Thursday, 19 April 2012

Vinland: Arctic Assault Release Date Announced!

The story of one of the most incredible adventures in history is about to make its way to the digital platform on Monday the 23rd of April. Join Leif Erikson, the Viking explorer credited with being the first European in America, on his extraordinary voyage of discovery.
Face a multitude of dangers on the high seas, including villainous bishops, wild witches, the restless dead and of course tonnes, and tonnes of ice bergs. To aid you against these challenges, you can enlist a group of Norse heroes, men and women able to instil new abilities and powers on your ships. Choose from a wide range of different weapons and vessels in order to be best equipped to overcome all that stands in your way to Vinland!
Zatobo are so excited at the moment to be so close to finishing the game we have been slaving over for the past couple of months. What started out as a brief email exchange between modders has evolved into something special here, and we are thrilled to finally be able to show it off properly to the world. The pressure is on to get everything in place now for the big day, but we are confident that everything will be ready.
We will be announcing more over the coming days, including where you will be able to get the game. In the meantime, enjoy the release trailer we have just launched and we hope to see you in Vinland soon!

Tuesday, 10 April 2012

Indie Games Channel Interview

We are very happy to present our very first interview with the media. It goes into quite a lot of depth around the development of both the formation of Zatobo as a company, and on development on Vinland: Arctic Assault. The below is the result of a discussion between interviewer Ozzie Meija and Lead Designer Gareth "Mordred" Kay.

You can find the full article here

Tuesday, 20 March 2012

Mixed Media Writing : What is it?

Mixed media writing is a term that I keep on talking about, but have never really explained what it is, nor have I discussed what it means for my own work on the world of Vinland. When asked what is it that I enjoy doing most, I would have to answer “creating worlds”. While imaging new geographical locations or thinking up new characters might be interesting, it is how all these elements work together that really holds the fascination. With the emergence of ever improving technologies the interplay between these themes becomes more and more advanced, and is continually unlocking new opportunities in creating worlds. In this article I want to begin discussing just what these elements are, and how they work together.

Essentially mixed media writing is the process of creating a world through multiple platforms, each one filling in new details in the greater picture. Where a single book tells only one part of a whole, a series of books can cover multiple stories and so fill in much more detail about the entire world in which the characters are living, and thus reveal far more about the particularities of this creation compared to the reality in which we all live. Mixed media writing takes this concept a step further, building on the strengths and weaknesses of each platform to fill in even more of the detail. Currently I would argue that there are three big players in the storytelling-entertainment industry, books, film/television and games.

Books, are great at building character. This is because you can get inside that person and hear not only their dialogue and watch their action, but also listen in on their very thoughts, and it is this personal touch which really builds up how these characters behave. Film or television on the other hand allow a more visual experience, showing you how the world looks and behaves while still populating it with the interesting characters (though lacking the thought processes), and act to really dramatise any action sequences to raise a thrill that books can only dream of. Finally we have computer games, these share many of the benefits of the other two mediums (and their pitfalls), but allow the player to really experience the world. Their exploration of the world is not tied solely to the imagination of the author / director but they also have the ability to create their own tales and story from their experiences. Games give the player a world and invite them to experience it for themselves.

Individually each is of course a very powerful tool in creating their worlds. Books have started off many of the most well known; for instance Lord of the Rings or Narnia while film/television have their own franchises, think Star Trek or Star Wars, and games have theirs too such as the Elder Scrolls or Warcraft.

You will immediately thing “hold on a moment, all of these have films / books / games made of them too!”, and this just goes on to highlight just how powerful mixed media storytelling has become, and how important it is to each of these worlds, which would most likely be a mere shadow of what they are now. Each world uses the strengths and weaknesses of their medium to impart a little more of the detail of that world, and each person who consumes this does not suddenly forget what they learnt, they keep it and subsequent offerings only increase the image of this world in their mind.

In the Lord of the Rings books they may learn about how Bilbo fears the ring and its influence on him far more than you get from the films, but the films in turn impart more of a visual clue to the differences between the Orks and Uruk Hai than was possible in the books, while imparting more of a sense of the true scale of what they were up against. The games on the other hand, let you explore different areas of Middle Earth that are not covered in the books, and experience the world outside of the direct influence of the Fellowship.

Taken individually you would only get a small fraction, a tiny piece of what makes the world turn, but when these are compounded the image becomes far more complete and the world takes on a life of its own. 

Find out more at Zatobo.com
Follow us on Facebook and @Zatobo on Twitter.

Image courtesy of the Matrix

Thursday, 9 February 2012

The Triumph of Internet Democracy

I had planned to use this blog to talk to you all about something really big being seen more and more often in the writing industry, namely that of “Mixed Media Storytelling” however this will need to wait until next time due to some really interesting news filtering through at the moment which has the potential to challenge the current Publisher / Writer (or studio) relationship.

Last night something rather big happened, the team behind the Monkey Island series managed to raise $400,000 in just 12 hours, without the input of a publisher.

A little background; Double Fine, the company owned by Tim Schafer, a well known game designer has been going round, cap in hand to many of the big publishers in order to get an advance, to create a new point and click adventure game. Now, considering these are the guys who made Monkey Island, probably the most famous title within that genre (if not in the gaming industry as a whole), this should have been an easy task. Unfortunately for them the publishers did not see a large enough return on investment in this dying breed of game so refused them.

Now, game designers being the passionate, stubborn people that they are, who have a burning desire to create something when an idea flashes through their minds, wouldn’t take “no” for an answer and so turned to alternative investment sources; in this instance a website dedicated to raising funds from the general public in order to start an entrepreneurial enterprise. This website is called Kickstarter.com. Kickstarter offers companies a way to create a project and advertise the need for funding to the internet, with one major stipulation; investment may not be for capital return. Rather the investors will receive producer credits when the project is done, or are entitled to other rewards depending on the level of their financial commitment. In this case, rewards went from a signed poster, to a personalised poster of the investor, to a picture of the other designer smiling (a rare occurrence I guess... clearly a man after my own heart. Photos are for looking angry in, not smiling), with each reward requiring a pledge ranging from $15 to $150,000.

Double fine asked for $400,000, with Kickstarter having the stipulation that if this minimum is not reached, then no funds are handed over. Double Fine broke all previous records for commitments, and level of funding within 24 hours, and some other stuff, having reached, and exceeded their minimum in just 12 hours. They had a month in which to raise this money. At the time of writing this article, their fund was well over $900,000.

So just what does this mean? Well, for a start the publishers are once again lagging behind public demand, a continuing trend where they just seem to be entirely out of touch with the consumer. Kickstarter is a pure, unrefined form of democracy, and the public are voting with their wallets for what they want created, not leaving it up to big men in suits. Is this case the norm? Certainly not, as we really are talking game-development superstars here; however this does have the potential to turn things around within an industry terrified by piracy (and punishing legitimate users as a result) and generally scared to take risks. Now companies can cash in on their reputation for greatness, using a long history of good, well polished products to raise capital for their next project.

So, coming back to earth for a moment; I am not a development superstar, and Zatobo is not a well loved company with a proven track record of quality, so just how will this affect us? Well, when we founded the group, we made the commitment to quality over quantity, with the intention to release a series of smaller, well polished games to raise some funds in order to expand. This technique will go hand in hand with this emerging funding model, where we can capitalise on a good name and the goodwill of our followers to provide a capital injection on future projects which will make it both more likely that we can continue doing what we love, but also free us from some of the financial burden and allow us to take risks; and it is only though risk-taking that innovation can flourish.

Of course, to actually do this we have to deliver on our promise of high quality, enjoyable games and we are working exceptionally hard on meeting this commitment. Not only is personal pride at stake here, but now we also have a financial incentive to make good material that people want to play and if this motivation is affecting us, then it will have a similar grasp on other companies and quite frankly, this can only be a good thing, both for the consumers and the industry as a whole.

Find out more at Zatobo.com
Discover the latest development details at IndieDB
Follow us on Facebook and @Zatobo on Twitter.

Image courtesy of; www.gcommerce.co.za

Sunday, 22 January 2012

The Prestige

And behind this curtain...
“Every magic trick consists of three parts, or acts. The first part is called the pledge, the magician shows you something ordinary.”
-The Prestige

History is the same way, through the writing left at the time and archaeology unearthed by historians, we are able to discover what happened, the pure solid facts. We might be able to see what the people of that era did, with an idea on how they might have lived and what tools they had but is this really true life? Is this really seeing what their lives were all about? Can we truly think like they did, and understand what they do?

“The second act is called the turn, the magician takes the ordinary something and makes it into something extraordinary.”
-The Prestige

Next came the novels, the work of historical or even true fiction. These stories take the truths gleaned through historical artefact and theory and turn it into something understandable, something that we can relate to. We begin to see the people living their lives in our minds eye, we begin to become attached to the people and characters of that era. This is what I have done with the Vinland book, I have taken the world given to us by history and transformed it into something real. The bones in the ground now mean something to us, the small combs found at nearly every Viking grave come to hold new meaning. The people  begin to come to life, each with their own ambitions, vices and virtues, they have in a word become human; but none of this is really tangible. We cannot touch this world, we cannot change it, we cannot live in it.

“Now you're looking for the secret. But you won't find it because of course, you're not really looking. You don't really want to work it out.”
-The Prestige

Then comes virtual media, or more specifically computer games. Suddenly we are a step closer to living the life of a Viking, to bringing the struggles, the woes, the glory, and the wonder of this lost age to life once again. We can now walk among the Vikings, we can interact with them, we can see the world through their eyes, with their ideals and impressions. The hopes and fears of the common man become real, the desires and eccentricities of kings become important once more.

“You want to be fooled.”
-The Prestige

Books have always been a very important facet to humanity, either through revealing the thoughts of those long dead, or by providing a glimpse of glorious worlds forever lost to us, or on idea of worlds which never even existed, they are an important aspect of remembrance, else the personal triumphs of those who came before us would have been lost to time. However they have that one essentially fault of the written word; once on paper it cannot be changed. Through the dynamism of digital media, we are able to tell numerous stories with a visual representation of how things would have looked, better yet we are able to interact with the tale, to change and mould it depending on our desires, and it is this ability to change things which allow us to really get to grips with how things were, to understand what it was that drove these enigmatic people. After all, the best way to learn, is by doing; and until humanity develops a time machine which will allow us to live among our ancestors in person we will need to settle with being fooled by an animated digital image.

And so, may I present to the world, the new computer game studio Zatobo. This is a company I have set up with some very talented people from across Europe, the name itself meaning “Storyteller” in Japanese. This in itself should give you enough of an idea of what I am hoping to achieve with this enterprise. First, I start by writing books, this creates the foundations of a new world and now add in the games, which brings it to life. The first project we have begun is “Arctic Assault” in which you take the role of the intrepid explorer, Leif Erikson, and must work to get him safely to the fabled lands of the west, to his destiny, to Vinland.

Buy Vinland: Arctic Assault, our first release now with the button below!
Desura Digital Distribution

Find out more at Zatobo.com
Discover the latest development details at IndieDB
Follow us on Facebook and @Zatobo on Twitter.

Curtains courtesy of Pixel77.com

Tuesday, 10 January 2012

I'm plotting against you...


...I’m an author, it’s what I do.

Or at least, that’s what the slogan on one of my new t-shirts says. I love t-shirts... and cargoes.... and plotting... and apparently ellipsis’ too.

Anyway! I hope that all my lovely readers had a spectacular festive period, and have since recovered from hangovers and indigestion. For myself the end of the year was a time of reflection, thinking on what I had achieved and what I have hoped to do in 2012 (other than watching loads of the Olympics, obviously!) 2011 was generally a good year for me; I finally graduated with my masters (only 9 months late, Brighton!) and began work on the Vinland book while taking over as lead designer for Prophesy of Pendor. Do you guys do the same? How has the past year been for you? What have you learnt? Achieved? What do you hope to do for 2012?

Work on Vinland the book has slowed somewhat since the bustle of NaNoWriMo (explained last month), though I have some interesting possibilities lined up for this year which branch out the franchise. I really want to talk about this now, but I am sworn to secrecy for another week or two but believe me, once things are formalised and official you guys will be among the first to hear of these exciting developments. On the book itself I have reached the 80,000 word mark and while my initial aim was 100,000, I think I will be surpassing that so my latest estimate is around 120,000. Hopefully once my current project has settled somewhat then I will be able to get back to the writing, as Leif and the others are beginning to feel a little neglected.

So in essence 2012 for me, at least at the moment, looks to be another year filled with creative projects which fully test my abilities as a designer, a writer and someone who is self employed and therefore lacking a boss yelling at me. This way of life suits me rather well, I can get things done when my night-owl impulses allow though I do admit the temptation to procrastinate can be overwhelming at times; still it’s nothing compared to the efforts required to avoid this while writing dissertations and essays... this writing I actually enjoy doing. There honestly is nothing quite so thrilling as being able to create worlds and bring life to them through characters you see sketched out as a series of personality traits and watch them slowly mature as the story grows.

(Image courtesy of the Austin Powers films)

Friday, 16 December 2011

How do you like your eggs?


So, it has been some time since my last post, over a month in fact, however it has been an insanely busy one for I took part in this year’s NaNoWriMo (or National Novel Writing Month for the uninitiated). This is a writing challenge in which you have 30 days to write 50,000 words.

This, as the studious among you will recognise is the same length as five dissertations, all written in a single month! Not even to mention all the research required for a good historical-fiction novel (of which I am quite sure I have done more of, than in either of my dissertations... Vikings > Politics / Management. Who’d have thought?!) Some of this research has really helped the tale to progress, like much of the work I did on the flora and fauna of Newfoundland, including the discovery that flax grows natively there, a particular fibre that one of the crew is very skilled at processing and which becomes vital to their survival.

Other bits of research had less of an impact, for instance I found myself trying to find out whether the Vikings like their eggs fried, scrambled, boiled, poached, etc. I never did find out the answer to that. 

Since NaNoWriMo, I took a couple of days out to recover (25 hour writing stints are NOT good for the health!) but am back now, writing in full swing. My word count has finally topped 80,000 out of my target of 100,000 (though I am sure that will be over run; current expectation on completion is roughly 120,000 now)

I have several projects going on, the book, Pendor and one more which is very much linked to Vinland and I hope that I will be able to reveal more about it in the coming weeks.