Categories
Shattered Earth

Different Factions, Different Methods

We’ve officially announced! The name of the game is now public and some of the details of the factions are out there, with much more to come. We can now be a little less vague with the blog updates and look at something more specific each week. As the first character we revealed is Lee Kyong-Min, it seems appropriate that I cover how we came up with his backstory, and that of the Cult of the Dragon.

Kyong-Min originally had another name that I created from an amalgamation of K-Pop artists; I forget what it was but when Simon edited it I didn’t argue, so it obviously hadn’t been great. The brief I had from Simon’s original concept was that he had been an entertainer and now he ran a global cult. There was one other major detail about him that makes him one of the most interesting characters in the game, but I’ll save that for another time.

Before I started on the faction background pieces, Simon and I spent a while discussing the behavior, ethos and aims of all the different factions so that the fiction would match the game rules and inform the artwork. As mentioned in a previous post, the initial pieces flowed quite easily as there was no canon yet and so I was able to get down a few thousand words during a very long taxi ride across London.

All of our key characters are obviously important to their individual factions but none more so than Kyong-Min, who is the central figure of the Cult of the Dragon, having founded it. This gave me a hard time deciding what to include in the faction history and what to include in Kyong-Min’s character background piece as there is so much overlap between the two. In the end, whole sections were moved between the two pieces as Simon and I edited them, and I have a feeling that we’ll need to do further edits as we refine the backstory based on the events that unfold during the first book’s fiction pieces.

As I’ve created all the different characters and their histories and relationships, I have developed a few personal favourites. Some are more loyal, some more conflicted, and others more singular of purpose. Kyong-Min, he’s the most, well, intriguing…

Categories
General Massive Awesome

Age of Sigmar is Pretty Great

I’ve been a professional video game designer for 15 years. I’ve studied countless other games, read essays and listened to talks, and continually tried to improve my craft. I’ve also been a hobby gamer for almost 30 years. In that time I’ve created my fair share of house rules, and complained loudly about many more. Hobby gaming was something I understood from the outside looking in, and I thought that my professional experience gave me a better perspective when designing rules. It turns out I was only half right: writing a war game has been like going back to school.

I’ve always believed that good game design should be a process of simplification, reducing core mechanics down to their essential components. That doesn’t necessarily mean that games should be simple, only that any complexity should derive from the interactions between rules rather than the rules themselves.

When I first read the rules for Age of Sigmar, Games Workshop’s new skirmish game set in the venerable Warhammer universe, I was pretty shocked. Only four pages long? Given that the previous edition of Warhammer is the largest rulebook I own at just over 500 pages, you can probably see why. I’d read the forum posts from other concerned gamers and echoed a lot of the same concerns myself – but none of us had actually sat down and played it yet.

Earlier this week I had a demo of the game at my local Games Workshop store. And do you know what? Four pages is apparently all you need. So whilst the title of this post may have a faint whiff of click bait about it, Age of Sigmar is actually pretty great. Yes, I still feel like there are some issues that need addressing, the most notable being the lack of composition (no matter what Jervis says, even a casual game is improved when the sides are in balance). But the core rules – the real nuts and bolts of the design – are beautifully simple. They have followed the process of simplification to the point of removing entire sections of the rules that are otherwise ubiquitous in other war games.

This idea of challenging conventions is why Age of Sigmar deserves consideration. It may not be our intention at Massive Awesome to simplify the rules to this extent – as I mentioned above, I’ve been playing war games for nearly 30 years, so a little more depth is always welcome – but there is a modern, video game design philosophy at work here. In hindsight, my career as a video game designer had clearly put me on the right path, but it took a war game to make me realise that.

Categories
Massive Awesome

Feels Like ‘Work’

At first the writing came easily, words falling onto the page almost as quickly as I could conceive and then type them. After years without a real creative outlet, I think it was just a case of opening a tap and letting them pour out. Because of the huge size and scope of the universe that we’re creating, I could look in any direction and find fertile ground to go and wander in, creating structures without fear of contradicting canon. Of course at that stage continuity wasn’t an issue as nothing had come before.

As I’ve covered in a previous blog post, I did plenty of background planning, sketching the very broad outlines for the factions and main characters, and prioritizing the best order to tackle them. This still left plenty of room in each individual piece however, enabling me to just write, sometimes for hours without needing to stop and check the details. This was also very convenient for my haphazard way of writing: ten minutes on the tram here and half an hour after the kids have gone to bed there, able to just pick up where I left off the previous time.

Now I’m covering events that interact with previous writing and characters who’s timelines need to match up with each others’. This stifles the free-flow of thoughts that characterised my earlier pieces and that is, well, annoying. I guess this is more like ‘real’ writing. It certainly feels more like work. It also lends itself to more sustained periods of preparation and writing, with each session needing ten minutes of prep time where I look at the history tracker and the short guides to get prepared. When those ten minutes are followed by an hour of writing, that’s no problem, but when they’re followed by only ten minutes of actual writing and I need to repeat the same process the next day, the ratio of time spent working versus the end product produced is getting lower.

So to combat this I guess I have a couple of options: I could just write whatever comes into my head and rework it later, editing the details on future drafts, or I could pre-plan each piece more thoroughly, plotting the points I should hit and details I should include ahead of time. I’ll probably give each one a try and see which feels right. Of course there is the third option: when stuck, save and close the fiction piece and write a blog post instead.

Categories
Massive Awesome

Foundations Laid

So now the proper work starts. Simon and I decided early on to spend much of our initial effort doing groundwork before getting to the more interesting aspects of the creative process. With him, it has been the huge task of setting up the business and sorting out myriad contracts and official bits of paperwork. For me, it has been the more mundane tasks of deciding on a process that fits around my life and schedule; where and when to write (on my iPad while travelling for the most part), how to decide what to work on next, and whether to slowly go for a first pass finished product or knock out quick, rough drafts and constantly iterate.

There are also practical decisions like how and when to best communicate with Simon, when to be proactive versus when to discuss, and whether or not to stump up the cash for professional tools that enable direct uploading to our project server. Which reminds me, Simon also had to set up our server…

I have spent a good few hours preparing faction histories, story timelines, and a master work tracker, as I know from experience that without these tools, I’ll start going in a million different directions at once. My project management background means that I definitely find splitting writing up into discrete, smaller chunks keeps focus and motivation high, and ameliorates the panic that can appear when starting out on a huge new activity.

The five Ps of Proper Preparation Prevents Poor Performance have always been true, and the size and complication of building a viable business from the ground up only magnifies the importance of getting your house in order and being prepared for every eventuality before getting stuck into the fun creative stuff.

Now that we have a centralised area with the ability to track work and keep a tight hold on canon, all that remains for me to do is to write tens of thousands of words of gripping, original, and exciting fiction. But that’s the easy part, right?

Categories
Massive Awesome

A New Perspective

I have always been into movies in a borderline obsessional way, staying up late watching TV, renting VHS, and eventually amassing a frankly silly DVD collection. About fifteen years ago I wanted to better understand exactly why the films of great directors – like Kurosawa, Kubrick and Hitchcock – were critically revered, and so I started to actively educate myself in cinema. I watched all the extra features, read magazines, joined forums, and bought university ‘Film Studies’ textbooks. I started to understand themes, narrative arcs, mise-en-scene, and the building blocks that went into every movie.

This understanding of the components that contribute to that nebulous ‘magical’ quality has given me an appreciation for some film-makers that I hadn’t previously understood and now I see every film in a new light (although I don’t care what the critics say: I still hate Bresson). I find myself constantly noticing clever editing tricks or lazy directorial choices and exposition. I don’t enjoy films more now that I know more about them, but I do tend to have stronger extreme feelings, so I really hate bad films and really love well made ones.

This has been on my mind recently for the first time in a decade as I am now viewing lots of things through a new ‘educated eye’. Going through the process of starting a business from scratch means that every area of my hobby is torn down to its constituent parts, evaluated and costed.

Every website I look at I am thinking about the quality of the design, every rulebook I read has me counting up the number of original art pieces and calculating in my head the cost, and with every model I handle I am evaluating the sculpt quality and the way the cuts are designed and hidden. Like with films, I find myself being drawn to the extremes: the clunky art direction and bad font choices at one end, and the delicately detailed paint jobs and cleanly and consistently designed pages of the best books at the other.

It would be nice to win the lottery and start a business without compromise; have renowned artists producing dozens of concepts, veteran sculptors sending multiple designs to be mass-produced in injection-moulded plastic, and a rulebook with original art on every expensively-designed page. But that is the end goal, not where we are now.

We have been lucky to work with some truly talented artists and sculptors, and seeing Simon’s and my ideas come to life through them has been inspiring. But now we have to make some difficult decisions about when to compromise and when to go for broke, and that is difficult for two guys who have exceptionally high standards and can’t help looking at everything through a hyper-critical eye.

The hard part isn’t producing a game, rulebook, and range of miniatures that are really good on a finite budget – I can see how we could do that if we were prepared to constantly compromise. The hard part is producing a game, rulebook, and range of miniatures on a finite budget that look like we had to make no compromises and had millions to spend.