27-Feb-2002:
Back To Work!
Yes, tomorrow it begins. My second contract of the
year and a short but lucrative one at that. Basically the
big pan-European carrot of a contract I was aiming for
last autumn has been chopped up into these gold nuggets
and strung along the length of this year. I plan to catch
as many of those as I can. In some ways, being a
freelance game designer is a game in itself. For
sustainability, I wish I had more clients since apart
from occasional ventures I am really a gamification
sub-contractor for various parts of the Sanoma empire. I
like to regard my forays outside Sanoma as feelers into
the rest of the industry, however, and later this Spring
will be trying a mad new scheme with a certain company
that hails from very far away but still has people I know
working in it.
Assembly
Winter 2012 has come and gone. Frankly, I
doubt if I will reserve a computer ticket for it next
year. The event is not at fault. I just found myself
unable to concentrate and I have mysterious pains in my
pelvic bones that were somewhat aggravated by the rickety
chairs they had. Then again, most chairs will do that.
This year's cybersports offering, well, really, the Asus
ROG Starcraft 2 tournament was excellent and the stand
they had built for it was ingenious, somehow dividing an
open space into two distinct auditory spaces. You could
not hear the noise of the hall into the seating area and
almost nothing from the tournament could be heard in the
hall. But I would have been perfectly happy with a
Saturday ticket to see this tournament and otherwise
having a prolonged HAX workshop somewhere with soft
couches.
As for the Wirepunk work during Assembly, the in-game
webcomic tool Marko (the Lead Coder) built for us is
excellent. I will be posting samples created with it in
the HAX dev blog and the FB group. As for myself, I spent
most of the time thinking, re-designing and researching
by reading web articles and playing games that might have
helpful mechanics. Again, the decisions reached there are
better discussed in the HAX dev blog.
In other news, still good, the upcoming Praedor
supplement now has an illustrator. Juha
Makkonen has offered to ink in all the white
spots that Petri will have no time for (and really, Petri
Hiltunen is a busy man and I almost feel bad trying to
squeeze art out of him). However, there are some things
that only Petri can make, like additional
world-description comics, which were the single most
appraised part of the original rulebook. In meantime, I
am feeding bits and pieces of things to come into the Praedor
FB page and it has been livelier than most
Finnish roleplaying forums recently. Check
it out if you are not already participating and can
read Finnish.
Stalker RPG translation... well, my proofreader has
promised some action this week and if he delivers, the
PDF version will become my top priority. I want this
project over and done with, I want to keep at least most
of the promises I made about it and it might even yield
some coin, not just for me but for mister Boris
Strugatsky as well. Who, I am told, has had some health
issues recently. Aged 79, he is already immortal because
of his works but if Stalker RPG royalties can put a tiny
dent into his hospital bills, my work on this Earth has
been done.
This will probably be my final entry for Winter 2012.
Lots of good things happened but I really could have done
without the cancer scare and the surgery that followed. I
am ready for the spring and itching to get back on the
bike. I pedaled over 900 kilometres last summer. This
year, I hope to break 1000.
23-Feb-2012:
Back to the Complex
The new Syndicate
from EA gets a slam-down from me and not because it would
be bad or too different from the original. I think it
might actually be a competent shooter in the FEAR 2 kind
of way and I loved that game. The problem is that some
moron decided that it would be cool and edgy to give the
game texts a blur effect, a bit like those
"stressed" posters where it hurts just to look
at the texts. The lettering looks like it isout of focus
and I can feel my eyes strain to bring them back into
focus. It is a really nasty feeling and after trying to
work my through a two-paragraph in-game report, my eyes
began to water and I felt my migraine kick in. Judging
from the 15 minutes I managed to play the game the new
Syndicate might be a fun F.E.A.R. 2-style gimmick shooter
(man, I love that game!). But until they fix the text
blur, I am not going to touch the new Syndicate with a
ten-foot pole.
Broken product, no review score. On the plus side, the
Facebook representative promised to forward my concerns
to the devs.
The unfortunate blur issue aside, the release of
Syndicate reboot heralds my symbolic return to the
Terminal Complex. I've been in the fantasy land for a few
months now, hemmed in by Skyrim and the upcoming Praedor
supplement (which, btw, is looking for illustrators since
Petri is unlikely to have a year-long dry spell like the
last time). Now Assembly Winter
begins tomorrow. For Wirepunk that is a
3-day development workshop. The setting of HAX is alive
and well, taking on new and deeper meanings as it boils
inside my brain. However, translating those deeper
meanings and underpinning into game content is fast
becoming a lower-priority issue as we are burning our
limited time into trying to make the basic engine and
gameplay work. Being able to postpone stuff "to be
added later" is both a blessing and a curse in MMO
development. Sure, it can be done. But once you launch,
the immediate issues (and trust me, there will be issues)
become the priority.
The problem with Wirepunk has always been development
time. We've been at it for years but if you put the
combined hours together I think we approaching two
man-months of work or something by now. This has had the
positive effect of enabling us to rethink our choices but
if we do want to finish HAX before retirement, we are
going to have to push for a launch with just the bare
essentials. We have already agreed on design changes that
cut away huge portions of work. The agenda for this
Assembly is the narrative device: namely the webcomics
for the storyline missions and hopefully much of the
other information content as well. We have a lot of the
art but now we have a tool for putting that stuff into
the game. I'll be using that one and reporting bugs while
at it. Our lead coder will continue working on the basic
gameplay engine and fixing the tool issues as they come
up.
And we'll both be eating those wonderful giant
cinnamon rolls from Hima & Sali café in the process.
:)
12-Feb-2012:
You Are Not Skyrim
Fallout
3. Fallout:
New Vegas. Deus
Ex: Human Revolution. Skyrim.
For a moment, CRPGs were some of the best games I've
ever played. They were oozing with atmosphere and
absolutely loaded with inspiration that would carry well
over to the pen-and-paper side. I would feel refreshed,
inspired and bursting with new ideas after playing. They
were so darn good and enjoyable that I forgot for a
moment that I used to hate CRPGs. "Sheesh! These
games are great! Why haven't I played more CRPGs
before?"
Eager to sample more of the genre masterpieces, I
tried Kingdoms of Amalur: The Reckoning.
And suddenly I remembered why I detest CRPGs. This is a
game review but take it with a pinch of salt. If you
liked Witcher, Two Worlds 2 or any of the other
games commonly referred to as computer roleplaying games
that do not have the first person perspective, I am sure
that you'll be right at home in Kingdoms of Amalur.
But for me, it is a slap in the face with a wet rag after
all that first-person goodness. It embodies everything I
hate in your typical CRPG and therefore I detest it more
than it probably deserves.
So, Kingdoms
of Amalur: The Reckoning is an aggressively
marketed mainstream third-person CRPG with a story and
setting written by R.L. Salvatore (the author of the
Drizzt novels) and Ken Rolston, the lead designer of
Oblivion and Fallout 3 at the helm. In the world of
Amalur, everybody has a predestined fate and when evil
elves, "Tuatha" threaten to overrun the world,
everybody's fate seems sealed. Waking up from a pile of
corpses the character, apparently a clone of a dead
warrior recreated in the Gnomish invention called the
Well of Souls, is the first person since forever not have
to a preset destiny and therefore he can change the weave
of fate; a power typically reserved for gods. Only male
characters are available but you can choose between two
types of humans and elves and set his appearance.
As you level up, you can upgrade skills and abilities
and freely define your class and role in the world, but
whatever you choose you end up with this God of War-type
of character who runs into melee and beats the living
shout of everything in a very mobile and fluidly animated
arcade-style combat. If it is with a sword, you are a
warrior. If it is with a staff, you are a mage. There is
stealth but it sucks, archery but it sucks even more and
magic which basically softens up the enemy before beating
them to death with your glorified walking cane. The
combat probably works best with a console controller.
With a keyboard and mouse the who thing feels lackluster.
It also has a MMORPGish feel to it. Monsters roam
small glens outside the main roads. There are treasure
chest and hidden caches everywhere, it is raining loot
and quest-givers walk about with exclamation marks over
their heads. The graphical look and feel has been
compared to World of Warcraft with its clear surfaces,
cartoony characters and particle effects up the ass. With
a huge open-ended game world and endless crafting, a
shitload of quests and staggering variety of character
options, what could go wrong?
Pretty much everything, especially if coming straight
from Skyrim.
When I invest into a triple-A title, I expect to be
able to sink into it for hours. Even if it is a 17-hour
shooter like Crysis 2 does not matter, if it is immersive
enough to really suck me in for those moments. And apart
from the old Fallouts, Computer RPGs traditionally suck
at this. Kingdoms of Amalur is right up there with the
worst of them. Let me give you an example. After waking
up from the pile of corpses, me, the fate-changing hero,
will have to fight my way out as the Well of Souls is
being invaded by the Tuatha. Not willing to go by the
rat-slayer route, the designers opted to have me fight
the Tuatha instead: armor-clad elven warriors armed with
glaive-like two-handed swords and shit. I beat them to
death with a baseball bat and loot the corpses. Hmm, some
gold, a wet rag for crafting and perhaps a healing potion
if I am lucky. I can't steal the armour he is wearing
even though I am wearing just rags. And that weapon he
used? Forget it? It is lying right there on the floor but
all I can use is this rusty longsword I found abandoned
in the corner.
Did you know that if in Fallout 1 your isometric ass
was jumped by two bandits with shotguns, looting the
corpses actually gave you two shotguns? I don't need the
first-person perspective be immersed. I need the fucking
game to have internal logic, instead of every corpse
turning into a slot machine giving off random goods
despite the enemy's role in battle. If you can't do that
or your economy system is such a pile of crap that
enabling free and logical looting would break it, you can
always take the DEHR approach where every foe armed with
a submachinegun dropped a fucking submachinegun when
dead... but if you were already carrying one of those
things, all submachineguns dropped were converted into +2
ammo or something, no matter how desperately you wanted
to sell the guns. The system was never realistic but it
was still logical enough not to break the immersion. This
is not rocket science, people!
Having made out of the starter dungeon, I stepped into
the sunlight, ready to meet the maginificently large open
world of Amalur head on. Instead, I found myself in a
room. Sure, it had blue sky as a ceiling and tall trees
as walls (and a small ledge over water that I could not
dall off from: you can only cross terrain obstacles at
pre-designated jump points). The only ways out were two
narrow accessways to corridors which lead to the next
room. There is never a landscape or a vista, or any sense
of the world spreading out before you. The outside world
is just a macro dungeon containing the entrances to the
regular dungeons. Even the monster and treasure rules
from the dungeons apply here: some critters occupy a
pre-determined area, moving about there at random. Others
wait for the player to enter a trigger area and then
burst from the ground or fall from the ceiling/sky or
whatever.
This is not an open world. This is not even a world.
This is a game level.
Now, some people hate the cartoony look of Amalur.
That is okay. Some say it is only used because it was
easier to make. That, I call bullshit on. But before
making any more sweeping generalizations, I have to
explain a little about what is going on here. The art
style commonly referred to as cartoony graphics should
actually be called "stylized graphics" since it
does not attempt to portray a fictious reality but to
create an artistic impression of it. Much like an
animated movie is not photorealistic but instead uses the
graphical bandwith released from realism to better
communicate feelings, inspirations and atmosphere as part
of the art design. This is actually a Herculean feat and
calls for true vision, creative leadership and artistic
talent to pull off. Amalur's look and feel has often been
compared to World
of Warcraft but I think this comparison does
not do it justice. No, the WoW art team actually knows
what it is doing. The Amalur team does not have a clue.
Some people are put off by the cartoony style of WoW
but given the game's success and influence it can't be
all bad. Their artists are especially great in creating
stylized versions of various beasts by combining their
realistic look with an artistic impression of their
presumed personality. Cute things are desperately cute,
strong things are absolutely ripped, sneaky things are
thoroughly sly and fierce things look like they want to
come eat your face through the screen. Landscapes are
epic and rolling, conveying a sense of their history just
by their appearance and with the subtle graphical hints
embedded everywhere. The style may be cartoony and at
times disgustingly cute but Azeroth feels epic, mature,
menacing and homely. All at the same time.
The devs of Amalur did not spend too much time
thinking about its style. The character models are
straight out of Saturday cartoons and carefully rounded
remove any rough edges or menace. I have yet to create a
character that does not look like a personified failure.
Apparently the art team also decided that animating
anything close to a real animal was too hard, so the
whole landscape... sorry, rooms, remind me more
of Tabula Rasa than anything even remotely fantastic.
Hell, even the local cows would feel right at home in the
monster category of Starship
Troopers and the deer in the woods look like
something Picasso might have drawn when feeling over the
weather. Beyond the creatures, there is no rhyme or
reason in how things look and as a result the whole thing
feels detached and lifeless no matter how many cutesy
details the artists have thought to add.
I guess the take-away from this is that if you are
going for stylized graphics thinking it is the easer
option, you have already failed.
My final complaint also applies to a number of games I
like, although to a lesser extent. But in Amalur, it is
yet again a thing that flies into your face:
characterization. What truly separates a roleplaying game
from an adventure game are not the levels or stat
upgrades or any of the mechanical trappings of a CRPG.
They are but tools to help the characterization.
Essentially, an adventure game characterization is about what
you are. In a roleplaying game it should be about who
you are. I would like to say this is not rocket
science either but apparently it is. And it is not as
simple as you might think. Skyrim is
actually rather poor in this regard. The dialogue options
and responses are very limited and since the game allows
you to join any organization to experience all of the
content, you are not really making meaningful choices
about who you are at any time during the game. And this
in a game where you get to create your hero from scratch.
Deus Ex: Human Revolution shines in
this regard. Although the character identity is preset to
Adam Jensen, the personality is not. Expertly designed
dialogue options combined with variable-objective quests
give the player an illusion of freedom of expression that
most other computer roleplaying games lack. After playing
for a while, I had in my head an idea of what kind of a
person my Adam Jensen was and I was able to stick to that
personality all the way to the end. Now that
is roleplaying. You can also play Skyrim
somewhat like this if you decide to voluntarily restrict
the content you will access ("I am a warrior,
therefore I will not associate with the College of Mages
or the Idiots' Guild" etc.) but those playing Skyrim
for the first time do not know how to make these
decisions. As a result, their roleplaying experience is
muddled or watered down. Some of these associations
should be mutually exclusive by the virtue of game
mechanics but we are still waiting on that mod.
Fallout: New Vegas is also fairly
good at characterization, which is why it is usually
considered to be the better-written of the two new
Fallout games. I have to agree on the writing, even if I
am still pining for the kind of atmosphere Fallout
3 had in all its glorious bleakness.
Of course, Amalur fails this category
so hard that even Skyrim looks down on it. Your blank
slate of a character remains blank and uninteresting
throughout the game and it kills my interest in the story
as well. I can't connect with this world because it looks
like it is on a fucking alien planet, lacks internal
logic and they even did not give me a raygun. I can't
connect with these NPCs because they are quest dispensers
and vending machines on legs. I can't connect with the
story because the game is completely unable to convey any
sense of menace or drama. I can't connect with the
protagonist because he effectively is not there. Hell, my
barbarian in Diablo 2 was more
interesting as a person than this.
Oh man! Computer RPGs really suck!
My rating: -2
07-Feb-2012:
A Week Off
My first contract of the year just ended and everybody
who could give me another is off to Casual Connect in
Seattle. So like it or not, I have at least a week off.
This would be good news for Praedor and Stalker fans if I
was better at kicking myself in the rear when there is no
outside pressure. Monday evening was already wasted at
doing practically nothing (not even playing Skyrim). I
hope Tuesday will be more productive. And I am still
waiting on Petri to know if witchcraft can be used with
Praedor or not. And if not, it is final. You'll have to
wait for some other game before those 50 pages of magic
rules ever get out.
Meanwhile, I have had some progress with the Book of
Treasures. I started down the dangerous path of doing
funny and interesting little item tables just for fun.
The downside of it is that either I keep it up and do
these tables on absolutely everything, or I backtrack to
more higher-level rules and discard much of the work done
so far. Fortunately, I am not in a hurry. There is about
a year before the estimated deadline and even that is
about as shaky as anything can be in this industry. After
all, it is not just up to me and my lazy fingers but
there are plenty of other people involved because the
next Praedor graphic novel has to come out first.
I have a perverse fondness for reality shows centred
on prospecting for gold. Gold
Rush: Alaska was a good start but Original
Productions really hooked me with Bering
Sea Gold. It is an absurd combination of
Deadliest Catch, Scrapheap Challenge and Waterworld, set
in the town of Nome in Alaska. It is a small port at the
Bering Strait, approximately on the same latitude as
Oulu. Nome is built on sand carried off from the
gold-laden mountains of interior Alaska. Back in the
1900's the beach was extensively mined for gold. These
days people are building these crazy post-holocaust-style
rigs that barely float and go like a mile out to the sea
to mine the seafloor, usually with a suction hose that
hoovers up the bottom sediments, which are then filtered
for gold up on the rig. With 5-hour dives in 0-degree
water it is insanely dangerous and although they are at
only in the summer, the Bering Sea is chilly at
temperamental even at the best of times.
As for Nome itself... well, if there was a global
nuclear war the town of Nome probably would not notice.
It is literally in the middle of nowhere. The sea outside
is dangerous as hell and none of the roads leading out of
town actually connect to anything. Its, a mixture of
eskimoes and vagabonds, have converted old busses and
stuff into houses while the actual buildings look like
some had begun the construction of a house and then
thought "fuck it" and left halfway the
project.And.heck, we are only in episode two and one
people has already been stabbed. True frontier stuff, so
future Taiga players, take note! Hmm, maybe I should add
rules for gold prospecting into the Book of Treasures?
Finally, check out Praedor
Facebook group if you A) speak Finnish and B) feel
any interest towards the subject. It is quite lively
right now and even Petri has joined in. I try to answer
all your questions or comments and there also links to
Praedor-based projects by other people, like this gorgeous
effort to make a Necromunda RPG using the Praedor
game system. I so approve this message.
Finally, Los Bastardos Finlandeses has made a music
video of one of my favourite songs: "Acapulco".
Good to see that some people don't take their rock
superstardom too seriously :)
02-Feb-2012:
Production Report
You know what I just did? I finished the first version
of Praedor magic, also known as the Book of Witches, and
sent it to Petri for judgement. We'll meet up sometime
next week, I'll explain what's in there and why and he'll
accepts, rejects or demands changes to it. Frankly, the
option number two would pretty much take the wind out of
my sails for this whole project, although much of this
stuff is salvageable to some other project in some
obscure future. I like my magic but yeah, it is not up to
me. It is his world and while Petri has given me
surprisingly much freedom in the past, he has the veto on
anything concerning Praedor.
While waiting for his initial feedback, I am drawing
up plans to finish the Book of Treasures.
I am also planning on some rule changes concerning
monsters, or least making them much more powerful. For
someone who claims to be on the ball concerning the game
mathematics, I really dropped the said ball when writing
the monster stats back in 2000. There are a bit wussies
all around but the main problem and one I have absolutely
no explanation for is me giving the top-level predators
low Agility scores. Monsters usually can't parry. Their
only effective defence is dodging or being better
armoured than a WW2 tank. The lack of effective defences
means praedors have greasing their swords with monster
fat for the past 10 years. And that, my friends, will
have to change.
I am also lowering the cost of practising alchemy and
maybe ease the manufacturing rules a little. Expanded
alchemy was originally meant to compensate for the lack
of magic system but if the game is to have actual magic,
alchemy will be competing with it. It is still slower,
more cumbersome and more expensive to use than witchcraft
but it does not drive you insane, tempt you with
cannibalism or turn you into a Nameless One. I guess it
boils it down to your interests and priorities. And
whether the Miekkamies approach to magic was to your
liking or not.
The core of the supplement is still nothing but a
crude map painted over a part of the large-scale Jaconia
map. While treasure rules are cool and all and the Word
text file for magic is 50+ pages long, the realm
description will be the meat of this supplement. Without
it I might just as well publish everything online. But
no, we *are* making a book out of this one. The one and
true Praedor supplement so that all the whinging can
finally stop. I just hope Petri's possible veto on
witchcraft does not burst my balloon...
As you all probably know by now, I am now a game
design and gamification freelancer under Burger Games and
have been so since last summer. In that time, I've had
four clients and the Burger Games made enough revenue in
the latter half of 2011 for me to live on. But if my
Bohemian lifestyle as a freelancer is to be sustainable,
I will have to double that this year. I really like being
a freelancer, though. The work is as interesting and
varied as ever, job security in the games industry is so
poor that I am not really losing out on that one and
working an average three days a week is enough to keep me
afloat and well-fed. But most importantly, by the time my
clients contact a freelancer, they are not playing
guessing games and the ever so painful programmer
scheduling roulette anymore. Contracting a freelancer
means they want to get shit done. And for the right price
(+VAT), I have been the guy to do it.
"Burger! What is best in life?"
"Crush your obstacles! See your objectives
completed before you! And hear the exultation of your
clients!"
I wish it will continue.
15-Jan-2012:
Spellcraft
With the probably misguided assumption that people I
am trying to sell the next book in the Praedor RPG line
are not reading this blog, I want to blog about the
origins and design philosophy behind the witchcraft
version 0.9 for Praedor (it will remain in beta stage
until ready and greenlighted by Petri).
Those of you familiar with my history as a roleplaying
game author know that I popped up on the scene in 1994
with the Baroque Fantasy Roleplaying Game Miekkamies
(transl. "Swordsman") by selling roughly two
hundred copies of it in a space of one year. It was a
modest hit by any standards and especially Nordic The
Incurable had a lot of good things to say about it
in the late Claymore magazine. The game has had something
of a cult following ever since and although that was 18
years ago, calls for a new version of Miekkamies
have never really ceased. In my opinion, Miekkamies
was not a very good game. It was a game very much in the
"My First Overambitious But Übercool Roleplaying
Game" -vein and by rights should have sold the 30
copies such games usually do. Why it sold six or seven
times that much remains a mystery to me. Remember, I was
a nobody so it could not have been my name.
Digital printing did not exist at the time, so the
rulebook was a stack of photocopies held together with
black tape. An overhead projector sheet as the first page
to protect the expensive colour-copy of the cover art
picture and yet allowed it to show through. The whole
procedure of making them included quite a bit of manual
labour and was so awkward that I never made a third print
run. Strangling the supply early on may have actually
contributed to the game's cult reputation. Hmm, maybe I
should impose a hard cap of 500 copies to any of my
future releases? But I digress.
Anyway, Miekkamies had a magic system, also known as
"witchcraft". Despite all the game's faults, it
basically established my guidelines for handling magic in
fantasy fiction ever since. And when the RPG world went
apeshit over Ars Magica's "Element + Method"
system, I stuck to my guns. Don't get me wrong: Ars
Magica is one of my favourite roleplaying-games ever and
somehow delves deeper into the medieval mindset than
anything I've read before or since. But the magic system,
while perfectly workable and fit for the setting, did not
win me over. This is because while game rules for using
magic are certainly fine, I abhor cosmological rules for
it. I want my magic to be about complicated and poorly
understood spells that contradict rather than enforce any
"scientific" observations about the cosmology
and multiverse the characters are in. I want my wizards
to be in the dark, reciting words they do not understand
and to quote the Strugatskys in Roadside Picnic,
"using a microscope as a hammer".
Science is all about resolving mysteries and better
understanding of the universe and its forces. Magic IS
the unresolved mystery. Magic works because the
practicioners have no real understanding of the forces,
causes, effects and long-term consequences involved.
Understanding and knowledge kills magic and makes it yet
another application of science. Petri forbade playable
sorcerer character because he did not want to establish a
canonical approach to magic in Praedor. Any magic
available to witches in my supplemental rules will have
to work within those constraints.
We know that in Praedor, magic is an exchange of
energy, matter and natural forces between different
worlds, dimensions or universes. We know that demons hail
from the void between the dimensions and unlike the
entities of any single dimension, they can travel from
one dimension to another without endangering their
existence and sense of self. That is the limit of our
knowledge and understanding of the supernatural in
Jaconia. For the Sorcerers of Circol, magic in Jaconia is
indeed a science. It is a dangerous and unpredictable
branch of science, much like high-energy particle physics
are to us, but there is no message or ideology behind it.
There is some mystery, of course, especially since the
art of sorcery has been stagnating rather than advancing
with the loss of the Sorcerer Kings and the oldest
generations. But those mysteries are there to be
resolved, even if on a timescale befitting an immortal.
Witchcraft is all about the mystery. Many of the cults
associated with it are mystery cults, preserving an
internal hierarchy of power via a control of secret
knowledge, confident that lower-ranking members will not
be able to figure any of it out by themselves. Any witch
(what an oxymoron; becoming a witch is a rare and
peculiar fate) may learn the implications and leanings of
the different glyphs and spellphrases involved but he can
never read magical texts outright. Even a simple scroll
will take at least a week of careful study and they still
would not know what exactly they are saying when casting
a spell. And even if a sorcerer would try to explain
that, the witch would not able to grasp the very concepts
that explanation was based on. This is why sorcerers need
so much training, proceed so slowly and yet can attain
heights of power even the mightiest witches can only
dream of.
Whew! What a long-winded rant. I am finally finished
with the 25 sheets of rules on witchcraft mechanics and
related character creation issues. I am now writing the
actual spells. This is my third attempt to create a
passable spell list and the best one so far. Witchcraft
spells are rather involving in nature, from a sacrifice
of life force in return for arcane energies to imposing
physical changes on the witch as part of the spellcasting
process. I wanted the spells, including the very process
of casting them, to highlight the way the witch is
constantly teetering at the edge, with every little
overexertation and failure threatening to push him over.
Eventually, he will fall. They all do.
06-Jan-2011:
Bachelor of Arts
I made it. Last tuesday, the University of Helsinki
promoted me from Untermensch to Bachelor of Arts and I
finally achieved something worthwhile in the eyes of my
parents. Personally, I feel like much of the landscape
ahead of me had just turned into mist. Finishing my
studies has been alternatively a menacing bugbear, a
mountain to climb and a light at the end of a very long
tunnel. On one hand, I am happy to have finally reached
the end of the tunnel. On the other, I was kind of
expecting to find something more here. But that is not
your fault. My friends, colleagues and acquaintances have
been overwhelmingly supportive, especially when I hit the
rough spot and was operated on for a possible cancer in
early December. I thank you all. Multipass! Burger has
multipass now!
Gandalf is the Faculty Study Office.
Not that the multipass changes anything.
Well, actually it does.
It was holding up time and energy which
can now be spent on other things. Working, for one. I am
currently in the early-year slump waiting for my
prospective clients to finish writing their annual
budgets, which then may or may not include me. There is
no way to affect or speed up this process, so I am just
waiting. I am fairly sure the jobs are coming; they
always do. They are also coming with little or no warning
and all at once. They always do that as well. I am still
chasing a big gig in Netherlands this year, possibly
taking up most of the next summer and fall. Having to
constantly maneouver around that is a bother but if it
does go down, I could then go spend the winter someplace
warm and sunny (not going to happen unless I can take my
spouse with me, of course). And it would be a sort of
validation of my current freelancer lifestyle.
Another thing is the Praedor supplement.
Without the multipass, it just would not have happened.
No time, no energy, no confidence in my ability to
deliver. But it did happen and I am currently on my 21st
plain text page concerning witchcraft.
"Kaiken noituuden edellytys on
demoninen riivaus. Noita voi löytää velhojen vanhan
kirjan, mutta vain demoni hänessä osaa tulkita sen.
Noita voi manata kirouksen vihollistensa päälle, mutta
demoni hänessä lausuu sen loitsusanat ja repii voimaa
maailman ulkopuolelta mikä saa taian toimimaan. Noidan
elämä on samalla jatkuvaa taistelua tätä demonia
vastaan. Taikuuden hinta on noidan oma elinvoima ja
vähittäinen taantuminen nimettömäksi hirviöksi kun
ihmisliha yrittää ottaa demonin muodon. Riivaus ajaa
noitia kauheisiin tekoihin: ihmisuhreihin, kannibalismiin
ja hulluuden syövereihin. Vaikka noituus
voimakkaimmillaan vetää vertoja jopa velhojen
taikuudelle, se ei ole antanut kenellekään ikuista
elämää. Yleensä päinvastoin."
Actually, there is no way to know if this
version will fly. The first real test will be Petri
Hiltunen himself. I have to present my writings and the
intended system to him and he can veto it on whatever
grounds he likes. But I am prepared for that. Petri has
always been unwilling to take a stance on Jaconian
cosmology and while I am treading lightly on it, creating
an established magic system for Praedor was always going
to be a huge risk. However, demonic possession is a
frequent theme in both old and newer (relatively
speaking, there has been a long gap) Praedor stories. And
while not a perfect match, the Lord of Beasts in Vanha
Koira matches fairly well with my vision of an older
witch, a cult leader sinking deeper into insanity and
struggling to hold on to the fading embers of his own
humanity.
And the nasty trick that Remus the Wizard
King pulled off on Cesaran the Demon Knight in Kuninkaan
Lapset? Perfectly doable here and you don't even
need an arch-demon to try that. Unfortunately it requires
that you yourself die but Cesaran's swordblow to Remus'
neck had already ensured that.
Couple of days ago my total playtime of
Skyrim stood at 312 hours. That's when I decided I needed
to kick this addiction. Now, at 330 hours, I can safely
say that I failed. I created Vanha Koira as my
newest Skyrim character, although I soon had to exchange
my warhammer for a battleaxe (both are two-handed weapons
in Skyrim). The warhammer is so slow that responding to
anything in combat became impossible. I also could not
make my character fat and old enough or to give him the
kind of forked moustache-beard combination he had in the
novel. Still, this guy is big, stocky, clearly in his
forties by now, has ample moustache and could well be
Vanha Koira just before he decided to retire from the
life of adventuring the first time. As you all know, his
peace did not last but right now I am "playing the
prequel".
I also began playing Skyrim without using
the Fast Travel option, as recommended by various people
in the Internet. And By the Divines, it works! The roads
feel much more alive now and there is surprisingly lot
going on out there. You really have to plan your
expeditions and get to know all the places to sell stuff
and resupply along the way (thank the Divines for the Orc
Settlements). If low on healing potions, a shortcut
across a patch of wilderness becomes a major gamble and
those damn dragons feel like a real menace now for some
reason. Since I am not a sneaky type this time around, I
actually have to rely on my companion. Lydia was
every bit as horrible as before but Uthgerd the
Unbroken is tough enough for the job. I am tying
down the enemy by blocking their attacks and using the
Unrelenting Force Shout, while she feeds them the blade
of the Elven greatsword I made for her. My worst enemies
remain the high-level mages, which, I think, is exactly
as it should be.
Playing Skyrim this way is also slow, so
I expect taking Vanha Koira to the higher levels is going
to take a long time. This is a good thing because it
means I get to play more. Unfortunately, it also means I
will be skipping a lot of the scripted content because
the storylines do not fit the character. This is a major
flaw in the overall game design, especially considering
that you can't get into the College of Winterholm without
becoming a mage student. And you kind of have to, if you
are going to get into the main storyline at all.
My dad turned 70 yesterday. While my own
feelings about graduating from the University are mixed
and conflicted, he was positively happy about it and I am
glad that I could give him this gift.
27-Dec-2011:
My New Year's Promise
It is not the New Year's Eve yet but I can't sleep so
this is as good a time as any. Besides, I probably won't
be blogging again until 2012 because fuck all is going to
happen between now and then.
Those of you hanging out on #praedor in IRC already
know some of this but here we go: Me and Petri have
agreed on a supplement for Praedor RPG and I am writing
the sucker right now. There is a new Praedor story in the
works and while I am not at liberty to say when it will
come out, it is an important one and carries the history
of Jaconia forward. The supplement will be released
shortly after the graphic novel in the hope that the two
will support each other's sales and visibility. Take this
as both a promise and a warning. If the graphic novel
gets delayed, the supplement will also be delayed. If it
gets cancelled... well, technically the supplement would
not be fit for release but we'll work something out.
Anyway, this time it is for real: I am writing it
right now and making surprisingly good progress. Of
course, everything here has to be reviewed and
greenlighted by Petri but the last time we worked
together it went really well and I am not foreseeing any
major problems this time either. The text and the layout
for the supplement will probably be ready ages before the
illustrations will be .
The supplement will consist of three major parts, or
"Books".
- The-Book-of-As-Of-Yet-Unnamed
details the part of the realm most relevant to
the graphic novel and is loaded with info and
hooks on how to convert that into an interesting
setting for your Praedor campaign. It also covers
the changes that have occurred since 513 Va and
how they have affected the rest of Jaconia. I am
already salivating at the prospect of getting a
few more pages of setting description comics just
like those in the main rulebook. Absolutely
everybody loves those and I keep finding new
information in them even today. Oh, there is also
likely to be a bunch of new monsters and maybe
some re-balancing errata to the existing ones.
- The Book of Witchcraft is our
response to perhaps the most common request we've
had: playable mortal sorcerers. Jaconia has
always had them. They have been portrayed in some
of the graphic novels and there is one also in my
2004 novel Vanha Koira. They are also
occasionally referred to in the main rulebook.
Basically, back in 1999 we could not agree on how
to make it work while preserving the mystery of
magic and our immortal Wizards. We substituted
playable magic with expanded rules on Alchemy but
the player requests for magicians never ceased.
Now that we've had 11 years to think about it
we've either grown soft or come closer to
resolving the issue. Me and Petri agreed on an
apparent solution and yes, the supplement will
have rules for creating and playing witches;
fugitive magicians and secretive
demon-worshippers relying on demonic possession
to dabble in the arcane arts. Just don't try this
at home.
- The Book of Treasures revamps
the Praedor loot tables and creates new and
hopefully interesting money sinks as additional
adventuring incentives. It also contains (or at
least our plan for it contains) quite a bit of
information on crafts, trade routes and local
specialties, especially regarding the areas
detailed in the as-of-yet unnamed book.
Or that's the plan, anyway. This is the first and most
probably the last supplemental work to be published for
the Praedor RPG, unless the franchise suddenly catches
fire and outsells The Moomin next year. Of course, there is
this anomaly that the RPG sales are still strong
(slightly under a copy per week) after 11 years. If the
Praedor RPG is still selling in 2021, I will write
another supplement. Consider that a promise.
I have already agreed to one submission of third-party
material for the supplement and it does not need to stop
there. If you have stuff for Praedor that you'd like to
spread around or at least see in printed form, drop me a line
and we'll talk about it. I am especially interested in
adventuresl but I am willing to discuss practically
anything. If your material ends up into the book, you'll
get a free copy (or possibly more than one), your name in
the credits, my gratitude and accolades on this blog and
a free drink of your choice at the next available
Ropecon. You know, the Finnish industry standard.
25-Dec-2011:
Critique of Skyrim
I was actually prompted to write this entry by
a flame-baiting article in Eurogamer comparing the
storytelling methods of Skyrim
and Dark
Souls. But I am not really commenting
on that article here because Dark Souls is
exclusively for consoles and therefore does not exist for
me. Although I am markedly less bothered by
"consolization" of hardcore titles released on
PC than most of my kind, I am still a PC gamer through
and through. I both work and relax by my computer and
want to be able to rapidly switch between playing for
inspiration and writing something based on that
inspiration. I am also old, myopic and slow, so this
trend of making hardcore games easier suits me very well.
Now, Steam says that I have played Skyrim for
282 hours. Since the game came out on
November 11th, it adds up to 6.4 hours of Skyrim every
day between then and now.
For most of December I have basically slept, rehearsed my
Spanish and played Skyrim while waiting for the
post-surgery painkillers to kick in. While I am not a
professional video games reviewer anymore (I used to be
when I was writing stuff for the late Enter
magazine), I think can safely say a few things about this
game.
Make no mistake, Skyrim is a great game. One
of the best I have ever played. Perhaps the best
if all we only look at the cost-to-entertainment ratio.
Before this I hadn't played any Elder
Scrolls titles since ancient times (is something
called Redguard part of the series?) but I am a fan of
both of the new Fallout titles. Having clocked
around 300 hours on each, I was sort of familiar with the
format already. I am an explorer, salvager and scrounger
by nature. Having combed through the Capital and Mojave
Wastelands so thoroughly I knew every single location by
heart, an epic game with a huge open-world map with 300+
locations was just what the doctor ordered. I was hooked
from the very first minute and more hooks have sunk in
since then. I am such a fanboy for Skyrim it is
ridiculous when you consider my age. That something is a
great game means that it is a game whose merits greatly
outweigh their flaws. So much so, that you are willing to
ignore or at least stomach them to immerse yourself into
the rest of the content.
This does not mean that the flaws aren't there.
The bugs of Skyrim are already legendary and
I don't really want to comment on those, although I have
to say that while all sorts of quirks are to be expected
in a random dynamic setting this large, having this many
quest-critical bugs is very bad form and have probably
caused more than a few ragequits among the players. PC
gamers can resolve many of the issues using the
dev-console commands but it is always a major
game-breaking hassle. I can also imagine the helpless
console players cursing the Bethesda QA to Oblivion and
back and apparently the PS3 version has been something of
a disaster in many respects.
Well, for Bethesda, bugs are almost part of a brand.
If it wasn't for Fallout: New Vegas, many of the
issues I am about to comment here could have been part of
the brand too. But for all its own faults, FNV showed
that many things could have been done better.
My first gripe is the autobalancing.
Now, Skyrim does that very gracefully, much more so than,
say, Fallout 3. Autobalancing means that the
game content changes dynamically with the power level of
the player. In Skyrim, certain mobs are always easy and
certain mobs are always hard but as the player power
level increases, more of the difficult mobs get thrown
into the mix. According to dev interviews, the goal of
this approach is to enable the player to go practically
anywhere and survive right from the start and later on
keeping the game always challenging and interesting
wherever you are.
They did this in Oblivion, where it really
blew up on their faces and completely removed any sense
of power progression. They also did it in Fallout 3,
where it slowly turned an awesome game world into a
moronic zoo of high-level mobs that basically broke many
of the minor quests. In Skyrim, enemies will
become a blend of higher and lower-level mobs, with the
player first mowing down a horde of bandits and then
having a real challenge fighting against the boss and his
chosen lieutenants. It works if playing a warrior or an
assassin on a low difficulty setting. And it can make a
player paint his non-combat focused players into a corner
when whatever variables the game uses for measuring
player power do not match the reality.
I think autobalancing is always a bad idea in a
setting-centric roleplaying game and Fallout: New
Vegas is my proof. For all its faults, they way it
did away with the whole feature was masterful. Instead of
enabling the player to go anywhere, the world had
low-level and high-level areas from the start. If a
low-level character was stupid enough to stick his nose
into a high-level locale, it was soon cut off. They also
used the geography and high-level areas to force the
player to embark on a road-trip across the game world,
which served very well as an extended tutorial. Only
after the player had completed this trip, which could
take dozens of hours of playtime, and reached New Vegas
proper, he was really unleashed on the rest of the game
world. It felt much more realistic and greatly helped to
convey a sense of a world that existed regardless of the
player. In short, it made the world feel alive.
Narratively, Skyrim makes great effort to do the
same but the subtle changes the autobalancing makes to
the game world shoot the suspension of disbelief into the
kneecaps, even if these changes are extremely well
balanced gameplaywise.
Skyrim also copies the FNV theme of a land at war. The
Empire and the Stormcloaks have supposedly been at each
other's throats for years and now claim different regions
of the game area. The war is also a prominent feature in
much of the dialogue, even when chatting with the local
peasants. However, it does not really feature in the
game. There are no border scuffles, randomized attacks
against other faction strongholds, roadblocks or old
battlefields still littered with the bones of the dead.
Frankly, nobody seems to be doing anything in this war
and the fiery but repeated rhetoric from Jarls and
Generals does not a war make. This world is static.
Somehow, the Skyrim dev team also managed to bork the
sensation of Skyrim being part of a wider world, even
when that world (Tamriel) is much better defined than the
rather nebulous Fallout cosmos around Mojave. While the
player character and many of the NPCs can hail from the
strangest of off-map regions, nobody is going anywhere.
There are no caravans waiting in the towns close to the
border. There are no travelling merchants who would be
taking the famous Riften salmon into the Inn of Markarth,
even though many people are talking about it. There are
bandits everywhere but absolutely nothing for them to
rob. The rare non-hostiles you might encounter on your
travels are either patrols from one faction or another,
or hunters running after a hare. The travelling traders
of New Vegas were men and women of few words but their
existence made the roads feel like fucking roads!
There is a head-shaped hole in my workroom wall. It
was created when my Inner Narrative Designer learned that
the Skyrim dev team idea of rewarding the player for
completing a longer sub-faction quest line was to name
the player as the leader of the specified group,
even though the game system cannot actually permit the
player to make any real decisions for them and the
now-underlings still issue them new quests and orders
like nothing had changed. My wood elf assassin is now the
leader of the mages' guild, the assassins' guild and
thieves' guild (there is still a warrior guild to take
over) while having absolutely no authority with any of
them. This is possible because the devs wanted every
player to experience the maximum amount of content and
had their heads up their asses when thinking about the
rewards.
Narratively, this is sheer lunacy. Since there are no
real leadership actions, becoming an honored and senior
member of a guild would not only have been sufficient but
also far less frustrating and immersion-breaking to the
player. Just think of the Followers of the Apocalypse
or Brotherhood of Steel in FNV. The membership
feels like an ample reward and yet nothing there breaks
the game. Some of these sub-faction storylines are great,
especially the Assassin and Mage ones. But a non-magician
assassin becoming the archmage of the Mages' College of
Winterholm... are they completely insane? Also, with this
much content in the game, the devs should not be afraid
to force the player into making some tough choices. If he
starts completing goals in the Mage storyline, block the
Warrior storyline altogether and vice versa, perhaps? Or
make the initial requirements much, much tougher.
And for heaven's sake, if the archmage of the College
of Winterholm joins the Thieves' Guild for some inane
reason, having those impoverished down-on-their-luck
thieves treat him as a common newbie makes George R.
Martin want to kill himself just so that he can roll over
in his grave. If the character was just a member of the
College this would not matter. But with an archmage, no.
And since my present character was already the leader of
the assassins, I really had to fight the urge of cutting
the throats of every single one of these stupid idiots.
Apparently the idea that every player has to be able to
experience all of the content within the same playthrough
is some kind of a sacred cow to the Skyrim developers. BUT
IT'S WRONG!
It would actually be nice if some of the NPCs would
exhibit occasinal common sense. At least the gangs in
both Fallouts attack me in groups. In Skyrim, my very
first character, by then a
hulking warrior dressed in full daedric armor and
looking like a Champion of Khorne from Warhammer Fantasy
Battle, has been threatened more than once by a lone,
naked bandit, armed with nothing but an iron dagger.
Easy, sure. Immersion-breaking, definitely. Also, I have
never seen companions as useless as these. Especially if
your tactics involve archery or sneaking about. And every
time my compulsory house thane asks me if I am lost when
entering my own house, I politely ask
them to come with me, take them somewhere behind the
proverbial shed, cut their throats, strip them naked and
shoot their stupid faces full of arrows out of spite.
Those useless bags of fertilizer would do a lot better if
they kept their stupid mouths shut when under my roof.
Somehow the companions in FNV worked much better. And at
least Boone
knew when to shut his mouth.
Melee combat. Oh dear. My reflexes just cannot handle
blocking, with or without a shield. They should either
include a kick-ass tutorial on how it is done or do
something else with the whole system. I had also levelled
my first character up to 50 before I learned you can do
power attacks. By then, I had also learned that since
blocking was impossible, you got the best results in
melee by wielding two weapons and hammering both mouse
buttons at a very rapid pace. The third-person slow-mos
of the critical finishers in melee are gorgeous but the
melee itself is a clusterfuck of chaotic swinging. While
this may be a fairly good depiction of an actuall fight,
it eats into my sense of badassitude quite a bit. Hence,
I made an assassin as a second character, rather than
continuing to play the all-out warrior I created first. I
don't know what the real answer to melee handling would
be, especially from the first-player-perspective. But
this isn't it.
Whew. What else? I would complain about the mage
character track but many other people have made it work
so apparently I am just doing something wrong. The skill
list desperately needs a survival skill or two. And not
having any use for hunting or cooking features is a
travesty in such a wilderness-intensive game. Fallout:
New Vegas already had a hardcore mode with hunger, thirst
and sleep. Something similar would work really well, or
probably even better, here. I know some players have
abandoned using fast travel entirely which, I guess, is a
sort of hardcore mode in itself. They claim it improves
the play experience considerably. Oh yes, the
overimportance of crafting and then having it all boil
down to a single skill: Smithing. Alchemy is next to
useless since it is raining potions out there and
Enchanting has to be really high for it to have any hope
of competing with whatever magic items you have looted
from the tombs. Once you have Smithing at 60 and can
select Arcane Smithing as a perk, you are set for life.
I would not have played Skyrim for 282 hours if it
wasn't a superb game and modders will undoubtedly fix
some of these issues. But until then, these are the
flaws, gripes and drawbacks I have chosen to tolerate or
ignore. The immersion and atmosphere are well worth the
trouble and I am
still a raving fanboy.
16-Dec-2011:
To All Parents Out There
Oh hell. I really can't go public with this.
Sorry.
<snip>
10-Dec-2011:
Activism
Yawn.
It is a dreadful weather outside. The storm is so bad
that the ferries to Sweden have been unable to dock in
Helsinki and we are talking about big-ass 47,000+ ton
ships here. That is roughly the size of a WW2 battleship.
The Kustaanmiekka narrows are deemed too hazardous for
them right now. I can't even remember when this would
have happened the last time.
Some forums and some people I know are upset about
Electronic Frontier Finland's new negative publicity
campaign specifically targeting the minister of culture
(and the presidential candidate) Paavo Arhinmäki over
his intent of increasing
the breadth and scope of copyright fees on recordable
media (the so-called "cassette fee"). This
fee is basically a tax added to the price of any medium
capable of storing information on the grounds that people
would be storing copyrighted material there. I think the
whole principle is flawed but what really got EFFI riled
up was the minister's declaration that the fee should be
extended to virtually any electronic device out there
when this had already been dropped from the government
policies. Basically, the minister wants to overturn a
decision that was already a victory the consumers.
EFFI put out a series of ads featuring the said
minister and his stance. The City of Helsinki public
transporation company rejected the ads intended
for them but this
went up and stirred a lot of debate. Some people, whom my
gut feeling categorizes either into Arhinmäki
presidential campaign supporters and overtly polite
nerds, strongly objected to it as tasteless and a
real-world representation of Internet trolling.
Personally, I was also surprised at the strong tone of
these ads when they were first shown to me and it is true
this whole thing is a departure from the "quiet
wallflower" image that EFFI has previously
projected.
But I do support the campaign. As I see it, the banner
does not make any untrue statements and it makes a valid
point of connecting the issue to the person directly
responsible for it. To some extent this is an expression
of frustration on EFFI's part. I told them years ago that
there are limits to what a polite discussion circle of
techie geeks can achieve as opposed to a actual civil
rights activism. I now applaud EFFI for taking steps
towards civil rights activism, although some people have
and will continue to find the change of tone abrasive.
That is the problem with any and all forms of activism.
It includes a measure of shock.
If you want to have a say in what EFFI is doing now or
in the future, you can do that by first becoming a member
and then becoming an active member; taking part in the
meetings, events, decision-making and so on. If you just
want to support them in their struggle for your
electronic rights, donate or buy something from the shop.
You can do all this and more from here.
Whew. Now that is dealt with what else is new? A lot
of things, actually, some of them good, some of them bad.
GSC Game Worlds, the developers of the S.T.A.L.K.E.R.
games has unofficially announced it
will cease operations (not really a bankrupcy, I
wonder what is going on behind the scenes) and all
development on S.T.A.L.K.E.R. 2 has terminated. For a
long-time fan this is major bad news and also a big
surprise. The three games so far had sold over four
million copies (they were all PC exclusives), the
phenomena was really big in Russia and Ukraine, there are
30+ novels, a
TV-miniseries in the works and what not. So what
happened? Media speculation says it was because a
console-publishing deal for S2 had failed but an official
statement will come on Monday.
I hope this is not the end of the IP, although it
would make my STALKER RPG the only Stalker game out
there. The mood and vistas of the S.T.A.L.K.E.R. trilogy
were a great source of inspiration and as games they were
superb shooters. Not to mention all the great mods out
there. However, I do agree that the first two games could
have done with less bugs.
And now there is this.
Looks like the truth on the matter has been lost to the
Zone.
In other news, I am trying to work out a deal for a
gig at a prominent Finnish game studio for the next two
weeks. It is basically about helping them with a crunch
period but honestly, I really, really like what these
guys have been doing so far and I am eager to try my hand
in some actual design again. And if all goes well, I
could see the fruits of my labours go live in just two
weeks. It is a rare priviledge.
And finally, something the Praedor fans have been
waiting for a long time (11 years almost to the day,
actually). I had lunch with Petri Hiltunen at the SFC in
the Forum's food court yesterday. He said
"yes". Rumour has it that Burger has been
typing away furiously at his computer ever since.
P.S.
Wish me luck on my Spanish exam on Wednesday. If I
pass, I graduate.
06-Dec-2011:
The Cut, part 2
Well, the Fat Lady did not sing this time. I got a
call from the surgeon yesterday. The pathologist had
determined that the tumour was not malignant but some
sort of a giant cell anomaly built from macrophage white
cells... I guess you need to be a medical doctor to
understand any of that. But the point is that it was not
cancer. Hurrah!
Now, they had done some thinking and even without
seeing me decided that the complications I had after the
operation must have created a big-ass blood clot
somewhere between my upper jaw and cheek cavity. They are
right, actually, I can feel this thumb-sized object
stretching the tissue around it. The next step is to use
Zyklon-B grade antibiotics to kill off everything smaller
than myself so that this hematoma will dissolve without a
bacterial infection. It is nasty and uncomfortable but
also a less severe affair by several orders of magnitude.
So, I am in the clear. No cancer. I don't have big
enough lungs to breather the sigh of relief I really want
but I am giving it my best. Now, if only these pains,
medications and the rest of the hassle would stop.
Industrial-strength antibiotics aren't good for the
stomach and this particular drug was part of the cocktail
Diacor tried to kill me with in 2008 (the doctor at
Peijas Hospital actually gave them 8- for attempted
murder, with the scale going up to 10).
My medical history is a comedy of errors mixed with
tales of true horror.
So, I'll live. Now I only need to pass the Spanish
exam on Wednesday next week and the year 2011 is a wrap.
My big regret is not having the English translation of
Stalker RPGG over and done with but frankly, the between
trying to graduate and the recent cancer scare I could
not have cared less. Maybe now that my immediate survival
has been removed from my personal Maslow hierarchy of
concerns I can get back to it.
So far I have put 169 hours into Skyrim. No, I still
haven't run out of content, which makes pretty much every
other developer out there look like idiots. I am still
contemplating creating another character, a sort of a
thief-mage, and increasing the difficulty level by one.
My double-axed daedric warrior is becoming a bit boring
since I can't really take that character into new and
interesting directions. Although I have been spared from
the worst of the post-patching bug farce (which
reportedly removes resistances and makes dragons fly
backwards), I've had my fair share of bugged quests and
especially having the old quest items stuck in your
inventory is infuriating. PC gamers like myself can use
console commands to get rid of leftovers and bypass some
of the quest bugs but my heart goes out to the console
gamers who lack this option. Skyrim remains a great game.
One of the best. But damn if it isn't a mess!
By the way, Happy Independence Day!
01-Dec-2011:
The Cut
Sorry for the typos. I am writing this while high as a
kite on industrial-strength pain medication.
My surgery lasted for an hour and was followed by four
hours of painful and messy complications. They did find a
tumor about the size of a fingertip and cut it out, then
cut off a piece from the inside of my cheek to plug the
hole. Complications arose from missing the artery that
had fed the small tumor. As the anesthetics wore off and
pain levels rose, my blood pressure spiked and the poorly
plugged artery inside the cut burst, flooding the
needlework with blood and also bleeding internally into
the cheek cavity (or whatever the hell poskiontelo is in
English). They re-anesthesized the area, reworked some of
the needlework and used big ass syringes to suck the
blood out of the cheek cavity. I spent the next four
hours in a hospital bed, biting down on a wad soaked with
blood coagulants and massaging my cheeck with so much ice
the nurses were concerned I was getting frostbite.
Despite the anesthetic it was very painful and I shudder
to think what it would have been like without it.
Afterwards they sent me home with the heaviest pain
medication I've ever had. The tumor was taken to a
pathologist who will cut it open and determines what will
happen next. Although having tumors is never a good
thing, I am quietly optimistic about it being benign
since the bone surfaces around it were intact. I presume
that a cancerous growth would have tried to spread more
vigorously. The cut in my cheek hurts like hell when
smiling or laughing, mornings are hell since the pain
medication wears off during the night and I've been
living on liquids for two days now. I probably can't go
on without cheating a little.
Something solid. Anything. And salty!
Life goes on. I will get the pathology report in two
weeks although if there is something acute they will call
me immediately. It still feels like there is a veil
between me and my more mundane concerns but that does not
make them any less real. The final exam in Spanish is in
two weeks. I have to jumpstart my studies next week when
I am no longer cross-eyed from codeine. I need that exam.
I need just that exam and then I am done with the
university. My gig at Sanoma Games has also ended,
amicably I hope. There is a good chance I will do it
again in the Spring but it is part-time and I have
feelers out for more gigs. The Finnish game industry
boomtime continues despite the global depression, with
Rovio having just turned down a 2.25 billion dollar offer
from Zynga. There should be enough work around for me to
scrape together a living. Trust me; it is really nice to
not have a mortgage anymore.
Skyrim has been my salvation. Tamriel
has always welcomed me back, allowing me to escape the
pain, hassles and stress of reality. I love this game and
even more I love the ambition behind it. The team truly
reached for the stars and while they fell short, they
still got to the Moon. It is buggy, flawed, inconsistent
and frustrating at times. Still, it makes most other game
developers look like lazy idiots (I am looking at you, ID
Software). Unfortunately, the Bethesda programming
department still has more than its fair share of lazy
idiots. Honestly, without the control issues, the wrong
button instructions, quest trigger bugs, geometry
failures and frequent crashes my review score for this
game would have something astronomical. It is still a
really good score but yes, the problems *are* that bad.
I wrote earlier about my reawakened interest in
fantasy, first re-kindled by Petri Hiltunen and then fed
by Skyrim. A small and rather arrogant part of me is
screaming that I should focus my potential fantasy
efforts on my own IP but frankly, when it comes to
fantasy, Jaconia is calling. For me, Skyrim is Angar.
I am going to write a series of adventures for it and see
if there is enough meat in this idea for a novel, or
(gasp!) a roleplaying-game supplement.
Did you know that in just one week the Praedor RPG
will be 11 years old?
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