29 March 2013

Halo. Landfall by Neill Blomkamp

Neill Blomkamp.
Director.

This is compilation of 3 videos released by Bungie prior Halo 3. All those shorts were directed by Neill Blompkamp as preparation for Halo movie. The movie was cancelled, but Neill kept his pace and created District 9, almost a documentary about alien landing in Johannesburg. 
Those shorts were meant to be a promotional videos. But instead the offered different, gritty approach to usually shiny Halo universe.

I love it. I hope you to.  


Destiny. The new trend in FPS genre?

First person shooter as computer game genre has faced many difficulties and crisis. Both critics and gamers gradually became frustrated with waves of enemies spawned by script and claustrophobic close quarters with undying character. Different companies and game designers offered different solutions.Just to name the few:
Crysis went on the road of putting super abilities against superior numbers and toughness of opponents.       
Battlefield carries on with classic FPS approach but concentrates on realism and team work.  
Halo sticks to its guns, high-adrenaline firefights and great balance between the powers of player and map limitations.  
Far Cry got stuck on the island with re-spawning pirates and does not actually offer anything new.   
Ghost Recon offered us drones to control but limited maps to superiority fight against blind, deaf and suicidal enemy.  
Gears of War still lives in the time of Napoleon, where bayonet in the face is an ultimate solution  
Bioshock was perhaps the closest game to this trend, allowing us to evolve on spot and unlock new powers and abilities.  
However on  the other side of market, in RPG corner, games like Fallout and Mass Effect have changed their approach to firefight: skills, abilities and character's luck have greatly changed the way combat plays out. At the same time those games made their graphical and combat part as good or even better than those big FPS brands. That  is where future for FPS genre going to be, IMHO. Perks, abilities and skills will change the way player fights and will improve one or other style of play. Frankly, it already been done and tested in Call of Duty: Modern Warfare. From there it will get more popular as future big hit Dust 514 and Destiny will show.

This video gives a glimpse of three distinct classes of Destiny's world: Titan - the armored soldier, Hunter - scout and bounty grabber and Warlock - the ultimate space Wizard, as well as our enemies. I believe that each one of those classes will have unique set of skills and abilities to amplify each character's style and powers. Perhaps, Star Wars: the Old Republic will face tense competition from Destiny.


You will be right if you say that we heard it all before from countless FPS and online games. Yes. But not from Bungie. That company has a very high standard.




28 March 2013

Rayne.


Sod off!! I'm on my f**£$% LUNCH!!!
Blood Rayne.
Most over-pimped vampire of all times.


Games Workshop vs. the World

Every now and then I hear  from fellow gamers in private conversation and online rants how bad and greedy GW is. I must admit, these cries of pain have their point, and I do share some of the less-than positive opinions about how GW handles its clients, their policy towards certain games, competitors and retailers. However, in this post I will try to remind why we, as gamers and human beings must be grateful to Games Workshop.

First of all, Games Workshop  as company a  should have ceased to exist at after 5 years of operations.
Reason? GW  as a business became trapped in high licensing fees for games like Dungeons and Dragons and multiple computer games, while sale figures were declining. By trying to grab every bit of gaming market company almost went bust. GW at that point (1976-79, I believe) was saved by Citadel, paints and accessories company which bought large packet of shares thus providing vital money influx. That save the company from bankruptcy.  

GW's management, was replenished by "suits", and "geeks" were forced to step down. They might have had  misty-eyed understanding of games and rolling dice, but lost the battle to those who knew rules of the money-making game. Ironically they were helped by company who was selling support products. If that would not happen, we would not have a hobby in the first place. (I re-tell this story from one of my well-informed source inside of the company. The official history is much more shiny.)   


Next strategic move of GW made our beloved hobby into what we know today: shops as hobby centers. It is best seen in UK, and probably less around the world. GW shops are first of all game hubs, where people gather to have a game, socialize and thanks to friendly and professional staff buy more toy soldiers. Three main products, three distinct universes and lot of room to play and most important friends to share the hobby.


Games Workshop opening day at 1 Dalling Road, Hammersmith, London, in April 1978.
Source: Wikipedia
I strongly believe that social aspect was the main driver behind GW success. Sales were coming after, as a need to compete, share games and have fun demanded more toy soldiers. Secondly, those who grew up and left the hobby in search of job, marriage and  other game non-relevant stuff, brought their kids into GW hobby. I can bet my hat, that those kids will do the same when they reach the age of their parents.

On a grand scale, GW products are known all over the world, thanks to hobby centres/shops and the vibe which they have and still do spread. Thanks to this, after 25 years of such practise, table top games are well established time passing and multi-billion business. You can walk in any shop from Nottingham to Los-Angeles or Tokyo and you will find someone who would like to play with you.

Third thing we, as human beings, should be grateful for: quality of GW products.


To make matter simple look at those two pictures. One on the left is a simple toy soldier, on the right Space Marine. Notice the difference? Before the arrival of GW and their Space Marines, Elves, Orkz and Hobbits our ancestor were playing with that on the left.

Guess what? There were no rules. At all. But now we can discuss the higher math and probabilities as well as curse the dice for not giving us desired victory.

So thank you for that Games Workshop. Thank you for giving us 25 years of gaming and excitement. 


    

22 March 2013

Game designer: Richard “Lord British” Garriott


It is a rare chance when hero of your story can describe both his past achievements and current mega-project in a matter of 5 minutes. So, let me introduce you to Lord Richard "British" Garriot, author and designer of mother of all Massive Online Role Play Games - ULTIMA. On the other note, in preparation to his new project "Shroud of the Avatar", he released a controversial statement that, I quote:
"I think most game designers really just suck, and I think there's a reason why. It's really hard to go to school to be a good designer. If you're not a good artist and not a good programmer, but you still like games, you become a designer, if you follow me. You get into Q&A and often design..."

Ironically I found his interview with PC Gamer  just after I posted about job in InnoGames and got all philosophical about my career prospects. Thank you, Mr. Garriot, now I know that I suck, and I will dedicate the rest of my life to proving you wrong. However, man with his achievements can allow himself a bit of honest arrogance, especially if he's actually got quite a point there:
“And the most valuable part of creating a game is the design, which the programmers are technically executing. And they’d be happy to just execute some of them. But in my mind, most artists and programmers are just as much of gamers as the designers, and I usually find in my history that the artists and programmers are, in fact, as good of designers as the designers. They’re often better, because they understand the technology or the art.“So we’re leaning on a lot of designers who get that job because they’re not qualified for the other jobs, rather than that they are really strongly qualified as a designer. It’s really hard to go to school to be a good designer."       

Really? Most of game designers have not got a schools of game design to attend! They learn from films, writing, programming, world creating, modding other games, stealing ideas and mad sleepless trips on LSD and alcohol just to get things done by the deadline. Do I even have mention the strain of mundane life, bills, children and social obligations?

"I really push my team on how to make a scenario map. How do you really think about the whole thing holistically, to go, ‘yeah, it’s fine to wander through and kill a few things and get a treasure at the end, but why? What’s your motivation for being into it? What are the side stories? If you have these characters in there, what were their lives before they showed up on this map? If you didn’t think of one, go back. Do it again. I want you to know it.’”

Frankly, it would a blessing to work under him. Lord Garriot is a visionary and demands others to have or share vision with him. But in most cases game designer is facing a unrecognizable mumble of subconsciousness  describing how cool this game should be. Now we hire you to make something out this mumble and let us make loads of money. If you don't make it by next Friday it will be your fault and we would have to find someone cheaper to do the job. 

Game designers, IMHO have two distinct categories: the Digger and THE Architect. 

Digger does the dirty work: maps, individual quests, parts ans concepts. All those skills could be learned and practiced.

The Architect runs around with a majestic vision (as Mr. Garriot for example), he is GOD, he sees every detail, every strain of game DNA, he knows where player is going to do, how and why he will do it and what he will feel inside of his doomed soul. The Architect demands from the poor Digger to rise to his level o thinking, without the pay rise. Can those skills be learned? No. It's a talent. So I suck again. And if you read this so far, so do you.      

In conclusion, check his video on Kickstarter, there the majestic Lord Garriot describes what he has done and what he is going to do with the newly acquired $1 million. In short, he will make a most brilliant MMORPG game ever. I wounder if he is going to space again? Just to make sure that we all, you know ... 



Dream job description

Innogames, company behind the the Best Strategy Browser MMO of 2013 -  Forge of Empires has a job offer. Dream job for someone I guess. I read that and and Dostoevsky question goes through my head.

Am I good enough or...


Game Designer (m/f)

InnoGames, based in Hamburg, is one of the leading developers and operators of online games with more than 100 million registered players around the world. We have been characterized by dynamic growth ever since the company was founded in 2007. In order to further expand our success and to realize new projects, we are constantly looking for young talents, experienced professionals, and creative thinkers.


Your Tasks



  • Development of game processes
  • Drafting new game features and game events
  • Drafting the menu navigation
  • Balancing game contents
  • Drafting game texts
  • Documentation for developers and graphic artists
  • Actively monitoring the market and analyzing the competition

Requirements



  • A degree (e.g. in media informatics or business informatics), or comparable training
  • Comprehensive knowledge of and demonstrable experience (through work experience or projects) in the field of game design
  • A good understanding of mathematics, and a distinct ability to thing logically
  • Basic knowledge in graphics software and programming
  • A passion for online games (browser, mobile)
  • Profound experience in playing browser games, and knowledge about the games market
  • Knowledge of good menu promt and user guidance
  • Very good knowledge of English
  • A high degree of individual initiative and commitment
  • Good communication skills, and the ability to work in a team

We Offer



  • Constantly new challenges and projects in a sound and constantly growing company with flat hierarchies
  • Responsibility and creative tasks, including a high degree of professional freedom for your own ideas
  • A very good atmosphere in an intercultural environment, focused on teamwork
  • Flexible working hours (core time 11 a.m. to 4 p.m.), and many team events
  • Supporting and contributing to the company retirement arrangement
  • Further training on a regular basis, and a flat rate for reference books
  • Supporting your move to Hamburg (e.g. through temporarily staying at our company apartment, and allround support if moving here from abroad)
  • Funding your parking spot on the premises, or your ticket for local public transport
  • Preventive health care
  • Creative breaks, e.g. during table soccer, at the PlayStation, or in a beach chair outside
  • Complementary soft drinks and fresh fruit for all employees

Taken from here: http://corporate.innogames.com/en/jobs/offer/job/show/Job/game_designer_mf.html

20 March 2013

D30? D24? One dice for all rolls?

 Mr. Zochii continues to amuse me. One dice for all your gaming rolls? Is it a bit overkill?




The right dice for the job

I roll my d6 and d10 and d20 with very uneven luck. It either critical hit or critical fail. Very few results are in between. My mates have noticed that, and on some occasions asked if my dice were loaded. Nice, friendly question indeed.

The other thing is range of possibilities and understating of this. Until some point in gaming addiction life you hope for the best roll, and don't really care whether your dice is capable of delivering it. You may even have some lucky dice which would roll more 6 or 20 than any other dice.

Why? Because they are "lucky"? Really? May be they are made with flaw, which makes certain rolls more probable than other? Well, i have to say thanks to Anatoli's blog for link on those two videos. Louis  Zochii (i've probably spelled that wrong :)), one of the pioneers of dice production speaks and compares quality dice and cheap dice of his competitors. Even if that is just an advert, his marketing skills and competence is astonishing. He also compares casino dice, and their standard with mass marketed gaming dice, and explains why dice should be quality made and give equal chance of rolling any number on the side. In the end Mr. Zochii shows a quirky dice trick.  





   

Sarah.


It is hidden somewhere in man's genetics. Protect the women at all cost. We may die, but they will carry our bloodline into future. No matter what culture, race or language we speak, man will share this feeling passed to us from countless generations before us. Instinct if you wish, an animal one.

So artist (game designers included) have played on this simple thing for ages. Bypass the brain, put the lady into a kill zone and strong emotions are guaranteed. Make woman a predator, or a prey, or combination of both and it will work thanks to mother nature's imprinting.



       I remember re-playing mission in Starcraft, where Sarah is being swarmed by the Zerg, over and over again. Somehow, I could not believe that there was no other option than leaving her to the Swarm. I was 14, I think. No doubt the trick Blizzard used have worked. And you know what? It still does.
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17 March 2013

The Great and terrible Warhammer 40000

This post was intended to be a collections of criticism and general whinging about 40K and flaws, remorseless greed of Games Workshop and so on. I will probably get there, but if you have been affected by this hobby you probably know it yourself. 

However, during preparation I have made some interesting discoveries or observations if you like.
Rogue Trader, the initial first version of 40K was intended as mission-based small-scale skirmish game. Player would play narrative scenarios and Game Master would unfold coming events.That was the plan of course... :)

On the game mechanics side, 40K suffers and interesting combination of several layers of editions and visions of how game should be played. Born as small scale game, where Space Marines and other units were acting as individuals, it relies on the generally same mechanics as its fantasy brother Warhammer. Of coarse it had to drop big units movement, flanking and charging, but managed to retain bonuses for two close combat weapons or extra attacks for charging. Warhammer, ideologically looks up to D&D system, but  retains its core as a unit-based system, where individual models and heroes act as bonus to number of super cool hits and mega weapons of unit, an organized cell of army.  

40K on the other hand is trying to take Warhammer base and develop it into a fast-pacing hero-based blockbuster, where a single hero has a chance to land a war winning hit. Which is not only unrealistic, but quite slow and ridiculous when you roll hundred or so dice just to find out how many Orks managed to get close to a well defended bolter position before Guardsman woke up and started to fire. Until current 6th edition, 40K preferred close combat as main way of determining the victor.

Flames of War, despite its hugely complicated system of internal special rules, historic background ect. became popular thanks to its relatively elegant system: assault is rolled on one dice per unit, ranged is rolled in "to hit" and firepower test. That is an essence of huge, industrialized and massed warfare, where single life is irrelevant. That is what Apocalypse should have been, but none risked changing the system, and we still counting number of shots and punches in the face. All six thousands of them. Humble attempts to modify this in Epic and Warmaster games are worth mentioning, but they retain a dusty place of specialist games.     

Warhammer 40K in this matter, suffers another problem: this game is about Space Marines. All other races, where born and created as either bigger monsters to kill (Tyranids), or more clever and sneakier enemies to fight (Eldar). In its core this game is about victories of power armored, bad ass, bolter loaded and genetically engineered heroes. They need attention and war glamor.

The sales figures confirm that: so far Space Marines are bestsellers. But the threat of newcomers is looming on horison, and more and more people discover new drugs game and game systems. Some are even better than 40K. But most are definitely cheaper. 
  
-Hey Sarge, should we tell them that boat is almoust out of gas?- Nah, just smile and wave boys!

             

7 March 2013

Beyond the Gates of Antares: after kickstarter

I just had to return to this old news to make a conclusion on this project's fate. 
Current status: Kickstarter canceled, development continues.
After much consideration we have decided to withdraw our project from Kickstarter.
We’d like to thank you all for believing in us and backing us, GoA will still become a reality but through different means.
We will take the next month to reassess our plans, during this time you will still see us on the forums and we will continue to post updates to our website. Once we have a plan set we will let you all know what it is so that we can continue to build GoA together.
Well, the reasoning for this decision was obvious. The requested sum was quite substantial, time was short and amount of completed stuff by the start of campaign was tiny.  Withdrawing the project was a good step, better leave undefeated and carry on next time.    


The good news is there is an Outline version of the rulebook!
Good afternoon everyone and a very warm welcome to our newer backers! Today we finally have the outline rulebook for you to play with - Hurrah! you can get it here : http://www.darkspacecorp.com/wp-content/uploads/2013/02/Beyond-the-Gates-of-Antares-Outline-Rulebook.pdf

A MASSIVE THANK YOU to Krazus for helping us put this together! This is still a work in progress document so do try not to be overly critical at this stage, we're very much wanting you guys to be involved in the progress and this is a very early stage to be releasing anything. We're getting some great feedback on how it plays so we'd like as many of you as possible to start playing games with your friends as that will both help to get more backers on board and of course we want your feedback!

Thanks
Rik

So if things will go as Rik Priestly have announced, the Beta version of the game will come in Autumn 2013. Fingers crossed. :-D 

P.S. just i case if upper link will disappear: the outline book is here.
 

Karima.

Karima Adebibe. 
Gentle Lara Croft.  

Research and table-top economics

Well things are moving, i came back to game system I'm working on and decided to dig deeper into economical system and how it should be present in the game. Sounds easy, huh? Easier said than done. First of all economics is subject almost not covered in table-top games, you are more likely to find Monopoly styled games in the world of board games and economic simulators among MMO's. Not to worry, i thought, lets minimize economy part to a supply line and bribery of opponents forces. In fact this is plausible in modern warfare. If latter was simple enough, the supply and market positions of the groups became a bit of the challenge. Not to worry, i said, i shall look at modern day market structure and development, draw some inspiration and then problem will be solved. Naive...

I found 2 distinct approaches and videos to supplement them. First is overview of New York stock exchange Market structure and trading systems.

Simple enough to represent in table-top game. Second is a video on market and indices manipulation. That is where my brain exploded.        

 



in short that goes against everything I've learned about markets and economics. Basically, imagine that you play chess in the club, naturally everyone is trying to win. However club owner changes the rules during the game, right when grab i figure to move. Not only that everyone else supports this action because they agreed that club owner must win no matter what. 

I think i need to rewrite original concept of planetary economics... :-( or may be get another education  

2 March 2013

Cortana.

Cortana. 
Naked beauty of AI.

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Ankerstad Alliance: concept

This faction or species was inspired by Ravan Technocracy posted here by Skjold http://www.darkspacecorp.com/forum/viewtopic.php?f=55&t=140. I took a basic concept and played around it a bit. That's the result. :roll:



Technocracy of Ankerstad
 
Name: Ankerstad Alliance
Race: NuHumans
Homeworld: Ankerstad

Ankerstad is a low-gravity planet extremely rich in natural resources. Its positioned on the fringe of its solar system orbiting a blue giant star. Planet's orbit brings it into direct vicinity of the Gate once per cycle. This attributes to early settlement of Ankerstad as well as it's civilization dependence on space fleet and orbital defences against unexpected arrivals from the gate. Majority of planetoid is covered in ocean hidden by thick ice and molten rock islands. Atmosphere is rich with ammoniac and nitrogen. Ecosystem and presence of oxygen breathing life forms depended on volcanic activity until Great Families crated artificial system of oxygen production and climate control. Main defence and production system are based on ego-stationry orbit of planet as a belt of docks, elevators to surface, defence and radar outposts.

Origins:
Ankerstad has been colonized and settled in order to control its natural resources and utilize proximity of the Gate. However difficulties in exploiting those resources meant that only highly advanced civilizations had a chance of retaining its grip on the shifting icy surface of the planet.
All of them human, each dating to various times of arrival and settlement, but all of them eventually united into Ankerstad Alliance which consist of seven great Families which rule over Seven Great Atolls. The Great Seven Families are:

1. Lepanto
2. Midway
3. Tsushima
4. Gangut
5. Salamis
6. Jutland
7. Trafalgar


Each Family attributes certain set of unique skills, technology and resources into Ankerstad Alliance's production of spaceships and other goods.

Government:
Ankerstad Alliance has two levels of governance: Atolls are ruled by Families and their courts. All matters of external relations with other space faring nations, including warfare, production of ships and trade agreements are carried out by Alliance's representatives which arecoming from the Great Families. Alliance plays pivotal role in solving disputes between the Families, but if diplomacy fails they retain their right to solve matters on the field of battle. Luckily it happens very rare. Head of Alliance – The Great Commodore is chosen once per 14 cycles by votes of leaders of the Great Seven Families. In case of his death or inability to perform his duties to the Great Seven he is replaced by someone from Alliance's staff until next elections.

Alliance's form of governance is technocracy: decision and policy making depends on specialist with both administrative and field experience. Officials are called to serve time on the ships of Ankerstad fleet often as a commanding officers before any progress on other career path. Though progress through ranks is relatively small, the amount of skill and knowledge officer gain is vast. Captains of Ankerstad are well versed in negotiations, fleet tactics, technology development and boarding actions. However the majority of information is acquired by the means of Virtual Minds: a sophisticated artificial intelligence created to support human decisions.

Physical:
Ankerstad have seen several waves of habitation and both those who failed and succeeded as civilizations left their mark in the bloodlines of Families. Though not a single bloodline remains completely dominant. Great Seven Families are usually identified by following dominant gene-types:

Lepanto: tall, medium build, olive or dark skin, brown and black eyes, bird like face traits.
Midway: dark brown skin, grey hair, black or brown eyes, short and muscular build
Tsushima: frail, small build, purple or brown eyes, black hair
Gangut: broad and wide build, pale white skin, red, blonde and light brown hair, green or grey eyes
Salamis: broad and wide build, dark olive skin, brown or olive eyes, round nose and lips
Jutland: slim build, thin lips, blonde hair, blue or grey eyes, hawk-like noses
Trafalgar: medium and short build, pale white or blue eyes, light green hair and skin.


Religion:
Ankerstad Alliance is secular society which emphasizes the power of technology and inventive human mind over speculative religions of others. However almost all ships and private quarters on Atolls have a shrines of Neptoo: a form of meditation room, where people come to burn incense to the spirits of Ship or Atoll and be in solitude for a short time being. No other religion is known to take root among practical and hardy people of Ankerstad.

Technology:
Ankerstad Alliance has mastered several technological disciplines: spacecraft building, surface and sub-surface ship building, artificial intelligence creation and training, advanced metallurgy and nano-material modification, long range space detection sonar and equipment. In form of weapon design their guns retain a significant range superiority in comparison with similar types of other factions.

Society and Cultural Priorities:
Ankerstad Alliance is not a totally unified society and each Atoll retains its own identity and cultural peculiarities, but all share following priorities:

Humans takes a decisions - Machines provide support.
The rationale behind this cultural priority is unknown, but some suspect that it may be rooted in long forgotten fight with renegade Virtual Mind. After the victory people of Ankerstad decided to rely on their own reasoning and limit the roles of artificial intelligence. However master's of Trafalgar family are known to produce AI with very high levels of independent thinking for undisclosed customer. On the human side, free general education system strongly emphasizes ability to think, take decisions and analyse world around with sufficient information.

People-Family-Atoll-Alliance.
This passage is shortened part of national anthem of every Family and is repeated on the flag of Ankerstad Alliance. This principle represents the uncommon camaraderie among the people, ability to help and share resources, be polite and supportive in time of need regardless of origins and social status. As a result of this cultural trait and accessibility of info-clouds of NuHu implants information passes between the common people and specialist in a matter of seconds. This creates unusual freedom of speech and thought but restricted by in-native responsibility and trust to the Family. Loyalty despite the social tension and disagreements remains unquestionable. In full this passage is following:

People protect the Family.
Family serves Atoll.
Atoll serves Alliance.
Alliance protects the people.

Informational overdose

One must keep your lust for knowledge and achievement in check. I did not. I kept reading all blogs of game-designers and game production subjects i could concentrate on. When i was not reading I was watching game videos, behind the scenes, (especially HALO) as well as new releases.

Why?

Its interesting question. My eyes can't focus, they hurt, light must be dimmed and head is buzzing with all new hot stuff and ideas about how to make my perfect game. But i have not wrote a single line in any of my current projects for almost a month. I needed to see that big picture of how is it in that glamorous world of game industry, simply because writing and developing stuff by yourself is like talking to a mirror: complimenting but not real.

My headaches will pass, but already this informational overdose have done some good things: simple reality check that showed me that being a lone-wolf-freelancer is far far away from AAA world class projects with hundreds of people creating them and millions to back them. The scale and quality of these projects is not a thing to compete against, but a destination to go to. But even these monsters start with a spark of idea and determination of game designer. For now, i need a painkiller....         

7 February 2013

Designing the game is not an 8 hour job

I have stumbled on this article while googleing. It struck me with something both 
honest and gruesome so I took it for my blog as a note to self. Original is here
http://boardgamegeek.com/blogpost/13867/designing-the-game-is-not-8-hours-job  
 
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I don't know how other designers work. I don't know if I am a freak among designers or I am a clasical example. But I want to tell you how it looks. How it looked with Robinson. I spent last year on the Island. Really...

*


For me 2012 was year of Robinson Crusoe because for the last 12 months I only read adventure books. I really mean it. I read a lot of Julius Verne novels. I read all novels I could find about castaways. I read all books about survival I could find. I read also comic books and I – certainly – watched all movies I could find that were about deserted Island or castaways.

I read about tens of ways of making fire. I read about building shelter from almost nothing. I read how to find water, I read how to find north without compas, I read everything I could. I am – with no doubt – one of the most educated persons on this planet... in terms of castaways...

If, by any chance, you are on the deserted Island, just call me. I will teach you how to survive. You don't need to worry.


*


For me 2012 was year of Robinson Crusoe because every single weekend of this year I had prototype of the game set up in our living room. Our home was literally paralyzed by Robinson. The game is big, it covered nearly whole table in our living room (I have to say – we have a big table). Because of Robinson we had mess on that table for every single weekend of 2012. I played it all the time, every single weekend, I drove my wife crazy with this tokens, cards, notes, dice with all that stuff that was living with us this year.

It was like part of our furniture. We had sofa, we had table, we had chairs and we had Robinson. It was part of our everyday life.


*


2012 was year of Robinson Crusoe for my whole family. Kids have grown – it is a year of time! - and they saw and hear all the time about Robinson. They discovered this story. They played prototype with me. They played live Robinson all the time. They built real shelter in our garden (ok, I helped them a little), they spent countless hours in our garden hunting imaginary beasts, strengthening the roof or searching for treasures. With no doubt, if in 20 years I ask my kids about summer 2012, they will tell 'It was time of Robinson'.


*


2012 was year of Robinson Crusoe because it really touched our every day life. We spent holidays this year by the sea and of course I had Robinson with me. Game was with us all the time. Sometimes it touched our life in a funny way. I remember one Sunday few weeks ago. I was a little bit late for a dinner, I entered the room, all kids were already eating and there was no plate for me on the table. I asked: 'Hey, what about me? I don't eat?!'

And I heared answer from 10 years old Nina: 'You know, it is like in Robinson. There is never enought food... Today you get 2 wounds'

Woow. That was accurate...


*

Next week I am in Essen. My adventure with Robinson ends. I finally leave the Island. I am finally free. I spent here whole year of my life. It was great but that's enough. It is time for you to visit the Island. I strongly recommend it. This is a great adventure.

Sci-fi is dead.

I'm probably wrong by stating that, but I  have a serious reason. The reason is book of science fiction novel and short stories published back in 1954. I found it and bought it. It smells of old times, a truly old and forgotten era and this aroma brings me a memories I never could have. Memories of world were scientist became the preachers of the new ways of life, new products to consume, new tools to develop and bombs to drop on your enemies.

But most of all, scientist were writing! The stuff they were writing was so different from the established genres and the ways of building up the story that they actually gave birth to a science fiction. That is even despite the fact that similar motifs of progress, technology and incredible achievements were used before industrialization. Suddenly the old fairy tales got a chance of rebirth and what's more important they became believable! If a fairy tale is coming from someone who actually knows how world operates, the fairy tale becomes a prediction, and prediction has a chance to become reality.

But now more than 50 years after the peak of science-fiction this credibility is lost. The world described by previous generation of writers is already here and we are fed up happy with it. We may not fly around galaxy in reality, but there's enough TV show's to give us a clue how it's going to look. Real scientist are doing their day-to-day research and let professional writers to elaborate on "setting", characters and plots. If there is not enough explosions or pretty half-naked scientist we easily may change the channel to find something more like it.

Sci-fi is a mainstream entertainment. It is dead. 

Why? Originally science fiction was answering to the questions and needs of those who was trying to adjust to rapidly changing world and find their own path in the new world. It was half soul searching half explanation of how-to-use-the-world around you for generation whose parents still lived in pre-space age. Author's used it as test bed for ideas, visions and what would happen scenarios. (Of course the usual way of sci-fiing the metaphor wasn't lost.) As the popularity of genre grew, along with profits the need to print something similar to competitor's product attracted writers who used science as a background instead of meaning. This pro-pulsed the trend, which caught up and overtook the initial humble stories by those writing scientist. And now, anyone can write about hyper space jump over galaxy but few know how to fix the kettle.


        


  

5 February 2013

Lakedonian Empire: concept

To be honest I have posted this concept on the forum of Dark Space Corporation [http://www.darkspacecorp.com/forum/viewtopic.php?f=24&t=1159&p=8869#p8869], but decided to re-post it here as note to myself. This is basically a "sketch gone wild", I was playing with idea of organization for one of futuristic settings and Beyond the Gates of Antares gave me a spark to put it on paper.
 
 

Images are taken from site http://mandragoreminiatures.free.fr. Sculptor is Gael Goumon. Used without permission. No challenge to property rights intended. 
Name: Lakedonians
Race: Revers
Homeworld: Lakedonia Prime

Planet Lakedonia is 1,6 bigger than Terra, has oxygen based atmosphere, with harsh climate, arid plains and mountainous terrain divided by great number of lakes, seas and rivers. Planet is moderately rich in natural resources. Lakedonia has three moons: Melitele, Arisaka and Shakta. 

Origins: 
Lakedonian's are descendant of humans who settled on Lakedonia countless ages ago. Current civilization has been re-build after previous has made a contact with unknown group of Concord. The result of this contact was an uncontrolled spread of unknown lethal disease which affected mostly male population of planet. Disease, or Male Sin as was latter called was stopped when scientist created an genetic modification which prevented the micro-drone technology from hosting and affecting human bodies. This event dramatically changed world perspective of this nation, creating a fusion of technology  and religion.


Physical:
Not so different from normal humans, Lakedonians normally stand at 1 meter 70 centimeters. Majority has blue, green and grey eyes, pale or olive skin and have a slim and frail looking physique. However as their planets gravitation is more than standard Terran, they are strong and muscular. Major slim body type attributes to the fact that certain bloodlines fared much better than other during eradication of Male Sin.    

Government:
Lakedonians are governed by matriarchal theocracy, where the High Priestress of Melitele and Sekmerra appoints the planetary government every twelve cycles in accordance with prophetical visions and reading of their dual deity will. Citizens share all wealth of Empire, but not allowed to have more than certain limit of personal possession. All members of society (except Ilhotes) are provided with education and financial support. Those who excel in during harsh educational process usually are provided with  better career chance and more responsibilities.  

Religion:
Religion of Lakedonian's is monotheistic in nature. It worships two aspect of their main unnamed, but certainly female deity: Melitele and Sekmerra. Melitele is an aspect of love, fertility and growth through work and improvement. Her primary color is white. Sekmeraa is aspect of war, oppression and deceit. She creates destruction in order to give way for new life. Her main color is red. Both deities have came to rescue Lakedonian's in times of Male Sin, when previous civilization was being absorbed by Concord and majority of male population was losing its fertility and independence. Both are worshiped in same temples in accordance of calendar and have their Saints. Religion of Melitele and Sekmerra contains not only popular texts, but predictions on return of the Concord and instruction on how to boost human bio-resistance to its influence.

Technology:
Lakedonian's are relatively young space faring nation of Antarean space. Their technology emphasizes robustness and mulch-purposeness. For example Lakedonian infantry mag-gung could be upgraded in field conditions to a heavy support weapon. Major achievements of Lakedonians lie in the area of bio-resistance and genetic modifications. It's a common practice for Lakedonian units to be accompanied by guardian animals designed for task of spotting and harassing enemy.    

Society and Cultural priorities:
Male population of Lakedonia is less than 1/7 of entire population. This is a direct consequence of Male Sin and contact with Concord. As a result most of active roles in society is are filled by females. Male are generally divided into two separate castes: the Breeders and the Ilhotes. Breeders are those few bloodlines which survived Male Sin and remained generaly unaffected. They provide seed for legal fertilization and procreation. Breeders are controlled by the Cult and are priceless in terms of preservation of Lakedonians. The Ilhotes are bloodlines which has been affected but were retained for the use as slave workforce. They are generally genetically modified or lobotomized for the task purposes and under no conditions they are allowed to breed.

Female roles in society are divided into so-called Gifts to Lakedonia. Depending on age and social position Lakedonian female is either fulfilling and preparing for one of the Gifts.
They are:
Gift of Blood: initiation into adulthood achieved by killing at least one Ilhote.
Gft of Tears: the birth of at least one healthy child for the Cult.      
Gift of Spear: active military service either in planetary army or as Lakedonian mercenary
Gift of Craft: active service as foster parent, tradesmen or official.

Allegiance:
Will not ally with Concord or Isorian shard under no circumstances, will not commonly ally with aliens. Any Rever, PanHuman or Simhuman group.

29 January 2013

Yamamoto Isoroku: book critique

I was not  planning to expand my little blog into the area of historical publication and analysis but during research for one of my projects a came across this book: Yamamoto Isoroku by Mark Stille, published Osprey publishing in Leadership-Strategy-Conflict series. The reason behind this purchase was lack of English printed source on this famous admiral. The result of reading through this book is a really mixed feelings about book and the way in puts an information an facts. 

Perhaps it was my expectations were a bit too high, for I wanted to see and in-depth analysis of Yamamoto's past, turning points, important influences, positions on key events in World War 2, analysis of strategy and tactics used by him, and perhaps even reflection on his actions and overall Japanese strategy in WW2. That was not to be. 


So naturally, reader would succumb to the weight of authority and expertise. Well why shouldn't you? Author stands his position in the beginning of the book that: "as with any famous military commander there is always reality and myth. For Yamamoto they stand in stark contrast." After that author goes in lengths about how overestimated, under planned and with how many gross mistakes Yamamoto went through his career until his death by heroic American interceptors. He pinpoints and emphasizes Yamamoto's weakens, sins and mistakes puts a label on them and then describes how Americans were superior to Yamamoto.

One of the few label author puts are: gambler, womanizer, indecisive and political admiral. Only by the end of the book, he gives a voice to people who served under Yamamoto's command to mention that he was a very humble person, disliked the "aura of heroism" around him and was loved and obeyed without question by his men. His major achievement: the attack on Pearl Harbor is portrayed as work of one man in charge of planning Commander Genda Minoru and his attempts to persuade reluctant Naval General Staff as behavior of capricious and moody gambler not a calculated risk of an admiral. Mark Stille rejoices in scrutinizing mistakes, but gives no clue of whatsoever under what conditions, intelligence, resources and strategy Yamamoto was operating. By the end of the book he gives a portray of Admiral Nimitz, who (as you might expect) is decisive, aggressive and dedicated to the victory of his nation. To make matters even more propagandistic, he is compared to Yamomoto, suffering from illness, stress, fatigue but still enjoying good food and luxurious quarters and his flagship Yamato. 

The strong and positive sides of Yamamoto's character are generally mentioned in the descriptive manner: like his mastery of kendo, skill in appointing the right people for the job, or mentioned in diminished manner: like Yamamoto's service in aviation and impact of his activities on creation of Japanese naval aviation are mentioned as non-sufficient, despite the fact that he lobbied creation of G4M bombers and creation of carrier fleet in opposition to battleship-emphasized navy. The fact that he actually succeeded to influence that policy is not even mentioned. 



To make matters worse author shows complete lack of understandings of Japanese culture, it "yes" and "no", its obvious differences from American culture and approach. To be frank, there is not even an attempt to do so. To illustrate that, author emphasize that Japan's supply lines suffered heavily from American submarines, while Allies enjoyed relatively undisturbed shipping and suppl lines. Author does not notice the fundamental difference in psychology and means of waging the war: Japanese saw conflict as battle of two equals, two samurais if like, while American approach emphasizes production numbers and undisturbed supply line. 
"Liberty ship" - the famous transport was an epitome of this thinking: build more than they can sink. While Japanese preferred (and frankly were capable) of building less ships, but with better capabilities.Yamato - is a one of kind (plus its sistership) example of this thinking.  

In conclusion, should anybody consider buying this book? If that is your first book on Admiral Yamamoto, then avoid it. Wikipedia with its article on him http://en.wikipedia.org/wiki/Isoroku_Yamamoto does similar job and largely unbios towards him. If you already have a strong opinion or looking for it then you may try it. Even if you will find it lacking analysis (as i did) book still provides an overview of Yamamoto's life and biographies that followed on him. 


Sincerely yours,
Mark