If
you're unfamiliar with concepts like chaos theory or the butterfly
effect, suffice it to say that the smallest variety of factors can
have very far-reaching and unexpected effects. If two people wrote
about the same exact plot, they'd end up with very different stories
because of their choices in setting, style, and the characters
involved. Giving two writers the same plot is like telling two
composers to both write in the same meter and key--they'll still both
produce something unique. I'm not saying that you shouldn't have a
basic plot in mind when you write—stories that lack a plot often
suffer for it; I'm just saying that your plot probably isn't going to
be what most impacts people through the story you tell.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, September 29, 2017
Thursday, September 28, 2017
Unique Plots (part 4)
Are
you a writer suffering from writer's block? Start writing! Your block
is likely because you are demanding of yourself a totally original
plot. Chances are, your plot has been done before in some shape or
form, and inevitable comparisons will be made despite how unique you
thought your plot was. In fact, when sending a submission to a
literary agent or publisher, sometimes it's a good idea to let them
know what your story is similar to. Movie producers listen to
countless movie pitches and their experience allows them to quickly
compare pitch ideas with several other similar movies to judge the
merit of a pitch. Yes, a plot is an important factor in a story, but
often it develops during the journey of writing. If you are striving
for a truly unique plot, you're probably wasting your time trying to
design it that way before you even start. Just get writing!
Wednesday, September 27, 2017
Unique Plots (part 3)
For
a moment, think of your favorite books, movies, and TV shows, and try
to condense a basic plot into a single sentence. Here's an example
from a TV series I just watched: people are disappearing in a small
town because a deadly creature has been released from a parallel
dimension and it can only be stopped by the young girl that
accidentally opened the gate to its world. This very plot is from the
first season of a popular TV series that spans roughly 8 hours. A
simple, single-sentence plot was woven into an 8-hour story, and done
in such a way that I and a friend of mine separately watched all 8
hours straight through—we couldn't step away, it was so engrossing!
The plot on its own isn't incredibly compelling, though, but the way
the story was told, the pacing, the characters and other elements
that were involved made it something I couldn't walk away from.
Tuesday, September 26, 2017
Unique Plots (part 2)
Many
would argue that it is more how the story is told than the story
itself. In the case of books, it might be the author's writing style,
full of descriptive and flowery prose. Clever wordplay, impressive
vocabulary, frequent use of thought-provoking metaphors and similes,
and an assortment of other writing techniques all make up an author's
style. We see this in cinematic storytelling as well, because a
director's style can turn a simple story into a masterpiece, just
like a talented conductor can interpret a piece of music and bring
out amazing results from an orchestra. Style does contribute a great
deal to the overall reception of a work, so is a unique plot really
that important?
Monday, September 25, 2017
Unique Plots
How
important is it that a story is unique? When you think about a story
you've enjoyed and try to explain it to someone else, do you find
their lack of enthusiasm frustrating? As you tell the story that
impacted you so deeply--whether it was a book, TV series, movie, or
even a story from a game--it seems to fall flat in the telling as you
often realize the plot was not as profound or complex as you thought
it was. When we really think about it, most plots have been used over
and over again, and these days, a truly unique plot is a rare
exception. Yet despite this, there are so many stories that still
have a large impact upon a wide audience. Is the plot what makes a
good story, or is it something else?
Friday, September 22, 2017
The Villains of Solar Echoes (part 5)
Although
they can't exactly be called “villains,” the Union Guard must
also concern itself with non-sentient threats, such as robots and
alien lifeforms. There are thousands of planets in the universe with
a wide variety of alien lifeforms, and quite a number of them are
dangerous. Though these lifeforms are rarely the target of an
investigation, it is not uncommon for agents to have to traverse the
wilds of alien planets and encounter the deadly denizens along the
way. Robots are also a common threat to UG agents, especially those
used for security by criminal organizations. In some cases, robots
could arguably even be considered “sentient,” because rogue or
illegal AI programs have sometimes resulted in robotic monsters that
must be put down and thoroughly dismantled. Innocent service bots can
sometimes malfunction, or even be repurposed and weaponized. It is a
dangerous universe out there—are you ready to join the agents of
the Union Guard?
Thursday, September 21, 2017
The Villains of Solar Echoes (part 4)
Yet
some of the villains that Union Guard agents will face are not even
among the seven sentient races. Sightings and encounters at the Edge
or beyond known space have shown that the member races in the
Interstellar Union are not alone. A powerful, crystalline alien known
as the Arunox that lives on worlds uninhabitable by the other races
has occasionally encroached upon the territories of others, and their
strange technology and resilient nature have shown them to be
impervious to the cold vacuum of space, making their attacks on
starships with controlled interior environments truly devastating.
Worse, however, is an elusive alien foe that has been kidnapping
people from all races and has—at least twice—sent in small but
extremely powerful probes to test the Union's defensive capabilities.
Though information on these aliens is classified, the secretive
“Immortals” cult actively seeks the aliens and has repeatedly
shown themselves to be extremely dangerous. What other alien threat
lies beyond known space? What powerful foes have simply not deigned
to concern themselves with us yet?
Wednesday, September 20, 2017
The Villains of Solar Echoes (part 3)
Some
say that the three major crime organizations in the universe are
behind every lawless, nefarious act in known space. Though that is
unlikely, it is understandable why the assumption can be made when
seeing just how much crime leads back to these three enormous
organizations. Some suggest the three are at war with each other,
while others assert that their occasional skirmishes and conflicts
are merely a show to hide that they are working together to control
the entire Interstellar Union. The diverse specialties between each
group does have the Union Guard concerned, however, considering that
the Blackstars specialize in information acquisition and
manipulation, the Quass'eth specialize in illegal finance, and the
Blood Reach specializes in assassinations. Not a single government
has remained untouched by their influence, nor has the ISU itself
completely managed to avoid all entanglements. If not for the efforts
of the Union Guard to disrupt their consolidation of power, the three
might have merged into a nightmarish and unstoppable criminal power.
Tuesday, September 19, 2017
The Villains of Solar Echoes (part 2)
During
the course of their investigations and the various missions they are
assigned, Union Guard teams will slowly begin to connect the dots and
find that many of the seeming minor criminal groups are actually tied
to larger criminal organizations. Instead of what seemed like a few
independent small gangs, they'll discover a much larger mafia
organization orchestrating the activities of several gangs.
Lone-wolf hackers are often part of a larger crime syndicate,
operating as a web-like group, attacking from hundreds of different
locations at once. Smugglers and pirates are usually in the employ of
a mafia or syndicate that wants to extend its influence into space
and neighboring regions. Sometimes they only way to find a connective
thread is to bust the small-time criminals first. But even when
larger groups like mafia crime organizations or corporate syndicates
are revealed, there is yet another layer to be unraveled...
Monday, September 18, 2017
The Villains of Solar Echoes
Most
stories need an antagonist opposite the protagonist, and this is even
more important in Solar Echoes—a game where you and your team play
as Union Guard special agents on the side of the law. Just who are
the villains in Solar Echoes, though? To get to know the major
players, we have to start small. In a universe that involves FTL
(faster-than-light) speed travel, known space is a very, very large
area. The further one gets from civilized, well-traveled areas,
however, it becomes more likely that the outer reaches of known space
are a haven for criminals hiding out from the law. Small colony
worlds far from populated regions and law-enforcement are more likely
to be plagued with crime—unless the local population manages to
establish their own crime-fighting forces. But it's safe to say the
initial threats that UG agents will face involve your basic criminal
elements: pirates, smugglers, hackers, gangs, and other fledgling
criminal enterprises.
Friday, September 15, 2017
Enhancing Old Missions (part 4)
In
addition to the mall map icon advice, I also recommended the use of
Legos for the various mall robots, and included pictures of some of
my creations. Who doesn't love playing with Legos? I bought a few
sets that looked like they had the pieces I wanted, then began to
build each of the robots in the mission, from the Janitor-cleaning
robot to the giant Delivery-bot that carries huge packages around. My
daughter actually designed the freakish and hilarious Delivery-bot,
with it's gigantic, scary claws to it's funny googly eyes. These
models may not be exactly to scale, but there's nothing better than
putting a logo-robot monstrosity down on the map and seeing your
players' excited and fearful expressions. When preparing this
mission, I know I liked the excuse to go buy some legos and then try
to construct the robots in the mission. I also bought some small
Hotwheels cars for the car chase in the mission. Solar Echoes gives
you a great opportunity to tap into your youth and play with toys
again!
Thursday, September 14, 2017
Enhancing Old Missions (part 3)
Although updating format, colorizing, and adding in the new art borders was the biggest change, I've also added in some new content for the shopping mall. I realized that every time I ran this mission, I unfolded my giant grid map (wet-erase) and drew a few hallways. I then positioned several paper cut-out objects around the grid map for obstacles such as a water fountain or some crates to represent mall sales kiosks. I decided that for this mission update, I wanted to provide the same thing, rather than leave it entirely to the MC to figure out. The problem with making a map for a shopping mall is that it would be huge. Player's should be able to explore wherever they want to, so I've always left the mall as a more open-ended, improvisatory map. Even though malls have a lot of wide open space, characters will need to have options for cover when they battle the rampaging mall robots. I made some color map icons that MC's can print and cut out to use on a large grid map. I also included some instructions and photos detailing how I've done it and what to keep in mind. The sale kiosks were especially fun to design, as each one targets a specific alien race. For example, there is a “Buckles & Baubles” kiosk for Archaeloids, “Hydropontific! Wearable Organic Systems” for Erwani, and “Sweetasties” for the sugar-loving Chiraktis.
Wednesday, September 13, 2017
Enhancing Old Missions (part 2)
The end result for the art borders was fantastic! But why did I want these borders for stat blocks, other than to add a little aesthetic polish? One reason was because the old missions didn't have a lot of artwork, and these art borders compensated nicely for that. The other reason was that it made it a lot easier to instantly look at a page and recognize what challenges the players were going to be encountering. You can now page through a mission and quickly get a great idea about every single challenge the players will be dealing with. In the Seeds of Chaos mission, you'll see quite a large number of different robots initially, later followed by a number of different NPC's. There are some vehicles for a car chase, as well. Now it is easier for the Mission Controller (the Game Master) to quickly locate what he needs to reference across multiple pages. Ultimately, though, I wanted to add in art borders because it really pops out and has a lot of character. Vehicle borders have wheels, anti-grav lifts, thrusters, starship cockpits, engines, and other machinery. Lifeform borders include all kinds of organic creature art such as claws, eyeballs, hair, scales, tentacles, etc. Robot borders have gears, lights, and other tech-looking details. Character borders include each alien race's emblem and equipment typically used by each race. And hacking grid borders have a more digital look with various polygons representing the nodes in cyberspace. The borders turned out great!
Tuesday, September 12, 2017
Enhancing Old Missions
What
exactly is new with the enhanced edition of the 3-year old mission,
“The Seeds of Chaos?” For one thing, I've added in a lot of
color. Originally, when Solar Echoes released in 2012, I was avoiding
color as much as possible because I was working on printing the books
(and color is more expensive.) Now that I'm focusing on digital
sales, I've colorized each of the few art pieces in the mission,
added in John Fell's cool new page borders, and this is the first
mission featuring John's great new stat-block borders! Stat-blocks
are the little colored blocks that include all the details for NPC's,
vehicles, robots, alien lifeforms, and even the hacking grids. I used
to highlight these areas in the missions with a grey background
color, and more recently, I added a drop-shadow colored border. They
didn't look bad, but I wanted something with more character. I've
looked at a lot of other RPG game books and was surprised that
everyone is doing essentially the same thing I was: different colored
backgrounds but no artistic border. So, I contacted artist John Fell
and talked with him about my idea—I wasn't sure it was even
possible. He sent me a few rough ideas and I experimented with
sizing, sending him images of what I was able to do and how much
space I needed to make it work. He adjusted the sizes, left the
interiors blank so I could add in whatever color background I was
happiest with, and then began working on designing the art for each
border type.
Monday, September 11, 2017
Enhanced Edition Now Available!
New Update! I've been working on improving the old Solar Echoes missions and have just finished the Enhanced Edition of The Seeds of Chaos. If you've already purchased this mission, you can download it again for free to enjoy the improvements. If you haven't yet tried out this fun, beginning-level mission that involves investigating and stopping malfunctioning, rampaging service robots in a shopping mall, then check out this fun mission!
Friday, September 8, 2017
Story writing: Games and Books (part 5)
Where
do the writers for games come from? Often, these writers have already
written and published several novels. Game companies seek out and
hire established writers, not only because they hope they'll draw
from the author's existing fan-base, but also because an already
established author is going to have
the necessary skills for writing engaging
stories. Gamers, especially gamers that enjoy RPG's, demand great
stories from their games. They're paying upwards of $60 sometimes for
an RPG, and are planning to sink 50+ hours into the game, so a
sub-par story is going to earn the game some very bad reviews. Are
games the pseudo-books of a new generation? They certainly engage the
reader in a dynamic way, allowing the reader to make choices and
influence the outcome. Some people that play these kinds of games do
so because they want to actually be “doing” something at the same
time they're enjoying a story. Books and story-driven games are
different and attract a wide range of people, but in the end, a good
story can be told in any form. That's great news for writers, because
it means that their skills are in even greater demand!
Thursday, September 7, 2017
Story writing: Games and Books (part 4)
The
difference between a story-heavy RPG and a game genre called a
“Visual Novel” is that the RPG involves other elements beyond
just making choices between reading segments. Other types of games
involve expansive story lines where the gamer passively absorbs story
segments which occur at certain intervals, temporarily interrupting
actual gameplay. Some games don't bother, though, and just focus on
the gameplay without putting much effort into a “story mode.”
Interestingly enough, even in games like “Star Wars Battlefront”
that are understood to be purely action games, story seems to be an
element players demand. The Star Wars Battlefront game that released
in 2015 was online multiplayer only, without a single-player story
mode. The game was widely criticized for lacking any story, and the
developers at EA are making certain that the 2017 version of the game
will definitely have a story mode. The very same thing happened with
the “Destiny” game, which was considered one of the best
first-person shooters with one of the most pathetic and almost
non-existent stories. Destiny 2 is due to release soon, and the
developers at Bungie are now aggressively advertising that they've
taken gamers' complaints very seriously by including an involved
story. Not all gamers like to read in their games, but it does seem
that most gamers want a good story!
Wednesday, September 6, 2017
Story writing: Games and Books (part 3)
Though RPG video games usually require a lot of hours to complete, it's unfair to suggest that a game that takes 100 hours to complete means that 100 hours of writing content goes into it. Games involve a lot of different elements to be successful, including things like combat, crafting, inventory management, puzzle solving, platforming, and exploration, to name a few. Often, these activities can make up the bulk of the time spent playing a game, but each RPG is different. Torment: Tides of Numenera is an RPG that requires a LOT of reading, and it involves some of the most impressive writing I've ever seen in an RPG, with excellent character development and a fantastic, broad, intriguing story. The best part? You play a large part in writing the story when playing the game, because you make choices that lead different directions. After solving RPG's like this, you can always replay them and make totally different choices. Depending on the writing and the game developers, sometimes this can result in entirely different stories unfolding, producing a new experience each time. Remember those “Choose Your Own Adventure” books? It's like those, but infinitely more complex.
Tuesday, September 5, 2017
Story writing: Games and Books (part 2)
Granted,
I've not yet seen a game based on a book, though there might be a few
out there. I've seen games based on movies, and maybe there are even
games based on movies that are based on books. Regardless, I think
that the story experience in video games could possibly be on par
with--and in some cases better than--reading an actual novel. At the
very least, the stories in some games are usually much more developed
than they could be in a 2-hour movie. That's really the shortcoming
of movies, when you get down to it—movies just don't have enough
time to build characters like books and games do. TV series that last
from 12 to 24 episodes (sometimes with multiple seasons) usually do a
much better job at character development because they have the length
to do so. Consider now that games, especially RPG's, are often
expected to last a player anywhere from 20 to 100+ hours to complete.
That is an enormous amount of time for developing interesting
characters!
Monday, September 4, 2017
Story writing: Games and Books
Last
week I talked about some of the positive aspects of the “Tokyo
Xanadu” RPG video game. RPG's usually involve very engrossing and
expansive stories, and legends like “Final Fantasy 7” leave
memories that some of us will remember for the rest of our lives.
Those of us that love reading books know that the same is true with a
good book—the memories of well-written stories leave us with deep
experiences that stay with us. But do the stories in games even
compare to full-length novels? Consider, for a moment, what happens
to novels when they are made into movies. You always hear people
saying that such movies were not as good as the book. We even have a
little rule in my family: my daughter is not allowed to see a movie
based on a book unless she's read the book first. When “Ender's
Game” was due to release in theaters a few years ago, I went out
and bought the novel and read it. Once my daughter had read it, I
took her to see the movie with me. Although the movie was well-done,
it wasn't as good as the book. Based on this, can we assume that a
story told in a video game can't really compare with a novel?
Friday, September 1, 2017
Analysis/Review of a new JPRG (part 5)
The
last two elements that really make this JRPG work are story and
gameplay balance. A good story is a given—any RPG that lacks story
is not going to be very successful--players like to lose themselves
and become immersed in an involved storyline that has consequence.
I’ve seen some games tack on a story to the gameplay, but the
gameplay, in my opinion, should proceed from the story. In Tokyo
Xanadu, advancing the story through the different gameplay modes
feels very natural. For instance, (without spoiling anything!) some
of the characters have to go into a mode that involves exploring a
dungeon-like maze while dealing with a variety of enemies. Even the
combat stays fresh, with the game rewarding you for using the proper
elemental attack strategies against each of the enemies, in addition
to the variety of attacks you used and how fast you cleared the
stage. Each character in your group has an elemental specialization,
but you can only take 3 characters into a dungeon, so you need to
strategize and choose characters that would be the most helpful,
depending on the monster types in each dungeon. But there's more than
just combat and walking around for the different types of gameplay:
there is a skateboarding mini-game in the park, an option to advance
your character’s wisdom by reading books you can find (which
further develop the backstory of the game), there’s a strategy card
game you can play, and even a fishing game. One review I read about
the game criticized the number of different things you can do in the
game, but I don’t see how that’s a detriment—you can do what
you want during the unlimited “free time” during the game, and
advance the story when you’re ready. There’s a lot more that I
didn’t mention, but overall, Tokyo Xanadu does so many things right
that I can see myself ranking this game among my favorites. This is
the kind of game I’ll be playing for a long time, and enjoying
every minute of it!
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