Showing posts with label kay. Show all posts
Showing posts with label kay. Show all posts

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

Wednesday, 1 May 2013

Pirating pirates pirating pirates... or something like that.

Yo ho ho... and a free game?

A couple of days ago, I saw Eurogamer running an article about a company, Greenheart Games,  which made pirates pirate their own games...

It actually makes a whole lot more sense than you would think. Game Dev Tycoon is a game about making games – a game development simulator, and the change they made was to introduce piracy in pirated copies of the game. Essentially this takes the form of a random event, whereby sales will begin to decline eventually making it impossible to run a profit.

Even more amusing is the fact that Greenheart Games have revealed forum posts of people asking how to combat the piracy in their games, with questions like "Guys I reached some point where if I make a decent game with score 9-10 it gets pirated and I can't make any profit”, and even asking if it is possible to research DRM with which to combat this piracy. While the irony here is of course amusing, more important is whether people understand that a mirror is being held up to their own actions, and start to realise that copying games (and other media) really is hurting the content creators out there, and small companies like Greenheat Games in particular.

Whether this will have any impact on piracy remains yet to be seen, however I fully applaud the attempts here, and I do not think that there could have been a better platform from which to do it. I can only wish I had come up with the idea first!


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!

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. 

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, 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

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)

Wednesday, 26 October 2011

The Importance of a Belt Buckle

I write this leading on somewhat from my earlier article “Bringing the Vikings to Life”, as I wish to talk about the experience I have had in injecting detail and description to my writings. Now, firstly my background as a writer is as a game designer, writing either fiction based on a world that I particularly liked or later on writing the script for the adventure itself, either as background lore, quest detail or interactions between the players and the denizens of the land.

Part of this has meant my developing style is very blunt and concise, with a heady amount of action driving the plot forward. Working in such a visual medium as this, it was usually better to leave the optical features to the artists, because as they say, a picture tells a thousand words. Now, that I am writing a book it has come about from frequent critiques that I need to add more detail and atmosphere to the text, as I can no longer rely on the visual feedback from the graphics.

My experiences of this have been widespread, ranging from finding certain aspects really interesting (the weather and environment in particular) and therefore easier to write about. For some reason I find it very easily to properly visualise and then put into words a description of weather and its effects, be it bright sunlight on a mid-summers eve to a blizzard in the middle of winter, however detail of the land is rather more difficult. This is part of the reason for my attempts to get as much visual feedback on the Greenlandic terrain, which led to my discovery of the real Hvalsey in the article mentioned above.

Then there is the part of descriptive text which I find near impossible, and this most likely stems from my own (very) casual attitude to the subject, and that is clothing. I realise that what people wear can be as important to their overall characterisation as their actions, but I find it nearly impossible to connect the two. Does it really matter if Gorran wears a blue tunic or a green one? What about Thorvald’s trousers today? Is it enough that I simply dress up the characters in personality and then let the reader imagine for themselves what exactly it is they wear. I hope so, because this is what I intend to do.

This leads very nicely on to my final point, the nature of novel writing is a very different beast to master compared with script or lore scribbling, and it requires different skills and techniques to pull off; but should I really mould my entire writing style to suit this, or would my book come out as stronger if I write along my strengths rather than weaknesses? Perhaps I should start to concentrate more on Leif’s voyage of discovery and worry less about the shape of Erik’s belt buckles...

Tuesday, 4 October 2011

The Invasion of Dorset


Well the last two weeks have been packed full of different activities, so much so that I simply have not had a chance to sit down and work on this blog as I should have been. Several things have been going on, both in life, in Vinland and in Pendor, for the interests of not spreading this post too thin, and having it go on for 5,000 words I will limit this one to just the former of the three. I have noted down the events for the others, so expect more posts in the coming weeks which will cover those topics.

Two weekends ago I was travelling through the picturesque villages and towns of Dorset working at better understanding that most Viking of activities, the art of drinking and through that enhancing my appreciation for the fine ales of the region. One of the local breweries had put on a competition which required that you visit 20 of their pubs before the end of September, of course we saw this as more of a challenge which had to be accepted, which dutifully we did. Unfortunately on my first visit to the area we only managed to go to one pub having decided we rather liked it and settled there. After this we were all busy until the weekend before the end of the challenge, so had to do 19 pubs in 2 days. Game on!

Based on my experiences during this I now like to think that the Vikings are simply a misunderstood race, each of their crews simply trying to complete their own pub trails albeit on a far larger scale than I and my friends achieved. It is clear that the Irish, the Franks, the Saxons and all the others simply didn’t realise that those burly guys simply brought their axes along as a dark age bottle opener.  

Monday, 12 September 2011

Bringing the Vikings to life!

Location of "Hvalsey" the capital of Viking Greenland
Ok, maybe not quite to life, but I am writing this literally jumping with excitement at the wonders of technology. Now, my friends are well aware that I have been utilising a little trick to write about the wonders of the land in which my Vikings lived, namely in the section on Norway I used Google Street View to jump on the Norwegian roads and actually wander around what I was trying to talk about, getting some really nice descriptions going about the landscape through which they wandered, and the obstacles they had to face. Had I not been able to do this I would have had to splash out several hundred pounds to travel to Bergen and Trondheim proper in order to get a real feel of the land, the Norwegian landscape being so exotic and different to anything I have myself experienced.

Having found this little treasure trove I began to try the same technique on Greenland, but much to my annoyance the people at Google have not yet mapped out the roads there, and as such there is no Street View; the entire map in fact feels decidedly empty (take a look yourself, Greenland is just a white shape on the map). I then began to look up flights to Greenland, planning to do a little research and was shocked at the price (the cheapest was something like £1300). Despairing I began to search all over the place for pictures of the region and found several good ones, but they tended to focus on one thing in particular (most often being Thjodhilde’s little church) and lacked any real details of what the land looked like, and the impact of the background. Now, a good photographer would never just take a picture of a grassy meadow, or of a rocky beach (unless they happen to live in Brighton, in which case those stone seem to be a focal point!), simply because they are boring. To an author however, who lives on the little detail this was a massive setback, as I simply couldn’t envision the settlement of Hvalsey in my mind.

All this changed with a little more exploration, on a whim I decided to pinpoint the exact location of Hvalsey in Greenland, so that I could at least say the size of the fjord on the slopes of which their settlement was built when I had a major breakthrough. Just because Street View didn’t work, did not mean that Google Earth failed entirely, we still have the satellite images. Now I am not one of those people who perused the service at its inception trying to find conspiracy buildings arranged to look like a swastika, nor did I try to find area 51, in fact the only thing I did look at was the massive bomber graveyard in America just because that sounded so cool. I didn’t realise you could zoom, and it would actually zoom in and give you highly detailed shots, I had been expecting just increasingly pixelated shots in which the sea began to look like the mountains which rose of out it.

Eiriksfjord, on the banks of which Erik built his home.
With some searching I found the Inuit (and as such modern Greenlandic) names of the various settlements, eventually discovering that “Qassiarsuk” was the nearest modern settlement to Hvalsey. A little more searching and I found it on Google maps. Great, I had the basic details of the land now, it was a relatively green patch of the normally icy Greenland, with a massive fjord feeding into it through a series of islands. So far so good, this was pretty much what I had expected.

I zoomed in; is that a path? It was. I went in closer, are those ruins? No, they were just sheep. Disappointing, still this was pretty cool so I followed the road, they tend to go somewhere right?

Then, suddenly like a flash I noticed something I recognised from the photo’s I had found earlier, it was a stone wall with what looked to be a grass roof. Could it possibly be? Perhaps.

Then I saw next to it a smaller structure housed within a small wooden fence. I had found it, there was Brattahlid, the home of Erik the Red staring right up at me from the computer screen. Oh the wonders of modern technology!


The circular structure is the wooden fence, at the centre of which is Thjodhilde's church. Right above that is Brattahlid, home of Erik the Red!


 With many, many thanks to the enterprising people at Google!


Tuesday, 6 September 2011

Playing chicken, with a horse

So it has been over a week since my last blog post, and I can only apologise for that. I just came back from a holiday in Wales in which we saw many castles, waterways and best of all sampled many different beers. Now, you may be wondering how on each does this relate to the Vikings and how does any of this fit in with Vinland?

The secret to Viking power?
Well, firstly there was life on the water, clearly this wasn’t somewhere in the North-Atlantic during the mid-winter storms but still one had to consider the etiquette on the canals and generally ensure that you do not crash into the banks, or worse another boat... this is harder than it sounds. On the first day we managed to get wedged up with another boat just outside of a bridge, then a couple of hours later nearly crashed into another boat in what became a rather amusing game of chicken, in which one of the chickens was actually a horse.

Eh, what!? I can hear you exclaim, well a boat was coming right at us, and our pilot was adamant that the oncoming vessel was on the wrong side of the canal and that it would move. Unfortunately he did not reckon with the fact that it was being pulled along by a horse on the towpath. It had no motor and was entirely unable to avoid us, and apparently it is too much to ask a horse to get in the water and swim in order to move the boat aside. Finally seeing the problem our helmsman swerved the boat off to the far side of the canal after having scared most of the passengers nearly to death. He did this not once, but twice. On the same day. With the same boat. 

Thus you will see that life in the water-lane is actually quite stressful, I can only imagine how the Vikings felt when they were not only dodging other boats, but pirates, icebergs, seagulls and the dragons at the edge of their maps. 

Now to become a little more serious for a moment, I took a book called “The Hammer and the Cross” by Robert Ferguson with me on the trip. It is at its heart a exploration into the relations between the Christian missionaries and the Norse heathens, and how the Christians tried to convert the Vikings for nearly 200 years with often catastrophic results. Now while this was interesting, it was the little details that he highlighted which were the most interesting to me, including a very in depth rendition of the buildings found in Greenland which was a major revelation to me.

The Vikings basically lived in bunkers, yes, bunkers! Essentially they had massive houses which eventually reached something like 60 rooms. Due to the lack of wood in Greenland, they tended to be built out of stone and turf, and were built a little into the ground in order to conserve heat. There is far more to tell about them as they really are fascinating structures, but to find out, you will just have to read my book!
 

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...

Wednesday, 10 August 2011

The end of the beginning continues!


Welcome back! I know that I meant to publish this next part last week but with one thing or another it kept being delayed, then with the riots being rather distracting over the weekend and into this week it just kept being sidelined. Without further ado, here is the rest of the planning process;

Last week we left off creating the overview of what each character does, and put them in chronological order. This is essentially the very framework of the plot, in a somewhat readable (albeit bare bones) format. You could actually read this tale now, and be able to understand what is happening but it would not be much fun. The next step is to add flesh to these bones, and do the actual writing that turns a plan into a story.

I
·         Bjarni finds America
o   Bring out the superstitious element
o   Make Bjarni appear a coward to his crew

 Becomes;

A raven black as midnight flapped weakly onto the beached ship and hopped on to the mast which was now leaning on the rocky beach. Its strength left it then, and it tottered and fell to the small stones below, wings outspread in a grisly parody of flight.

“Odin has sent us a warning” murmured Snorri softly, eyes not leaving the corpse

“An evil omen! The gods are warning us that this land be cursed!” said Jorvik, his voice high. The superstitious crew all stepped back from the dead bird and then stood regarding it with their mouths agape. 

Bjarni, still in a trance was once again heaving at the ship, trying to push it back to sea. His crew needed no second urging and added their strength to his. Slowly the ship, timbers being eviscerated under the grindstone effect of the shale beneath uttered tortured screams and slid slowly back in to the ocean.

Now we have the manuscript in rough comes the part I am dreading most the editing phase. It is here that I call up all my friends and beg their help as I am well aware that spelling and grammar are not my strongest suits. We then go through the text with a fine toothed comb and make sure the final copy is readable, and that the messages it presents are those I intended. I bring out my notes on the characters and ask my guinea pi... err volunteer editors for their impressions on the cast and see if the two are more or less the same. From there I intend to get some professional editors involved so as to give me a full critique on what is good and what is not. These criticisms will then need to be acted upon and changes made to the script.

Once all of this is done, I should have something that I actually feel comfortable in selling to the general public, and the book is done.