Tomorrow I head out to the Shorehammer Convention in Ocean City, Maryland! I'm very excited—last year's event was spectacular, and the convention organizer told me that this year's crowd is double last year's! The Warhammer crowd has some of the nicest gamers I've met and these guys are also extremely serious about their hobby. To call it a hobby is almost a disservice, because it's more like a dedicated passion: these guys put so much into the game and into their armies--their miniatures are painted with impressive detail and quality that must have taken weeks or even months to complete. I deleted about 100 photos from my phone just to make sure I have room this weekend to fill it up with Shorehammer pictures! The amazing battlemats, painted cities and terrain, and massive scenarios are incredible to see, with gamers marching their armies through them, measuring distances and rolling dice to determine their fates. I'm honored to have been invited to be a part of this awesomeness, and I hope that Solar Echoes will be a fun addition to the convention for those that are taking a break between tournaments!
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.
Thursday, November 30, 2017
Wednesday, November 29, 2017
A Glimpse of Operation: Broken Citadel
I
wanted to share a small piece of art I put together that gives a hint
about what to expect from the upcoming mission, Operation: Broken
Citadel. This adventure is about survival, because just about
everything in the mission is threatening to kill you in some way,
whether it's the environment or really hostile aliens! You'll have to
think fast, too, because there's not much time to stand around and
plan your strategies—if you don't keep moving, you're not going to
make it. This might be one of the fastest-paced missions I've written
so far, and if your team likes to stand around and debate, your group
will quickly realize the importance of leadership and fast
decision-making, with destruction raining down all around you. Broken
Citadel is going to make you realize what kind of person you are in a
panic: Fight? Or flight?
Tuesday, November 28, 2017
Return from Chessiecon
I'm
back from last weekend's Chessiecon, and though the event was a
little smaller than I remember from a couple years ago (where my
table was full with players from 10am until 1am!) I still was able to
run a few games, the biggest game going for a 7 hour marathon! I saw
a couple familiar faces and a number of new players as well, some
which jumped in for a couple hours and then were joined by others who
wanted to try the game. As a result, the team fluctuated a little
with characters changing (added a Chiraktis to the group, later lost
a Krissethi, and then another Archaeloid joined), but the game still
ran well and it was awesome trying out the new Broken Citadel
mission. I was impressed with how the players handled the scenario,
and they all worked together really well...but one of the Archaeloids
on the team did make some questionable choices for a Union Guard
officer (on the side of the law) that affected his character's
“karma” negatively. It was all good, though, because everyone
adjusted and there were a lot of laughs and tons of fun. One of my
favorite moments in the mission was seeing how the group handled the
crossing of an acidic lake, hopping from one island of crystallized
magnesium sulfate to another while trying not to step in or fall into
the acidic waters!
Monday, November 27, 2017
Cyber Monday Solar Echoes Sale!
There are less than 24 hours left to save 17% off everything! Head over to RPGnow.com to take advantage of this sale:
Friday, November 24, 2017
Happy Thanksgiving and Solar Echoes sale!
I hope everyone had a Happy Thanksgiving! I enjoyed some sushi instead of turkey this year, yum! Today is Black Friday, and there are some nice deals for Solar Echoes products going on at RPGnow.com, so if you're doing some online Christmas shopping, this is a good time to take advantage of the deals, from today through Monday. I'll be at Chessiecon this weekend, too, so I hope to see you there!
Wednesday, November 22, 2017
Physics Questions During Mission Writing (part 2/2)
There
were a few other factors I had to consider when writing Broken
Citadel. Some were quickly and easily solved; a physics major pointed
out the obvious problem with the GT Gun firing anything in space,
saying that the explosive kinetic energy used to propel the magnet
away from the gun would also—in zero gravity—propel the user in
the opposite direction as well. I told him I'd already accounted for
that and designed the gun to electromagnetically fire the magnet,
like a mini rail-gun. Yet other issues were a bit more difficult to
write into the mission. For instance, what happens when someone is
exposed to the vacuum of space? We all think we know because of what
Hollywood has shown us, but after a lot of research, I learned that
NASA has a few strong theories based on a single incident of a man
being exposed to the vacuum without a spacesuit. I have a sidebar in
the mission that details what happens in game-related terms, and I
also added that “your head does not explode, your blood does not
suddenly boil, and your body does not freeze within seconds of
exposure.” You'd die from lack of oxygen long before freezing or
experiencing the effects of radiation. There were also other
considerations in writing the Broken Citadel mission that involved
things like fighting in zero gravity, falling when gravity is
restored, damage from flying objects during the decompression of a
hull breach, and more. Let's suffice it to say that the time you
spend on a crumbling space station is inversely proportional to your
chances of survival!
Tuesday, November 21, 2017
Physics Questions During Mission Writing (part 1)
One
detail that I'd like to share about the upcoming mission, Broken
Citadel, is concerning a new item your characters might want to
acquire. It is called the Magnetic Tether Gun, or MT Gun for short,
and this contraption fires out a long cord with a powerful magnet
attached to the end. The magnet can attach to the side of a metal
object in space and the user can pull himself to the object. This is
a vital safety tool for anyone that might find themselves drifting in
space away from a starship or space station. Designing this tool and
making it viable in Solar Echoes was not without its challenges. I
did some research and discussed the implications of this device with
several people that hold degrees in physics. One of the problems was
the drifting speed of the user: any force vector
greater than 50 lbs would detach the magnet. The user would remain
attached to the tether until there is a force greater than 50 lbs
perpendicular to the attach point, but if the force comes from an
angle off the perpendicular, the vertical (perpendicular) force would
be less. In short, it would take a greater off-angle force to break
away. Though Solar Echoes is a “space opera,” I do try to keep
with more “hard sci-fi” elements of realism if I can. However, I
don't want players to end up arguing over minutia and scribbling out
trigonometry equations instead of playing the game. I ended up
explaining the physics quandaries by describing the gun as able to
“sustain
a pull of up to 50 lbs of weight in zero-g and if moving at a low
relative speed.” Of course, the GM can always make a ruling based
on circumstances without the need for complex calculations.
Monday, November 20, 2017
Mission Update!
I've
been busy writing the mission called Operation: Broken Citadel, and
finished the first major part of the mission this weekend. I'm hoping
to finish the rest of it before the Chessiecon this upcoming weekend,
but it is crunch time, and with holiday and family obligations, it's
hard to say if I'll achieve all my goals in time to release the
mission publicly for sale. However, I am happy to say that the first
part of the mission can be a stand-alone event, where players have to
navigate the dangers of a failing space station and survive the many
serious challenges of the scenario. I don't want to give anything
away, because the scenario is the second part of a larger story, but
I can tell you that there will be several types of danger to face:
squad combat, players vs. the environment, and possible starship
combat. The second half of the mission that I'm working on right now
will have to remain a secret because of the plot content involved,
but I will be trying it out with gamers at the upcoming Chessiecon
Thanksgiving weekend. I'll be printing out a lot of full colored maps
and icons this week to use, and I'll share photos of the event next
week!
Friday, November 17, 2017
Skyrim VR so far...
I've been playing a little Skyrim VR today after I picked up my copy from Gamestop, and it is really engaging and fun! It's amazing to look around you and see this huge open world, go anywhere you want, and interact with NPC's and enemies in person! I actually found myself reading my dialogue choices out loud when talking with the NPC's, because they felt like they were right there with me. I sat at a table and had a discussion with someone, and the talking felt totally natural, like I was right there. A little kid was telling me she was going to forge her own sword someday on daddy's forge, and I found myself saying, "Yeah, I bet you will!" The enemies are really cool up close, and some of them a bit unnerving, like the giant spiders. Seeing a dragon fly overhead is something indescribable--you have to experience it to truly understand the awe. Fighting with different weapons is a lot of fun, and I even found myself advancing on archers that were shooting at me, holding my shield up when they'd shoot, then rushing at them as far as I could while they loaded up another arrow. After I bashed them with my mace, I was able to pull the arrows out of my shield and put them into my own inventory! Using magic is really, realy empowering--I love hosing my enemies with fire or electricity!
So far, my only complaints are: 1) the direct movement speed can't be adjusted, so it's always rather fast for VR--though after 1+ hours I still don't have nausea. Stealth slows things down a lot, though. 2) the graphics are dated and of course, this is VR on the PS4 so they're not as high detail as you might hope to see on a PC version. 3) I knew this would be the case, but I can't see my character in any way--no mirrors, no 3rd person view...honestly, I don't know what the point of character design was because I'll probably never see my character again? Other than those complaints, though, this game is incredibly immersive, and I can't wait to get back to it, right now. Bye! :)
Thursday, November 16, 2017
Open Letters to VR Developers (part 4)
VR
options need to be made available to players, because not all of us
get nauseous when moving. It really ruins the game for me (ie,
destroys my suspension of disbelief) if I have to teleport around
everywhere, and one big concern I had with the upcoming Skyrim VR is
the tunnel-vision system they appeared to be using during free
movement. I am thankful that the developers provided the option for
both free movement and teleport so players can decide for themselves,
and I recently learned that there is also the option to turn off the
tunnel-vision system during free movement. Developers have read
studies that nausea during VR free movement can be reduced by
eliminating peripheral vision, so a shutter-like circle closes in on
your vision during movement, reducing the visual area to a circle
that expands and contracts as you move, blackening the peripheral
areas of the screen like you're looking through the sight of a sniper
rifle. I've played other VR games that have this, and not only is it
irritating and constantly breaks immersion, it has the opposite of
its intended effect—it makes me nauseous! I've acquired my “VR
legs” by playing free movement games such as Arizona Sunshine, and
they don't use the tunnel-vision system, but Bethesda Game Studios is
doing the right thing by making all of these options so you can
fine-tune what works to reduce nausea. I guess I'll find out what
works best for me tomorrow...
Wednesday, November 15, 2017
Open Letters to VR Developers (part 3)
VR
games that are built from the ground up are usually much better than
adaptations of existing games. Skyrim VR--which hits retail on
Friday--looks like an exciting and immersive game, and I am looking
forward to picking up my pre-ordered copy. I'm glad that Skyrim VR
will be one of the first full-length VR games available, because so
many of the existing games on the market are short experiences.
However, I'm also not expecting Skyrim VR to fully showcase the
potential of VR games—already, I've seen previews that show the old
menu system is still in place and there are disembodied floating
hands instead of a full-body avatar. There are a lot of missed
opportunities here, especially for an RPG, which is the genre of game
that I think can really make VR shine. Wouldn't it be cool to stand
there during character creation and see yourself as a reptilian
Argonian, looking into a mirror as you adjusted the features on your
own face, turning your head to the right and left as you moved the
slide bars to change your appearance? Imagine adjusting your height
and seeing yourself lift away from the floor as you “grew”
taller? Maybe it's just me, but character creation is my favorite
part of any RPG, and doing it in a VR environment would be
incredible!
Tuesday, November 14, 2017
Open Letters to VR Developers (part 2)
Maybe
it's because I love role-playing games, but I think it's incredibly
fun to pretend I'm someone else in VR. Having a full-body avatar in a
virtual environment helps me get much more “into character” than
a pair of floating, disembodied hands. Let me play someone really
tall, or short, or super-strong, or someone who can jump incredibly
high or fly like a super hero (Megaton Rainfall, thank you!) One of
Sony's “Playroom VR” games lets me be a cartoonish
Godzilla-dinosaur, and it has a built in voice-changer that makes my
laughs and growls sound like I just inhaled all the helium in a party
balloon. What if RPG developers allowed me to not only make my own VR
avatar, but change my voice to fit? I could be a gruff, muscular
viking warrior with a low, rumbling voice, or a tall, thin, dextrous
elf with a light-hearted and devious childish laugh. I'd like to see
my avatar's appearance change with the equipment and clothing I
acquire, so I can actually look down and see that new pair of boots
or my shiny suit of chainmail armor. And what if I'm not even human,
but an alien monster with tentacles and wings? I want to see it, and
if you're not going to put virtual mirrors into your game, at least
let me press a button and check out my cool alien character in 3rd
person!
Monday, November 13, 2017
Open Letters to VR Developers (part 1)
VR
has been available for a couple years now, yet few game developers
seem to be taking advantage of the potential of VR. The majority of
VR games available seem to fall into one of two categories: games
we've played before but now get a more VR-ish camera angle, or some
variation of a first-person shooter (FPS.) Don't get me wrong, these
games can be fun, but I often encounter elements of a VR game across
different games that I wish would all be brought together to really
take advantage of the potential. VR is a chance to be someone
different and do things yourself, which usually requires a lot more
skill and practice than button-mashing. There's something so
satisfying about reaching over and virtually picking up,
manipulating, and using an object in a game. Interactive and
destructive environments that I can literally demolish or alter if I
choose are something missing from most VR games so far. Developers,
please make me feel like I'm able to interact with your game world
instead of making me feel like your VR game just has an altered
visual perspective and is only an on-rails version of something I've
played countless iterations of before.
Friday, November 10, 2017
Solar Echoes in November (part 5)
This
November at Chessiecon and also early December at Shorehammer I'll be
making 3D-printed Solar Echoes miniatures available for sale.
Although they can always be ordered online through
Shapeways.com--which prints and delivers the mini's to your
doorstep—you can pick out your favorite alien character in person
at the conventions. Depending on how sales go, I might make this a
regular thing and print up more inventory to bring with me to future
conventions. Right now, I have a limited supply that I'll be bringing
with me as a trial run, so if you're interested in getting your hands
on your own Solar Echoes mini, stop by Walt's Cards and Games at
Chessiecon or see me at Shorehammer. For more information on these
conventions, visit their websites at http://www.chessiecon.org/
and http://www.shorehammer.com/
Thursday, November 9, 2017
Solar Echoes in November (part 4)
Although
it isn't until the first weekend of December, I wanted to share that
Solar Echoes is going back to Shorehammer, the Warhammer convention
in Ocean City, Maryland! I've been asked to give a presentation
again, and this year, instead of talking about Game Design, I'll be
talking about Designing and Running Solar Echoes Missions. This talk
will include all kinds of useful information for writing your own
mission, figuring out gameplay balance, designing and acting out
interesting characters, running combat, pacing the game, and more. Of
course, I'll also be running games at Shorehammer, and players will
get to try the new Operation: Broken Citadel. The convention was a
ton of fun last year, with some of the nicest gamers around, so
hopefully I'll see you there!
Wednesday, November 8, 2017
Solar Echoes in November (part 3)
Another
exciting development for Solar Echoes is artist John Fell has
recently finished another project for me. I'm really looking forward
to using this new artwork in a project I've been thinking about for a
while now—a Solar Echoes video! This will involve John's character
artwork, with text-conversation bubbles at the bottom while
characters are shown in stills talking to each other. If you're
unfamiliar, this classic style is commonly used in a lot of RPG video
games, especially JRPG's (Japanese RPG's.) The recent project John
finished was to add in various facial expressions to the existing
character artwork, so now I can make each race (except the
expressionless Omuls, of course) show emotions such as anger,
sadness, happiness, frustration, and a few others. I'm looking
forward to starting work on the video, and though you won't see it
finished before November, know that it's underway!
Tuesday, November 7, 2017
Solar Echoes in November (part 2)
Before
Chessiecon and Operation: Broken Citadel at the end of the month,
there are a few other things happening with Solar Echoes to watch
for. I have been in contact with Wicked Gaming Studios, and they have
a very talented professional miniature painter that usually
specializes in painting Warhammer figures. The owner of the studio
has agreed to paint 3D printed Solar Echoes miniatures, so I've
already sent him a high-res miniature of the alien insect race, the
Chiraktis! He is going to begin preliminary coloration plans this
week, so as things progress, I'll be updating you with the photos he
shares of his progress. I'm very excited to partner with Wicked
Gaming Studios to see the amazing potential of a 3D-printed Solar
Echoes figure! Check out some examples of miniature painting done at Wicked Gaming Studios:
Monday, November 6, 2017
Solar Echoes in November (part 1)
Solar
Echoes is officially 5 years old! Well, since release, it's actually
7 years old if I count the 2 years it took to design the game,
establish Corefun Studios, LLC, get the Solar Echoes Trademark, etc.
As you may have noticed last week, there's been a 40% off sale going
on over at RPGnow.com to celebrate the 5th anniversary.
However, it expires tomorrow, on the 7th! Other than the
anniversary, though, what else is new with Solar Echoes? There are a
lot of things brewing that I wanted to share with you, so lets begin!
One thing that I mentioned in October is that I'm currently working
on another new mission, called “Operation: Broken Citadel,” which
is a sequel to “Operation: Void Hunter.” This mission will be a
continuation of the Void Hunter story arc, but you can also play it
as a stand-alone adventure if you prefer. My plan is to have it
finished sometime around Thanksgiving—I'm going to run it for the
first time ever at the Chessiecon Convention over Thanksgiving
weekend, so if you'd like to be one of the first to try it, I'll see
you there!
Friday, November 3, 2017
Game Replay Value (part 5)
I'm
glad that there are so many types of games out there to enjoy, and I
often do play through linear-experience-type games, once. But when it
really comes down to it, I like to feel that my skills are improving
at something, too, or that I can be creative and play the game in a
wide variety of ways. The types of games that inspire and reward me
the most for the time I invest are the games I've sunk many hours
into (Starcraft, Chess, Destiny, Overwatch, Diablo, Eye of Judgement,
etc). Of course, developers take a risk when pursuing this type of
game, because if the right balance isn't achieved, gamers might
decide it's either too easy or too difficult. However, the rewards to
both players and developers can also be immense, because this type of
game is the most likely type to be a massive success for a long time.
Just look at Blizzard's Starcraft, a world-wide hit for twenty years!
Thursday, November 2, 2017
Game Replay Value (part 4)
In
a sense, the reason people enjoy sports is the same reason people
continue to play the same game. The same rules, same setting, and
same "controls" provide a familiarity that inspires a focus
on skill itself. How many times have you heard people claim to be
good at a linear adventure game, like the amazing Uncharted video
game series? I certainly enjoyed playing all of the Uncharted
games--they were truly fun experiences--but after I solved one, the
only incentive to play it again was to unlock certain trophies I
missed or gain a few extra perks or weapons. The thing about linear
games is that, after you complete them, you have to ask yourself if
you really want to go through all that again, or try something new.
The focus of those types of games is more the journey and story than
the skill of the player, like an immersive movie. But how many of us
watch the same movie over and over?
Wednesday, November 1, 2017
Game Replay Value (part 3)
Another
key factor in game replay value is variation. Some video game
developers think that randomly generated environments will provide
that, but often, this backfires because it prevents the gamer from
developing specific skills. Variation that inspires replay is the
kind that is the result of the gamer's choices and actions, such as
in a game of chess. If the game feels that there are near infinite
variations for the outcome of every action, it is very likely that
gamers will continue to play the game because the experience differs
every time. Real-time strategy (RTS) games like Starcraft are
legendary and have even become popular e-sports because of the
immense amount of variation possible with each game. First-person
shooters (FPS) like Call of Duty or Destiny are also extremely
successful, and these games involve a tremendous amount of
player-inspired variation.
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