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| PRAEDOR 1.1 | 35 EUR |
| STALKER | 29 EUR |
| TAIGA | 15 EUR* |
| STALKER + TAIGA | 40 EUR* |
*Only at Fantasiapelit Helsinki or webstore.
Looks like we are having a sale on ruins, desolation, despair and social decay!
31-Mar-2008:
Inspirational EverestUgh. I feel terrible. I've been ill since the start of February. I have an old injury in the lungs that is a magnet for inflammation in the winter. This time it is bronchitis and I've had the fucking thing for two months now. I've eaten four different types of antibiotics and sometimes I am having doubts if I can really shrug it off this time. Besides the constant need to cough up fluids from the lung, I am constantly short of breath and even now it feels like I am breathing around an obstacle inside the left lung. Usually I am okay as long as I don't move around. Today even that doesn't make me feel too kosher. I hope it is the antibiotics (Azithromycin). I am sick and tired of being on a sick leave so I am trying to arrange things so that I could work from home this week.
(Update: no go on home working and fever raising its ugly head again, which means I am going to see a doctor again tomorrow. I wish I had a way to listen to my lungs by myself.)
Okay, that wasn't too inspirational. Change of subject.
I caught an accidental glimpse of the Discovery Channel series Everest: Beyond the Limit and was immediately hooked, despite the best efforts of the incredibly irritating Finnish commentator. To get rid of that babbling idiot, I obviously downloaded the whole first season from the Net. Since I pay for the whole Discovery Channel package (basic, Civilization, Science, Travel, Animal Planet) I don't feel too guilty about downloading interesting but already-broadcasted stuff that I've missed. It is definitely a service the Discovery Channel should have but since they don't, Pirate Bay will be the consumer service here. Season 1 package is rumoured to be a tracked torrent, though, so take precautions.
Why am I talking about this? Because the series' resemblance to the concept of Stalker has nailed me into the seat. There is this immensely dangerous place (210 dead so far, I think), where people lose their strength, gain wounds that don't heal, go insane as their brains are deprived oxygen, freeze to death, get heat stroke (I didn't know it can be 30+ on a snow covered slope at 7000 metres), fall off cliffs and into glacial crevices, get buried in avalanches and so on. Hundreds of tough people want to go and maybe only dozens have what it takes. There is this old veteran stalker (Greg Child) who is assembling a team to go up to the summit. He has this bunch of trusted regulars and potential new recruits whom he tests by sending them up on trips in and around the outskirts of the Zone. But they are not the only group in the Border Area and some of the others have already entered the Zone. And some will never return. The only thing missing here are the artifacts. Anomalies are in plenty.
With absolutely breathtaking views, Everest is also an excellent way to pass time while waiting for the Deadliest Catch to resume.
30-Mar-2008:
The Next StepThe sad truth is that I have hard time imagining myself publishing another RPG book after Stalker. I am getting old (something I am feeling especially strongly now that my bronchitis returned), I don't have even the kind of free time in my hands I had back in 2003. Writing books is becoming increasingly important and even Burger Games is shifting its focus on other kinds of games that actually make money. Also, the roleplaying scene is both shrinking and fragmenting (you might disagree but even subjective reality is reality to the subject) and I don't really feel like re-adjusting to it. I won't stop thinking about games and I certainly won't stop writing games material. It's just that the effort of actually doing a complete rulebook is something I can't promise to undertake again. And after reading the forum feedback from my adventure in Roolipelaaja I am not sure I even know what to write anymore. People seem to want everything tailor-made just for their preferences. Despite Wille's best efforts, ripping off and modding otherwise incompatible adventures for inspiration and source material is a lost art.
Of course, my drive to write RPG stuff is unlikely to go away. It is a counterweight to my day job in the videogames industry and I like being my own boss every once in a while. In retrospect, this idea of a counterweight to videogames may have played a big part in the development of Flow as well. Despite being an algorithmic rules system, it focuses on stuff that computers cannot currently replicate and probably never will. You can write a fully automated combat simulation system using the Praedor combat system if you have the player and monster stats. Doing something similar with Flow is fundamentally impossible. You simply cannot model any aspect of Flow with computers, regardless of your resources. I have always regarded roleplaying as a form of interactive literature, even though it is spoken aloud. Flow builds exactly on the strengths of literature and expression, drawing a clear line between a simulation and a roleplaying game. It is a very un-Burgerish product.
I think I now understand what makes diceless RPG fans tick. But while most diceless RPGs try to distance themselves from the mainstream, I am hoping that Flow can become part of it, enabling smooth and even casual transition from diced to diceless roleplaying and back again. And I really shouldn't call it diceless. The next Flow product, if any, will probably apply dice quite a bit. But the character creation and the task resolution systems, the dual core of the game play mechanics and where the genre realism gets made, will always remain diceless. Having said all this, Oh Boy will I have egg on my face if Roolipelaaja rates Stalker badly. We've just had the March issue, so I think the next issue will come out in May and is bound to have a review of Stalker RPG which, rightly or wrongly, puts Flow as a whole under review as well.
27-Mar-2008:
STALKER Green LightThis morning I greenlighted Stalker RPG, so it is now officially being printed. Just to Recap. The first run is 100 copies and so far the only confirmed retailer is Fantasiapelit, although I am sure there will be more, eventually. I am not even making plans for a second run before the first one is sold out. There is still something borked with the greyscale pictures but the Zone map is so large now that it should be readable. I am also going to put a high-res version of the map onto the Stalker website as soon as the game is out. Another sore point are the char sheets that reach a little too deeply into the bind but then again the pdf sheet is already available on the Stalker website and nobody photocopies these things anymore. Other than those fortunately few and actually only very mildly pixelated greyscale images, things are looking good. And I love the cover. Especially the back cover looks much better in real life than it ever did on the screen.
It is a hefty book, too. A tad thicker than Praedor 1.1. I think, because of the superior paper, and weighs nicely. Covers are robust and the whole thing is good for hitting your players over the head. Do not throw it: if it hits corner first, it might actually do some damage. Yliopistopaino has promised to have the books ready by next Friday, April 5th. Now, it is possible they are already done on Thursday and I will obviously bend over backwards to get them to the closest store right away, but Friday is the official date. If they miss it, they will have to compensate me for the delay so I think they'll make an effort.
I know at least some of you are interested in this stuff and I feel like writing, so here we go. Yliopistopaino moved much faster than I expected and sent me a draft of the book already today. I have always dreamed of passing this stage without any need for changes but I have never pulled it off. Here are the issues I found:
As the paper is of higher grade than in Praedor, it is also stiffer. The inside margin, same as in Praedor, is now too narrow to make the book easy to read. I increased the inside margin, which meant moving the content column a little to the left. This lead to some lay-out re-design with images but it only took a couple of hours. Character sheets are still a little borked by this but in this time and age havi ng the pdf sheets on the website should fix it. And Flow sheets aren't that complex anyway.
The PDF conversion used by Yliopistopaino brought a couple of nasty surprises with grayscale images. Even though I reworked them and increased their resolution, the pdf versions were still downgraded and appear slightly pixelated. This is most visible in the Zone map but it annoys me in couple of other pictures as well, if the greyscale images has thin lines. Effect is less disturbing in pictures with toned surfaces.
Some line art pictures surprisingly enough turned out to be greyscale images when the PDF gave them a workover. Then GIMP turned on me. For some reason, I can no longer make 2-bit images (line graphic) with it. It thinks the picture has been converted to line graphics and when you throw it into Pagemaker, the PM thinks it is a greyscale image. There must be something I am doing wrong and I offer a fantasy kingdom to anyone who can make my Photoshop 3.0 LE work again (it got fatally borked with the Service Pack 2 upgrade to Windows XP some years ago). I tried to retouch the pics even if they were greyscale images but in the end I don't know if I did them any harm or good.
Two tables had shifted out of the place. Easy fix.
Some of the pictures from Tuomo have skewed rectancular background shadowing. They were meant to be cut and framed but since GIMP is so badly gimped, I couldn't do it. It may look a little funny but lets call it a "stylistic choice".
If there were anything else wrong, I missed it. None of the issues were critical and the book probably would have been acceptable as is, even without the inside margin fix. However, having fucked up the 1st print run of Miekkamies with this very same problem in 1994, I am never, ever, taking that risk again.
What happens now is that I have already resubmitted the new content files to the print today and they will probably have another test print available tomorrow. I'll drop by at Teollisuuskatu to take a look at it and if there is nothing seriously wrong, give it the greenlight. Making the books will take five working days so if all goes well and the printer's not crowded, the books should be out on Thursday next week. No promises, though.
P.S.
Of course, now I am spotting an occasional typo as I am going through the PDFs. Sigh. Let's just all agree that they are anomalies.
26-Mar-2008:
STALKER is in the Print!Since the Crusade Against Old Skool (honestly, go forth and multiply!) was not laying siege to my castle this morning, I managed to deliver the Stalker RPG materials to the print. Any errors that might still be there are thus promoted from "bugs" to "features" but of course I'll be reviewing the test draft first. Unless there is something drastically wrong with it, the first 100-copy print run of Stalker should be ready by the end of next week. I'll try to deliver the first order to Fantasiapelit in Helsinki on the very same day. It'll take about a week or so for other branch shops to get theirs. I have set the end-user price at 29 euros, including VAT.
Stalker RPG will be my closing statement in the discussion over whether or not RPG products should reflect the authors' gamemastering styles. I don't think they should but Stalker RPG does reflect my gamemastering style, whether you find that important or not. Either way, it should not make any difference in the usability of the game content (I hope, I myself might be blind to these things) and I hope that people from all schools of roleplaying find it worth looking at. I know DII's (Designer Intent Idiots) certainly will. It is hard to write Flow stuff without the designer intent showing through. But don't let that get in the way of using the game just as you like. After all, your ideas may well be better than mine and since Stalker is not aimed at beginners, you're the expert on your own needs and preferences.
Regarding beginners, I think Stalker RPG is actually a great game for introducing new people to the hobby as long as the gamemaster is up to speed. It has by far the lowest player learning curve of any of my games and in theory the player would not need to worry about the rules at all. All the player needs are the abilities and shadows of the character and even those are developed as part of the character history. Requirements for the gamemaster are not that easy and I am sure there will be very mixed feedback on that. To me, the Flow system is what I have always been thinking about behind the scenes, except that randomness has to be inferred from character actions rather than dice rolls. But that is an Old Skool thing and I can believe that some people will find strange, mentally exhausting or perhaps even unfair to the players.
Any last-minute regrets? Oh yes. I would have loved to include more sample characters, complete with pictures. I would have liked to have had the time and energy to write two or three full length adventures, similar to the style and scope to the one I wrote for Roolipelaaja. The game lacks a basic tutorial adventure, so I should bundle a copy of Roolipelaaja #14 with every rulebook because "Punainen Talo" is just what the doctor ordered, especially when the gamemaster is still a little unfamiliar with the setting. The Stalker Genre Guide in the Gamemaster's Book is so long and rambling that parts of it must feel like fluff. And even though the game is meant for experienced gamers, somehow I find myself explaining what I consider to be basic stuff, like narrative tools for tension tweaking and the use of modular scene flow in adventure design. I think everybody does that but it just hasn't been codified anywhere before.
My biggest regret is marketing Flow as a diceless system from the start. I just somehow fell into that particular niche and never got out of it. Mike Pohjola warned me about this some three years ago and I should have heeded him back then. If I ever make another Flow game, I won't be making the same mistake. The task and drama resolution system, character creation and combat are all diceless. But dice can still come handy, making gamemastering easier through tables or "shit rolls", as well as enabling more tools to support quick improvisation of NPCs and locations.
Then there is stuff that people will complain about but I assert my right as an author to do it my way. Mike will be livid over my choice of a sans-serif font for a print product (he didn't handle the fonts in Praedor too well either). Some people will think the 3/4 single column layout is a waste of space but I did try out the 2/2 double column layout in the Ropecon draft and the pages turned into depressingly dark walls of ink. Even if the current layout is un-Burgerish, it is lighter and easier to read. And I like the style of the interior art even when it is blown up to full page size, so shut up already! I would have also liked to have a little more complicated framing or background patterning but you can only do so much with digital printing. Finally Eero will probably say it is a confused product and confuses the hell out of everyone else.
How Roolipelaaja will rate such a strange game is anyone's guess.
24-Mar-2008:
Winter AssemblyLast week, I asked my boss if I could get Recoil Games to sponsor me a ticket to Winter Assembly 2008 in Tampere. He was reluctant since Winter Assembly 2008 is all about gaming and not at all about the demoscene, which I in turn thought strange since games are what Recoil is in business for. In the end I went there as part of the Electronic Frontier Finland troupe, acting as the driver and minding their stand every now and then. The event lasts three days (and still continues as I'm writing this) but we were there only for two. It was held in Tampere Exhibition and Sports Center, previously known as Pirkkahalli.
I have nothing bad to say about Winter Assembly 2008. Since the focus was on playing games and there was no seminar programme, I was afraid I might be bored since the only computer I dared to take with me doesn't run anything published after 2004 (we had a computer slot since my girlfriend, being smart as a button, had booked one). As it turned out, I was wrong about getting bored. Winter Assembly is small enough to have everything happening more or less in the same space. You leave the computer tables, walk through the shop area oggling at various pieces of hardware and look right to see if there's anything going on on the main stage. If there is, just climb some stairs to the spectator seats, go to the lobby for some fast food or some excellent robot fights (only today), or head back to your computer slot and keep on gaming.
It is probably old news to Assembly veterans but this was the first time I've had a computer slot in any Assembly. I am definitely getting a computer ticket for the next Summer Assembly as well. It is an excellent base of operations for the whole event and if I can get some friends to come with me, I am set. That'll probably make me the oldest computer ticket holder in the whole bloody arena but what the hell do I care?
Aside from gaming and shops, the two main forms of entertainment at WA are the pro-gaming tournaments (plus the totally awesome dance mat compo) and the robo fights. Pro-gaming is about some shooter, usually Counter-Strike Source, being turned into a team sports. The commentator and the camera director (choosing whose screen is shown at any one time) are a big part of making the hyper-fast tactical reflex shooter match palatable but once you get it, it is a great spectator sport. I've been to Summer Assembly and they've had them too but I have never watched them before since they were somewhere in the backstage. Here, they were on the big screen, the main stage and the occasionally cheering and occasionally dead silent audience could not be missed.
WCG (World Cyber Games) should have its own channel in the cable. They almost do! However, I prefer the Finnish commentators of Peliliiga. Cyber games need wrestling-style commentators who are almost a show in themselves. Listening to WCG commentators are like listening to a hockey game, not a battle of life, death and frags. Anyway, if Burger Games had any money, it would be a cyber sports sponsor.
Robot fights also took me by surprise. I am a Robot Wars fan but unfortunately the series has been since then cancelled (like Scrapheap and all other good Euro-shows). There, the bots had a maximum weight limit of 100 kilos. Here, the series were 25 kilos, 6 kilos and 450 grams. Against all expectations, the miniature series was the most interesting. I was expecting to see small boxes pushing each other around and some of them weren't much better than that. But there were some that really looked like clockwork toys from Hell (still trying to find a picture). Rotating blades and the super-bot with a vertical spinning hammer looked really impressive. More importantly, the little weapons generated lots of force compared to the weight of the bots. Bits, pieces and sometimes whole robots went flying. I remember one fight which ended with one toy-sized robot lying mangled against one side of the arena. A loose wheel rolled lazily across to the other side. Scaled up, it would have made a great movie scene.
Roleplaying games are not really in the core competence of either Assembly but I got to chat with some guys from Puolenkuun Pelit at their shop stand. PKP was there to sell videogames, some accessories and Warhammer stuff, with a demo game to go with it. The guys confirmed my suspicions that the RPG side of PKP was almost non-existent these days. However, even if PKP would not sell Stalker, their staff would buy it. I got a little price cut on Lost Planet on the promise of signing their Stalker rulebooks at the next Ropecon. Of course, the other 50 euros worth of old games my girlfriend was buying could have had an effect on that as well.
All in all, I like conventions and Winter Assembly 2008 was (and still is) a good one. It is heartily recommended to gaming geeks who have enough life left in them to step outside. This summer, I'll buy a computer ticket for the main Assembly and bring some serious hardware with me so I can play S.T.A.L.K.E.R. and whatever new stuff I buy on site. Actually, maybe I should reconsider my hardware moratorium and upgrade my mainframe this spring... just a little, of course :)
P.S.
Aww, the baby troll is back! Apparently, I am also in danger out there.
21-Mar-2008:
Voi Jeesuksen veturi!This stuff is based on a roolipelaaja.fi thread but is too off-topic to have it there and even I am not a big enough asshole to start a new thread where I would be discussing myself.
"Eli minua siis ihan oikeasti kiinnostaa tietää, miten vaikkapa Vuorela tai Fredman roolipelaavat, ja sitä kitkerämpi on turhautumisen kokemus, kun miehet julkaisevat seikkailuita ja jopa roolipelejä, jotka eivät kuvaa heidän pelityyliään. Samasta syystä odotan Stalkeria kieli pitkällä: Vähänkö siistiä, jos sitä pelaamalla voi oppia Vuorelan pelityylin ja jopa toisintaa sitä."
Or, in the lingua franca of the modern world:
"Honestly, I am really interested in how somebody like Vuorela and Fredman roleplay. That makes the fit of frustration even more bitter when they release adventures and even roleplaying-games that do not depict their own play style. This is why I am waiting so anxiously for Stalker. Wouldn't it be cool if you could learn Vuorela's playstyle and even repeat it by playing Stalker?"
Jesus. Fucking. Christ.
What exactly am I selling? A roleplaying game? Or myself?
I am not writing adventures into magazines or even roleplaying games to exhibit myself or promote my play style. I publish content for players to apply their own playing styles on. I wrote the adventure to give the reader a gentle but controlled entry into the world and concept of Stalker. To help him learn to ride the bike before the training wheels come off. To arouse curiosity and promote the product I am hoping to sell to customers, who will or won't make the purchase on the basis of how the game and its mechanics suit to their needs, interests and preferred playstyles. I, myself, am not part of that equation!
It pisses the hell out of me that I can't do a thing for the scene or publish anything without it being a fucking statement. Not that I am alone: people cancel their subscriptions of Roolipelaaja because everything else they print is also taken as a statement. For a bunch of rats trapped on the deck of a sinking ship we roleplayers sure are high and mighty!
Remember Vanha Koira? I wrote pulp fantasy because I wanted to entertain! If somebody in the readership also got something out of the self-exploration, aging crisis and search for a purpose in life that are all part of Vanha Koira inspiration, fine, but that shit is strictly secondary. If you don't like pulp fantasy but bought the novel anyway to do a deep analysis on my aging crisis, don't come crying to me if you feel the book didn't give you enough to go on. STALKER has by far the biggest gamemaster section of all my games. But if you really want to know something about me as a gamemaster, there are only two options:
1. Ask my players
19-Mar-2008:
Stupidity ChampionshipThis week's Finnish National Stupidity Championship has been won by former WinCapita investors, whose idea of a good business proposal was "let's give thousands of euros to some dude who says he has a computer program that guarantees a 400% return of investment". As stupidity goes, that is a fairly good achievement also on international scale. But it gets better. Angry for losing their money, the investors are out for blood. Unfortunately the WinCapita people have already left the town, so the investors have no one else to shoot but each other. The National Bureau of Investigation has expressed wishes that they wouldn't do it but reading between the lines they seem to agree with the common consensus that these idiots would not be a great loss to the gene-pool.
In the featherweight amateur series, some people (okay, one people) have claimed that the one-line mention of an "Artefact of Invisibility" in the published STALKER adventure was directly from D&D (and a coarse plot device on top of that). They are apparently oblivious to the fact that the core quest of the scenario was to fetch a Wand of Healing and that the novel the whole thing is based on also features the Bracelet of Strength, the Lantern of Slaying, the Rod of Confusion, the Spikes of Phantasmal Force and the Orb of Wishes, just to name a few. Actually, D&D magic items coupled with pseudoscientific descriptions and slightly odd or sinister twists make fairly good STALKER artefacts. Most of the Zone artefacts have no immediate practical application, though, and a good number of them are also dangerous to handle. But really, what the fuck did you think the artefacts are? Just because STALKER approaches everything from a pseudoscientific angle doesn't make supernatural things any less supernatural.
Unless you are a creationist.
17-Mar-2008:
Roolipelaaja, at last!My copy of Roolipelaaja magazine arrived today, approximately five days later than everybody else, including retailers, got theirs. Juhana has defended subscriptions by saying that retailer sales do not really bring them any money but honestly, I can't put up with a five-day delay. Living in Myyrmäki, West Vantaa, I should be able to get my paper at least the same time as someone living in the trackless wilderness of Pihtiputaa. Fortunately, I have only the mailing process to be pissed about. The magazine itself is great! The one thing I don't really follow is the attitude that all games are set North America and this is bad. Of my games, only Mobsters is set in United States for obvious historical reasons (my one long adventure with that game, "Murharyhmä", was set in Helsinki in the spring of 1931). Taiga is set in West Siberia, while STALKER mostly takes place in Southern France. My two cyberpunk ideas are set in Mexico and Africa. I can't connect with this idea. But let's get back to the paper:
Reading the editorial I can see someone wiggling his ears between the lines but never mind. Positive thinking is a virtue in itself. Then Mike bemoans the lack of Finnish mythology in fantasy roleplaying games in his column that for some reason has been applauded in the forums. Okay, it's not bad but we've heard this stuff before. Burger Games has a STALKER ad on page 11. I had wished the roleplaying game would have been out before this magazine. Unfortunately that didn't happen because some idiot decided to implement indiscriminate media censorship and both myself and the proofreader had to take to the barricades (in defence of democracy, the freedom of information, free speech and anything else that is good in this world).
I like my interview (apart from the pictures which I always hate). It is a lot longer than I expected. I know we had a long chat, Juhana and me, but I was expecting something like a 1.5-page article along the lines of "the old fogey isn't dead yet and STALKER is coming". Maybe that's still the gist of it but I like what I see. All six pages of it. It is followed by a look into the game-related news of 2007, with different Finnish scene celebs bringing up their news picks. Suomi-pelit describes potential settings for roleplaying games set in Finland. I could have added a few more to that list but they never asked me. One thing that strikes me is that apart from Mike's contemporary superheroes, all these hypothetical games are set in the past, recent or distant. I would have had one for the recent past, one for the present and one for the future, with genres being Western, Survival Horror and Cyberpunk/Post-Holocaust, respectively.
Wille Ruotsalainen's piece of Fenno-Ugrian monsters was solid gold. I would have preferred a couple of more pages of that but even now it was very nice to get a list of his literary sources. I am so going to get that first book on the list. In contrast, when Sami Koponen next lists a bunch of Finnish roleplaying games from the past, he curiously omits Miekkamies from the list. With 200+ copies sold that is inexcusable. I could also comment on his ideological crusade on behalf of the Forge School but with Koponen the fanaticism comes as part of the package. Juhana's Tracon article was far too short and he politely omitted the invisible but huge rift between the gamers and the otakus. I am not sure the two crowds really mixed and we roleplayers were outnumbered by 10-to-1. This is not to say I wouldn't have enjoyed my time in Tracon. And our panel rocked!
Weird LARP-stuff... I should say I skipped it but I actually did read the article about LARPing in Israel. Freaky stuff. Arkham Horror review was okay but boardgames do not really set my world on fire. Mielen äärirajoilla about the mental effects and processing of shock and mental traumas was good reading. You can treat the Zone Ability as a kind of a sanity meter in STALKER, with the eccentricity increasing little by little, as the normal world starts to lose its grip on the character. Kiintiönainen was solid gold. All the experiences described there rang a bell, although I had been the gamemaster rather than the subject. I used to prefer having at least two women in my co-ed gaming groups because it made the entry of the usually rookie females into an otherwise all-male hobby easier for both of them. But that hasn't been a problem in over a decade and I hope Tiina Lehmuskallio will notice the same as players get older and wiser. The Endless Worlds of Dungeons & Dragons lists the now mostly defunct game worlds published for D&D over the years. Nothing wrong with that.
Punainen Talo ("Red House") is an expanded and polished version of my last year's Ropecon scenario for STALKER, especially the latter run. It is a tutorial adventure into the setting and as such reads as somewhat railroaded. I wanted to make sure the reader would get as vivid picture of the setting and events as possible. When I am writing adventure notes for myself, I usually make a list of important people and factions, outline the initial circumstances and do thought-drafts of a couple of potential locations the characters are more likely than not to end up to during the first one or two sessions. For the rest of the adventure I wing it, improvising as characters start to alter their surroundings in unpredictable ways and force the other factions in the adventure to respond. I want to have a good story but I don't have a fucking clue as to how that story will go. So to me, the claim that players in a story-driven game are passive observers is a crock of shit.
Vampires in Rome (WoD review). Well, that had to happen. Ideasta roolipelaajaksi- Pelisuunnittelijan käsikirja, a review of Toni Mannonen's guide to game design leaves a mixed feeling. Tuomas Pirinen gave it high praise and 5/5. I refused to review it because having written Pelintekijän käsikirja I would have been pre-disposed. Personally, I didn't enjoy reading Pelisuunnittelijan käsikirja. It was dead-dry and hopelessly academic (despite his background with Air Buccaneers, Mannonen is a researcher, not a game developer). However, if you can cope with his style of writing, reading the book doesn't hurt and the design excercises are especially good. But 5/5? Oh well, Tuomas Pirinen is a professional game developer. Let's trust him on this one.
Finally, Mika Loponen reviews Dragonlance: The Movie. Unlike him, I thought the books were stupid already when they came out (I did force myself through the first two trilogies) and I am not the least bit surprised he hasn't been able to return to them as an adult. However, even I was surprised at how crappy almost any caption of the movie looks,sounds and feels like (check it out). Loponen aptly compared it to the cheap-ass Saturday TV cartoons of the 80's. Sheesh, they were horrible!
All in all, a very good issue of Roolipelaaja. Keep it up but mail it earlier!
14-Mar-2008:
Frontlines: Fuel of WarEverybody and his cousin are reading Roolipelaaja #14 which has my interview, a STALKER-adventure and who knows what else ultra-cool in it. I haven't seen the mag nor the interview draft yet. For some reason, I am always the last person on Earth to get any of the magazines I have a subscription for. Sometimes three days later than the rest. People have gone postal for less. So while everyone else is happily commenting in the forums and actually know what they are talking about, I am restricted to making polite coughs and appreciative ho-hums in the background.
Since I cant review the magazine before I actually get it, let's talk about Frontlines: Fuel of War. It is a first-person shooter set in late 2020's when oil is finally running out, sparking an all-out war between the Coalition (the West) and Red Star Alliance (the East) over the Caspian region oilfields. The single player game recruits you into Coalition forces and I have just been sent to the suburbs of Moscow as we are just about to invade the city. Winter is coming on and I have a feeling this military expedition doesn't go any better than the previous ones for invading Moscow.
The game storyline is divided into distinct chapters, which are unlocked as you play them through. They have various missions and sometimes multiple levels, so the 10 or so chapters actually give you a fair amount of gameplay. Once unlocked, you can always choose the chapter, mission and difficulty level you want to start playing from. You are part of a squad called "Stray Dogs" who seem to be able to do all sorts of things with a variety of weapons and military vehicles. You are not in command, though, and cannot interact with the others in any way. They hang around you, comment on things, give and receive orders from each other and while somewhat sucky in combat on their own, they provide good supplemental firepower if you are already shooting at the enemies. They also get constantly killed but are somehow replenished, apparently by new guys running in from the rear.
All the gear is believably futuristic andvarious kinds of remote-controlled drones are important tools in the Coalition arsenal. Small arms pack a reasonable punch and you can also drive cars, tanks and helicopters. The battlefields are open areas and I have only run into the invisible wall once. Unfortunately the going can still be pretty linear in some levels as the level design forms choke points through which you must past sooner or later. But most of the time there are alternative routes and tricks you can play, like circling to the rear of the enemy using rooftops and dropping a hand grenade into their fire position.
Damage modelling is based on "soft hits", which means that you accumulate damage fairly quickly but also heal almost instantly if you can get into cover for a spell. There is no damage indicator, other than blurred vision, heavy breathing and heartbeat just before you die. Enemy rocket launcher guys are a pain in the ass but I guess that's realistic. If you die, you have a set number of redeployments for each chapter, making you one of those guys running up from the rear to join the fight.
The game runs okay and looks reasonably good on minimum settings. Undoubtedly a more top-of-the-line machine would get something more out of it but I am happy with the graphics. 3D maps of the progress of the war and cinematic cutscenes from between missions are of good quality and set the tone well. And some of the missions are downright epic. I think the word that best describes the experience of driving a heavy tank while the fiery wind of a tactical nuclear strike is blowing all around you is Awesome. Overall, the battles are big, noisy and chaotic. Just what I like.
Since I like the game, I saved the shitty parts for last. The AI is decent but far from flawless. Some of the levels are too small and linear. Since the single player campaign is not meant to deliver a story experience but a succession of missions, your gear is reset at every intermediary goalpoint, which annoys the hell out of me. Flying a helicopter is sheer frustration and failure, while the landscape could use a little more variety. Maybe if I could add some vegetation... but that reduces the framerate below acceptable levels for a shooter. Also, because of the mission menu rather than continuing the story, there is no real emotional attachment to the character or the NPCs, other than the embedded journalist (I could write a book about that guy).
Controls are mostly configurable but the few exceptions (that are also not listed in the control keys) bug the hell out of me, like the forced binding of left shift to running, meaning that left-handed players will never run. And I had look for help in the internet before I figured out that while "use" makes you grab a mounted gun or climb into a vehicle, only "E" makes you get out again. The game has occasionally crashed on me and some of the graphics are bugged at distance. There also some sound bugs that come and go.
Finally, and this is the biggest problem: This game was made for the multiplayer and the single player campaign follows the same logic. Crash your chopper at the landing pad? Wait for a while and another one will drop out of thin air. Tanks are mysteriously teleported to wait for you when you have just penetrated enemy lines. All missions are about reaching a series of strategic points, which is probably the core of the multiplayer as well. And the levels are clearly built for multiplayer matches and then tacked onto each other to form a chapter.
Still, I'm enjoying myself and getting my money's worth. Moscow, here I come!
12-Mar-2008:
BADLANDSSince Call of Duty 4 was not available on Gamersgate, I bought Frontlines: Fuel of War instead. Despite it being clearly a multiplayer-first title and that I had to play with low settings and decreased resolution, it blew me away. The only thing it could have done better is to incorporate some adventure and freeroaming elements into the single player missions but I can't blame them for sticking to their genre. Difficulty curve on "Casual" was just right for me, so I'd give myself a life expectancy of about 3 seconds in the multiplayer. But what I liked most about the game was that it reminded me of BADLANDS, one of my favorite game ideas of all time.
Back in 2003 BADLANDS was a serious alternative to STALKER when I was thinking what to do next. Without the Stalker-license from Strugatsky, BADLANDS would have probably won. Even though it lost, it was to have a huge and lasting impact on how I would view dark future roleplaying games. Its effect is visible in all my subsequent dark future/scifi ideas and some of the themes have wormed their way into STALKER as well. It was also supposed to be the contemporary/scifi-application of the Praedor system and had I been writing that instead of STALKER, I wouldn't have gone diceless.
In a nutshell, BADLANDS is set in 2051, in a typical cyberpunk world with heavy influences of Mecha. The world is ruled by five superpowers, including the EU. Third world countries have either been reduced to vassal states or have fallen into (today's Congo is a good example but back then I was thinking about Somalia). Starved of resources and in the grip of social upheavals (such as the cyberpunk revolution), the superpowers have granted political concessions to powerful corporations in return for energy and goods. These are the megacorps, politically sovereign economic entities and powerful players in the global politics. In Sub-Saharan Africa, megacorps have carved out their own enclaves along the coastline. In the interior, corporate mercenaries, local warlords, superstate intelligence services and renegade tribes are waging a bitter war over oil, minerals and bioresources.
The player-characters would have formed a mercenary team that does gigs in corporate Africa. The whole thing was very much under development when STALKER suddenly got real and I dropped BADLANDS. In retrospect, there should have been something more to the player role but the writing never got that far. How about revealing that all the corporate enclaves were actually android states controlled by a super-smart renegade AI? Or that African superstitions and their concept of occult would have been true in some shape or form (technoshamanism!)? Or what if the player-characters would have been Ghost In the Shell-type cyborgs, initially controlled by and then rebelling against their corporate masters? Or maybe there would be mutant lifeforms, rampant gene-engineering experimentation or somekind of an evolutionary quake taking on in the depths of the dark continent, the access to which would have been the real goal for the corps all along?
We'll never know.
09-Mar-2008: Turku RamblingsGot a gloomy and foggy glimpse of Turku yesterday while helping EFFI to set up and run their stand in the Open Software Day. The event was both very small and short but our stand was still busier than some I've attended to in Ropecon. Practically everybody came to chat with us. For the past two weeks or so the State of Finland has done an excellent job of driving home the importance of organisations such as EFFI, and more importantly, the ideals they hold. But as much as I love to hate Suvi Linden as a misinformed idiot, a good deal of the public anger should really be directed at the previous government. That's where the censorship decision, the original mistake, was made. The present government, ministers and the law enforcement just fubar'd the execution.
Unfortunately, all the censorship hassle is also interfering with the proofreading of STALKER since both myself and the proofreader are pretty active about the censorship and digital liberties. The game is done when it's done. I just hope the elastic scheduling didn't ruin anyone's plans for anything. It won't be long now. I just don't know how long.
It was a two-hour drive to Turku, so that's four hours behind the wheel, plus some of the idle time behind the table. A lot of time to think, while looking at the blacktop streaking towards you, until it comes a blur of grey and black lines. I've been trying to imagine what the response to STALKER will be like:
I expect the first print run of 100 copies to sell out fairly quickly and the second print run to last for years. People in Arkkivi forums will find the setting and character casting interesting but condemn the rules as imprecise and finally burn the whole thing at a stake because of the absolute GM authority. Mike Pohjola will probably love it and Juhana will like it as well. Designer Intent Idiots (DII) will have a field day because the big-ass GM section also covers the genre definition but they are too stupid to form an opinion of the game as a whole. Finally, the general consensus in the forums will be that I have finally gone barking mad. However Old Skool-friendly the rules might be, the diceless rule-system will be a showstopper for some. Others will find FLOW beyond the expressive skills of their players or the level of involvement is more they can handle. Those who can make it work are in love. It will be a really mixed bag of reviews and feedback, I guess.
Old Skool... I originally brought up the idea of Old Skool roleplaying method to mock the manifesto-fundamentalists of the time (looks like that era is long gone by now). Since then, it has been adopted as a legitimate term for forum discussions over playstyles. I have no clue as to how they define it now but some people seem to think that "Old Skool GM" is a somekind of a boss monster that can only be defeated by waving your dick at it. If so, I want to know my hit dice and treasure type. And remember, it is "Skool", not "School". Whether STALKER really follows the "Old Skool" play method, I don't know. It is certainly different from anything I have ever done before, Maybe its definition is best left to people who actually use play method definitions. I think in terms of genres and settings. The play method is none of my business.
06-Mar-2008:
Mind GamesHelsingin Sanomat has assembled a cast of semi-celebrities (do we have any other kind?) to convince people of the virtues and necessity of information tyranny by the government (also known as the net censorship). 56% of them (39,2 people out of 70) haven't got a clue as to what they are talking about, either socially or technologically and 17% were too stupid to understand the question, leaving just 27% who saw censorship for what it is, even through all the child porn propaganda. I'm pissed at the newspaper but it actually did improve my opinion of the average Finnish semi-celebrities. They're not all idiots but given the sensitivity of the topic, I would not have believed this many would risk their reputations and careers for something as simple and old-fashioned as the truth. Hats off to those 27% but why must the good always be outnumbered by the evil? Or the stupid?
http://koti.mbnet.fi/olorin83/misc/lindenismi.jpg
(Also known as "the Hitler Card" in debates but I can't help the feeling)
Within 10 or 20 years our society will be in the hands of a generation who actually understands the digital age. The optimist would think them to be more enlightened than present-day politicos and abolish unjust information control systems. The realist... oh well. We already live in "interesting times", quoting an ancient Chinese proverb. They are certainly not going get any less interesting.
On a lighter note, Mike Pohjola sent me a pile of corrections regarding Sanningen om Marika being an Emmy nominee. It is good to know that somebody actually reads my ramblings. But here we go again, having checked the facts from the source this time: Sanningen om Marika was produced by the production company P, founded by Mike Pohjola and Christopher Sandberg. LARP scripting was done by others, including Martin Ericsson (whom I personally detest but is nevertheless a major mover and shaker in the Nordic LARP scene). Actually, the whole scripting process might make an interesting read as it mixes the processes and requirements of LARP writing and TV scripting.
Furthermore, the Interactive Emmy is handed out already in April, at a gala in Cannes, so we will know the winner well before the next Ropecon. My wish for a white limo and Mike in a pimp outfit can still happen! Win or not, I expect the nomination alone will mean more projects are underway. I asked Mike about and got a hint that something even bigger might be in the works. I wouldn't be surprised if he assembles his next production team at Solmukohta and announces the project at Ropecon. Mike also requested that if his show gets the Emmy, my congratulatory steak meal for him would be switched to something vegetarian-friendly. :)
05-Mar-2008:
GARY GYGAX IS DEADThe inventor of Dungeons & Dragons and the father of the roleplaying game hobby, Gary Gygax has died at home last night. He was 69 years old. Whatever we think of his games and his views on gaming, he was the first and nothing or no one can take that away. We gamers wouldn't be here without him and even the Penny Arcade knows that. I offer my sincerest condolences to Gary Gygax's friends and family. And I will pause and bow in reverence before my D&D Cyclopedia rulebook.
Unfortunately the death of Gygax overshadows another big story: Swedish TV-show Sanningen om Marika, written by Mike Pohjola, is one of the nominees for the international Emmy Award (the TV Oscars in United States). That's awesome and should it win it would be beyond awesome. I already promised Mike a steak in Toro if that happens but then learned the whole thing takes place at the end of the year so we'll have to wait until 2009 to party. Anyway, I hope the nomination alone is enough to spark enough interest to make more of such shows. And I hope to see Mike coming to Ropecon 2009 in a white limo and dressed as a pimp.
Being already a full-time employee of the audiovisual industry I have no real TV aspirations. But if I lived in a fantasy world where all dreams could come true, there would be a Stalker-themed TV show based on the background material and setting I've written for STALKER. It would be a decidedly European/Russian tv-scifi/horror show set in the French Zone and its border areas. Given how the setting is entirely contemporary, even the budget would be manageable. I am sure there are enough derelict industrial zones and crumbling Maginot bunkers for it.
I just read Blood River by Tim Butcher. It is a description of his travel through the modern Congo, using the route originally taken by the famous explorer "Dr. Livingstone, I presume" Stanley himself. I was going for that same kind of "failed state" atmosphere feeling as you get in that book. Of course, in Congo the immense scale of things is something you cannot really replicate in the Zone border areas but the stark contrast between the border areas and the modern European society surrounding them should more than make up for it.
Actually, this trailer of the upcoming Sierra videogame WET has some of the spirit I am going for, if you ignore the combat and switch the organ with an artefact. I love the airplane hideout and high-tech-low-tech mix. The French Zone cuts right across a vast Airbus manufacturing plant just Northwest of Toulouse. Maybe I should have included that part in the city map. And a hot babe sunbathing naked (depends on trailer version, actually) on the plane roof... well, summers are really hot that far south, even if the presence of the Zone has cooled the region a little.
Looking at the trailer, it occurred to me that while FLOW by default doesn't support wire-fu too well because of skipping all the detail, the idea/roleplaying/ability system behind could be easily adapted to wire-fu, if the combat were structured and paced differently. This would mean introducing combat rounds and adding a layer of complexity and detail. What FLOW method would bring to the equation is for players to come up with their own stunts, describing how they would use their surroundings and respective abilities to their advantage. Every victory over the enemy would reduce his defence score, until at 0 strength the attack hits home, fully and finally. Since actual abilities are not hindered before the final blow this could make some epic duels. And more importantly, any trick would only work on enemies who have never seen it before. Repeat performance would be heavily penalised or outright failure, promoting constant innovation and creative use of the environment.
I don't think wire-fu would suit STALKER and I am fed up with watching it on film. But that's how I'd do it. If I needed it.
04-Mar-2008:
Information WarfareNote: Helsingin Sanomat keeps editing both the story and headline as angry feedback keeps rolling in. The original headline and story are no longer there.
Most media agree that over 500 demonstrators showed up which is pretty huge in the Finnish scale of things. This time they didn't even halve the number, like they did when reporting the Lex Karpela demonstration. However, Helsingin Sanomat still wins the award for distorting information. The headline reads: "500 oppose the web censorship". See the problem? Just the petition for Suvi Linden to resign has been signed by 13,000 people but HS thinks (okay, tries to suggest) that everybody who opposes web censorship was out there today. Conventional political logic goes that for every activist there are 100-1000 sympathisers. I wouldn't be surprised if the real figure of censorship opponents would by closer 500,000. It is huge but still too few regarding seriousness of the issue.
Sad to say but the child porn smoke screen works. If people were asked if they are supportive of unmonitored government censorship of the World Wide Web, they wouldn't be too keen on it. But add the child porn issue there and many people lose the ability for rational thinking. Well, nobody can blame me for not calling it. I hope the politicos take a break now in stupid announcements. This blog needs more games and less vitriol.
My sick leave is finally ending (about time!!!) so here are some postcards of places I've been to while it lasted...

The bus ride was long so we needed to camp for one night. All I needed was a pack of sausages.

We finally got to the hotel on the second night.

Lucky for me, the bar was still open.

Some guests take their drinking seriously.

Loved the boar chops. The cook said it was an old family recipe.

The next morning I toured the beautiful countryside.
02-Mar-2008:
Gloomy SpringRegarding the Internet censorship, Tapani Tarvainen from EFFI really says it all. Censorship has no place in a democracy under any guise or excuse. I don't understand why the press has not been more opposed to it. Censorship is a weapon targeted at mass media. Child pornographers are unaffected and we geeks know how to circumvent it, but if allowed into the government arsenal of control methods, it is a knock-out punch for the media every time it is applied. While Suvi Linden ought be tried for the betrayal of the state instead of merely being asked to resign, I'd settle for the abolition of the censorship system. I might even live with making the "government filter" a voluntary option for individual users, rather than Internet operators.
The anti-censorship demonstration is on next Tuesday, March 4th, in front of the Parliament Building at 13.00. I urge everyone who prefers freedom and democracy to show up. That's the stakes!
Frankly, I always knew this time wo