: suggesting that
experienced workforce does not have any value over the
inexperienced and therefore does not merit special
attention or benefits). Kudos to Mr.GoodLiving for not
buying this.
I understand the
management's point of view: From their perspective not
having to compete over work resources helps to keep
employer salaries and other benefits across the industry
way below the IT average. This translates into lower
production costs. In effect, this suggestion of a moral
consensus is about creating a cartel to protect their
profit margins. It is illegal, but this is a moral
agreement without any signed papers or documents, and
thus hard to prove.
I am not a manager.
From the employee's perspective being competed over
enables them to negotiate the best possible contract for
their work output. This will increase production costs
but the increase goes directly into the pocket of the
employee. I have hard time seeing anything wrong with
that. There has been some headhunting going around and
all the effects I've seen have been positive. Offers from
outside and counter-offers from the inside have resulted
in better salaries, improved promotion prospects and
other advantages for both those who left and those who
stayed. It also enhanced employee's confidence on his
abilities and the overall respect game industry workers
get in the job market. We are being taken more seriously
now.
So keep hunting!
Maybe, just maybe, some day I won't have to listen to the
age-old mantra of "working here being its own
reward" anymore. Game development is hard work and
there is very little glamour in most positions. What the
employees are paid for is determined in the job contract.
They are effectively selling their work output to the
employer, who has no claim on their person OR morals. If
they also feel the work is rewarding, that's great but
they have no obligation to feel that way. I don't see how
offering a person a better deal for his work output would
differ from any other target-specific advertising.
By promoting and
defending free trade, I am also defending the labourer
against the oppression of the capitalist class. I have a
political identity crisis.
23-Jan-2005: Book News 2
Here we go. Jalava offered me the same
deal as with the first book. I want to write more sheets
this time (to make the book thicker) and get
correspondingly more money as pre-payment, but that is
just a talking point. There will be a deal and there will
be a new book. Don't ask me about the schedule, but as
usual it all happens at the expense of other projects.
Good thing I am not writing RPGs for living. Actually I
got quite a lot of money from Vanha Koira because of the
City of Vantaa art grant. It won't be repeated this year
but on the other hand I do have a job now.
As for the book, I am obviously not going
to tell you anything important since most of you are
sensitive to spoilers. The working name is Varjojen Tarha
(Garden of Shadows) and if all goes well that'll be the
final name too. I want to keep up my both praised and
hated style of separating segments of a larger tale into
distinct stories, or portrayals of events forming a loose
chronological succession. Like beads of a string. I am
too green as an author to have clearly distinctive
literary style yet, so I'll stick to the few personal
features I have. The genre will be the same, mature
fantasy owing much to the pulp fantasy of the early 20th
century. As for the characters... well, Old Dog and
Ravenclaw will be there, but they are not my only heroes.
If Varjojen Tarha gets half as good reviews as Vanha
Koira got, I'll be happy. Maybe people are just trying to
be nice, but quite a few have really liked it and
nobody's really trashed it yet.
On the whole the book did not give my any
publicity (review in Helsingin Sanomat does not count)
but I did meet with my old Finnish teachers at Kaitaa
High School. I gave them all signed copies of Vanha
Koira and received a lot of hugs and encouragement. I
also was made to give an impromptu presentation on forms
of professional writing to Creative Writing students
(they have all sorts of cool stuff at high schools in
these days). Usually Finnish students never ask anything
but this time I was actually asked a few questions. Very
nice.
There has been talk of another
presentation at Ropecon, "Gamemaster's Jaconia
v2.0" that would focus on all the new stuff
presented at comics and books that have come out since
the release of the game (and which would make their way
into Praedor 2.0 if it is ever written). We'll have to
see about that. I am actually quite fond of my own voice
and speaking at Ropecon, but I am always worrying if the
audience is really interested in what I have to say. Some
perverse combination of narcisim and stage fever, I
think.
One final note, although from outside the
scope of this blog: To make the long story short and stop
any rumours, I have resigned from Digital Chocolate,
formerly known as Sumea Interactive. My work there will
cease in mid-February, after roughly one year and 8
globally distributed mobile titles. I am not going to
comment on the reasons for my departure but some of them
can be gleaned from this blog if you've read it carefully
enough in the past. Some people have asked if I could
help them get a job at a games company. I've been happy
to point them to the right addresses, but you can find
those contacts as easily from www.sumea.com.
And no, I am not dropping out of the
digital games industry.
19-Jan-2005: Book News
Petri Hiltunen finally received his
author's copies of Vanha Koira and was very pleased with
them, except for the cover text which he felt made the
originally rather three-dimensional looking picture flat.
Still, he liked what he saw and was eager for another
project like that. Another novel by new, another set of
illustrations by him. But I don't know if the readership
is ready for it. There are no figures on the sales of
Vanha Koira and while the reviews have been positive, it
did not exactly made a splash when it appeared. I would
love to write another book. I have the story arc, I have
the characters, but it is not up to me. It is up to
Jalava. If I get another publishing deal like the last
one, I am going to do it. And this is a promise.
But as I said, it is not up to me. It is
up to Jalava (or some other prospective publisher). I
would be happy with Jalava. It is true that he made a
mess out of many things the last time around and not
least the schedule, but I've been told it is like that in
the book publishing business. And Burger Games is not
exactly known for its tight schedules either. If you want
to influence this issue one way or another, feedback to Jalava is the
right address.
16-Jan-2005: Some Comments
Many things are happening at once and my
life is in sort of a turmoil... it is a good thing for
inspiration but bad for getting anything done. In truth,
practically all my work has been stalled for several
weeks. My mental batteries are getting depleted. It is
also affecting the publishing rate and the content of
this blog.
Designer's Notes were intended to deal
with BG publishing work and related topics from within
the Finnish RPG scene. I must admit that since moving
into games industry my daily work has been intruding on
this blog. That won't do. Firstly, there is the risk of
accidentally breaking the NDA (non-disclosure-agreement)
I have with my employer. Second, it is just plain bad
form to pour my heart out over work issues on a public
medium, no matter how aggravated I am.
From now on I'll stick to ranting about
pen&paper games, complaining about failing my own
schedules, bashing roleplaying theorists and going over
most recent developments in the scene. If there is
something absolutely staggering affecting my life you
will be informed, but only to the extent if affects my
Burger Games -related projects.
On a final note, I have confirmed that I
will hold one programme event at Ropecon 2005. It will be
called Gamemaster's Borvaria (Praedor players
know what I mean). I am also struggling to get Stalker
done by RC'05, but if my life does not soon take a turn
for the better it will be a tough call. Originally the
game was supposed to be done and out by now. Oh boy, good
old RPG release scheduling strikes again...
There have been calls for another round
of Gamemaster's Jaconia, which turned out to be
a bit of a hit last year. If there are more calls I will
consider it, but I would have to find a new angle to the
subject matter. Maybe focusing on the new stuff that was
not there when the game was made. But so far only the
Borvaria presentation has been confirmed.
13-Jan-2005: No Comment
8-Jan-2005: Inspiration in Metal
Many people have asked what I listen to
or do for inspiration when writing stuff. And while books
and movies play are important sources of inspiration,
what really gets my juices flowing is music. I have
actually played a violin for seven years when I was a
kid, two of them as part of an orchestra. I am clearly
getting over the trauma since I can publicly admit this.
I am not playing anymore, but my love for music and good
ear for whether tunes are played right or wrong never
faded. This poses a problem too; I don't like live gigs,
because I want to get my music-inspired emotions from the
music itself, not from mass hysteria, AND bands usually
play poorly compared to the studio recordings where they
have had the time to do many takes and edit out any
errors. Then again, I've noticed that in live
performances some instruments, like vocalists, are much
more pronounced than in the studio recordings. Sometimes
this really changes the song, and often for the better.
I listen Musgorsky, Wagner, Sibelius,
many kinds of folk music (I am perversely attracted to
Mongolian throat-singing), orchestral movie soundtracks,
hard rock (or what they used to call heavy metal in the
80'ies; I don't understand the genre definitions anymore)
and some pop artists like Alanis Morrisette or Susanne
Vega. I am not really interested in lyrics, so the words
in a song are not that important, but the vocalist is an
important instrument. Although I don't even have to make
out the words, death metal growling is a big turn-off for
me. Praedor RPG was written listening to movie
soundtracks and Celtic folk songs. Old Dog was written
mostly to the tune hard rock/heavy metal of the early
80'ies, especially Motörhead. And no, I don't like
"Ace of Spades".
While music theorists (heeheehee!)
struggle to define the sub-genres of hard rock/heavy
metal (make up your minds!), I divide it into three
categories: Guitar Torture, Wall Of Sound
and Grumbling.
Guitar Torture is
usually quite melodic and includes long guitar solos and
musical trickery, which I usually detest. Stratovarius
would be a perfect example of a Guitar Torture band. I
don't usually like them unless they got a really swinging
melody or bring something extraordinary to the usual
ear-piercing guitar play. Recently the introduction of
Opera Metal (bands like Nightwish) has made this genre
more appealing. Furthermore, if done *extremely* well,
Guitar Torture can achieve musical greatness above and
beyond any other genre. Unfortunately such successes are
few and far between. Guitar Torture bands also have an
annoying tendency to have only one good track per record.
The rest is garbade. Just listen to old Van Halen and
you'll hear what I mean.
Wall of Sound got its
name from a track from Slade by the same name (and with
the same effect). It is powerful music that seems to fill
up the physical space you are in, or fall over you like
a... well, wall. It has to be played reasonably loud and
it grabs and carries you off like a raging flood,
penetrating every pore of your skin. Most of my favourite
songs from Motörhead, Ozzy Osbourne and other old
masters fall into this category. But if done badly, Wall
of Sound -type of music makes you physically sick and
likely to do something damaging to the stereo equipment.
Grumbling is a very
difficult category to do well, but bands like AC/DC and
ZZ Top have pulled it off (AC/DC has plenty of Wall of
Sound -songs too). With almost minimalistic melodies, low
tones and heavy touch of jazz or blues, it is an
atmosphere adjuster, but does not rob you of your
identity like Wall of Sound -music does. It does not
create a physical space of its own, but redecorates the
one you are in. It is just a matter of taste and
where you are if you like the end result or not.
That's right; location-specific music. Wall of Sound or
Guitar Torture can be listened practically anywhere, but
different Grumbling bands require different surroundings
and moods to begin with. But when it all fits, it fits
like a glove.
5-Jan-2005: Rave Reviews!
Vanha Koira was finally reviewed by
Helsingin Sanomat in 5th of January (for those of you
living abroad it is by far the largest daily newspaper in
Finland and has a pretty conservative tone). To my utter
surprise, it was rated excellent! Here is the text of the
review article and there was a big picture next to it so
it also got plenty of attention. Sorry about the Finnish.
Vanha koira sijoittuu Praedorin
maailmaan, jonka loi sarjakuvapiirtäjä ja kuvittaja
Petri Hiltunen 80-luvulla. Se on on rutkasti velkaa
miekka ja magia-genren klassikolle, Robert E. Howardin
Conanille.
Ville Vuorela innostui 80-luvun lopulla Praedorista ja
suunnitteli maailmaan sijoittuvan roolipelin. Nyt Vuorela
ja Hiltunen ovat tehneet yhdessä viehättävän
pienoisromaanin.
Praedor on yleisnimitys seikkailijoille, jotka suuntaavat
Jaconian tunnetun maailman rajojen taakse uhmaamaan
pimeyden voimia suurten aarteiden toivossa. Vanha koira
on kertomus praedorista, joka on vanhoilla päivillään
asettunut aloilleen. Menneisyys palaa ovelle kolkuttamaan
ja sotavasaralle on taas töitä.
Teos koostuu viidestä tarinasta. Pieneen sivumäärään
on saatu mahtumaan ajallisesti mukavan laajalle ulottuva
ja hengittävä jatkumo vanhasta praedorista, hänen
seikkailijakumppanistaan, perheestään ja maailmasta
heidän ympärillään. Vanha koira on sotavasaroineen
mukaansatempaava hahmo.
Petri Hiltunen on piirtänyt teokseen 26 kuvaa
mustavalkoisella, sarjakuvamaisella tyylillään. Veri ei
roisku kuin kahdessa kuvassa, kun sotavasara viuhuu.
Suurin osa poimii tarinan tunnelmallisia hetkiä.
Vanha koira on taattua tavaraa genressään. Vuorela on
selvästi lukenut Conaninsa ja paikoitellen teksti voisi
hyvin olla Howardin käsialaa. Tarina ottaa onneksi
yllättäviäkin mutkia ja etenee vastustamattomasti
miellyttävän haikeaan, avoimeen loppuunsa.
Wow! Not a single downside was mentioned
and comparing my pulp fantasy writing style to Howard is
one hell of a compliment. I had been under the impression
that mainstream media (which Helsingin Sanomat is
definitely part of) disses genre fiction like fantasy. I
guess I was wrong. Regardless whether the reviewer really
means it or this was just a helping hand to beginning
author, I could not have hoped for a better review. And
in Helsingin Sanomat, on top of all that? I must be going
on into my second fifteen minutes of fame here.
3-Jan-2005: Happy New Year
As terrible as the events in Asia were, I
somehow find the shock over it disturbing, More than a
million people died of violence in Central Africa alone
last year. Tsunami death toll has not even exceeded the
Iraqi casualties of US invasion. Maybe the shock is not
about the deaths or destruction but about the idea that
the elemental forces of nature have not been tamed after
all. The crown of all creation is being contested. Media
is applying human psychology on the tsunami. They call it
a "Killer wave", implying (at least
sub-consciously) murderous intent on its part. Nope, it
just a wave. Kinetic energy applied to a mass of liquid.
It could not have done anything else but what it did.
I don't mourn the dead. I mourn the
living, those who survived only to find their lives,
families, plans and dreams swept away. They are the true
victims, but there are people like them all over the
world. There is very little we can do about earthquakes
or tsunamis. I wish we did more about the disasters we
can something about.
Compared to all this my own troubles seem
petty, but in my eyes they are as big or bigger since
they are so much closer. 2004 was a very interesting
year: I became an "author" in every sense of
the word. I made my entry into the digital games scene
and already have seven mobile titles out there. I learned
a lot about games, technology, design procedures,
marketing and team work. I also learned a thing or two
about American corporate culture and the importance of
labour unions. But most importantly I learned that trust,
once broken, cannot be restored even if you were willing
to forget and forgive.
I did not cast any tin this new year, but
I already know that 2005 will be a year of tough
decisions, hard work, doubts, fears and risks. Burger
writing this entry for year 2006 can be very different
from the good-natured lump of grease and creativity he is
now. TV news announcers would conclude this paragraph
with "stay tuned". This blog is not really a
commercial venture but any significant events concerning
me or scene will be explained (or at least mention) here.
Just like before.
P.S.
Polymancer
magazine was so happy with the number of
referrals they got from the banner on the bottom of
Burger Games homepage that they sent me a free copy of
their magazine. Their editor-in-chief confessed that the
numbers weren't that great, but decided to send me a free
copy of their magazine anyway since "any numbers
from Europe are good numbers". It has not arrived
yet so I can't review it here, but Polymancer staff have
proven themselves good guys (and gals) at every turn, so
I hope you keep visiting them. Preferably through my
site, of course :)
29-Dec-2004: More Reviews
Eero Tuovinen trashed "Vihreä
Kuu" -story in an email, ranking it to be on par
with the amateur fantasy short stories published in
Finnish speculative fiction magazines. Fortunately he
considered the rest to be some of the best Finnish
fantasy stories ever. I was pretty devastated at first,
although I do agree that Vihreä Kuu is the weakest piece
in a book. I recovered more quickly than usual, mainly
because being compared to "Portti" or
"Tähtivaeltaja" writers isn't such a bad
thing. I've never published anything in either of them
and let's face it; pulp fantasy is low-culture by
definition.
It is funny; my favourite fantasy genre
is a sort of a niche-genre with very few hardcore fans,
and I am still devastated when I can't please everyone
all the time. Besides, all the reviews have been positive
on the whole. Eero's was no exception. All of them found
something to criticize and that is pretty much the
purpose of critics and reviews, isn't it? If they hadn't,
there would have been good grounds to question their
judgement. Or sanity.
Believe me, falling apart and pulling
back together time after time gets tiresome. New authors
are soft, either easily offended or any negative feedback
becomes a crisis. Old authors, like Petri Hiltunen, have
thicker skins and can just shrug off bad reviews. I've
always wondered how they got that way, but I am beginning
to understand. After a while, an emotional exhaustion
sets it. You get numb, cease to care, see bad criticism
as the failure of the critics themselves (even if it
weren't true). Utter selfishness becomes the armour for
your ego.
I am afraid I am getting there.
27-Dec-2004: Old Dog Reviews
As expected, Praedor fans could not wait
to get their hands on Old Dog and gave it very good
marks:
Review
thread at majatalo.org
And as expected, response in other forums
has been less enthusiastic, although on the whole
surprisingly positive:
Review
thread at risingshadow.net
But... but... what is this? Loosely
translated from the Finnish review by Marko Kivelä:
"...because his text is somewhat
Spartan, expanding his vocabulary would not hurt
either..."
I did expect them to find bad points but
I have long been under the impression that I am using
colourful language with a wide vocabulary! I though it
was my edge as a writer! Now if you'll excuse me, I'll
just go into the corner and fall apart.
19-Dec-2004: New Stuff
There
is new material available for Myrskyn Aika; one
live-action game plan (don't know anything about those),
descriptions of three new realms and some more stuff
about two legendary heroes. The LARP piece is a document
file but the other stuff opens straight into the browser.
There is also new stuff for Roudan Maa. Well,
some of it isn't that new but I just haven't noticed it
before. There is an adventure called Hiidensalon
tytär, a big article explaining the names and places
in the brilliant (if poorly printed) maps, Brilliant, if
poorly printed maps in the guidebook contain lots of
names and places that have not been explained anywhere
before.
As for new stuff for Praedor, well...
uh... there is the book, obviously. Seriously, me and
Petri have been looking through stuff that's come up over
the last 4 years (or came to light with Koston Merkki
comic book) and the additions or changes they would
require to the original rulebook. Jaconia is and has
always been an evolving world. In four years we have
figured out or thought up a lot of stuff that just wasn't
there back in 2000. That is not just about new material,
since plenty of stuff in the rulebook is just plain wrong
now. We are still discussing the fate of the game, but
what is now certain is that this is the end of the road
for the current version. There will be no more re-prints
and that's final.
Meanwhile, I am writing Stalker (very
slowly but hey, I am my own boss) and doing the layout.
Tuomo Veijanen has been busy. With 40+ images half of the
rulebook illustrations are already there. While his early
pictures were not exactly bad, I think he has now found
the tone and style I was aiming for, both for things in
and out of Zone.
No news on Joutomaa (a highly
experimental roleplaying being written by Juhana
Petterson and to be published by Like Kustannus). Not
even new Google references or any mention on Like
website. All we have to go on is still the news that the
game is about Finnish sub-urban angst and that he is
going to include a huge section on "how roleplaying
should really be done". I hope this means "how
roleplaying *this* game should really be done". I'd
hate to find out that we've been doing it all wrong for
all these years.
18-Dec-2004: Culture Call
Today is the publishing party of Kirjava Ltd's latest
translation project, George Martin's Clash of Kings, or
"Kuninkaiden Koitos" in Finnish. I haven't read
the original English version, but the first book
Valtaistuinpeli was excellent and I look forward to early
retirement that would allow me to catch up with my
reading. Yep, they are having a publishing party, I have
been invited and here I am, at home and sick with fever.
Not that a low-brow, entertainment-first type of guy like
me would have that many friends in the culture circles
anyway, but it seems I am always ill when something
important happens. They are probably thinking I am a
hermit or something.
In remotedly related news, my friend Lasu has reviewed Vanha
Koira in his blog.
He warns he might have a bias because of our friendship
but I still very much value his opinion. Not only is he a
genious, but he would also have the gall to tell me if he
did not like it. And much to my delight, he did like it
and appreciated the style and genre I was aiming for. He
also hoped I'd write more in the future. Oh well, we'll
see.
We were planning for a publishing party
for Vanha Koira too, but Jalava screwed it up. They never
gave me the release date and only notified me when it was
out already. Maybe there will still be a small party
sometime after Christmas, but when, where and to whom
remains open. There are so many other things to worry
about right now, not least of which are work troubles. I
can't really open up on those, although I'd love to.
Let's just say that I've seen this in two companies in a
row now, so it must be true: Americans have an inverse
Midas touch (picked this up from Nemi comics). Everything
they touch turns to shit. Gods, I feel tired.
P.S. I just heard that Jalava still has
not informed Petri Hiltunen that Vanha Koira has been
released. The book has been out for three weeks already.
So, if I had not kept calling them about it, they would
not have informed me either!
17-Dec-2004: Fast Feedback
Surprisingly, Eero Tuovinen was first to
send his comments. He suggested abandoning the current
combat resolution and damage logic to what I believe is
called "formalist". This means that there is a
single default damage roll, and depending on
circumstances some weapons get bonuses and some penalties
to it. For example, if default damage was 3D, on an open
field dagger damage would be 1D and greatsword damage 5D,
while inside a closet dagger damage would be 5D and
greatsword damage 1D. Not bad, but no. That would deviate
too far from the original game logic, where hitting the
enemy with a greatsword inside a closet would be a 5D
attack roll, but if you manage to hit, the enemy will
still eat a whole yard of steel.
Note that Pendragon uses a similar system
when comparing weapon effects against certain types of
armor. If I did a game completely from scratch, I would
probably at least experiment with Eero's system (to tell
the truth, I did consider copying the Pendragon damage
model to Praedor in the early stages), but not this time.
Eero also commented, correctly, that the difference of 1D
and 1D+1 was not great enough to be significant in
character's choice of weapons. Those numbers result from
the mathematic formula used for figuring out weapon
damages (as well as chickening out and screwing it up for
some weapons at the last minute).
On #praedor IRC channel people have been
busy figuring out probabilities for the new damage rolls
and on the whole been happy with them. It reduces the
difference between different success levels, but
"make 1st level successes worth rolling"
because of the greater result range. Some have objected
to the greater number of dice, though.
Overall feedback from the book has been
positive. There are a couple of clumsy sentence
structure, one poor choice of word for a weapon
component. I had learned the term
"pysäyttäjä" for the sword handguard from an
old archeology book, but it appears that the correct term
in Finnish is "väistin". Shit. Shit! SHIT!
16-Dec-2004: Combat system
Praedor combat system has won praise and
applause, but it is not without its faults. Firstly, the
two-action-system causes problems since most gamemasters
allow characters to delay their blows, attacking later
than they ought to. If an enemy attacks and hits, they
have the best possible parrying stats left. If the enemy
misses, they can perform their own attack without any
penalty dice. My recommendation is that all attacks must
be performed when they are due and can be neither
hastened nor delayed. The player may choose not to
attack, but this means forfeiting that actions for the
current round.
Secondly, beasts and monsters are
underpowered in some areas and overpowering in others. As
they can only defend by dodging, they are easily cornered
and killed since most characters have two attacks. My
recommendation is that beasts and monsters do not suffer
penalty dice for successive dodges, nor are affected by
the rules on retreating and horisonal space. However,
multiple attacks on successive speed phases are deadly.
No greater reach than II should be allowed.
Thirdly, players like the damage system
because it creates graphic results, but I have received
negative feedback on the narrow scale of the damage
results. For example, a level 1 hit with a broadsword has
a damage range of 8-13. To an unarmoured man this would
always be a Deep Wound, and there is 1/6 chance of the
open-ended roll making the injury lethal. No grazes,
quick stabs, slashes or little draws of blood. I've been
studying a non-opended damage system that would still
retain the carnage and ferocity of the original combat
system. The damage rolls below are for 1st level
successes, additional levels bring a die each to the
roll.
Paljas nyrkki 1N+1+vb
Aamutähti 3N+1+vb
Heittokeihäs 2N+2+vb
Hilpari 3N+2+vb
Jalkajousi 4N
Kaarijousi 2N
Keihäs 2N+3+vb
Kilpi 1N+3+vb
Kirves 3N, heitettynä 2N+1
Kivi, heitetty 1N+vb
Linko 1N+2+vb
Lyhyt miekka 2N+2+vb
Lyömämiekka 3N+1+vb
Moukari 2N+2+vb
Nuija 2N+1+vb
Nyrkkirauta 1N+2+vb
Peitsi 4N+vb
Pitkäjousi 3N
Puhallusputki 1N+1
Puukilpi 1N+2+vb
Puukko 1N+3+vb
Ruoska 1N+vb
Sauva 2N+1+vb
Sotavasara 3N+1+vb
Suurmiekka 4N+1+vb
Suurtappara 4N+2+vb
Tappara 3N+2+vb
Tikari 2N+vb, -heitettynä 1N+2+vb -
Varsijousi 3N+2 |
Rolls are not open-ended. This is how
they were figured out: In the old system, the average
damage roll from a 1st level success with a broadsword
was 11 (7+3.5, rounded up to 11). To compensate for the
lack of open-endedness, the average damage roll in the
new system is 12. Damage scale extends up to 19 (and down
to 4), but the probability of scoring that high is 1/216,
which is actually less likely than the chance of scoring
so much with successive open-ended rolls. Second level
success increases the average result to 15 and the scale
to 25. Third level success inflicts a damage roll of
5N+1+damage bonus. I wonder if anyone can survive that?
On the other hand, people rarely survive third-level
successes anyway.
This system would have the benefit of
including both scratches and making 1st level hits
something to be afraid of. It would also help to
differentiate between "warrior" weapons and
others. The drawback is that by differentiating warrior
weapons from the rest, we also make certain weapons
decidedly inferior. Game designer in me cries out for
balance, but in truth, some weapons are inferior
to others. However, there are tricks we can play, like
the attack speed. In the old system it was based solely
on reach. By making lighter weapons correspondingly
faster, they can still be improved.
Finally, one thing I always did want in
the original system but never made it there were weapon-
or weapon-type specific specialties. For example, axes
are good for hacking shields to pieces, while swords are
considered to be more effective against soft armours
since they can be cut open. Clubs and maces pack a lot of
energy upon impact, easily staggering the enemy and
hammering armor joints out of shape. Warhammer was
designed to knock holes into armour. Laws governing the
evolution of weapons in our world also apply to Jaconia.
Any thoughts or observations on this?
BTW, you can still get Praedor RPG from Puolenkuun
Pelit.
15-Dec-2004: Praedor
Praedor RPG has been sold out again. This
time our primary retailer would not accept the kind of
arrangement that made the last two print runs feasible.
They did not say no to the game as such, but the truth is
that sales have slowed down to a trickle for the past
year. I guess the market saturation point was at a little
over 600 copies. I am pretty happy with Praedor sales and
even happier about the fact that the game is being
actively played and new campaigns and concepts are being
constantly developed. For me, customer reaction and sales
are the only objective way of measuring the goodness or
badness of an artwork, although I am the first to admit
this does not apply to art made for shock rather than
pleasure. Maybe I should refer to aesthetics instead of
art from now on.
Still no bad reviews about the book
(maybe it has not reached the right kind of audience
yet). Saruwine (author of Tasnar) commended it at
Risingshadow.net, although he had two gripes: format
(which I can't do anything about) and that the overall
story comprises of semi-separate short stories sharing a
common storyline and continuum. This I won't do anything
about because I love it! You can expect to find it in
most of my future novels, if there will be any. While
Petri is the creator, I am now officially an author and
part of the only real Finnish fantasy franchise. We are
currently making plans for action figures...
This both will and won't be the end of
Praedor RPG. Unfortunately everything planned for Praedor
is away from Stalker, so my schedules are all shot to
hell. Well, if I don't have anything to show by
Ropecon´05 there is no point for me to show up at all
(ok, there is still "Pelinjohtajan Borvaria"
-lecture, as "Pelinjohtajan Jaconia" last year
was such a triumph).
12-Dec-2004: Week's End
Some new stuff on this site: Kalervo
Oikarinen has made new PDF forms for those who don't have
the resources to photocopy essential hit and damage
tables from the Praedor rulebook. The short story
"Old Dog" has been removed since a new and
improved version of it has been included in the novel. I
haven't written anything new for Stalker since I am
supposed to do an essay on Transmedial Games for Master's
Course on Games Research and Design.
Anything else? Oh yes. In all likelyhood
I won't get to visit GDC Mobile 2005 after all. Our
company submitted two presentations, one was accepted and
there has been no comment on the other one. When it is
confirmed, I am going to post the presentation material
somewhere else in the web. Like on this site. Not that
anybody but me would be interested in story design for
mobile games.
Yesterday I was in the funeral of my
friend's wife. I hate funerals, but I guess nobody loves
them. Even if I did not know the deceased, I still get
teary-eyed because I often know the other people present
and feel empathy with their sorrow. I have no problem
with attending religious services even though I am an
atheist myself. I am there to honour the deceased and the
sorrow of those left behind. My stand on the religion
itself is irrelevant. This was a Lutheran funeral and a
nice, short, ascetic affair. Priest had chosen his words
well regarding his rather secular audience.
I am planning another Praedor campaign
(and a book, but that's just hypothetical). Unfortunately
Christmas is such busy time that it is unlikely I can get
it started.
11-Dec-2004: Shitting Bull
I just deleted a big-ass reply to the
Dogma 2004 thread at majatalo.org and replaced it with a
debate withdrawal announcement. Basically it means that I
lost (or conceded) the debate but I just know my original
response would have provoked Mike Pohjola even more (and
resolved very little as he probably would not accept or
understand my stand on the issue). Although I like being
provocative, I don't feel like severing my relations with
a fellow roleplaying game author on what is after all a
personal (and insignificant) observation of a poorly
defined genre. The problem with forums is that you are
not just out to explain your view to the other guy, you
are also out to impress the audience. With me, that makes
the language I am using sharper than it ought to be.
Mike, if you are reading this (and I know
you occassionally do) and still want to continue, we can
do it via email.
More importantly, I ought to learn when
to shut up. When I see things I don't like (dogmas,
manifestos, self-proclaimed game theory gurus, you name
it) I usually have a negative response, BUT... with the
written medium as my weapon, I am always using heavy
ammunition from the start. Maybe they are biased, but
folks on #praedor described my debate with Mike as
"a breath-taking spectacle of two master fighters
duelling about something where they are both wrong".
No, I don't know what they meant by that. But right or
wrong, what it does show that since I want my text to
pack a punch, I resort my writing skills, and as a
result, any issue gets blown out of proportion.
Let's take my view of battle as the
cornerstone of fantasy genre. Let's assume it was
globally accepted as the overwhelming explanation of
fantasy and universities around the globe were erecting
statues in my honour. What would it change within the
genre itself?
That's right. Absolutely nothing.
9-Dec-2004: The Meaning of Violence
I wrote a piece about the role of combat
in fantasy roleplaying in the Dogma 2004 thread at
Majatalo.org today. I also expected hordes of
immersionists and art-deco roleplayers (no, I did not
come up with this myself) to voice their protest and
announce how they have always been interested in all
the other things about the genre. To my surprise,
there was only one, and to my non-surprise, he was the
person who had posted the idiotic Dogma 2004 declaration
in the first place. I am not going to translate the
thread into English, I am sorry. Let's just say that from
my perspective Dogma 2004 is yet another attempt by
someone to enforce what he feels are superior methods and
ideas regarding table-top roleplaying as a universal
standard for the whole scene to follow, or at least
compare itself to. Supporters of Dogma 2004 claim it is
only meant to provoke discussion and forces nothing on
nobody. I obviously think they are lying, but whether
on-purpose or sub-consciously, I cannot tell.
But back to the violence. What I said
about the role of violence in the fantasy genre has lot
to do with the previous blog entry. The core idea is that
whether they admit it or not, most players are drawn to
the genre, be it games, books or films, by violence. It
is all about building dramatic tension and then unwinding
it through combat. With movies from LoTR to Alexander,
Hollywood is living through an unprecedented period of
sword & shield carnage. But there is a precedent. The
mythology and semi-historical works the genre is based on
are built on the same thing: emotional investment in a
conflict. Those who have played with me know that I do
much more stuff than just combat and I am especially fond
of court intrigue. Still, it all builds up to an epic
confrontation, resolved through active conflict. Not
always combat, but something very active and shocking
nonetheless. That is what the genre is about.
However, roleplaying is not confined to
fantasy. As the base of the genre changes, so does the
spectrum of available themes. Many players are still
looking for action, though, and conflict remains a key
plot element, but it is no longer crucial to the genre.
With good planning and gamemastering skills, it is
possible to run a horror (or Cthulhu) game without an
active conflict and still have swell time. A science
fiction game can avoid the cliche of aliens and space
marines without compromising the very definition of
science fiction (I've actually thought about a
constructive game about the terraforming of Mars,
although it would still have local conflicts). Of course,
any of these themes can be made the core of an adventure
in a fantasy campaign, but if they become the core of the
campaign itself, we are no longer talking about fantasy.
I should say IMHO (In My Humble Opinion) but what the
hell.
8-Dec-2004: Negative Feedback
While my book was not rated
"bad", I've met the first reader with lots and
lots of negative feedback: my own mother. Grown up
reading adventure books and having read most of Tolkien's
production to me when I was little, she is not too fond
of (or aware of) the pulp fantasy genre I was aiming for.
Much of the feedback comes from genre contrasts between
pulp fantasy and high fantasy. Too much lewd behaviour,
too many grotesque scenes, too lowly (worldly)
characters, too little idealism or noble aspirations.
Then there was stylistic feedback related
to the way I take the story forward and the way pulp
fantasy is written: It is written in a hurry, there must
be plenty of events is less amount of text than in other
formats. The original works of the genre were sold as
booklets at newspaper kiosks, not as brick-sized novels
that can continue for volume after volume. I like the
freedom. If I am not interested in writing about
something, I can skip to the next interesting events. Of
course, the time between did happen and can be referred
to by the characters. Also, if I am not sure whether to
include a long dialogue or deliberation of someone's
thoughts somewhere, I don't. Simple as that.
The definite upside is that the story is
easy to read, keeps moving and even the most impatient
readers do not have to flip pages when the going gets
slow (yes, I do that and so do many others). The downside
is having a thin book. Cranking up the bullshit generator
would have added pages, but I would have been hard
pressed to include new plot elements. So, it would have
all been padding and frankly, I am not interested in
writing uninteresting stuff. Let the WOTC fantasy authors
do that; they get paid by the number of words.
As for characters: high fantasy
characters are used for symbolism, to convey noble ideals
and demonstrate Biblical frailties. Tolkien took this
further than most, but it is there even in books about
Drizzt or Dragonlance. Pulp fantasy characters are not
symbolic. While often superior to the reader, at least
physically, they are fundamentally on the same level,
making it easier for the reader to identify with the lead
character. Aragorn is an unreachable image of everything
that is good in Humanity in the classical sense, but
Conan is what the working class male of early 1930'ies
likes to feel like; Free, strong, virile and handsome.
Instead of being born to a long line of predestined
kings, he can make his own destiny and break through the
social barriers with will and sword. Aragorn's crown is
handed down to him through millennia of ancestry. Conan
grabs it from the hands of a king he just killed.
Finally, mighty as Conan is, his presence
or non-presence has no impact on the fate of the world as
a whole. There would have been other kings and heroes,
and all that he accomplished will be destroyed in the
cataclysm that turned Hyboria into our world. Similarly,
no matter what Old Dog accomplishes in Jaconia, old age
will still claim him and there would have been other
heroes, kings or fools. High fantasy requires epics,
while pulp fantasy worlds live on with or without the
hero. Personally, I think that is what takes high fantasy
characters beyond our capacity to identify with them,
while bringing pulp fantasy characters closer to us.
Mighty or not, they are leaves adrift in the winds of
fate, just like ourselves. Old Dog gets drunk, gets laid,
goes to take a piss after a hard night of drinking and
gets saddle sore every now and then. That's why I like
him.
My mother hopes that my next book will be
high fantasy. Sadly, that is highly unlikely. Of all my
gameverses, Miekkamies was closest to high fantasy in
style (although with considerably swashbuckling thrown
into the mix). To me, Jaconia is a pulp fantasy world
with some very low fantasy elements. And as for Taiga or
Stalker... where are the lofty ideals and pre-ordained
heroes in those?
05-Dec-2004: Getting into Game
Industry
Before and since "Most Priced
Asset" -entry I've talked with a number of women
wondering if and how they might get into the game
industry. I am no recruiter, but my workplace, Sumea/Digital Chocolate,
is hiring. It is not a paradise and there are a number of
things I am not happy about, but as for entering the game
industry it is the best bet. So, having made that leap
and worked in the industry for little under a year, I'm
going to give you a few tips. These will come handy to
members of both sexes but the agenda behind them is
getting women into game development.
Game industry of today is still
relatively young. Many women I've talked to have assumed
that there are some kind of studies that will prepare you
for it. This is not true: while programming studies will
help you land a job as a game programmer or a game
engineer (fancy title for people porting games into
different profiles), people I've talked to are looking
for more creative jobs. And these jobs have no
established training paths leading to them. I am... well,
me. You know my background. The other designer has
graduated and earned his professional expertise as a TV
scriptwriter. We landed these jobs via personal contacts
and there is really no objective criteria for determining
what makes or breaks a game designer.
But know this: There are next to none
experienced game designers out there and since it is a
big job with big responsibilities, choosing one is very
difficult. Digital Chocolate is not the only company
looking for a game designer and since prior experience is
no-go, there must be other ways to rate the applicants.
In my case a long career with roleplaying games, stories,
game mechanics and publishing was a winning combination.
Having created something relevant proves not only that
you have ideas, but that you can also carry them out.
That is what we are looking for and this is what the
other companies are also looking for.
Of course, designers are, and should be,
a bit flaky. Out of their minds. The balance between
creativity and business interests is hard to maintain. We
are supposed to have ideas that nobody else has had
before but that are risk-free. Ok, I'll come clean: it is
a mess where product strategies change at the whim of
clueless bosses and sales personnel suffering from a bad
case of tunnel vision. In other words, your standard IT
project. Producers exist for creating order out of chaos
and that is another job where I would like to see more
women.
Game designer comes up with a game
concept and specs, programmers make it work, artists make
it look something and the producer makes sure that it all
really happens and that the outcome bears at least some
resemblance to what the management originally
greenlighted for production. In practise, producers have
the power to interfere with almost anything in the
project and they play a big role in determining what new
game concepts are being considered for production in the
first place. As with game designers, the pool of people
with prior experience from managing game projects is
non-existent. Experience from managing people, or IT
projects in general, will get you started.
Last Friday the management sent me an
article "On Girls and Video Games" written by
Jess Bates. First she ignores the fact that 40% of
console game players are already women, then goes on to
describe physiological and psychological differences as
to why women don't like most videogames and repeating
almost every stereotypic assumption ever made on this
topic. Fortunately she is probably an American, because
stating any of these assumptions to a Nordic woman would
most likely get you a black eye. I want more women into
the industry to shut these idiots up. I've had it with
talk of gender-specific content and creative segregation
between the sexes.
However, she has one point. She complains
that requiring all applicants for industry jobs to have
"passion for games" enforces the current game
stereotype of a young, male, no-life geek. While it does
not turn out that badly in reality, it is true that this
is the mindset the management is thinking about when
writing these job ads. Maybe breaking out of this box
would be the real triumph here. We need someone who likes
games but still has a life. Is it you?
P.S. Don't take the application deadlines
too seriously. If we can't find a good candidate by the
time it expires, we'll just keep looking.
03-Dec-2004: The Rest is Silence
Wife of a family friend passed away last
Monday. It came as a bolt out of the blue. No warning
signs, no nothing. Her husband found her dead when he
came back from work. Last week we went to movies
together, this week she is no more. Gone. No more smiles,
no more conversations, no more nothing. Or, "the
rest is silence" as Shakespeare put it. Some of my
friends have already discussed this in their blogs. I am
doing so too, hoping that it would give me some sort of
understanding of what has happened.
But what the hell can I say? What is
there to talk about? Death? Death was, Death is and Death
will always be. I wanted to console my friend and ended
up just sitting there like an idiot, at loss for words,
excusing myself from the conversation by stuffing my face
with things I should not if I want to keep what remains
of my weight loss. Thankfully there were other people
around to keep the conversation flowing and the host
brought up the incident himself from time to time. Maybe
the occasion as a whole consoled him and helped him
process his sadness, even if I was useless.
Of course, when I wrote Old Dog I did not
know any of this would happen, but death is still one of
the key themes in the book. A lot of people die in it.
Sword & Sorcery and the more ancient genre of
Germanic mythology it descends from, is a violent genre.
But the lesser people must die that the heroes might
live, conveying the reader a sense of power, an idea of
being able to overcome death. Identifying with such a
hero promotes the idea of being something special, that
you would somehow be the exception to the rules applying
to the rest of Humanity. These stories help the reader
defy the greatest fear: fear of Death.
The sensation is even stronger for the
writer. I am no exception. While Old Dog is pure fiction
and "entertainment first" is my credo, there is
a piece of me in it. I did not intend it and I did not
get to choose the piece, but it is there. Otherwise, I
could not have written it. Old Dog and his adventures are
built of my dreams, desires, wishes and wants, as well as
of my fears, frustrations, disappointments and the long
shadows already reaching out to me from the grave.
Unfortunately, I am also likely to take criticism of it
personally, because you are not criticizing just the
book, but of everything it is built from. My fear of
Death.
But me defying the fear of Death does
nothing to bring her back. It is all smoke and mirrors.
What a terrible, terrible thing.
01-Dec-2004: First Impressions
Entries from Autumn 2004 are
accessible via link to the left.
I donated a copy of Old Dog to my
workplace book collection last Friday and yesterday one
my co-workers commented that while the first story was
cool, but... damn, what can I tell you without spoiling
it for someone? Nothing. Well, let's just quote:
"Praedor stories are not known for happy
endings". Another comment came from a person who is
writing a review for Helsingin Sanomat. Although he
declined to tell me what the review is like, he assured
me it will be positive that he had liked the book. The
review will come out during this month but he could not
say when. I'll keep you posted.
If you think I sound anxious, just wait
until I get the first negative comments or reviews. There
will be some, believe me, and that's when I'll break
apart and swear never to write anything else. Fortunately
I am a spineless worm whose oaths are not to be taken
seriously and my spouse is very good at putting my
self-image back together. And of course, there is this
one friend of mine who can make me do or promise anything
in return for her wonderful low-carb (and extreme-fat)
scones.
Stalker has been moving forward and Tuomo
Veijanen has been promoted the lead illustrator through
sheer industriousness (what can I say when someone dumps
47 pictures into my mailbox, many of them very good). At
this rate Stalker WILL have as many illustrations as
Praedor. Veijanen is not a hot sales item like Hiltunen,
but I am very happy with our arrangement and I think
you'll be too when you see the pictures in action.
There have been some design changes.
Stalker relies more on attribute values for doing things
and there are only about 30 skills (dubbed abilities).
Character creation system is now stalker-exclusive,
although experienced gamemasters can easily adapt it to
other uses. Frankly, that is the kind of people I expect
to be playing Stalker. There are no attribute rolls;
instead the player is given a pool of points to be
distributed between seven attributes, with Education as
the new attribute. This removes any need to mess around
with background profiles.
I do have a problem, though. I really,
really don't want to do Edges and Flaws, but doing a
random events table as in CP2020 feels stupid now that
even attributes are no longer rolled. What I would
actually like to have is a system close to the
"perks" system of Fallout. However, I don't
expect this to be what the customers want, so game
designer and marketer in me are still fighting it out.
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