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Selasa, 25 Februari 2020

Oceanhorn 2 In Development!




I can't believe it has been five years since we announced the development of the first Oceanhorn game on this blog. Now the time has come for another major announcement.

We are proud and excited to reveal the next installment of the Oceanhorn franchise, Oceanhorn 2: Knights of the Lost Realm. Here's how it looks!

Oceanhorn 2 has been in development for little over a year

The boy has grown up? That's right! But he is a different boy altogether! Oceanhorn 2: Knights of the Lost Realm is set in another time period on the Oceanhorn timeline. The game has a new Hero, a boy who has been trained to become a Knight of Arcadia.

Oceanhorn 2 will be built upon the same elements that were the heart and soul of the first Oceanhorn game: exploring a colorful world, a deep backstory with secrets and twists, amazing music, and most importantly – classic Action RPG gameplay with items, puzzles, battles, and badass bosses!

The Caster is a magical weapon that only Knights carry

The game is played from a third person camera angle that will take players right into the heat of action and allows them to explore even the smallest details of Arcadia. Our battle system consists of sword fighting, utilizing powerful spells and finding creative ways to use various items that Hero discovers on his travels.

One of the key items in the game is the Caster, a gun that shoots magical projectiles! It will have many uses on the player's adventure, from puzzle solving to luring enemies and casting directed spells.

The game will feature a traversable world map

Oceanhorn 2 will also feature a traversable and vast world map that consists of fields, forests, mountains, and water. It works as a hub between levels, dungeons and towns, much like in many of the classic JRPGs.

"For us, Oceanhorn 2 is the fulfillment of a JRPG dream."

Oceanhorn 2 is an opportunity to create something new from the strong background that we established with our previous game. In Oceanhorn 2, we want to emphasize the elements that people loved and create something new and brave on that foundation.

The world of Oceanhorn has grown and so has our team. The core team working on Oceanhorn 2 is now a team of five!

Heikki Repo, Creator and Lead Artist
Jukka Viljamaa, Lead Programmer
Antti Viljamaa, Lead Programmer
Kalle Hämäläinen, Graphics Programmer
Miko Kiuru, Game Artist

Also, Kalle Ylitalo will return to compose soundtrack for Oceanhorn 2 and the famed sound designer and foley artist Tapio Liukkonen will be in charge of the audio experience.

For us, Oceanhorn 2 is the fulfillment of a JRPG dream. It is a dream of running down green fields with the warmth of the sun on your face. It is a dream of learning the secrets of ancient ruins despite the danger. It is also a dream of finding yourself looking at beautiful mountains on the horizon and imagining what's beyond them. It will be an amazing journey ahead of us and we hope that you will join us on that journey!

In the upcoming months, we will have many things to show to you and many secrets to unveil regarding Oceanhorn 2: Knights of the Lost Realm. This is a dream project for us, but even more importantly, we are making this game for you to enjoy and experience. So, please feel free to share your thoughts and ideas on Twitter and Facebook!

And make sure to check out Oceanhorn: Monster of Uncharted Seas on PS4 and Xbox One this fall!

Senin, 24 Februari 2020

Unspoken Tags


I was putting together a short adventure for a Roll20 game using the ever-changing Crimson Dragon Slayer D20 rule-set (final version will be uploaded sometime in the next couple days), and it hit me that I often have these unconscious, unspoken tags in my mind as I write and then proceed to run a scenario.

Knowing the effect you want to achieve is key to crafting adventures like a fucking boss!  One-shots especially are not unlike short stories.  As Edgar Allen Poe said about that particular art form, it should create a singular effect and every element of that short story needs to carry its own weight, driving it home.

As I was writing this latest one, I had the following emblazoned in the back of my mind: desperate, exploring the unknown, weird location-based scenario, and Lovecraftian.

Depending on my mood, I might have a different set of tags, such as: cat and mouse, whimsical, gonzo, introspective.

I don't know how many GMs do this and are also acutely aware of it, but just thought I'd mention it.  Is this part of your process?  If so, does it help?  Is this something you'd try using?  Have you ever run an adventure that someone else wrote, using a completely different set of tags?  What was that like?

VS

p.s. This new adventure will eventually show up in my upcoming book Cha'alt: Fuchsia Malaise.  Still haven't gotten your hardcover Cha'alt?  Now's your chance!

Jumat, 21 Februari 2020

Movie Reviews: Crazy Rich Asians, Destination Wedding, I Feel Pretty, The Wife, Won't You Be My Neighbor

See all of my movie reviews.

Crazy Rich Asians: This was surprisingly good, considering the trailers. Not great, but good. it's about an American Chinese economics professor who goes to meet her boyfriend's Chinese family in Singapore. She soon discovers that his family is very, very rich, and that his mother doesn't think an American Chinese woman belongs in the family.

From the trailer, I expected this to be stupid, marketed only on the basis of having an all-Asian cast of comedians. Thankfully, this was not the case. I guess because a) trailers are often put together by idiots, and b) it came from a rather decent novel, which I have not yet read.

Like Me Before You, I am now interested in reading the novel. This movie is a little Jane Austeny - nowhere on that caliber - but interesting, with characters and confrontations that seem to have something to say. It works, I feel, almost in spite of itself. It looks like the director/screenwriter tried to cut it down to something resembling a Me Before You, but couldn't quite cut everything.

There are throwaway characters who I suspect have far more dept and character in the book; here they are stand-up comics doing two or three minutes of material. And there is a plot so tired and retread as to make any tension non-existent. But ... but the main characters have something to them, and they do a few things that make you feel that the plot is more than just something on which to hang comedy. I suspect that the book highlights these parts and makes them more prominent.

It is well acted, other than some of the comedy bits which seem out of place. There are scenes of sumptuous foods and wealth, as one would expect from the title. And a few too many party scenes. But fun and - nearly - satisfying. As for the fact that it had an all-Asian cast, well, duh. Like Black Panther, this doesn't prove anything. Any idiot already knew that an ethnic cast could lead a movie that contains ethnic story overtones and interactions. Any idiot should also know that the same people could be main characters in any, generic movie, but apparently there are a lot of people who are not yet as smart as just any idiots.

Destination Wedding: This was a surprisingly great movie. Lindsay (Winona Ryder) and Frank (Keanu Reeves) are the ex-fiance and the estranged brother of a guy getting married. They don't want to be there, don't like the groom, don't like the bride, or the place, or the airline, or the food, or each other, or themselves. And so they snark and insult their way through 90 minutes of screen-time. Literally no one else in the movie talks: it's just Lindsay and Frank. They are both so vile and bitter that even the usual rom-com tropes are subverted: they know that they should end up together, but they refuse to allow it to happen.

This movie follows in the tradition of the Before series of movies, as well as other heavy dialog movies. It's not quite as good as a Before movie, which had a more wide-ranging series of discussions and characters who were a little (a lot) less jaded. The movie is smart with snarky dialog and has some interesting things to say about relationships, self-worth, decency, obligation, and so forth. It's often very funny. I had a blast and really want to see it again.

Yes, they are miserable. Unlike the real misery that repelled me in movies like Logan and Three Billboards, these guys are funny-miserable, so it's fun to watch.

I Feel Pretty: This movie has a great message, or it pretends to, anyway: don't let what you look like rob you of your confidence. And Amy Schumer has certainly been known to be funny ... sometimes, and in small doses. This one is a disaster.

The movie has no artistry: Amy's character is supposed to feel bad about her looks, so she writes ten scenes in a row with her looking in a mirror with disappointment and people insulting her looks in various ways. It's so straightforward and artless that it is painful to watch. Compare this to the exact same message that Anne Hathaway conveys in The Devil Wears Prada and you see what I mean: Anne's lack of self-worth derives from the story around it and the occasional barbs thrown at her in passing, not ten flat scenes of "you're ugly". And let's not forget that Amy is not unattractive; she is a plus size, but she is not a flat blob and she is also perky and white with good skin. So the premise is a stretch.

Amy wakes up after a head injury believing that she is now beautiful (although her body hasn't changed, and no one else knows what she is talking about), and with her new head injury she confidently strides her way into the job and relationship she wants, while everyone else looks on in a) disbelief, b) with amusement, or c) with respect at her confidence based on nothing outwardly visible.

Her head injury also, apparently, causes her to become completely social unaware of what everyone else thinks, says, or does, causes her to steamroll over every conversation without listening to anyone, causes her to be cruel to everyone else, and somehow causes everyone else to respect her, despite the fact that she is still a complete klutz and idiot. One scene of this is tolerable; the same scene of her talking over people and insulting them, over and over and over and over and over is wearying, and eventually very very unfunny.

What's worse is that the entire point of the movie is that what's inside counts, not what's outside, but she ends up working for and being spokesman for a beauty company, which defeats the entire damn point. Crassness is one thing, artless is another. I really tried, but I couldn't tolerate more than half of the movie.

The Wife: A decent but not not great movie with great acting and an unambitious and uncomplicated fictional plot. Glenn Close and Jonathan Pryce star as Joan and Joe Castleman. They, their son, and a nosy, persistent journalist travel to Sweden so that Joe can get the Nobel prize for literature, The son is behaving like a spoiled teenager (he is supposed to be in his thirties) and the journalist is writing a book about Joe and suggesting some possible problems with his past.

It doesn't descend into something deep, dark, and criminal, like an action thriller. It's just a question of authorship, validity, and respect. This movie is reminiscent of the far superior Big Eyes, a true story that made it quite clear early on that a supposed genius was passing his wife's art off as his own. This movie, entirely fiction, gives us the revelation further into the movie, and handles it badly. The movie doesn't have anything new or interesting to say and also doesn't maintain much tension, other than who will get mad at whom, when, and how much. It is an acting exercise, which is a waste of time, since neither Close nor Pryce need to prove how well they can act.

Admittedly, if Big Eyes didn't exist, I might give this more of a break. As it is, I can't recommend it, but lovers of the actors or of acting scenes will enjoy it. It's really not all that bad. My particular non-enjoyment comes from the son, who is just too miserable throughout the movie, and the odious behavior of one of the other main characters, which drove me to distraction.

Won't You Be My Neighbor: Growing up I didn't like Mr. Rogers' Neighborhood too much, since it was slow, the production was rather low, and puppets on television didn't excite me. As an adult, I have watched videos of Fred Rogers, including his speech defending public television and some of his great moments (such as telling a room full of celebrities to think about, in total silence, who got them to where they are today, and so forth). These videos move me. I have nothing but the greatest respect and admiration for the man. Nevertheless, I'm sure there were many others like me who could not connect to the messages he tried to convey in his TV series, for the reasons that I mentioned.

This biopic movie covers many major stories and facts about him and his philosophy, with only a small amount of material not related to his TV program. I doubt that anyone who never saw the TV show will be interested in it. It is a paean to a simple, slow goodness that seems to be fading away ... that I suspect will always seem to be fading away. There will always be a few great, lovely people with simple messages who lead wholesome lives, even while most of us are consumed by the latest glitz, glamour, gossip, guns, or sensationalist brawls that pass for entertainment or debate. I think it is great to be reminded about better values, at least once in a while. Of course, if we go right back to the guns and brawls, it doesn't come to much.

As a movie, it was okay. It is riveting if you find his personality riveting. Not much, otherwise.

Thoughts On Detroit: Become Human

By Thomas Grip

Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.

Intro

It has been a while since my last design blog, and I felt it was finally time to write one again. And since I just played through Detroit: Become Human, that's what I decided to write about.

First off, let me say that I quite liked the game. I had issues with how they tackled some of the themes (especially in regards to robots), and felt they could have taken some aspects of the world they created more seriously.

What made up for the so-so narrative bits were the production value (such as some very cool environments), and the myriad of exciting scenarios. It's not an easy feat to create scenes that are not just narratively compelling, but also engaging play-wise – especially not in the sort of story that Detroit tells.


On top of this, the branching and the choice possibilities in Detroit are insane. It is a lengthy game, taking well over 10 hours to complete, and yet as the story unfolds there is a constant stream of differences that all depend on your previous choices. Everything to how crime scenes change to how characters make remarks depending on how you played some previous scene is amazingly well done. The scenes are constantly constructed from a wide array of options, but everything flows together into a coherent whole. Other branching games, such as Hidden Agenda, have a much more jarring presentation where the inserted lines and cuts in the flow are obvious. In Detroit, flow flaws are basically nonexistent.

So, it is fair to say that production-wise Detroit is quite a achievement. However, the game starts to stumble as it tries to be just that – a game.

Just like with previous titles from Quantic Dream, Detroit tries to be what is essentially a playable movie. Mixing film and games gives rise to all sorts of interesting design decisions and issues – issues that are hard to see in other games. It is clear that Quantic Dream are aware of the flaws they have had in their previous games, and there are a bunch of new feature that try to address the issues.

But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.


Affordance

The first topic of this blog is how Detroit: Become Human handles affordance. The game takes place in one of the most challenging environments there is design-wise: inhabited real-life spaces. Spaces that contain a bunch of everyday items, such as drawers, pictures, tools, televisions, coffee cups, keyboards, clothes and so on and so forth. These are all objects we are not just accustomed to interact with – we also have expectations of their usage. As a player, you need to be able to figure out what objects you can interact with and in doing so you are constantly battling your ingrained notion of how these objects ought to work.


In Heavy Rain (2010), Quantic Dream's earlier game, the only way to figure what you can and cannot interact with is to carefully check your surroundings and see if an interaction icon pops up. There are some objects that signal pretty clearly that you can interact with them, such as a corpse at a crime scene that you are able to examine. A design goal for a game should be to be able to use your intuition to figure out what sort of items you ought to be able to interact with – but the Heavy Rain never lets you train that intuition. Obvious objects are more an exception than a rule, and thus the player's optimal strategy ends up being doing a brute force search of the room to try and locate all the hotspots.

So why is this bad?

There are two main issues with not being to identify points interaction. The first one is that it lessens the game's sense of immersion. The second is that it doesn't allow you to properly "play" the game. Detroit has some tricks up its sleeve to reduce both of these, but before we get into that it is worth to discuss just what is so problematic with these issues.

Immersion

Let us first go over the issue of immersion.

In order for a player to feel immersed in an environment, they need to internalize the surroundings. This is something I have covered in other posts, but basically it means that players need to actively take a part in the fantasy. And in order for a player to feel present inside a virtual world, they need to have what is called internal representation.

While it may not seem like it, real life also operates on internal representation. You don't simply "see a chair". The act of seeing a chair triggers all sorts of data about chairs: what their physical properties are, what you can do with them, what are your available actions and so forth. All of these combine into the actual sensation that there is a chair in front of you.

Here comes the issue. If you play a game where looking at a chair lacks any situational data, the player's mental representation is empty. They fail to build any vivid fantasy for the virtual scene that the game tries to build. In turn the player is unable to place themselves, as in their actual selves, inside the game world. When games fail to take this into account it results in a world that doesn't feel very immersive.

Play

Secondly, the gameplay issue with affordances is that the player lacks the ability to plan. I have gone over player planning and why it is so important for good gameplay in a previous post, but let's do a quick recap: we don't play games by just reacting to stimuli that the games send our way – instead, most of the gameplay takes place inside our heads. We survey our environments, go over long- and short-term goals, and decide what set of actions are the most optimal to reach said goals. The longer and more accurate plans a game allows the player to make, the better it will feel to play.

As a clear example, let's compare a moment playing Dragon's Lair (1983) to a moment in Civilization (1991). Civilization is filled with possibilities and room for planning. Dragon's Lair on the other hand is just a linear path where you can only get good by memorizing a specific sequence. This is not the most fair example, but should illustrate the primal differences.


Games like Heavy Rain and Detroit, as well as classic adventure games, rely on putting the player in a real-life situation and making that the core of planning one's actions. Taken at face value, it's somewhat easy to understand what your options are when trying to find shelter for the night, because it is all based around elements that we know from real life. It's much harder to know what to do during a laser-wielding vampire bat robot attack.

The issue is that the real world is incredibly complex, and a game cannot possibly recreate all the alternatives that a person could think of. This means that even though you might intuitively make up a certain plan, you can't be sure whether the game will actually support it or not.

Solutions?

The main trick of Detroit, and Heavy Rain before it, is to simply make each scene feel like a movie scene. It gives the player a feeling for how the scene ought to evolve next, and how the character(s) ought to react. So the player gains their affordances not from how they view the scene, but how they imagine the characters (and to some extend the director) doing it. On top of that, the very cinematic structure pushes a narrative that makes up for the lack of immersion.

The player's feelings here depend a lot on how they play the game. If they play as if they are the protagonist, these problems can become quite severe. It is a lot less damaging if the player views their role as a director. Then they are distancing themselves from the game and viewing the whole experience differently. Most of the discussions I bring up in this post are mainly centered around the former playstyle where you actively take on the role of a certain character.

Therefore, imagining yourself as the character in Quantic Dream games doesn't really hold up – especially when the player is supposed to have a more lengthy interaction. In Heavy Rain it is easy to fall into optimizing behaviour and do brute force search to see what you can interact with. This sort of searching turns what is supposed to be a realistic environment into an abstract play field. Heavy Rain also has real trouble giving you a sense of your options. So, most of the game is played based on moment-to-moment reactions rather than deliberate planning. More Dragon's Lair than Civilization.

It is clear that Quantic Dream know about these issues, as Detroit does quite a lot of things to try and fix this. The two major ones are explicit hotspots, and quest lists. The hotspots that pop up make it feel like a "batman mode", where the time stops and the environment gets a line-mesh overlay. When in this mode, all nearby possible interactions display glowing icons. On top of this, all of the character's short term goals are displayed as well, including those that haven't been unlocked yet. Detroit also shows various goals, and even characters' feelings, as big in-world text throughout the game. This gives the player a better idea of what they are supposed to do, and what are the available tools to achieve their goals.

Problems

The problem is that these new features don't really try to fix the underlying problems of affordance. They are more like crutches, propping a flawed system. In a perfect world, these systems should be used as a sort of tutorial for the player. Once they get a better sense of how the game works, they should be able to stop relying on them, and instead rely on their intuitive understanding.

What happens instead is the opposite. The further you get into Detroit, the more prone you get to use these systems. In my playthrough of Detroit I used the "batman mode" quite sparingly for the first few hours – but as time went on I used it more, to the point where I almost stopped trying to intuitively parse the environment at all. Why? Because if I didn't use it, I was more likely to miss hotspots and tasks, and therefore not get everything I wanted from the scene.

In the end, this style of play actually made me plan more. But all of this planning was happening in an abstract realm. I was playing a game of "choose from explicit options given to me by the game's designer", rather than actually making decisions based on the world that was presented to me. This often lead to weird situations where I did tasks that I didn't know existed (eg. go look for a bag I didn't even know was there).


Worse still, it made me act less like the characters I was supposed to be playing as. Detroit features a fair bit of detailed crime scenes that I was supposed to search, but because of the crutches I never tried to analyze the scenes as an actual detective. Instead I was simply searching for abstract hotspots. To make matters worse, the game often told me just how many hotspots there were to find, making me feel and thing even less like a detective.

The important takeaway here is just how important it is to find a way to create a game that actually makes the player engage in the game as it is. Detroit is not the only game that uses this kind of crutch, it's quite common. And it is not always bad, either. For instance in Metal Gear Solid you have exclamation points pop up over soldiers' heads when they spot you. However, they key difference here is that it adds information to the scene that is already in front of you. There are actual character models, sounds and so forth that play into the scene.

When you try to design crutches, you need to make sure that they supply something extra to the fantasy. They shouldn't act as a substitute for the game's actual world.

The magic of narrative

It might seem like I didn't like the gameplay in Detroit – but the fact is that I found it quite engaging. I think this is really interesting. Despite all of the apparent flaws in the system, it still felt like I was part of the narrative. This was especially true for the detective work. The same was also true in the 2018 Call of Cthulhu game. There the detective scenes were even more simplistic, almost like playing a basic "hidden object" game, and yet I found them strangely compelling.

How is this possible? I think a lot of this is in line with the 4-layer approach that I've written about before. The foundational thinking with the 4-layer approach is that when you put any gameplay in the context of story, doing that gameplay feels like playing a story. Detroit does a lot of things right when creating this sort of merger between systems and narrative.

First of all, Detroit is very good at setting up the context. A scene always starts with some sort of cutscene ("cutscene" feeling like a weird word in an interactive film game, but working as a distinction in this context), that lays out the story reasons as to why you are doing the investigation. So when you are essentially searching for hotspots, the whole setup makes it feel as if you are doing detective work, even if you are not mentally embracing the detective role.


Secondly, when you find a hotspot, you always get information that has something to do with the narrative. The actual value of the information varies a lot: sometimes it's useful and sometimes it's just techno babble. But in all cases it feels like narrative feedback. When this is combined with the explicit – and very gamey – feedback that says you just found one of the three clues, it feels more like progressing a case than fulfilling abstract game requirements.

Finally, when you manage to find all the clues, the abstract (game-y) accomplishment always comes with some sort of narrative reward. For instance when searching a corpse, you get to view a reconstruction of what happened to this person. In many other cases you may unlock a new dialog option. And in every case you feel like completing the tasks makes you progress the narrative. So, even though the gameplay is abstracted, you still feel like you are inside a story.

The power of holism

On the surface all of this feels a bit like cheating. But I think that's the wrong way to look at it. Instead it's something to be embraced.

In fact, on our journey to progress the storytelling potential of games as a medium, I am of the position that trying to do it without any form of "cheating" is a dead end. All entertainment is based on fooling your audience. Illusion is an essential part of the craft. The trick is just to cheat in such a way that it goes unnoticed.

What feeds into this illusion is the fact that humans tend to be bad at understanding why they're feeling something. As an example: one tends to find a potential partner more attractive when drinking something hot while around the person. That is because hot drinks activate responses similar to arousal, eg. increasing the blood flow. The brain just tends to attribute these responses not to coffee, but to the potential partner, tricking you into thinking you are feeling aroused.

In a similar manner, when you feel accomplished for finding one of the three abstract hotspots, that feeling gets entwined with the detective narrative. These two parts get mixed into a single whole, and that whole becomes a compelling experience. It is worth to note that both sides can help the other. The narrative makes simple gameplay feel exciting, and the feedback on the other hand can make flawed narrative feel compelling. It is larger than the sum of its parts in the purest sense.

You can get an especially good sense of how this two-way feedback works when the system starts breaking down. I find that this can happen quite a lot in Detroit's action sequences. There the narrative stops being the focal point, there are less narrative rewards upon success, and the input gets less clear (as it is merely about split second reactions). As long as the goals and actions are easily identifiable, eg. hiding and closing a door, the narrative-system symbiosis remains in place. But once it turns into blocking and returning punches, the player (or at least I) get distanced from the action. It becomes more of an abstract challenge than a piece of interactive storytelling.


So in a way, the increased abstraction actually works for Detroit's benefit. By showing some numbers going up, and clear objective pointers, the game manages to add a more concrete feedback loop. As explained above, it also comes with issues, but also gives the game more opportunities for narrative-system symbiosis.

Detroit uses the symbiosis to simulate all sorts of situations, often with quite pleasing results. What stood out for me was an interrogation scene with a stressed-out android, and a scene where I had to make sure a police officer didn't become too suspicious of my character. The success of those scenes came from mixing simple, gamey systems together with narrative in a holistic manner.

If you want to dig deeper into various ways to achieve this sort of merging of elements, Detroit is an excellent case study. Since the scenes featured are quite diverse, the ways of combining systems an narrative vary, and the results vary along with that.

Improvements?

While there are many interesting aspects about the game, it does have lot of room for improvement. I want to discuss that a bit.

Detroit relies heavily on increased abstractions (such as the aforementioned hotspots and objectives), and I don't think that's the right way. I find it better to try and achieve the same kind of affordance by using a story-like world. It is not the abstraction per se that allows to combine systems and narrative, but the player's understanding of cause and effect.

Using abstractions also comes with a lot of issues. In my opinion, the biggest issue is the negative effect on immersion. If the world the player navigates is just filled with simple, systems-specific abstractions, the player can never transport themselves into the world.

At best, the actual rendered world (environments, characters etc.) just becomes narrative background. Instead as a designer, you want the world's elements to be what the player uses in order to be an active part of the game. The aim should be for the player to gaze at a rendered scene, and have a mental model of all the interaction points and how these can be used for various plans, as I have written earlier.

Just compare a scene from Detroit…


...to a scene in Super Mario Bros.


In Detroit, I am not sure what things I can interact with, nor how they would affect me. From just looking at the world as-is, it is impossible to make any sort of concrete action plan. On the other hand Mario is very accessible, at least to anyone who has ever played the game. You can easily see every object, imagine how you can interact with it, and plan your progress accordingly.

The sort of readability that a Super Mario game has is what you want as a game designer. The thing to learn from Detroit is that you don't need incredibly complex actions in scenes to create an engaging narrative. In fact, the actual gameplay can be simple and "dull" – as long as you are able to combine it with a narrative. However, there would be a huge difference if the interactions you partake in are grounded in the game's world, instead of just being abstractions.

There are obviously other things to improve, especially the player's ability to plan. But as a first step, I think having Super Mario level of affordance in the game's world would be a huge improvement.


Branching

Now before I end this article, there are two more topics I want to cover. The first of these is branching.

Before making Detroit: Become Human, Quantic Dream made Beyond: Two Souls (2013). This game took a slightly different approach to the idea of a game as an interactive movie – especially when it came to branching. The game's story had a ton of different ways to play out, but as recounted in this article by Press X to Story, it went mostly unnoticed by players.

It feels like Quantic Dream really reacted to this because damn, they are now really pushing the branching angle. There is a node tree at the end of each scene, there's visual cues when conversation subjects unlock, there are lists of things you could do, the latter scenes obviously change, and so on.

And it really does feel like the open story and the branching matters. Especially interesting are the node maps. In the maps, all the choices you could have made are laid out, but the ones you didn't make in your current or previous game are blanked out. At first I really didn't like it, but the more I played the more it grew on me. It seems like it had a certain ad-hoc effect, and I can still sort of feel it. Remembering a scene often feels cooler than actually playing it. To me, the Detroit showing you potential paths I could have taken make my choices seem more compelling, when viewed in retrospect.


This might feel a bit like a cheat. But as discussed before, cheating is how entertainment works. Still, a part of me wonders if Detroit could have handled it in a more subtle way. Sometimes it felt like too much to get all the possible courses of events shoved in my face. I would have liked it if the would have treated the overall branching as it did the special dialog and changes in scenes. But at the same time, I wonder if that would have given across the feeling that the story was indeed open-ended and had tons of options – as Beyond: Two Souls failed to convey.

The best way to get away from the trap of being overly explicit is to, as explained above, up the level of affordance. In a perfect scenario, the player should know about the ways the scene could have gone simply by having mentally analyzed the scene. For instance, Civilization doesn't need a node map at the end of a round for the player to know that there are many other ways things could have gone. This is not the most fair comparison, as I don't think it's possible to make a storytelling game that is as systemically driven. But it does give you a sense of what sort of feeling games could strive for.


Themes

Given that Detroit deals with a few themes similar to SOMA, it feels like I need to say something about Detroit's themes to close this off. It would be too much to go over all aspects of the game, so I will just focus on one: robot and human similarities.

I think the game would have been a lot more thematically interesting if the robots didn't look so human. Instead I think it would have been much better if they looked like the robots from the movie I, Robot (2004), or perhaps something out of the Boston Dynamics lab.


Right now it's just too easy to sympathise with the robots. It would be much more fun if the player started the game thinking the robots did not deserve any rights, and the thinking would evolve throughout the game.

The robots' thinking is also too human. Again, it would be much cooler if they felt more alien in how they handled their emotions and so forth. There is actually less neurodiversity between humans and robots in Detroit than there is among real humans overall.

For example, right now it doesn't make much sense for a player to want for Connor to stay an obedient robot. The story pretty clearly pushes the player to want Connor to become a deviant (a robot free from human masters). If the Connor had looked a bit more spooky, or had weirder ways of thinking, it would have made the choice less obvious and forced me to think more about my alternatives.

It would also seem weird that people would want to buy servants that look so human. People can already feel bad for a Roomba, let alone something that looks like a fellow human. It would make more sense for the robots to actually look like robots.

I know that Quantic Dream wanted to show off their facial animation tech, and make sure it was easy to relate to the protagonists. But the point stands: a version of Detroit with robots that are clearly not human would be damn interesting to play.

Jonagold, Short Film, Review And Interview


Chasing our personal muse is something artists are always working to do. Once you have captured your muse, what do you do if she wants to be free? Jonagold is one man's struggle against his muse. They face off one-on-one in his reclusive home.

I watched Jonagoldat the 2019 FilmQuest film festival (website). It was nominated for Best Actor (Edward Ventura) and Best Sound.

I recommend Jonagoldfor those who like their horror based on psychological struggles reflecting what many of us are working through. In this case, it could be imposter syndrome.

Synopsis: A reclusive country-music artist engages in a duel-of-words with his musical muse.

Michael Bizzaco, codirector with Michael Higgs, Shares some additional information about their film, what inspired them and where they would like to go from here. They also share some personal thoughts of why they chose to pursue a career in film making and some of their favorite movies.

What was the inspiration for Jonagold?

The roots of Jonagold can be traced back to the spring of 2018. Producer, Cory Santilli, and myself were having meet-ups to discuss and critique film concepts that the two of us were trying to get off the ground. It had been nearly three years since Michael Higgs and myself had made a film, and we were eager to reclaim the inertia and satisfaction of being on set and shooting something—anything. Airing all this to Cory, I decided I would start developing a short that would cost very little to make and center on one character and one location; a project that would get Mike and I back into the swing of things and prepare us for our next feature.

Believe it or not, up until almost the final days of pre-production, most of the film took place in the hallway of a home, in front of what was to be a basement-door. Buckeye would sit slouched against the adjacent wall, eating his plate of food and conversing with the "muse," who was nestled close to the other side of the cellar-door. It wasn't until we found the actual house that we used in the film that this idea was transformed into something much more elaborate and certainly more visually appealing.

The old farmhouse we shot in (located on the south shores of Rhode Island in a town called Wakefield) was perfect in every way for Buckeye's story; our only struggle was finding a suitable door to fake as the basement-entry, as none of the doors in the home actually led to the cellar. But, the house had this amazing looking bulkhead right in the backyard. 

After the scout, Michael Higgs and myself went back to the drawing board and rewrote a core of the dialogue between Buckeye and the muse to account for the farmhouse's geography; while also introducing the microphone and speaker-system that can be seen at various points throughout the film—a glorified tin-can-and-string between Buckeye and the muse.

In terms of conceptualization, we really owe so much to the house. You could feel the history in the walls and floors, and especially that grand staircase—which plays a major part in the film.

What project(s) do you have coming up you're excited about?

We have been developing a feature-film over the last several months that we are eager to get off the ground sometime next year. It's a dear passion project that has been gestating for quite some time. We are also writing several new films; one of them being a feature-length version of Jonagold.

What was your early inspiration for pursuing a career in film?

This might sound like the most formulaic answer we could give, but there's nothing that's more true—horror movies. Michael Higgs and myself have been a creative collaborative for over ten years because when we were in 7th grade, we would riff about horror films that we were discovering to each other; the primal and most disturbing films that we weren't allowed anywhere near until our parents backs were turned (or they just finally decided to cave in). At times, it was almost like Higgs and I were trying to one-up each other. Who could see this horror film first? At the time, some of the fruit was relatively low-hanging and pretty rotten—the Halloween: Resurrection's and Jason X's of the apple-orchard. But the schlock and camp was our gateway—then we found the real stuff.

The Exorcist was our golden goose-egg.

After our minds were melted by the sheer madness of Friedkin's masterpiece, we wanted nothing more than to grab whatever camera was lying around and make our own rip-offs of the wicked genre films we were sinking our teeth into. And in the beginning, our films were just awful. We went for full shock value, which just amounted to lathering scenes with as much cheap gore and profanity as humanly possible.

As we got older, our tastes and understanding of the genre evolved—as did our own style (we certainly hope).

In many ways, whatever chops we've established over the last several years in our filmmaking careers are not long throws from the minds of those two 12-year-olds that gravitated towards the grizzly, wrong, and weird.

What would be your dream project?

Doing a modern-day road film with a stellar cast. We're huge fans of this amazing sub-genre; from the stellar, cream-of-the-crop monuments like Wenders' Road Trilogy and Bergman's Wild Strawberries; to the gleaming fart-joke knee-slapper that is the Farrelly Brothers' Dumb and Dumber.

We've had an idea for a little road-film kicking around for awhile, and it'd be awesome to see it come to life someday.

What are some of your favorite pastimes when not working on a movie?

Michael Higgs and myself are both musicians. He's way better than me—in all the ways. Both he and Richard Farrands (the amazing composer of Jonagold) are in a band together called Crowded Rooms and they are fucking unbelievable. Higgs sings and plays the keys.

I'm more what I call the "closed-bedroom-door guitar-player." Guitar is more a meditation for me; but over the last year or so, I've been trying to play out a little more. My dad has a punk-rock band called Vague Perception that has been around for over 35 years, and I'll play live with them from time-to-time. 

My wife and I also just bought our first home, and I spend way too much time watching YouTube clips of Ask This Old House; to the point that I am becoming dangerously confident with loud tools I should not be touching.

What is one of your favorite movies and why?

Dumb and Dumber! 

Quotable lines that last a lifetime. Funny faces and funny sounds. That toilet scene with Jeff Daniels. Lloyd Christmas' dream-sequence! Not to mention, an amazing cruising-down-the-highway soundtrack and one of the best buddy-comedy dynamics ever depicted on the silver screen. Sometimes it's the simple ones that shine the brightest. And between me, Higgs, and our good friend and star of Jonagold, Edward Ventura, there's enough Dumb and Dumber fandom to keep that Farrelly Brothers-classic glowing forever.

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Kamis, 20 Februari 2020

Well, Hello There.....





Those of you that have been around from the pre-Kickstarter days remember a time where I was very open in my communications, where my interactions were FAR more timely and personal.

Involving other companies in that flow complicated things on my end quite a bit. I had a few very heated conversations over various issues concerning what could or should be said. For right or wrong, this changed my way of interfacing with all of you, and IMO, not for the better. But such is the reality of having partners… You need to keep that relationship working and healthy, and there are times you will not agree, and times where you cannot discuss what you would like to with your customers. No this is not turning into a 'tell all story' I am simply saying that I miss the days where I felt as if I were part of the community and that I could just let information flow and get feedback from all of you on a kit or a direction or a specific item.

I think it fair to say that WGF and I are not doing much business together, the agreement we had ended when I took distribution over, this changed the responsibility's and payment scheme. We worked out a verbal understanding of how much I would send them for each sale after expenses and we have had very little contact since the transfer, it did not end badly, just faded into me sending commission payments and not much ell's. I will simply leave it at this; I am and will forever be grateful for the opportunity Wai Kee and WGF provided me, having the opportunity to have 30 plastic kits produced was an amazing, frightening and monumental experience. 

Having changed the nature of that relationship allowed me a little more latitude, but still being in the supply chain, I know that, and public statements may have repercussions for my retail and distribution partners… I cannot tease a kit or ask for feedback if I am not planning of following closely with a release. It would not be irresponsible of me to set them up for questions or expectations when they did not have the answers.

I removed myself from distribution at the end of last year and spend the last couple of months mulling over the next steps. (I will go into that more in the next posts)
All the concerns listed above have pushed me further away than I would have liked and help establish a very poor habit of being tight lipped. Hopefully with this message I can start to break the habit I have developed and get closer to the more open flow of ideas and feedback that I and I am sure, you miss.

I will simply say, all excuses or reasoning aside, I am sorry for not being as transparent as I would like or as communicative as you deserve.

I will be posting much more to my blog as I used to and frequenting old haunts like DAKKA for a more open exchange.


To close this message, I will simply say again, that I apologize for not being here, talking with all of you and hope that if you are still interested, that you comment or follow along as I attempt to return to some facsimile of what I was when I started this creative journey.

The Game Trade Pivot

When a game hits peak popularity, it's not uncommon for it to be taken away from independent retailers in some form or another. It might be a retailer exclusive, or a publisher's attempt to spread the wealth (and power). If Target came to you after publishing a hot board game and offered you a bazillion dollars for an exclusive to the expansion, what would you say? It might kill your company, but you would have a bazillion dollars.


This morning I had two examples of pivot math, in which I needed to adjust expectations based on publisher removal of market demand. One is for Wizards of the Coast and the other for Ravensburger:

How many should I buy?
  • Saltmarsh: 30 days of Tomb of Annihilation sales (because those are my terms), with a 10% bump for growth, with this total divided in half because of removal of early release (it will be sold on Amazon the same day by idiot retailers).  I suspect Amazon gets half the D&D market. 
  • Villainous Expansion: Total sales of Villainous base game, divided by three, because it's an expansion, divided in half because of early Target release by months. Everyone who cares will already have it and coming out three quarters after our huge sales push means it will be cold.
A younger me might have decided to drop Villainous entirely and avoid it, especially after we sold 50 or so copies over the holidays as one of our top picks. That's a really small number for some larger stores, but out here in the burbs, we run shallow and wide. As for Saltmarsh, I might begin slimming down my D&D overall and start banging the drum for Pathfinder 2.0, which is coming soon. That's all counter productive though, so I just pivot and move on. I certainly won't push Villainous again or most Ravensburger games, nor will I be looking to invest time in jump starting Adventurer's League, which can't seem to gain a footing. I will cultivate my indifference. 

This gets to the problem of the game trade in general, without allies we have cold war enemies. Publishers want retailers to do some lifting for their product, but we have product PTSD. We're not willing to enter into new co-dependent relationship in which we're beaten in response to our love. So most retailers put minimum effort into promoting products and instead focus on well established events and reliable staples. It takes a tremendous amount of effort and tremendous love for these games to do otherwise. The key to success is a series of co-dependent relationships in which we don't get angry, we quietly pivot. But it wears you down, let me tell you.

Jumat, 14 Februari 2020

Brave Browser the Best privacy-focused Browser of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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