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<!--Generated by Squarespace Site Server v5.9.1 (http://www.squarespace.com/) on Tue, 09 Feb 2010 11:36:06 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Justin Achilli -- Blog</title><subtitle>Justin Achilli -- Blog</subtitle><id>http://www.justinachilli.com/blog/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.justinachilli.com/blog/"/><link rel="self" type="application/atom+xml" href="http://www.justinachilli.com/blog/atom.xml"/><updated>2010-02-04T16:18:23Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.9.1 (http://www.squarespace.com/)">Squarespace</generator><entry><title>Presenting Information: Lore in Context</title><category term="Design"/><category term="RPGs"/><category term="Video Games"/><category term="actual play"/><category term="information experience"/><category term="managing information"/><id>http://www.justinachilli.com/blog/2010/2/4/presenting-information-lore-in-context.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/2/4/presenting-information-lore-in-context.html"/><author><name>Justin Achilli</name></author><published>2010-02-04T16:12:35Z</published><updated>2010-02-04T16:12:35Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/Ezio_full_shot_11.jpg?__SQUARESPACE_CACHEVERSION=1265300294928" alt="" /></span><span class="thumbnail-caption" style="width: 200px;">Tragically, you're still some kind of time-traveling sci-fi memory regression experiment instead of an actual historical agent provocateur.</span></span>In <em>Assassin's Creed 2</em>, occasional information updates in your game lore library. You press a button that takes you out of play and into the info-dump screen...</p>
<p>...and it works.</p>
<p>This is one of the precise things I railed about Dragon Age doing, and yet it works in <em>Assassin's Creed 2</em>.</p>
<p>I'm not sure why. I've been thinking about it and the strongest reasoning I've been able to come up with is that it feels like part of what I should be doing. In AC2, I'm an assassin, so I'm supposed to be gathering information and compiling intelligence on my location, my allies, and my marks. In the context of AC2 gameplay, gathering information feels like something the <em>character should </em>be doing. In the context of Dragon Age, it feels like something the <em>player might </em>want to do.</p>]]></content></entry><entry><title>The Ghouls of Brixton</title><category term="Design"/><category term="Gaming"/><category term="RPGs"/><category term="horror"/><category term="probably zombies but surely there's some freakish twist"/><category term="scenarios"/><id>http://www.justinachilli.com/blog/2010/2/2/the-ghouls-of-brixton.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/2/2/the-ghouls-of-brixton.html"/><author><name>Justin Achilli</name></author><published>2010-02-02T21:29:19Z</published><updated>2010-02-02T21:29:19Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Here's a game scenario I plan to run at some point soon. It's an intersection of history and horror, which I think is a lot of fun, especially because it's an opportunity to use some old Clash, Pogues, Specials, and Damned recordings as background music for the game session.</p>
<p>(For the record, I know Brixton's nowhere near Birmingham. I was just riffing on a Clash song title.)</p>
<hr />
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/orgreave_coking_works_near_sheffield.jpg?__SQUARESPACE_CACHEVERSION=1265145842259" alt="" /></span></span>In late May of 1984, a night-mist rolled inland to Somerset, leaving in its wake a horror.</p>
<p>Few noticed immediately. Those who did, though, acted swiftly. Within hours, a small boat troop of SAS agents performed an insertion mission to Somerset, but only two returned. They were unable to make a final report, and could only rave about a cannibal bloodlust. Aerial surveillance of Somerset revealed innumerable corpses lying all about the city and surrounding landscape, many of which had been stripped of flesh.</p>
<p>Field research revealed that a blood-borne "entity" was to blame. Those "infected" became ravening monsters, losing all sense of self and self-preservation and seeking only to kill and feed on the flesh of fellow men.</p>
<p><span class="full-image-float-right ssNonEditable"><span><img src="http://www.justinachilli.com/storage/brixton.jpg?__SQUARESPACE_CACHEVERSION=1265147596402" alt="" /></span></span>The Prime Minister passed the Special Citizens' Act in an emergency session of Parliament. This measure gave Special Branch the authority to detain &ndash; or liquidate &ndash; any citizens suspected of having a connection to the disaster. Paranoia spread as quickly as the tragedy, and hastily built detainment facilities teemed with thousands of prisoners across the country. Special Branch arrested anyone and everyone, victims of the horror and suspected conspirators alike.</p>
<p>It wasn't enough. The horror spread too quickly. The detainment camps collapsed. Terrified people rioted, looted, and destroyed places suspected of being havens for the infected. The United Kingdom was a ruin.</p>
<p>The World Health Organization and the United Nations quarantined the island. International forces established three camps, one in Liverpool, one at Dover, and one in London, where they could evacuate those who proved to be untainted by the entity. A broadcast transmission implores survivors to make for the quarantine camps if they can make the trip.</p>
<p>You are one of those survivors, still clinging to life two weeks after the disaster. You and a few other individuals have convened in the basement of a block of council homes in Birmingham. The closest camp is Liverpool, just under a hundred miles away to the northwest. It's by far too dangerous a trip to make by oneself, especially since it's unknown what obstacles lie between here and there, but with the safety of numbers, it just may be possible.</p>
<h3>Character Concepts</h3>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/toxteth_rioter.jpg?__SQUARESPACE_CACHEVERSION=1265146285264" alt="" /></span></span>It's mid-1984 England. Before the disaster, England was a hotbed of unrest, where the rich got richer and the poor got poorer. Margaret Thatcher, the Iron Lady, led the UK's Conservative Party into the Falkland Islands conflict, against the European Union, and toward privatization that favored the already-wealthy and left everyone else enraged and disenfranchised. Working-class concepts are appropriate, as are the 80s English archetypes like skinheads, punks, goths, rebellious students, revivalist mods and rudies, displaced IRA sympathizers, soccer hooligans, and privileged children of wealthy families.</p>
<p>This is a survival horror scenario, so we'll be starting with utterly inexperienced characters. Build a stock, new character out of the rulebook, or give me a three-sentence character concept and I'll work with you to put it into game terms. Don't fret about inventory &mdash; it's just you and what you have in your pockets.</p>
<p>﻿</p>]]></content></entry><entry><title>Presenting Information: Making Informed Choices</title><category term="Design"/><category term="MMOs"/><category term="RPGs"/><category term="Tabletop Games"/><category term="Video Games"/><category term="advancement"/><category term="free will"/><category term="managing information"/><category term="player choice"/><category term="plot"/><id>http://www.justinachilli.com/blog/2010/1/28/presenting-information-making-informed-choices.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/28/presenting-information-making-informed-choices.html"/><author><name>Justin Achilli</name></author><published>2010-01-28T18:50:14Z</published><updated>2010-01-28T18:50:14Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/Fallout-3.jpg?__SQUARESPACE_CACHEVERSION=1264705115355" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">Fallout forced players to decide on skills or allocate points without seeing how those choices would affect how the game played.</span></span>Over New Year's, I was playing a tabletop game with <a href="http://wordstudio.net/thegist/">Will </a>and Ned when Will said that he would estimate that the primary emotional response a player has when playing a computer RPG is regret. It sounds absurd, that an entire entertainment genre and medium are made up of predominantly negative experiences, but there's something to it.<br />In a computer RPG, it's inherent that once a player makes a choice, that choice walls off certain content. If you kill the prince, for example, you don't see the "didn't kill the prince" content. Unless the game is completely open-ended, it's impossible to tell a convincing story. Unless the game restricts certain content after certain player decisions, it's impossible to tell a plausible story.</p>
<p>Well, perhaps not impossible, but certainly tremendously difficult to the point of no one yet having done it. The greater point, however, is that something's being set aside that, as a player, I can't experience, and that's the origin of the regret. In many cases, replayability solves part of this, as you can always revisit that excluded content by coming back and making the choices that open it up to you, but, one, do you want to go back through and undertake the whole story again, including the vast amount that will be repeated content and, two, how do you know which choice to make that opens the previously obstructed content to you?</p>
<p><span class="full-image-float-right ssNonEditable"><span><img src="http://www.justinachilli.com/storage/respec.jpg?__SQUARESPACE_CACHEVERSION=1264705268178" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">Being able to respec a character who already exists is a functional way of ameliorating regret at prior choices made without adequate information. World of Warcraft charges the player for the feature, while tabletop D&amp;D 4e allows respecs as part of standard advancement.</span></span>I think this is a problem. In particular, I think this is a problem when the story is elevated to a state of precedence over the game. That might sound weird coming from a guy who spent 15 years working on "storytelling games," but the distinction is in the medium. In a tabletop game, the gamemaster, as a participant in the game process, creates the relevant content on demand. It might not be available instantly, but in most cases, the gamemaster won't waste time designing the cult's lair beneath the wealthy socialite's estate if the group decides they want to hunt werewolves along the interstate headed out of the city. In some cases, the gamemaster will have that designed beforehand, but there's always an opportunity to reroute the story should the players choose, which isn't an option in a computer game with linear plot and progression.</p>
<p>For myself, even the process of character creation is often a source of regret. At the beginning of a game, when I'm asked to make a character, I'm making decisions the impact of which I can't possibly know. I haven't played the game, so I don't know if I'll enjoy the play of the fighter-type more or if a spy results in more interesting play. In some cases, entire swaths of content become unavailable immediately, as with the starting areas in <em>World of Warcraft </em>(which I can at least travel to as a character of a different race, but, as a noob might not have the knowledge that I can travel to those other areas).</p>
<p>Hence, the regret. I've been forced to make a choice, but I haven't been given the proper information to make it. Does something else exist as an option? What if that would have been a better choice for me?</p>
<p>It's odd to think that when a game ships, it does so with the developer's knowledge that a given player is never going to see a significant portion of it. It's a bit like buying a full tackle box but only needing a few bobs and lures -- why make the rest of the box's contents and bother putting them in the box? Granted, someone, somewhere is going to see the content that someone else doesn't, but there's something undeniably odd about releasing a product that the developer knows won't be used completely. As a player, I know those other lures and bobs are in the tackle box, and I want to use them, but by the construction of the tackle box, I just can't.</p>
<p>In most cases, I can research my options, such as by finding a FAQ or walkthrough or by asking a community of players. That's outside the game, though. That's not playing the game, that's an additional amount of preparation I have to do before actually playing the game. While certain hardcores might enjoy that bit of pre-game, that's not what your average player is going to enjoy.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/fable-2.jpg?__SQUARESPACE_CACHEVERSION=1264704948561" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">The Fable series does a good job of teaching the player controls and world lore before her choices become a critical part of the game's flow.</span></span>The challenge, then, and the way to manage this critical information is to design the game and the story so that the preparation occurs within the game environment and before the character makes a significant choice that affects what content the player participates in and what is held away from him. This may break immersion, but that's okay -- the very necessity of the information is because the player will be playing the game. It's not going to suddenly wreck an epic if a mouseover box tells the player his range increment will double, because he's already put the DVD in the drive and is manipulating the controller.</p>
<p>(As I write this, I've learned from <a href="http://twitter.com/criticalhits">@criticalhits </a>that WotC plans to offer a solo D&amp;D game that "helps generate [the] character while playing." That's a great idea, and an excellent example of introducing the player to game concepts with a progressive information flow. Fill in the blanks as to what you want to do and how you want to play as you're playing, as opposed to learning world lore and control schemes in a vast block beforehand.)﻿</p>]]></content></entry><entry><title>Shotgun Blog: Five Things</title><category term="Gaming"/><category term="RPGs"/><category term="Tabletop Games"/><category term="Video Games"/><category term="a song of ice and fire"/><category term="design as directive"/><category term="dragon age"/><category term="making decisions"/><category term="religion"/><category term="small lycanthropes"/><id>http://www.justinachilli.com/blog/2010/1/26/shotgun-blog-five-things.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/26/shotgun-blog-five-things.html"/><author><name>Justin Achilli</name></author><published>2010-01-26T17:33:21Z</published><updated>2010-01-26T17:33:21Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>You don't pray <em>to </em>a saint, you pray <em>with </em>a saint. You're asking the saint to pray for you. Praying to a saint would make that saint an icon, which isn't what saints are. Saints, having led particularly holy lives, are especially effective in their prayers and have certain specialties, which is why you choose a specific one of them to ask their aid and attention.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/werewolf.jpg?__SQUARESPACE_CACHEVERSION=1264527427911" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">A tiny werewolf, which dwelled duplicitously inside the hide of a possum.</span></span>I saw a dead possum in the road on the way to work. Something about the way its shapeless carcass lay in the road suggested that something else was previously inside it, and had shed its possum costume and gone about its buisness. A very small lycanthrope, perhaps.</p>
<p>Sid Meier said that a good game is a series of interesting choices. When you make certain choices in most games, however, you preclude yourself from making other choices. Is part of a good game, then, deciding which choices you don't want to make, and using that information to inform the choices you do make, in a sort of prognosticative play? And is it possible to play by not playing, say, by choosing to "avoid all games of chance" or "stay out of the Molasses Swamp" by never entering Candyland?</p>
<p>My tepid romance with <em>Dragon Age: Origins </em>seems to be at its end. My interest fell off rapidly when I entered the Brown Kingdom of the Dwarves, whose undermountain kingdom (eight buildings you can enter) had ground to a halt, and only I could save it. Oh, how would these sixty dwarves, none of whom seem to have jobs, survive without my timely diplomacy? To tell the truth, I don't care.</p>
<p>I would love to read <em>A Dance with Dragons</em>.<br /><br /></p>]]></content></entry><entry><title>The Joyous Toil</title><category term="Fiction"/><category term="Writing"/><category term="characterization"/><category term="craft"/><category term="shut up and do it"/><id>http://www.justinachilli.com/blog/2010/1/25/the-joyous-toil.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/25/the-joyous-toil.html"/><author><name>Justin Achilli</name></author><published>2010-01-26T02:46:04Z</published><updated>2010-01-26T02:46:04Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img src="http://www.justinachilli.com/storage/blinditems0125.jpg?__SQUARESPACE_CACHEVERSION=1264474677848" alt="" /></span></span>I'm back at earnest work on another full-length work of fiction (having not learned my lesson with <em>Demimonde</em>). Over the past several days, I've been gathering the scraps I had previously scribbled in various forms &mdash; longhand in Moleskines, pinned unceremoniously into ill-named Google Docs, two stubborn <a href="http://www.literatureandlatte.com/scrivener.html">Scrivener</a> binders &mdash; and assembling the thing from the morgue has been a great deal of fun. After having been at impasses with the idea for intermittent spells, it all just clicked for me the other day, and the rocky parts came together with the newfound glue of having a good time with it.</p>
<p>That's the shame of it. Too often, I find myself laboring under the effort of making it all work that I lose the ability to step back and <em>just let it work</em>. Because it will. Fiction writes itself, and the writer is just the conduit. As Steven King says in his wonderful <a href="http://www.amazon.com/Writing-Stephen-King/dp/0743455967/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1264474204&amp;sr=8-1"><em>On Writing</em></a>, "Stories are relics, part of an undiscovered, pre-existing world. The writer's job is to use the tools in his or her toolbox to get as much of each one out of the ground intact as possible." I enjoyed <em>On Writing</em> more than any of King's fiction, in fact, and I'll sing the praises of its message to high heaven.</p>
<p>So as I sit here, stitching together the unearthed fragments of conversation between Misters Finch and Thrush, the bravado of the American Arthur Armiger, the bittersweet resolve of Rachael, the hubris of Prince Geoffrey of Avalonia, and the honest evil of Dr. Cross, I get excited to see what will come out of the ground next. I promised myself two thousand words tonight, and while I'm not quite there yet, I look forward to going back to the dig.</p>]]></content></entry><entry><title>The Perils of Production: Art Notes</title><category term="Art"/><category term="Card Games"/><category term="Design"/><category term="Gaming"/><category term="RPGs"/><category term="Video Games"/><category term="art direction"/><category term="artists are so literal"/><category term="gaffes I have made"/><category term="production"/><id>http://www.justinachilli.com/blog/2010/1/21/the-perils-of-production-art-notes.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/21/the-perils-of-production-art-notes.html"/><author><name>Justin Achilli</name></author><published>2010-01-21T21:16:37Z</published><updated>2010-01-21T21:16:37Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Way back in the day, when I did the art notes for my first solo-developed project, I learned a valuable lesson. It seems pretty common sense now, but being a relative neophyte in the world of commercial game design, I had to make my bones the hard way. The lesson? In art notes, tell your artist what you want. Like I said, common sense, right? Not exactly.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/167903.jpg?__SQUARESPACE_CACHEVERSION=1264122760210" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">I got what I asked for.</span></span>You may remember the game, if you're a White Wolf fan from those days. I had developed the <strong>Legacy of the Tribes </strong>supplement for the <strong>Rage </strong>card game. We'd finished design, our playtests were going well, and my art notes had come due.</p>
<p>I diligently dove back into the card texts, highlighting relevant sections and adding little comments to the bottoms to suggest specifics. (Tangentially, we did our card mockups in <a href="http://www.bbc.co.uk/history/historic_figures/imhotep.shtml">PageMaker</a>. PageMaker! I doubt anyone reading this can even remember PageMaker.) Most of my art-note comments were vernacular, colloquial. Conversational, even.</p>
<p>One card in particular weighed heavily with idiom: the Zmei, a <a href="http://en.wikipedia.org/wiki/Slavic_dragon">huge, monstrous, epic draconic monster out of Slavic legend</a>. Its game stats were grotesque, representing a dire challenge and heroic coup for any werewolf pack that could bring it down. My art note reflected my naive enthusiasm. "An enormous dragon tearing some clown in half!"</p>
<p>Now, when I say, "some clown," I just mean some poor fool who can't meet his situation. A guy out of his league. Someone worthy of laughter or even derision.</p>
<p>The artist illustrated a clown in horrid physical straits. <em>A clown</em>. A literal clown.</p>
<p>I had asked him to paint a clown, hadn't I?</p>
<p>I got a clown.</p>
<p>Designers and developers, remember this little clown when preparing your art notes or giving art direction. No matter what you're making, be it a card game, tabletop rpg, video game, or piece of writing, be sure to ask your art director for exactly what you want. Imagine my face over his up there, dangling bloodily from the jaws of a mythic monster.</p>
<p>Honk, honk.﻿</p>]]></content></entry><entry><title>Buy Books, Help Haiti</title><category term="Demimonde"/><category term="Gaming"/><category term="RPGs"/><category term="a shitload of rpgs"/><category term="earthquake relief"/><category term="haiti"/><id>http://www.justinachilli.com/blog/2010/1/20/buy-books-help-haiti.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/20/buy-books-help-haiti.html"/><author><name>Justin Achilli</name></author><published>2010-01-20T20:02:37Z</published><updated>2010-01-20T20:02:37Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=78023"><img src="http://rpg.drivethrustuff.com/images/432/78023.jpg?__SQUARESPACE_CACHEVERSION=1264018221636" alt="" /></a></span></span>DriveThruRPG has put together a <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=78023">pretty cool bundle </a>of gaming products, all for the low, low price of only $20. Even better, it's a steal -- it's about a $1,400 value, all for just a twenny. And the best part is that the proceeds go toward the Haiti Earthquake Response fund for Doctors Without Borders. I've put the PDF version of <em>Demimonde </em>in there with the bundle, so if you haven't read it yet, now's your chance to pick up a copy and give to a worthy charity at the same time.</p>
<p>A word of warning -- response has been so overwhelming, DTRPG's servers have been hammered. Marketing manager Sean Patrick Fannon puts it thus:</p>
<p style="padding-left: 60px;"><em>To put it poetically, the collective hearts of the gaming community far outstrip our poor servers!<br /><br /> This has been a true embarrassment of riches, both in terms of what our publishers offered for free in their generosity and the amazing response of the gaming community. We simply had no idea how huge this would turn out to be.<br /><br /> We are working feverishly this morning and all day long to resolve the situation. Rest assured that everyone WILL get what was promised them when this is all said and done.<br /><br /> We do ask that you wait a couple of days before coming back to the site to get the bundle or to download your purchases. We may go to an alternate plan where we send you coupons for everything, so, as the surfers say, "hang loose," please.<br /><br /> Your patience is greatly appreciated, and your generosity humbles us to our core.</em></p>
<p><a href="http://rpg.drivethrustuff.com/product_info.php?products_id=78023">Snap this up quick</a>. You'll scratch that gaming itch and you'll be doing the world some good at the same time.</p>]]></content></entry><entry><title>Worth Watching: The Storyteller</title><category term="TV"/><category term="fairy tales"/><category term="fantasy"/><category term="inspiration"/><category term="james taylor is unintentionally creepy"/><category term="jim henson"/><category term="muppets"/><category term="worth watching"/><id>http://www.justinachilli.com/blog/2010/1/18/worth-watching-the-storyteller.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/18/worth-watching-the-storyteller.html"/><author><name>Justin Achilli</name></author><published>2010-01-19T01:40:25Z</published><updated>2010-01-19T01:40:25Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/514BM6RM78L._SS500_.jpg?__SQUARESPACE_CACHEVERSION=1263865321134" alt="" /></span></span>Last night while skimming Netflix's "Movies You'll Love" subsection, my wife came across Jim Henson's <a href="http://www.imdb.com/title/tt0092383/">The Storyteller</a> in the mix. What a find! I only vaguely remembered this series from the late 1980s, and what I did remember of it were none of the details, only partial images that were enough to tantalize me and make me feel a sweet sense of eidolon, eluding me by lurking just wholly outside my memory.</p>
<p>We cued up the shows and, unsurprisingly, they're great. I've always felt that the Muppets had a sense of the grotesque and even a tiny bit of the macabre to them &mdash; I still remember vividly a terrifying dream from almost thirty years ago in which the goats from the <em>Muppet Show</em> sang a scary rendition of James Taylor's "You've Got a Friend". The creature factory's critters work extremely well here, populating a series of retellings of European folk stories with the same moody presentations as the original Grimm's fairy tales. A lot of pedigreed British actors show up in the series, too, with the whole season narrated by John Hurt in a bit of perfect casting. Anthony Minghella &mdash; yes, <em>Cold Mountain</em> and <em>The English Patient</em> Anthony Minghella &mdash; wrote for the series, adding a sense of depth not usually found in what was then billed as children's fare (let along now, when most children's fare equals farting octopi and booger guns).</p>
<p>The art direction is beautiful, the lighting and camera are evocative, and the stories themselves strike the same chord of human resonance that made them so relevant in times long before this modern age of instant communication. There's a bygone charm to the inarguably old-fashioned creature and special effects at work in the series, too. If you enjoy fantasy, fairy tales, the Muppets, or just extremely well-done productions, take a look at <a href="http://www.netflix.com/WiMovie/Jim_Henson_s_the_Storyteller/70018265?trkid=1481020">Jim Henson's The Storyteller</a>.﻿</p>
<p>Oh, and speaking of John Hurt, have you seen <a href="http://www.allmovie.com/work/317309">The Proposition</a>? You should.</p>]]></content></entry><entry><title>Presenting Information: Surprise the Character</title><category term="Design"/><category term="Gaming"/><category term="Interaction"/><category term="RPGs"/><category term="Video Games"/><category term="dragon age"/><category term="final fantasy vii"/><category term="fire emblem"/><category term="halo"/><category term="information experience"/><category term="players matter"/><category term="plot"/><category term="swerving"/><category term="vampire"/><id>http://www.justinachilli.com/blog/2010/1/11/presenting-information-surprise-the-character.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/11/presenting-information-surprise-the-character.html"/><author><name>Justin Achilli</name></author><published>2010-01-12T02:35:51Z</published><updated>2010-01-12T02:35:51Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>I heard <a href="http://www.thedailybeast.com/">Tina Brown</a> on the radio the other day and she said something about the practice of writing that is tremendously applicable to the pacing of games and presenting information therein. She said, and I'm paraphrasing from memory here, that <a href="http://www.npr.org/templates/story/story.php?storyId=122250776">diaries are mysteries to their writers</a>.</p>
<p>Brilliant! Too often, the characters in a game seem to inherit the knowledge that they're in a game. They behave as if they know they have infinite lives, or are only a save away from a potentially doomed (or willfully stupid) decision.</p>
<p><span class="full-image-float-right ssNonEditable"><span><img src="http://www.justinachilli.com/storage/soylent_green.jpg?__SQUARESPACE_CACHEVERSION=1263265111113" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">I don't want to ruin the surprise for you, but soylent green is people. There, I said it.</span></span>Turning that on its ear is an immersive way of hooking the player. Now, obviously, I'm not saying that you should kill your players' characters. But giving them a swerve -- showing them that though players have the luxury of being the most important character around whom the story is told, it's not all going to be a picnic -- makes players jaded by story immunity and standard protagonist badassery sit up and pay attention. Presenting the story in a manner that shows the characters don't know what's in store for them makes them a bit vulnerable, and that vulnerability makes them interesting. Surprising your character can translate directly into surprising your player, and surprise builds investment.</p>
<p>The death of Aeris in <em>Final Fantasy VII</em> is a high point of this technique. Granted, developers can't rely on this technique too frequently or it'll lose all of its impact or fall into the "screw you, player" category of bad design. That said, the killing of a playable character subverted all the previous wisdom regarding what makes for a character. Until it happened, you didn't know it could, and that's powerful. It was something the characters in the game didn't see happening, and transcended that, becoming something even the player couldn't anticipate.</p>
<p>Compare that with the way the <em>Fire Emblem</em> games deal with PC deaths: No buildup; if you die in combat, that's it, you're dead. The <em>Fire Emblem</em> series' strength is in its tactical gameplay, so it's not like it's shortchanging itself, but the fact that the series doesn't intend to tell a blockbuster story is what puts the emphasis on the tactics.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/Gravemindcapture.jpg?__SQUARESPACE_CACHEVERSION=1263264483424" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">File under: Someone approved this.</span></span>Execution is a matter of style, too. The swerve as a dramatic device can be done poorly, in which case the swerve is a dick move, or it can be done compellingly, in which case its arrival is a surprise, and a dramatically rewarding one. Compare the swerve in <em>Halo 2</em> ("A psychic plant that nobody ever heard of before arranged this whole thing, and Master Chief and the Apostate Bug are puppets dancing on his strings"... uh, what?) and the truth about Flemeth in <em>Dragon Age</em> (spoiler preserved). The former just came out of nowhere as a bit of nonsense. The latter is sinister, and exhibits the price of power in that virtual world.﻿</p>
<p>Now, realistically, you have to swerve your audience so that they're actually surprised for your surprises to be, well, surprises. If your swerve is "He's your father!" or "He's your brother!" your surprise probably needs a little more work. But even a few old standards ("She's not dead after all!") can still pack a punch when deployed in the appropriate moment or with enough panache.</p>
<p>Remember, too, that you want your swerve to pop. It needs to be exciting. Most importantly, it can't disempower the player. Informing the player that he's been manipulated all along is perilous, for example, because it means that the player's actions haven't been his own. <strong>Vampire</strong> thrives on this device, but that's because it gives players an opportunity to turn that manipulation back on its perpetrator -- and for vampires, revenge is a dish best served cold, so part of the setting is the opportunity to brood on that manipulation and really work up a vengeful head of steam. You're doing well if your players' response to your swerve is, "Holy shit. Oh, yeah? Well now I'm going to...."</p>]]></content></entry><entry><title>Presenting Information: Control Your Density</title><category term="Design"/><category term="Gaming"/><category term="MMOs"/><category term="RPGs"/><category term="Video Games"/><category term="Writing"/><category term="bioshock"/><category term="conan"/><category term="dragon age"/><category term="experience"/><category term="information density"/><category term="oblivion"/><category term="players matter"/><category term="worldbuilding"/><id>http://www.justinachilli.com/blog/2010/1/6/presenting-information-control-your-density.html</id><link rel="alternate" type="text/html" href="http://www.justinachilli.com/blog/2010/1/6/presenting-information-control-your-density.html"/><author><name>Justin Achilli</name></author><published>2010-01-06T15:54:44Z</published><updated>2010-01-06T15:54:44Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Often, one of the biggest problems with communicating immersive world lore is its density. With many very detailed worlds, the developer or writer bludgeons the player or reader with a dense block of text or long, unskippable cutscene that renders the world in a painstaking degree of detail that works more as a barrier to participation than it does a gateway into an environment.</p>
<p>You've seen this before. You've read novels in which the events of the tale don't happen until Chapter Two, because the writer spent Chapter One talking about the gods and the perilous political timber of the fractured nations and how blah blah blah happened even though it doesn't have anything to do with the what's happening now. That's all fine and good, maybe, for the writer to know, but does the reader need to know it? Hell, no. Look at Robert E. Howard's kinetic Conan stories -- the world emerges from the details we see in the story, not from breakaway paragraphs that get all up their own ass with intricacy and detail not at immediate stake. Beautifully concise and function, and it lets Howard commence to telling the story at hand. Look at <em>Bioshock</em>: Oh, shit; plane crash; things burning; there's a place I could save myself, maybe. And there it is. The story begins.<br />These are wonderfully simple introductions to the worlds at hand. The density of information is light, which means little obstruction to the player or reader entering the world.</p>
<p>Compare that with, say <em>Dragon Age</em>'s intro video that's a passive history lesson, or <em>Oblivion</em>'s introductory prison scene in which the emperor comes down and rails at you with another history lesson. Yes, history can be cool, but in an interactive environment, it needs to be interactive... I've said all this before.</p>
<p>Anyway, the density of information, especially in a video game, can (and perhaps even should, depending on the genre or game type) increase as the player gains experience with the game. The more facility the player gains with the game itself, the more engrossed with the story a fiction reader becomes, the more the developer or author can "turn up" the quantity of information delivered. The player/ reader gains more buy-in to the experience the more time he spends with it -- arguably, the player or reader Is "leveling up" his involvement in the experience.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img src="http://www.justinachilli.com/storage/triangular.jpg?__SQUARESPACE_CACHEVERSION=1262793436355" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">The cool blue gradient is a symbol of your comfort. Enjoy.</span></span>Ethan described this on Monday as a triangle. Upon your introduction to the game or story, you're at the narrowest point of the triangle. The more time or play you spend with the story or game, the greater the density of information you're able and wanting to handle. The reader learns more supporting detail, as does the player while she simultaneously assimilates more game features until the game reaches its full density.<br /><br /><span class="full-image-float-right ssNonEditable"><span><img src="http://www.justinachilli.com/storage/rectangular.jpg?__SQUARESPACE_CACHEVERSION=1262793518353" alt="" /></span><span class="thumbnail-caption" style="width: 300px;">The red indicates your boiling rage at being asked to master all this information at once, especially when a lot of it is crap that doesn't really matter to what you're doing.</span></span>The alternative is the rectangle, in which the information density starts as heavily as it's ever going to appear in the game or story. This might be considered "hardcore," as you need to know all of the game features or story depth from the outset... but "hardcore" is the antithesis of "finding as many people as possible to play your game or read your story." It's not necessarily bad, it's just a limitation on how many people you're going to reach, because that entry point is so difficult to surpass. It's harder to assimilate all the information you're expected to understand immediately, and there's not even any guarantee that all of it is applicable.</p>
<p>Someone might be able to make an argument for a circle- or diamond-shaped experience, in which the player or reader gains easy entry, the game or story gains experiential density through the body, and then the experience tapers off. Now that I think of it, <em>Twilight </em>was like this for me: Easy to pick up, started gaining unwieldy mass, and then I finally put it down when I quit caring about it because the experience offered me nothing, no rewarding density. It was the most difficult "easy" 150 pages I've ever read. And then I gave up.<br />﻿</p>]]></content></entry></feed>