Monday, February 13, 2012

Blazing Spear: Cultural exchange



THE ADVENTURES OF BOB, RULAANI TOURIST
The man with no remarkable skills whatsoever!

"Bob" is a joke character I've used in our internal discussions. His purpose is to demonstrate how an "average joe" in Blazing Spear's central culture, the Rulaani Empire, can still be someone extraordinary in the eyes of other cultures. The following is the first anecdote he appeared in, from a chat last september; ideas have progressed since then, but the cultural differences remain in effect.

4:55 PM
me: Rulaani tourist in the mountain kingdoms hears about the legendary Swooping Hawk sword style, whose incredible secrets (the source of much speculation) are taught only at a secluded dojo on a nearby mountain.
4:57 PM
So he decides to go down there on tuesday, knocks on their door and says "Hey, this the place where they teach those 'Swooshing Hawk' moves? I want to see how work."
4:58 PM
Michel: Complete with bad grammar in his non native tongue. Alright, what happens next?
5:01 PM
me: Well, imagine if some guy walks into the most important building in Apple'sheadquarters and says with a bit of an accent "Hello, is this the place where they present the new prototypes to Steve Jobs? Ok, and which room? I am here to observe."
5:02 PM
Almost certainly alot of "Um, wait, who are you?" Because it would be ridiculous to think that someone would just walk in and want to see this super-secret mysterious stuff because of idle curiosity.

Michel: I can just imagine the monocles falling off.
5:04 PM
me: In fact, let's say he actually gets to the grandmaster, and that the real reason he does is because he acts like he has a reason to be there.
5:05 PM
(And does it well, because it's not an act.)
5:06 PM
Now, bear in mind that in my head Rulaan basically has spears as the classic weapon where western culture has swords. They refer to freelance warriors (mercenaries) as "sellspears" or "spears for hire".
5:08 PM
So let's say this guy has one of those on him.
5:09 PM
Michel: brb keep typing.

wanna read this.
9 minutes
5:18 PM
me: The master, with a nervous low-ranking student helping translate, basically is all "So. . .you are a Rulaani of common birth, who has spent four years as a member of your village militia." (Camera cuts to a muddy guy in rags shivering in the cold and using a rusty sword to try and hack dead limbs off some trees. A caption at the borrom reads MOUNTAIN KINGDOM EQUIVALENT. His comrade says "Maybe you should sharpen that thing." "Oh yeah. How do you do that?" "I think you need a rock?" Cut back to the dojo.) "Yep," says the Rulaani.
5:21 PM
Michel: lol
5:23 PM
me: "And word has reached you of our great and much-feared sword school, where the secret sword techniques of Master Li Peng have been passed onto a chosen few for four generations." "Some guys in the village down the hill were talking about it."

(Translator: ". . .He says yes.")
5:27 PM
Michel: keep going
5:32 PM
me: "And you have decided to make a day trip to our dojo, where you expect we will show you these secrets only because you asked." "Oh! No no no, I'm sorry, this must have seemed so impolite, I didn't mean it like that." "Ah, that is good." "Yes, I would never ask to learn your techniques without also sharing my own martial knowledge in return."

(Awkward silence)
6 minutes
5:39 PM
Michel: Well, don't stop there.
5:40 PM
me: The master massages his temple. "Very well, tell him we will accept." Translator does a double take. "M. . .master?" "I now foresee a need to gut the Rulaani in large numbers at some point in the future. It is prudent to observe how they fight."
5:44 PM
So they go to the 2nd-years dojo room and he tells the teacher to indulge this guy by serving as his mock opponent. Guy acts out some basic spear strikes in slow motion, functional but utterly crude in their eyes (spear masters are no sword masters, but they at least have some poetry).
6 minutes
5:51 PM
me: Then his opponent asks if they can try the scenario in a brief actual spar. They face off, and the teacher contempously slaps the spear aside with his wooden sword at the right point in the attack pattern to throw his enemy off balance. The Rulaani barely dodges the follow-up sword swing, but the teacher simply continues his rotation and launches a roundhouse kick to the gut.
5:53 PM
Michel: And?

me: Rulaani is bent double, gasping, dropped his spear. The audience is cackling appreciatively. The master smiles, but his eyes frown for a second. ("Damn, that was pretty good," says the Rulaani between gasps.")
5:54 PM
"Wait, do that one more time," says the master. A similar repeat perfomance ensues.
5:56 PM
The audience is quiet now, still grinning exultantly. But the master is now completely focused. "Do that thing again, with your feet." The Rulaani got his ass handed to him, but it shouldn't have taken three moves. Not with this guy's utter lack of real skill.
6:00 PM
Over the next two hours the master grills the visitor extensively on the training drills he's recieved regarding stance, footwork and movement. Once satisfied, he nods and spends the afternoon patiently coaching the Rulaani on a few useful basic techniques that should be viable for a spear wielder.
6:02 PM
Michel: Continue?
6:03 PM
me: Over the next several years the master implements the most radical series of changes to the Swooping Hawk style since it was created by Master Li Peng almost a century ago.
6:05 PM
Master Li Peng was an absolute master prodigy of a warrior. He invented some amazing things. But he was one man working in isolation, with only very basic practices as a shared starting point- ones he did his best to unlearn, since they tended to be very flawed.

Michel: I get what you're getting at.
7 minutes
6:13 PM
me: The Rulaani was an utterly unremarkable warrior, who had baredly grasped the fundamentals of the martial techniques he was trained in- techniques and lessons based on the work of half a dozen different genius master warriors, each with decent access to their predecessor's ruminations.
6:14 PM
Michel: By extension, this principle makes Rulaan a natural source of PCs

since the kind of knowledge that is useful for making heroes

(alchemical lore, combat techniques, espionage savvy, technological expertise)
6:15 PM
would be more widely shared than in other cultures.

me: Master Li Peng never really thought much about footwork- his stances were ideal for ensuring a strong and versatile attack made from a standing position.
6:18 PM
The school had traditionally assumed that someone who is forced to move backwards in a duel has essentially lost the fight. But if this Rulaani had even a few years worth of real combat experience (and had been in better shape), he would have been able to wipe the floor with his sparring opponent.
6:21 PM
The master could see the potential of the moves enough to realize there was a whole branch of techniques that the school had previously thought to be infeasible.

Michel: Cool
6:24 PM
me: If someone had suggested to a swooping hawk student that this would come to pass, it would mean a duel to the death- someone daring to suggest that their master's knowledge would be lacking? No loyal member of the school would let such disrespect stand.
6:25 PM
Not unlike how every kid thinks their mom and dad truly know everything.
6:26 PM
Michel: ahhh

(until they're thirteen, in which case the exact opposite effect is the case)
6:27 PM
me: (Which is what the majority of masters are like- they clearly know everything. This one was a little wiser than the norm.)
6:28 PM
But to the Rulaani, this guy doesn't represent the absolute pinnacle of knowledge- just a guy who knows a bunch of stuff.
6:29 PM
Michel: I see
6:30 PM
It sounds like our setting is one where travel and exposure count for a lot

And going places and seeing things makes for powerful adventurers

because they'll grasp insights unavailable to the guy who stays in his place.

Am I on target?
6 minutes
6:37 PM
me: Could be, could be. Making a character who's been exposed to a variety of cultures might be how you make a more "multiclass" character- at least in terms of overcoming hurdles in pursuit of an optimal rounded-out build.
6:39 PM
Reeling things way on back to the original point, I expect I was also thinking of things like minimizing raw number increases for high-level characters.
6:40 PM
A level 12 character (well, his equivalent in this system) shouldn't feel "safe" when facing a group of 10 level 1s.
6:43 PM
Not until he does a display of fighting skill that scares the remaining 7 into backing down. Or navigates the fight into a narrow alley where they can't come at him with more than 2 at a time. Or otherwise avoids a "fair fight" in favor of a situation where he has the advantage.

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Tuesday, January 31, 2012

Introducing: Blazing Spear


High time to pull back the curtain, I think.

Blazing Spear is the tentative name for an original bronze age weird fantasy setting I and two others have been working on since early 2011. There are numerous influences (from 300 to Fringe), but a particular handful best capture the kind of stories we'd like our world to help tell. Fullmetal Alchemist. Avatar: The Last Airbender. Matthew Woodring Stover's bronze age fantasy trilogy. Girl Genius. A relatively obscure new comic called Black Fire. And above all else, Princess Mononoke.

These are stories of badass individuals caught up in the physical & ideological confrontations of different cultures, and in the goals of colorful power players whose means far exceed those available to "mere mortals."

These are stories in a world that is changing and evolving, where there is no option to maintain a “status quo”.

These are stories where numerous other characters are just as badass, just as competent- and not just among those fighting on both sides of the conflict, but also those "underfoot" who are just trying to get by. The crucial factor that distinguishes the player characters isn't superior strength, or even necessarily virtue; it's their role as individuals, as people who involve themselves in the conflict without cleaving to any the goals of any one faction that's involved.

I'm as busy as ever, but I'll do my best to share more about this world we've made (and perhaps some original game mechanics to go with it). My goal is to update on at least a weekly basis; I'm terrible as I've always been at posting into a vacuum, so any honest feedback & commentary you can offer will be a huge help. Have I gotten your attention so far?

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Thursday, December 1, 2011

Oh man, this is fantastic.


Tom Francis, game journalist extraordinaire and fledgling indie game dev, has been working on Gunpoint for a while now; I've had a chance to play the beta, it's definitely something special. He already put out a call for artist volunteers, and got some amazing results (as you can see).

A couple days back he put out a similar query for any interested composers, including a gameplay video people could pair their tentative soundtracks too. And once again, he's getting a pile of great responses- check out the comments on this page and hear it for yourself.

I'm just floored by how much good ambient music enhances this game's atmosphere. It's really something.

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Tuesday, July 19, 2011

Paratopian City (Part 2)


"Paratopian." Neither uptopia nor dystopia; something beyond the bounds of what you'd ever see in a "normal" society.

(8:15:22 PM) Dagda: Gotham's not really a representative sample anymore, but I'm still after that interesting "metanormals & normals who've adapted" dynamic.
(8:15:53 PM) Dagda: The city tends to have its own way of doing things, on every level.
(8:15:56 PM) Sylvia Viridian: Yeah, I like the idea of it
(8:16:04 PM) Dagda: http://www.youtube.com/watch?v=kGyVZRHZ2ow is another inspiration here
(8:16:44 PM) Dagda: (I have very little interest in actually playing that game, but HNNNGH that concept and aesthetic are amazing)
(8:16:53 PM) Sylvia Viridian: That is very pretty
(8:17:51 PM) Dagda: Final Fantasy, plus Kingdom Hearts, plus modern day upper-class urban society, plus the mafia? V Yes.
(8:17:58 PM) Sylvia Viridian: Oh, yes
(8:18:07 PM) Sylvia Viridian: Very, very shiny
(8:18:32 PM) Dagda: Gonna actually get into the next bit, feel free to keep watching & read later
(8:18:44 PM) Sylvia Viridian: oh, okay
(8:19:15 PM) Dagda: Basically, I'm thinking that for every protagonist/PC who's a paranormal being, there'll be 2 humans.
(8:21:21 PM) Dagda: One of whom is just skilled- skills meaning all the sorts of things we see Jason Bourne get up to. The ability to break in & infiltrate urban environments, fight with guns or martial arts, escape & evasion, taking on & subverting institutions. . .and awesome chase sequences, natch.
(8:22:28 PM) Dagda: The other one? Well, they're human, but honestly it's a stretch to call them "normal"
(8:23:53 PM) Dagda: A paranormal person can't teach a human to use magic. But some humans are. . .sensitive to a particular class of supernatural being.
(8:25:39 PM) Dagda: Sustained exposure can trigger physiological changes, giving someone one of several "conditions" based on which type of beign they're sensitive too. Their paranormal natures rub off on us, but in a more grounded sci-fi way.
(8:25:55 PM) Sylvia Viridian: I see~ Interesting
(8:26:58 PM) Dagda: An inspiration that comes in here is an anime called Canaan, which is pretty amazing for about 2-3 episodes (and then runs out of steam)
(8:27:49 PM) Dagda: It has several characters who have abnormal nervous systems, giving them a sort of savant-esque synesthesia with a side order of bullet time
(8:28:59 PM) Dagda: http://www.youtube.com/watch?v=0o06weVt9j0 <-Best example occurs at about 19 minutes in
(8:29:34 PM) Sylvia Viridian: /watches (8:31:11 PM) Sylvia Viridian: I see, cool
(8:31:39 PM) Dagda: So yeah, ripping that off
(8:33:02 PM) Dagda: Will probably have the reflexes and synesthesia perception be two separate things, but hey
(8:35:14 PM) Dagda: Other options would be someone who's empathic to a degree that's clearly ESP (i.e. they feel what someone else is feeling even though they're in another room or something), or someone who can do adrenaline-fuled, mother-lifts-minivan-off-kid feats of strength almost at will (regardless of the terrible strain it puts on their bodies).
(8:35:54 PM) Dagda: All things you can theoretically imagine as being within the realm of human potential
(8:35:59 PM) Sylvia Viridian: Yeah
(8:36:48 PM) Dagda: So yeah. There's about one other key thing I've figured out that I should mention.
(8:40:36 PM) Dagda: The Gotham Central-inspired police, the ones that "have their own way of doing things", that have their share of corruption and abuse but by & large are made up of decent, pragmatic human beings? The ones who go out and walk/drive their beats, keep the peace, know the guys on the street corner by name? There are limits to their authority.
(8:41:36 PM) Sylvia Viridian: Oh, that sounds ominous
(8:45:10 PM) Dagda: The border guard, the ones in the helicopters and gunboats- originally a PMC that was contracted in the 70s, reports directly to the federal authority? They're active in the city, too. They're the ones in black helmets who do immigration raids, break up protests & riots (& claim they were riots either way), and do their best to hunt down the players (who are either part of the underworld or deal with it enough that they could wind up in serious trouble)
(8:45:21 PM) Dagda: This is that Mirror's Edge influence coming in.
(8:45:30 PM) Sylvia Viridian: Gotcha
(8:45:55 PM) Sylvia Viridian: So the cops are decent guys, but there's also military type forces
(8:46:18 PM) Dagda: More or less.
(8:46:40 PM) Sylvia Viridian: Who are much less nice and understanding about the whole supernatural deal
(8:48:04 PM) Dagda: The peacekeepers are the equivalent of cops who'll go out and ask prostitutes if they recognize a woman who turned up dead. They know this stuff goes on and if someone's being blatant/stupid they'll do something about it, but it's the status quo.
(8:48:51 PM) Sylvia Viridian: Makes sense
(8:48:53 PM) Dagda: The enforcers, they're not exactly military- but they carry guns and will use them, no question on that.
(8:49:03 PM) Sylvia Viridian: Yeah
(8:49:30 PM) Dagda: They're "The Man", not to mention "La Migra".
(8:50:20 PM) Dagda: No engagement with the community, just a force that's not to be reckoned with. (Since if there's any reckoning going on they're the ones who're carrying it out)
(8:50:31 PM) Sylvia Viridian: Of course
(8:51:00 PM) Dagda: Now, 95% of them have no chance of matching the speed of a character with moderate parkour-type skills.
(8:51:17 PM) Dagda: (Which I'm thinking will be a significant portion of them)
(8:51:28 PM) Sylvia Viridian: It'd be a necessary survival skill
(8:51:31 PM) Sylvia Viridian: and also really really cool (8:51:53 PM) Dagda: Exactly!
(8:52:30 PM) Dagda: But they're still a serious threat, for one key reason: Coordination.
(8:52:54 PM) Sylvia Viridian: Right. Outrunning an individual doesn't mean as much when they have comms
(8:56:14 PM) Dagda: When you're being chased by enforcers, somewhere out there is a dispatcher- one of the ones with live access to every security camera in the city. And their career is going to be set back or forwards a good two years based on whether or not you get caught.
(8:56:32 PM) Sylvia Viridian: Aha.
(8:57:14 PM) Dagda: You had better believe they're going to throw everything they possibly can at you, on-duty or no.
(8:57:23 PM) Sylvia Viridian: Yes, indeed
(8:59:00 PM) Dagda: You're able to build up a good lead on your pursuers, cutting down one particular back alley and managing to get up over the edge of the rooftop right before the first of them rounds the corner.
(9:01:46 PM) Dagda: And then the maintenance doors on 3 different neighboring rooftops are kicked down simultaneously, and snipers are dashing out to take aim. The dispatcher's voice yells orders at you from the Public Announcement system, telling you you're dead if you so much as move a muscle.
(9:02:16 PM) Dagda: Looking back, that was the point where things really got interesting :P
(9:02:21 PM) Sylvia Viridian: lol
(9:02:23 PM) Sylvia Viridian: I like it!
(9:05:54 PM) Dagda: Since that delay gave the gang lord's men (the ones you'd been fighting in the first place, until the enforcers took notice) chance to catch up, and everything descended into chaos from there.

Image was done by this artist on pixiv.

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Paratopian City (Part 1)


Work and classes keep me busy as usual- I've been one of Applecare's senior-tier agents since the end of last year. Some big game design efforts that'll have to wait for another time, but I wanted to share this one while it was fresh.

(7:25:15 PM) Dagda: Been brainstorming a new setting, actually- yesterday and today, it's coming together nicely. Think I could bounce it off you?
(7:25:22 PM) Sylvia Viridian: Sure
(7:25:30 PM) Dagda: Awesome, was hoping to get your input
(7:25:46 PM) Dagda: Are you familiar with any of the Abhorsen books, by Garth Nix?
(7:26:04 PM) Sylvia Viridian: I am not, unfortunately
(7:26:09 PM) Dagda: No worries
(7:26:29 PM) Sylvia Viridian: I am familiar with some of his Keys to the Kingdom books, but not the Abhorsen ones
(7:27:23 PM) Dagda: Main relevant thing is that Abhorsen's setting had two countries that shared a border.
(7:28:22 PM) Dagda: It was something of a gothic fantasy story, main characters are necromancers whose arts are used to *counter* undead raised by other, irresponsible necromancers.
(7:28:36 PM) Sylvia Viridian: Oh, interesting
(7:28:44 PM) Dagda: But the other country is actually a secular, rational nation alot like 1920s britain.
(7:29:23 PM) Dagda: Most people there are highly skeptical about magic being real, and remain that way for a bit in the instances where they see it firsthand.
(7:30:15 PM) Dagda: This setting is. . .half that, half District B13 (or Mirror's Edge, if you prefer)
(7:30:38 PM) Sylvia Viridian: Ooh
(7:31:16 PM) Dagda: You have a particular region where supernatural stuff goes on. In this case were talking a large island or two of the coast of a larger landmass, a la great britain
(7:33:24 PM) Dagda: That's not the setting, though, the stories never directly show what it's like there. The setting is a massive modern-day city that's right across the English Channel-equivalent.
(7:36:11 PM) Dagda: See, the goverment for this nation takes great pains to keep the supernatural region contained. Helicopters and patrolling gunboats serve as a border guard, concentrated on the channel but also covering the islands as a whole.
(7:37:58 PM) Dagda: They downplay the paranormal side of things to the public, dismissing the old tales of bogeymen coming ashore to terrorize families in the night as a bunch of quaint rumors and superstitions (which, to be fair, is mostly true)
(7:39:16 PM) Dagda: But for both political and pragmatic reasons, they go to great lengths not to let anyone in (without clearance) or any*thing* out.
(7:41:15 PM) Dagda: Knowingly harboring or failing to report any supernatural being, artifact, anything of the sort is a serious crime.
(7:41:32 PM) Sylvia Viridian: Of course
(7:41:49 PM) Dagda: In theory, this particular harbor city is no exception.
(7:43:15 PM) Dagda: In practice, there are hundreds of illegal border crossings each year. Within the borders of this city, as long as you don't do anything obviously paranormal in public you're relatively safe.
(7:43:25 PM) Sylvia Viridian: Oh, fun
(7:44:19 PM) Dagda: Mind you, the people from this region might have different skin/eye/hair color but they're still flesh and blood the same as anyone.
(7:44:49 PM) Dagda: The supernatural elements are seen in the effects they can have on people (and sometimes the world in general) around them.
(7:45:02 PM) Sylvia Viridian: Like what?
(7:46:12 PM) Dagda: Someone who's utterly, fascinatingly beautiful- but looks pretty darn plain if you're looking at them in a photograph or via security camera.
(7:46:27 PM) Sylvia Viridian: I see
(7:47:16 PM) Dagda: Or someone who can move around as though their body (and whatever they're carrying) weighed less, a la Spring-Heeled Jack
(7:47:31 PM) Sylvia Viridian: Sounds neat~
(7:47:50 PM) Dagda: Or telekinesis
(7:48:04 PM) Dagda: Of a relatively raw and uncontrolled variety
(7:53:02 PM) Dagda: The scene at 1:30 in http://www.youtube.com/watch?v=WDcxuiFLA64 being an extreme example
(7:54:12 PM) Sylvia Viridian: /watches
(7:55:03 PM) Sylvia Viridian: Whoa. Cool.
(7:55:47 PM) Dagda: It's a neat set of movies- not something I'd objectively argue as great, but I'm a fan
(7:56:09 PM) Sylvia Viridian: I like the animation
(7:56:32 PM) Dagda: Yeah, it's very well done. Consistently, too, doesn't just spike in the fight scenes
(7:56:46 PM) Dagda: As for her attacker, in the red jacket- that's a nice tie-in to another key thing about this setting
(7:57:41 PM) Dagda: What started me on this concept was reading some recent Batman comics, and thinking about how much I like the better-written portrayals of Gotham city.
(7:58:49 PM) Dagda: And how I could keep alot of that while removing the superhero thing from the equation.
(7:59:12 PM) Sylvia Viridian: I see.
(7:59:38 PM) Dagda: Specifically, keeping things like the police department- there was a great comic series called Gotham P.D., police procedural format but in Gotham city.
(7:59:53 PM) Sylvia Viridian: Oh, that sounds fun
(8:00:14 PM) Dagda: It was, I'm sure I could track down a DL for the scans if you wanted.
(8:00:24 PM) Sylvia Viridian: Sure
(8:00:56 PM) Dagda: To rs.4chan.org I go!
(8:01:03 PM) Dagda: http://www.megaupload.com/?d=kco7igqj
(8:01:12 PM) Sylvia Viridian: That was fast
(8:01:20 PM) Sylvia Viridian: Awesome
(8:04:08 PM) Dagda: Anyway, part of what I really liked was this idea of a city that had these metahuman elements going on in it, good and ill, and had adapted accordingly.
(8:04:44 PM) Sylvia Viridian: I do like that idea. Sort of similar to one I've been working with myself, anyway
(8:05:01 PM) Dagda: Oh? Interesting
(8:05:20 PM) Dagda: This is a good point to pause for a bit- would you be up for sharing your concept?
(8:05:36 PM) Sylvia Viridian: Basically, an urban fantasy setting ten years after the masquerade broke
(8:05:46 PM) Dagda: Ahaha nice
(8:05:52 PM) Sylvia Viridian: The FBI has a Magical Crimes Unit
(8:06:03 PM) Sylvia Viridian: Atlantis - where the elves live - has its own seat in the UN
(8:06:10 PM) Dagda: Nice
(8:06:12 PM) Sylvia Viridian: That kind of thing
(8:06:40 PM) Sylvia Viridian: Most magical species are actually still under the masquerade
(8:06:48 PM) Dagda: Huh
(8:06:58 PM) Sylvia Viridian: it's just elves and mages - who are humans with elven blood - that are out and about
(8:07:01 PM) Dagda: So there's a twist that this is just the tip of the iceberg
(8:07:03 PM) Dagda: Interesting
(8:07:09 PM) Sylvia Viridian: Yeah
(8:08:01 PM) Dagda: Kind of a different bent, but that has something else occur to me
(8:08:32 PM) Dagda: That in my setting, maybe yours too, the full extent of what paranormal things could actually do would almost be ambiguous
(8:09:38 PM) Sylvia Viridian: Magic as almost a force unto itself, one that can be tapped into but never fully defined
(8:10:11 PM) Dagda: You'd have rumors about power to bring cities crashing down, and then the truth of some scared migrant family whose middle-aged grandpa can throw you out a window in a pinch but that's it.
(8:11:00 PM) Sylvia Viridian: I see. But who knows - *someone* out there might have that much power
(8:11:08 PM) Sylvia Viridian: And there would be people seeking those that did
(8:11:15 PM) Dagda: Yep on both counts
(8:12:38 PM) Dagda: And then you get a fight scene like in that youtube vid, with some scared, desperate half-crazed prodigy cuts loose with no restraint. And an awful lot of load-bearing walls are getting wrecked.
(8:13:25 PM) Dagda: And what do you know, it's starting to seem like a building might come tumbling down after all.
(8:13:37 PM) Sylvia Viridian: Yuup


Art by Kweli

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Thursday, May 19, 2011

Re: "Which Bite Wins"


Hmm.

It all depends on precisely which variety of each monster is being used. So let's start with the fundamentals.

PART 1: CONTRIVED BIOLOGICAL EXPLANATIONS
Zombies are caused by an actual virus, spread via bodily fluids. One explanation I always liked, from a few incarnations of Resident Evil, was that it was a combination of a destructive ebola strain (which would kill people too fast to actually spread) and a failed viral vector which stimulated cell growth & activity (they wanted supersoldiers, instead of mutated bodybuilders with lots and lots of cancer).

Vampirism is a disease, bloodborne microorganisms (think malaria) that alter your bodily chemistry to make you sociopathic, alert, unnaturally strong, oversensitive to light, in need of blood, etc.

Werewolves. . .hmm. Let's say that werewolves are a hereditary genetic thing- because genetic traits aren't always just recessive or dominant. There are disorders that run in a family but have little clear pattern, because the potential is there in the genes but other factors are needed to push you over the brink. Like your diet, or high levels of stress. High levels of stress. . .from being bitten by a werewolf.

Uh, and it has to be a werewolf because there's also a biochemical factor that's induced by a werewolf's saliva. (Werewolf french kisses will thus also induce a transformation, but they almost never do that to someone)


PART 2: INITIAL INFECTION
If we assume each of these transformations' initial effect happens over the effect of 5 minutes, what happens when they're combined? Here's where I really start throwing out bullcrap (instead of rigorously looking up concepts like "viral vectors" on wikipedia, for like 5 whole minutes, and *then* using them in my bullcrap).

The zombie virus is spreading throughout your bloodstream, altering the behavior of your body's cells so that they work 80-hour weeks with little oversight or direction. The effects would not be obvious right away- the subject would be feverish and delirious, with the viral vectors needing longer periods of time to reach the central nervous system.

The werewolf stimuli simultaneously triggers a change in the subject's. . .uh. . .he grows hair and stuff, ok? Look, this just getting ridicu{TECHNICAL DIFFICULTIES, PLEASE STAND BY}

Ahem. The werewolf stimuli simultaneously triggers its own change in the subject's biological functions, activating the latent potential behaviors of his organs. His body starts to reconfigure itself, with the viral zombie interference hindering the development in some cases and amplifying it in others.

The increase in pulse rate and vital activities would give the bloodborne vampire microorganisms a boost, letting them take effect quickly and with more potency. So while the subject begins having difficulty distinguishing reality from his imagination (the zombie virus' initial delirium), and having all kinds of predatory carnivore impulses, he's also becoming more alert, obsessive-compulsive, and sociopathically cunning.


PART 3: THE TRANSFORMATION
Soon the delirium will fade as the zombie virus reaches the brain, and the higher thought processes turn to empty static. But where a normal brain would thus be left in a constant state of dazed distraction and simple agitation, this brain has different kinds of things going on under the hood. Predatory impulses to hunt and prowl, to lurk and carefully monitor the surroundings, to lunge forward and attack your prey with terrible ferocity.

Physically, the subject's skin becomes pale and lifeless before it can grow much hair, and his terrified babbling quickly gives way to guttural groans and animal growls. The scientists high five one another as the subject flexes ineffectively against the restraints, concluding that they have basically produced a zombie with sharp teeth that snarls alot.

They aren't realizing how there are changes that are only just beginning in the subject's muscles. That they've started growing to fulfill their latent potential, AND have been told by viral vectors to work overtime, AND are being treated to a special biochemical cocktail courtesy of bloodborne symbiotic microorganisms. Meaning that in a few days the subject will become twice as strong. . .three times over. (That's right- EXPONENTIALLY stronger)

And because there's nothing else left for a zombie to feel; because it fuels everything the wolf has evolved to accomplish; because it defines the vampire by its all-consuming addiction: the subject will be driven by an unstoppable hunger for living human beings.

Howzat?

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Thursday, February 17, 2011

The Sins of Experience Points


This post on Ben Garney's blog led me into two interesting discussions, one in the comments for that post and the other on Google Buzz. Both seemed worth reposting here.

Dagda:
I have no problem believing that social games can be good/great, while still having viral and monetization elements that’re only minor detriments to the experience.

I can also easily believe many social game devs are passionate about what they do, innovative, and excited to be reaching out to a broader audience. That you and your colleagues/competitors are smart people (likely smarter than me), ones who’re seeking to use your powers for good.

I’m just not sure, on a case by case basis, that this is what’s actually happening. That the games you see as a Good Thing are adding something to the lives of those who play it, rather than just taking something away.

More precisely, what disturbs me is that the impression that so many social games seem to focus on providing is an artificial sense of accomplishment. Yes, Diablo and Torchlight also have this as their primary “gameplay”; frankly, I despise both of them. It reminds me of the japanese “dating sim” genre- sometimes those games provide fascinating stories and engaging gameplay that centers around interacting with well-realized NPCs. But many others are primarily meant as an artificial substitute for a relationship with an actual human being.

Put differently: My untested suspicion is that most social games are like mental junk food. I’m not about to call a bag of cheetos “evil”. But if both the people making cheetos and the people consuming them didn’t see a difference between their chosen food product and some fresh fruits and vegetables, would you start to feel concerned?

Ben Garney:
So, your metaphor is that traditional games (let’s say Civ 5, Madden, and Braid for example) are wholesome and filling, while social games are junk food?

Dagda:
Precisely, except that I’d insert a “many” in before “social games”. Nothing says they have to be that way, and I’m heartened that you’re seeing a trend towards deeper gameplay.

A more on-target way to put it might be that incentive systems (gold, leveling up) are like sugar and salt. A potent way to enhance a substantive core product, but make them the core and you’re left with something of a much shallower value. Is Farmville a game? Is a candy cane food?

Ben Garney:
That brings us to the core of the issue. I agree – most social games are really light on the gameplay. But that doesn’t makes them evil – it’s just a sign of an immature market. Little kids will take sweets over a fine steak dinner. But as they grow up and their palates mature, they begin to appreciate the finer things in life. We will see the same in the social space.

Of course, some people prefer candy canes to steak their whole life. I think some gamers come from a place where they are used to fine steak and can’t understand why anyone is interested in McDonalds.

----- And from Google Buzz:

Brooks Harrel - I wound up making the longer version of this comment on the blog itself, but: The thing about social games that worries me is when their design's primary goal is to provide an artificial sense of accomplishment. 'Games' like that, I see as mental junk food: Hardly "evil", but you'll still be worried if the manufacturers and consumers viewed it as no different from eating fresh fruits and vegetables.

(To be fair, a better analogue for a normal videogame would be a burger from a family restaurant. Not the healthiest choice, but it has actual nutritious value rather than just flavor, grease, and the ability to fill up your stomach.)

Daniel Cook - I look at our beloved RPGs and one of the primary design goals is to 'provide an artificial sense of accomplishment'. It is an old technique. I'm willing to make the judgement that current social games and traditional games have about the same inherent value if we can look past the happy glow of past memories.

One thing I like about social games is the idea that they are...social. Whether the current crop accomplish that or not is besides the point. They offer a chance to ask the question "How do we make our games more social? How do we build relationships with games?" And that is 100% awesome.

Brooks Harrel - Actually, I can't stand playing Diablo 2 or Torchlight either, because those are also games that try to make artificial accomplishments the "meat" of the gameplay. Meanwhile, I have no problem with the cash system in Steambirds Survival- because your incentive system is being used to enhance gameplay that'd be worthwhile in and of itself, and your "rewards" provide new varieties of challenges, rather than over powering the core gameplay.

Food analogies always serve me well when explaining my thoughts on games, so I'll fall back on the one I touched on above: In my mind, games are to food as incentives (gold, exp) are to sugar and salt. They serve to enhance the substance of the product, but the value they add is relatively shallow. Junk food- stuff a health-minded parent would refer to as "pure sugar/salt"- is hardly going to kill you, but you'll likely be better off if you consume it in moderation. And it hardly deserves the label of "food".

At any rate, I'll readily agree that social games are by no means inherently bad- another 100% awesome thing about them is the way they're advancing the field in terms of accessible (open and simple) design.

Casey Monroe - I was a big fan of Diablo 2, so I'm curious about your thoughts on that. What specifically would you say is the "meat" of gameplay there? It's been a little while, but I don't think any of my accomplishments in Diablo 2 felt "artificial"—they all seemed to flow naturally from the mechanics of the game.

Brooks Harrel - Mmm. It's been nearly a decade since I touched that game, so I don't trust my memory enough to stand by any in-depth critique; the following is all written with Torchlight in mind first and foremost.

I'll try to quickly and clearly define terms here. My definition for "game" is an interesting challenge you learn to overcome. When I talk about the "meat" of the gameplay, I'm talking about the deepest challenges- the ones with the most layers of mastery for your brain (and not your virtual avatar) to attain, whether it's on a high-concept level (crunching numbers in your head, mulling over which dialog option to choose while the game waits) or an instinctive one (recognizing an enemy, identifying which attack their behavior indicates they're about to make, and reflexively hitting the right button for making the right counter-move).

Torchlight doesn't have much meat. There's the long-term logistical challenge of amassing power, which in practice means basic inventory management (is Weapon A > Weapon B?), choosing the right build options (is Skill A > B, C and D?), and developing a thorough pack-rat's awareness so as not to miss any loot. And there's the short-term challenge of the combat- avoiding attacks, aiming your own attacks, using special abilities and consumables in the right time/place/fashion, adjusting your playstyle (i.e. basic tactics) to take better advantage of your character build. In practice, virtually all of these aspects have the depth of a kiddie pool. Meanwhile, Resident Evil 4 took all those same game elements and created one of the deepest single-player game experiences ever.

I call Torchlight "junk food" because it makes heavy use of artificial incentives not just as a slot-machine payoff (i.e. "skinner box" mechanism), but as an artificial substitute for mastery- like how fast-food burgers inject meat flavoring into thin slices of freeze-dried meat and paint grill marks on the patty. Like real mastery, you can dispatch once-fearsome enemies with ease and pull of amazing stunts- but how much of that is because of you, instead of your virtual avatar? (Put differently: how much can be lost due to a corrupt save file?)

As the consumer, you get a direct payoff (good flavor/good game flow) and tangible evidence of your accomplishment (full stomach/powerful character). But those aren't the only things that matter about food, nor the only things that matter about games.

P.S: For a specific examination & critique of Diablo 2's design, I advise checking out http://www.actionbutton.net/?p=518

Casey Monroe - Hmm...I'm not going to say I disagree with you, I think what you're describing is an indictment of the entire RPG genre though. It can be fairly said that I'm not significantly better at playing Mass Effect 2 or Final Fantasy at the end of the game experience than I am at the beginning. My character improves and becomes more powerful, but I don't become a significantly better player--or at least, that's not the focus.

I understand that this kind of game is not for everyone, to be sure. But for comparison, I adored Diablo 2 and found Resident Evil off-putting. Is that because I prefer junk food to healthy food? I'm not sure that's true.

Brooks Harrel - I'm condemning one of the core features of the RPG genre- or at least arguing we treat it less like a food group and more like salt, i.e. something to add flavor to the "real" game experience. Of course, "genre" in this context is just a standardized game design formula, one which has seen a distressingly low level of innovation. Resident Evil 4 (not to be confused with its survival-horror predecessors), Mass Effect 2, and Devil Survivor are all welcome exceptions to this trend, producing jaw-droppingly good results by holding themselves to a higher standard in terms of deep gameplay.

As for Diablo 2 vs. your experience with Resident Evil: If I have a choice between McDonalds and a family-owned mexican restaurant that makes all their stuff by hand from fresh ingredients, I'm likely to choose McDonalds. It's not as healthy, but I'm no gourmet and don't usually like mexican food. The important thing is to be aware that something is junk food and consume it accordingly.

Casey Monroe - To be honest, I didnt find ME2's gameplay to be exceptionally deep. Same with Diablo 2. I don't think it follows, however, that the game itself is correspondingly less deep. I think that the depth in games merely comes from other sources--sources like story, pacing, etc. These forms of depth are not unique to games, but are nonetheless valid.

Brooks Harrel - I think I was still using "game" in the "interesting challenge" sense, not the "video game" sense.

But taking your point on its own: Oh yes, I agree wholeheartedly. I'll take plenty of games to task for falling short in that area as well. An action-heavy fps can have a moving, branching-paths story; a plot-heavy RPG can have great gameplay. But your audience won't call you out if you fall short in those aspects, because the precedents set by your predecessors left a very low bar. (Wait- are you saying Diablo 2's true depth was in its narrative?)

It occurs to me that I've actually got more to offer on some of these discussion points than just talk. http://bit.ly/f79qsI is a core gameplay test build for a "scrolling shooter". The idea was to have a central part of the gameplay be the RPG mechanics that had the most gameplay "meat" to them, mainly loadout choices that noticeably affected the way you play.

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