27-Feb-2008:
Selling Sand to Arabs
In the last parliamentary elections, Suvi
Linden got 4131 votes. At the time of writing, 11890
people have signed the address asking her to resign. That
is three "no" votes for every "yes"
vote. Unfortunately you can't vote against in the Finnish
parliamentary elections but the statement is clear.
Christ, I have people who have come from Central America
telling me that they are shocked by the government
censorship and the conduct of the police in this matter.
And even from work efficiency point of view, that
child-porn censorship list with a 95% margin of error is
a little jarring. If Finnish schooling is doing so well
(according to PISA, anyway), where the hell did all these
idiot ministers and law enforcement officials come from?
By the way, Tanja Saarela is changing her last name back
to Karpela, so from now on Lex Karpela refers to the
correct person again.
There is an anti-censorship
demonstration being prepared for
March 4th. See you there.
In better, if also slightly sorrowful
Newsalor picked up my earlier musings about this spring's
Maracon
and threw me an invite that made my knees buckle.
Reprinted with his permission:
"Luin blogistasi, että ootte
harkinnu sitä Maracon-hommaa vakavissanne. Ja Stalkerin
julkaisua ja kaikkea! Hieno homma, jos tuutte. CRYO on
valmis tarjoamaan teille ilmaisen sisäänpääsyn,
kunniavieras-kohtelun, av-vehkeet julkaisu-tilaisuutta
varten... majoituksen joko paikanpäällä tai
paikallisen harrastajan olohuoneessa aamiainen
mukaanlukien. Oulu on hyvä paikka julkaisulle vielä
siksikin, että Eeron mukaan myynnit ovat olleet
Ropeconin luokkaa."
Damn, that guy could sell sand to Arabs
and iceboxes to Eskimos. I am genuinely sorry to announce
that neither myself nor Stalker will make it to Maracon.
I really have to go there sometime but it is not this
spring. Autumn Maracon, maybe? Newsalor is also telling
good things about Shock.
Usually when I look for a roleplaying game I am looking
for a setting but I have to study this thing before I get
started on Cyberflow.
Elämäpeli is at 12% and I am
still having a blast writing it. Even so, the question
"why would anyone read this" still pops into my
mind from time to time. Somehow, the idea of somebody
wanting to read my gamer autobiography really weirds me
out. I am not revealing anything too sensitive there but
I still have this feeling of somebody spying on me...
24-Feb-2008:
We Need Cyberpunks
As I was writing my biography yesterday,
it occurred to me that the cyberpunk phenomenon occurred
fifteen years too early. We need cyberpunks right here,
right now. We need a digitally oriented counter-culture
to the government erosion of civil liberties and
democratic process. We need a popular movement for
defending the transparency of democratic processes, the
freedom of speech and the freedom of information against
our own government. We need someone or something to
defend us from increasingly oppressive government
policies and abusive law enforcement. We need a credible
counterweight to the erosion of basic human rights, the
freedom of movement and personal privacy.
There might be no spinners and even
robotic implants are still a bit crude but the dark
future is already here. Without the cyberpunks we're in
deep, deep shit.
22-Feb-2008:
Elämäpeli
One of the many good things (and there
were plenty of those) to come out of Tracon was the
opportunity to chat with Mike Pohjola about our other
common trade: writing. He was, of course, interested in
what I was going to do about Elämäpeli. And
frankly, at the time I didn't really have a clue. You'd
need a psychiatrist to figure out all that went on during
our conversation but his contribution to it could be
summed up as "with a ready contract on an
autobiographical work, it is the publisher's problem if
your life isn't interesting enough". How
unbelievably callous! Yet, so very true.
Pelintekijän käsikirja had an
obvious function and judging from feedback and how it is
being used in various projects (although mostly hobbyist
or student-level stuff) around the country, it excels in
it. Elämäpeli doesn't really have a function
in the same sense. I haven't been to the French Foreign
Legion, motorcycled my way through the chaos of modern
Congo, or sailed across the Atlantic in a Dark Ages
leather boat. The idea of an autobiography, even with a
gamer focus, feels so absurd. Why would anybody read
something like that? Would something like that justify
the cutting of trees needed to make the paper?
Then again, as Mike said, it is the
publisher's problem. And the trees are going to be cut
down anyway. So today (or rather, yesterday), I took a
deep breath and put the pen on the parchment... sorry,
cursor in the beginning of an empty MS Word window and
started typing. Bronchitis has kept me indoors and
doesn't let me sleep, so I kept at it.This must be the
fourth time I began writing Elämäpeli but now something
was different. I was actually enjoying myself. I still
find it funny that anyone would want to read this but
what the hell do I care? It is like a one, big-ass blog
entry. Kind of wonky, yes, but so was the whole process
of getting the publishing contract for it. I really
thought they were joking, right up until the contract
came in the mail. At five pages, or 20000 characters per
day it will take me about a month to finish the script.
It's not really going to happen that fast but the
three-and-a-half months I have left should be enough now
that I know what I am doing.
In other news, I made a new back cover
for Stalker and it was much improved. The old back cover
was just plain stupid but it was also stupid of me not to
have taken the back cover into consideration already when
ordering the front image. Ideally, the whole cover,
including the spine, would be a single picture, with just
sparser detail and empty space or sky where you need to
insert texts and logos. Just look at the covers of any
softcover novel and imagine the text wasn't there.The
cover image needs to extend 3-4 millimetres over the
edges of the actual print area to facilitate cutting, so
you need to have all critical elements and text a safe
distance away from the edge or there could be nasty
surprises.
I just read Tatuoitu taivas by
Reijo Mäki (the guy who wrote Vares detective stories).
Imagine my surprise when the whole thing turned out to be
rather pure cyberpunk. I would not have expected a
respectable writer to get away with it but apparently he
has enough name and balls to do what he likes. The novel
is about a pulp cyberpunk adventure writer, who is caught
up in a very pulp cyberpunk adventure-style events. To
give action scenes a little more kick, he is also a
medicinally conditioned World War Three special forces
veteran and it is all light, entertaining and at times
very humorous reading. In other words, not a Nobel Prize
winner but exactly the kind of stuff I'd like to write.
I am green with
envy.
20-Feb-2008:
Burning Books
Today, the Information Minister Suvi
Linden took a
bold step towards totalitarianism by defending the
arbitrary and apparently random (how would you call
something with a 95% margin of error?) police censorship
of supposed "child pornography websites" on the
grounds that concern over child pornography trumps any
considerations on the freedom of speech and distribution
of information (two basic rights guaranteed to every EU
citizen). She also implied that it was morally wrong to
even debate the issue. She also made a very interesting
comparison between web censorship and ban on the
distribution of illegal printed materials.
Here is an actual quote:
"Missään tapauksessa en voi
hyväksyä sitä, että lapsipornon levittämisestä
keskustellaan ikään kuin sananvapauden testaamisena.
Kyseessä on törkeä rikos, johon suhtautumisessa
pitää olla yhtä tiukat pelisäännöt kuin vastaavan
materiaalin jakamiseen esimerkiksi painotuotteina."
Translated:
"I cannot, under any
circumstances, accept that the distribution of child
pornography would be debated as if it was a free speech
issue. It is a ghastly crime and the response should be
as firm and decisive as if the said material was
distributed in print."
Okay. I'll go with it. What would
it look like if the police applied its chosen method of
censorship on printed products?
There would be an arbitrary list of
banned books, where 9 books out of 10 would not have any
illegal material in them whatsoever. New works are added
to the list at whim and evidently without authorities
ever reading them. The police would refuse to publish the
list or give any explanations or grounds for any of the
bans, even when the subject material is clearly legal.
Any debate over the list would be deemed immoral by the
ruling political elite. All libraries or bookstores
containing any of the books on the list would have masked
guards standing in the doorway, preventing people from
entering the store. And once a local newspaper stand
"Nikki" starts publishing pamhplets on these
abuses of the censorship system, the masked guards appear
around his kiosk as well, while criminal investigators
drag him away on some trumped-up charge.
I don't know what kind of a society Suvi
Linden is trying to build but this fits a recent pattern.
Two weeks ago Tuija Brax wanted Finland to have a
non-transparent electronic voting system on the grounds
that it ("it" being the cornerstone of the
entire democratic process) is a business secret of the
company that made it. The system would enable complete
control of the vote with the press of a button. Now,
using child-pornography as a Trojan horse, the
authorities will also be able to censorship any dissident
material from the web. Knowledgeable users can get past
the blocks but they make up a fraction of the masses that
the authorities really want to control.
I still find it hard to believe that
anyone would bother with a totalitarian coup in Finland
but if it happens, remember that you saw it here first.
Before they added my website to the censorship list. Btw,
take at look at Suvi Linden's website. This is
her latest
blog entry, dated June 8th, 2007. I'm really
interested to see what she will write next.
19-Feb-2008,
part II: Stalker feedback
For a niche product that practically no
one is going to buy (I half-expect the 100-copy first
print to last forever), STALKER is generating plenty of
positive hype. Of course, given the size of our scene,
whipping up hype takes about two people but beggars can't
be choosers. Anyway, the Tracon presentation and the
train session on the way home have sparked off a new wave
of public interest.
Link,
link,
link,
link
and link.
Even my arch-critic Jiituomas is worried
that he
might have only a few weeks left to call me talentless.
I wouldn't worry if I was him. After almost a decade of
hating everything I say and do, I am sure he can find
something to hate about STALKER as well. For all its
virtues, the game is still but an extension of my 13
years of game writing and design philosophy. More
importantly, his opinion has usually been the polar
opposite of everyone else's, so his fondness for STALKER
is making me nervous...
During the Tracon presentation, Jiituomas
asked me an excellent question about how much of the game
setting I would consider to be my own idea. My response
was that I would like to think it to be around 90% but in
truth, it is closer to 60%. That comes from the
modernization of the setting, use of entirely new
locations, the inclusion of new social categories as
genre and gameplay elements and finally the changes in
the role of stalkers regarding the society at large. The
remaining 40% has been extrapolated from whatever minute
book references to playable content I could find, like
Redrick's one-line comment on the mutated inhabitants of
the Zone. It is creative work but I still could not claim
the ideas as my own in good conscience.
For those of you who weren't there, here
is the powerpoint
of the Stalker presentation at Tracon. It is
not really the same without me commenting on the bullets
but it is the next best thing. I am not going to keep it
here indefinitely as it is a big son-of-a-bitch (2,6
megs).
19-Feb-2008:
Postcard from Death
My military service back in 1993 screwed
up my lungs for good. I had pneumonia shortly before
entering the service and it renewed three times during
the 330 I spent there. Since then, I've had serious
trouble with my lungs every winter. This winter it seemed
to be just bronchitis and I was thinking I'd get off
easy. Unfortunately the infection laughed off
antibiotics, threw in some additional asthmatic symptoms
(it may even triggered a full-scale asthma, which would
piss me off to no end) to keep me on my toes. The doc
threw in another week of sick leave, with strict orders
to avoid any exhaustion and basically to stay indoors day
in and day out. Then there are four kinds of meds,
including penicillin. He wasn't sure it was bronchitis
anymore but it is in the lungs. As always.
When young, you're going to live forever,
with or without lungs. But I am not young anymore and
these winter bouts of lung inflammation are getting
worse. It does not take an oracle to see where this road
is going. On one hand, we're all going that way in the
end but on the other, I'd like to postpone the trip for a
little while yet. I've often joked with friends about
moving to Mexico. Not Mexico City, where I'd give myself
a survival time of about 6 hours, but somewhere else in
the highlands or along the southern coast. Today, with
the doctor laying out his diagnosis and warning me that
the asthmatic symptoms might be here to stay, the joke
was on me. I began seriously contemplating such a move.
It is not as crazy as it sounds. I am
already part of a writing team spread across half the
globe. Much of what I do can be done at distance (like
from home while technically on a sick leave). It could be
just as easily be done from a small home office in the
Canary Islands or anywhere else. And of course, if the
alternative is death, I am a surprisingly flexible as far
as jobs are concerned.
Something like this...
17-Feb-2008:
Post-Tracon
Been there, done that and survived, if
only barely. Tracon
is not to blame; it is my bronchitis that is giving me
hell today for having been such a sport yesterday.
Anyway, I went to Tracon in Tampere with Sope (the author
of Piippuhyllyn
manifesti) and found myself in an event of 2800+
visitors. Most of them where otakus (resentful local
roleplayers called them "narutards"; apparently
Naruto is a popular manga character and rhymes well with
"retard") but there must have been a couple of
hundred roleplayers as well. 40 of them bothered to hear
my STALKER presentation and RPG-themed events got similar
numbers all across the board.
Since STALKER wasn't out yet, I tried to
come up with an alternative angle to my boilerplate
Stalker presentation and talked about the various stages
the game went through and how the development process in
general has wormed its way through the last five or six
years of my life. I think it went down pretty well.
Before that I saw Arzi's (#praedor regular and a game
designer at Universomo) presentation on becoming a mobile
games designer from the roleplayer background as it had
this familiar ring to it. :)
Later, there was Eero's presentation on
adventure gaming which was a bit convoluted for my taste.
Even so, I found his method of adventure scenario
creation quite interesting. It was very similar to what I
did with Hansa adventures back in the nineties: just
setting the stage and then letting the players loose in
it. However, Eero tried to explain to the audience in
analytic detail. I have never tried to do that but it was
fascinating to watch. I haven't done adventures where the
main theme would work like that in ages, mostly because I
haven't got a good idea or inspiration that would make
the best out of it.
The panel over the Future of Roleplaying
Games had myself, Eero, Mike Pohjola and Juhana in it. I
was later told that we are getting old. In the good old
days this combination would have been a sure way to get
us into a fight but now the whole thing was a barrel of
laughs. We had great time and Eero outdid the rest of us
in self-aggrandizement once and for all. I admit it: we
were beaten, fair and square. I'm not really that
optimistic about the state and prospects of the hobby but
decided before the panel that this wasn't the time and
place to play a prophet of doom. So I gave everything I
could a positive spin and judging from how well the panel
turned out the white lies were worth it.
After the panel we grabbed Miska and had
a group photo of us five (Mike, Miska, Juhana, myself and
Eero, in that specific order and seated around a table
just like we are depicted in the Piippuhyllyn
manifesti -comic). I expect
the photos to become public at some point and will let
you know when it happens. Then Eero went to dismantle his
sizable Arkkikivi store display and Miska went home. Me,
Mike and Juhana, having missed the opportunity to start a
fight in the panel, decided to give it another try and
hooked up with Sope at a bloody excellent pizza
restaurant Mike had found. I've never had ostrich in my
pizza before. Unfortunately, we didn't get into an
argument there either, so the train ride back to Helsinki
was our last hope.
It was an epic failure. Mike wanted us to
have a quick session of Stalker. I don't know how serious
he was but thought "bring it on!". Of course, I
didn't have any of the materials with me but I have
memorized the core. It just pisses me off that I didn't
remember the attributes right. This would never happen to
me with Praedor, but in Stalker the attributes are much
less relevant than the abilities, so I got my plans for
Stalker and Cyberflow attribute lists mixed-up. Oh
well...
Anyway, we made characters by figuring
out life events and turning them into abilities. Then I
ran a short scenario to the three of them where three
never-go-lucky vagrants and scoundrels had ended up in
Toulouse looking for their place in the Sun. Instead, it
was a dark and rainy night and Sope had a fit of
hysterical laughted when a disheveled local approached
them in a bar (hey, I had like five minutes to plan the
thing!). Anyway, a group of local thugs had caught a
wounded stalker crawling back from the Zone and pressed
him for his artefact stash. However, beating up someone
whose intestines were being turned to translucent (and
luminescent) gel didn't have the desired effect. The guy
was getting delirious, though, so the thugs used the
player characters to stage a "rescue", hoping
that the stalker would tell his rescuers what he wouldn't
tell to his captors.
In a cell-like room at the back of a
long-abandoned garage, our "heroes" pretended
to carry the guy around, assuring him that the hospital
was just around the corner. They made him friendly
suggestions about going to rescue his friend (another
stalker who had been lost in the Zone). Our characters
had some pretty good talkers among the group and the poor
fellow finally bought it, while pieces of him kept
falling off. The bad guys observing from the doorway knew
that the glassy, glowing gobs of goo were actually
Wizard's Jelly: Our characters, having never been to the
Zone, were oblivious to this. When the guy finally broke
and told he had hid the stash underneath a train carriage
that extended to both sides of the Zone boundary, the
NPCs said "thanks", slammed the improvised jail
cell door shut and locked the characters in. By now, the
stalker was turning into a corrosive puddle of
transparent gel that gave off rainbow-coloured glow and
occasionally blue flames that cast shadows instead of
light. Slightly unnerving.
As they scrambled to find a way out,
Mike's character eventually grabbed a folding shovel he'd
been carrying and used it to scoop up some gel and smear
it on the door. It turned both his shovel and the
bolt-ede of the door into soft dough. Poking through the
hole with the leg of a broken chair, they managed to slid
the bolt off, open the door and escape. If the adventure
had continued, they would have pursued the thugs who
betrayed them, following them to the stash and getting
their first taste of the Zone in the process.
Unfortunately that adventure would have taken too long so
I ended it there and just referred to them what would
have followed next in a proper play session.
Maybe the guys were just being polite but
the feedback I got was rather encouraging. I used the
scenario to demonstrate what kind of player participation
FLOW calls for and how the task challenge gradation
algorithm works. I also tried to give them a feel of the
atmosphere and demonstrate a plausible stalker scenario,
although having to come up with one so quickly lead to
regrettable errors, like the guy approaching them in a
bar (very cliched) and a very clumsy demonstration of the
player-based environment detailing principle. When Mike
suggested using the chair the victim was tied into, even
though I had described him lying on the floor as they
entered, I went back back on my description and changed
it. Tsk. Tks. What I should have done is maintain my
original description but agree that there was a broken
chair in the room, even though I hadn't mentioned it
earlier. The thugs had apparently tied the victim to it
at first but during the beating he had fallen off,
breaking the chair in the process. Hindsight 20/20 and so
on...
But it was fun and time really flew on
our way home.
P.S.
Sope, I am very much flattered but also a
little embarrassed by your public
praise for my scene descriptions. I mean, it's really
nice that you liked them but isn't that what all
gamemasters do? You know, describe things?
Anyway, if you three want to have another go at STALKER, with
the right rules, I am starting a campaign once the
book hits the shelves. You're welcome to join in.
15-Feb-2008:
Pre-Tracon
Tracon is tomorrow and I am still
recovering from bronchitis. It's my usual luck but I hope
a week of antibiotics and asthma medicine is sufficient
to keep me on my feet tomorrow. I really liked the
previous Tracon event, even though its massive attendance
(1800+) consisted mostly of manga and anime fans. Come to
think of it, there could be market for a Finnish
manga-style roleplaying game (or a social joint
storytelling game) right now. I am not well-versed enough
in the genre to know what particular style it should
follow but nevertheless this sounds like somethig right
up Mike Pohjola's alley. I only wish they would move
Tracon to somewhere into the Tampere city centre. If I
don't see cosplayers when getting off the train tomorrow,
I am never going to find the right bus stop!
And for the last and final time: nope,
Stalker didn't make it in time. It was a tough call but
getting it there would have meant pulling the plug from
the proofreading round and You. Don't. Want. To. Know.
what the game would read like if I had done that. Missing
Tracon is a PR blunder but it is not the first (in how
many Ropecons have I intended to present the game?). And
at least the proofreading can now be concluded in peace
and I have more time to come up with something sensible
for the back cover. It currently sucks.
My piece in Tracon is at 12.00 and the
joint panel is at 16.00. The core of my presentation will
be a powerpoint slideshow and if my voice gives out, the
slideshow can do the heavy lifting. If you want to hear
me talk about my "designer intent", this is the
place. Just remember that I don't think designer matters
at all to the end user, so this will be a friendly work
procedure chat with my colleagues and hopefully a small
but active audience. As for the panel, it gets tricky.
I'll probably be called on my earlier predictions of the
hobby's apparent demise and it is one of those things I
hope I am wrong in and in any case not really something
I'd like to talk about in a hobby convention.
I would like to be in Tracon site already
by 11.00 because "arzi" from the #praedor IRC
channel is talking about being a mobile games designer
(he's with Universomo now) with a roleplaying game
background. Been there, done that but I'd like to compare
experiences? It's also unfortunate that Mike's
presentation is booked right after mine. I'd like to stay
and watch but if my crowd wants to keep asking me
questions, I have to take them elsewhere. Of course,
there could be just 50 sullen roleplayers among the 2000
screaming anime fans, solving the problem by default.
So when will Stalker be ready? Soon, I
hope. My girlfriend is from Hyrynsalmi, Kainuu, so we've
contemplated going to Maracon with it (in Oulu, only 188
kilometres from Hyrynsalmi as opposed to 600 or so from
Vantaa). Another possible event is Solmukohta but the
fuckers seemed to have replaced their coolest ever
website (the old background image is now my windows
wallpaper!) with this ass-tastic
website that looks like some of the dog
vomits I had to clean up as a kid. I have no idea who
their web designer is but he or she ought to be shot!
Anyway, now that my budding interest towards this
shamelessly elitist (and openly proud of it!) event has
been aesthetically crushed, the fact that I would have
been hesitant to present anything there doesn't really
matter. Solmukohta never felt like my thing, not even on
paper. A visit there would have been just about testing
the waters.
10-Feb-2008:
Afterthought
It is, of course, far too late to make
changes to Stalker but I am thinking that I should have
done more to encourage the reader to take ideas and
concepts from other genres and "stalkerifying"
them. We're aiming for fun and games here and not the
Nobel Prize, so nothing is too cliched or melodramatic. A
Frankenstein monster made from Living Corpse parts? Go
ahead! A cyclical transformative mutation uncannily
resembling lycanthropy causing rampant killings in the
neighbourhood? Be my guest! Something wicked bursting
through the victim's chest while he is out for lunch?
Sounds like a plan, if it triggers an interesting chase.
I really should have included these in the rulebook. I
have an adventure arc example and idea nuggets, of
course, but I already know that people reading just the
novel for adventure inspirations are going to hassle me.
Oh well. The train has already left the
station.
As for project status, proofreading
continues and will continue until it is done. It
won't (and couldn't be) perfect but without it the game
reads like crap and I am not having any of that.
Straight-out typos should be rare since spell-checkers
can catch those but there is a thousand other ways to
screw your text up. Tracon is one week away so no chance
in hell for the game to make it in time. I wonder what I
ought to be talking about in Tracon? I've been talking
about Stalker for so many years already that I think all
the basic stuff has been covered. Unless hit by a good
idea fairly soon, I'll throw together a powerpoint with
some of the best pictures and let the audience take care
of the rest. Assuming I have any. I still remember the
Conklaavi presentation where I had five people listening
to me and even they were present one at a time.
I've been reading the "okay" I
got from Boris Strugatsky over and over again. When did I
get it? The document is dated July 1st, 2004. Four years
ago. I bet he doesn't even remember. And who's to blame
him? If the two other Stalker game licenses he had
granted turned out to be nothing and four years have
passed since this one, what's there to remember? I will
send him a copy of the game. He can't read it, of course,
but I think he would like to have a look at it anyway.
Besides, I have a total of 135 pictures for the Stalker
RPG. Not all of them made it into the final game but most
of them did and with 120 or so illustrations the book
should be able to communicate him something.
Gaah, I am a wreck, physically. I am
gaining weight again (and having plenty to start with, of
course), busted my shoulder at the gym and have some kind
of a chronic respiratory inflammation (mostly like flu
but with coughing fits that bring a rotten taste to my
mouth). Mentally, I've been useless, thinking about
Stalker all the time while being painfully aware that
there is nothing I can do about it. It's called stress. I
have friends who have experienced a burn-out. I don't
think that I've been working so hard but I do feel
"thin, sort of stretched, like too little butter on
a slice of bread". Here's to hoping that the writing
spree in the Spring will be easier.
On a better note, I am also the star of
the latest Piippuhyllyn
manifesti (it should be there but the
images didn't work at the time of writing). This time, I
don't get the punchline. I do know what he is trying to
imply but it is not true and so the joke falls flat. Even
so, I am flattered by the athletic stick figure he has
drawn me with as I really could use one of those in real
life. Then there is this a
baby troll on the roolipelaaja.fi forums. I've never
seen one in its infancy before. :)
I played S.T.A.L.K.E.R: The Shadow of
Chernobyl through again and got the same "I want to
be rich" -ending as before. I really like the game
but being a proper, artefact-hunting stalker in it leaves
you with something like 200k of loose cash by the end.
There is nothing to spend it on. The game is supposed to
have seven or eight endings but I had to get those from
YouTube. Even so, it is a blast, even on medium graphics
setting (I had to reduce detail to make it run on my new
24" monitor). Even so, a great game. And absolutely
great cutscenes too. I don't know if it is CGI, live
acting or both but it really looks and feels like a
Russian scifi-movie, in a good way. I hope you have all
watched Gadkeji Lebedi (The Ugly Swans) by now?
08-Feb-2008:
Status Update
Spread this picture.
I cannot and will not understand the
government decision to even consider electronic
voting via a black box system provided by TietoEnator.
The importance of maintaining democracy outweighs the NDA
of any company (and I mean any) by a
million to one. If it ever comes to this, I recommend
that everybody will vote "no" with their weapon
of choice. At that point it will be the only way to be
heard. In my opinion, Tuija Brax, the minister of justice
who is driving this change, has crossed the line between
incompetence and malevolence. My opinion of the Green
Party has been rather low lately but I didn't think they
would stoop to this.
Maybe they didn't. Tuija Brax could be
preparing a coup for some other, less visible special
interest group. Who owns TietoEnator? What are their
connections? The idea of a coup is funny, of course, but
if a black box electronic voting system is implemented,
the means for a political coup through financial control
of TietoEnator are there. It scares the shit out of me.
Somehow this undermining of democratic government feels
like going against the ideological principles of the
Green Party. Then again, how does a party where any
member of parliament can vote any way they will about any
issue even have principles? And to think that the Greens
were once my preferred political leaning? Sheesh!
Does anyone else have these cravings? I
have never smoked but sometimes I just long for a
cigarette. It is the image of smoking, the idea of
smoking, the claims smokers make on the effects of
nicotine on their thinking and well-being. I want to blow
smoke rings while putting my feet on the table, calm down
and think things through with a drug-induced peace of
mind. Not willing to start smoking with these lungs of
mine, I'll settle for a piece of chocolate.
In other sad news, Stalker won't be
hitting the shelves in time for Tracon. It will be in the
printers by then but having it out this quickly is highly
unlikely. Even so, I'll be treating the presentation in
Tracon as the launch event. Hopefully, it'll be the last
presentation I have to give on the subject. After four
years of talking about Stalker it is time to do something
else. For example, I have been mostly gamemastering in
Ropecon for the past two years. It's been such fun that I
think I'll do it the next time as well. And with the
novel coming on in the spring I won't have time to finish
anything else by then. Fortunately Code/X is already
playable. That game was made for Cons. The required other
session could be about Stalker.
In better news, I have been lamenting the
lack of a proper campaign idea for Stalker. Small
adventures are easy enough but so far the concept of a
prolonged Stalker campaign has eluded me, causing no
small amount of angst. But as I lay awake during the Hour
of the Wolf today, it came to me. Make no mistake: it is
harder to come up with campaign concepts for a completely
new and niche genre than any of the old ones. But now
I've got it and I am holding on to it. You know, I've
been asked if Stalker isn't too avant-garde for a Burger
Games product. After Praedor, you could certainly say so.
But I use Burger Games to do stuff I cannot do at my day
job. Now whatever the flaws and merits of my job at
Recoil Games, the game we are doing is decidedly for the
masses. So is it any wonder my home project is now a
little more "avant-garde"?
Regarding roolipelaaja.fi discussion,
today I had to supress a serious urge to say that My
Life With Master is not a roleplaying game. Now,
that's how I feel but saying it aloud would lead into a
discussion over the definition of what is or isn't a
roleplaying game. And that, my friends, is a bottomless
pit (and if any of you now starts of thread about it
anywhere I'll find one for real and toss you into it).
The only one with the right to say what is or isn't a
roleplaying game, is Gary Gygax. And as you all know,
nobody agrees with him.
07-Feb-2008:
Back in the 100 Rad Bar
While Stalker is being proofread and I
have been sent home on a sick leave because of a fucking
shoulder ache (yes, three days out of the office because
a muscle cramp in my shoulder? The doc said it was
something complicated and virally inflamed but still...),
I returned to my favorite hangout... the 100 Rad Bar in
S.T.A.L.K.E.R. Yes, I have started playing it again and
can't wait for the Clear Sky sequel (story-wise it is
supposed to be a prequel). Apart from some smoke coming
from my computer at times it's been a blast. And ditching
the mods was like adding another difficulty level for me.
I still think it was bloody stupid of GSC not to ask for
a proper license but I have almost forgiven them for
using the Chernobyl as a backdrop.
Besides, while I would not call it a
source, S.T.A.L.K.E.R. has been an inspiration for
writing the roleplaying game. In making it, someone else
has had to face the same issues, ideas, reference
materials etc. that I have. Obviously I like my setting
better and a computer game has to focus on different
things but it has still been very interesting to watch
what they have done with it and how they have portrayed
the Zone. And while it is not the "designer
intent" (I'll rant more about that in a bit), who am
I to say you can't play in a Wild West Chernobyl instead
of my Luc Besson-style Southern France/Zone combination?
The only problem is that Flow doesn't support the
micromanaging of equipment and artifact belt that well.
Oh well, that's why we have gamemasters.
Meanwhile, the concept of "designer
intent" as a qualitative factor rears its ugly head
in the roolipelaaja.fi forums. I am so fundamentally
opposed to the idea it hurts to think about it. To have
it emerge in the first place is a disgrace upon the whole
community. Of course, the intent is there, if you can
read between the lines and reverse engineer the game
system/setting interaction. But that is not
what I am playing, that is not what I am
selling and that's not what makes a game
good or bad. Worrying about designer intent imposes
author control on the end-user, restricts the creative
options of everyone involved with the scenario and takes
away a part of the GM authority (thus compromising his
absolute authority in Old Skool) and gives it away to a
stranger (like me), who is not even part of the game
event! No! No! And once more with feeling; NO!
All that should matter is what the game
and the setting can offer to the user. This varies by
individual just as much as it varies by game. Any RPG is
a set of tools to be used and discarded as the user sees
fit. Any review should deal with that selection of tools,
rather than the deeper significance of their inclusion,
exclusion or hypothetical use in the design scenario. In
Old Skool (okay, mine) thinking, the GM makes the call on
the use of tools. The "game" is not in the
book. It is in the game event and the participants'
subjective experience of it, constructed by their
imagination. It is all about the player/GM intent! The
designer can go hang himself for all they care!
It is a real gem of a forum discussion
anyway. First I am told that the basic analysis of the
customer purchase behavior is "roleplaying
theory". Oh, I am sure it can feel that way if you
are breathing battery acid fumes for laughs. It just
doesn't click with the reality but at least the colours
are bright. Then the definition of designer intent must
have expanded like a star about to go nova and suddenly
even the genre of a game is all about "designer
intent". Okay, while I have no objections about
anyone using Praedor with the Heimot setting, I have to
admit that the rules conversion could have its tricky
parts. There, it's all because of designer intent! Happy?
02-Feb-2008:
Two Weeks
In majatalo.org,
Asmodeus was already furious at how Stalker RPG was
already out but nobody had told him. Take it easy, Asmo.
It's not out yet. Two weeks. You have waited for four
years, so I'm sure two more weeks is a breeze. The game
content is now complete as Roolipelaaja magazine finally
sent their advertisement. Final page count is 242. I am
planning to set the end-consumer price point of 29 euros
(this is how much you'll pay at the store, including
taxes). I'll leave you guessing as to how much profit
I'll make per book with this price point. Let's just say
that if I followed the minimum default pricing for
videogames, the price point would have to be around 40
euros. And I am still not drawing a salary. The initial
print run will be very small, even if it drives up the
cost per unit. If it sells, I'll print more. As business
strategies go, this one is known as "Covering Your
Ass".
It is still far from certain if the game
will be done in time for Tracon but I am cautiously
optimistic. Even so, it'll be close. Late as usual, I
never got around to making another batch of Stalker
T-shirts but who knows? If the game proves popular,
Stalker and Flow t-shirts might be just what the doctor
ordered for Ropecon. Arranging the sales is always as a
hassle but by then it is already summer so maybe it is
not so bad. I am still using my old stockpile of Praedor
T-shirts (man those things are comfy, if not very
durable), so I won't be making that kind of scaling error
again. 5+10+10+5 shirts should be enough.
Roolipelaaja #13 came in the mail and
it's great! Maybe it was the failed layout design or the
fanzine-style cover but I was hooked from the start.
Usually I'd go through the magazine here, commending and
comdemning stuff as I come across it but this time there
is no need. Most of the articles were good and the one's
that weren't did not actively piss me off, so they're
forgiven. I am a little disappointed at how the layout in
my column sort of glued the paragraphs together but it
really is a minor thing. Excellent work, guys.
In distantly related news (it was a heavy
metal theme issue, after all), Lemmy
from Motörhead turned 62 in December. I went browsing
for Motörhead clips in youtube.com
and found quite a few good ones, both original and
fan-made. Now, like every MH fan out there I have heard
more than my fair share of claims that Motörhead only
has one song: Ace of Spades. When pressed, every last one
of those claiming this confessed that they had never
listened to Motörhead, apart from the occasional Ace of
Spades they might have caught from the radio. Apparently
it never occurred to them that you can't make a 30-year
musical career out of a single song.
Here is my list of top Motörhead clips
in the Youtube. I hope you'll find it both entertaining
and educational. Just remember to turn the volume up to
eleven.
Walk
a Crooked Mile demonstrates what
Motörhead really is at heart: A Rock'n'Roll band
playing blues tunes while high on speed. The clip
is just a slide show of album covers.
Dr.
Rock is what they usually start
their gigs with, helping Lemmy to warm up his
incredibly raspy voice.
Orgasmatron
made me a fan of Motörhead in the mid-90s. This
is a fan-enhanced video but covers the subject
matter really well.
Chase
Is Better Than The Catch is one of
my favourite Ipod tracks.
Born
to Raise Hell rocks but who the hell
are these other guys? And why the hell did they
censor the word "smoke"?
One
More Fucking Time is slow but damn
beautiful. Pure audio clip.
Eat
the Rich is one of their few
dedicated movie soundtracks.
Time
to Play the Game, the stage entry
song of the pro-wrestler Triple-H, is composed
and performed by Motörhead.
Killed
by Death was my very first
introduction to Motörhead back in the Golden
Eighties. Later I learned MTV refused the video
because Lemmy caressed the girl's thigh.
Iron
Fist from the Golden Eighties. Lemmy
has got a teeth job since then.
Bomber
sounds better and better as you crank up the
volume.
Just
'Cos You Got The Power really raised
the roof in Jäähalli this December.
I
Got Mine from the Golden Eighties.
Cool shades.
Christine
from the latest album "Kiss of Death".
Pure audio, pure rock'n'roll.
Please
Don't Touch as a joint performance
of Motörhead and Girlschool. Lemmy speaks very
fondly of Girlschool in his autobiography.
Suicide
is also pure audio but who would have thought
they'd do an environmentalist song?
Whorehouse
Blues took everybody by surprise.
Motörhead has never gone unplugged before!
Ace
of Spades was never my favorite but
somebody turned this clip into a TAIGA
trailer!
There were no clips for Broken, Eat
the Gun, Love Can't Buy You Money, Vibrator, Lawman
and so many others... Clip-makers sure have their work
cut out for them. Somebody please do a clip on any of the
joint performances of Motörhead and Wendy O. Williams!
31-Jan-2008:
Big Warm Thanks
Eero Tuovinen is a tree stump in the wild
forest of the Finnish RPG scene. He is too tall to be
ignored, too short to be felled for timber and too sappy
to be firewood. I have bumped my toes and knees against
his gnarly roots many times over but also found him
useful to have around when you are about to fall and need
to lean on something. And when you do that, you'll notice
that the tangled undergrowth around him is awash with
wild flowers.
Despite our differences, he has always
been supportive of whatever I've been doing and offered
his advice, often uninvited and sometimes on things he
doesn't know about. Yes, it can be annoying. But
sometimes it is just what I need to pull myself out of a
creative ditch, or glue the shards of my shattered
artistic self-image back together. And that is exactly
what happened after the "Setbacks" entry
regarding my (hopefully) upcoming book. It was
encouraging, inspiring and thought-provoking. Thank you
very much, Eero. I owe you one.
Unlike him, I still don't think my life
is interesting enough to be made into a novel, with or
without games. However, his counter-argument actually
that every life is interesting had merit. While nobody's
life is really interesting, the trick is in the spin. Can
I turn my life and gamer history into a series of funny
anecdotes (that hopefully reflect some of the things
touched upon in Pelintekijän käsikirja so that
I can claim the novel has also fact book value)? Can I do
this without making myself look like a complete idiot? Or
without angering or embarrassing someone else? Probably
not.
However, that is not a reason not to try.
I mean come on! Even if the book would be completely
awful, what is the worst thing that can happen?
Roolipelaaja will give it just one star out of five?
Jiituomas will lament once more how "any hack can
call himself a game designer and get away with"
(actual quote)? Green activists will lynch me for the
trees felled to make books that will then gather dust in
the BTJ sales storage? Big deal. I have already signed a
publishing contract and the idea of backing off just
pisses me off. In a big way.
Games-wise, the next few days will
determine whether or not Stalker will be ready in time
for Tracon. Surprisingly, the bidding contest was won by
Yliopistopaino and I have to get the files to the
printers early next week. They'll then do an evaluation
copy and if that's okay by me, go ahead and print out the
rest. I am not expecting trouble but who knows what will
happen? A look at the cover of the current edition of
Praedor is a good reminder that anomalies are not limited
to the Zone. Speaking of which, I hope you have all
checked out the official Stalker
RPG web pages by now. The PDF character
sheet is slightly outdated but that'll get fixed Real
Soon Now(tm).
As for life after Stalker... good
question. Obviously the novel takes precedence and I have
one other secret project. But even the book is over and
done with by Summer. I am pretty excited about the Flow
right now and once Stalker is out, the jury is also out
on the system. I would love to expand it, both testing
and demonstrating its use in a variety of genres and
settings, while also heeding Mike's ancient advice not to
get rid of all dice in the game, even if the
challenge resolution system remains diceless. You already
know that I have been thinking about CyberFlow (working
title, obviously), an English-language Flow adaptation of
the Street Scifi -genre (named thus since my setting
concept goes way beyond the technology and realism level
usually associated with cyberpunk). And if somebody else
out there reads Stalker and likes the system even more
than the game, Flow could use its own web pages.
It works for me.
27-Jan-2008:
Setbacks
I guess I'll have to concede that my
original plan and concept for Elämäpeli is a
failure. I've written about 30k characters which is about
10% of the acceptable minimum length but already I can
see trouble brewing with the format. My original idea was
to casually jot down memories and anecdotes from my game
business years. In hindsight it was a stupid idea because
A) I could have just written out parts of my blog in
Finnish and B) reading it would be a pretty
schitzophrenic trip. Nope, this is not going to work.
There has to be some kind of logic to this book. A some
kind of common thread. Well, at least one thing is for
certain: this is the first and last autobiographical work
I am ever going to write. Because frankly, my life isn't
interesting enough to be made into a book.
Now what the fuck am I going to do? Or
rather, how the fuck am I going to do this. Giving up is
clearly not an option. I'll have to start looking at
others.
Ready or not, I will give the definite
Stalker launch presentation at Tracon. It is possible
that proofreading won't be over by then but in that case
I will have a few "evaluation copies" with me
for show (and in case some collector wants to buy for a
million euros or so). This is not to say that Stalker
won't be out by Tracon but whether it is or not, it is
going to be a close shave.
21-Jan-2008:
Change of Priorities
After waving my arms hard to enough to
pull them out of their sockets, I was forced to accept
that no matter what I do, there is no way I can make the
proofreading go faster: rather, it is a matter of me not
interfering. It's gone as proofreading my works usually
go: I have a fetish for big initial characters, which are
now being cut. I tend to prefer a writing style where I
leave out verbs (or basically make a subordinate clause
its own clause despite not having a head) a little too
much. There is the occasional typo and so on. My own
proofreading round got around 70% of the errors. This
next proofreading round will get another 70%, leaving
about 9% of the original errors. If there is time, there
will be a third, which hopefully nabs also 4% of all of
them.
A more valuable thing and one that I
can't really do myself is the editing commentary:
"is that a good way to put it? Do you want to
dehumanize the Altered by this choice of pronoun? What do
I mean with this that? That was a good clause! You said
this here so you'd better change that to match it!"
And so on. It always surprises me how crappy the Word
spell checker actually is compared to a human
proofreader. On top of that Pagemaker and Word have some
weird compatibility issues.
Ideally, you'd write the text first and
then put it in place in the layout. However, if I
transfer text from Word to PM, I get all the Word
formatting script tags along with it and the styles go
crazy. I could avoid it by dropping the text into Notepad
and picking it up again from there but that is too long
of an instrument chain. There are basic word processing
capabilities in Pagemaker and even an English-language
spell-checker. Of course, Stalker is written in Finnish.
At present, having a release event at Tracon
seems quite likely and I hope I can count on having at
least Mike and Miska as the audience (although you'll
never know about Mike...)
So, apart from checking out an occasional
stack of penciled-in prints appearing on my desk and
editing the files accordingly, there is nothing I can do
for Stalker right now. Fortunately, this paralysis does
not affect everyone and Olorin of the majatalo.org fame
(moderator and activist) remade the Stalker
Website. It is 100% strict proof XHTML
(everybody hates flash-only sites) and but has quite a
few gimmicks I couldn't or wouldn't be bothered to do.
Check it out. I hope that some day it will some day be as
valuable resource as the Praedor homepages are today. I
should probably start separate pages for FLOW as well,
although, it could be prudent to wait for the consumer
reaction to it. If they find it universally sucky, I
don't want to keep pushing it on them. I just like the
concept.
With Stalker (temporarily) off the table,
the next thing on the agenda is the novel. I have settled
on the title of Elämäpeli (Life-Game) and the
only reason I am writing this instead of it is the late
hour. When Stalker is truly out and Tracon is history
(effectively the spring period), I'll probably put the
blog on hiatus so that the novel will have a monopoly on
my literary output. I trust the publisher to do the
proofreading. But I'll have to start writing already.
Tomorrow evening. After doing some spring cleaning.
In unrelated news, my interest in things
cyberpunk made me seek out relevant media. That's how I
ran across a television series called Total
Recall 2070 in Joost (an Internet TV
service I am a beta member of). There's only 22 episodes
(like all good things it got canned after the first
season) but after episode 4 or so I've liked what I've
seen. It's a kind of mixture of Blade Runner and the
movie Total Recall, with heavy cop-show elements and a
nice futuristic big city where it all takes place in.
Effects are low-key but mostly plausible and some of the
street scenes are really good for budget scifi. Acting is
realistically muted (reminding me of the Japanese
language version of the original Ghost in the Shell).
Now, the casting and the CGI cityscape flyovers would
have all the elements necessary to make it corny but it
isn't. Or then I have just found my personal Buffy the
Vampire Slayer-experience (corny as hell but seems to
grow on some people).
Anyway, I warmly recommend it if you are
into the genre and are growing tired of watching Ghost In
the Shell S.A.C. on repeat. Naturally, I
recommend that to cyberpunk fans as well.
20-Jan-2008:
Game Theory Explained
The Tall
Man nailed it:
Says it all, really.
14-Jan-2008:
CyberFlow, Again
Let's kick off with good news: If Stalker
RPG is out of the printers by Tracon, there will be a
launch event. Nothing fancy, basically a presentation on
what I wanted to do and what eventually came out and why.
If it is not out of the printers, I'll do another one of
those "yeah, this is what I am doing"
-presentations and when the book hits the stores you'll
know about it from here. I don't have Mike's media
contacts so the front row won't be reserved for the
press. I am still waiting for the Solmukohta
programme but damn that website background image is
great! I am using it as my desktop wallpaper.
About CyberFlow. Honestly, I
don't know if I should do it but I have been prodded from
some prestigious quarters lately. In any case, don't hold
your breath. Whatever CF's eventual fate will be, the
next thing I'll be writing is the Elämäpeli
novel for BTJ and that supercedes everything
(on my spare time) until the Summer. I finally have an
idea what to write and how it should start but there's
nothing yet on paper. On the other hand, I am not
worried. Once I get everything else out of the way, I am
a fast writer. Unfortunately, writing the book also means
putting this blog on a back burner. Many of the ideas I
could use here are also applicable to the novel and that
takes precedence. I am aiming for 300,000+ characters but
500,000 would be nice, making it twice as thick
(depending on the format, of course) as Pelintekijän
käsikirja.
By the way, many good things have
happened lately because of Pelintekijän käsikirja.
It has found its audience and just as I thought, it is
not as intimidating to novices as the cellulose bricks
they are usually recommended on the subject. Industry
veterans like it as well, which is nice, but I'd guess
it's mostly for the entertainment value. Anyway, I am
glad that I wrote it. The world is a better place for it.
Damn, I digress. About CyberFlow.
Gamers old enough to remember CP2020 are
also influenced by it's default gameplay expectation
(which was basically "guns and micro-managing your
Mr. Studd"). We all have fun memories of optimizing
our Reflexes and God knows what else. Now, Flow can do
many things but it is NOT suited for
micro-managing your Mr. Studd implant. Also, the
encounter-based conflict resolution will leave gun
fetishists high and dry. The entire MO of cyberpunk
roleplaying as it exists will have to be rethought. Given
how far apart the genre literature and the default CP2020
gameplay are from each other, this is not necessarily a
bad thing but it is damn hard and kills any sense of
nostalgia you might have had.
If you are a long-time reader, you know
my motto that "Setting is the Game". With the
Forge around, this has become an Old Skool thing but
that's where I'm coming from. Another issue is that I
won't publish an RPG book on its own anymore: it has to
have an external base or some ready source material to
draw on. I remember some forum trolls clamoring for more
generic genre games and that the designers should leave
out everything that counts as "their own idea".
Sorry, but I'd sooner drive a snowplow in Hell. But the
setting for CP2020 can go and hang itself for all I care
(It did!).
I'll let you in on a little dream I have:
After Elämäpeli, I could write this two-part
science fiction story I've been turning around in my head
for quite some time now. I'm hoping for a publisher but
this time it'd probably go the old-fashioned way: send
out the script and drink yourself under the table with
every rejection. With the cyberpunk genre being out of
fashion, I would call it, especially for the latter part,
street scifi (hey, I came up with it in Pelintekijän
käsikirja and need to use it for something!). Of
course, I would also go for the pulp style writing that
worked so well in Vanha Koira: keep the story
moving, pimp the hell out of action scenes and wallow in
the base desires of your readership. With something like
that already in my head, it doesn't take a genious to
guess where the CyberFlow setting would come from.
In short: Should the book happen, I am
sure the CyberFlow RPG would happen. But as of now, I am
still dreaming.
11-Jan-2008:
Spanner In the Works
I was just reminded that Ironspine
(Miska) means to launch his ENOC
roleplaying game in Tracon and some people
seem to think it is pretty similar to STALKER. I am not
sure about the adjectives but yes, there are
similarities. The idea of releasing both games in the
same event bothers me. Should I go ahead and still try to
get the game out of the printers by February 16th? Or
should I hold back and leave Tracon to ENOC? Trouble is
that after Tracon the next good publishing event
opportunity will be in Ropecon. In Tracon and Ropecon,
I'll be among friends. If I go to Solmukohta (and that is
a big if), I'll be among enemies and there is only so
much shit I care to take. Then again, skipping the
release will leave loads and loads of time for further
proofreading and tweaks (not much of a consolation but I
had to come up with something). What to do, what to do...
I don't know yet.
Later...
On a better note, I went to see three
bright young ladies at the University of Arts and Design
today. They had read Pelintekijän käsikirja
(from which I received fan mail yesterday, btw) and asked
me to consult them in creating an edutainment card game
as their graduation work for the University. It's their
game so no that's it for the details but I was pleased
with what I saw. They are going to reach alpha stage
fairly easily and the game ought to be fun when finished,
especially for an edutainment title. They had also made
some good observations and in general were learning
really fast, so the thought of seeing such talent wasted
on comprehensive school visual arts teachers pained me. I
tried to talk them into coming over to the Dork Side
of the Force, after graduation.
Fortunately (well, not really), the starting salary for a
visual arts teacher is so shitty I could promise they'll
do better as junior designers for casual mobile games.
How do they get any teachers these days?
Seriously, I had a casual games company,
after what I saw and heard tonight, I would take them
aboard as designer interns and see where their careers
could go from there. Think about it: 50+% of the target
audience for casual games are adult female. Now, I myself
am a bloodthirsty hardcore gamer and so are most male
designers with any experience under their belt. These
ladies, let's call them A-team for now, would be my ace
in the hole. It is really, really good to see stuff like
this happening. At last.
05-Jan-2008:
Illusions
Reading the January issue of Pelit
magazine, two things came to mind. The second one was
that I am no longer free to say what I think about this.
That was a sobering revelation. I am part of the system
now and if one sees the system as flawed, I am also part
of the problem and responsible for my take on it. So,
after carefully thinking through what I was going to say,
I went for this: Anyone reading the magazine can see how
it is packed with new console titles of every shape,
colour and variety. Yet somehow the first impression that
comes from browsing it through is that "they are all
the same". Now this is obviously a load a crap!
Factually, even from reading the reviews, it is obvious
that no two games are alike and they are all bursting
with new and unique ways to facilitate player-game
interaction using the god-awful console control pads.
Unfortunately for us all, in the game
business the first impression sets the rules. I work here
and if my first impression was "oh boy, what a lack
of variety", that is what easily 80% of the public
are going to see while never giving it a second thought.
I am not alone in this: there is an article here about
"undying games", stuff that hardcore gamers
keep playing, damn their age and damn their graphics
(sometimes later upgraded by fan effort, though). The
article drips with nostalgia and the writer, obviously a
hardcore gamer, looks back to indistinct "better
days" when the computer graphics were already
"reasonable" but the whole game didn't have to
be built around it. But hardcore gamers don't run the
show anymore. Next-gen consoles, the Xbox 360 in
particular in the EU and the US, are the market that
determines how games are made.
The logic is simple. A PC-only title
becomes a hit at around 1 million. There are super-hits
that do better but they have always been rare and in the
recent years they've been exceedingly rare (frankly, the
World of Warcraft retailer version is the only come that
comes to mind). Most PC-only releases sell from tens of
thousands to a few hundred thousand. If you are on a
competitive AAA development budget (10 million or more
and rising all the time), it is simply not enough. With
consoles, the hit status treshold runs at roughly 2
million and the price point for games is higher. Also, an
Xbox360-only game is easier to develop since the hardware
profile is always the same. PC releases have to be
scaleable to provide margin for performance differences
and for developers this is a royal pain in the ass.
That is why concepts that fit the
consoles best are given priority. Old hardcore gamers
like myself and the guy who wrote the article would
prefer to play on a PC and as a result we're no longer
the target demographic even for traditional hardcore
genres such as whatever is the most recent hyped-up
shooter. In short, we're screwed. Ever since Bioshock
came out, people have been comparing it with System
Shock 2 and hardcore gamers feel that while very
pretty and fairly original, Bioshock is too
linear, has no character development and has been made
easy enough for braindead people to have some sense of
accomplishment. Of course, System Shock 2 wasn't a hit,
with total sales to-date quoted to be around 900,000. I
think Bioshock got there within a month of its
release.
I am waiting for Bethesda's Fallout 3
with utter dread. Fallouts were hardcore games in the
extreme but now Bethesda has pushed the development
budget to 40 million or more. I don't think there are
enough hardcore gamers in the world to justify that kind
of expense, so either Bethesda dumbs it down so that we
old fans can have a mass suicide party, or we have the
best game in the universe but it is a commercial disaster
and a cautionary tale for future game developers.
Would it be possible to even attempt
something like System Shock 2 today? The sales
figures would probably be the same as before. While the
total gamer population is increasing, it is not doing so
in the hardcore end of the spectrum. Excluding the need
for marketing and publisher support, even the development
would have to scaled down to fit the projected sales of
500k to 1 million. That means developing a
richly-featured, extra-length game with roughly a quarter
of the usual AAA development budget. On top of that, the
original SS2 was an FPS, so everybody is going to look at
the graphics, which is what the lack of budget will hurt
the most. It is a death spiral already in the development
stage.
I see one way out. I've been playing Shadowgrounds:
Survivor by Frozenbyte lately and so far I've found
nothing to complain about (except for my shitty reflexes
but that's not the game's fault). Could this engine be
used for an action RPG? You would see the corridors from
a top-down 3D perspective. Minigames, such as hacking, or
screens for accessing character stats, are separate
display modes. Elevation differences are mostly a visual
element in Shadowgrounds but elevation as such
wouldn't be a big issue inside a building or a spaceship.
The new physics engine is complex enough to enable some
short-range puzzles in the style of Half-Life 2. And it
looks good, especially with the dynamic lighting. SS2
with the SS engine. Any takers?
P.S.
After describing one
of the threads in roolipelaaja.fi -forums as looking
a lot like a dick-waving contest to me, Ile
suggested that I also get a kick out dick-waving by
writing this blog. He is right, of course. Keeping of
a public diary or a log of opinions is in itself both
arrogant and narcistic.
02-Jan-2008:
MMVIII, Baby!
New Year came and went. I made some
Christmas ham for my friends and we had a jolly good
time. Then we moved to a party with some more friends in
an apartment high above the Myyrmäki skyline to watch
the fireworks. I haven't bought rockets for ages since it
is literally about seeing your money go up in a smoke.
That didn't stop me from enjoying the spectacle of 40000
other people living in West Vantaa emptying their wallets
into to the night sky.
Other than that, my life is all about
Stalker right now. I just finished the first
proof-reading round (myself plus a spell-checker). There
will be two more rounds by some other people with
background in spell-checking and translation. If any
typos survive past that, it was meant to be. At least
you'll have something to chuckle about in the forums. I
also have a kind of a "pre-low" about the whole
thing right now. It is an old term dating back to days of
the LARPer Assholes and refers to a sudden fit of
depression right before a game, when you think it is all
going to go wrong and everybody is going to hate your for
it.
The funny thing is that I know what will
happen: two people will publicly hate it, four people
will publicly love it and the silent majority doesn't
care one way or the other. Roolipelaaja is going to give
it three stars out of five but the first print run of 100
copies is still sold out within a year (that's about
three times slower than Praedor). If I ever take another
print-run, that'll last forever. It's a far cry from
Mike's sales goal of 10,000 in the Roolipelaaja forums
but no one else believed in those figures anyway. If I
didn't think this was enough reward for me I wouldn't
have done it in a first place. Stalker would probably
sell more if it had dice in it but I am not going to go
over that hassle just to improve the sales from
"non-existent" to "insignificant".
I'll let you know how the game
progresses. My new arbitrary deadline is to get it out by
Tracon (February 16th, I think) but it is not just up to
me anymore. As usual, I am not paying my proofreaders so
I am at their mercy but having the game would give me
something to actually talk about at Tracon. Otherwise it
will just be a repeat of those "hypothetical Stalker
presentations" from the earlier years and I'm sick
and tired of those.
Now that the text is going out to
proofreaders, my remaining tasks are A) making the cover
and B) finding someone who'll print the damn thing. I am
going to ask about the hardcover option but no promises!
If the cost to the consumer goes past 30 euros, I'm
probably not going to do it (sure, Praedor 1.1 costs 35
euros but that concept is already proven). And no, I
don't think that my highly experimental diceless system
is going to set the world (or the cash registers) on
fire. Nothing in pen-and-paper roleplaying games could do
that anymore.
If someone knows how to make the fucking
PDF Export feature in Pagemaker 7 work, please tell me.
It's not a crisis because most printing houses also eat
pagemaker files but it is so damn annoying that while I
can actually turn lone files into pdfs, I can't turn
multiple files into a single PDF publication anymore. And
the feature, pointing to the very same Acrobat Distiller,
works just fine in pagemaker 6.5! In any case, I guess my
future publications, if any, will be done with InDesign.
I just can't master all its bells and whistles yet.
Speaking of books, the Gamemaster's Book
still feels bloated. I already tossed 10 pages of it and
I am not going to touch it any further, so bloated it
shall remain. Somebody complained about the lack of
gamemastering information in Praedor. In Stalker, this is
as much gamemastering information I can give you without
talking about sex and that's Juhana's turf. Oh yes, think
about roleplaying sex, intimacy and seduction with the
FLOW system! Shy people are going to have some problems
with that!
In other news, for some reason all the
forums have a thread asking people to tell their 2007
experiences and plans for 2008. The roolipelaaja.fi
one reads much like a dick-waving contest but given my
views on the scene, I guess I should be glad there are
dicks waving in the first place. Let them stand tall!
Besides the dicks, also the list of relevant events for
next year is growing longer. According to the very same
forum (can't find the spot right now), Solmukohta
threatens to have stuff relevant for real roleplaying
games for a change. Now, Solmukohta has promised it
before and never delivered but this time they actually
have pictures of dice on their web page, so I am
cautiously optimistic. However, I have to wonder about
this piece here (right on the front page):
Since the first event, Solmukohta has
evolved into the main venue of cooperation between Nordic
role-playing gamers.
I don't know what they count as
cooperation (and if Martin Eriksson is involved I am not
sure I want to find out) but apart from having group sex
while rolling in flour, Ropecon overshadows them in every
way that counts. On second thought, that's still not a
bad sales argument from them... hmm... I think I'll wait
for the programme before making up my mind. Hyvinkää is
quite near and I'm not exactly opposed to having more
events on the topic. And the frontpage graphics are very,
very,
cool. At least for someone in my age. Can I have that
without the text? I think I found my new desktop
wallpaper.
Curiously, Eero thinks that a Finnish
game designer meet could result in something other than
mass murder, so he suggests having one at Oulu in March.
I am not going but that's one more event. The date is not
set but he says "late March", which sort of
conflicts with Winter Assembly (during Easter), where I will
go. Contrary to earlier rumours, Conklaavi isn't
dead either since they found a new venue for it. No dates
or places are out yet but I'm told it will happen.
Earlier events have taken place mostly in May, so be
prepared for that.
Next year, I will obviously be attending
Assembly as well, so the convention calendar reads Tracon,
Solmukohta (possibly), Winter Assembly, Finncon,
Assembly, Ropecon... with the possible exception of Kirjamessut,
there's nothing in the Autumn... Oh, yes there is! Tokyo
Game Show, in early October. Exact date hasn't been
released yet but I really want to go. And not just
because of the show.
30-Dec-2007:
Stalker Beta
After four years, countless revisions,
long nights and fits of frustration, the actual writing
of STALKER ended at 4.57 this morning. You can probably
understand why I didn't feel like going to sleep at,
let's say, 3 AM? The main game rulebook without
appendixes is now 231 pages long. I expect the page count
to fall with the final revision since the Gamemaster's
Book feels bloated, repeating information already covered
in either Player or World Book. There are still some
pictures left, though, so shoehorning those in might
balance it out. I still haven't got a clue as to where
and when I'm going to print it but that's also the least
of my worries right now. There is still at least two
proofreading rounds to go through. But the body of the
game is there. Finally.
I guess this is the part where I am
supposed to say how the years of writing made me grow as
a person. Looking at the length of my belt that's
certainly true. I lost 30 kilos and regained 25 of them
during writing. I also changed jobs three times, leaving
technical writing and entering the videogame industry. I
wrote two books, Vanha Koira and Pelintekijän
käsikirja. I moved out of HOAS and bought this huge
120-square apartment with my girlfriend. I received the
Golden Dragon Award from Ropecon. Frankly, I think this
blog is about as old as this project so anything
mentioned here "occurred" during writing.
As roleplaying games go, STALKER is
highly experimental. The game system is based on what
I actually do as a gamemaster in nearly every game,
stripping down the system. There is an evolutive process
to it, from Scorpio to Code/X to FLOW, getting closer and
closer and closer to the Gut-Instinct-Gameplay that we
old auteurs know and love. Actual playtesting has been
sporadic at best but on all occasions the bloody thing
actually worked. Also, the character creation system has
been characterised as "fun" by people who don't
usually play diceless, which is pretty much all you can
ask for. The test adventure I ran at last Ropecon was a
riot but I suppose some people still don't count STALKER
as a real roleplaying game since I didn't bother with
running test games with it for years and years. Then
again, you could say that everything I've ever
gamemastered (and Code/X in particular) was the
playtesting and the FLOW is the end result.
I am not too worried, though. You don't
write painfully non-gamist (and I think simulationism is
kinda thin here too) niche stuff like this to make money
anyway. At the start, I had two goals. First, exploring
the concept and idea of an "adventurer" in
relation to the rest of the world, digging into its very
core without the thrills of fantasy and spaceflight.
Second, paying tribute to some of the greatest ideas and
concepts of modern science fiction and the inspiration
behind so many derivative works across so many genres you
can't possibly name them all. This train of thought has
the anxiety-easing feature of giving me the illusion that
a game can be a valuable thing by itself, even if no one
is playing. It's bullshit but that's how the world works.
That said, I must confess that I do like
the brand power of "Stalker". After Praedor, I
swore I will never publish a book-format game on a
stand-alone IP again. So far I have kept that promise.
My third goal sort of crept in during the
process. STALKER was originally supposed to have a game
system resembling Praedor's. But I wasn't happy with the
way it was turning out and suddenly in 2005 the game
system I had devised for Towers of Dusk, my submission to
the Ropecon Game Design Challenge of that year, grabbed
me by the throat. After some tweaks that became the FLOW
(thanks for the name, Sam Lake). There is no better way
to study your own behaviour as a gamemaster than trying
to turn the actual play method and thought process into
an intuitive game system. Maybe this is why FLOW really
grew on me. I can see why diceless games are commercially
weak (yes, even Amber) but I am also intrigued by the
play process and how the players seemed to lap it up at
Ropecon. I often catch myself contemplating different
genre-adaptations of FLOW, such as CyberFlow.
It is interesting to contemplate the
effect of my job(s) on all this. My departure from, well,
algorithmic game mechanics (there is still an algorithm
there in FLOW but the Player/GM input skews it to hell
and back) coincides with me working in the mobile games
industry. While my game design specifications at work
were booming with algorithms, my free-time writing
deviated away from them, into novels, books and finally a
game system. Recoil, on the other hand, is not asking for
algorithms but pure story and character writing. I wonder
if I am going into pure algorithm games next
(boardgames?). It's like I had this palette of
differently coloured mana that needs to be used
somewhere. Colours left after work determine what I will
be doing at home.
28-Dec-2007:
Universally Bad Idea
I have been buying the old CP2020 stuff
left and right because of my sudden interest in the genre
(and not being a poor student anymore). Basically, the
bibliography of RPG supplements for CP2020 ends with Stormfront
1 and 2. They are a collection of
adventures and background material drawing on everything
that has been written before and trying to tie it all
together into a cohesive global setting (which the CP2020
main rulebook did not have), soaking it with gasoline and
setting it on fire. The idea here is that the two major
megacorps of the CP2020 universe (that did not really
exist as a global setting before these two supplements)
go to war and it erupts into a kind of World War Three,
dragging in almost everything and everybody. Eventually
the war crashes the world and the Soulkiller program
crashes the net. All the old heroes are dead and the old
setting can be tossed, making way for the piece of crap
also known as Cyberpunk 203X.
I get a strange sense of deja vu from
these books. Stormfront was published in 1997 but where
have I seen this development before? Oh yes, Traveller.
The most elaborate and well-thought out classic science
fiction gameverse that is still out there was thrust into
the Rebellion War with MegaTraveller
in 1986. At the time they didn't intend to wreck the
setting and for the most part the line of supplemental
material and canonical history that followed was
well-thought-out, complex and believable. But at some
point they lost the thread and decided on a setting-wipe,
the result of which was the hopelessly buggy and
infuriatingly stupid Traveller: The New Era
(before Cyberpunk 203X I would have called this game the
worst premium RPG I've ever come across). The Rebellion
War ended with a computer virus taking over old
technology and reducing the Empire and Humaniti (not a
typo) into barbarism.
To their credit, the GDW allowed almost a
century for the sweeping cultural and technological
changes required by their new moronic setting, while
Talsorian shoehorned even more profound changes (the
corruption of history, the birth of the new subspecies)
into roughly a decade. In any case, with Traveller, the
end result was a crippled setting loaded with stupid
ideas only an American Neoconservative could love ("hey,
let's invade other nations and force-feed them our
culture and political system since it is so fucking
superior"). The GDW staff fell so much in love
with this horrible idea that it also made its way into
the first post-GDW iteration of Traveller, the T4 (or Marc
Miller's Traveller; now there was a broken game
system if ever I saw one). Also, the sheer production
quality of Traveller goods took such a nose-dive that I
thought I'd never see anything like it.... until
Cyberpunk 203X topped even that. Looking at the
difference between the CP3 and the Stormfront books I can
only wonder what the hell happened to the company in
between.
Stormfront books make an
interesting read but also raise another important
question, one that has vexed me throughout the CP2020
product line. Where's the punk? Even before the
supplement, the most radical edgerunner was expected to
work for the corps or the crime syndicates at least on a
freelance basis. With Stormfront, things go one
step further: Edgerunners join a Corporate Army
and the United States government is the cool-headed,
reasonably good guy in all of this, right down to its
conspiracies and elitist interest groups. I can hear the
cyberpunk authors out there rolling even if they are not
in their graves yet. With an incredibly torturous logic,
they even try to give Rockerboys a role in all of this
and then close off the second book by killing off the
characters introduced in the main rulebook, like Johnny
Silverhand. Come the back cover, the CP2020 setting is
supposed to be dead and in 2006 the 203X universe finally
replaced it... assuming you are into drugs and can treat
the traumatic experience of reading it as just another
bad trip.
When it comes to setting wipes in RPGs, I
would usually accuse the publisher of greed and wanting
to sell all the supplemental material twice over. In
Talsorian's case I think they were, and still are, just
plain stupid. Pondsmith's vision of cyberpunk was thrown
out of synch as the genre went out of style and cyberpunk
elements were adopted into science fantasy works like The
Matrix. On the face of it, proper cyberpunk is just
one scifi niche genre out of many. Breaking out of this
box and encompassing more than its assigned niche broke
the game. As for the reason for the piss-poor production
quality that now seems to characterize the entire product
line, your guess is as good as mine.
In a broader sense, setting wipes are a
bad idea. If you must have a new setting, publish a new
edition with the alterations you wanted to make, OR start
an entirely new product line. Do not try to
shoehorn a new setting into the same timeline with the
old one when you are changing fundamental things
like the laws of biology and physics in the process
(that's "cosmology" for you fantasy RPGers)!
Also, with an altered setting (WoD, anyone?) you can do
new editions on supplemental material as well, building
on existing work and ideas. With a setting wipe, you are
back in square one regarding product development. Traveller:
The New Era was a painful example. The setting wipe
killed off 20 years of development, ideas and
fanbase-generated content. Coming up with anything that
could replace it within the scope of the rulebook release
was impossible from the start. What the GDW forgot is
something I have tried to hammer into the Ropecon
audiences since already before Praedor: If you are not
doing Dungeons & Dragons (or Forge-stuff), setting
is the IP. It is the product.
It is the game. Wipe it, and it's gone!
We'll talk about the commercial lifespan
of roleplaying games some other time.
P.S.
Stalker just went into page 218. Is this
never going to end?
25-Dec-2007:
Merry Christmas!
As much I prefer atheism, I has never
occurred me not to celebrate Christmas and I find the
American habit (I ran into into it this year) of wishing
Happy Holidays extremely silly. In short, I don't have a
problem celebrating the religious holidays of others and
the more the merrier. So far the best ones have been, in
no particular order, Finnish Christmas, Jewish Easter,
Indian wedding and a Greek Orthodox funeral. No Muslim or
Catholic festivals so far but I am ready to try. All in
all, religions usually show their best side in
festivities and we can all read enough about their ugly
backsides in the news.
The Santa brought me chocolate, a Conan
RPG, a novel by Taavi Soininvaara, a test to see where my
genes come from on the global scale, pottery, both WW2
war films by Clint Eastwood, a medieval cookbook (Olde
Hanse variety), movie tickets, a backpack, warm socks,
Irish Cream... pretty much all I need to cope on a
deserted island.
21-Dec-2007:
Cyberflow
A weblog is a handy thing to have when
you feel like writing but don't really have the time and
energy to do the book or the game. Just pop the editor
open, write for a while and send it off. Lost the thread
of thought? No problem, just pick it up in the next
entry. I am amazed that people actually read these things
(myself included). It must have something to do with
whatever makes reality shows tick. This is my personal
reality show, complete with biased editing, product
placement and exaggerated emotional and descriptive
contrast to make things appear more dramatic than they
are. I am thrilled that my musings about the fate of the
scene got so much attention but I don't have anything
more to contribute on it. It's an opinion, that's all. I
am known to have some.
Juhana asked me for a column for the next
Roolipelaaja magazine. I already sent it and he gave it
the green light so I guess it will be in the next
magazine. Heck, 3000 characters is nothing. My average
blog entry is longer than that.
I've wondered on occasion if it would be
possible to make a cyberpunk RPG with FLOW rules (the
diceless rules system used in Stalker). In theory, since
FLOW should help diceless roleplaying escape the asylum
mainstream gamers have locked it into, it should be
possible to rework it to fit any mainstream genre. At
least in theory. I wonder how much of the enjoyment of
cyberpunk gameplay really is about micromanaging the
implant bonuses. If you don't want that and instead focus
on the kind of action and atmosphere you get in Neuromancer
or any other seminal work of the genre, FLOW should work
beautifully. You don't have the characters in those
stories counting decimals, do you? I know I said I didn't
want to make a competing product for CP2020 but this idea
tickles me a bit. Also, the Burger Games Department of
Rationalising Contrary Statements has declared CyberFlow
sufficiently different from CP2020 so as to not be a
competing product.
Unfortunately the Department of Reality
Checks does not agree.
P.S.
Perkele. Does freeform roleplaying make
people elitist
pricks or is it something that elitist
pricks just like to do?
19-Dec-2007:
Puzzle Quest
Actually, this entry would call for a
"sad face" rather than a "gag face"
but I don't have one in store. So, Puzzle
Quest. So far it has gotten glowing reviews
from almost everywhere and why not? The concept seems
solid enough: Bejeweled-style elimination gameplay (match
three or more of the same symbols horizontally or
vertically) as the action resolution mechanism for a
lite-RPG, complete with its own fantasy world, equipment,
weapons, rumours, spells... What's not to like? Well,
I've never had my hardcore gamer preferences bite me in
the ass this hard before.
Puzzle Quest felt like it had bridged the
gap between hardcore and casual: After all, why would the
abstraction level of the puzzle system be any greater
than that of dice rolling? I am not sure what happened
next but after four days of intermittent playing I began
to dislike and eventually hate the game. With a
surprising passion. I don't think it is fair to blame the
game but something in it just rubs me the wrong way and
after a while it turned into scraping. I want my casual
games quick and easy, over in five minutes. And I want
the games that need time and dedication to be hard and/or
complex, or "hardcore", as the industry calls
it. Those are becoming scarce because while hardcore
topics are still out there, the game content is being
dumbed down. I've been looking into obscure games from
the east to find good throwbacks into the System Shock
days but so far the only recent release that comes close
is S.T.A.L.K.E.R.
In better news, STALKER The
Roleplaying Game is proceeding nicely and I actually
managed to piece together a working-if-not-fancy sketch
of Toulouse. Of course, being this close to completion it
always feels like the last few pages will never get
finished. After that it is proof-reading time (I have a
vague fear that too much of the player book information
is needlessly repeated in the gamemaster's book) and then
it's off to find a printing service that doesn't screw up
all time. I am taking a few liberties with Toulouse and
anyone who's been there can poke holes into my
description but what the heck. It's a game setting and
therefore it is anything the gamemaster needs it to be at
any particular moment.
My recent entry on the gloom and doom
hanging above roleplaying games as a hobby has sparked a
discussion thread in roolipelaaja.fi and a response
from Mike, the Official Optimist. He
published his email to me in the thread so you can
check it out. I don't agree with what he is saying but I
love him for saying it. Frankly, when it comes to
attitude and sheer faith in the future, the scene could
use a few more Mikes (while a few more Burgers would
spell disaster). But I don't think the hobby will die. It
will simply return to the shadows of geekdom it once came
from, with numbers to match.
As for the claim that roleplaying games
should evolve... well, we've all heard that before from
various corners. Sure. Fine. Go ahead. However, only
Mike has his sales projections go into the thousands.
For the rest of us, writing RPGs boils down to A)
personal inspiration and B) motivation. Nothing and
nobody (apart from a big wad of money) can make me write
an RPG that I wouldn't like to play. Now, being Old
Skool, my gaming style tend to draw on literature from
the relevant genres (Code/X being the exception that
makes the rule, although you could call it "pulp
survival scifi-horror"). That also describes my
audience and so far it's been there for me. When it comes
to audiovisual game writing and design (my day job), my
preferences are different from the start. I want a
shooter/action game with sandbox-gameplay combined with a
strong story and a distinct setting. And I am proud to
have pulled that off even in mobile games.
P.S.
Looks like we
found "the few more Mikes" I was hoping for.
Never give up! You hear me? Never!
17-Dec-2007:
Disconnection
I just got back from Stockholm and
brought with me a load of Christmas presents and a nasty
bout of flu. Flu won't kill but if it sets of pneumonia
(like it usually does at some point during each winter),
it gets serious. Scifi bokhandeln is my regular stop and
as usually I first checked out the Swedish RPG shelf. Eon
seems to be on the wane and Neotech was nowhere to be
seen, although fortunately the Neogames
website told me that Neotech 3 was in the works with an
indistinct schedule. They have new horror game out, Noir.
I also browsed through En Garde! It is an RPG from 17th
century Europe and possibly a contender for Miekkamies if
ever do something on that line again. Now I think myself
Old Skool, but looking at En Garde! I had to concede that
there is a limit on how "old" I can go. En
Garde! went past it and would have been cool shit in
1984. Note that this is based on a "vibe" and
not a read-through but my vibes are usually pretty good.
Mutant is either doing strong or someone
is throwing off money in the form of hardcover RPG
supplements to their obscure Sweden-specific RPG. Mutant
has many cool features but I have trouble taking it
seriously. The world is whacko, with humans,
"furry" mutants and "cute" robots as
player characters. The art is something you'd expect from
a children's book, except for some blood and dark tones
here and there. Technology is toy-like and all the bad
cliches of a mutant-infested post-holocaust future and
embrached with an almost mischievous glee. Being a fan of
the genre I'd love to like this game but... meh, it is
not a bad game. It's just not for me.
I am enjoying my recent cyberpunk(ish)
inspirations to the full and instead of throwing our fat
butts around in the disco on this cruise, we stayed in
the cabin creating characters. I decided to give out 60
attribute points instead of 40 and everybody starts with
up to 2000 creds worth of cybernetics. The rule for skill
cost increasing to 2 per point after 5 worked beautifully
and the lifepath generating system was as good as ever.
Using Mekton guns cuts off the extreme ends of the weapon
damage scale, which was good and nobody wears visible
armour if they don't want the corporate secspecs testing
their guns on it. The character in question is a bounty
hunter (my setting equivalent to a cop) with netrunning
skills (and the "Interface" special ability) to
give him an edge over competition. I'm really happy with
the result. With slight rule mods and an auteur GM who
knows what he is doing, CP2020 is a beautiful game. I
wonder if I could buy it off from Talsorian when
Cyberdork 203X finally does them in? I really, really,
don't want to write a competing product.
Coming home (and down with the flu), I
sat down to finish Stalker. I still have a good deal of
illustrations in store for the remaining pages, so I'll
hope to finish it in a lighter, almost picture-book like
style. Laid out in my usually crammed-up fashion I'd give
it a page count of around 160 but with the more spacious
style I'm using now the number runs at 209. Still 11
pages or so to go but I added three pages already today.
If I can keep it up, we'll be in the proofreading part
right after Christmas. Now where the hell am I going to
print this? I'd like to give it hard covers but I am not
increasing the print run for it. Also, if the price tag
goes over 30 it's going to be a problem. And I need it
fucking over and done with! I have a novel to write by
next spring.
Jiituomas
suggests that I want Sope to continue his hilarious
webcomic Piippuhyllyn manifesti out of fear of being
excluded from the Finnish RPG scene. I don't think
the webcomic makes any difference one way or the other
and if it did, the conclusion would be that my ties to
the scene must have been flimsy to begin with. My reasons
for liking the comic aren't really rocket science: I'm
being narcistic (I guess that goes for all of us RPG
authors). The comic is a parody that portrays us and our
values regarding gaming in an amusing but also
sympathetic light. Also, I get egoistic pleasure from the
thought that someone I don't know thinks I am worth being
included. In Ropecon 1996 somebody drew a satirical
picture of me and taped it to the wall in Paasitorni.
Unfortunately it got tossed out with trash during the
post-con clean-up but I've always hoped that it or its
maker would turn up again. I'd frame the picture and buy
the artist a drink. This time I have the pictures and I
have met the artist, although he couldn't hang around
after the Motörhead concert so buying him a drink will
have to wait for another day (Ropecon 2008, probably).
That said, I do a have problem with the
Finnish RPG scene. Namely, I feel like the scene isn't
really there anymore. The hobby is shrinking and all the
circles are getting smaller. Majatalo.org
and roolipelaaja.fi
webforums are the two primary mediums and they both see
less than one relevant message a day (it is like watching
the demise of sfnet.harrastus.pelit.rooli all over
again). While Ropecon attendance is on the rise, the
proportional and I fear the absolute number of
roleplayers attending it is decreasing. This is affecting
pen&paper relatived programme and activities as well
as there is only so many events even Eero can run on his
own. Elsewhere, LARPs are having real trouble finding
male players and while I don't larp, the kind of
super-games that still got me excited in the past are
lacking (I guess EAD was the last of those). Mirroring
trends elsewhere in Europe, RPG books have been pushed to
the back of the store in Helsinki Fantasiapelit. Both the
market and the money are bad and getting worse. If
somebody is writing something new, it is either Forged or
vaporware.
I am lamenting the state of the Finnish
scene here but trend is global. The most recent guest of
honor was a case in point: Robin Laws is on the map
because of Over The Edge and that was published
in 1992, fifteen fucking years ago. Everything since then
is peanuts. This not because the games would be bad but
because the global scene isn't really there anymore. The
industry has shrivelled and fan-based web supplements are
becoming a thing of the past. My guess is that D&D
4.0 will be the last of its line. Future iterations of
that IP will all be digital and come with all the
inherent weaknesses of the medium.
Losing the scene is directly affecting
Burger Games too. I am not in this to make profit but I
do expect to gain: attention, community, sense of
accomplishment, fan mail and questions, the pride for
having created worlds and tools enabling others to create
unique experiences and storytelling art. I don't mind
losing money but if I lose that, it's over.
12-Dec-2007:
Holy Shit(s)
Whatever the flaws of atheism, at least
you have to think things out by yourself. Also, not
believing in gods or demons tends to work wonders on your
fear
of witches. I don't know what to say about
this (apart from something that would land me in court
for inciting religious/ethnic/racial hatred), so I'll
quote someone else instead. I have this old friend who's
been around (perhaps a little too much). He used to say
that "not being a racist is a sickness that 5
years in Nigeria will cure". I didn't believe
him at the time and still haven't lived in Nigeria but
maybe he had a point.
Seriously, if you are planning a witch
hunt and I'm there within reach of anything that can be
used as a weapon, don't!
On much better news, Motörhead threw a
gig in Helsinki last night and it rocked. I've seen them
before at Kaapelitehdas but there the space was so small
or badly shaped that when they turned up the amps,
acoustics just broke down. This time it was at Jäähalli
and the acoustics held. They play really loud (you'd have
to hear it to believe it) but at some point something
snapped in my head and pulled out by ear plugs. That's
when I learned what Motörhead is supposed to sound like.
And it was divine.
11-Dec-2007:
Old Skool 'punk
Alright. With this much interest I guess
have to run the cyberpunk(ish) adventure I've been
planning as not one but two foreign workmates have asekd
for it. I've always wanted to run a game to work
colleagues but never really got the chance since Wapit.
There haven't been enough old roleplayers around since
then. I am old and enjoy having roleplayers from roughly
the same age bracket around me. I have nothing against
pampering noobies but when the campaign is something I
myself am ambitious about, I pick the crew. Even so,
Ropecon gamemastering experiences have been great for
these past two years and I plan to keep doing that far
into the future.
All that said, my attempts at Cyberpunk
since the teeny years haven't exactly set the world on
fire. I had high hopes for a campaign I had drawn up for
Alter Ego members at the turn of the century but it
backfired. Somehow I lost the thread of what I was doing
and it was pointless to continue. In retrospect I
probably could have still winged it but ran out of guts.
Yeah, a screw-up of epic proportions and it really got to
me. After the successful mega-campaigns of the nineties I
was suddenly and brutally reminded of my own mortality.
This might seem funny to you but it took this long for me
to recover and try again, even though I've always been
interested in the genre (which pretty much died in the
meantime). Of course, wanting to do it in English and in
a completely original setting pretty much confirms I'm
insane.
Technically, you could say that I am
running Cyberpunk 2020 but this would go against my own
statement of "setting makes the game". The
setting is very different and I am taking the scifi
aspect quite a bit further than the original. This is the
"street scifi" genre I mentioned in Pelintekijän
käsikirja. Unfortunately that is about all I can
say about the setting because I also plan to use it for
other projects and need to protect the IP. But just to
tip you off, I was pretty impressed with Ghost in the
Shell 2: Innocence... Can't understand why it has been
rated so badly. And seeing Ergo Proxy didn't hurt.
Rules-wise, I can tell you more. I am
happy with the skill list of CP2020 but most of the old
roles have to go. Taking a cue from Mekton Z and
Cyberspace (ICE), I am reworking the role list into what
actually could be playable in the same party. The old
career abilities list is also being reworked and renamed
"edges". They are no longer automatically part
of any career and the list is edited (and extended) to
have all sorts of edges deemed suitable for the setting,
like having invisible helper-AI follow you around in the
Net or a few edges bordering on supernatural (my old
techno-shamanism fetish got better of me again).
Players get 40 points for their stats.
With the human average dragged down into 4, this makes
them slightly superior, especially if players go easy on
Luck (which ordinary people do not have at all). They
also get 40 points for their role skills (that can also
be used for edges at double cost) but skill levels above
5 cost 2 points each. This should put a lid to the
"world champions" groups you used to have in
the vanilla CP2020. Cybernetics are as before, except
that apart from implants specifically designed to boost
BODY (Keho), the stat loss is divided between EMP and
BODY. I like my cyborgs quirky but not sociopatchic
(that's EMP loss). I also like them sick, almost like
living dead if they take it too far. They have the
superior abilities their implants give them but what
remains is a sickly, withered sack of meat that is almost
insane from the lack of EMP.
The gear list combines CP2020, Mekton Z
and Cyberspace where applicable, helping to push it
towards full scifi. I am using the Mekton Z weapons list,
so there will be ray guns and stuff. The old problem of
everybody being armored up the ass has a simple fix:
anything that's visibly an armour is no-no, at least as
far as the local enforcers are concerned. In practise,
this should keep the body armour levels at and around 10.
Also, Mekton Z guns do not go into such extremes of the
damage scale and that appeals to my sense of realism.
Netrunning is the old problem for
Cyberpunk as it effectively splits the party. Now,
picking almost any electronic system is technically
netrunning but the user does not have the out-of-body
experience. Instead hacking feats are like spells cast
into the environment ("scramble cameras",
"open doors"). Some of them can be done
wirelessly but I just like the headplugs too much to drop
those. By the way, small connectors at the wrist won't
cut it. They have to be on the head, or somewhere along
the spinal column. Guys diving deep into the 'Net do
exist but they are all NPCs, and powerful ones at that.
Well, you have to be. Otherwise you're just a meatball
with a cable coming out.
Other than all that it is Old Skool
'punk.
09-Dec-2007:
(Mis)Understood
Richard "Lord/General British"
Garriott continues his crusade against reality and common
sense by claiming that the large number of
beta subscriptions for Tabula Rasa might have
damaged its sales. I've already stated my opinion on Tabula
Rasa having played the beta myself and while I
briefly considered trying out the retail version, the
stumbling block was its total lack of new ideas. They
have basically taken a third-person shooter interface and
pasted it on WoW (complete with spells), in the context
of a backstory that would have been the most stupid of
its kind in the whole universe if Hellgate: London
wasn't around.
Frankly, after looking at this
god-awful-mess of MMOG development from within the
industry the overwhelming sensation has been "this
is not going to work". World of Warcraft
has probably 10 million subscribers by now and makes over
500 million bucks of pure profit a year. Having
tried it I have to say I whatever makes it tick doesn't
tickle me, but the sums involved are so huge that
everybody and his cousin are now developing MMOGs in the
same vein. Apart from South Korea, where any multiplayer
game gets an audience in the millions because the whole
nation is insane, they are failures. When you have blown
50+ million on a game development budget with a big
publisher breathing down your neck, anything short of a
WoW-level success is a flop.
This has lead to very strange things
financially, the most prominent of which is the fact that
the dinosaurs of the business are still around while
mammals are dying out. EverQuest 1 is still
doing better than its successor and Asheron's Call 2
actually died of while Asheron's Call 1 is still
doing okay. Runescape makes my eyes bleed but is
one of the most profitable MMORPGs out there. Ultima
Online is still around. Anarchy Online
remains a nice little sideshow while the developer is
preparing Age of Conan. And Neocron is
around, although I suspect what keeps it going are
government subsidies. The 2D isometric/ top-down retro
game Puzzle Pirates racks up more profit than
its entire development budget each month. All their
subscriptions run in in tens or at most in the low
hundreds of thousands. EVE Online is touted as
one of the most successful MMOs out there, yet its
subscriptions run at 200K.
It is all a shitload of money moving
around but the premium studios don't care. Instead, they
are making their own WoW's which means they are screwed
if the returns are not immediately on the same level. Who
cares if World of Warcraft was based on a highly
successful series of stand-alone games? Who cares is WoW
subscribers actually represent something like 80% of the
entire available customer base? Who cares if the niche is
already occupied and the financial, social and time
investment the players have made by now means the only
way of making them jump ship is to offer them free drugs
and prostitutes? As the flops stack up, it looks like a
low development budget is the best guarantee of financial
success. Of course, venture capitalists would have none
of that and only another WoW will do.
If you remove South Korea (Lineage games)
from the equation, a scary picture emerges (although
statistics are really hard to get now that mmogchart is
dead). WoW has more than twice the subscription base of
its closest rival, Guild Wars, that again has more than
twice the subscription base of its closest rivals and so
on on. Things start to level out at 100K or less and the
games actually developed for that kind of numbers are
doing (and often playing) great. But on the high end of
the budget scale, train wrecks keep piling as Fools try
to unseat the King by dressing up as one (and screwing up
the design won't help). So how do you depose a king? Here
is a tip, courtesy of... "snowstorm". Bring a Conqueror
(a well-designed title based on themes you know and love)
at the head of a Huge Army (a vast
pre-existing franchise fanbase from earlier games).
Any of this ring a bell?
06-Dec-2007:
Independence Day
I am always looking forward to Finnish
Independence Day for the same reason as everyone else: it
is a national holiday with that Sunday-like air to it
that makes you sleep half of your sleep deprivation off
at one go. Everywhere else a day like this would be
marked by fireworks and merrymaking. Over here, people
are glued to their television sets to see if the guests
at the presidential palace make it through the rainstorm
outside without ruining their hair. Actually, I like the
presidential reception: it is the one bit of colour and
glamour in an otherwise completely watered-down holiday
that leftist radicals are still trying to kill off even
though the Soviet Union collapsed years ago. My friend Vera
Izrailit says it is worth celebrating to be
rid of Russian rule since Russia sucks. Reading the news
and watching the Nashi (the Putin-Jugend) interviews on
BBC, I can't but agree. Hooray! Now where are my bloody
fireworks?
I've been looking into cyberpunk a lot
lately and not just because a British coworker asked me
if I could run something like it in English. Other
reasons are classified, I'm sorry to say. But I have this
setting in mind (for various really cool reasons) and
would love to try it out in a couple of adventures... and
the next thing I know is that I am writing down not just
the setting but an entirely new rules system for it as
well! There are some perks to being me but the compulsion
to write your own system every damn time you want to do
something is not one of them! I have
perfectly good rules for it on the shelf but writing one
more is uncalled for. Actually what makes Cyberpunk 203X
so god-awful horrible is that 2020 works fine with slight
modification and the Mekton Z rules (which I consider the
purest form of the Interlock system) work even better.
Fuzion system is a disaster, although compared to the
203X setting it still stands out bright like a rotten
tomato against a dunghill.
I am going to run my Cyberpunk adventure
using a combination of Mekton Z and Cyberpunk 2020 rules
and gear. I am also going to nail my right hand to the
workstation table so that I can't write my own system for
it and therefore actually have time to make the bloody
adventure before running out of steam. I'm starting to
think that's exactly what I ought to do after getting
Stalker out of my hands: put my creative energy into
running roleplaying adventures and writing my upcoming
novel instead of yet another game. I don't think I am cut
out to write adventures for Roolipelaaja, though. I can
give a list of my memory references but you'd need a
printout of my brain to make it work.
Speaking of Stalker, I do have the map of
the Zone of now. It is stylish, if also largely blank,
and serves its purpose. Smart gamemasters will also take
printout of Google Map with them to the game session but
putting one into the rulebook would be a copyright
infringement (copyrights on maps and satellite photos are
weird). But I digress. With the map available, there
would be 10-20 pages of writing left and then it's done.
Part of those pages will be adventure I ran at Ropecon. I
am hoping to show the finished book to the public at
Tracon in February and of course will be talking about it
in Ropecon. If you, your company, your game or your
mother would like to get their ad into the rulebook (much
like they are in Praedor, send them over). I usually do
it for free but if there is no synergy whatsoever with
Burger Games or the scene as a whole, I will send you the
bill.
Speaking of other games, I got fan mail
for Mobsters
again. It's been a couple of years since the last one.
Some American dudes are setting up a chat RPG based on
Mobsters and asked if they could basically produce their
own rules set. I agreed as long as they credit the source
and spread the word about Mobsters which they promised to
do.
P.S.
If you are wondering about the www.kiva.org
banner on top of the page, they're not paying me for it.
I am paying them, or rather, lending money to some people
there. I am helping out a carpenter in Iraq, a house
painter lady in Samoa, an Internet Cafe keeper in
Tadzikistan... Technically, once the loan has been paid
back I could take my money out of www.kiva.org
but I am planning to keep it there and keep adding a
little over time. This is the kind of development aid
that I approve; helping people to help themselves.
Anybody else a fan of Ergo
Proxy?
03-Dec-2007:
Cyberdork 203X
My opinion on Talsorian Games' Cyberpunk
203X (or "v3") is already well documented
right down to the Roolipelaaja magazine (I rated it 1/5
in my mini-review). Having effectively pushed the ailing
genre into its grave with the unbelievably shitty core
rulebook, they are now filling the pit with cement with
their new web pages and a promise of supplements. I know
that Pondsmith used to write about the death of cyberpunk
in his blog. I can only conclude that he has now decided
to put it out of its misery once and for all.
What am I talking about? Well, I went to
see the website of what used to be perhaps my favourite
RPG publisher after a long pause and this
is what I got. On the positive side, I now think the
Burger Games website absolutely rocks. The
"Falkenstien" typo on the left just screams
quality and the choice of colors and layout takes me back
to the early 90s when everybody thought their
twelve-year-old son would be the right choice for a web
designer. After publishing a core rulebook illustrated
with black-and-white photos of modified action figures,
Cyberdork 203X seems to have progressed to incredibly
shitty CG art. Then I clicked the Cyberpunk link on the
left and my
eyes exploded. Bad layout! Bad! Bad! Bad!
The main page allowed you to access a
preview of a coming Edgerunner supplement, that strangely
enough was not accessible from the game pages.
Edgerunners being the only AltCult of 203X that could
possibly work and incidentally also closest to the
original Cyberpunk concept, I browsed it through and got
this
page. Now that is just
embarrassing and gave me the idea of
"Cyberdork" for obvious reasons. As a cherry on
top even the text that goes with this incredibly crappily
laid-out page is completely at odds with
what we are seeing in the picture. Where is the glitter
they're talking about? Where's the crome? Why are the
women wearing swimsuits made of leather? Why does the man
have a codpiece the colour of shit? I fucking work in a
place that makes dynamic, interactive,
60-frames-per-second computer graphics that kick the shit
out of this static-infinite-rending-time-bowel-movement
of a CG pic.
Not that the preview was too convincing
even without the picture... and I know I shouldn't
nitpick but after all this the "Erratta" they
have on their product pages is almost too much to bear.
Today, cyberpunk is part of and often
merged with the mainstream scifi but it is not dead in
any sense of the word. It is doing very well in
videogames, okay in scifi movies and new books crop up
every now and then. The popularity of Japanese anime and
manga may well bring about its renaissance, especially if
we let go of the hard scifi angle a little (Ghost in the
Shell in its many incarnations just refuses to drop down
and die). In roleplaying games it is withering but not
any slower or faster than the rest of the hobby. Love it
or hate it, at its height Cyberpunk 2020 in Finland
widened the hobby outside pointy ears and even made it
cool for a while. Even now, people who would never
confess to being roleplayers and really don't look like
the type have fond memories of CP2020 or Shadowrun.
It's not dead, mister Pondsmith! But
you're trying to kill it!
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