The beauty of using symbolism in
writing is that it is interpretative. The writer does not have to
outright clarify meaning when using symbolism, so the burden is on
the interpreter to prove, without a doubt, that it means what they
think it does. If the writer is careful, the symbolism can be written
in such a way that it has a duplicitous meaning--it could be
interpreted as meaning one thing or another. Yet to discerning and
like-minded readers, another meaning might emerge through symbolism.
The writer might use this method to write to a particular crowd using
colloquial language and symbolism to communicate ideas the author
knows will resonate with that particular audience. For instance,
homages can be made to other authors or works using subtle references
that would only be picked up by fans of those works.
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.
Wednesday, October 31, 2018
Tuesday, October 30, 2018
Symbolism in writing (part 2)
Writing in today's society is not the
only profession that is facing the challenges of a less tolerant
society. Comedians have been feeling the pressure as well,
complaining that their jokes are being taken far too seriously. It
has become common practice to "walk on ice" these days,
because the wrong words or phrases can be totally misinterpreted or
misconstrued by some. Perhaps there will be a shift in future society
where individual expression is acceptable again, but in the meantime,
those that depend on expression as a source of income need to
carefully consider how to successfully navigate the current
reactionary climate. Writers need to make a living from their work,
and if their intent is not to write political or religious works
outright yet still keep with some of their personal values in their
writing, there is an effective tool a writer can employ to somewhat
circumvent the challenges of the volatile modern environment: the use
of symbolism.
Monday, October 29, 2018
Symbolism in writing (part 1)
It's difficult to convey certain ideas
when writing in a manner that avoids the pitfalls of a negative
reader reaction. Everyone has their own ideas and convictions, so the
one thing a writer doesn't want to do is alienate readers. Writing is
a form of expression, where the author should feel free to express
personal thoughts and enjoy a positive response from other
like-minded people. Recently, though, the more open a writer is, the
more likely that writer will be to incite those that think
differently. Not long ago, differences of opinion were tolerated and
accepted--this is America, after all--and we not only have free
speech as a protected right, we are a vast amalgam of different
cultures from all over the world. But in today's society, differing
viewpoints have sometimes been met with outright hostility. What is a
writer to do?
Friday, October 26, 2018
Introducing Kids to TTRPG’s (part 5)
I've written all this because I know,
personally, the value of playing TTRPG’s. I was a shy kid, a bit of
an introvert, and someone who would do just about anything to get out
of public speaking—I dodged more oral book reports and
presentations than I can remember (I still did the reports, but
managed to convince my teachers to allow me to do them on video
instead of in person!) But, thanks to my aunt and uncle gifting me
with my first D&D basic set when I was about 10 years old, I
started to get into playing TTRPG’s. I also tried other TTRPG's,
and found some friends to get together with me every weekend to play
them. I usually played as the GM, but through all of those gaming
experiences, I began to improve in skills that have helped me
throughout my life. I read a lot because of TTRPG’s, and my
vocabulary increased significantly, which really helped with my SAT’s
and my writing skills. As a GM, I learned the qualities of a leader
and became more competent at managing and facilitating groups of
people. I learned to plan and organize large projects due to the
massive storytelling campaigns I designed for my friends, which has
helped me today with a variety of the projects that I’ve started,
and finished. And I’ve learned, despite my introverted tendencies,
to be an extrovert when necessary—a skill which has been vital to
my work in many ways. These are just some of the benefits I gained
from playing TTRPG’s when I was a kid, so it is my hope to see
other kids have fun playing TTRPG’s while also learning some of
these valuable skills for their future. Help spread the word about
TTRPG’s to this new generation!
Thursday, October 25, 2018
Introducing Kids to TTRPG’s (part 4)
The problem isn’t necessarily knowing
that these games are out there, but it’s increasing awareness of
what they’re about. These days, with the ability to search the
internet or find about things through social media, it’s hard to
imagine that there is much kids aren’t aware of. But the
unfamiliarity is real, and the internet can actually be a great tool
to expose kids to this hobby. All it takes is an excited conversation
about a TTRPG, with maybe a few short stories of your best
experiences thrown in (do keep these stories short, though! Gamers
LOVE to ramble on and tell detailed stories!) Kids will usually
become curious enough to look the game up online, and if there’s
some follow-through, you might be able to help them get a group
started. Gaming clubs at schools aren’t as common as they used to
be, but they can be a great way to get kids gaming together, rather
than gaming apart (online games). The gamers at heart are out there,
and the instant friendships that develop through this shared interest
can be extremely healthy to kids that might be over-stressed by the
pressures of school and isolation—feelings of isolation that are
often induced by social media and smartphones. Being involved in a
TTRPG gaming group will helps kids on many levels, too…
Wednesday, October 24, 2018
Introducing Kids to TTRPG’s (part 3)
What can be done? I dislike being a
salesman when I have to do it, but I’m involved in industries that
sometimes require it of me. I’ve attended many gaming conventions
and often spend time telling people about my TTRPG, Solar Echoes. I
once heard some advice about the mindset a salesman needs to have,
and it was this: “You’re not trying to sell something to someone,
you’re just making them aware of something they didn’t know that
they already really want and enjoy!” With that mindset, we can
spread the word about TTRPG’s, not with the intent to sell them,
but with the intent to make this younger generation more aware of
these great games. When my daughter was younger, she invited a group
of five friends over to our home to play Solar Echoes, and though
only 1 of the girls had ever played a TTRPG, they all had a great
time and played for hours, totally engaged in the game. I’ve gone
to a club at a college to run a demo of Solar Echoes, and was invited
back to coach one of the club members and help her learn to GM a game
by herself. I’ve been invited to speak at several conventions about
RPG game design, which has been great for increasing awareness about
TTRPG’s. I’ve also talked to a lot of the kids I meet about
RPG’s, showing them pictures of the game art and photos of the game
being played by others, describing to them how it works. Having a
presence on social media helps, too, and putting up related photos on
things like instagram helps to further expose kids to TTRPG’s.
Tuesday, October 23, 2018
Introducing Kids to TTRPG’s (part 2)
It’s not just kids, though, because
some of my adult friends struggle to find time for their RPG hobby as
well. Long drives to weekend gatherings remind us of our weekday
commutes, so it takes discipline to get ourselves out the door. Some
adults have been turning to online RPG sites that allow for a TTRPG
experience similar to sitting around a table together—people log in
and chat live over webcams while looking at a live, dynamic map that
the Game Master (GM) controls. Sites like Roll20.net do this well,
and it’s a great way to have long-distance, convenient RPG sessions
with friends. However, there’s really nothing that can compare with
the experience of sitting around the same table together, sharing
pizza, drinks, and laughter while shaking the dice in your hands
before rolling with your signature style. Writing on your character
sheet, moving your character miniature on the map, and cracking open
game books for reference are also part of the fun. There’s nothing
like seeing your groups’ GM grin deviously and dramatically place
the model for a deadly villain on the map in front of you. And don’t
forget the absolute satisfaction of working together with your team
to defeat that horrible villain and seeing the disappointed look on
the GM’s face as he realizes he underestimated you.
Monday, October 22, 2018
Introducing Kids to TTRPG’s (part 1)
If you’re unfamiliar with the
abbreviation, TTRPG stands for Table-Top Role-Playing Game. I
interact with different children fairly often and whenever I mention
RPG’s, they are either unfamiliar with them, or they know them only
in a video game sense. To their credit, video games have expanded the
popularity of this genre and have introduce several generations to
the concept of designing your own character to play in a story-driven
open-world, making choices along the way while engaging in battles
using skills your character has developed with experience. Yet the
understanding of RPG’s often ends there, and kids are perplexed
when I talk about table-top RPG’s. Many of them have never sat
around a table with friends to play a game, because most interaction
between gaming kids is through online multiplayer video games. I’m
a huge fan of video games—don’t get me wrong—but it saddens me
when I think about imaginative kids growing up without ever
experiencing a TTRPG. I know there are still some kids that play
them, but the popularity of TTRPG’s is generally more sustained by
adults that grew up with them than kids of this current generation.
Saturday, October 20, 2018
VR Game Review, Creed: Rise to Glory (part 6)
Guarding and ducking during a fight
became crucial to success, because even though my fast flurries of
punches were connecting, they became weaker if I didn't pace myself
using the game's stamina mechanic. Sometimes my opponent would
successfully punch me and I'd see myself pull out of my character's
body, so I had to match my outstretched hand position with my
characters to get sucked back into his body. A few times, my
character was knocked down, and I was catapulted far away from my
character, outside the ring. I had to swing my arms and run back
toward him to get back into his body before the ref counted to ten.
This became harder if I was knocked down again, because I'd end up
further away and have to run faster to get back. But...so far, I
haven't lost a match, and I've taken down 5 of the boxers. The ending
scoreboard shows that I typically block 75% of my opponent's punches
and he only manages to block about 15% of mine. I usually land around
90 hits to his 20, and I usually knock him down 4 times to the one
time he usually manages to knock me down. I haven't tried career
mode, yet, so I expect this will get much harder, but for my
purposes, it's a very fun way to work up a good sweat and get my
heart pumping. I've started to plan a 30 minute game session as part
of my daily routine before I shower and head out to work!
Friday, October 19, 2018
VR Game Review, Creed: Rise to Glory (part 5)
In the training session of Creed,
Stallone the trainer holds up boxing target-mitts with numbers
indicating which order you are to strike in, but you have to be fast,
because he'll then swing one of the mitts like a round-house punch
and you have to duck in avoidance. This mechanic isn't bad, but I did
feel like I had to duck a little longer than necessary in order for
it to register in the game. This ducking mechanic is present in the
fights, though, and if you time it right, your opponent's movement
will slow into a “bullet-time” “Matrix” like slow-motion,
which you can take advantage of to deliver a powerful punch to a
vulnerable area. The “Fight” option lets you choose any of the
available boxers for your character, and each one has strengths and
weaknesses. You then choose any of those boxers to fight against, and
finally, you choose the ring where you'll fight—one environment is
even outside the ring in a back-alley. The match begins when you
touch gloves with the other boxer, and I quickly found out that my
boxer had a stamina limit—after throwing a barrage of punches, my
boxing gloves began to blink, which meant that my punches no longer
had much force behind them and I had to guard for a while to regain
my stamina...
Thursday, October 18, 2018
VR Game Review, Creed: Rise to Glory (part 4)
I could honestly recommend the game
just for the gym itself, even if there wasn't the option to go into
the ring with other boxers. The gym is a great place to train, with
little games associated with each of the stations. For instance, the
punching bag that is suspended in front of you by two cords between
the ceiling and floor will fly out into the air away from you when
you punch it, but then snap back towards you in the opposite
direction with as much force as you delivered. As you punch it, it
will randomly turn red when about to snap back, and during that time,
you have to dodge it and let it fly past you instead of punching it.
This becomes really fun as you get faster and faster. Another game
with that punching bag is that there are floating targets you have to
hit with the bag, changing the angle of your punch so the bag snaps
into the target floating in the air before the target's timer expires
and disappears. The hanging punching bags and the humanoid torso
dummies also have minigames involving punching circles in
accelerating sequences with numbers as they appear and disappear
quickly in random locations. Even the treadmill is a good workout,
which involves you swinging your arms back and forth (and you might
as well jog in place), timing your “laps” and challenging you to
improve your time as it slowly speeds up.
Wednesday, October 17, 2018
VR Game Review, Creed: Rise to Glory (part 3)
So what is Creed like, as a game?
There's an option to do “Career,” which I haven't chosen yet
because it sounds like a big time commitment. There's an online
opponent mode, where you can fight other players live, but I have
little interest in multiplayer video games, especially when a lot of
online players are immature teens with no filter. So far, I've just
selected “Free Play,” which starts me out in a boxing gym. I'm
represented with the full-body avatar of a rather buff boxer wearing
boxing shorts, shoes, and gloves. I can walk around the gym by
swinging my arms back and forth like I'm walking, and my avatar's
legs move in tandem. I can click-turn quickly, which is nice because
it doesn't induce any motion sickness. In the gym, there are a bunch
of workout stations: two heavy punching bags hanging from the
ceiling, two humanoid-torso dummies, two round punching bags
suspended at eye level by cords attached to the ceiling and floor,
and a treadmill. Plus, there's a boxing ring, which you can go inside
and train with a trainer-guy holding punching mitts that you have to
strike. Oh, and did I mention the trainer looks exactly like
Sylvester Stallone? It turns out, Creed is based on the movie,
“Creed,” which features Stallone as Rocky Balboa. Usually games
based on a movie are terrible, but I have to say, I've been impressed
with this one!
Tuesday, October 16, 2018
VR Game Review, Creed: Rise to Glory (part 2)
The trouble with my job is that I sit
most of the time, whether it's in the car for my long commute or at a
computer. I don't have an issue with my weight, but because I've
gotten so busy with work (and life), I don't even have time to attend
martial arts classes anymore, which was my primary form of exercise.
I'm not like some people, who can go for long runs or go to the gym
to work out. For me, exercise has to really engage my brain and be
interesting for me to do it. Otherwise, I can't make myself do
something that—to me—is utterly boring, especially if I have a
choice not to and I don't have the incentive of a need to lose
weight. I do recognize that I need to stay healthy, though, and get
some cardio in, so Creed was my attempt at finding some engaging
exercise. Wow, was I surprised at how great of a solution this game
has become! In less than thirty minutes, I was breathing hard and
sweating noticeably (and I'd like to mention that it takes a lot for
me to work up a sweat!)
Monday, October 15, 2018
VR Game Review, Creed: Rise to Glory (part 1)
A few weeks ago, I bought a new video
game for the PSVR called Creed: Rise to Glory. I have to first say
that I am not a fan of boxing—I've never been into it enough to
watch any of the fights, I have only seen one or two of the “Rocky”
movies, and I've never owned a boxing video game before. Why did I
purchase this game, then? I do have a background in martial arts, and
I've always hoped to experience a martial-arts VR game, so a boxing
game seemed like it might be a taste of that. The second reason for
my purchase, other than my interest in martial arts, was that I
figured a VR boxing game would be a great workout. I've noticed with
a few of my VR games that I sometimes work up my heart rate a little,
playing sports games like Sparc or aggressively swinging a sword in
Skyrim VR, but to be honest, they still don't really get my blood
pumping that much and I never even work up a sweat. All that changed
with Creed, though—this game is a serious work-out!
Friday, October 12, 2018
RPG's and Visual Novels (part 5)
The central character that you play in
an RPG or a VN is really what sets apart the genres. The story of a
VN is written about someone else—a character that already has
pre-designed history, motives, and personality. So, while a VN is a
story about someone else, an RPG is a story about you! In a way, it's
actually a bit ironic, because the concept of an RPG—a
“ROLE-Playing Game”--is that you play the role of someone else,
which is what you're actually doing in a visual novel! This is
similar in a JRPG, but in Western RPG's, you're either playing as
yourself, or you're creating your own character as you go. VN's do
allow that to some degree if they are the type of visual novel that
allows you to make decisions as you play, which can sometimes shape
the story into something entirely along the personalized path of a
“new” character you've developed with those choices. Ultimately,
my extensive experience with RPG's is informing the way I develop my
VN. I am learning more about the genre by playing VN's and reading
comments by VN fans, and I'm realizing that I need to keep the combat
portion of the game small to keep the audience. That works out
because the story I'm writing only calls for a small handful of
combat scenes, and I may even design a mechanism to skip combat if
that's your preference. The way I present combat may be somewhat of a
hybrid of the two genres, but the way I present the protagonist is
very much within the traditions of a visual novel.
Thursday, October 11, 2018
RPG's and Visual Novels (part 4)
Another important distinction between
the two genres of games is that RPG's are often “open-world”
environments, meaning that you can explore and talk to whomever you
choose. In a VN, although there are some choices to make along the
way, you are often riding the rails of the story and the characters
you talk with are part of a structured narrative. VN's allow for much
more development of the characters because their responses to your
choices feel more personal and deepen a sense of development in each
relationship through extended, relevant conversation. In an
open-world RPG, the different characters you interact with often have
a set number of fixed responses and are limited in scope because you
have the freedom to move around and talk to any of them. It's more
free-form, almost like jazz, with themes and spontaneity. A visual
novel, on the other hand, might be more structured and feel less
free, but the complexity of development is something that could not
be achieved spontaneously—it would require much more pre-planning
with larger, interlaced themes and development, similar to classical
music. One isn't necessarily better than the other but, like music,
it becomes a matter of personal preference.
Wednesday, October 10, 2018
RPG's and Visual Novels (part 3)
I started browsing articles and forums
to see what VN gamers felt about combat in their games. Here are a
few quotes from different gamers, which seem to represent most of the
sentiment I found in response to the combat question: “I'll take it
if it's not required,” “When I play a VN I want to read and make
choices,” “Having a VN with long stretches of unskippable
mediocre gameplay really can turn an otherwise great story into
something I may not even finish.” I continued to look into this
question, and turned it around to see how much story RPG gamers want
in their games. Some RPG gamers are all about story—a few seemed
even more zealous about the necessity of a good story than VN
players! A few quotes: “I would prefer if a game has a strong
story. Otherwise, I can't get invested,” “Story is key for me,
without a story the game is absolute [sic] useless to me,” “I
usually cant get into a game unless there is a good story to follow.”
Yet there were also plenty of RPG gamers that didn't feel like story
mattered at all: “Story means nothing to me as long as the game is
good,” “A good story will never push me to play through a game.”
And finally, a few felt like story helped the game's longevity, like
this gamer: “Having a great story really adds to replay value.”
So, there's quite a wide gamut of opinions among RPG players as to
the importance of story, but among VN players, opinions seemed
overwhelmingly focused on the importance of story over combat.
Tuesday, October 9, 2018
RPG's and Visual Novels (part 2)
The contrast between RPG's and VN's
involves the gameplay itself. As I was thinking about the combat
system I'm planning for my VN, I thought to myself, “Well, RPG's
and VN's could essentially be interchangeable--since RPG's use VN
storytelling methods, why can't VN's use RPG combat methods?” I've
played many video game RPG's over the years, and most of them
delivered story using the VN method: static background art, static or
slightly animated character art, and a text box at the bottom quarter
of the screen that displays a sentence or two of spoken dialogue,
which you advance through by pushing a button when you've finished
reading each portion. Some RPG's I've played involved so much reading
that I started feeling like I was reading a book, with a little
combat tacked on as an excuse to call it an RPG. So wouldn't a game
like that be considered a VN with a combat system? How would this be
different than the VN I'm writing, which only has a few instances of
combat?
Monday, October 8, 2018
RPG's and Visual Novels (part 1)
I encountered a really interesting
dichotomy this week when considering a blend of RPG video game combat
for the visual novel (VN) I'm writing. If you've ever played video
game RPG's, especially JRPG's (J=Japanese), then you'll nod in
understanding when I mention that many of these RPG's use a
distinctly VN style of storytelling. You may wander around an open
world fighting random monsters in an RPG, but without a story to move
the game along and give you incentive to wander the world and fight
monsters, there wouldn't be much of a compelling reason remaining for
you to play the game. Sure, the combat has to be good, the loot
system compulsively addictive, and the monsters entertaining, but
most people play RPG's because they like immersing themselves in a
fantasy or scifi story. One important factor to note is that in
RPG's, the story usually revolves around you and the character you
create, but in JRPG's, the story is almost always about a protagonist
that is already a pre-written character. In a JRPG, you might get to
control the protagonist in battle, but you're sort of along for the
ride a little more as an observer of an established character. That's
very similar to most VN's, so it's no coincidence that VN's have also
their origins in Japan.
Friday, October 5, 2018
Visual Novel Mechanics (part 5)
There will be a fair number of choices
to make during this visual novel (VN) game, but I don't know how the
number of choices stands up to a VN produced by a major game company.
I'm the only writer, so chances are, this game will not be as robust
as some released by large game studios with multiple writers. Despite
that, though, I think that the choices you'll be given will appear in
a natural way and hopefully won't feel contrived—I wrote the game
with choices appearing whenever a question or decision prompts them.
Some choices lead the same direction as the others presented, but
have a hidden variable that is assigned to your character. Other
choices exist to explore the situation, and when the information of
that choice is complete, you can go back and choose the other options
to gain those bits of information. And some choices will totally
alter the path of the game, for better or for worse. It is a complex
process to keep everything organized and flowing naturally, and I
feel a bit like a time traveler existing on different timelines
spawned by butterfly-effect decisions. But in the end, I am hopeful
that this visual novel will be an exciting, thought-provoking, and
enjoyable experience for players, with some healthy doses of humor
included!
Thursday, October 4, 2018
Visual Novel Mechanics (part 4)
Some variables that will influence the
game have to do with choices you made at the very beginning, before
you even began your mission. In role-playing games (RPG's), you
typically spend time creating your character before you even start
the game, though some games integrate this process into the story,
which is the route I've chosen to take. Some skill choices that you
make at the beginning will later become useful during the game, with
choice options appearing that would not otherwise be available if you
did not choose the requisite skill. For instance, a Solar Echoes
skill is Discern Motive, which allows you to read between the lines
of a character's speech and empathize with the character a little
better. If you have this skill, sometimes a hidden choice will become
available during a conversation. However, in this visual novel, you
won't have the entire range of Solar Echoes skills available to you;
at the beginning of the game you will have to decide between two
options a few times rather than just pick out of a large pool like
the Solar Echoes tabletop RPG. I made this decision because of the
vast number of permutations possible and because some of the Solar
Echoes skills won't be relevant in the scenario presented in the
visual novel.
Wednesday, October 3, 2018
Visual Novel Mechanics (part 3)
Throughout the game, there will be
opportunities to interact with each of the different aliens in the
group, sometimes in private. The conversations you have and the
questions and statements you choose to make will have an impact on
the overall relationship with each alien character, which will be
tracked by hidden variables. This becomes important later during
battles, because if you have not built up your reputation with a
character, that character will not perform as well for you in battle.
For example, when you're commanding each of your crew from the
starship bridge, it's important to have them quickly comply and work
together. If you haven't fostered a good relationship with your crew,
they will not have the same loyalty and positive attitude that you
will need for coordinating success in battle. It could mean the
difference between success and failure in the game, because although
losing a battle won't necessarily mean the end of the game, it will
be the beginning of an even more difficult path towards success.
Tuesday, October 2, 2018
Visual Novel Mechanics (part 2)
What will you decide when you'd prefer
to handle a particular role aboard the starship, but one of your crew
might be better at it? What if you don't want to be captain, and
would prefer someone else handle the job? What if one of your crew
insists he's an expert at every role, but you have no proof or
experience to suggest otherwise? These are the kinds of questions
you'll face internally on this journey, and what you decide won't
always be the best possible choice. That won't mean mission failure,
necessarily, but it may cause other difficulties that could lead to
mission failure eventually. As captain, it's important to make
decisions about what's best for the group rather than what you want
for yourself. However, even though some of these decisions will be
the most logical and in the best interest of the group, your choices
may also cause some difficulties with your crew on a personal
level...
Monday, October 1, 2018
Visual Novel Mechanics (part 1)
The Solar Echoes Visual Novel is moving
along, and as I've been writing and working with the artists, I have
made some more decisions about the game mechanics. I didn't want this
game to just be a "kinetic novel," which is a click and
read game without choices. However, by enabling player choices, many
new layers of complexity are introduced, so navigating those has been
an interesting journey. There will be decisions to make when
conversing with unfamiliar alien races (unfamiliar if you don't know
the Solar Echoes universe) at a time before all the races were
allied. Some choices will involve diplomacy, and others will involve
combat. One type of player choice that influences the game outcome a
lot involves your decisions as the captain of a starship. As you
accumulate crew members over the course of the story, you will need
to decide the best roles to assign them, because this may be the
difference between success or failure in a starship battle!
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