Wednesday, August 17, 2011

The Man Behind the Mines, Markus “Notch” Persson.


There's been a lot of news lately about the creator of Minecraft, best known online by his nickname “Notch.” As a developer, he's one of the respected pillars of video game culture for being all around decent to his many fans, and with some of the studios out there, the bar isn't set particularly high with regard to customer service. (Yes, I'm talking about you, Sony, EA and Activision.) With the possible exception of Valve's Gabe Newell, I'd go so far as to say that Markus Persson is the best loved industry figure by the vast majority of geeks. With his name in the news a little bit, it seems as though right now is the perfect time to talk about why.

Seeing as how I wore a similar hat and coat throughout college,
I also approve of his fashion sense.

Notch is the founder of Swedish game studio Mojang, and his phenomenal rise to success with indie smash hit Minecraft is well known. (I've even written about it once already.) As a designer and game developer with King.com, Notch had a “day job” working on titles like Wurm Online. What he really wanted to do was to branch out on his own and create something that he could support, and even sell himself. Inspired by Infiniminer from Zach industries and the roguelike game Dwarf Fortress, the combination of procedurally generated block-mining with crafting and monsters in a roleplaying-like setting got him started on Minecraft. Soon after, he quit his full-time job to work on it, a decision that paid off. The success of millions of sales from what started as a personal design project allowed Persson to found Mojang as a company, and to hire a few employees.

As months have gone by, the company has grown, and continued to update their flagship product while working on a follow-up game, an online collectible card game with board gaming elements called Scrolls. Much of the news these last few weeks has focused on Scrolls, as a controversy around the title of the upcoming release erupted online. Bethesda Softworks, the studio behind the Elder Scrolls series of roleplaying games, has had a pretty good relationship with Notch and Mojang. They've been complimentary of each other's work, as Mojang employees are huge fans of Bethesda games and vice-versa. The positive relationship between the companies made it extremely surprising when Notch got a letter from a Swedish Attorney's office demanding that the use of the word “Scrolls” be eliminated from the title of the new game or a lawsuit would be forthcoming.

Yeah, I was just about to confuse this logo with one for Skyrim.

Cue the torches and pitchforks. It is ludicrous that anyone could confuse “Scrolls” with :The Elder Scrolls,” or that use of a single word shared between titles constitutes infringement. Bethesda has been taking a beating in the press over the legal bullying of a much smaller company run by a highly popular developer. In fairness to Bethesda, they are owned by a media conglomerate called ZeniMax that aggressively defends the copyrights associated with their companies, and some of this can be boiled down to a simple overreaction. Copyright law is murky at best, and claiming to know for certain what is legal and what is not is a great way to get into a pointless and frankly boring debate without hope of resolution. What is clear, however, that where there is a case of infringement, a company is required to defend their intellectual properties in court, or forfeit the right to do so later.

While Notch hasn't kept quiet about the situation, he isn't exactly fanning the fires of the angry mob. He's been forthright about the whole thing, saying on his blog that it is “partly lawyers being lawyers, and trademark law being the way it is.” He'd offered before the lawsuit to make assurances that every possible step to avoid confusion between the franchises would be taken, including a promise to never put any words in front of “Scrolls” in the title upon the game's release and in any possible future expansions. Today, (August 17th) Notch further made light of the situation by proposing a “trial by combat” between Bethesda and Mojang, with Quake 3 as the battlefield. Winner take all. I somehow doubt ZeniMax media will go for it, but I appreciate the nod to Tyrion Lannister implicit in the offer.

Casterly Rock approves of this proposal.

Markus Persson also recently celebrated a moment in his personal life with his fans, as he got married on August 13th, and announced a special offer for anyone who still hadn't yet purchased Minecraft. On the weekend of his wedding, a 2-for-1 sale was available on the game, one copy purchased for yourself, and one for “someone you wub,” according to the site. Personally engaging the fan community and attempting to provide some additional content even when personal obligations and the time sink that comes with a one man operation turning into a multinational game studio continues to endear him to geeks. Events like this have converted many users who have pirated minecraft, which has no DRM besides an onscreen acknowledgement that the user is playing with a pirated copy, and lack of access to official update servers.

Notch has been forthcoming about his views on pirating games, indicating his beliefs that major game studios are approaching the problem using ineffective and potentially harmful strategies, while making it clear that he doesn't believe piracy is OK. A member of the Swedish Pirate Party, he's come out publicly saying that “pirated games do not translate into lost sales,” a position that is at odds with most of the gaming (and other media) industries. Though the piracy numbers on Minecraft are high, value is continually added to the game, and the fanbase is engaged on a personal level so that pirates can be converted into customers. As for the pirates that refuse to pay anything, no matter how small, for content, expensive and ineffective tools like DRM won't be a part of Mojang's strategy. In general, those schemes tend to frustrate legitimate customers while doing nothing to stop piracy, and Notch knows it.

Soon to be no longer the scariest thing in Minecraft. I might recommend
Googling "Endermen" for a preview of one of the upcoming monsters in 1.08.

Finally, Mojang has also been in the news about the current release of a mobile edition of Minecraft, the upcoming “Adventure Update,” and the upcoming full release of the transition from Beta to full game at the recently announced MineCon convention in Las Vegas this November. 1.08, the next update and most likely the last content update before the full release of Minecraft, promises to add a LOT of rpg, exploration and combat-type content. A redesign of dungeons, rewards, the combat system, new monsters and NPCs with their own villages are planned for the release. The most significant major content overhaul since the “Halloween Update” that added the Nether or “Hell” dimension, many fans of the game (including me) are eagerly awaiting an official release date. I'm sure that when the time comes, I'll be loading up the game and ready for a full review.
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Tuesday, August 16, 2011

Cosplay and Conventions: Characters come to life.


It is now Mid-August, and for most of us geeks, what we'd call the “con season” is coming to an end. That isn't to say there aren't any conventions of note in the other months of the year, but depending on how you mark it and what type of shows you go to, the annual convention season is the summer months, including San Diego and Chicago Comic Cons, Origins, Gen Con, and Dragon Con (Dragon Con, usually in August, is actually in September this year.) Anime and Video Game Conventions tend to be a little more spread out, with Anime shows scheduled based on region and many of the Video Game conventions turning up from late summer into fall. I've been doing conventions a long time, even running a successful regional show for several years. One aspect common to nearly all of the conventions that geeks love is something I never got into. Cosplay, an amalgam of the words “costume” and, obviously, “play” is a term for designing and wearing costumes based on favorite characters that originated in the anime/manga fan communities.

BelleChere as Dawn, one of her Award-Winning costumes.

Once the domain of anime and comic book fans and the occasional trekkie in a Starfleet uniform or dressed as a Klingon, cosplay now has people turning up dressed as nearly any imaginable figure from popular cuture. Some well-known cosplayers are known for less than flattering costumes, such as Tron Guy or Sailor Bruce (I posted that picture once before, won't make you bleach your eyes again,) and even the terrifying Man-Faye (Google it, not even gonna link that one.)  Luckily for us, Cosplay isn't the exclusive domain of the overweight male geek and the occasional bored “booth babe” paid to dress up as Lara Croft and get drooled over by horny attendees. The hobby itself has attracted quite a few good looking people who are dedicated to the artistry of making costumes and having everything look just right.

Cosplay is also one of the few geek subcultures where most of the notable figures are female. It would be not entirely fair to point out that this is based primarily on physical attractiveness, as many of the best known ladies in the cosplay world aren't just models. Many (though not all, of course) cosplayers research, design and make their costumes from scratch, and the craftsmanship and attention to detail on some of the best pieces is astonishing. From jewelry and the clothes themselves to small touches like intricately designed accessories and realistic (but convention safe) weapons, many of the ladies and gentlemen do it all. Svetlana Quindt of Kamui Cosplay takes her dedication to the hobby a step further, believing that the body is an important part of the costume, and it has to look right. For her best known (many are World of Warcraft inspired) costumes, staying fit is as important as getting the hair, clothing and makeup just right.

Alexstrasa from World of Warcraft in a Kamui Cosplay photoshoot.

It isn't all hot women in skimpy clothing, however. The rise of video game and Western comic book characters appearing at conventions has plenty of men turning up dressed as Iron Man, Master Chief, Link, and several thousand variations of Wolverine and The Joker. Some of the very best of the costumes at the annual Blizz-Con costume contest are as much about performing and moving in whatever costume someone happens to be in as showing a lot of skin or dressing as a sexy character. Video game costumes in general, whether worn by men or women, can often attract a lot of positive attention based on cleverness, sense of humor, and overall craftsmanship. A poorly-made or ill fitting costume just doesn't work for anyone (unless that is part of the gag in a humorous costume.)

Both in Japan and in the United States, there are quite a few cosplayers who are well known enough to have their own fans. In Japan, these “Stars” of the convention circuit and online are referred to as “idols.” Large fan communities have developed around cosplay idols like Kipi and Saya, and the male “King of Cosplay,” Kaname. In the US, quite a following has developed around Jessica Nigri, who gained attention first for her take on a Pikachu costume, and BelleChere who is probably best known for her most revealing outfits as Ivy from Soul Calibur and Vampirella. Depending on the regional conventions attended, there are dozens of notable men and women debuting new outfits and doing photo-shoots.

Famous Cosplay Idol Kipi as Misa from Death Note.

Not everyone is a huge fan of the current state of cosplaying as a hobby, as especially in the US, anything with a component of sexual attractiveness is a magnet for controversy. The primary opponents of cosplay as a hobby fall into two camps. There are the people who believe that revealing costumes and the fan-worship surrounding them contributes to a chauvinistic and immature culture of objectification of women as sexual objects. These people are also quick to point out that a culture that has a reputation for being romantically awkward doesn't do itself any favors with legions of lonely nerds drooling over costumed women perpetuating a negative stereotype. The second group of critics is with the cosplayers themselves, claiming that many who are into cosplay are fans primarily of attention for themselves, and the characters and media they represent come in a distant second place.

Personally, I think complaining about sexuality in geek subcultures is an exercise in futility, and efforts to improve the perception of geeks as a subculture are battles best fought in a different arena. Where negative stereotypes can be dealt with at all (and lets face it, some of those ridiculous and patently untrue misconceptions won't die no matter what,) they should be handled without disrespect to someone else's hobby. Name-calling, in particular the characterization of cosplayers themselves as “attention whores” is the sort of counterproductive behavior that reinforces negative opinions of fans of comics, games and science fiction as socially awkward neckbeards who will live and die as virgins. Be nice to a cosplayer, don't be afraid to ask to take a picture, and above all... look, don't touch.
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Monday, August 15, 2011

Paul – Pegg and Frost meet E.T., as played by Seth Rogen.


I'll start with a declaration of bias with regard to the movie I want to talk about today. I'm personally a huge fan of Simon Pegg and Nick Frost, the projects they've collaborated on before (Shaun of the Dead and Hot Fuzz) are favorites of mine, and unless this is your first visit to the site, you know how much I love comic books and science fiction. So, Paul is a movie that was made with someone very much like me in mind. The degree to which they'd have had to screw this movie up for me not to like it is profound, as I was on board from the moment I heard the concept. I finally got around to seeing it this past weekend, and I can only say that my expectations were exceeded in every way. In the long run, it may not have the timeless quality of Shaun of the Dead, but for first time viewing, I think I enjoyed myself more seeing this than I did the first time round with the British Zombie comedy that made Pegg and Frost household names.

I heard a lot about this before it came out, but it didn't seem to stay in theaters very long.

The setup is so simple that it is amazing that it took so long for someone to make this film. (For all I know, there could be an obscure indie flick out there that is similar in concept, but if there is, I'm unaware.) Two mega-nerds from England go on holiday to San Diego Comic Con as the payoff of a lifelong dream. Clive Gollings (Frost) is a frustrated science fiction writer who had minor success as a teenager but has remained unpublished since. Graeme Willy (Pegg) is his best friend and partner, a talented illustrator who creates images to go with his friend's words that are good enough that the book covers alone should sell a pile of copies, that it, if Clive ever finishes his magnum opus. The friends have an incredible geeky time at Comic Con, and plan to follow it up with a tour of the UFO hotspots of the American Southwest.

The setup and establishment of the pair as likeable characters is necessary for what comes later to happen to characters who are more than just cardboard cutouts (treatment that the rest of the cast doesn't get,) but I'll grant nit-pickers that this first 30 or so minutes almost feels like it belongs in a separate film, as the pacing and storytelling are different from the rest of the movie. Along the road, the guys run into a geek-friendly diner owner (played by Glee's Jane Lynch) and a pair of stock idiot rednecks who immediately take a dislike to the British Geeks. Right after this, the movie takes off, picking up the main plot as the guys drive to the Black Mailbox in Nevada in their rented Winnebago and a pair of headlights is bearing down on them. Fearing that it is the rednecks come to beat them up, they get on the road and are quickly surprised when the lights belong to a car that suddenly flips off the road.

Slackers in a zombie apocalypse, Cops in a police action/comedy/murder mystery,
and now nerds in a Winnebago. These guys are great.

Clive and Graeme investigate, and the driver of the car steps out of the night, unharmed... he is a genuine alien, escaped from a military base. Clive faints, and the alien, named Paul, convinces Graeme to help him out before the people after him turn up to recapture him. Paul is a brilliant piece of natural-looking CGI, well animated and voiced by Seth Rogen. As for Paul's personality, well, if you are familiar with virtually any of the characters Rogen's played before, you know about what to expect from Paul. In this case, that isn't really a complaint, as the charismatic low-key slacker type is a cool contrast to the Frost and Pegg buddy comedy, and he fits into the dynamic well. If it works in making a film entertaining, I won't hold Seth Rogen's typecasting against him.

Cue the cross country buddy comedy flight from the government agents after Paul, led by the serious Agent Zoil played by Jason Bateman with his usual talent for playing quirky characters. Zoil has two new agents (Bill Hader and Joe Lo Truglio) with him who are kept in the dark and sort of goofy on their own... one of them is even a comic book geek himself. The trio work through Paul's backstory, bond a little bit, and then meet a nice girl raised in an extreme religious household who immediately catches Graeme's eye. Ruth (Kristen Wiig), a one-eyed Bible thumping Daddy's Girl, is abducted by the guys when Paul reveals himself to her in the midst of an argument about science and religion conducted through the Winnebago's bathroom door. Eventually winning Ruth over, the group continues north with their pursuers, who now include Ruth's gun and Bible-toting father.
Jason Bateman isn't the only Arrested Development alum to appear in this film, but he has the biggest role.

The film frequently makes clever references to various specific scenes from popular science fiction films and programs, and settles down as an action-comedy that feels exactly like a comedy that is somewhere between one of Rogen's films and one by Pegg and Frost should. Paul breaks one of the cardinal rules of the “alien on the run” film constantly, not seeming to care much if people see him, as he plans to be gone soon, and after all, who'd believe the stories anyway? The supporting characters are entertaining in their roles, including Agent Zoil's boss whose voice is heard over the phone throughout the film, and whose identity is supposed to be a big cameo reveal at the end, but clever sci-fi fans will recognize the voice right away. The pacing of the movie is a little awkward and unwieldy in spots, but it is so much fun that I didn't care.

By the time the movie was over, I'd laughed quite a bit, appreciated the development of the various characters, recurring gags and saw the plot through to its fairly predictable end. There were perhaps a few too many supporting characters for all of them to get their due, and I did frown a bit here and there at how heavy-handed the “Religious people are idiots” bit got played, but overall, this is a movie I not only liked quite a bit, but will probably even go out of my way to watch again. Anyone who is a fan of any of the principal actors will probably like this a lot, as it is more clever than a typical Rogen film and less dry than the other Pegg and Frost comedies. Whether that is an improvement or not on those individual styles of comedy or not is a matter of personal taste.
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Friday, August 12, 2011

From the Trenches: The Unemployment Office and Finding Direction.


Getting a letter from the Department of Employment Security is never fun. They don't write you ever to tell you “Everything's going fine, just checking in,” or “Surprise! You have a job now!” Usually, every envelope from that office contains a week's worth of stress and anxiety. Frequently, the letters themselves are sufficiently panic-inducing, as they seem to be cobbled together automatically by a computer cut and pasting various sections that seem relevant onto a single page, even if the various sections contradict one another. If you need information, the letters direct you to call your local office for more information. This is a bad joke told by someone with a particularly dark sense of humor. For my local office, at least, you'll navigate an automated menu, sit on hold for 15 minutes, hear the phone ring, and then get a voicemail box after 5 rings. This is, of course, assuming the system doesn't just hang up on you mid-call.

I think I'd be happier waiting in lines like this if there were coffee and donuts, and if men still wore cool hats.

Recently, I got one of these letters. It was filled with scary sounding words and cryptic phrases. I'm the sort of person who can puzzle out most legal documents, I've had to decipher written communication from people with terrible penmanship, a limited grasp of language, even mental and cognitive deficiencies which make effective written communication difficult. I pride myself on being able to discern the meaning of all these esoteric and confusing pages of text. The letter I got made no sense. In one sentence it states that it has been found that I haven't worked since August of last year. Further down, it shows my earnings from wages for 4th Quarter 2010 and 1st Quarter 2011. It tells me I am not eligible for benefits, further down it says that a new benefit claim has been automatically filed on my behalf, and yet further it tells me how much I can receive, but only if I contact the local office RIGHT AWAY.

Any hope of assistance online or via phone is foolishness, so I have to prepare to physically go down to the local office. I've been down there once before when a clerical error told the State that I'd never worked at my last job, so I was dreading the process. The office is crowded, dirty, filled with people who are stressed out, worried and confused. Not a single person in that building, staff included, seems pleased to be there. The atmosphere is one of desperation, shame, sadness, a resignation to the idea that things are bad and don't seem to be improving any time soon. I was prepared for a long wait, a confusing time explaining what is going on without really understanding it myself, and possibly wondering where any money is coming from in a few weeks. I looked around the office, saw all the other people there, many seemed vaguely uncomfortable, as though they felt guilty at anyone, even someone else going through a rough patch, seeing them there.

Not a fun door. Even less fun than the DMV, but it beats starving.

I am pleased to report that this particular story had a good resolution for me. The wait was shorter than I'd feared (meaning I overpaid for parking) and I explained my situation to one of the most competent and friendly people I've ever met dealing with this agency. Several moments on the computer, and I was told: “You're all set.” My eyes bulged from their sockets in surprise. “There will be a wait week where no benefits will be paid, but after that, you'll receive more.” Turns out, the cryptic letter was based on something called a benefits year, where the government has to recalculate benefits based on a more recent period of wages. If you made more in the more recent period (as I had,) you've paid more into the system, so they have to pay more out to match. I left the office with the weight of the world lifted from my shoulders.

In the time I've been out of work, I've applied for hundreds of positions. I've tried every field I've had experience in, every related field I could think of, and had friends and family keeping an eye out and an ear to the ground. I've tried to get in to new fields such as private investigation, process serving and warrants. I've written in for jobs I knew I wasn't qualified for, and others I knew I was overqualified for. The only up-side to the complete lack of response has been that I haven't had to waste a ton of expensive fuel to run the car out and about. My diverse set of experiences and skills in some cases works against me, and I've been searching for that one position that uses all of them and I think I may have found it, but getting this job will be the most difficult thing I've ever attempted.

With a background in improvisational acting, convention management, employee supervision and training and crisis intervention, it seems like there isn't a single job that could possibly use all those skills. I've also taken between one and three years training in the following languages: Spanish, Japanese, German, French and Russian. I can barely speak a word of any of them having not used them in nearly a decade, but I pick up foreign tongues quickly. I wish I'd thought of this sooner. Yesterday, I registered for the exam for the US State Department's Foreign Service Office – Public Diplomacy Division. I am going to start the process to become a diplomat for the United States. I've read a lot about the qualities they look for in a candidate, and they describe me nearly to the letter.

I don't think I can count decades playing this game as "relevant experience,"
but damned if I won't use skills practiced whilst playing.

I have no illusions about how difficult this will be. This is going to be the ultimate test of everything I think I'm good at, and that is scary. I will not be surprised if even after weeks of preparation that I find that I'm not ready. Jobs in the Foreign Service tend to attract a lot of people just like me, well-read in a lot of areas, fairly bright and personable, with a wide range of skills and talents. The competition for a spot isn't against a pack of directionless young folks looking for their first job, some of the people I'll be up against will have degrees in political science, sociology or economics. I fully expect to be smeared on my limited proficiency with the languages I've studied. I need to brush up on US policy, economics, current events, terms and practices concerning media... I've read some sample test questions and tips on surviving essays and oral interviews, and what I've seen terrifies me.

However, even if I don't make it the first time around, this is what I want to do. This might answer a part of the question I've posed to myself from the first day I started this blog back in February. “What do I want to be?” "What's Next?"  It took me almost six months to figure it out, now I have just under two more to prepare for my first opportunity to make the cut. If I could coast through completely on by verbal and written communication skills (which are decent,) it wouldn't be so scary. That's not enough. I have to review all my training materials for Verbal Judo, which is the program that got me through working with troubled kids and generating voluntary compliance with words. I have a LOT of reading and studying to do. Best get to it.
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Thursday, August 11, 2011

Rippers – A “Cyberpunk” Twist on Victorian Horror Adventuring for Savage Worlds

This coming weekend, I'm getting back to running one of my very favorite tabletop RPG campaigns. I've talked about Savage Worlds before, but in preparation for my review of the new edition of the core rules that released at Gen Con, I want to give one setting in particular the full treatment, rather than the mentions in passing it has warranted in previous articles. I've described Rippers many times as “Van Helsing meets the League of Extraordinary Gentlemen, if either of those movies had been good.” It is a monster hunting and slaying take on Victorian Horror gaming, but with an emphasis on action and adventure over experiencing fear. The twist on the setting is the “Rippertech,” a sort of unholy science that implants parts of defeated monsters into heroes who need the extra “edge” to oppose the forces of evil. This mixture of weird science and supernatural power is at the center of the Rippers setting, and it lends a little dash of cyberpunk to what might otherwise be Victorian Horror by the numbers.

Lots of werewolves, vampires, and other classic movie monsters here to be fought and stripped for parts.

The setting holds that there is a gathering darkness, and that werewolves, vampires and Count Dracula himself are very real. Exposure to these beasts usually means death for the unwary, but the mysterious Dr. Jack found not only that the beasts had weaknesses, but that their power could be turned against them. The creation of potions, powders and implants called Rippertech was pioneered by Dr. Jack and some of the greatest minds of a generation including Dr. Victor Frankenstein, Dr. Moreau and Dr. Henry Jekyll. An organization using Rippertech, blessed prayers, sorcery, mentalism and good old-fashioned weaponry to destroy the growing supernatural menace was founded with Dr. Jack and his good friend Abraham Van Helsing at its head. That is, until Dr. Jack went mad along with his best students, and they defected to the other side, organizing an army of monsters and depraved cultists into the Shadowy Cabal.

The Rippers is comprised of seven Factions, six major and one minor. The Rosicrucians practice Enochian sorcery and have turned from the study of Rippertech as they saw what it did to their founder – Dr. Jack “The Ripper.” The Brotherhood of St. George also eschews the technology, as a loose organization of religious figures around the world who trust in spiritual power. The Old Worlders are Led by Jonathan and Mina Harker, and they watch over central Europe, the traditional seats of power for Vampires and Werewolves. The Witch Hunters focus on tracking and destroying cultists and evil magicians and are led by the puritannical Serious Chapel. The Slayers are the faction that is most likely to use Rippertech, originally a society of Vampire Hunters led by Van Helsing. The Masked Crusaders are a group of costumed adventurers and gadgeteers, mostly American, led by The Yankee. Finally, there is the small group called Frazer's Fighters, who are based in Egypt, holding back the mummies and other terrors from the sands.

A typical Ripper hero, complete with strap-on Wolverine claws,
in case the Hugh Jackman/Van Helsing connection was lost on anyone.

One of the other unique things about this setting is the creation and maintenance of the player's Lodge, which is founded after a few sessions of play (at Seasoned Rank, for those who know the system.) A base of operations is selected and outfitted with various facilities and staff, and the monthly maintenance of this “home base” is financed through wealthy patrons, some of whom may be the play characters themselves. Each of the areas that can be improved has in-game benefits and many missions will be dedicated to staffing or securing funding for the local Lodge. The Lodge also comes into play with the Take Back the Night strategic system which handles what all the NPCs recruited to the cause are doing in the long-term struggle against the Cabal. NPCs may fight and die to hold back the darkness, or in their triumph, it may be defeated, so that the scope of the Lodge's responsibilies may be increased beyond the local level.

The book comes with a Plot Point campaign and a system for allowing the players to direct what happens next, whether they want to hunt for a monster for better Rippertech, recruit new members, or handle social obligations to keep the coffers full. Victorian morality and status are modeled in points that are easy to lose for being seen carrying weapons or being rude when in the view of “those who matter,” and hard to regain (you can marry well, or attempt to gain the notice of Royalty.) The small adventure tempates are designed to be slotted in at GM discretion, like many plot point campaigns, a little improvisational ability is needed to fully make use of the material and give up some of the control over what happens next to the players. The group will travel the world, from London to Egypt, through Prague and Germany to the United States and beyond. A campaign will cover years of great change, wars and revolutions and a World's Fair held in Chicago. Society engagements or border crossings can be just as fraught with danger as fangs and claws on a foggy night, as the main plot has the heroes tracking down their Organization's missing leader, Abraham Van Helsing.

Cover Art from the Rippers setting/campaign book.

There are full-length adventures and a companion sourcebook available on RPGNow and Drive-Thru RPG as PDFs, and I highly recommend the companion for rules on Gypsy Curse magic, a revised Take Back the Night system and the Frazer's Fighters rules at a minimum, plus lots of new rippertech, items, monsters and adventures to flesh out a campaign. My personal home group consists of a Scottish Lord, a female Tomb Raider/Egyptologist, a German Rippertech Surgeon, a blind French Novice (Catholic Nun-in-training,) A Gadgeteer Hero with Electrical powers based on his work with Nicola Tesla, and a mysterious Gypsy Fortune-teller. (Yes, this particular gaming group is an even split, player gender-wise.) I highly recommend GMs who are interested in this setting to make a long list of named NPCs, as you'll need them to fill in when you have to fall back on a random adventure generator to not make the results bland and generic, and the NPC Rippers who achieve triumph or glory while Taking Back the Night are more dramatic with personalities and names.

If you like the idea of the setting, but aren't really into the tabletop RPG thing, there is a Facebook game, and a setting book for using the Savage Worlds combat system as a Miniatures Wargame, though the RPG and the minis sourcebook have little crossover outside of shared history and a few characters who have statistics as hero units. Personally, I'm perfectly happy with Rippers as a setting for a home campaign. I am getting a lot of use out of my Ravenloft Masque of the Red Death Materials for rounding out the alternate history aspects, and got to work in elements of the book “Devil in the White City” for our Lodge's trip to Chicago, an inevitability considering that is where we're all from.  Saturday Morning, we're back at it.

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Wednesday, August 10, 2011

Eureka – More Science Fiction TV Gone Too Soon.

The news in the last week that SyFy has reversed their earlier decision to order a shortened sixth season of Eureka has people up in arms. I want to talk a little about that decision, the controversy and the show itself. Normally, in this kind of article, I could predictably be expected to play Devil's Advocate, tell the nerds raging on the internet that there's another side to the story. I won't be doing that. It isn't that I don't understand the other side. I get it. A show like Eureka is expensive to produce at the standards of quality its audience expects, and business realities sometimes force decisions such as whether to do the show with a budget that means it can't be done right, or to not do it at all. We've been given this bill of goods before, and this time, I'm not buying it. While I appreciate that it is more complicated than “people like it, ratings are good, so keep it on,” the explanation we've been given does not satisfy me. More on that later.

Group shot of the first season cast of Eureka. (Did I mention the show is streaming on Netflix?)

Eureka is a quirky show about a town in the United States (Eureka, Oregon) where the greatest geniuses the government and corporate sector could find live, work and share ideas. The central character is Sheriff Jack Carter who is neither scientist nor genius, but who was recruited from his work as a U.S. Marshal because his common sense, ability to connect with people and dedication to his work allow him to find the simple solutions that great minds think right past, and the town is safe. Many of the episodes concern a device or other dangerous technology or discovery that threatens at least the town, if not the world, and the investigation and research required to stop it before it is too late. Subplots involving Global Dynamics, the corporation that employs most of the citizens, and threats internal and external tell a larger story arc across the seasons.

The cast has counted among its recurring actors many geek favorites, and the leads are sure to be much loved for years to come for their work on this show. The two principal characters, Sheriff Carter and Dr. Allison Blake, who is first introduced as a Department of Defense liason to the town, are played by Colin Ferguson and Salli Richardson-Whitfield. The supporting cast includes Joe Morton, playing Dr. Henry Deacon, Erica Cerra playing Deputy Jo Lupo, and Neil Grayston playing Dr. Douglas Fargo. Over the years, the show has employed the talents of Matt Frewer, James Callis (played Gaius Baltar in BSG,) Wil Wheaton and geek sweetheart Felicia Day. The cast is able to consistently strike an unusual balance, pivoting between light-hearted comedy and the menacing weirdness of horror-tinged science fiction.

Nothing against the leads (pictured again, below) but the supporting cast
really brings the spark of genius to a show like this.

The cancellation announcement was handled in a particularly cowardly and unprofessional manner, with much of the cast finding out about the decision from fans who had seen the press release. The series will be forced to tie up all loose ends after being assured of an abbreviated sixth season to do so in only a single episode. [UPDATE:  Moments after I hit "publish", I saw a tweet indicating that SyFy would be giving the show's creators one more episode to wrap things up. Not satisfied, but credit where it is due.] The actors and producers are attempting to put the best face possible on the whole situation, attempting to demonstrate that they are more professional than the people who just put them all out of work are. Often, some of the blame for sci-fi TV not making it lays with the fanbase, who stop watching, stop talking about it, the ratings just aren't there. This was not the case for Eureka, as it was consistently one of the highest-rated programs on the SyFy Network. In the end, it came down to price.

We've heard this excuse before, and here is why that explanation does not satisfy me. The valuation for how much a television series should cost has been skewed over the last 15 years by the rise of a TV phenomenon that was interesting at first, but has formed the core of the most vapid and pointless “entertainment” on television. I am, of course, talking about the reality show. Network Executives love "reality" TV, as the shows are cheap to make, requiring no scripts, sets or special effects, and on many of them compensation for the principal “actors” isn't anywhere near what actors in scripted TV make. Is this what we want? Losing original, clever programming for more Jersey Shore, Real Housewives and Ghost Hunters? (By the way, I was a ghost hunter, and those guys are full of shit.) Reality TV, supernatural soap opera clones and professional wrestling now dominate a network that was once a great center for geeky TV. Their "rebranding" shows the lack of respect for their traditional fans, decisions like this add insult to injury.

Our principal stars of the show, Sheriff Carter and Dr. Blake. 

There is an intellectual arrogance among many of us geeks. We consider ourselves better than the unwashed masses that don't know how to fine tune settings on their personal electronics or effectively use Google to answer basic questions. We scoff at American Idol and the Bachelorette, but increasingly, we find the things that we enjoy are in the past. Internet “Save the Show” campaigns haven't worked in years, and I find myself thinking, watching and writing about television that has been cancelled way more often than I write about current shows. The things that we, in our arrogance, consider to be worthy, are going away and being replaced by a douchebag who calls himself “The Situation” making millions for being a tool on national TV. Thing is, I'm mad and I don't have any better ideas than any of the rest of us. I'm here preaching to the choir, and complaining on the internet.

The only way out, as far as I can see, is to stop supporting FOX, SyFy and the major TV networks who pretend to offer what we want, and then take it away. Anyone who, like me, is out of work has heard about “tough decisions” and “fiscal realities” before and we aren't satisfied with that being sufficient reason to lose something valuable. It is short-sighted and destructive, both in the job market and in the entertainment industry. We need to support up and coming projects free of the network and studio systems. Stuff like Felicia Day's webseries The Guild and Joss Whedon's Dr. Horrible's Sing-Along Blog, and encourage other writers and performers to make more of that. We need to use our command of the internet and social media to make people aware of these projects, make them wildly successful, support advertisers and companies that get behind making something of quality, even if it costs a little more. That is, unless someone has a better idea. We could use the big brains of a town like Eureka right about now.
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Tuesday, August 9, 2011

Roguelikes: The RPG Ancestors of Diablo. Free, Complex... and still relevant.


With the release of Diablo 3 on the horizon, I've done a lot of thinking. Some of it has been about the recent controversy regarding a persistent internet connection required for even single player, and the in-game shop where players can buy and sell in-game items for real money (Blizzard takes a cut, of course.) These issues are important to the geek community, but there is little I can say about those at this point that hasn't already been said many times by many other people. What the bulk of my thoughts has turned to is the history behind games like Diablo and Torchlight, from humble origins as games nearly as old as I am to the current state of massive releases that can inspire Geek Holy Wars like the one that rages on as we speak. Before there was Diablo, there was Nethack, and before there was Nethack, there was Rogue. These early descendents form a subgenre of RPG gaming on computers that is easily overlooked, which is a shame, because nearly every game in the category is free.

Rogue, text symbols only edition. I played this on my Palm Pilot years ago.

Rogue is remembered for giving the name to the category of RPG that it spawned, though when it released in 1980 it wasn't actually the first in its subgenre. The “roguelike” games are characterized by permanent character death, turn-based movement, typically text, ASCII or simple tile-based graphics, and randomly generated content for maximum replayability. “Random” is sort of a misnomer, as a truly random dungeon would inevitably have unplayable features like rooms with no possible way through, stairs or doors that go nowhere, etc. A more correct term is “procedurally generation” where content is randomized with a pre-set series of rules in mind making the dungeons and their inhabitants playable, if not necessarily “fair.” The first game in the roguelike genre was on the Apple II in 1978, called Beneath Apple Manor. It is worth mentioning that neither of the men developing Beneath Apple Manor or Rogue knew about each others' projects while making their games.

Early roguelikes were different from purely text-based dungeoneering games in that they had graphics, after a fashion. Symbols drew out rooms, the player was represented by the “@” symbol, and all manner of foul creatures from rats and slimes to vampires and medusae were typically represented by letters roaming the procedurally generated dungeons. Gold, food, armor, weapons, torches and magic items found in the dungeon all have their own symbols, and typically treasure is nearly as dangerous as the monsters. Items may be cursed, potions actually deadly poison, unidentified scrolls may have unpredictable effects... between the traps, creatures and rewards, sometimes the life of a character in a roguelike game is short and extremely unfair.

NetHack displaying a simple tileset translating the ASCII graphics to simple  image tiles.

Later games improved on the formula and added shops, more character options and depth to the gameplay. Angband, which was heavily influenced by Lord of the Rings, and Hack were early standouts for addition of new and fun features. Hack was followed up by NetHack (the Net added to refer to UseNet groups that distributed new versions of the game,) which enjoyed continued content updates from its original release in 1987 through 2003. In addition to refining the mechanics and systems behind this style of gaming, graphical tilesets became popular. A simple front-end could be added to the base game to translate ASCII symbols into specific graphical tiles to improve the graphics somewhat, though many players prefer the extreme “low-fi” option of playing without a tileset.

I'd be remiss in not mentioning a further offshoot of the roguelike genre that really deserves an article all its own. Dwarf Fortress (full title: Slaves to Armok: God of Blood Chapter II: Dwarf Fortress,) is, along with Infiniminer, the direct inspiration for Minecraft. Dwarf Fortress combines roguelike graphics, procedurally generated worlds and turn-based gameplay with city-building strategy in a uniquely complex and difficult game. Dwarves dig into the ground or mountains, fashion goods and living spaces, encounter and trade with or war upon other races, and have to deal with threats to survival that range from monsters to starvation and insanity. Someday, I'll be ready to give this game the sort of full writeup it deserves, but despite many hours of trying to get the hang of it, the learning curve has defeated me several times. I have time, however, as even though the game started development in 2004, the most recent update in March 2011 is still an early alpha stage of a game still being worked on.

Dwarf Fortress with a Tileset. Civilizations, trade, economy, even gravity
and erosion are modeled in this ludicrously detailed game.

Though I've played every game I've mentioned in this article with the exception of Beneath Apple Manor, there has been one in particular that has grabbed my attention. As I've said before, I love zombie gaming. Most roguelikes are fantasy, swords and wizards, but my current favorite doesn't have any of that. Rogue Survivor is a zombie apocalypse survival simulation where “treasure” is food, weapons, medical supplies, and fighting is necessary occasionally, but most of the time... you run and hide. There's a lot of work left to do on this game, but in its current state, it is a blast. Your survivor gets skills like “light eater” to consume less food, “hauler” to get extra inventory space, “leadership” to get others to follow, and you get a new skill each time the sun rises.

Rogue Survivor puts you against the constant threat of zombies, the need to scavenge for supplies and find a safe place to sleep. In addition to zombies, skeletons and zombie masters, players need to stay on their guard against biker gangs, other hungry survivors willing to murder for food and employees of the sinister CHAR Corporation. Exploring residences and stores can get some basic equipment, as can picking through what is left over by those unfortunate enough to be cornered and killed by undead. You can barricade buildings, explore the sewers, race to army supply drops when food gets short, hide your cache of goods from other scavengers... There is a lot of depth already in the unfinished version of the game available right now. My personal best time so far is 13 days, when my hardware store base was found by 2 zombie masters, a zombie lord and 5 shamblers and I died with an empty shotgun and six of the eight creatures at my feet.

A public park littered with corpses, a street with cars aflame, and a nearby
skeleton ready to attack in Rogue Survivor. 

Open source, free and infinitely replayable games with constant content updates that have inspired some of the greatest computer games of the current era. Roguelikes are unique in that the existence of the games they inspire doesn't make them obsolete, or any less fun. Most of them are labors of love from a single programmer/designer or a very small team, and I think that a lot of them will never be completely “done”. The time investment from character creation to probable death in a lot of these games is short, with the exception of dwarf fortress. These aren't 30 hour epics, but there's no padding to the content. It is pure, undiluted gameplay. You'll die and curse, and restart again. I'll play Diablo 3 when it comes out, but I'll almost certainly play my roguelikes long after I've become bored with it.
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