Two weeks since I last blogged? Damn, I am slipping.
Probably because of working and because of Facebook.
Frequent status updates mean I don't have the kind of
backlog of news that I used to. In short, if January was
okay but not great, February has been red-hot. Really, if
I could be certain that things will continue like this,
Burger Games might actually consider employing somebody
to help out with the workload. Unfortunately that someone
would have to be a clone of me because in a consultancy
business I am what the clients are paying for. There is
no *grunt work* I could easily deal out. We are all
supposed to be experts of our respective fields here. You
know, me, me and me. Us.
So who am I?
Two things happened today. Firstly, I got a royalty
cheque of January sales of Stalker RPG at
drivethrurpg.com. I have now over 1K$ worth of royalty
cheques on my desk and I will probably be taking them to
the bank tomorrow. Secondly, there was a thread about
Stalker RPG in 4chan.org,
a notorious anonymity-preserving discussion board known
for trolling, harsh language and the kind of brutal
honesty that only the Internet can bring out in people.
While much of the argument is about the usual: the merits
of the game, diceless rules system and me spitting in the
face of the Anti-Comics Sans meme, I was shocked to read
that I am an "artsy hipster", or "a lousy
hipster cunt", depending on the commentator. When
people who know me contested my hipsterism, I learned
that "I look like I probably own several
fedoras". Now, I only have a vague idea of what a
hipster is supposed to be and so far have no clue what
fedoras have to do with anything. However, I can confirm
that I do not own a single fedora. I do own a leather top
hat that I use when meeting with customers (fits the
professional image in my line of work) but other than
that I am hatless.
Hmm, I also own a fancy bicycle helmet but I'll be
damned if that is a "fedora".
So, a hipster am I? Let's look at the Wikipedia
definition of the term.
Hipster refers to a subculture of young, recently
settled urban middle class adults and older teenagers
that appeared in the 1990s. The subculture is associated
with independent music, a varied non-mainstream fashion
sensibility, liberal[citation needed] or independent
political views, alternative spirituality or
atheism/agnosticism, and alternative lifestyles.
Interests in media include independent film, magazines
such as Clash, and websites like Pitchfork Media.
Got it. So how do I fit in?
Young: Umm, not really.
I will turn 40 this year. I released my first
RPG, Miekkamies, 19 years ago. (-1)
Recently settled:Although
I have been living with my spouse since 1995, we
only moved to Myyrmäki in 2003. Is that recent
enough? (0)
Urban middle class:Guilty as charged, although this is a
suburb. (+1)
Independent music: I
don't think old-school heavy metal and hard rock
count. Especially since I've been digging that
from the early 80's when it wasn't retro yet. (-1)
Non-mainstream fashion:
Fuck you! I am a 300-pound hippo and have to wear
whatever fits! A fucking fashion statement! (-1)
Liberal/independent political views:
Contrary to the entrepreneur stereotype, I
usually vote the Left. I guess you could call
that "liberal" in the American sense of
the word. (+1)
Atheism/agnosticism:
Well, I've been a die-hard atheist since 1980
when the issue of religion came up in school. (+1)
Alternative lifestyle:Overeating, playing videogames, riding a
bike and lifting weights, writing novels, playing
roleplaying games... what the hell counts as an
alternative lifestyle in this day and age? I am a
Geek and a Gamer. I am giving this a zero. (0)
Interest in independent film:
Nothing against indie flicks but I am a big
friend of Hollywood blockbusters as well. Even
the kind of blockbusters that your average artsy
type is supposed to loathe. I like pulp
literature, so why not low-brow spec-fi action
flicks? (-1)
Clash: What the hell is
Clash? (-1)
Pitchfork Media: What
the hell is Pitchfork Media? (-1)
Total: -3
On the basis of this analysis, I
maintain that I am NOT a hipster. I have
always considered myself an old geek and an aging
metalhead, especially now that my beard is slowly turning
gunmetal grey as well. Of all the claims and
counter-claims made on 4chan.org, the hipster accusation
is the only one that got under my skin. Unfortunately,
the anonymity of the 4chan.org means I have no way of
knowing who said it. Judging from the fedora comment, he
either has the wrong guy in mind, or he has constructed
some fake mental image of Ville Vuorela in his head and
is now making slanderous assumptions based on it. Give a
me trenchcoat and I'll wear your fucking fedora but
otherwise my leather top-hat is all you are going to get.
Of course, if I could have it all my way, I would dress
like an early 17th century gentleman (think of Porthos in
the 1973 version of Three Musketeers and you've nailed it). Now there is a
fashion statement for you!
P.S.
My old colleague Osku pointed
out that hipsters like Comic Sans. I guess that brings
the total to -2.
09-Feb-2013:
News and Dragonborn
I just ceased to be a Warhammer/WH40K
fan. Games
Workshop is engaging in what the IP lawyers call
"domain creep" and bringing their legal
warhammer down on small-time authors over the use of the
word "Space Marine". Never mind that this
term has been in common usage since the early 1930s, Games
Workshop effectively claims they now have an
exclusive trademark on it. This is bullshit and legally
they don't have a leg to stand on. Unfortunately, that
doesn't matter because by complaining to Amazon and other
distributors about an alleged trademark infringement they
can shut everybody else off the market. A small-time
author can't afford to take them to court and a
large-scale distributor doesn't really care one way or
the other. I hope that the Heinlein estate or somebody
else will eventually sue GW into
bankrupcy (or at least back to their senses) but in the
meantime all I can do is spread the word, keep my money,
trash them in the media and spit in their faces if they
ever come to Ropecon
again.
Perkele, I am livid! This is the most stupid thing to
have happened in the scene since that time when White
Wolf decided that they have intellectual ownership of all
uses of their properties, including private gaming
sessions and thus they should get a cut of the pizza pool
money (an actual example used by them). That row
culminated in Justing Achilli berating his
company's biggest fans on the company forums (long since
deleted, I am sure). We are still waiting for Games
Workshop to respond to this one but I already
have a feeling they are going to say something incredibly
stupid.
On the positive side, I finally got my hands on Dragonborn,
the new DLC for The Elder Scrolls V: Skyrim.
Having played that game for 1262 hours since its launch,
I now consider myself something of an expert on the
subject. The first two DLCs, Hearthfire and Dawnguard
were somewhat lackluster (okay, Hearthfire was a
bad joke), so how does Dragonborn measure up
against its predecessors? Pretty much the same way a sandworm
measures up to an earthworm.
They are closely related but one is what you put in a
fishhook and the other is freaking awesome. Skyrim has
its inherent flaws and after 1262 hours I should fucking
know. While Dragonborn cannot fix the
fundamental flaws of its parent game, it does its own
thing very well indeed and actually outclasses the parent
title in some areas. In short, it
kicks ass!
I don't want to spoil anything, so I'll go through the
basics and then give you some personal impressions. The
trailers have already told you that an attack by a
strange cult you will have you leave Skyrim for
Solstheim, a large island north of Morrowind (and where
Morrowind: Tribunal was set in the olden days; here is a map
of Tamriel). Here, you will face off with an ancient
dragon priest that was a dragonborn and turned the tables
on his scaly masters to the extent that dragons
themselves razed his temple to the ground. There is, of
course, the usual shitload of new places to explore and
new side quests to get embroiled in. And for once the
main quest has been sensibly paced so that you have some
incentive to explore all these strange new things. Not
that I needed any encouragement but some people might.
So, the good:
Solstheim is Dunmer territory and the opening town of
Raven Rock has a delightfully different look and ambience
to the Nord settlements of Skyrim. You really get to
experience and immerse yourself in a strange new culture
and frankly, exploring Raven Rock in the beginning of my
DB experience gave the "Otherwhere Rush",
the escapist high that I have been pursuing ever since
watching Star Wars in a movie theatre when I was
5 years old. Very few videogames can do that to me and
I've never felt it in a game expansion before. I will be
buying everything they will ever release for Skyrim
just in case I could get a whiff of that crack again. It
is the ultimate addiction hook for me.
The main plot holds together quite well
and has much more impact than the main storyline of
Skyrim itself. Apart from the problematic final
confrontation, your struggle with your mostly unseen foe
carries weight and has an immediate impact on the game
world. This is something where Skyrim really
sucked; dragons or no dragons, the world was essentially
the same and your actions could not really save or
imperil anything. In Dragonborn, the shrine
mechanic is simple but brilliant, because saving the poor
souls has a visible and concrete effect on the island
communities. It brings them back to life and enables you
to access the features, services and sidequests that it
entails. Your actions matter. Either
someone was trying to make amends for the lack of a
similar mechanism in Skyrim, or someome was
trying to make the original design team look like idiots.
Either way, mission accomplished.
New creatures. Autobalancing and
other flaws in the parent title remain a pain in the ass
but still, it was nice to see the Skyrim ecology
expanded. Maybe these creatures were already in the
original Morrowind but I am not complaining. I
am moved to tears when I see the Burned Spriggans.
As implacably hostile as the original spriggans in Skyrim,
these mostly immobile, stick-straight figures are like
physical ghosts of what they once were, symbolising the
anguish the Red Year in Morrowind inflicted not just on
the Dunmer but on all living things. The only hairline
crack in the new ecosystem are the Reiklings.
Solstheim does not have Falmer (and after Dawnguard
expanded on Falmer lore I learned to love those tragic
but terrifying things) but Reiklings, essentially
blue-skinned barbarian goblins. There is no tragic
backstory to them, no deep secret you can unearth, no
nothing. They are short, brutish, stupid and somewhat
comedic. Arrow fodder for grinders. There is also
something wrong with their ragdoll modelling. I suspect
the animation cycles have been taken from goblins in Oblivion.
Upon being hit, they do not respond to the energy of the
hit but simply tumble over and die on the spot. Since
everything else is properly ragdollized, the effect is
quite jarring.
Alchemy and resources. If only Skyrim
had a proper sink for all those resources and the gold I
am going to make... Still, it is exciting to find and
collect new things and the alchemical effect table has
been expanded to match.
Oblivion levels. Yes, imagine
Shub-Niggurath opening a transdimensional library and
hiring the Spawn of Cthulhu to be the caretakers.
Compared to the stillborn "Soul Cairn" in Dawnguard,
the Oblivion levels in DB show how alien worlds are done.
Not to mention that the rewards, or rather, the whole
concept of rewards for exploring them is badass.
Puzzles. The puzzles in Skyrim
are laughably easy and there are plenty of those here as
well. But especially the Dwemer dungeons now have new and
original puzzles which can be quite complex. It must have
made their daily lives hell but thousands of years later
adventurers like me are simply delighted.
The World Beyond Its Borders. This
where Dawnguard fell flat on its face and Dragonborn
truly shines. Not only does Solstheim feel real and
connected to the rest of Tamriel but its existence makes
the whole Skyrim feel more real as well. Much of it is
owed to the introduction of Dunmer culture and politics
but there are subtle hints all over the place. And then
there is one not-so-subtle.
The coastline of Vvardenfell and the gigantic Red
Mountain itself. The ash plume is animated and really
looks like a live grey-category volcano.
Already in Skyrim, you have heard tales of
the Red Year and how the Red Mountain erupted,
devastating the Dunmer civilization of Morrowind. The
mountain is still spewing ash in the sky and winds carry
it over to Solstheim, where it covers the Ashlands and
has pushed normal, Skyrim-type of life into the icy
northern half of the island. Standing at the southern
shores of Ashland and looking at the mist-shrouded coast
of Vvardenfell and the cone of the volcano beyond, the
world felt real. So real it was painful to know that I
could not just swim there and keep adventuring and
finding new interesting things from here to eternity.
Such a simple trick. And so powerful.
Then the bad:
Skyrim's main flaws remain as they are. You
should visit Solstheim earlier in the game than I did,
because right now it was very unlikely to find anything
better than the gear I was already wearing. Honestly, Bethesda,
if you are going to have us explore this many dungeons
and find this much treasure, look at Diablo 2
and how its item system works! This far into the game I
could not be bothered even to collect jewels and who
knows how many ancient artifacts were traded in for just
a bit of (weightless) gold. In short, Dragonborn
does not fix any of the Skyrim's inherent flaws
and this takes some edge off from exploring.
Yes, you can fly on the back of a dragon. And it sucks.
To say anything more would be a spoiler.
Whoever did the math for the final battle should get
his head examined. There is a critical bug in the system
and it is all due to some designer not knowing how to
fucking count! Explaining it would mean venturing into
the spoiler territory, so quicksave just before you start
fighting, be a gentleman about letting your enemy to
recover and reload if you start thinking you are stuck.
And hope that Bethesda will fix the damn thing as soon as
possible because crippling the final bossfight is pretty
embarrassing even by Bethesda's admittedly low standards!
DB is surprisingly short. Solstheim isn't that big and
playing time has been inflated with labyrinthine
mountains and terrain obstacles. I think there is
probably about 15-20 hours of content here. Come on, who
pays 19 for a measly 20 hours? If it is not at
least 100 hours long it should not be called a game, so a
good DLC should push at least 50, right? (*the sound of
crickets*) Hmm, not much industry support for that one...
I am going to go chain myself to the Bethesda office
doors until they promise that the next DLC will have 200
hours of content in it. I still haven't had my fill of Skyrim.
But all in all, this is a glowing recommendation for Dragonborn.
I hope it will sell millions and points the way how Skyrim
DLC should be made.
P.S.
I have been asked about my Skyrim mods. The
list has grown quite a bit and some might be redundant
but here we go:
From Steam Workshop
Killmove Control (I had to
replace Dance of Death because of its new
requirements)
Faction: Pit Fighter
Faction: Pit Fighter Travels Add-on
Run For Your Lives
Disembarker's Den
Improved Interior Lighting
Alternative Lighting 2 (really
good, IMHO)
Quest Fixes
Aetherium Crafting 2
True Nordic Hero Weapons
Tamriel Compendium
Winterhold College Improved!
Followers Keep Up
Hectrol Caves Deluxe HighRes Retex 2K
Version
Bromjunaar Extended
Codifreds Enhanced Smithing
Guard Dialogue Overhaul
Brand-Shei Prison Fix
Wear Circlets With Hoods
Follower Map Markers
Kill Them Generals
Extra Encounters
Clams Give Pearls
The Myth Of Naraag
The Grytewake Legend
The Hawk's Nest
Isle of the Akavir
Skyrim Sewers 4
Chopping Block/Wood Fires Fix
Helmet Requirement Remover
Real Mountains
Lighting Placement Fix
Shadow Striping Fix (Indoor/outdoor)
Stones of Barenziah Quest Markers
Vibrant Auroras
Static Mesh Improvement Mod - SMIM Part 1
Shooting Stars
Thieves Guild Requirements - No Auto
Quest Start
Guard Dialogue Overhaul Lite
Rainbows
New Bard Songs
The Paarthurnax Fix
Wealthy Merchants
Lush Greens
Artifact Balance Overhaul
Skyrim Crafting Fixes and Oversights
Left Hand Rings
Better Dynamic Snow
Crimson Tide - Blood New 2.2.
Quest: Sea of Ghosts - Ultimate Edition -
XCE - Xenius Character Enhancement
Water And Terrain Enhancement Redux
Lush Trees
Enhanced Distant Terrain
Lush Grass
Ask Follower Skills
Fixed Followers Lite
Faster Vanilla Horses
Wraparound Perk Trees
You may want to consider Enhanced Soundtrack mods.
They add scores from various movies and games into
fitting parts of the game. There is some conflict with
Solstheim sounds but on mainland Skyrim they work well.
From skyrim.nexusmods.com
Much Ado About Snow Elves
Sword Of Sigdan
Wyrmstooth (now also in
Workshop)
A Quality World Map - With Roads - All
Roads
And if you must have nude mods and sex animations
for your game, skyrim.nexusmods.com is the place. I just
don't think they are worth the effort. Now, if someone
where to write out the whole Lusty Argonian Maid
series...
06-Feb-2013:
The Rusty Horizons RPG
What can I do? Rusty
Horizons wont let go of me and despite
pouring it all out on paper I still want to make this
game. There must be still some of that stuff clinging on
the walls of my brain cavity, so I have to squeeze it a
bit harder to get it all out. So here we go, Rusty
Horizons with full AAA resources and tools,
watcha gonna do? I have no idea what you are
going to do but I would make a Fallout New
Vegas meets Borderlands (okay, RAGE
in a pinch) while having a ménage-a-trois with John
Carpenters Ghosts of Mars and Studio
Ghiblis Princess Mononoke.
Seriously though, no matter how much
I love setting design, the core of the game is vehicular
combat and if that fails, nothing else matters. In the
touch screen version the objective was to keep the enemy
in your crosshairs for as long as possible and the
cumulative damage bonuses would finish off even
boss-level mobs. In a full first-person 3D (or possible
third-person when driving, with the camera above and
behind the vehicle) that would make no sense. Instead,
the vehicle armor would be segmented into 8 sectors and
these are easily visible in the targeting reticle when
aiming at it, so that you know what part of the enemy
vehicle you should be aiming for. There are weak spots
and in particular any externally mounted weapon
components can be blown off from NPCs with a direct hit
of sufficient power.
Driving physics are an interesting
thing 3DRH since Rovers are not cars and typically have 6
or more wheels, partial walker or jumping capabilities,
variable low and high profile configurations and you name
it. Moreover, the game takes place in Martian gravity,
enabling big jumps and drops. Taller vehicles might also
tip over or roll but certain types of vehicles would
right themselves, others can run upside down just fine
and those with sufficiently powerful gyrostabilizers
simply will not fall over. This is one thing where the
vehicle upgrades will come into play. Basically, I would
like to get the design team of Bugbear (Flatout
etc.) drunk and then working on this. I don't need
realism: I need cinerealistic driving physics
that are also fun, especially in interaction with the
terrain.
With that sorted out, there are two
distinct but parallel avenues of further design. One is
the storyline and how it takes you forward and helps
unlock new aspects of gameplay and new areas for you to
explore. The other one are trades which is
basically a list of action careers you can pursuit. By
limiting player perks and vehicle upgrade slots, it is
usually choice between two or three of these but I'd like
there to be at least seven:
Bounty hunting: chasing down
"rat mobs" and responding to mission
calls
Mercenary: Paid missions to
advance the cause of a faction
Banditry: You versus the world
for quick payoffs and unreliable friends
Salvage: Recycling scrap and
scouring through ruins for rare parts
Smuggling: Speed runs and
pursuit evasion between active locations
Trading: Buy cargo from
somewhere and sell it somewhere else
Prospector: Seek out natural
resources, set up camp and defend it while it is
being exploited.
So, in a game like this, is it
necessary for you to get out of the vehicle? For the full
sandbox-experience, yes. But it will be very difficult to
do both vehicle and FPS action at the scale I would want
them to be, so I could live with a vehicle only game.
Still, tempting... The one thing I did like about Borderlands
was how the world was big enough for driving to feel
meaningful and yet the on-foot action was seamlessly
integrated into it. There is some of that in Rage
as well but Rage was mostly a game about scifi-dungeons
separated by drivable wide-pipe levels. If I can have it,
great. If not, I want an open world game of kick-ass
vehicle-to-vehicle action (with the occasional pedestrian
enemy you can spread across your windshield), extensive
faction system and Action-RPG character development.
Finally, I would like there to be
concrete changes to the setting as per faction success,
so that if you advance the cause of a faction, the
effects are real and immediately visible, like conquering
other settlements. Even if the main storyline takes you
into a single linear ending, your actions in the game
world help determine different kinds of outcomes and
futures. And it would never really end. Maybe the endgame
would be turning your home settlement into a real Martian
city, building an empire to rival the corporate and
federal enclaves of the northern polar plains, with
procedurally generated successively greater resources and
sinks extending into the infinity.
So that is the AAA. But if I were a
millionaire, I would still do the touchscreen version
first. Do you think Rusty Horizons could make an
interesting pen-and-paper RPG?
30-Jan-2013:
Praedor Update
Come back with a sack of gold - it is a miracle
Come back alive - the expedition was a success
The fangs of the Nameless are luck
As for everything else - fate
Good
news! Petri Hiltunen just put the next Praedor comic
album back on the table, which means the Praedor
Supplement is back on my agenda. No dates yet but I have
a sneaking suspicion the album might be out next
Christmas or early next year. Remember, this is my guess,
not a promise from the author. No promises on the
supplement either but it is next in line after the
Stalker novel. I am planning to make it about as thick as
the old Praedor comic book albums (read: not very thick)
and right now it looks like there will be just three
parts: The Book of Treasures, The
Book of Witches and XXXXXXXXXXXX
(damn, I hope I can lift this media blackout soon; right
now I can't discuss it because it would spoil parts of
the new comic).
I am really looking forward to the next Praedor comic
album and not just because I know the story is badass.
For the roleplaying game it is really the best possible
kind of story because XX XXXXX XXX XXXXXXX XXXXXXX XXX
XXXXXX XXX XXXXX. And it is not like there would have
been much going on in the franchise over the last few
years, so I am really happy about this. Now, if only I
could get him to finish the story he started in the now
extinct Jysäys magazine...
Hmm, how about FLOW/Miekkamies rules conversion for
Praedor?
But yeah, the Stalker novel takes precedence. My
progress is steady but irregular. Chapter 1 did get a
pass from my spouse, so that's good news but whew! I've
never turned down a book project in my life (although
years ago one publisher of children's books took it that
way for reasons I still don't understand; I though I was
asking more information about their project goals and
they must have somehow interpreted that as me being
reluctant or something) and probably never will. But
still, this is daunting! As an author, I am no visionary
but an entertainer! I am a self-confessed pulp-writer
that is too sickly to smoke a cigar and too chicken to
give cheap bourbon a full and fair chance to ruin his
life. And I am slow. I write a lot but it is always a
million things. Those guys sweated out entire novellettes
in a few days. The quality suffered on occasion but then
again that is the hallmark of pulp literature, right? I
am a wannabe but that pulp writer category is where I
want to be.
Am I doing the franchise a disservice here? Will the
Roadside Picnic fans put a price on my head because I am
not up to the Strugatsky standards? I know that in a
similar situation videogame fans would. Sometimes I feel
like a winner, ready to tell the world that if they don't
like it they can fuck right off. At other times I just
feel the walls closing in on me. Either way, the die is
cast. I can't write any better than to the best of my
ability, so under these circumstances, an author never
worries. :)
29-Jan-2013:
Rusty Horizons
Nobody ever comments my blogs anymore (I am looking at
you, IRC), so I don't know if I have any readers left. At
the risk of losing the last two of them, I am returning
to the Burger Games Studio for yet
another fictitious videogame title. I have found that
writing these out really helps me get them out of my
system and alleviates the freelancer angst I wrote about
two entries ago. I will probably keep spewing out these
game concepts at irregular intervals, especially when I
think they are any good. Hopefully I can some day return
to them and make at least some of them reality. However,
that is not on the agenda right now. Rusty Horizons
was obviously inspired by my old concept
"INFRA" but since I have actually sold that IP
and game idea away (for real money, believe or not), we
are not talking about strategy and browser games anymore.
However, those of you familiar with that concept will
probably be reminded of it here.
Rusty Horizons is a vehicle-based
scifi action-RPG for tablets and mouse-controlled
computers. The design here is for a middleware production
quality but the concept would work in full 3D with real
driving game physics if AAA budgets and resources were
available. For now, I am envisioning a top-down
sprite-based 2D or a 2.5D game (3D graphics for effect,
top-down angle, gameplay takes place on a 2D plane).
So how do you do a full vehicle combat game control
scheme for one finger on a touchscreen? With no
interaction, the vehicle is stopped at the center of the
screen. Touching the screen makes the vehicle turn and
move into that direction. Doing this at speed creates
swerving turns and other special effects depending on
finger speed and the angle of the direction change. Speed
is controlled by the distance between the vehicle and the
finger. When moving into the same general direction for
at least 4 seconds, the camera centre begins to drift
ahead of the vehicle, showing the player more and more of
the incoming terrain. Turning more than 45 degrees makes
the camera drift back to the vehicle and since in a
vehicle-to-vehicle dogfight there is a lot of swerving
the camera is almost always centred on the vehicle.
Taking your finger of the screen makes the vehicle
decelerate and eventually stop without changing
direction.
Your vehicle, called "rover" in Rusty
Horizons, is armed. Turreted weapons shoot
automatically at the closest enemy within a short radius.
Body-mounted weapons have a longer range but only shoot
in forward arc. They can overlap but generally the
direction and width of the arc depends on the weapon
mount location and weapon type. Light weapons give you
wider angle of fire but do much less damage. In addition,
if you manage to keep your centerline pointed at an
enemy, after a few seconds you start stacking up a
cumulative damage bonus. If you are good enough (and
vehicle properties play a part here), you can take out
seemingly impossible bosses this way. On the other hand,
when attacking a land-train, the enemy vehicle moves in a
straight line but has weak points you have to destroy. So
you will be making runs towards the enemy vehicle and
then turning away to avoid collision. The longer and more
accurate your run is, the more damage you can inflict but
moving in a straight line exposes you to enemy weaponry
and land-trains can be bristling with long-range turrets.
Finally, some rover models have a rear mount. These
can hold static mine layers, a turret dropper, rocket
lobbers etc. The rear mount weapon is fired by tapping
the screen. Droppables are drop off right then and there.
Artillery and rockets are fired at the location the
player tapped on and impact after a short flight time.
There is usually an ammo limit or a cooldown to such
attacks. And if you dropped a sentry turret, you have to
pick it up afterwards but fighting around it will make
dents into the enemy pretty quickly. However, combat is
not the onlöy thing that can wreck you. You have to
avoid boulders, sudden drops, quicksand, gravel-bearing
tornadoes, electrical sandstorms, radiation bursts. All
of these damage the vehicle and some of them can also
slow you down, short your weapon systems for a while and
can have any number of other nasty effects.
As they should. Because you are not in Kansas anymore.
Rusty Horizons takes place on future
Mars, partially terraformed so that the air pressure and
gas composition on the northern polar depression is
breathable. Most of the planetary surface is much higher
up and the drop in pressure would make your blood boil.
However, the Valles Marineris canyon cuts deep into the
equatorial highlands and the bottom is low enough for the
air. 3000 kilometres long, at times hundreds of
kilometres wide and surrounded on both sides by an
8-kilometre cliff, the canyon is now the new Martian
frontier.
While the polar sectors are becoming civilized and
have been claimed in turn by the Earth Federal and the
Corporate States, the Valles Marineris canyon remains a
hotbed of rebellion, dissidence and banditry. Yet as the
canyon cuts eight kilometres deep into the Martian
bedrock, it has proven to be a treasure trove of
minerals, clatrates, fusion isotopes and even remnants of
ancient Martian life. Federal agents and corporate spies
mingle with the jetsam and flotsam of bartertowns. Bandit
gangs spy on indie mining camps and ambush the huge
landtrains travelling in between them. Some of the
colonies here either cling to their Earth nation pasts or
are rabidly isolationist. Finally there are rumors of
mutant cults, who believe in the resurrection of an alien
civilization and seek to fuse the human genome with
whatever they can scrape off from fossilized samples of
alien life. Some say even the corporations are looking
into it.
At the centre of Valles Marineris is a bulge formed by
the three great basins of Melas Chasma, Candor Chasma and
Ophir Chasma. They would roughly fit inside a 600 x 600
kilometre square, with the rest of the canyon going on
for a thousand kilometres on either side. This area is
the playfield of Rusty Horizons: a huge
level handpainted from satellite images and dotted with
interesting locations, towns, enemy encounter zones,
natural hazard areas and so on. There are huge plains
where the player can reach exhilarating speeds; there are
narrow gulchs and serpentine roads calling for skillful
driving; the are travelling merchants and massive
landtrains playing their trade between these locations,
there is a "wildlife" system of NPC factions
and the player can stumble into wild battles between
rovers from the Red Star Rebels and the Corporate
Mercenaries. Yeah, Rusty Horizons is a top-down
arcade-style vehicle shooter but it is so heavily on
steroids it will need a liver transplant.
There is a story to all this, one that I would also
like to publish as a novel some day. However, you can
also focus on inter-settlement trade or prospecting
natural resources (and scavenging unnatural ones) from
the canyon. You can try rebuilding your home settlement.
You can gain special abilities from special quests as
rover masters teach you their secrets. You can research
high-tech loot to uncover the mysteries of federal,
corporate or even mutant cult technology. The multiplayer
component exist in the bigger towns, where you can
challenge other players into duels, team duels and
all-out death matches on Rusty Arenas (PVP victories have
all the benefits of high-risk quests and if players
choose to cooperate to abuse the system, so be it). If it
turns out that real-time duelling is impossible because
of latency issues, ghost duels (the vehicle is from
another player, the controls are AI) and ladder matches
(defeat successively more difficult NPCs and compete on
the challenge ranks board) are used instead.
The graphical style is best described as "mature
cartoon" or "western anime". There are no
animated cutscenes but the story is carried forward by
comic strips. Heck, even visiting a town can be a comic
strip with interactive panels representing different
locations. It is too bad that most people play iPad games
without sound because this game screams for music and
sound effects.
As for monetization, Rusty Horizons
poses a delicious dilemma: It is rife with micropayment
opportunities. So rife, in fact, that even I find it hard
to resist. However, it is largely a single player game
and there exists some debate on whether micropayment
systems can be used in single player games. Apparently,
EA is going to take a plunge with Dead Space 3 though, so
it is possible. I would dare myself to use freemium model
with Rusty Horizons as well. I would, however, take
special care not be a dick about it. This is a
professional weakness on my part. One reason why
micropayment systems can be so succesful is
intrusiveness, the way they and the obstacles they help
you to get around are so much in your face. I find
that... impolite towards the player and it does drive
some customers away.
Further expansions to the game would obviously include
new questlines, vehicle packs and even territories.
Noctis Labyrinthis - The Labyrinth of Night - at the
western end of of the canyon looks like it was made for
mutant cult hideouts and remnants of a long-lost alien
culture (I love John Carpenter's Ghosts of Mars...).
Perhaps a more comprehensive multiplayer component could
be added at a later date, such as cooperative
multiplayer? The possibilities are as endless as they are
enticing. And remember this? Auto Assault never
had anything like this trailer in the actual game. But Rusty
Horizons could have.
Whew! I would really like to make this game. I would
really like to try out that car... sorry,
"rover" combat mechanic. I would really like to
explore this setting. But now that it is written out,
maybe it will leave me alone for a while.
P.S.
Okay, I have three readers and they wondered about the
control model and whether the player hand obscures too
much of the screen. Since tracing the enemy with your
finger is a fairly good tactic in this game, I don't see
it becomig a problem and I am NOT adding a virtual D-pad
like some pad games do. However, this is an issue I would
love to test... Rusty Horizons will not work on iPhones.
This game requires a larger screen than that. It would
work in a browser game window, though.
27-Jan-2013:
Pocket Trove
Here we go, another hypothetical game from Burger
Games Studio. And no, I am not concerned over someone
stealing these ideas. Ideas are dime a dozen anyway.
Pocket Trove is a fantasy quickie for
iOS devices. You create a fantasy adventurer from all the
usual tropes (warrior/rogue/wizard), then click on the
city gate to learn what kind of dangerous locations wait
you outside the city walls (essentially a location-based
questlist). Usually there are three, representing low,
medium and high danger/rewards. You click the one you
want to go to and see the door into the location (ruined
temple, cursed woods etc.) open in front of you. Instead
of moving through a dungeon, the location is presented a
series of encounters. These include but are not limited
to:
Monster or several, of a species determined by
the location lists
A trap of some sort
Some rubble that you can either bypass or clear
out (chance of a monster or a treasure chest
underneath).
A random loot item
Scribbled hints of dangers ahead
A fork, presenting two monster encounters you can
choose from
Well, lair etc. presenting a tougher-than-most
monster encounter that you can bypass or choose
to take on because they always have special
treasures.
After a number of these encounters (usually randomized
within limits) the player comes up against the dungeon
boss and the inevitable final encounter will ensue. The
lesser fights have been balanced so that the player is
likely to win any individual encounter. However, they are
still likely to cost him some stamina and are
progressively more difficult. The player can choose to
return to town after any fight or challenge, keeping
everything he has looted thus far, or keep going at the
risk of losing everything upon death (which means that
other adventurers found him badly wounded and brought him
back to the town temple; there is no real death).
However, all experience from resolved challenges, combat
and otherwise, is his to keep in both cases.
Now, combat shows the player character face, essential
stats and the monsters facing him, hopefully with some
simple attack animations. Both the character and the
enemies have weapon speeds to determine attack frequency
and the base combat is handled automatically according to
numerical variables and randomization. The player can
access class- and weapon-specific special moves, as well
as an inventory of potions, charms and power-ups. They
are used by tapping on them but once used, there is a
cooldown time until an object of the same category can be
used again.
However, the real meat of the combat are the
enemy weakpoints. If balanced properly, a combat
encounter takes around 30 seconds. During that time,
enemy weak points appear and disappear, indicated as
circles on top of the enemy sprite. They have a rapidly
diminishing damage multipliers listed on them and when
tapped, the enemy takes an extra hit with the specified
damage value, so tapping the weak points as quickly as
possible can help take down even a superior enemy. There
are combo bonuses for repeated high-damage taps and the
weak point effects can also be tied to enemy skills. More
patterns can be added to the weak point system, like if
doing a good enough combo, it gives you the opportunity
to disable an enemy special attack for good. Think
putting out the eyes of a Medusa or cutting an extra fire
valve into a dragon's throat and you are pretty close.
Sometimes there are alternatives to fighting. Some
creatures can be bribed. Or, if you have a good rogue,
you can try sneaking past and perhaps even steal
something in the process. A wizard can lay some spells on
some enemies and a rogue or a warrior with the right
skills can attempt to sneak up on the enemy for a
devastating ambush.
Ideally, there should also be simple minigames for
resolving traps and other kinds of challenges but in a
pinch a probability checks based on skills and
circumstances will do. For that matter I would also like
to have the enemy sprite to react to weak point impacts.
However, blood splashes with damage value indicators will
probably have to do. And yeah, a world map would be nice
too but most likely the gate screen will show a list of
location icons and names that you can tap for access.
Once successfully back in town, the player is informed
of his total loot and experience gains. If he levels up,
he gets to pick a new skill. With enough gold he can also
buy skill upgrades from specialist trainers. Much of the
loot is exchanged to gold automatically (you find a gold
statue as loot and it then converts to 50 gold once back
in town). Gold can also be used to repair and upgrade
equipment (you can buy stuff in the stores but eventually
most gear will be from upgraded "purplez", if
you catch my drift). Gold can also be traded for XP at a
lousy exchange rate, forming an infinite gold sink even
if you already have everything else in the game.
As for multiplayer, the player can check the town
tavern for other characters whose players are not using
them right now. You can hire them to accompany you until
they are killed off or you end the game session. They use
their current weapons and you have access to their
special actions but only your own inventory is available.
There are also NPCs around but player characters will
always have better gear and special attacks. Likewise,
while you are not in the game, your character is also
available to others. If chosen, you get a share of the
gold and XP the hiring player has earned on his
adventures. So, in theory you can level up without doing
anything, except that characters whose player has not
been active in a week are removed from the multiplayer
pool (and there may be other restrictions). You can have
up to two companions and many of the dungeon end bosses
require a full team to put down.
Technically, Pocket Trove can be
open-ended. The balancing algorithms can extrapolate
things into the eternity and new skills with roman
numerals can be added as needed. However, I would love
there to be a story and have some of the locations
singled out as storyline events. Completing them would
take the events forward in sync with the player's level.
Perhaps after the storyline has been completed, the
player can lay claim to the endgame locations he has
overcome and compete with other "lord-level
characters" over various titles and multiplayer
achievements. Oh yes, there needs to be an achievement
system, and some bonuses and skills are only available
via achievements. Future expansions to the game could add
more content; location types, skills, items, storyline,
monsters, the types of challenges and so forth. Pocket
Trove - The Elven Legacy to introduce Elven
Warrior/Rogue/Wizard characters and a related storyline
open also to old PT characters. Pocket Trove -
Dwarf Kingdom to help some dwarves to build and
expand their underground holdings etc.
It is professionally unwise for me to confess that I
am not really that big of a fan of micropayments.
Obviously, this is where the world is going and having
seen the financials of more than one game a few good
whales would be godsent. However, personally, I would
prefer the Angry Birds pricing model. You get the game
with a low one-time purchase and the future expansions
and additions are their own one-time purchases, even if
in this case the user accounts, characters and
achievements are linked across all PT titles.
Yeah, so that's Pocket Trove. The
next best thing to a Pink Unicorn.
26-Jan-2013:
The Hopeless Romantic
Yesterday, I had three back-to-back meetings, two of
them with prospective clients. I expect both of them to
pay off, albeit not at equal odds. But whether they do or
not, they did drive one painful point home. I have been a
freelance game designer for a year-and-a-half now and I
thought I was doing a good job. Yet, I have to go as far
back as to Crown of Byzantus or HodiHodi
(edutainment title for the Ministry of Foreign Affairs)
to find a released game that I can point at and say
"yeah, I totally designed that". I make money
on doing analyses and re-designs of existing products,
helping clients to make product pitches to third parties,
working on pre-production and production stages of games
still in stealth mode, chipping in to help with work
overflows and documentation issues, or being contracted
to design potentially high-profile stuff where the NDA
comes with a bullet taped to it so that I can shoot
myself the moment my involvement is revealed.
In short, all I have to show for the past 18 months is
money. And for all the perks of freelancing, I suddenly
find myself envying the in-house game designers. I am old
but in this one regard I remain far from cynical. Despite
what my colleagues are saying, I have retained my
romanticized view of the industry and feel that there is
true glamour in being a professional game designer. I am
just as giddy to be working in it today as I was on my
first day at Sumea almost nine years ago to a
day. However, there is also glory to be had; the glory
and rush of having your title released, especially when
it is a title you can take personal pride in. By becoming
a freelance game designer I have traded my glory for gold
and now I wonder if the trade was really worth it.
Petri
Hiltunen: Albumin nimi on "Praedor:
Taivaan Suuri Susi." Se on Kadirin (Leijona &
Perhonen) titteli, kun hän johtaa vuoristolaisensa
sotaan Jaconian sivistyneitä kansoja vastaan. Sivulla
neljä tussaamassa. Mutta sivuja taitaa tulla lähemmäs
150.
And finally a teaser from my very own Stalker novel The
Hollow Pilgrim(working title - I
guess the final title would have to have Roadside Picnic
in there somewhere).
Actually..., Grey said, struggling to
find the right words. The whole facility should be
panicking right about now. Our temporal bubble branched
off from their space-time continuity and became its own
little pocket universe. Or in laymans terms, I made
you, myself and everything else in this room vanish from
Paris La Sante. Instead of the White Room they are
looking at a hole in the universe.
Moncke stared at him as if he could not believe what he
was hearing.
How the hell are you going to talk your way out of
that? He finally blurted out.
When I stop the Pendulum the bubble bursts, dumping
us right back into the space-time coordinates it branched
off. As far as that universe is considered the branching
never happens. But any events made inside the bubble
remain in effect, so we will know better.
Moncke squinted and was clearly trying to wrap his head
around the whole idea. But if the future outside
the bubble has already happened and you return to an
earlier point, you change the course of events.
Arent you... creating a new dimension or
something?
Possibly, Grey admitted with a shrug.
But I wont be in it, so I dont care.
And neither will you.
17-Jan-2013:
A Week Already?
Sheesh! Time sure flies when you have something to do.
Contracts are finally starting to come in, which is nice
but my two big time sinks have been my return to a
fully-modded Fallout: New Vegas (whose sins are
all forgiven - I may actually find it difficult to return
to Skyrim after this last jaunt) and writing my Stalker
novel with FocusWriter,
an excellent tool to help you concentrate on your writing
and nothing but writing. Hint: I know all you would try
find inspiration genre pictures as background images on
that thing but trust me, whatever you write, use a
Zen-type of background image with cool colors that does
not grab your attention. I also typically put something
light but etheric or ambient on Live365
on the background and start typing. Frankly, I am not a
very efficient novellist, especially when writing in a
foreign language, since I tend to write the same scenes
over three or four times before moving on.
Oh yeah, I also played Far Cry 3 through. I
guess this means I have to re-rate it to +1 but really,
the game is a monument to missed opportunities. I don't
understand how it can possibly score so well in
commercial reviews.
Stalker
RPG has sold very well over the past 30
days. I thought the PDF sales had a peak to them just
before Christmas but that peak was absolutely dwarfed by
the zerg rush of the January post-New Year sale. In the
process, Stalker RPG was promoted to an Electrum
Bestseller! Woohoo! Just ten downloads to go and
Stalker RPG in both languages will have actually sold as
much or more than Praedor. Now that the
January sale on drivethrurpg.com is over, I have cut the
price of the print version on lulu.com. It is a long shot
but if anyone who bought the PDF for cheap wants to get
their hands on the dead
wood edition, they can now do it for just $19.90. I
was just asked if Stalker RPG makes a
good reading even if the reader is not a roleplayer. My
answer would be yes; the rules system is so light it
takes up very little space and there is a ton of fluff
and setting material. You can treat the book as a
factbook, gazetteer or even a collection of
Stalker-related essays. IMNSHO, of course. I am biased ;)
The question of my dream game just does not leave me
alone. Upping the budget, I began to think what would I
do with an AA-budget of, let's say, a million or so. The
answer is simple:
We've been at it for a long time. Couple of years ago
I thought we were within sight of our goal but my faith
in garage development has taken a beating since then.
Still, we are at it and I, ever a cyberpunk fan (did you
see this), still think HAX
is a cool concept. If the resourcing issues were resolved
(essentially I would have programmer slaves), the game
would actually be a highly stylized (think Darwinia
meets the DXHR hacking sequences) adventure-RTS
game with two-dimensional gameplay but rudimentary (and
thus also ageless) 3D graphics. What we want to do and
what we actually can achieve have been drifting apart
over the years but basically, I want to create a virtual
representation of a Neuromancer-style computer network
where shit happens. Basically, it is a dynamic, even
living system that runs by itself until hackers (players)
start throwing wrenches into works. Think of submarine
simulators: you have the convoy doing its thing and the
dozens of ships involved are interacting in a controlled
manner. Then player intervenes with his submarine and
throws the system into chaos, from which it then tries to
recover, while the player benefits from being able to
keep it off-balance for as long as possible.
Red Projekt released a teaser
of their upcoming Cyberpunk
2077 game and sure enough, we are all drooling.
But, I also have had some red flags come up. One of the
problems with the original CP2020 was that while
very atmospheric and clever, the game had such a heavy
emphasis on combat that many players treated it as a
futuristic urban warfare roleplaying game. I may dislike
the fantasy elements in Shadowrun but I have to
admit they nailed the whole cyberpunk subculture thing
much better. Now the trailer, which basicly shows the
C-SWAT gunning down a full-body cyborg seems to falling
into the same urban warfare trap. Sure, my favourite
cyberpunk game can include shooting. But like DXHR
demonstrated, it can't be all about
shooting. Give me some cool netrunning stuff, pretty
please?
10-Jan-2013:
Miekkamies CRPG
I was at the IGDA (International Game Developers'
Association) monthly meeting yesterday and really, Samuli
Syvähuoko from Recoil Games should get a medal
for his ceaseless networking aggregation. There were less
people around than in years (not in "ever",
since I've been there since 2004 when it was still a
Games Industry Pub Night). Anyway, think of it as spheres
of different kinds of people and gaming-related
interests. Then imagine Samuli as a spider that is not
weaving a web to entrap them (or maybe he is and I am
just too stupid to notice...) but to link the parties
together in the most productive way possible. Come on,
the Finland chapter of IGDA, either pay the man something
or ask him to teach you his secrets. For me, this was the
busiest IGDA meet I've ever been to.
Perhaps because the IGDA meet was so nice and HAX is
stuck in the programmer queue, I began thinking of a
computer RPG based on Miekkamies. Something
simple and intuitive that would run on almost any
platform. I would probably start with the browser, make
the interface touch-screen friendly and do some designer
magic to fit the same content on mobile screens as well
(some people just blow up mobile screens to pad size or
vice versa but that won't fly with me). Actually, I was
asked at the IGDA meeting if I wanted to make my own
game. Well, I do. But after thinking about this for a
while, I had to admit that at present my goals for my
"dream game" are surprisingly modest. I don't
know if this is because of lack of ambition or because I
actually know something about making these things.
I love maps. I really, really, love maps. The playing
board, so to speak, would be an artist-rendered map of a
specific realm in Arleon. I was initially thinking about
the southern have of Tynshae, my Elizabethan-style
fantasy Britain, with civilization in the south and
Fantasy Scotland in the mountains up north, towards the
Bay of Relgia. To allow suficient detail and spacing,
they would be divided into screens, named according to
the counties and you would move from screen to screen as
your character or party crossed the screen edge. Those of
you who have played Crown of Byzantus know what
I mean. Each screen would have a number of fixed
adventure locations of differing difficulty, some of them
open, some of them locked. There would also be randomly
occurring adventure opportunities, such as bandit attacks
on the road, or marauding monsters in the fields of a
village. The locked locations would form the core of one
or more storylines, while the rest would be part of
sidequests or targets of opportunity.
Here is a (sort) of example of a map-based world
from Puzzle Quest.
This kind of structure is very scalable. New releases
would simply mean adding new screens and locations,
expanding the game world beyond the borders of Tynshae.
Just like with my dream RPG, I would like the game screen
have the appearance of a richly decorated book. Every
time the game state changes, it would turn a page to open
a new screen. Pop-up actions would appear as playing
cards on top of the play area, again with pictures of the
events as they unfold. Of course, having the map is
basically immersion candy: the mobile version would need
the county name, movement links to adjacent counties and
an interactive list of active hotspots within this
county. This is nothing a mobile screen can't handle.
Although many actions here seem to happen in
real-time, this is effectively a turn-based game. My
cherished (and seriously award-winning) magnum opus
of mobile game design Wolf Moon, had a simple
but elegant system where combat encounter would appear as
enem y icons on top of the view. You would choose the
weapon or special item to use and the weapon would
inflict its damage value in hits on the targets. For
example, facing three hunters with 2 hits each, a rifle
with a damage value would gun down first two (their icons
became riddled with bullet holes) and would the last one
(a single bullet hole) but that last enemy would then
inflict damage on you (bullet holes on the mobile phone
screen). Another turn, another weapon choice. The amount
of damage depended both on weapons and surroundings:
firearms for daylight and open spaces, knives, or God
forbid, the chainsaw, for the dark of night, deep woods
and interior spaces. There were also special items:
explosives, meat to distract predators or hunting dogs,
silver to make special bullets out of and Native American
idols to distract werewolves and their allies.
Wielding a knife in the woods and there are only
two one-hit hunters? Janet will probably win this one in
the very first round.
In Miekkamies CRPG the system would be more
compex with skills, the element of surprise, more variety
on weapon and damage types, magical bonuses, special
moves etc. but they would build on the same core
principle, making it easy to use and understand. There
would also be the option to avoid or even rob some of the
targets, if your stealth was up to the task. Besides
enemies, there would also be traps, puzzles (hopefully as
skill-influenced minigames), locked treasure chests and
small scenario opportunities. Not every encounter is a
threat, though. Enter a village or town and you would see
the street view and icons for different services
available. Somebody talks to you and there would be a
picture of his head as part of the pop-up, with action
options highlighted. Voice-acting is a bit much to wish
for, especially since browser and mobile games tend to be
played at work or in public spaces without a sound (music
and some basic effects are available as options,
naturally). Storyline-events or "cutscenes"
could be executed as painted images, much like when
reading a webcomic.
Finally, the multiplayer aspects. This is a single
player game and I hate moderating idiots, so either there
is no chat option, or there is but anyone who gets 10
ignores is henceforth muted to everybody. At taverns, you
can recruit the characters of other players at the same
or nearby level and they stay in the party until they
die, you let them go, the session ends or the level
difference becomes too great. In exchange they gain
experience and a share of looted gold. For example, if
your character has been recruited, you would be notified
of this when logging in and see the extra gold and XP you
have collected. Grouping would be a great way to take out
epic monsters; if the maximum damage a character can
inflict in one turn is about 25, these critters would
have 200 hits or more. On the other hand, you can go solo
and try to sneak past it to steal its treasure (or
perhaps even risk a backstabbing attack with humongous
damage bonuses).
It is easier to talk about combat mechanics than
social mechanics. Also, browser games are generally
thought to be light on content. But this is a massively
single player game and although the content would be easy
to make, there would be a lot of it. Fallout: New
Vegas sets good benchmark on how to make all sorts
of skills and activities relevant. A swashbuckling
adventure would call for anything from acrobatics (e.g.
to reach certain places) to sweet-talking. One of the
great strengths of FNV is that all solutions are
rewarded, so there is no strong incentive kill everything
that moves (unless you are attacked first, which happens
fairly often).
The amount of content would also determine the
monetization model. Personally, I am not a big fan of
micropayments (professionally I am, given how Supercell
turned a time-lock system into a Horn of Plenty). If the
game would have sufficient amount of content in its
webcomic storylines and sidequests, asking money upfront
and then allowing the player do as he pleases would be an
option. If not, player actions would have to be curtailed
with an energy system (let's call it Fate) and certain
activities would have time costs on them. Energy refills
and time cost negations would be available for money. Do
you know the concept of whales? In F2P world, a whale is
a player who uses staggering amounts of money on a game.
With Crown of Byzantus, whales represented
perhaps 1% of the player base but they brought half of
the revenue. Micropayment economy makes whales possible;
the struggle is in getting the rest to pay something.
How do I conclude a blog entry like this? I could go
on for hours on small stuff and details, even if they are
right now just a whirlwind in my head. I guess it is best
to pull the plug when I still can, so I won't be too
bitter when my dream game never becomes reality. Too
hardcore, too retro, too much content for a non-AAA
game... yeah. But I can still dream, can't I?
06-Jan-2013:
...And A Snag
I just saw The Hobbit and contrary to my
expectations, I loved it. Specifically, I loved all the
things it has been criticized for; the slow start, the
songs, the bits with Radagast (hell, Dol Guldur could
have been from Praedor), the cameos and the
dragging out the whole thing to three hours so you can
discuss things like the history of Azog (*spoiler* he really died at the gates of Moria and
his son is supposed to lead the orcs in the Battle of the
Five Armies *spoiler* but having
him around actually gives the orcs and goblins a society,
which is real neat). And the Rock Giants! That scene is
actually in the novel but I was sure they would be given
the Tom Bombadil treatment (outright omission). But they
were there! And they were awesome! Next I am going to go
see it in less-headache-inducing 2D and after that all I
can do is wait for the next part with hands shaking.
I don't know how much you can get out of it if you
have not been raised with a diet of Tolkien and Corn
Flakes like I was but holy moley! The movie gave me such
a rush that I am outright euphoric. Unfortunately, the
last thing I need right now is a fantasy high because I
am just about to start writing the Stalker
novel. But it can't be helped. Maybe I ought to give it a
few days and see if I can catch my breath again.
Oh yes. I have one point of critique: far too many
chase scenes and often end-to-end at that. Breaks down
the pacing and dilutes the dramatics when it goes on too
long.
*Whew*
Things are somewhat less euphoric on the Miekkamies
front. Just as I thought I had the system issue resolved,
I hit a snag with the character concept. In short, I
haven't been able to give a satisfactory answer to the
question of what is the definition of an adventurer in
Arleon during the early years of the 8th Dynasty.
I tried the obvious
"free-roaming-band-of-misfits" approach and
ended up with praedors, more or less. The Baroque Era
society is just as complex as the Jaconian
late-medieval-Imperial-China hybrid. That kind of rigid
social order does not stomach landless adventurers all
that well, so they form their own social class, a Foreign
Legion of sorts that anyone can join. An absolutely
murderous attrition rate makes sure that those who are
left are suitably heroic individuals and in the end those
who make it finally return to the normal society and
climb as high as their treasures allow. Vanha Koira
settles down in the small town of Taxos deep in the Great
Forests, marries into a Forest Folk clan and opens a
kick-ass inn.
I really like the freedom that approach provides and I
love to play out the scenes where everyday social norms
clash with the independent nature of the praedor
subculture. It would also work as a social mechanic for
the world as a whole. The snag is that it does not fit
the swashbuckling/Baroque Fantasy genre. I remember
thinking about this already with the original Miekkamies
but sort of glossed over it in the actual rulebook. I
don't do gloss-overs anymore, so there needs to be a
clear, concise adventurer concept. Players don't have to
follow it, of course, but just like in Praedor,
they need to at least understand what they are deviating
from.
My next attempt was to shamelessly copy my sources,
including Solomon Kane, who thinks himself a servant of
God to a masochistic extent. Basically, in most fiction
set in this era the protagonist is a a champion of a
faction and while he may betray or be betrayed by his
masters, this usually means switching factions rather
than going independent. Having the support of the faction
means being at least partially above the law but also
having a bunch of default enemies and rivals besides his
personal ones. And I just don't plain like it, unless you
are doing a war-themed roleplaying game. Somehow Vampire
made the whole clan bullshit work but I wasn't a big fan
of that either.
I am wondering... am I making a mistake in trying to
set the new Miekkamies into the break-up period of the
Delorian Empire? Maybe the original setting, where the
Imperial provinces have established themselves as
sovereign states and the Empire is basically a mixture of
nostalgia and the Papal States would work better after
all?
31-Dec-2012:
It's All In The Flow
Oh bollocks.
Being a lone wolf RPG author writing big stand-alone
RPGs without the support or extension of a product family
pre-supposes that your every new game will be better than
the last one. You are supposed to learn from past
mistakes, build on past innovations and incorporate new
and exciting ideas into your design. Looking back at your
portfolio, there should be a continuity of ideas
stretching all the way back to that pile of graph paper
you sketched out your first laser pistol stats on back in
the mid-80'ies. And no, having a damage roll of 1D100 was
not and still isn't a good idea.
That's how I thought it would go, ever upwards. And
for 14 years it did. For all its faults, Taiga
was an improvement over Miekkamies. Mobsters
nailed its concept and riveted its audience even better
than its post-holocaust predecessor. Praedor was
not only a commercial success but brought the entire
Finnish RPG writing scene back from the dead.
So, to top that the next game would have to be something
really, really special. Something like five years in the
making and an amalgamation of everything I knew, learned
and loved about pen-and-paper roleplaying. And as Murphy
would have it, I actually pulled it off.
Whatever I do now, whatever I will ever write, it will
always be overshadowed by STALKER - The Scifi
Roleplaying Game. I've raised my own bar so high I
can't even see it anymore. To make matters worse, I love
that game. Even I, a self-deprecating drama queen, think
it is a fist-sized diamond. I can't touch it without
shivers running up my spine. I can't look at the cover
without wanting to open it. When tucked away in the
bookshelf it whispers to me, loud enough to keep me awake
at nights. When travelling abroad, it reaches out to me
and shows me visions of the Zone in whatever city I am
in. I guess once you have been to the Zone you can never
truly leave.
As far as later RPG design goes, I feel like a mouse
caught in trap. For the past three years everything else
I've tried has eventually started to feel like crap, or
to taste like ashes to use a more colourful metaphor. Praedor
was and still is a very good roleplaying game but I could
not write it again. I have FLOW all over my fingers and
it is damn sticky. I have hard time thinking outside this
box... or returning to the box FLOW let me out of. Maybe
it is an age thing. Or perhaps after gamemastering for 30
years I just can't bring myself to care about trivial
bullshit. Good thing that Mike took it upon himself to
write the perfect newbie RPG. I can't do it. Not anymore.
Not in the post-Stalker space-time continuum.
Thanks in no small part to the #praedor IRC-community,
I've been revisiting Arleon/Miekkamies lately.
Setting design is as fun as ever and I really enjoyed
writing the Prehistory of Arleon -series for
this blog. The new setting would be the aftermath of the
Age of Darkfire. Badly mauled, the Delorian Empire is
falling apart. Powerful princes, church sects, secret
societies and chivalric orders are fighting for power,
while slaveraiders, marauders and would-be conquerors are
gathering beyond its borders like wolves circling a
strong but bleeding prey.
It is the rules that have been a problem. My original
idea was a simple dice pool but it perished at the claws
of FLOW. My next attempt was a re-iteration of the
Praedor system, a sort of Praedor Lite. Maybe FLOW had a
role here too but I ultimately scrapped that because I
didn't want to sell a game system using "Like
Praedor But Worse" as a slogan. If you want Praedor,
go play Praedor. I am running a campaign with it right
now and even after 12 years it still kicks ass. But try
as I might, the character focus in Miekkamies 2.0 is not
as laser-sharp as in Praedor. Also, the Baroque Society
of the Delorian Empire is infinitely more complex than
the high/late-medieval Jaconia. Would I have to go full Harnmaster
on character creation? Or is there a way to skip the
whole problem?
So, here we go:
At character creation, you get to
choose 10 abilities representing your character through
three stages of life. The default ability die is D6, but
you can boost one up to D8 if you drop another to just
D4. You can also improve on these ability levels later
on. For every ability, you must also pick a drawback,
usually related to the circumstances where the ability
was learned. Most of the time these are used as
roleplaying guidelines and to help define the character's
personality. However, they can also include numeric
disadvantages or adverse-effect adventure seeds. Finally,
your attribute bonus is half of the number of abilities
chosen from that attribute. This is usually 0, +1 or +2,
but you could theoretically go as high as +5.
To beat a challenge, you roll the
Action Die (D4...D12) + relevant Attribute value. The
level of the action die is decided by your idea,
strategy, engagement, roleplaying, presentation and
perhaps party support. Add the relevant attribute bonus
to the roll result and that is default roll in the game.
The objective of the roll is to reach or exceed the
difficulty threshold (3,6, intervals of 3 up to 30) and
for every additional threshold reached there is an added
benefit, or an additional enemy taken out of the fight.
Now, if you also have an ability that is related to
the task at hand (even a quite outlandish ability may
work if your strategy matches it), you can add the
respective Ability die to the roll. With a roll average
of 3.5 (or more), the ability die usually pushes the
result up by one or two difficulty thresholds. If the
target threshold is still beyond reach or you simply want
to play it safe, you can also burn an attribute point for
an automatic low-level success (or at least some
measurable progress) in the task at hand. These points
are restored om between game sessions.
In combat, the objective is to devise
a strategy or tactic to defeat the enemy represented by a
difficulty threshold. That threshold changes up and down
a step for every positive or negative circumstance (such
as armaments). If you reach the enemy threshold, you
achieved your goal (whether it was to enrage him with
insults or skewering him with your rapier). If you
failed, the enemy achieves his. If it was bodily harm,
you'll have to burn a point of Physique to negate the
effects, or you'll feel the full force of the injury.
There are no rounds, initiatives or...
Wait a minute! Doesn't this sound oddly familiar?
Indeed it does! This rule system would not only be
100% FLOW compatible but the gamemaster could switch
between diceless and diced resolutions at will during the
play, thus resolving one of the underlying issues with
Stalker RPG's rigid adherence to dicelessness. Also,
based on both my personal observations from play and a
good deal of feedback, even hardline-old-schoolers are
quite okay with using diceless resolution against
inanimate objects or abstract challenges. However, they
still prefer using dice in encounters with living/animate
entities (read: competition and combat).
Yep, a diced conversion for FLOW. I think I finally
cracked it. In theory, the diced version has higher
resolution because of the varying ability die levels but
this can be compensated for with the Roleplaying Variable
in FLOW proper.
28-Dec-2012:
My Mojave
Before we bid 2012 goodbye, I want to apologize to a
game I have bad-mouthed pretty much ever since it came
out: Fallout
New Vegas. True, there are some core flaws here,
the main one being getting the genre wrong and the second
one being the lousy DLCs. Honestly, everything except Old
World Blues is shit and even OWB does not hold a
candle to the DLCs of Fallout 3. But to give
credit where it is due, the FNV has the best
world design (okay, Skyrim comes close) and by
far the best writing (honestly, no contest here) of all
Bethesda games I've laid my hands on since Future
Shock. The world feels real even beyond its
playable borders and the storylines are relevant,
twisting and respond quite well to player choice.
And as for wrong genre and stuff, well, that is what
the modding community is for. I am playing FNV with a
bundle of mods, many of them new content and gameplay
tweaks. Although these mods have made an already
notoriously wobbly game about as stable as an
Israeli-Palestinian peace treaty, I am having so much fun
now that FNV is slowly overtaking FO3 on my all-time
favourite list. But seriously, the next mod I will
install has to be an autosaver that will automatically
quicksave every 10 minutes in addition to the default.
This is a fucking crashfest. You have been warned.
Before I list the mods, I want to bring up three of
them.
The first and foremost on my mod list is Project
Nevada. It is a big-ass mod that adds things,
removes things, rewrites the game rules and rebalances
the game difficulty. I don't know who the writers are but
they've pulled off an impossible feat here. Levelling and
skills feel both more and less relevant than ever. Any
firefight is a wicked challenge; any battle you go to
without a plan is likely to be your last. Your hit points
are static so you'll never become a god and if the enemy
has superior numbers, you'll better have superior
location and tactics or it is over. This often makes the
game more difficult (the actual mechanics are highly
configurable through an interface launched from the main
menu) while retaining the sense of progression and that I
am still playing an RPG. If I made an open-world RPG
based on Praedor, this is the kind of balance
curve I'd want.
Skyrim, take note! (Although I have yet to
try the dreaded Skyrim:
Requiem mod).
World of Pain is my second reason to
live. If the devs fucked up the genre, the modders
un-fucked it with WoP. This mod adds a huge number of
locations into the game and I was absolutely delighted to
find *CENSORED* which alone add dozens
of hours of content. All of these have their own and
unique stories, sometimes as tidbits of info you can
find, or as breadcrumbs that lead you to special rewards,
or even outright quests. They usually don't have
voice-acting, so turn on your general dialogue subtitles.
The modders have become just as good at level design as
the original devs but unlike the devs, they aren't afraid
to experiment with smoke, fog, elements or just plain old
darkness. Being forced to rely on the limited range of
your Pip-Boy light is really unnerving and when you
suddenly hear ghouls screech in the dark it is almost a
laundry day on the spot! The Glowing Ones will be giving
me nightmares for weeks to come.
My third highlight HAS VOICE-ACTING and superb one at
that. New Vegas Bounties comes in two
sets and turn you into a gunslinging bounty hunter
straight out of a Spaghetti Western. The first set
launches you onto an epic adventure with dozens of quests
advancing the storyline, while the second creates Radiant-style
bounty hunting missions ad infinitum and with infinitely
more variety than in Skyrim (did anyone else
feel the much touted Radiant quest system was a
bit of a letdown?). Both mods are superbly voice-acted
and introduce interesting characters and truly heinous
villains. My one gripe with NVB is that especially the
adventure part tends to drop you into the middle of
lethal ambushes and the rebalancing from Project
Nevada then turns them into death traps. There is no
shame in god-moding every once in a while, especially if
you are playing a sneaky sniper/assassin-type of
character like I am.
Finally, a note about Fellout. This
mod removes the coloured haze and some ambient lighting
from the new Fallout games, green in FO3, red in FNV. I
tried it in Fallout 3 and hated it. Removing the haze
from Capital Wasteland removes all sense of being in a
sun-baked, parched waste where a bottle of water is a
prize worth killing for. So, only with plenty of doubt
and prejucide, I finally gave it a try in FNV.
Surprisingly, it un-craps the visuals. Removing the haze
made Mojave Desert look like a parched waste with
fiercely clear skies and air where you can see for miles
and miles. Especially the effect of distant mountains on
the horizon is breath-taking (were those things actually
there in the default FNV?). I'd still like to have some
heat haze but this is good enough and I find myself
liking the visuals now. Maybe it won't have the same
effect on you but since the vanilla FNV looks just plain
bad, I thought you should know.
Now, modding Fallout: New Vegas (indeed,
modding any game that does not have the Steam Workshop
interface) is strictly for the members of the Glorious
PC Gamer Master Race. Virtually any larger mod
requires that you launch it with the New Vegas
Script Extender. I suspect NVSE has a role
in the frequent crashes, so any advice on how to counter
that is welcome. I am also using Nexus Mod Manager,
since all my mods come from nexusmods.com. I
have a sneaking suspicion my 4GB
Large Address Aware fix might not be working when
launching via the mod manager. I'll have to test this
some more.
The meeting I had yesterday was the last act of
business for Burger Games in 2012. Unsurpisingly, 2012
has been the biggest fiscal year for Burger Games ever.
It could have been bigger if everything had gone to plan,
but it was big enough and a hard although not impossible
act to follow in 2013, I am sure. Am I rolling in dough
then? Not really. Taxes included, this is about as much I
used to earn as a salary before going freelance. The real
trick is that I have been working roughly 2 days a week
to get it and no, the workload wasn't evenly distributed.
I could probably make three times this much money if I
could sell all my hours but from the looks of it, that is
unlikely to happen. And I value my free time,
thankyouverymuchforasking.
Right about now, Elinkeinoelämän Keskusliitto
will be sending its kill-team after me because I am
essentially downshifting while they are
tightening the screws, cutting benefits and talking about
lowering salaries all across the board (apart from their
own). My only defence is that I am part of the
entrepreneurial master race and thus above mere
oppressible mortals as far as EK is concerned. In their
wet dreams, everybody in Finland will be... wait, what,
downshifting by both choice and circumstance like I am?
Those guys don't know shit about economy, do they?
While EK and its very recent (and incredibly corrupt)
government hire Kari Häkämies are trying disentangle
their ideology from common sense, there is a new and
interesting development regarding the Roadside Picnic
IP. The German super-developer BitComposer
claims to have acquired a license to S.T.A.L.K.E.R.
videogame trilogy from the estate of Boris Strugatsky.
Now, the whole point of naming the brand S.T.A.L.K.E.R.
was to distance it from Roadside Picnic and GSC
has always argued it was an original IP owned by them.
Interestingly, BitComposer should also know better
because they were the distributor for Call of Pripyat
in parts of East Europe. Maybe they are disputing the
status of GSC as the IP holder in favor of the
Strugatskys, which would be very commendable? Or, they
did not know what IP they were buying a license for,
which would... make them... a bad target for investment,
let's leave it at that.
After reducing the graphics settings so that Far
Cry 3 began to look like tropics instead of DDR on a
rainy day, I actually played it through. Took about 40
hours which makes it at least good value for money. The
ground collision detection still gives me a headache, the
crafting grind is terrible (but once done you rarely have
to access the menus again, yay!) and after both new Fallouts
and Skyrim it feels weird that exploration could
be this boring. You can find absolutely nothing really
relevant and even the Lost Letters storyline loses its
appeal soon enough because it does not really go
anywhere. In the end you are just rushing through the
main storyline missions hoping the fucking thing will end
at some point. I am upgrading its review rating
to +1 because I did play it through but I won't
be returning to Rook Island anytime soon.
Damn, that Jason Brody protagonist guy is an idiot.
Doesn't he play any shooters back in the States? When you
are infiltrating an enemy compound where the boss is
hiding, you don't give away your position by talking
smack!
Miekkamies has its own fanbase on the
#praedor IRC-channel and they are reworking the map of
Arleon. It is actually a very inspiring discussion to
follow. I predict that Miekkamies and the Stalker
Novel will be my big creative projects for 2013. You
know, waiting in the sidelines and leaving the stage
empty for Myrskyn
Sankarit. It'd better be fucking awesome. Of
course, if the next Praedor comic book would
show some signs of life, the RPG supplement would do the
same.
P.S.
Less than 24 hours to the end of the world.
13-Dec-2012:
Far Cry 3 Tweaks
My great idol, Yahtzee of the Zero Punctuation, liked
Far Cry 3. So, I grudgingly gave it another go but just
to fuck with it, I dropped all visuals to low. The game
did not run any faster but it looks BETTER!!! Also,
something in that setup also greatly reduces the
migraine-inducing head bobbing, and reducing the
complexity of ground geometry makes the collision
detection almost work! This greatly reduces the tendency
to get stuck on door thresholds or simply trip over the
bump-mapping on a dirt road.
But most interestingly, the game really looks better.
It looks warm and sunny and tropical, the seas are of the
right turquoise colour, the sand glows under the Sun...
the environment still loses out to the original Far
Cry but it is a big step into the right direction
(and you can only achieve so much with a brain-dead Art
Lead, I understand that). Now, if only the grind...
sorry, crafting would be removed, the randomly (and
endlessly) spawning enemies were fixed, the vehicle
controls would not be asinine and the immersion-breaking
stupidities that scream "this is a game" would
vanish. Come on, play some S.T.A.L.K.E.R. or
even Skyrim and see how it is done!
I also want to drown the high-end water texture artist
in the blue waters of Tahiti. Then I would also like a
belt made out of the skin of the PC port UI designer for
Christmas. Honestly, how come I can configure walking
controls for my left-handedness but the vehicle controls
are fixed, even if they are the SAME bloody keys as the
default walking controls? Why does there even have to be
separate control schemes for walking and vehicles? Why...
why... why..?
Far Cry 3, why U so stupid? It is now much
improved but I still can't believe the glowing ratings
this game got and it bodes ill for future open-world
games.
12-Dec-2012:
Against the Dark
I haven't done music compilations for a while. Now
that we are well and truly in the Black Box, it is all
too easy to let the dark seep into the soul as well. I am
using music keep tiredness and melancholy at bay and for
the most part it works. These are all unapologetic
Pump-me Up and Feel-Good songs without depth or drama.
But blaring them at an ear-shattering volume helps me get
through the dark grey winter days. One day at a time.
So, here we go, the Top-10 Burger anti-depressants.
10. AC/DC: Anything Goes
What can I say? Listening to this is like bouncing on
a trampoline made of candy. This is the only song I know
that gives me sugar rush.
9. Mylene Farmer: Libertine (Metal Version)
The original song (and the video that actually
inspired the FLOW game system) is part of the soundtrack
of my life. But if I need an aural energy drink, this
1996 live version of Libertine works fine.
8. Motörhead: English Rose
Motörhead plays rock'n'roll but this is so old-school
they could invide Elvis on stage. Listen to this long
enough and London is beautiful, the English weather is
warm, the English food is delicious and Lemmy is one sexy
beast!
7. Rosvosektori: Onnellinen
No psychiatrist in the world can match this. I usually
detest Rap but there are a few exceptions and this is one
of them.The rest of that list is top-secret.
6. Iron Maiden: The Number of the Beast
Old-school Iron Maiden. Listening to this makes me
feel young, healthy and handsome again. Unfortunately
girls don't do big hair or ripped jeans anymore.
5. Motörhead: Christine
Lemmy does an ever better job at channeling Elvis. I
want to comb my hair back with gel and drive a Cadillac.
And lose 50 kilos so I can swing my hips...
4. Judas Priest: Devil's Child
The firstborn of Heavy Metal at its absolute best. If
it takes selling my soul to Satan to recharge my mental
batteries like this where do I sign?
3. Kiss: Lick it Up (2010 version)
I don't really like the new KISS. But the song is old
and they scored a bullseye with the live performance. I
actually wish I had been there.
2. AC/DC: Guns For Hire
Not a famous song, not one of their big hits... but
the whole point of listening to AC/DC is to feel better
and personally I think this is their best song ever.
1. Los Bastardos Finlandeses: Acapulco.
The strongest pill in my musical medicine cabinet.
Take one of these and you are flying high! LBF
is usually just a "good" band for me but this
particular song made it into the soundtrack of my life.
A list like this changes over time as new songs are
discovered and some of the oldies lose their charm. But I
hope at least some of this will help you get through the
Black Box. They are certainly helping me.
08-Dec-2012:
Far Cry 3
The original Far Cry by CryTek is one of my
all-time favourite shooters, although the difficulty
curve could use some work. Their publisher back then,
Ubisoft, grabbed the franchise and used someone else to
put out the beautiful but otherwise mediocre Far Cry
2. Since adding token roleplaying elements and a
badly designed open world made FC2 shit compared to FC1,
Ubisoft then decided to go an extra mile into the
same direction and TaDah! We have Far Cry 3,
a shooter so loaded with token roleplaying elements it is
actually in the neighbourhood of Skyrim. This
must have worked since Eurogamer.net
gave it a rating of 10/10 and named it the new "Apex
predator of open-world shooters". What could go
wrong?
My 50 euros, that's what! Far Cry 3 is an
obnoxious turd!
It loses out to Far Cry 1 in every respect
even before it shoots itself in the foot with the token
RPG elements. The graphics are fucking horrible (I play
mostly on Very High settings since Asus ROG 74S is still
a monster of a gaming rig). The controls are stiff and
the setup options are incomplete. The head wobble when
moving is so exaggerated it is giving me a shrieking
migraine. The HUD is plastered with non-dismissable
pop-ups of practically everything between heaven and
earth (oh well, at least it covers up the ugly-ass
graphics) and the menu-based interface to crafting and
shit is from the pits of hell. This is an open-world game
but there is no quick-save option. And while you can
tweak movement controls to suit my left-handedness, the
vehicle controls are fixed into WASD! Who the fuck came
up with that fucking stupid idea?
But first things first: this game is billed as a
shooter, so lets start by looking at it like a shooter.
The key element in any shooter is smooth movement, which
basically means that if there are no obvious obstacles,
you can go there. The controls are supposed to fade into
the background as you go about on instinct, responding to
the challenges of the gamerather than the shortcomings of
the engine. This is absolutely botched in Far Cry 3.
The head wobble makes me feel like a bobblehead doll
dragged over a flight of stairs and my character gets
hung up on or bumped by a myriad of mostly invisible
obstacles. As a cherry on top the collision detection
can't tell the difference between a wall and
10-centimeter first step, so climbing stairs is seriously
gimped. And you can't clear this obstacle by jumping onto
stairs either, because apparently they use different
movement scripts and the game cannot switch from one to
the other without dropping you onto the floor in between.
Honestly, I had easier time scaling fences than climbing
stairs!
Also, in shooters you usually get to shoot with
something; mostly guns. Here the RPG elements come into
play, gimping you at first so that you only have a single
weapon slot (out of a majestic maximum of four) and can
carry only a miniscule amount of ammunition around.
Damage is nothing to write home about and I guess the
enemy hit points ramp up because the perks have all sorts
of weapon performance bonuses. I have yet to fight a
combat scenario from any kind of respectable distance (oh
gawd the long-distance terrain is ugly!!!) and I am
fairly sure headshots have no discernible special effect
on the enemy. Sneaking up on somebody enables you to do
an instant take-down but other than that it does not
matter where you hit. Besides, much of the hunting is
done in tall grass anyway so anything standing lower than
a human is always at a point-blank range.
You can "tag" visible enemies with a camera
(FC1 had a similar mechanic using binoculars) but for
some reason tagged enemies also become visible through
walls and terrain obstacles and they have
immersion-breaking icons hovering over their heads. As if
the HUD wasn't too cluttered to begin with. Maybe the
developers decided this was necessary because the minimap
range, which also shows their position and facing, is
absolutely pitiful. When NPCs speak, the lip-syncing is
noticeably off. I've never seen such a thing in a shooter
before.
Being a first-person-shooter is not enough. Far
Cry 3 wants to be modern and thus be an action-RPG
as well. I've never seen a shooter take the RPG elements
so far. In the beginning you are pretty much shooting at
rats but killing things and completing quests earns you
Experience Points and these translate into skill points.
You can use skill points to purchase what essentially
amount to Perks from Skyrim. There are three different
perk trees with 20+ perks each, so you are not going to
run out anytime soon.
There is also crafting up the ass, as you can skin
your animal kills and harvest several different types of
plants. Instead of finding health kits and other common
FPS loot, you pick flowers and turn them into syringes
that heal you or give you special abilities (really
special, are we sure the genre isn't magical realism?)
for a limited duration. The crafting interface is a
horrible mess, at least on a PC. Maybe the console-gaming
master race gets some kind of VIP treatment here? You can
also find random loot that trades for cash in the village
stores. By the way, since my inventory space is limited,
can someone tell me what I am supposed to do with Komodo
Dragon skins? They are crafting resources so they can't
be sold but there is nothing on the craftables that needs
dragon skins. Am I supposed to just lug them around?
You can't have an RPG without quests and Far Cry 3
gives you a ton of them, although only one at a time.
They invariably represent the very worst of your typical
RPG quests (go X, kill Y of Z) but as a cherry on top
they have exact weapon requirements. So, go kill five
rabid dogs but the quest fails if you don't do it with a
shotgun (which means giving up your assault rifle since
at this stage you only have a single weapon slot). Or,
there is an enemy commander guarding a roadblock and you
have to take him out but only a knife or
a sneaking take-down kill counts. This is beyond stupid
and also disasterous to immersion. Funny enough,
immersion is the reason I am supposed to like open-world
games. Take it away and I am left with... nothing.
As for the story... oh well, you are an American white
boy and the local degenerates have apparently waited for
a non-combatant like you to be their champion against a
crowd of modern-day pirates. This White Man's Burden has
already been criticized elsewhere in the 'Net so I'll
leave it at that. Damn, I really miss Jack Carver and his
hilarious Hawaiian shirt. Come to think of it, I miss a
great many things from the original Far Cry. Carver came
off as little arrogant but I'd take that over the FC3
protagonist's whining any time.
So here we are. The rest of the world is celebrating
the new apex predator of open-world shooters and I fear
that the crowds will turn on me when I throw the first
tomato. But here, in my blog, I can be honest to myself.
Final Rating: -2
It is no surprise that Fallout 3 does the RPG
elements better. As for FO3 having a better open world...
well, yeah. I can see that happen. But never in a million
years would I have expected Fallout 3 to be the
better shooter!
03-Dec-2012:
My Dream RPG 2
What I would do as my Dream Game varies by
mood, inspirations, planetary movements and so forth.
Objectively, the next edition of Miekkamies
would actually be the best option: it has enough brand
recognition among my core audience to sell the first
print run, it is an IP that I own and control 100%, it is
in a mass appeal genre with a strong and visually
immediately obvious twist that sets it apart from other
titles. It does compete with 7th Sea and to the
lesser extent with Agone but that's about it
(no, it does not compete with Warhammer; I am
still hurt from those early accusation). And it was/is a
damn cool concept and setting.
I always thought that the pocketbook format of Myrskyn
Aika was pretty damn cool, so the rulebook would
probably be in A5 size and I would love to go all out on
production values: design the page layout as if it was a
CCG card, glossy paper with full colour page frames,
illustrations and even text effects. There would be
parchment-textured pages, effect symbols, blood-red title
texts, small pictures of dice replacing the boring N
notation (In Finnish, a die is "noppa"), heavy
use of icons in place of stats, coinage and wherever else
applicable. The outer page frame would mimic the glass
mosaics of Renaissance churches, while the illustrations
would be commissioned from a Frankenstein's monster built
from the corpses of Rembrandt
and Alphonse
Mucha.
Having that much art means having relatively little
text per page, so the rulebook would be a 300-page brick.
Quite heavy with that glossy paper, I would imagine,
despite the A5 page size. I am usually not into boxed
sets but this time I would like to have the game come in
a small treasure chest. The rulebook would be at the
bottom... maybe split up into player and gamemaster books
as separate works. There would also be a cloth map of
Arleon, a set of branded dice, parchment-textured
character sheets... hmm, I was actually quite impressed
by Ultima
V back in the day when they included the
medallion (tin, but still) in the box.
Back in the real world, getting any art at all for Miekkamies
would be a tall order even with an unlimited budget.
Straight-out fantasy is a much easier genre to illustrate
because everybody knows what it is supposed to look like
and all your prospective artists probably spent their
school years doodling orcs and elves into the margins of
their schoolbooks. Unfortunately, they did not draw
musketeers, pirates and East India Company traders, even
though the Baroque is visually just as or even more
impressive. Even with the original Miekkamies
there was some coaching to do before the artists really
grasped what I was going for.
I need to buy the 7th Sea rulebooks and see
how they've managed theirs. All I know for now is that my
closest competitor has pulled off the impossible and
created a fantasy
world map that I did not find even the least bit
inspiring. Honestly, what the hell is this? I've never
come across another fantasy map that would leave me so
frigid. It is not the copying of Europe: we all do that
and I'd like to have sex with the Old
World map from Warhammer Fantasy games. The
original Miekkamiesmap of
Arleon by Sami Mutanen needs a few fixes but it
already works much, much better. Any future iterations of
Arleon will be based on it.
The Delorian Empire is the key to this setting. It
starts out as something of a Roman Empire, uniting
southern half of Arleon under a single banner while
keeping the Relgian kingdoms in the north as a buffer
zone and trade partners. Later, conflicts with the
Sayarid Caliphate across the Blue Sea drive their
overseas expansion and the Delorian Empire becomes the
Spanish Empire, with colonies on three of the four
corners of the Known World and trading ports in the
otherwise insular Yu-Zhang. Just like in Spain, this
influx of wealth kickstarts social decay as the gulf
between the rich and the poor explodes. Still, largely
thanks to the Order of Mechanologists, the Empire
continues to evolve and reaches a stage resembling the
British Empire, with technological wonders to match.
The Mechanologist Heresy and their subsequent exodus
across the Grey Sea along with most of their secrets
throws the Empire into chaos. Coups, assassinations,
rival Emperors and eventual religious purges under the
Puritans of the Twelve follow. The Empire's grip on its
colonies falters and the Sayarid Caliphate drives the
Delorians off the southern continent altogether. Whatever
counter-measures the Puritans were planning are undercut
by the Age of Darkfire and the return of magic. The
Empire is shattered. Although Kronath's sacrifice
restores some sembalance of order to the Delorian lands
and the Puritans of the Twelve are driven into hiding,
the provincial kings do not return to the Imperial fold.
The Empire is never abolished. Instead, much like the
Pope, the reigning Emperor sits powerless in his vast
palace in the ancient city of Ardelon, acting out the
rituals of power while the Delorian kingdoms drift apart.
The original Miekkamies was set 300 years after the
fall of the Empire, with the provincial kingdoms are well
and truly established. What I would like to do now is set
it perhaps 30 years after the Age of Darkfire, so that
the elder political figures and soldiers can still
remember the Delorian Age. This dying Empire is awash
with secret societies, masterless chivalric orders, cults
and witchcraft (no longer banned but definitely frowned
upon). Intrigue abounds as some groups try to bring the
Empire back together while others seek to ensure that
break-up will continue and will be irreversible.
I am having some problems with the exact role of the
player-characters but I am leaning towards the secret
societies. It would be a good match to the
master-champion setup that was supposed to be in the
original (but never really discussed). Think of the
Vampire Clans in Vampire the Masquerade and you
are not far off. However, this also necessitates some way
for characters from different secret societies to work
together. Secret societies could also act as gatekeepers
to secret knowledge, from mechanology to witchcraft.
Other than that, there are no character classes.
Remember that the future is not set. Even if in the
original Miekkamies the Empire did break apart,
this time the players are there when it happens and they
have a say in the matter.
Or would have.
This is a hypothetical product.
02-Dec-2012:
My Dream RPG 1
I had a short but thought-provoking exchange with Mike
Pohjola in Facebook recently, after I asking about the
status of his upcoming RPG Myrskyn Sankarit and mentioned
that a good deal of my stuff is on hold waiting for it
(and for the Praedor album). With ample crowdfunding and
negotiations underway about getting MS on sale also in
department stores and the like, Mike is in the position
to write and edit the RPG of his dreams. Curiously, he is
trying to write an extremely newbie-friendly RPG with the
maximum mass appeal instead, using the venerable red box
D&D as his guide. I hope he pulls it off, although
that would mean losing my status as the best-selling
Finnish RPG author. I'd be lying if I said it has never
been a point of pride for me. But really, if a new
red-box D&D is what it takes to bring mass appeal
back to the hobby, so be it. I sure as hell could not
write the bloody thing myself.
But it did get me thinking: what kind of an RPG would
I write and publish now, if I suddenly did not have to
worry about any limitations? What would my dream RPG be
like? And the answer... well, I guess doing some soul
searching every once in a while is a good thing.
The Stalker RPG, or rather the process of creating it,
changed me as an RPG author. With that game, I reached
the Holy Grail of RPG writing and created the best
roleplaying game ever, a masterpiece that I, or anyone
else, has no hope in hell of ever matching. Any future
games written by me will always be in its shadow. During
the eight years it took me to figure the Stalker RPG out,
I made some discoveries I could not do without anymore.
For example, the way FLOW engages the player into the
moment and to the task at hand was simply beautiful. Just
like it was to see great character stories emerge at the
drop of a hat through the talent/drawback dichotomy,
while still keeping the character creation quick, simple
and fluid. Eat that, CP2020 Lifepath!
Having engagement mechanics as part of a rule system
is nothing new. While my not-understanding of what
"The Forge" was all about has outlasted
"The Forge" itself, I have convinced myself
that this, player-engagement rule mechanics, was at least
one of the things they were about. I know that
pre-Stalker Burgeri would not have touched those with a
ten-foot pole but even so, I've always been a big
proponent of setting-specific rules. These effectively
boil down to a penalty system that hinders the player
agenda if their choices do not conform to the core
expectations of the setting (as far as the adventure plot
was concerned, they could still go off-script as much as
they liked and the Otherwhere would never crack).
Including engagement mechanics turns the penalty system
into a player-transparent reward system. Judging from
Stalker RPG, players find it empowering and conducive to
creativity, while quantifiable results can still be
applied to algorithmic rules.
The post-Stalker Burgeri would not write a game
without including both of these effects in some format.
He would also like bend over backwards to retain the
advantages of FLOW-based character creation over the
min-maxing and point-shuffling of Edges and Flaws, or
having a mostly static primary attribute system
contributing to a field of dynamic variables called
secondary attributes and... and... those are all things I
cannot go back to. There is nothing wrong with using them
in existing systems but I really, really, don't want to
design something like that anymore. So yeah, Stalker RPG
hit me so hard it left a permanent mark. Not only are my
future RPGs going to stand in its shadow but they will
also be its offspring. You'll see the family resemblance.
That said, my dream RPG is not diceless. Stalker RPG
became diceless out of necessity, because of the
adventuring style. For all the virtues of FLOW, I never
could keep it entirely dice-free. The "Shit
Die" is a seductive little thing, especially late in
the evening when the stalkers do something totally
unexpected. I am very tempted to roll it to give myself a
clue on the difficulty of the challenge at hand, rather
than deciding it using the available facts. Furthermore,
it is a question of mass appeal and sales. While I am
much less concerned about those than before, I am not
immune. Finally, there is also the hook of gambling,
provided that the rolls are varied enough. Shouldn't be,
for an immersion addict like myself, but there is.
Hmm. This is turning quite a bit longer than I
expected and I haven't even described the game yet! Oh
well, another day...