Showing posts with label developer. Show all posts
Showing posts with label developer. Show all posts

Friday, 13 February 2015

The Molyneux Shotgun Blast

"Do you think that you're a pathological liar?" 

It's been a while since I used this blog as a platform to get some thoughts across, but this time a simple Tweet or Facebook status will not cut it and some more detail is warranted. In general I have to say I do like and appreciate the work done by the hundreds of game journalists out there, three outlets in particular I deem to be oustanding; PC Gamer, Eurogamer and Develop Online.

One however; Rock, Paper, Shotgun, has slowly but surely been getting worse and I feel is on the verge of becoming the gutter press of the industry. Now, I am absolutely against this type of journalism in general. I feel that they prey on the detritus of the human psyche, and contribute very little to actual discussion and discourse which are so pivotal to our species' progression in general.

I'm pleased to see other developers taking a similar stance.
"Do you think that you're a pathological liar?" was the opening question from interviewer John Walker to game developer Peter Molyneux (Dungeon Keeper, Fable. Populous, Godus), and it very much set the tone for the rest of the interview. It started out blunt and rude and then descended into kicking a man when he's down.

RPS: I don’t think anyone who paid for the game cares.
Peter Molyneux: How many updates have we done on Steam?
RPS: I don’t think anyone who paid for the game cares. I think they want the game they paid for three years ago or their money back.
Peter Molyneux: We’re trying as hard as we possibly can.
RPS: I don’t think you are.

Note; I am not linking the Rock, Paper, Shotgun article here. If you are really interested go and google it, but I will not be the source of more views for this type of toxic journalism.

I should explain that Molyneux has developed a reputation for over promising features and generally getting really excited about game elements at conferences and to the press - and then being unable to deliver on them.

The Rock, Paper, Shotgun article came out in the wake of revelations that development of the kickstarted game, Godus, has not been going well. Most other review sites reported on the failings by the company behind it, 22Cans, and direct interviews with Molyneux.

As such Molyneux's popularity at the moment is extremely low, and I do feel that his promises do deserve investigation and critique - however this should never warrant personal attacks of this kind. Walker's whole article reeks of a witch-hunt for the sake of views and controversy - a topic common to gutter press journalism.

Freedom of Expression is, of course, extremely precious and despite my feelings towards them I would not want them to stop publishing the drivel that they do. On the other hand, I will stop reading their articles myself and would urge others to do the same. Should John Walker ever approach me and ask for an interview, I will politely, but firmly, tell him "no".  

Tuesday, 28 May 2013

The Dream Vision

Dare to dream - you never know when they will come true.

“You have to dream before your dreams can come true” – Abdul Kalam

School reports often labelled me as “a daydreamer”. To them, it was a bad thing, as it meant that I was not giving the teachers 100% of my focus, but to me it was to become a badge of pride. During these times, my mind was never blank – instead I was off creating worlds in my imagination, populating them with all kinds of weird and wonderful people and places.

Often, these worlds were related to the games I played, and there are countless examples on the internet of my dreams being made manifest as short stories on various forums. One of these dreams – a meeting between Leif Erikson and Christopher Columbus at sea was to become the basis for my earliest concepts for the Vinland books and games.

Dreams are I believe, one of the most important assets that a designer can have, and this is the philosophy that I embrace when creating new things. When I was young it was only fantastic worlds that sprang forth, but now it can be anything from game mechanics to mentally play-testing and discovering new nuances that I would perhaps have missed. I will lay awake at night, often for hours mentally going through my experiences of the day, filtering through anything valuable and locking it away. I always sleep with a notebook by the bed in case something very important or inspirational pops up, and write it down.

When working on Prophesy of Pendor and Vinland: Arctic Assault I used to lay out the “Dream Game”. For this I used to write out my plans on the development forum, purposefully ignoring all limitations of budget, manpower and resources. This was the very best design that I could come up with, and the sheer scope of this used to drive our programmers mad when they first read it.

Note the highlighted “I” there. My dreams are just that – mine, and while I may once have believed that I was some sort of genius, experience has taught me that the insight of others is often extremely valuable. I will frequently discuss my “Dream Visions” with friends at the pub, or post them in full on our development forums. I want, no need input from others – this is the only way to improve them.

This is where the evolution part of the design process comes in. With the initial concepts aired in public, I then encourage a discussion of the elements, including most importantly a reality check from more cynical members of the team. It is during this that the ideas are refined; the possible expanded upon, and the implausible rejected (or put aside). The dreams will evolve with each iteration, becoming less a vision and more a design, being polished and developed during each pass until it is in a form most suitable for implementation.

A great example of this process in action is in Prophesy of Pendor, when we were working on the Order of Dawn. At first there was a very black and white relationship between them and their arch rivals, the Eventide. One was good, one was evil. Very simple... very boring.

During discussions it was then questioned whether the very principles underpinning the Dawn could be corrupted in such a way as to make them possibly even more evil than the reviled Eventide – and if so, how to include the Eventide into this story. This is where the fanaticism of the Dawn came into play, their very dedication to good and justice to the exclusion of all else led them to becoming fanatics blind to any other outcomes.

A branch of the Order awoke to the danger and decried the zeal of their brethren, pushing for a more pragmatic approach – resulting in a massive schism and the formation of the Eventide. Unfortunately this very pragmatism would then go on to corrupt the Eventide in its own way, but the outcome for both orders was vastly more complex and interesting than the initial dream. The design evolution had done its job.

Ironically it was a programmer who called me out on this process, tired of the continual conceptualisation and evolution of the ideas. He demanded that we designers only present fully formed ideas, straight from our minds. While it is entirely possible to personally polish the vision I have; this was a problem I struggled with during work on Vinland: Arctic Assault, as the dreams I had underwent far less refinement than they do on say, Starium with its much larger team. I am under no illusions that it is the input of others that allow it to reach their full potential and thankfully the other designers on my team backed me on this and the programmer conceded on how things were developed over time.

I would encourage fellow designers, to post / air / discuss / debate their Dream Vision, and then collectively revise it until it shines. Restrictions of the internet, and the nature of much of my work being virtual means that much of this must be done online (though this means there is automatically a log of any suggestions), though some of the most fun discussions I have are with friends at the pub, hammering out the concepts over a beer. The more relaxed the environment, the better it is for this. There is never a “right” answer to this exercise, but the more angles it is explored from, the more refined the dream will become.

It can be useful to have a thick skin for this, because sometimes it behoves the project throw it out as impractical. Even then, it should never be deleted, as in my experience a rejected idea would become the basis for some of our most important and popular features.

So don’t stop dreaming, and never stop sharing them because you never know; it could be the next Big Thing.

Image courtesy of http://www.worth1000.com/entries/488412/fantasy-planet

Tuesday, 14 May 2013

Playing games to making them – how perspectives change


Once long, long ago, I was just a gamer and I simply consumed the digital entertainment provided by others. Explosions? Awesome. New guns? Sweet! At that time I put most of my energy into thinking about how great the experience was, and that I wanted more of it.

After a time I became curious though... was this the best that could be made? Those little areas that irritated me, could they be improved? If I had unlimited time and incredible skills, what could I make myself? What would be the perfect game?

The answer this would change on a daily basis depending on what I was doing at the time. Warcraft II made me convinced that the “perfect” game was a real time strategy. Shadowbane determined that the true path lay in an MMO. Mount and Blade led me to believing that the future lay in medieval simulations. Now I am sure that this is not an experience unique to me – I’ll bet that many other gamers will spend the rainy days at the office dreaming of their perfect game. Playing scenarios through their head of each awesome scene, shaped always by their own experiences.

My version of Warcraft II had no unit caps and a more expansive tech tree. Gareth’s Shadowbane, removed the money farming grind, and replaced it with automated farms and peasants who provided an hourly income. Battlefield 1943 introduced factories and an upgrade tree for unlocking new items and tanks.

I then started working as a game designer, first for the Mount and Blade mod, Prophesy of Pendor, and then later as the lead designer of my own studio, Zatobo, and now most recently as a freelance game design contractor.

This collective experience changed everything.

Just playing games changed my perspective of imagining my perfect game to analysing those products and working out precisely what I liked and disliked about them as I played. I took them to pieces in my mind, bemoaning bad design decisions (I cannot play Diablo III anymore, its core design simply ticks me off too much now), working out how they solved problems, and rarely getting excited by clever mechanics. Some games left me wondering about the future of the industry (the aforementioned Diablo III), and declaring its imminent demise, while others left me with a sense of wonder at what they had achieved (Mount and Blade).

Over the weekend I had something of a unique opportunity. I found myself playing “Game Dev Tycoon” by Greenheart Games, with some friends. While the game itself is good fun, it isn’t revolutionary, nor does it do much that is truly innovative but its subject matter is fascinating. A game about making games (with an achievement for making the game, in the game...).

This made my think about my own process of making games – how did I do it? Why did I do it this way? What had I learned during my three years as a part of the industry?

Well this is a subject for next time. Stay tuned! 

Image courtesy of; deborahtindle - http://www.tumblr.com/tagged/change%20perspective

Sunday, 14 April 2013

Hell, its about time!



One of my all time favourite game trailers ended with the line “Hell, it’s about time!” a phrase that I have come to rather appreciate. I realise that it has been a while since my last blog post, and this is something which has been playing on my mind for a while now, but it just kind of fell by the wayside as a number of other projects have engrossed me.

Initially this blog was set up to cover my work as a writer, but since embarking on this two and a bit years ago, I have dabbled in a number of different areas, and I struggled about whether to catalogue everything I do on here, or just focus on the writing articles.

Decision time; what do I use this space for? Answer; this is my blog, about my interests, my aspirations and dreams – brought down to earth from time to time with news about what is going on, and other random thoughts.

As such, I now find myself;

- Working as a writer on Vinland. The big news here is that my first full draft of the novel is DONE, I am currently working on editing ready to find a publisher. Leif has successfully traversed the North Atlantic and set foot for the first time in America. I’ve made some copies available to those who are interested in the project. Please do get in touch if you want to help provide feedback.

- Working as a writer / designer at my own company, Zatobo. The PC version of our debut title, Vinland: Arctic Assault was released last year, and we are working on an Android version to be released soon. Actually, its already available, it’s just not working on the google play store for some reason. Stay tuned!

- Working as a writer / designer with American company Gwythdarian on a new browser-based space strategy game called StariumXCV. It’s a really ambitious project, and I am responsible for much of the background lore. I cannot say much on it yet due to an active Non-Disclosure Agreement, however as and when I can, I will release more here.

So you can see things are moving quite quickly at the moment, and that I am involved in a number of different projects at the moment, so this blog is likely to cover articles from writing, to gaming, to design and everything in between.

P.S That trailer was the announcement for Starcraft II, Wings of Liberty. I didn’t actually end up getting the game, partly because it wasn’t available on Steam, and more recently because I’ve taken the painful decision to boycott Blizzard products after their repeated failure to secure my account from hackers. Still a nice piece of video though! You can find the full trailer here; http://www.youtube.com/watch?feature=player_detailpage&v=r7d5XheWiBk. All credit for the awesome video go of course, to Blizzard!

Friday, 16 November 2012

Eurogamer Expo Highlights - The Rest


So it has been a while since my last update, and while I have some rather major news to share, I promised to finish my coverage of the Eurogamer expo first so here goes for that; the other article will have to wait a little longer.

While for me the biggest hit of the Eurogamer expo were the people I met, there were of course the games too! The variety of electronic entertainment on hand was startling, and I have to say I love the policy of Eurogamer where a studio may only showcase their product if customers can actually play it, an important distinction over simply showing off a cinematic trailer or worse just a concept. The games then, were for most of the attendees the most important element, and there was certainly no lack of choice of what to try, though some were near impossible to play because of the outstanding queues leading up to them. Thankfully, I tried most of the games I was interested in early on, knowing from Rezzed that it would really get busy over the weekend.

Now, Eurogamer is big, really big and I do not have the space here to comment on each and every game, so instead I will bring up what were for me, the three highlights. Being primarily a PC gamer, I will concentrate mostly on those and it is here that we start with Company of Heroes II. Ever since it was announced that it was in development, I have been looking forward to having the chance to give it a go, and I was pleased to see it amply represented at Eurogamer. Thankfully it lived up to expectations; a definite sequel to the first (great) game, with upgrades such as the impact of the weather which had such a great impact to the Eastern Front. I even got a T-shirt out of it, though I am not sure just how my American father likes me wandering around with a hammer and sickle on my shirt! Still it is worth remembering that this game seeks to commemorate the many men and women who gave their lives on these far less appreciated battlefields, regardless of ideology.

I think this is actually one of the most important aspects to many of the games that I enjoy; that they are not simply a mindless action-fest (though those are fun), but rather they strive for something deeper. Some try to instil a sense of leadership or provide soft skills such as in Football Manager, while others give a historic overview. My current love of history was not brought through reeling off dates in dry history lessons, but through the little clips that really made Age of Empires alive, or the snippets of colonial background offered in Colonisation. That said, I am well aware that history is often added after the core game play, Sid Meier (Civilisation / Colonisation / Pirates) famously stated that they wrote implemented the history that fit the setting. As such I am not asking games to become the new educational tool, but instead that they can make the user interested enough in a subject to delve more into it themselves. Europa Universalis covers the Reformation very well for instance, and since then I have begun to read up about it because it was an interesting period of history which is only touched on (if at all) in schools.

Next up was Farcry III, which I had high hopes for having been an avid fan of both the previous titles. I am pleased that it is taking a similar route as Farcry 2, with a large open map that basically invites you to just come in and play. There is some deeper gameplay to it, for instance collecting items and craftables, plus fighting the hostile bandit faction to clear bases for friendly native fighters to move in. I don’t yet know much about how all this works together (I spent far too much time just crashing cars into trees, running from tigers and paragliding around the island), but I have a feeling that it will deliver something special.

Finally was a game which surprised me; Assassins Creed. I’ve spent a little time on the very first game, but not enough to call myself properly attached or even a fan but what I saw of Assassins Creed III was really very cool. Now, it has to be said I have a soft spot for the Colonial era which the game is set in, however it was the detail which went into the demo that I especially appreciated. Basically it was showing off the naval combat element (I know, naval combat in a stealth assassination game! Firing a broadside is hardly the epitome of sneakiness!) but what I saw looked like really good fun. Starting out, you hug the coast in the bright sunshine of the Caribbean, but as you venture out to sea the storm clouds come in as fast as the enemy warships. Now normally this would sound extremely cliché, but actually they pulled the transition off really nicely so that you probably wouldn’t even notice until you lobbed a volley of chain shot into the increasingly sizable waves instead of your enemies’ hull.

The last (but by no means least) paragraph goes for a very honourable mention to the Indie Games Meetup organised by Zero Dependency and others. This was an event for small developers like myself to essentially get together and swap stories, and meet with other people including industry professionals and journalists. It was a really cool experience actually, being able to speak about things that we are passionate about with others who share the same interests. At this event we were allowed to bring along laptops / tablets, etc in order to showcase what we were working on, and Vinland received quite a bit of interest, and I actually ran out of fliers to give to people. 

Image courtesy of; http://www.eurogamer.net/expo/

Tuesday, 2 October 2012

Eurogamer Expo Highlights - The Personalities


Well that was one of the busiest and most tiring weekends of my life, but what a weekend it was! I had been eagerly anticipating the Eurogamer Expo for a number of weeks now, virtually counting down the days until it happened. Finally though, the moment was upon me and I was on the train up to London, and found myself standing before Earls Court, the majestic blue banner waving in the wind, seemingly welcoming the thousands of eager gamers, developers, and journalists.

I plan to do a series of articles to cover all of my experiences at the Expo, however it is the people I met which stuck out the most, and as such shall be the subject of the first article. Over the course of my adventures at the Expo, I would get to meet all kinds of interesting people, from the gamers themselves to a varied breed of developers (one of whom has earned “Legendary Status”... read on to find out who, and why!), while trying out a large number of interesting games and listening to the best of the business discussing how they make the magic on our screens.

But first, there was a queue. A really, really long queue, and this would unfortunately serve only as a warning for how much waiting one would have to do before the weekend was out. I was one of the lucky ones, with an early entry “Super Pass”, giving me the chance to arrive on the first day (Thursday) and to get in early to the expo (I never did, it takes me about an hour to get there, and I *hate* mornings). It amused me to no end however that the usher was patrolling up and down the line shouting “Ten O’Clock Entry only!” despite it being past eleven before I got even remotely close to the entry.

Eventually, I did get inside however and while I had been prepared for something big (I had been to the London Book Fair held in the same venue), I was not quite steeled for the sheer amount of noise, both from the rat a tat tat of distant machine gun fire, to the continuous chatter of many excited gamers. Writers are after all known for being quite a quiet bunch, gamers... not so much!  

The first booth I visited was Dust514, a game I had been watching despite my dislike of console games, for one primary reason; it had the really interesting concept of merging two separate genres, on two separate platforms, to link players together to work towards a single goal. Basically the console gamers work as the soldiers battling it out on the planets of Eve Online, with the Eve players providing orbital support from above, by bombarding the surface of the planet with targeted strikes, and by shipping in new equipment produced in Eve Online itself. I immediately flagged one of their representatives down, unfortunately he was less than helpful, even rolling his eyes when I asked about the connections between Eve and Dust... this impression would change later however when I re-visited the booth on Friday with a friend.

We got talking another developer who seemed more versed in how Dust and Eve worked together, however when we began asking more queries about the planned scope of the game (would Dust battles take place on space stations, and other scenarios like that), he admitted he didn’t know. Just then, another man ducked into the conversation wearing a very cheeky grin and clasping half a pint of beer in his hand.

“Maybe I can help?” he offered.
“Err, maybe. Who are you?” I asked, raising an eyebrow.
“I’m Jonathan, the executive producer of Eve Online, I basically run it all...”

This led to a very informative discussion about Eve, about Dust, about CCP and their plans for the Eve Universe in general. During this we also talked about how CCP interacts with the Council of Stellar Management (or CSM for short; a group of players elected by the players to converse directly with the developers to air grievances and to make suggestions);

"We basically fly them out to Iceland and lock ourselves in a room with them for three days and argue like mad men, often throwing insults and swearing at each other. Afterwards we all go to the pub and become best friends again." (slightly paraphrased as I cannot remember the precise wording, it was something like that though.)

So yeah, legendary status awarded!

Anyway, back to the topic! One of the developer talks I had missed at Rezzed was the Creative Assembly talk on Rome Total War II, so I made absolutely sure I got to see it at Eurogamer, and I was not disappointed. Seeing the newly released gameplay trailer displayed on a cinematic screen was incredible, and the speaker was a shining example of how to do one of these sessions, talking first about how the game was made.

This included a run down of all the different roles, and how each interacts with the others and what precisely they contribute to the game. These went from designers (and how they have to think), artists (and a quick time helm being made), animators (showing off the very snazzy motion capture studio), sound creators (and a guy suffering for his art by being belted with a broom while wearing Roman Segmenta armour, and being recorded while they did it).

I deeply regret not staying behind to have a word with him afterwards, but I did immediately make my way down to the Creative Assembly recruitment booth to have a word with their staff there, and found them to be just as engaging as their speaker had been. If you ever have a chance to hear Creative Assembly speak, I very highly recommend attending it.

Still to come is an overview of the different games on offer, and my perception of them, and an article on the Indie Game meet-up that occurred on Saturday evening (and the personalities met there, too many to list in this article too). Stay tuned for more! 

Image courtesy of; http://www.eurogamer.net/expo/

Thursday, 12 July 2012

Mixed Media in Vinland

So back in March I began to discuss the background to MixedMedia writing, and how it is currently being used by others in the industry; but then how does this feed into the Vinland world, and my own plans with it?

Well at the moment, there are two sides to my work here, the games and the books. I have big plans for both, as laid out below. Films will (hopefully!) come later, but nothing concrete is planned for that medium just yet.

Books; if you were among the first readers of this blog, then you will be well aware that it all began with an idea for a book. This in time became Vinland: Revelations, a text that I am still labouring diligently away at. It all began with an idea... what if the Vikings survived in America? What in history would have to change for this to happen? To explain this, I applied the Butterfly Effect, where one seemingly minor change in time can cause a dramatic transformation of history. Therefore we need a situation just like the butterfly flapping its wings, and causing a hurricane.

The event I settled on takes place in the early history of Vinlandic exploration and colonisation, and was at the time attributed to the intervention of the gods. But these gods are fickle creatures, and in this telling they chose not to intervene, and rather to let events play themselves out. The result? Well that is up to you to discover.

Revelations was created to explain how the Vikings made it to the New World, it will then spawn a parallel series that will take place sometime later and covers how the Viking people in this alien world have developed and made it their home.

Games; now that the bones of the story have been set, we find that we need something to fill in the gaps or detail, and games happen to be very good at doing this. They allow the player to actually visit and take part in the setting, and to see with their own eyes the wonders seen by the characters, their decisions there can really matter.  

As you will be aware, our first release was Vinland: Arctic Assault, a simple game which traces the journey undertaken by Leif Erikson in Revelations (now released on Desura, please do support this project by following the link below!), however this is more about survival and discovery. Where the book concentrates more on the characters and their personal challenges, the game is more about the dangers faced at sea, and by actually putting the player in the role of the helmsman, makes this nuance all the clearer.

Desura Digital Distribution

Arctic Assault is certainly not the end of the road for this, we have already begun work on a second game. Although this one is not directly related to the Vinland series, it will use Vinlandic factions, and allow us to build up a little more detail on the different factions in power, and their relationships with each other. The ultimate goal of this game is to provide the technical backdrop for a full on RPG, set in early Vinland, where the player will be able to visit the towns detailed in the books, and using those as a base, evoking and expanding on topics only touched upon briefly in other mediums, thereby allowing us to broaden the Vinland universe. 

Wednesday, 27 June 2012

Emotional Rollercoaster

So, i’ve been rather quiet on here lately due to living on somewhat of a roller coaster existence recently, both in terms of work with Zatobo and on the book so here follows an account of the trials and tribulations experienced for both.

Zatobo
The jubilation that followed the release of our long awaited Vinland: Arctic Assault was cut short by a series of attacks on our website, which left us with a dramatically reduced online presence. This was only made worse by the realisation that the core files were damaged beyond repair, meaning that we had to take our entire website off air and with it the sole means we had to sell the game.

During this time, we sent numerous requests to various online distributors like Steam and Desura in an attempt to broaden our market base and provide alternative means of acquiring the game however this hope was dashed by a series of refusals.

We then turned back to the drawing board, and looked deeply at the game we had crafted endeavouring to build on our strengths and reduce the weaknesses. This produced our first update, which included a number of performance updates, most principally the graphical user interface and a complete overhaul of the campaign map.
The new campaign map
Armed with this update, we then re-applied to Desura, this time going right to the top and... nothing. Silence. Noting that in the past, they had been very quick to get back to us with a response I decided to investigate, starting off by testing my email account. Turns out that the same attacks which knocked the website out, may also have been the cause of email problems; it could send but not receive messages. I then sent a note with my alternate account to our contact at Desura, and thankfully he had a copy of his reply.

What an important message it was! Acceptance to their distribution service! Break out the champagne people, we’ve finally made a breakthrough!

This is by no means the end of the road for us now, we still need to fix a couple of lingering bugs, sort out some legalities and upload the latest build before it is available to the public. Still, this is some awesome progress!

Vinland: The Book
While work with the game has been an emotional tempest, the book has been something more of a calming experience. Although progress on the book has at times been slow due to pressures of working at Zatobo, I have been able to chip away at it. 

During the past month, I spent over two weeks exploring Scandinavia, with a trip around Denmark, Norway and Sweden. In this time I visited as many Viking sites as I could stomach during my time there, even getting to sample a traditional Viking feast in Stockholm, featuring mead and reindeer!

This has proved to be a very positive effect on my efforts on the book, providing a great deal of inspiration to continue. Although the plan of the books has remained much the same for the past couple of months, the detail that has gone in has increased, as has (I hope!) the believability of the Vinland Vikings. 

At the moment I am going through what I wrote many months ago, connecting up some of the loose ends, and making sure that the characters are developing in the way I want. At the last word count, I was at around 80,000 of a new target of roughly 120,000 so I am well on the way to finishing!

Finally, as a thank you for your patience in waiting so long for Vinland, here is a short extract I recently wrote and particularly like. We join the story just as Thorstein intervenes with his mother, Thjodhilde, as a fight is about to break out between Rorik, Iva and Edvin over the treatment of one of the slaves.

Enjoy!


We offer our apologies for the behaviour of our citizens” Thorstein offered, gesturing to Iva. Rorik dropped his hand away from the knife handle, and Edvin visibly relaxed “this is no way to welcome visitors to Greenland.”

Thorvald, I had believed you more than capable of keeping the peace” Thjodhilde taunted “must Thorstein do everything here?

Fights begin. Fights end, it’s better than letting long held grievances be decided by a knife in the dark” Thorvald pointed out with a shrug, not rising to the bait.

That maybe true...” Thorstein began, his smile sending a chill down Gorran’s spine. The young lordling walked through the room towards Iva, Edvin tried to stand his ground, but was moved aside by Thorstein’s gaze, his eyes as menacing as a silent iceberg in the night.

He then gently took her left hand in his, and patted it comfortingly as though to stop it from shaking. Rorik looked on at the scene, his jaw set, all the arrogance gone from his stance.

“...but we must show that violence here will not be tolerated” he concluded calmly. Suddenly he bent down, using his weight to drag Iva with him and thrust her arm into the flames of the fireplace, moving his own hands away from the flame to grasp her arm at the elbow.

Iva let out a hideous shriek as flames found the flesh on her arm, and Gorran had to cover his nose as the stench of burned hair and skin saturated the room.

Monday, 23 April 2012

Vinland: Arctic Assault RELEASED!

Vinland

Zatobo Games are very pleased to announce that Vinland: Arctic Assault has been released to the public. You can get it by following this link right to the store.

There is also a demo of the game available on the website, just follow the “Demo!” link. You can either download a version, or try it in your browser.

Vinland: Arctic Assault is a game in which you take the role of Leif Erikson on his famous voyage into the unknown, which would culminate in the discovery of America, known to the Vikings as the mystical land of Vinland. You must guide his intrepid crew from the safety of foster-father in Norway, through Iceland and Greenland, across the dangers of the Northern Atlantic and finally to the Americas themselves.


The storyline is written by author, Gareth L. B. Kay and introduces a number of characters which will feature in the forthcoming Vinland: Revelations novel. These heroes can be recruited to assist Leif in his journey, each adding their particular skills to his efforts. You will also be able to pick up a wide range of different weapons, and select from three different classes of ship to customise the experience to your particular preferences and play-style.

Along the way you will have to defeat nefarious bishops, wild witches and of course waves and waves of ice, all the while working to overcome the best efforts of the elements themselves in the form of storms, fog and even blizzards and avalanches.


Ice


We are currently exploring further distribution methods including Wooglie.com and Kongregate, plus we are in talks with Desura and will be investigating release on Steam shortly, so stay tuned about getting the game through your favourite channels!

Find out more at Zatobo.com
Track us at http://www.indiedb.com/games/vinland-arctic-assault
Follow us on Facebook and @Zatobo on Twitter.

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

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

Wednesday, 17 August 2011

Tales of a land far, far away.

So this week my writing has taken a rather different turn to the usual, rather than concentrating all of my efforts on Vinland or even direct development on the mod I am working on, Prophesy of Pendor, I have been working on something related, yet very different. We have a large and very active community of fans at the Tale Worlds forums, and one of them asked me if it would be OK to run an RPG based on the lore of Pendor. This was something of a nice endorsement for the team, as I know that James Landes and I (along with a plethora of other writers and contributors) have invested a massive amount of time into producing the backstory for Pendor and fleshing out the world in which hundreds of thousands of characters live in.

One of the hallmark features for Pendor are the “Knighthood Orders” which are essentially organisations inspired by the Knights Templar or Knights Hospitaller. The reason I joined the Pendor Team after the release of Prophesy of Pendor 2 was to flesh these Orders out, and give them a real sense of being and belonging in the world, because before they were simply normal knights pimped out in some rather sweet gear. Part of my work on joining the team included creating a rivalry and conflicts between the various Orders of Pendor, and generally bringing them to life, they now act as non-state military forces, each with their own story, goals, objectives, heroes and of course a political agenda.

The result of this was a nice range of different Orders, each with their own personality and individuality. A few examples follow below;

The Order of Dawn : A fanatical Order dedicated to the ideal of justice and to the mission of destroying the evil cult of Heretics that plagues the realm. Over time their execution of this sacred duty has turned them into zealots and they will punish anyone for even the smallest of crimes or even by the tiniest affiliation to the heretics. This is truly a story of evil encroaching on even the best of intentions.

The Knights of Eventide : As the Order of Dawn becomes increasingly paranoid over the effects of the Heretics, there remained a small faction who believed the way to fight the heresy was to understand them properly. However as part of Dawn’s slide into zealotry, they banned any manuscripts or items considered heretical in order to stave off corruption. A schism occurred and the Order of Eventide was formed by those who sought to use their knowledge of heresy against the perpetrators. The irony now being that the Order of Dawn’s greatest fear seems to be realised as there are rumours that the heretical corruption has spread to the inner circle of Eventide, and threatens to undo all the work they have done to destroy the heretics.

The Order of the Ebony Gauntlet : There is an ancient race of beings that live just outside of human society known as the Noldor, or more colloquially as the elves. The Ebony Gauntlet believe that the Noldor want only the complete destruction of humanity and fight to promote human supremacy in the world, using any tools at their disposal to achieve this goal; xenophobia, racism, genocide. After all, the Noldor are not human, which makes them mere animals that deserve to be trodden under the iron-shod feet of humanity.

Now the players of this RPG have taken on a role from the various Knighthood Order’s that both appeared in Prophesy of Pendor 3, and will be appearing in Prophesy of Pendor 4. The setting is immediately following the events of Prophesy of Pendor 3, where the one hero prophesied has risen to power and united Pendor under one sovereign. Prophesy of Pendor 4 is occurring in another war torn continent which is home to Pendor’s greatest enemy, the Snake Cult.

Not much work had yet been done connecting the events of end of Pendor 3 to those in the beginning of Pendor 4, but now the results of this RPG could well bridge the gap, and better yet it has been done by the community itself so that they have more of an emotional tie to the game; it is even possible that their characters may appear in Pendor 4, who knows?

Oh, yeah and in a little aside, they made me play the King...

Thursday, 30 June 2011

ASSUMING DIRECT CONTROL


Well these past two weeks have proven to be far more busy than I had anticipated, yet I have very little to show for it Vinland-wise. Because this would make a very boring blog post, I am going to focus more on the exploits of Pendor this week, and I hope you find it as interesting as the usual book-related stuff.

First I’ll give you a little update on Vinland, at the moment I am hashing out the various characters and their interactions with the rest of the cast. This is all quite classified, so I cannot really show you much of what has been happening. Once that is done, my intention is to draw up a timeline of events, including all the problems and challenges which the characters are due to face (the trials and tribulations are after all what makes a book interesting!) from there I can then get back to writing, and will be able to tell you more about Vinland again.

As you know I am the lead designer for Prophesy of Pendor, and I find a lot of my time is diverted to that. Because of the new time constraints, I am going to move the blog entries to only twice a week. One will be published on Tuesdays, and one on Thursdays. This week has been more about Pendor so the majority of this update will be focused on that.

I love my work there, but lately it has been testing the limits of my management skill. For example I recently promoted one of the programmers to the Lead position, however two days later he dropped off the face of the earth. Whether something has happened to him, or he found the new role overwhelming, I simply do not know. This is one of the problems facing virtual teams – you do not know the people with whom you work personally, and if they do not reply to emails there is little that you can do.

Never the less, this left the programming team without direction so I decided to take the plunge and become more hands on with what they do.  This began with an email to the team telling them the situation, and then setting a number of tasks for them to do. As my mentor once said, “Align then raise.  Validate then suggest.” Oddly this is not one of the things they taught us at Brighton, so I am grateful for that advice. Now the plan is to have a working alpha version in place so that we can try out the various factions we have introduced, and get a feel of the world. From here we will be able to add in the features that the design team have been discussing.

Speaking of the design team, we have settled on releasing a preview for Pendor 4, every two weeks and this week was one of those weeks. You can find the latest here : PoP4 Preview. Even if Mount and Blade is not really your interest, you can see quite a bit about how we develop the various factions in that post. First you have the lore (the dialogue between a Knight of the Radiant Heart and the Mercenary Commander), followed by some of the concept art. It then goes to explain in more detail about the faction, and because this is primarily a combat game, how they fight. The descriptions of the units are what was actually given to our coders for use in creating those specific soldiers, and their job is to convert those words into the numbers which will become the attributes of each unit.

Monday, 6 June 2011

Random ramblings and a shameless plug

Some of you may know that I am an active member in a modding community for the game Mount and Blade, working on a very popular mod called “Prophesy of Pendor”. Now the team took a couple of hits, with the lead designer wanting to step back a little in order to devote more time to his family and work. As such a search for a new lead designer was begun, and after days of frenzied discussions and nervous breakdowns I was chosen to head up the team and bring Pendor forward into its fourth iteration. This is both a great honour and opportunity, the mod is massive; being the most downloaded item on the M+B Repository with over 350,000 downloads. But just how does this link into things I was talking about before, and my plans to create Vinland in multiple mediums?