Once the sound effects and music had
really brought the alien forest to life on planet Yolwana, I needed
one more thing—a little animation. Throughout the Star Legation,
there are little cinematic moments involving some animation that
enhance the overall immersion and help connect the story. This is the
beauty of a visual novel, and in my opinion, this genre of game can
be similar to filming a movie. Framing is important, camera movement
can help create mood and focus, and cuts to and away from certain
focal points can almost set the tone for what is going to happen
next. The animation sequences take a lot of work, and often involve a
lot of trial and error with the timing of certain effects, but once
they are all synced up, it feels like you are really part of an
interactive movie. I hope that the Star Legation will feel like that
for you, because my goal is to tell a great story with memorable
characters along with an immersive backdrop of great art, music, and
animation. I really can’t wait for you to try the demo and hear
what you think! Only a few more months until spring!
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.
Tuesday, December 31, 2019
Monday, December 30, 2019
Star Legation Update (part 4)
The alien jungle sounds were almost
enough by themselves, but I decided that there also needed to be some
nice background music emerging at one point during the characters’
walk through the jungle. Composing this piece took longer than I
anticipated, because I couldn’t quite capture the right feel of the
situation. At least, not at first. After three false starts on
compositions that just didn’t quite fit the right mood, I was
finally able to design a theme that felt fitting. The next step was
to find the right instrumentation, and that proved challenging as
well. I thought about the kind of instruments that seemed fitting for
a forest, and although my initial inclination was towards strings, I
decided on more of an ethereal “winds” sound, with purer tones. I
had struggled to write this composition at first because I thought a
major key would best fit the beautiful environment, but this wasn’t
going to work if I wanted the audience to feel the growing
uncertainty and dread of the protagonist as he walked deeper into the
alien forest. A minor key felt too dark, however, considering the
beautiful colors of Aeghite’s artwork. In the end, I decided to
write the composition in a mode, which felt just right for the
occasion.
Friday, December 27, 2019
Star Legation Update (part 3)
An alien forest wouldn’t be complete
without background sound and music, however, so I spent countless
hours playing with my sound design programs. I finally designed what
feels like a common forest soundscape, with a full orchestra of birds
chirping and tweeting. However, I didn’t want to stop there. This
is an alien planet, after all, so I used my digital audio workstation
to play around with various sounds. By manipulating synthesized
sounds, I was able to design the sounds of a few alien lifeforms. For
instance, one synthesized instrument sounded like a series of fast
blips, so I took this sound, arranged the pitches, adjusted the
tempo, and played it backwards to achieve a somewhat “alien” bird
chirp. In another instance, I took some metallic grating sounds
coupled with a few mumbles and groans, producing the sound of an
alien forest mammal somewhere in the distance. I then added in these
alien animal sounds periodically in among the more natural forest
sound effects, producing a very “alien jungle.”
Wednesday, December 25, 2019
Tuesday, December 24, 2019
Star Legation Update (part 2)
One of the delays I experienced this
fall was regarding planet surface artwork. I ended up
re-commissioning the work to my talented CG artist, Aeghite, and she
has done an absolutely fantastic job in a very short time. When the
protagonist lands on the Erwani homeworld, Yolwana, we see a
beautiful forest full of color, covered with a mixture of plant life
that is both familiar and alien. I wanted the protagonist, Trey, and
his Reln companion to walk through the forest together, but this
took some doing. I spent many hours trying out different tests with
my program to achieve the animation I wanted, using some cinematic
trickery to keep it all connected. I was finally able to achieve my
goal of having some sideways scrolling background art during their
“walk,” and it really feels like you’re moving through the
forest with them!
Monday, December 23, 2019
Star Legation Update (part 1)
A lot of progress has been made this
last month on the Star Legation visual novel, and I can say that the
demo is ahead of schedule. I suspect the demo will be completed
before the end of January, which is well before the spring—the
intended release date of the demo during the Kickstarter campaign.
This will give me time to plan and prepare for the Kickstarter,
putting together a short video, setting up backer rewards, etc. There
are still a few details left that need refining in the demo, but this
month has been all about visiting the homeworld of the sentient plant
race, the Erwani. Our human protagonist, Trey, has never encountered
the Erwani before, so it is exciting to see what happens when he
lands and travels through their forests. A lot was involved with
putting this altogether, though…
Friday, December 20, 2019
Writing Relatable Scifi (part 5)
Once you’ve imagined how future tech
might develop, you need to ask what the societal implications would
be. How would the world change with the new technology, and how would
people change? Those of us who grew up in the 1980’s look at
society today and worry about younger generations. The anonymity of
the internet, the unrestricted and unfiltered expression of thought,
and instant accessibility to information has affected who we are and
has changed how we interact with each other. With access to all this
through personal smartphones, our children are much different than we
were, and the way they see the world has been influenced and shaped
in ways that will alter society when they become our leaders someday.
Personal privacy has become an archaic concept, judgment by internet
“netizens” has become a severe influence upon some, and
misinformation is harder to parse from legitimate facts. All of this
sounds like a dystopian scifi novel conceived by Orwell himself, but
it is our reality. What might our future look like a few decades from
now? You only need to look at our technological advancements today,
imagine what the next probable step will be, and then theorize how we
would react to it if it became commonplace. This kind of scifi is
grounded in relatable material, and your audience is very likely to
keep reading when they find something familiar stretched into new
territory. Or, you could take a gamble and throw your readers into a
world they have no way to relate to. It has worked for a few, but if
that's your intent, it’s best to try later--after you’ve built an
audience that trusts your writing.
Thursday, December 19, 2019
Writing Relatable Scifi (part 4)
Some of the best science fiction out
there has most of its roots in a reality we can relate to. Writing
scifi can be extremely tricky because it often ceases to be scifi if
you give it a few years—most of the visions of scifi authors have
actually become reality within a few decades, and people in different
fields (medicine, aerospace, military, etc.) have admitted that their
designs and inventions were often inspired by something from a scifi
story. The magic of scifi, unlike fantasy, is that it often involves
the possible or probable. If you are a scifi writer looking for
inspiration, try not to look too far, because you might find your
answer right in front of you. For example, take a look at your
smartphone. Imagine how amazing and improbable this device would seem
to someone in the 1950’s. It would be nearly impossible for people
of that era to imagine such an amazing device. Someone from the
1980’s might consider it an eventual possibility, though, with the
advent of home computers and video game consoles. In the 1990’s, it
might even seem probable, when considering the tech explosion that
was the internet. Of course, if you showed a smartphone to someone
during medieval times, the obvious reaction would be shouts of
witchcraft and sorcery. Considering all this, science fiction writers
just need to look at every-day technologies and try to see how they
would naturally develop in a decade or two. But what then?
Wednesday, December 18, 2019
Writing Relatable Scifi (part 3)
Don’t alienate your audience. If
you’re a science fiction writer and you are debuting your work,
you’re asking a lot from your potential audience. You are asking
people who have never heard of you to sit down and spend time reading
your work, and in these busy times, that is actually asking a lot.
However impressive and extensive your world building, it is important
to present your story at the beginning in a way that reaches out to
your audience in a relatable way. One key to science fiction is that
it is grounded in something from the real world—something
relatable—even if it takes place in the far future. If you do not
present some relatable aspects of your story at the beginning, it is
likely that your audience will feel lost. As an example, fans of the
award-winning scifi novelist, William Gibson, are familiar with his
work and when they pick up one of his novels, they know what they are
about to dive into. However, I have repeatedly seen readers new to
Gibson give up on his work at the very beginning, and these people
are avid, intelligent readers. Although I love William Gibson’s
style of plunging you into his vision of the future without
explanation, it can be a bit shocking for the uninitiated, despite
his Hugo and Nebula award credentials. Yet Gibson’s approach works
if you stay with it, because his world does become relatable if you
just give it a little time.
Tuesday, December 17, 2019
Writing Relatable Scifi (part 2)
Right from the beginning, you need to
grab your audience with something intriguing but relatable.
Established writers have more luxury with their writing because
they’ve established trust with their audience—previous popular
works of these writers create enough familiarity and confidence in
their writing that they can write with more flexibility. Established
writers can take more time with the story in the beginning, and fans
will stay with it, knowing that the author will deliver. However, new
writers face a situation that might be contrary to their preferred
writing style, because new audiences are likely to be less willing to
give them the benefit of the doubt. Instead, they may impatiently
move on to something else if a new writer has failed to really grab
their attention in the first few pages. When writing science fiction,
this can be even more challenging, because the writer is inviting the
reader into an imagined world that might require too much faith
upfront.
Monday, December 16, 2019
Writing Relatable Scifi (part 1)
How do you relate to science fiction?
Do you consider it as a far fetched, unlikely or impossible scenario
conjured up in the feverish mind of some nerdy writer who is
hopelessly enamored with technology, aliens, and outer space? Or do
you consider science fiction as more of a solace for the dystopic,
doomsday alarmist that believes the end of everything we know is just
around the corner? The answer may be some, none, or all of
the above, but for the science fiction writer, the challenge is to
engage you, whatever your preference or bias might be, and that
usually starts with setting the terms of reality. Deviate too far
from something relatable, and your science fiction is on the
fast-track to fantasy. Stay too grounded in reality, and your scifi
might be classified as contemporary. This week, I'll cover a few
steps that might help you write scifi in a way that appeals to a
wider audience...
Friday, December 13, 2019
Composing for a Visual Novel (part 4)
In the early spring, I plan to launch a
Kickstarter campaign to raise money for the completion of the Star
Legation. I will be releasing a finished demo by this time, which
will include music throughout. However, one of my intended stretch
goals for the Kickstarter is voice acting! If I am able to raise the
extra funding for that, I can shift my sound design into a more
cinematic approach. Having audible voice parts for every line a
character speaks would be amazing, and this would feel like a
choose-your-own adventure movie. I would change the looping
background music to fade in and out at certain moments for emphasis,
but wouldn't keep it running throughout. However, voice acting is
expensive and the script for the Star Legation is quite large (there
are lots of branching paths), so it might be an unattainable goal. In
the meantime, I'm designing the visual novel to have music
throughout, and I'm doing my best to keep the music unobstrusive and
atmospheric. Below is a link to a short youtube video showing
screenshots with short music clips from the game.
In closing, I'd like to share a quote
from the game's character artist, John Fell, who played the first 2
chapters of my demo. Note his comment about music...hopefully this
means I'm on the right “track” with things! ;)
“The dialog is snappy and you've
totally been able to keep the reading flow at a good pace. It never
feels like a slog. The way you worked in the questions for Trey's
profession/personality was clever.
I really like the main tunes that play
as you read. They're distinct but not distracting.
The backgrounds and camera
movements/animation look great.
I'm all around impressed as heck!”
Thursday, December 12, 2019
Composing for a Visual Novel (part 3)
After sampling a number of different
VN's, I realized that in most cases, the music loops after about 1:30
or 2 minutes. Though many of my guitar compositions are longer, I
decided to try writing additional shorter pieces for specific scenes.
Keeping in mind that the music would loop, the resolutions were
usually the beginnings of the pieces, which in classical music is
known as an “elision” (when the last note of a phrase is also the
first note of a phrase.) I've managed to write several short
compositions specifically for the Star Legation visual novel in just
a couple months, and I'm happy with how things are turning out.
Though it would be my preference to have music only set the tone
during certain moments in the game, I do understand why visual novels
keep it looping—it becomes less immersive when you play the game in
silence, hearing only the occasional clicks of your mouse to advance
the text or make a choice. There is a possibility that I will be able
to design the VN more cinematically, however, if I can manage one
thing...
Wednesday, December 11, 2019
Composing for a Visual Novel (part 2)
Up until this year, most of what I've
composed has been for solo guitar. Once I began writing the Star
Legation visual novel, I realized how many of my existing guitar
compositions would be a good fit for a sci-fi atmosphere. I tend to
prefer somewhat eerie, minor pieces of music and my compositions
actually matched a number of scenes really well. The only concern I
had was the instrumentation. Solo guitar didn't exactly fit for the
kind of atmosphere I wanted to set, so I looked into getting a
Digital Audio Workstation (DAW.) I tried out a lot of different
DAW's, but finally settled on one I liked that enabled me to port in
my .midi compositions directly. Once I had the composition imported,
I began playing around with instrumentation, using a lot of
synthesized sound to produce the sci-fi feel I was looking for. As I
became comfortable with the process, I also began to write more
compositions to import, specifically for the game...
Tuesday, December 10, 2019
Composing for a Visual Novel (part 1)
Visual novels are traditionally
designed with looping background music that plays throughout the
entirety of the game. The music usually changes with each new scene,
but there is almost always something playing in the background. Sound
effects add to the atmosphere and punctuate certain events in the
game, but the music is usually something innocuous and atmospheric,
designed to loop and never really resolve as most musical
compositions do. It is not uncommon for small indie development
studios to use royalty-free stock music for the background music in
their VN's, and there are some excellent online resources for those
that don't have the option to pursue an original soundtrack. Some of
these resources are put together with extremely high production
values, and they can be a very nice fit for an average VN, in
addition to cutting out the serious cost of commissioning a composer
for music. I decided not to pursue this route for my visual novel,
however, because conveniently, I am a composer...
Monday, December 9, 2019
Paws and Effect Visual Novel Review
I met the programmer from Shimmersoft
on the forums who is using the same visual-novel designer I am
(Tyranobuilder), and he recently finished his visual novel, a short
3-4 hour game called Paws and Effect. He sent me a copy of the game,
and so I decided to write a review after playing through it. I won't
give away anything about the story other than what is available in
his game description, but in short, this is a game about a dog
owner's two dogs suddenly turning into humans. Paws and Effect is available online here, for only $5:
From the opening of Paws and Effect,
the light-hearted mood of the game was clearly established, before
the game itself had even begun. The company logo bounced onscreen
with cartoony sound effects and was accompanied by cute dogs falling
from above to stamp it into the company name, Shimmersoft. My mouse
cursor became a dog paw, and somehow the menu felt of scrapbooks and
sketches. I instantly knew this was going to be a fun game, and
launched a “New Game” from the title page. Of course, you can
experience all this with the demo, so I'll avoid a play-by-play
description, but as I progressed through the first episode of the
game, I really enjoyed the little details. When my character's
smartphone rang, a little smartphone graphic slid onscreen with a
playful blip. A scene transition looked like a distant grainy photo
and then expanded to a beautiful art background that made me feel
like I was there with my dogs, enjoying the sunset at the end of a
stressful day. Short voice-acted phrases appropriately punctuated the
dialogue and thoughts of the protagonist. A relaxing, atmospheric
soundtrack gently reflected the overall mood. Yes, some of this is
standard fare for a well-made visual novel, but a lot of tiny
surprises really highlighted the experience for me.
As an example of the extra polish that
went into the design of Paws and Effect, I particularly enjoyed the
scene transitions. For example, instead of a typical fade or
dissolve, the closure of a scene used an iris-type wipe that
diminished into a little circle as another scene behind it took its
place. Yet the little transition circle didn't fully disappear,
lingering for a few brief extra moments as a black dot that pulsed
playfully—as if to wave a final goodbye--before “popping” out
of existence with a cartoony pop sound effect. There were many nice
little touches like this that added up to the overall “cute”
character of the game, and I was only just getting started on this
playful visual novel!
But how is the story, you may ask?
Instead of outlining the story for you—something I usually skip in
game reviews because I hate any and all spoilers—I'll talk about
things like pacing, character development, balance, and intrigue. The
story develops along at a very natural pace without lingering and it
moves along to establish who the protagonist is and what her daily
life is like. As the game advertises, the main plot really begins
when the protagonist's two pet dogs suddenly transform into human
versions of themselves. I enjoyed the humor and perspective of the
two dogs, observing the world in human form still from a dog-like
perspective, though they are able to speak English reasonably well
with a few comical errors here and there. I also liked the choices
available to the protagonist during this event, with her mind running
through a list of possible explanations while she wondered what the
most responsible, sane reaction should be to such a supernatural
occurrence. The prior set-up to this event alluded to several
upcoming real-world situations that the protagonist was already
stressing about, so I was intrigued to find out how she would handle
real life while trying to navigate the sudden appearance of her dogs
as real people in her life. Paws and Effect kept me reading and
clicking through each scene.
The comedy of this visual novel was
accented by the somewhat goofy expressions of the now-human dog
characters, with character art and expressions that communicated the
simple-minded, innocent, and literal minds of the dog people. Further
enhancing the humor was the background music, which mirrored the
light-hearted nature of the game. I enjoyed the writing because it
was obvious the writer was having fun with the concept and knew it
was funny without trying too hard to make it so. All of the
characters were likeable in their own way, and it was fun spending
time with them, seeing them interact with each other and reflect
their character backgrounds through their personalities. Putting them
in the same room together provided entertainment enough, especially
when the dog-humans innocently quoted their owner and referred to her
past behavior in ways that unintentionally shamed her—this reminded
me of parents not realizing how much their own children are listening
and observing.
Personally, I'm not a huge fan of
kinetic visual novels because I like having choices in a game and
seeing those choices play out. I felt like there was a balance
between choices that altered events and choices that had only a few
different sentences ascribed to them. I played through different
situations several times, picking different choices. Sometimes only a
few references were made briefly to my choices, yet in other
situations, an entire sequence with new characters occurred. However,
despite this, things still cleverly looped back to the same point
eventually and the story rejoined the original timeline. There are 5
possible endings, which each have their own separate outcome, and
these endings are contingent upon a few of your previous choices. I
particularly liked the episode system in the menu, where I could
restart from a previous episode and toggle between different choices
I'd made along the way, seeing which character routes would become
available as a result of those decisions. It honestly surprised me to
see that seemingly innocuous choices actually made a difference.
The only small criticism I have is that
there were times when the dog people made statements that seemed a
bit too advanced for their intellect as dogs. For instance, at one
moment the male dog stated, “The universe is an inescapable vortex
of chaos.” Even if he had picked up some words from human
conversations, I felt a dog would have no concept of what a universe
even was. Keeping with the dog's “voice” throughout would have
enhanced the experience even more, because moments like this made me
lose my suspension of disbelief (which I preferred to maintain during
this fun, slightly absurd, comical story.) This was explained at the
end of the game, so I guess I can give it a pass, but at the same
time, those moments did make me feel that way during the game and
pulled me out of the immersion. I don't see a way that the
explanation could have come any earlier, however, and though it made
sense as an explanation, it also felt suspiciously like a plot device
to explain something away. Despite this, though, about 90% of the
human dog comments felt natural.
Overall, I found the game very
enjoyable and light-hearted, with an interesting contrast between the
realism of every-day life and the supernatural. This made the game
relatable and intriguing, because I wanted not only to see how the
protagonist would handle the dog people and their antics, I also
wanted to know why it all happened in the first place. I'm glad the
answer didn't feel like an afterthought but was instead given some
depth and presence throughout the game. Paws and Effect had great
presentation, style, flow, and just the right amount of comedic
seasoning to make it fun to play through on a lazy afternoon. Thanks,
Shimmersoft!
Friday, December 6, 2019
A New Era of Consumerism (part 4/4)
I think that a lack of ownership is
indeed a concern for our society, and one of the big reasons is that
we become subject to those we are paying for the services or products
we want. How many times has your smartphone or computer program been
“auto-updated” to a version you disliked? Have these updates
changed or removed features that you liked, or have they required you
to re-learn the way you operated things? I have a software program
for composing music that I purchased in 2004, and I have
intentionally kept it offline and avoided updating it because I like
the way it works for me. At one point, I had upgraded from the 2000
version to the 2004 version and there were so many key command
changes that I basically had to relearn the entire program. I want
functionality, and don't want to waste my time learning a new program
with each yearly update (believe me, this is a VERY complex program,
so relearning it takes weeks.) I have the freedom to continue using
the program the way I want because I own it, but if I wanted to
purchase the latest version, I would be locked into a pay-to-use
system and would be repeatedly subjected to forced changes in
functionality through their auto-updates. This is an example of what
we are headed towards in the future with all the digital products and
services we use—we as consumers no longer have any rights,
forfeiting choice and control as the products and services we use
change at the whim of the corporations. We can't even “vote with
our dollar” and go elsewhere because all competing corporations are
following the same practices. Welcome into the new era of digital
tyranny.
Thursday, December 5, 2019
A New Era of Consumerism (part 3/4)
It's not just computer software that is
following the pay-to-use model (which is essentially rental.)
Entertainment services like Netflix and Disney require a monthly
payment for access to their streamed content. I have a huge movie
collection at home, with tons of DVD's and Blurays, but I suspect
that there will be a day in the not-to-distant future where I'll no
longer be able to purchase a device to play these discs. And
honestly, let's admit it—it's a lot easier to cue up Amazon Prime,
Netflix, or some other streaming service to watch a movie when we
want to, rather than dig through our collection and load it into
whatever player we have hooked up to our TV. We'd rather remain on
the couch and push a few buttons than sort through our growing
collection, which takes up a lot of physical space, anyway. I have
bookshelves full of DVD's and Blurays, and my minimalist wife doesn't
exactly encourage continued collecting. But doesn't all this reflect
a general movement away from ownership? Why have we become so
comfortable with this? Is it really a concern?
Wednesday, December 4, 2019
A New Era of Consumerism (part 2/4)
Even if it's been a while since you've
tried to purchase new computer software, it's difficult not to notice
the business model that has been spreading across most software
companies. No longer can you go online and purchase a program,
download it to your PC, and own it. Instead, you must pay monthly
fees to use the software, or a yearly license fee to have it
installed. Companies control this through various methods, such as
the entry of a user key (which changes or expires after a certain
date) or simply through an internet connection—they check your
software use and monitor if your term of usage has elapsed; then they
shut it down. As an example, years ago I purchased a version of
Photoshop from Adobe that allows me to keep the program on my hard
drive and use it without monthly fees. However, if you go to Adobe's
website, you'll find no such option for any version of their
software—everything is pay-to-use. When setting up my new PC, I had
to dig up my old email with a link to an Adobe page that allowed me
to access previous downloads, and I was thankfully able to download
my old purchase. Finding this page without that link in the email,
though, would have been utterly impossible with their new webpage
design. I expect that by the next time I purchase a new PC, I may not
have this option any longer.
Tuesday, December 3, 2019
A New Era of Consumerism (part 1/4)
Gone are the days of ownership. Some of
you may not even remember a time where you could purchase a software
program at a physical store such as CompUSA and CircuitCity. I'm not
talking about games—we can still buy physical games through Amazon
or at Gamestop, though Gamestop may be heading the way of Blockbuster
someday now that digital game purchases and streaming services are
quickly pushing them out of the market. No, I'm talking about
software programs used for work and development. This was recently
brought to my attention again as I set up my new PC. My father, who
turned 80 this year, was very concerned that my new PC didn't have an
optical drive—he couldn't conceive of functionality without one. As
I explained to him how unnecessary it was now, I realized how we are
all being edged towards a future where we lack true ownership. I may
have found a few ways to hold on a little longer, but it won't be
long before we are completely at the mercy of a growing digital
empire...
Monday, December 2, 2019
Star Legation Update!
On Friday last week (“Black Friday”)
I sent out the 6th “Insider Update” for the Star
Legation visual novel. If you haven't subscribed with your name and
email, and you'd like access to insider details on the development
process of the game, please subscribe on the StarLegation.com
website, or just click the link below. Insiders even received access
to a special unlisted youtube video including screenshots from the
game and clips of the sci-fi music compositions I've been writing for
it. Things are really moving along and the game demo is well
underway. I'd like to share a quote about the demo so far from one of
my internal beta testers, artist John Fell, who is the talent behind
the character graphics I'll be using in the game. John wrote:
“The dialog is snappy and you've
totally been able to keep the reading flow at a good pace. It never
feels like a slog. The way you worked in the questions for Trey's
profession/personality was clever.
I really like the main tunes that play
as you read. They're distinct but not distracting.
The backgrounds and camera
movements/animation look great.
I'm all around impressed as heck!”
SUBSCRIBE TO MONTHLY INSIDER UPDATES:
Wednesday, November 27, 2019
RPG's and Visual Novels on the PSVita (3/5)
Despite being able to pick up right
where you left off with the PSVita's standby mode, there is a problem
that emerges from this situation--you may not be able to get back to
it for a while, and thus forget where you left off. In my situation,
sometimes I fall asleep while playing in bed, and can't remember what
happened the night before as I tried to fight off my sleep. Although
these are problems with console games as well, the randomness of
portable gaming tends to worsen this situation a bit more often for
me. Some games I've played (such as RPG's) provide no information
about what I should do next, so I then end up wasting the moments I
have with my PSVita searching around trying to figure out where I was
and what I was doing, only to have to put it down again because of
other distractions and demands. Without an objective tracker of some
sort in a game, playing some games on the PSVita can feel like an
exercise in Attention Deficit Disorder. I'm always very thankful when
game developers design their games with quest logs and map goals, so
that when I'm able to pick up where I left off again, I know what my
previous objectives were. Thankfully, a lot of game developers
anticipate this and even have catch-up summaries provided whenever
you load a game, which is a huge plus in visual novels and RPG's!
Tuesday, November 26, 2019
RPG's and Visual Novels on the PSVita (2/5)
I'm speaking more from my experience as
a gamer than as a game developer when I say that games on a portable
device like the PSVita should be a little different. What I mean is
that the very nature of a portable gaming device means that you will
be playing your game with more potential interruptions. When you sit
down to play a game on your home console or PC, you can become very
dedicated and immersed in the experience. There are fewer urgent
demands that will require you to suddenly drop what you're doing and
leave your game in that environment, but with a portable device the
number of distractions and interruptions increases significantly,
depending on where you are. If you're at work, a client showing up or
a boss walking into your office is not an uncommon situation, and
unless you don't care about keeping your job, you'll probably put
that device down immediately. If you're at school, a teacher or a
class bell might put a pause on your gaming. If you're on a subway,
that next stop might be yours. Thankfully, though, the PSVita has a
standby mode that can be initiated at the quick press of a button,
pausing the game until you initiate it again. You can pick up right
where you left off, which is an excellent feature for RPG games,
since this genre often requires “save points” be found in the
game to save progress.
Monday, November 25, 2019
RPG's and Visual Novels on the PSVita (1/5)
Sony's handheld gaming device, the
PSVita, is extremely loved by those who own one. A portable gaming
console of unparalleled quality, the PSVita is one of my favorite
possessions--I still use it several times a week and have been since
its release in 2012. I'd rather not focus on the sad news we received
almost a year ago that Sony is no longer selling this device and that
support for new games is supposedly ending in 2020. Instead, I'd like
to talk about RPG's and visual novels on this fantastic device, and
some other positive aspects of the system. Sony's Playstation store
is full of digital offerings for the PSVita, so many that we can
probably go for years before we run out of things to play. One of
the highlights of the PSVita for me is that it is also one of the
best places for RPG and visual novel gamers, with a massive offering
of games in these genres. There are some differences, however,
between playing these types of games on a console and on the portable
PSVita...
Friday, November 22, 2019
Flashbacks and Headhopping in Writing (part 5)
There are circumstances where head
hopping can really work well, but there are a few things to keep in
mind if you choose to do it. Sometimes a scenario doesn't involve
conversation between characters, yet it is crucial for the audience
to know what the characters are thinking. Head hopping can help
develop characters beyond the limits of dialogue, description, and
action. However, head hopping can be confusing to an
audience—especially if done frequently--so each character should
have a distinct voice, with a way of thinking and speaking that sets
them apart from other characters clearly enough that the audience
quickly knows who that character is. One common complaint about this
technique is that when characters are separated, jumping between
therm disrupts the linear flow of the story's timeline. This can
still work if you leave off from one character with a cliffhanger,
then start the next character with strong intrigue. This creates a
sense of longing for that storyline to return, but also an eagerness
to move forward with the new character to find out what is happening
in that timeline. Whatever writing techniques you choose, always be
sure that you have a solid story and interesting characters first.
Carefully consider using flashbacks and head hopping only after
you've done proper development work.
Thursday, November 21, 2019
Flashbacks and Headhopping in Writing (part 4)
Head hopping is another writing
technique that you should be careful with, but if used well, it can
give insight into the different characters you are jumping between in
ways that you might not otherwise be able to reveal through your
story. However, it is not advisable to use head hopping as a way
around good writing—if one character loathes a second character,
it’s often far more interesting to a reader to learn this through
that character's actions and expressions than to be given that
information directly. Jumping into the mind of the character and
simply spelling it out to the audience can often be an easy thing to
resort to. However, if you’re head hopping because you didn’t
make the effort to create a more complex antagonist, allowing your
audience to witness the thoughts of your antagonist may end up
proving that you didn't spend the necessary time developing the
villain. Head hopping can expose bad writing and bad planning, so use
it carefully!
Wednesday, November 20, 2019
Flashbacks and Headhopping in Writing (part 3)
The best time for a flashback (or a big
time-jump forward) are during a prologue or epilogue. We are almost
wired to accept those as being natural flashbacks and flash-forwards,
because it sets up or concludes something without having to wade
through the time gap in between. Yet using time jumps in a story can
really break up momentum, which is the single biggest complaint
audiences have about this technique. Writers often try their best to
mitigate this problem by carrying questions over from one time period
to the other. Despite this strand of continuity, audiences are
usually going to resent the shift in momentum and the leap away from
the former linear progression of the story. If you intend to use a
flashback or a time jump forward, it is advisable to make sure that
you’ve wrapped up events in the former timeline enough that your
audience won’t resent you for leaving things unfinished. Forcing
your audience to wait on unresolved material is sometimes asking for
too much patience.
Tuesday, November 19, 2019
Flashbacks and Headhopping in Writing (part 2)
Recently, I watched an episode of a TV
series that involved excessive flashbacks. Most people that I’ve
talked with do not enjoy having a linear story progression disrupted
by a jump to the past, because they feel the forward momentum and
want to see what happens next. However, flashbacks are sometimes a
necessary plot device that writers use to deal with unanswered
questions and fill in necessary backstory without having to actually
fully divulge the entirety of the backstory. It’s often more
interesting to learn information through a flashback instead of
suffering a character’s long expository discourse about why things
are now the way they are. Showing is usually better than simply
telling, and by that I mean that going through the events instead of
having a character describe them is usually a more effective and
meaningful way to deliver the information.
Monday, November 18, 2019
Flashbacks and Headhopping in Writing (part 1)
Creative Writing professors, editors, and literary critics rarely suggest that flashbacks and head hopping in writing are a good thing, yet we still see these approaches used fairly often today. Head hopping and flashbacks can even be considered plot devices and are used in movies, TV shows, video games, and books, but often, they are not used well. There isn’t a perfect way to employ these techniques, but they can be effective tools for helping put together an intriguing and engrossing story. This week, I’ll be examining these writing techniques and sharing a few tips and suggestions about how to employ them in your writing, if you should find yourself in need of them. When and how to use these approaches might make the difference for your story!
Friday, November 15, 2019
Significance in Gaming (part 4)
Many games allow you to design your own
character, so game designers and GM's should prepare challenges that
specifically tap into those details. Players will feel like the
choices they made for their character have meaning, which adds to
feeling more significant throughout the gaming experience. If a
player was able to select engineering as one of their character's
skills, for instance, then there should at some point be an instance
where that skill will have an effect upon the game world. When a
player is able to leave their mark through a choice they made in
character design, the game experience is enhanced and the player will
feel a sense of pride and ownership over the experience. Gamers often
proudly talk about a game where their own choices made a significant
impact, so when initially designing the game, be sure to provide
players the opportunity to affect the game's direction.
Thursday, November 14, 2019
Significance in Gaming (part 3)
Game Designers and GM's need to also
consider a very important factor when creating challenges: players
need to feel like they did something to earn the feeling of
significance and accomplishment. If the challenges weren't
challenging at all, players will resent it. Underserved rewards or
developments in games not only feel "too easy," but they
remind gamers that real life is much harder. As a result, playing the
game starts to feel pathetic and the gamer will become embarrassed to
even play it at that point to earn empty achievements. Often, gamers
play games as an escape and to feel like they are actually good at
something, as a contrast to how they might be feeling about the
cutthroat competition at school or a job in real life. Earning
something through hard work and endurance in a game can actually be
an encouraging experience that instills resilience and a stronger
work ethic for facing the challenges of real life.
Wednesday, November 13, 2019
Significance in Gaming (part 2)
If you're an RPG game designer or a
Game Master (GM) for a tabletop RPG, it's important to keep in mind
that your players are hoping to find opportunities where their
characters--and by extension, themselves--are able to be significant
in the game. Games are often an escape from real life because they
provide something we may not feel we've achieved in reality:
accomplishment. Games present us with goals that are usually designed
to be difficult yet achievable. With enough patience and skill
development, gamers can advance in a game and earn rewards for this
advancement. In real life, although this is possible, it is far less
certain. Game designers and GM's should remember that this is
fundamentally why many people are playing games, and should design
and present challenges that will allow players to feel accomplished
if they overcome the difficulties.
Tuesday, November 12, 2019
Significance in Gaming (part 1)
The search for significance in an RPG
is often what influences a player's experience with the game the
most. Players want to feel like their character impacted the game
world and other characters--that they were able to change something
and make a difference. Just ask an RPG player to tell you something
about their character, and they will immediately launch into an
involved story about a time when their character made a huge impact
in the game. It's almost the same reaction a proud parent heard when
given the chance to talk about their kid. Finding significance in a
game often brings about a strong sense of accomplishment. Maybe
that's partly what attracts so many people to RPG's in the real
world, because many of us seek significance and struggle to find it
in our jobs, our schools, and even on social media. But how do game
designers and GM's ensure that players feel this way about their
games?
Monday, November 11, 2019
Recycling Ideas (part 5)
Sequels wouldn’t exist if we disliked
them. Often, we like the original material so much that we can’t
wait to see it further expanded. As a game developer myself, I have
already written many stories in the Solar Echoes universe to tell the
massive story I have in mind—I know that the game has lots of
growth opportunity, too, and I'm excited to see this happen. Someone
like George Lucas conceived a huge story that needed many movies to
tell, and the universe is still growing with multiple character
stories, backstories, mid-stories, etc. Tolkien wrote the Lord of the
Rings as such a massive tale that it was broken into three books. But
sequels that are a forced afterthought because the first story was an
unexpected success? Well, these are often less engaging and sometimes
very disappointing, with fans shouting in anguish that the sequels
should have never been made. Every once in a while something really
special and unique is discovered among all the sequels and
derivatives out there, and it's great that those creators are
rewarded with success. However, we shouldn't begrudge them for
eventually trying to enterprise on that success with a few sequels.
Sometimes, sequels can be a true measure of whether a great idea will
stand the test of time...or not.
Friday, November 8, 2019
Recycling Ideas (part 4)
The faith of a fan base can be lost
very quickly if a designer does not recognize what it is that the
fans like about the product. Sequels need to enterprise upon the
themes that the fans enjoy. These themes might be story or character
related, but in video-games, they can also be related to gameplay
elements. Gamers constantly hold games to the standards established
by other popular games, so innovating with something too drastically
different might set potential fans against a product. Even something
as simple as an unusual controller scheme for interfacing with the
game can throw people used to a traditional button configuration for
a similar type of game. It only takes a few bad reviews to start a
firestorm and for the gaming community to totally turn their back on
a game. In movies, reviews are more subjective, and movie-goers often
ignore “professional” reviewers in favor of reviews posted by
random movei-goers. But sequels that abandon previously established
material are more likely to receive a negative response. What is a
designer to do, then? Though it sounds like sequels can be a
positive, they are also more precarious because of audience
expectations—a careful balance needs to be achieved between
established ideas and entirely new ideas.
Thursday, November 7, 2019
Recycling Ideas (part 3)
Sequels and spin-offs exist because of
a built-in fan-base. If your entertainment product—whether it’s a
game, movie, or book—has generated a profit and has an established
following, it is much less of a gamble to create a sequel than to ask
your fans to follow you on an entirely new endeavor. The time, money,
and effort required to build a new fan base is quite an effort, so
restarting with a new product is rarely desirable when there is
already something that has an audience. When there is a lot of money
behind a product, designers are much less willing to risk something
new when they’ve found a formula that seems to be working. A
benefit to sequels is that designers can often improve upon the
original, especially if they pay attention to what their fans are
saying. But at what point do fans start to move on when something has
been recycled a number of times? In most cases, fans will lose
interest when innovations, story lines, and characters become
predictable. Yet changing course too much can also alienate fans…
Wednesday, November 6, 2019
Recycling Ideas (part 2)
Creating something that gains a
following of fans is extremely difficult to do. There isn’t a
surefire method for doing this, unfortunately, because if there was,
everyone would be using it. What becomes popular and goes “viral”
is often impossible to predict, but one element that does seem
present in most successful creations is that there is something
unique enough about it that it won’t be considered derivative. Yet
even if such an element exists in a creation, there is no way to be
sure that it will ever catch on, or even be noticed. Groups of
enthusiastic netizens might help push awareness of the product, but
often an expensive ad campaign is necessary to really get the word
out. If you reach 1000 people, only 10 of them might care at all,
because about 1% of the people that hear about your product are going
to engage with it. It's understandable why enormous ad campaigns are
required to canvas the public so that 1% actually adds up to
something significant. If you’ve ever paid for banner ads on a
website and monitored the actual number of clicks you’re getting
and the follow-through to purchase your product, it quickly becomes
obvious that building an audience is extremely challenging.
Tuesday, November 5, 2019
Recycling Ideas (part 1)
A sequel is a work that continues the
narrative of a previous work in some way, usually along a progressive
timeline. Related works within the same general narrative that are
not necessarily sequential could be called off-shoots, spin-offs, or
even prequels if part of the original timeline but precede existing
material. Reboots exist within the general narrative but retell the
story entirely. For lack of a better word, I'll use “sequel” to
refer to works related to a pre-existing work. Have you ever been
frustrated with the re-appearance of old titles being recycled and
rebooted, over and over again? How many Spiderman movies are there
now? Is anyone tired of the God of War series? Do we really need
another Rambo or Terminator movie? Is Star Wars ever going to end,
and do we want it to? Great themes that are well-liked are destined
to be re-used and developed, as long as there is a fan base willing
and excited enough to pay money to experience yet another iteration.
We can’t blame Hollywood or a game studio for doubling down on
something that has been successful. After all, there is great risk
involved in innovating, and we live in an entertainment climate that
honestly thrives on familiarity. This week, I’ll be examining this
trend and looking at it from the perspective of a game developer.
What does it take to make something worthy of a sequel, and why do
the sequels keep coming?
Friday, November 1, 2019
RPG Building, Behind the Scenes (part 4)
Tension in your RPG story doesn’t
necessarily mean that you need a clear villain. There are villains in
the Solar Echoes universe, but they are not as immediately involved
in the story as the interactions of the 7 different alien races are.
Creating various cultures or factions in your game universe—each
with their own motivations and abilities—can appeal to different
players on many different levels. You want players to be excited
about at least one of your character races, and so you need to think
about the different types of mindsets that exist in the real world.
Try to design your character races around these different viewpoints,
and you will find that the story almost writes itself when these
people are put within proximity of each other. Yet it is also
important to keep in mind the necessity of commonality. If you make
your character races too drastically different from each other,
you’ll end up with everyone at war and that will create all kinds
of boundaries within your larger story. Make sure that there is
something that is shared among several different groups—a common
ground of some kind. This can serve to bridge the gap between the
differences, and will allow for groups of the different characters to
form and work towards this common goal. You may still have conflict
within the group, but a shared purpose will provide an excuse to
bring them all together. As a result, your players will feel free to
choose any character race that they identify with and yet still have
a reason to partner with the diverse characters other players have
chosen to use.
Thursday, October 31, 2019
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Wednesday, October 30, 2019
RPG Building, Behind the Scenes (part 3)
It’s easy to become enamored with
your own rules system so much that you forget the importance of the
story and the types of characters that are involved. Although Solar
Echoes has a great story and interesting characters, my initial
approach to advertising the game was more focused on the innovative
game system. It didn’t take me long to realize that people are
initially much more interested in the story and the characters—the
game system is a bit of an afterthought. Once you’ve captured their
attention with the story setting and the characters that are
involved, then you can highlight the various ways that your rules
system is different from other games out there. Remember, though,
that it doesn’t matter how amazing your game system is—if you
don’t have a unique, compelling, exciting setting with intriguing
characters to play, people aren’t going to give your game a chance.
Thankfully, the story of Solar Echoes developed rather easily,
emerging from the personalities of the different alien races that
were designed. Thinking about how they would affect each other and
the universe around them created an interesting dynamic that would
ripple across other alien cultures that were making their own
particular imprint. In order for a story to have momentum, though,
you need tension…
Tuesday, October 29, 2019
RPG Building, Behind the Scenes (part 2)
I started building Solar Echoes with a
very clear idea of some core concepts: I knew exactly what it was
that I wanted and didn’t want in my RPG. A few of my ideas were
very anti-traditional, so it was very easy to wonder if going against
tradition was even going to work. You need to be very tenacious and
be willing to go through a long process or trial-and-error to work
out the problems. One thing that is extremely important to remember
is that you can’t get too attached to anything—be ready to throw
something out if it is simply not working. On the other hand, don’t
give up on something too quickly, either. It takes the right
combination of elements to make something work, so be ready to adjust
and try countless permutations until you can get your concept to
work. A common mistake in game design is “throwing the baby out
with the bathwater.” It is very easy to get frustrated when
something isn’t working and assume that you need to start
everything over entirely, rebooting the entire process. I think this
is the biggest reason many good ideas never see completion, because
after several complete reboots, people give up entirely. Be ready to
sacrifice something and remove it if it just doesn’t fit, but
recognize what is working, and try to adapt your ideas to that. It’s
best to have a dreamer on your development team and a pragmatic,
experienced person in the game genre—they will balance each other
out and keep each other in check.
Monday, October 28, 2019
RPG Building, Behind the Scenes (part 1)
This Thursday, October 31st, marks the
7th anniversary of the scifi tabletop RPG, Solar Echoes. The game was
released in 2012 on DriveThruRPG and RPGNow (which has since merged
with DriveThruRPG) as downloadable pdf files, but physical copies of
the books were also printed and sold at several game stores on the
East Coast. The game took two entire years to develop, from original
concept to extensive internal and external play testing. I look back
and realize that I might not have finished the project if I’d had
any idea of what I was getting into—designing a tabletop RPG is a
very involved, lengthy, and expensive endeavor. I love quoting my
wife from when we decided to paint our entire basement together, and
I think her words can be directly applied to designing and finishing
Solar Echoes: “It’s amazing what you can accomplish when you have
no idea what you’re getting into.” This week, I’ll discuss some
of the things that are involved with the process of building your own
tabletop RPG, if you’d like to know what you are getting into...
Friday, October 25, 2019
The Gamer Connection (part 4)
One thing I particularly enjoy about
discovering another gamer is that we usually aren't interested in
discussing much else. This can be quite a relief in a society that
has grown extremely polarized in political and ideological views. It
is true that there are certain factions of gamers that have become
aggressively intolerant of other viewpoints, but for the most part, I
have found that the comradery that exists among gamers carries with
it almost a tacit agreement that “we're all friends here,
regardless of anything else.” That kind of acceptance is a joy and
a relief, and instantly allows for strong friendships to be built.
I've noted that at many gaming conventions where I've run game demos,
players of all ages, races, and backgrounds quickly come together and
enjoy the game as friends. If you didn't know better, you'd suspect
that every disparate group that forms must somehow know eachother
well from many previous encounters. Being a gamer is a great thing,
and it's sad that society still attaches negative stigma to this
interest. However, that is definitely beginning to change. When it
comes to gamers, the usual judgments and comparisons people make when
sizing each other up instantly vanish--gamers can simply relate as
people with a powerful shared interest.
Wednesday, October 23, 2019
The Gamer Connection (part 3)
Gamers have been traditionally viewed
as people who are introverts that lack social ability. We've been
thought of as jobless, nerdy, socially inept dorks that live in our
parents' basement, spending insane numbers of hours camped out in
front of a monitor playing games. Sometimes we're viewed as
malnourished, unwashed, sickly, and pale, clinging to a game
controller with an unhealthy obsession that has overtaken our lives
so much that we could be a serious risk to ourselves. Other times
we're viewed as aimless, lazy losers that mooch off our parents and
can't pay our own rent or mortgage. In Japan, there are even very
specific terms used to describe people that fit this stereotype:
otakus or NEET's (Not in Education, Employment, or Training.) Just
watch a few TV shows or movies and you'll find a stereotypical gamer,
often the source of comic relief in these productions. It's no wonder
that gamers are still a little hesitant to reveal their gaming
interest to others, because these stereotypes seem to be openly
perpetuated. Discovering another gamer in today's society is almost
like meeting someone in an underground resistance that holds to your
same core values. Yet when one gamer discovers another, it is a
relief to finally let down that guard and talk openly.
Tuesday, October 22, 2019
The Gamer Connection (part 2)
What is it exactly about relating to
gamers that is different from other shared interests? My theory is
that being a gamer—whether that entails tabletop gaming or
videogaming—is something that has long been stigmatized in society.
It was considered a childish, time-wasting addiction back in the
1980's and 90's, but in recent years, gaming has become more accepted
as an adult activity. Some of this acceptance has been attributed to
mobile gaming, which has enabled an accessibility to games through
smartphones that has likely popularized the hobby. Another reason for
the growing acceptance is that all of those 80's and 90's gaming
children are now adults, many of them maintaining their interest in
gaming into adulthood. Perhaps yet another reason for the diminishing
stigmatization is the incredible success of the videogaming industry,
which has exceeded the movie industry in annual revenue since 2005.
As a result of all these factors, gamers are starting to gain
confidence in sharing their hobby openly with others, yet we still
navigate conversations carefully and are selective about who we
reveal our interest to. Why?
Monday, October 21, 2019
The Gamer Connection (part 1)
This last weekend I met someone at a
party, and initially I thought I had nothing in common with him. He
was a single, twenty-something, put-together guy who I learned was a
lawyer in Seattle. I live on the East Coast, I'm involved in the
arts, and I'm married with a teenage daughter. The small talk spun
along the usual routes and began to traverse the familiar, awkward
path where we both realized we couldn't relate to each other and were
struggling to keep the conversation going. Yet unexpectedly, he
mentioned that he was interested in the video game industry, and was
a gamer himself. Suddenly, we were talking like we were old college
buddies, mentioning our favorite video games and gaming consoles,
talking about the trials of building our own gaming PC rigs, and
discussing our longings to find work in the video game industry at
big companies such as Bethesda Softworks and even Nintendo. All of this could have happened over a
shared interest in football instead of video games, but I've
experienced it before with a wide range of people. There's just
something different about connecting with someone over an interest in
gaming...
Thursday, October 17, 2019
Video Game Completionism (part 5)
You may not have thought that finishing
a game matters to anyone, but it does. Developers are looking at time
spent on their game and at completion statistics, easily seen through
achievements and other online tracking methods. As a developer, if
your team spent 4 years designing your game and then noticed nobody
was playing more than 50% of it, you would question your design
decisions. People might wonder why developers would care--they made
their sale, after all, so who cares if the buyer plays it at all?
Other than the more obvious repercussions of receiving bad reviews
from players that chose not to finish the game, developers are also
concerned because they wasted years and money making that other 50%
that nobody is playing. An obvious decision from the producers of
such a game would be to not invest and waste so many resources on the
next game. Adjustments will follow to game design over the coming
years, and I suspect that if fewer and fewer of us are accesssing all
the content included in a game, developers will be forced to include
less of it.
Video Game Completionism (part 4)
Considering the current state of the
video gaming industry, it's easy to understand the concerns game
developers are having. They have much more sophisticated ways of
tracking the use of their products now than they ever have before.
For instance, game achievements are unlocked by players at certain
milestones in a game, which are then automatically posted online.
Developers have a clear view of how many people bought their game,
how often it's being played, and how far people are progressing in
the game. When they see that their game was bought but then only
played for a week--abandoned for something new the next week--the
years of time and financial investment may not have paid off as
gamers stop talking about it. After the first week, a particular
game's sales drop sharply, so developers put their hope in that first
week the most. Some even try to secure more sales through pre-orders
before the game releases, offering bonus material to gamers that
commit to a purchase early. It's a tough battle in the industry, but
there are ripples that are beginning to affect how games are
designed...
Wednesday, October 16, 2019
Video Game Completionism (part 3)
A lot had changed in gaming
demographics. Unlike the 1980's, when gamers were primarily kids,
those same kids have now grown to adults that are still gaming. A
significant portion of the gaming audience is now comprised of middle
aged gamers who have full time jobs and can easily afford to purchase
several games a month. However, these same people have much less time
to spend gaming because of their jobs, family, and other adult
responsibilities. Another factor that has significantly changed the
industry landscape is the internet. No longer do gamers need to
travel to a video game store to purchase a new game release, or worry
that it might be sold out. Now, at the push of a button, we can
download a game within minutes and start playing right away. With
large numbers of new games releasing every week, it's a lot easier to
get tempted and distracted away from a current game with a new
arrival. How is all this affecting game developers and the future of
the industry?
Tuesday, October 15, 2019
Video Game Completionism (part 2)
It's not the 1980's anymore, where kids
alone were the primary audience for gaming and home consoles. Yet
today, kids still fuel a large portion of the gaming industry. I
remember my early teenage days when I used to save up for months to
be able to afford a new game, and once I bought it, I'd play it for
months before I could afford a new one again. I would play that game
all the way through, unlock everything possible, and still play it
even after I'd done everything that could be done with it. Today,
however, my gaming habits have changed a lot. I buy a new game
several times a month, I'll play it for a few hours a week, but often
move on to something new after a few weeks unless it's something
really special. It's rare that I stick with a game to the end, but
once in a while I will finish it. Still, though, even if that
happens, I usually don't bother with unlocking every other possible
detail in the game. I'm not alone in this, and there are many
contributing factors. Before examining the repercussions upon the
gaming industry for this trend among gamers, let's first examine why
it's happening with gamers like me...
Monday, October 14, 2019
Video Game Completionism (part 1)
Do you complete all the games that you
buy? If not, have you ever thought about what that means about you,
and about the game itself? Perhaps you remember a time when you were
younger and ravenously played a game over and over until you had not
only solved it, but unlocked every possible route and detail
available, fully experiencing everything the developers had
programmed. But if that's not you anymore today, what changed? Is it
just you that's changed, or is there more to it? And honestly, why
should you care, it's just a game for your entertainment, why does it
matter? This week, I'm going to examine these questions from the
perspective of both a gamer and a game developer. The industry is
adjusting and changing, and these questions are playing a role in the
future of one of our favorite forms of entertainment.
Friday, October 11, 2019
Visual Novel Update:
This last week I have been busy preparing the character art (called sprites) for the visual novel. During the game, when each character speaks, they will have some kind of facial animation that corresponds with what they are saying. Although it's not as good as live animation, this is how the majority of visual novels are presented, and it adds a more immersive quality to the dialogue in the game. Typically, most developers have around 6 to 12 expressions possible for each character, and they pay an artist for each separate expression. I worked with my artist, John Fell, to go far beyond that for the characters in the Star Legation. If you're interested in some insider details about how I did this, as well as some more detailed updates on the game, please subscribe to my monthly mailing list here:
Thursday, October 10, 2019
The importance of canon (part 4)
Personally, I understand the
difficulties associated with maintaining IP and keeping all related
material within the established canon. Others have written additional
material--such as missions--for the Solar Echoes game that, in some
cases, I felt violated the original lore. Thankfully, because I own
the Solar Echoes IP through Corefun Studios, I've been able to
oversee and advise changes to keep with the original material. Some
may consider this controlling or overreach, but to preserve a vision,
sometimes changes must be made when things begin to step outside of
or move in a direction that seems counter to the original themes.
Though I've not encountered this particular situation, imagine if
someone wanted to write for Solar Echoes and presented something with
a particular social agenda behind it. I've designed Solar Echoes to
be neutral or silent in those areas so people of all ages and views
might be able to enjoy it. Allowing a specific social agenda to
manifest in Solar Echoes would tacitly suggest that I support that
agenda, and it would alienate a group of people that might disagree,
preventing them from being able to enjoy the Solar Echoes universe.
One reason we play games and read stories is as an escape from the
conflicts in the real world, and unless something is clearly
advertised as having a particular social agenda, I think it is
dishonest and subversive to try to covertly insert that agenda in the
writing. Protecting IP requires a partnership in vision and enough
oversight to preserve it.
Wednesday, October 9, 2019
The importance of canon (part 3)
If you've ever brainstormed in a group
and played the game where you write a sentence or paragraph, then
hand it to someone else in the group to continue before they pass it
on again, you've seen how good concepts quickly disintegrate as each
person asserts their own influence on the direction of story.
Although teams of writers are often involved with TV and movie
productions, they try to operate together to adhere to the themes
that have been established. Usually a leader presides over the
writing team, just as a conductor over an orchestra, because that
leader will exert control over the development of the story to
preserve continuity. But when writers are writing material related to
an already established IP, such as a sequel, the team leader needs to
help preserve the original vision and ensure that the writers don't
contradict or otherwise violate the material fans are already
familiar with. What if someone wanted to take a kid-friendly series
and inject an unrelated social agenda into it? Fans of the series
would be upset, possibly even offended, feeling like they've been
hijacked. If you visited a McDonald's expecting to eat burgers but
instead arrived to find only a variety of asian soups on the menu,
you might be be upset that your burger cravings were denied.
Controlling IP is important towards maintaining a vision, and total
rewrites should be carefully considered and discouraged if the IP
already has a strong, dedicated fanbase.
Tuesday, October 8, 2019
The importance of canon (part 2)
IP, or intellectual property, can
include artistic concepts such as George Lucas's Star Wars. Until he
sold the rights to Disney, Lucas exercised creative control over the
Star Wars universe, making sure all movies, games, and other
iterations of the IP all maintained a consistency within his
established lore. Fans stayed true to the series and have consumed
related products and movies with a dedication that has lasted for
several decades. However, with Disney's acquisition of the Star Wars
IP, things have begun to change. Disney has taken many liberties with
the IP and has made so many changes with the story that George Lucas
himself has indicated he was displeased with the recent Last Jedi
film. Regardless of whether you are a Star Wars fan or not, drastic
changes to an established IP are often a losing move. User reviews of
the movie were incredibly negative, and though critics praised the
film, some have concocted the story that the outpouring of negative
user reviews was orchestrated through hardcore fans using “bots”
to post so many bad reviews, rather than considering the possibility
that Star Wars was heading down the wrong path and that fans really
were upset.
Monday, October 7, 2019
The importance of canon (part 1)
How do you feel when an established
story is given a sequel but the thematic material is entirely
reimagined, producing a story that does not follow your expectations?
You have probably seen reports about how fans have become angry when
one of their favorite shows or movies is given a sequel that
drastically and uncharacteristically changes the details and
direction of the original story line. Many Star Wars fans, for
example, have been very upset with "The Last Jedi," because
director Rian Johnson did little to work within the established lore
of the universe. As an example, Rian rewrote the iconic, heroic
character of Luke Skywalker as what some would describe as a brooding, ineffectual loser. The
recent Joker movie is another example of writing that many have said
totally ignores the established background of a character that has
been known by fans for decades. Though creative license can sometimes
improve upon a cultural legacy like Star Wars, it can also have a
result reflecting the "too many cooks in the kitchen" idiom
as the overall quality begins to suffer.
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