Game Design: How To Avoid Distracti… oh Look, Kittens!

It’s very easy to get distracted. Happens to me all the time.

Distractions aren’t necessarily a Bad Thing. I think they’re a sign of an active and curious mind, and that’s a Good Thing. I definitely don’t want to stomp on the inquisitiveness that causes them. However, I do need to somehow corral them so that I can get on and do what needs doing. How do I do that?

The easiest way I’ve found is based on something I learned from meditation. When you’re trying to meditate, it’s inevitable that your mind will wander. You’re supposed to be concentrating on your breathing and you start thinking about what you’re going to have for tea instead. It’s normal.

The problem is that the frustration you’re likely to feel when this first happens is the thing that will break your focus completely and make the task impossible. This is a big part of why a lot of people give up. However, although you can’t avoid the interruption, you can learn to react to it differently. In terms of meditation, you recognise the thought, and that it is unhelpful for the current task, and then you put it to one side. The aim is to stay calm and to acknowledge rather than block. Blocking just encourages your subconscious (which is the source of the interruption in the first place) to serve the same thing up again a minute later as it realises that you were ignoring it. If you acknowledge the thought and then quietly put it down again, your subconscious may feel like it’s been heard and forget about it too.

In terms of creative work, I try something similar.

Here’s an example from this week. I was working on Project Shuriken and needed to reorganise some of my files. In the process of doing this, I came across something I didn’t recognise, so I opened it to see what it was. Unsurprisingly, it was the germ of a game idea I’d jotted down a couple of years ago. The rest of the things I’d gone through while reorganising stuff had been easy to put back. I’ve got hundreds of these files, so it’s not unusual. However, in this case some confluence of things that I’d been doing that morning combined to set off my creative juices, and all of a sudden I’d got a deluge of ideas for how to fix an issue with this idea, and where to take it from there. Nothing to do with Project Shuriken, but very much a distraction, and very much shouting for my attention RIGHT NOW.

So, what to do?

I used to try to stifle this sort of thing and get back to the task at hand. However, this doesn’t work. I know from past experience that my subconscious won’t shut up about this until I deal with it, so now I do the following.

Firstly, as with the meditation, I acknowledge to myself that I’m being interrupted, and that’s OK. It’s part of being creative. There’s no need to panic.

Secondly, I tell myself that I’ve got a 20-minute break from my main task to capture this new, feral thought, and tame the heart of it by writing it down.

By formalising these steps I’m telling my subconscious that I’m dealing with it, so that when I get back to my main task it doesn’t need to interrupt me again. It’s OK. You’ve been heard. It’s been dealt with.

Twenty minutes is enough time to brain dump what I have to start with and cover the initial burst of enthusiasm and ideas. Strike while the iron’s hot. Get it down while you’re got it fresh and you’re making all the connections. At some later stage you can come back and sift though it to see what you have. For now, you’ve got the main task to get back to.

Also, remember how much I like notebooks. I can’t say enough how vital it is to keep notes of your ideas. They are fleeting, and you never know which ones will be gems. Note them down while you can.

Overall, this has worked well for me. Sometimes the 20 minutes stretches into half an hour, other times I’m done in 5. It depends on what I’ve got. You’ll learn to know when you’ve emptied the initial bucket of enthusiastic ideas and froth. That’s all you need to do. Now your subconscious will go back to quietly plotting world domination, and you can get back to work.

Interestingly, far from eating huge amounts of time, I find this process often leaves me feeling quite energised, and my main task benefits too. Aren’t brains strange?

Posted in Game Design Theory | 2 Comments

World-Building: The Story Harvest

This is the idea of going through the closest real-world analogue(s) to the world you are building and collecting as many cool images, quotes, events, anecdotes, sayings, and stories as you can find. Focus on details that make the people seem real, like the living, breathing individuals they once were. What makes real humans who lived a thousand years ago live again for you, in your imagination, can help bring your fictional characters to life too.

You might have heard of this idea by other terms, such as reference, or research. That’s exactly what it is, though it sounds much less exciting than a story harvest, right? Names are important, which is another topic for another day. For now, let’s talk about how you can be lazy and let the real world do some of the essential work for you.

We don’t build worlds in a vacuum. There are two reasons why this matters: it makes life a little easier for you, and it makes understanding your world a little easier for your audience.

Earth’s history is full of billions of people who have lived their stories, leaving all manner of intriguing details and tales from which we can draw inspiration. We might as well use them.

 

Lazy Time

Almost all fictional worlds take most real-world things for granted. Magic aside, gravity makes things fall to the floor, water doesn’t flow uphill, and time travels in one direction. Physics aside, the humans in your world are likely to be happy when you give them precious gifts, and upset if you punch them in the nose, like real people. While they may have different cultures and live in a world with unfamiliar geography, the people in your world will probably behave in recognisable ways. This saves you loads of time.

Most fictional worlds use a real-world culture or two as their basis, whether this is made obvious or not. So, researching that history is a good place to start your own world-building. It could be as simple as a medieval European basis for a fantasy world, or the specific period of Japanese history I’m currently using.

I’m not suggesting that you should take everything wholesale without any spin of your own. Not at all. That wouldn’t be world-building; that would simply be writing history books. What I do instead is use the framework of a real, functioning, coherent world from history to paint in the broad strokes of the fictional world I want to build on top. That saves me a bunch of time, gives me a coherent foundation, and also offers me thousands of intriguing details that make my imaginary world seem more credible. This believable basis helps to ground the giant submarines, demons, and technomagi that I want to add on top.

For instance, let’s imagine that I’m writing a Victorian steampunk adventure. Why reinvent the way the London sewage system worked if it’s not a big part of your story? Why not leave the cab system as it was? Do you need to change it? Does it help add character to your world if you do? If not, if it only comes up in a passing comment, then why not just assume that these bits are the same, then if they ever come up you can use the real-world reference for them. You will absolutely need to consider how your wacky stuff interacts with and changes the way the basics work, if it does, but that’s much less work that detailing all of it from scratch. In this way, by using real-world references for some of your fictional world, you are left with more time to work on the innovative and characterful stuff.

One more thought: story harvests are a great shorthand to get you started. By assuming that, say, our sewage system is as it really was, we can call that done for now and move on to the next bit. However, if there was ever a reason to return to that question later, we can always add detail and change things up, as long as we can stay consistent with whatever we’ve already finalised. If you’re anything like me, you’re likely to want to change at least some of the early pieces when you get to the later elements, and see how some of the ramifications of your latest cool idea impact where you started. That’s why you write several drafts…

 

Easy Comprehension

The other thing that’s good about using real-world reference is that it helps your audience to navigate round the new stuff more easily. If everything is unfamiliar, then they are going to really struggle. The knack is to change just enough to make your work feel fresh and engaging, without changing so much that your reader hasn’t got a clue where to start.

As I’ve said before, people ask for the new and buy the familiar. So, you must give them something that they will find recognisable for them to start with.

That leads on to period character. Chances are that yours is not the first example of a fantasy world, steampunk environment, or whatever you’re working on that your audience has encountered. They will have expectations. You need to either meet these or usurp them cleverly. Twisting things is by far the more dangerous route, but the most rewarding if you can pull it off. Just remember that you can’t do it all the time or they will lose their footing.

 

Mythical Japan

For my fantasy Japan, I’ve been reading all sorts of things, though I seem to have gone down an intriguing rabbit hole of literary forms at the moment. Understanding how they wrote, and the topics they focussed on, tells me something about the culture as well as including all manner of potentially helpful period detail. It also gives me a framework for any written work I want to add to my version or provide as a background. Is this level of detail necessary? You’ll have to decide for yourself. Personally, I enjoy finding out, and I also enjoy knowing that my world makes sense, even if how it does so is never explained to my audience. As the creator’s enjoyment of the process often comes through in the form of a better creation, I take this as a good sign that I will end up with a result that I am happy with. Well, as happy as a creative ever is with their own work!

Posted in World-Building | 6 Comments

Illustration: The First Step is…

Practising every day.

That’s the underpinning habit that will make any skill better. Art seems to be particularly obviously benefitted by regular practice as it is a visual medium. I suppose that music works a similar way as it’s very obvious if you’re still rubbish there too. Not that I ever learned to play anything.

With this in mind, I’ve been fighting a combination of inertia and the holidays to get back into this habit again, with spotty success so far. It’s a work in progress. Next week should be essentially back to what passes for normal when I’m freelancing though, so I’ve got no excuses. I’ll report back in 7 days and let you know how I’ve got on.

Step 2 in the process is rather rolled into step 1 when it comes to digital art, which makes for a particularly steep learning curve. This second step is learning how to use your tools.

Most people first learn to draw as a child, and you already know how to make marks with a pencil or a set of coloured pens when you do. If you revisit traditional art at school, you’ll start out with familiar tools, and graduate to more fiddly stuff (like the vile gouache, or equally vile oils) only later.

In the digital world, you need to learn how to get around your virtual environment in your chosen software before you can make your first mark with any virtual implement, so you’ve not got a soft option: you have to do the first two steps at the same time.

As I said before, I’m focussing primarily on digital art for the moment, so I’ve been slowed a lot by my inexperience in the software (and my avoidance of the easy route of practising traditionally). That clunkiness will go away with time and practice, and is a necessary step. Sure, it’s a bit frustrating not being able to make marks I know I could if I had a real pencil or pen in my hand, but I need to persevere. Hopefully this stage will be brief.

download-1.jpgI’ve got two bits of software to play with at the moment: Photoshop and Procreate.I’ll probably get Clip Studio Paint eventually too. Lots of good reviews. For the moment I’m playing with Procreate as it’s much simpler. I’m also sticking with fairly simple tools, just to get used to it all. Naturally, most of what I’ve done is complete rubbish, as expected. However, I thought I should show you a little, so here are a few of the more presentable scribbles.

Remember that each is really an exercise more than a finished piece. The aim here is to learn the tools and get back into the routine. I’m not expecting to have anything usable (other than for blog posts) anytime soon.

Ogre.png

This was done using someone else’s much better art as a reference. My aim here was to get the basic blocks of his shape right, and replicate some of his solidity while messing about with different brushes. The rendering is crap, but the overall shape is going in the right direction. Slowly. Abandoned this so that I could get on and try something else. Research shows that getting fixated on finishing every piece teaches you less than simply doing more. Trying not to be precious. 

Mountains.png

I like maps, so I thought I’d have a play with drawing bits to go on them. These are a couple of mountains. I used a few examples as reference for the general sort of style, though I did the shading wrong all on my own 🙂

Face.png

Used a photo I found on the net as reference. As with the others, by reference I mean to look at and copy, not trace. Tracing is useful in a commercial sense as it’s fast. Doesn’t teach you as much though, and learning is the aim here.

 

As you can see, it’s a mixed bag of bits so far, and will continue that way for a while yet.

One thing I’ll try to do in the future is something to illustrate each blog post. That would be a nice thing to aim for to start with. Some of those will need to be more infographic than illustrative, but it’s all practice and all eye candy. It will probably take a while to get up to speed, and I’ll be backfilling for a while. Like I said though; something to aim for.

It’s a bit sad to look at these and think how far I have to go. However, it’s a start, and that’s the important thing for the moment. Better stuff to come!

 

 

 

 

Posted in Illustration | 6 Comments

Game Design: The Usual Confusion

Game design, like every other creative process, starts with endless possibilities. As you go through the various stages, your once infinite options narrow, and the vague initial spark coalesces into a fixed and final form. There are things to like about each step along the way, as well as things you might wish to skip past. But all of these steps are required, so you take the rough with the smooth.

One of the most exciting downsides of the initial stages is the mess and confusion. There are so many possibilities; which to choose?

Personally, I think this is my favourite part of the whole creative process: that early flush of excitement when your Big Idea could go in any direction, and you need to make grand, sweeping decisions. Anything’s possible. This step isn’t about making incremental tweaks in stats for balance, dealing with player experience, or grokking any emergent gameplay. That will all come later. For now, you are deciding where your new creation will fit into the world. What is your story? Who is your audience? And, when you know both of those key things, how will you tell your tale?

Although I write a brief for each game I design, it’s often hard to put into words exactly what I want to do with it. It’s the feeling that I’m trying to evoke rather than a list of rules that’s important to me, and feelings are sometimes tricky to translate into game mechanics. This is why I explore more than one way to get to that feeling. At least, I often do, and this is the case with Project Shuriken. Don’t feel bad if you aren’t right first time every time. Every painter has bad pictures in their closet just as every game designer and every writer has rubbish ideas in their notebooks.

Another cause of these multiple options is changing my mind on what I want it to be. The initial ideas for Project Shuriken that I wrote down on the train ride work as a game. I know that because I’ve made mock-ups and played it. Subsequently I had more and better ideas and developed it into something that I think is far more interesting. However, I’ve thought of three different ways that I might be able to do this next bit, and as it’s probably more important than the initial stuff, I’ve been testing them out. There’s no need for all three as they cover a lot of the same ground. Including them all would be inelegant and unnecessarily complex. So, I’m experimenting at the moment. And this is exactly when I should be.

At the start of this process, before too much is nailed down, is exactly the right time to ask yourself “what if I just…”. You’re not going to upset lots of apple carts if things change right at the start. As the project progresses, this will become less true, and major changes will start to cost lots of time and money. That would be bad.

So, what am I saying? I think it’s two main things:

Firstly, when you’re early in the process, build in some time to experiment. Your first idea may not be as great as you initially thought when you look at it in the cold light of day. Perhaps it needs to be pensioned off before it causes any trouble. Or it may be that it’s no good itself, but it forms the perfect stepping stone to the best idea that could ever be. Either way, now is the time to make the big changes. Mull over things for a few days, or longer if you can. Brainstorm a bit. Can this be improved? Can that? Is this the best way it could be done? Should you just chuck that bit out and replace it wholesale? What are you trying to do with it anyway? Make sure that you’re comfortable with the core of your game; how it feels, what it has to say. Heed those niggles that tell you that things aren’t quite what they should be. That little voice often knows what it’s on about.

Secondly, don’t waste your creativity! You may, like me, think up three ways to do the same thing, and two will end up on the cutting room floor. However, those two are going to be perfect elsewhere, so make sure you’ve noted them down for later. You never know when they might come in useful.

Posted in Game Design Theory | 6 Comments

World-Building: Size Isn’t Anything

Other than bigger worlds needing more work, size alone should not be a concern for world-builders. A world can be as small or as large as you like. The only really important thing about size is that it is the right one for the job.

As I mentioned last week, thinking of world building as two things and not one may help you avoid unnecessary or wasted work; so too may thinking about the scope of your world in the early stages of your project. Too large a scope and you’ve wasted your time developing a load of details that will never impact an end product. Too small and you’re going to be backtracking frequently to fill in the gaps, breaking the flow of your later work. Some of this back and forth is almost inevitable as the creative process never stands still and things evolve. However, better to minimise the waste if possible.

This means that I include a very broad selection of possibilities in my definition of world-building, and not just complete continents or whole planets full of imaginary cultures (though these are impressive). Indeed, at its smallest, a world for a specific project could be very small indeed.

For example, adverts often present the real world with some strange twist that sells the product: talking meerkats, singing neighbours, animated breakfast cereal. You get the idea. In each of these instances, there is world-building. It is not the real world you are looking at; it is a fictional variant of one. If you really saw some talking meerkats or your cornflakes struck up a conversation over the breakfast table, I doubt that you’d have the inane grins and cheers that our advertising families do. These worlds may be very similar to ours, but they’re not the same, and someone had to create that difference, just like any other fictional world.

If you think that advertising is a little crass for the noble art of world-building, consider the short story, or even flash fiction. These bijou efforts can be extremely short, and yet the fictional worlds they present still need to conform to the ideals of good world-building for the whole thing to function at its best. Sloppy and inconsistent work at the world-building level leads to a substandard end product regardless of size.

In fact, presenting a world in a small format can be more challenging that one where you have room to develop ideas at length. As an exercise, try defining a new world with only 3 sentences to give the reader clues. How much can you cram in? Can you get across the sense of a different place?

Also, have a look at some adverts and try to work out what they’ve done to define their variant reality. Can you use any of these tricks to explain your own?

Posted in Random Thoughts, World-Building | Leave a comment

Plans Not Surviving Contact With Reality

A small hiccup yesterday, with Real Life getting in the way of what I needed to do here. All under control now. At least, as much under control as it can be. So no panic.

Apologies to anyone who might have been anticipating the first of my posts on illustration and digital art yesterday. That will have to wait till next week when I should have more to show you as well.

Other than that, things continue apace, with plenty going on behind the scenes. Next week should now see the first whole week of all 3 regular posting slots. Once that settles in I can get ahead with the writing, which will avoid the odd Real Life hiccup getting in the way of regular broadcasts.

So no need to adjust your sets.

Posted in Random Thoughts | 2 Comments

Game Design: Project Shuriken

Thursday posts look at game design using things that I’m working on as examples. This makes them part design diary and part theoretical discussion. Note that these are real games that I’m currently working on for Quirkworthy, so I don’t know if they will end up being published, or how much they will change in the process of development. In the end they may turn out to be duds, in which case we can explore why they didn’t work. Whatever happens, I hope that you’ll find some interesting morsels along the way.

I’ll start with a game that I initially came up with during a train journey. This starting point alone illustrates two important maxims:

  • Always carry a notebook.
  • Write down ideas as soon as you have them.

 

Notebooks

I use the Notes app on my iphone for most notes these days. However, I do still carry a notebook on train journeys, and I can write faster than I can type on my phone which gives an advantage to the old school approach there. In addition, I find it easier to draw on a piece of paper, though that is changing as I get more used to the various apps. Still, on your phone you don’t have a stylus worth spit, so you’re reduced to finger painting…

Whatever format(s) you choose, make sure that you have some way of taking notes nearby at all times. You never know when you may have a great idea, and they are fleeting. Write them down as soon as you can. Writing down 10 that turn out to be meh on later study is definitely worth it if you also capture 1 good one that you would otherwise have forgotten. More than once I’ve had a great idea that I convinced myself was so good and so elegant that I didn’t need to write it down as I couldn’t possibly forget it. Then I forgot it.

Write it down. Do it immediately.

 

Project Shuriken

I’m calling it that because I don’t have a name I like yet. That’ll come. Either way, this initial idea I had on the train was for a game of competing ninja clans.

The story is that they are trying to impress the Imperial staff so that they will gain their patronage. To do this, they have been given a test. The various ninja clans who are in the running (represented by the players) are despatched to a province that is full of seditious mutterings and dubious behaviour. They need to prove themselves by finding out who is loyal and who is a traitor. If anyone. Could all be just rumours.

The game plays out with each player allocating their ninjas to various missions. These can be spying, assassination, theft or whatever. Generally not assassinations as that raises too many alarms.

So far, so average.

What I thought was clever, and why I’m doing something with this idea rather than the hundreds of other ones in my notebooks, is the next bit. The targets of these mission are 3 or 4 local families. They are all different, and have varying strengths and weaknesses. Each family has a number of defined characters within in it, usually the heads of the families. The missions available to the players are not only the Imperial ones, but also ones generated by the families themselves, both as protection and spying, attack, and so on as they vie for power among themselves.

Players could even take both the infiltration mission against a family and that same family’s defence mission. They can then choose to deliberately fail whichever one was of most benefit.

I also want to track how the families feel about each other, and have this influence which missions they offer, and against whom.

Overall, the players should feel like they have wandered into a living environment which they can take part in, but which won’t stop and wait for them if they fail to act. It’s an idea I’ve used before. It’s hard to get right, but great when it works. Definitely worth the effort.

The original notes also include some example layouts and more mechanical details. That’s all well and good, but it’s more illustrative of the sort of flow I wanted to have rather than hard and fast rules. This flow is what you’d expect from the description: players win “contracts” and allocate resources to completing missions. Depending on the type of mission they end in different ways and there are rewards for completing and failing. In the background, the Imperial envoys are watching. Eventually the game ends and one of the player’s clans is adjudged the winner.

I’ll get into more detail next time. Till then, keep your notebooks handy!

Posted in Random Thoughts | 14 Comments

World-Building: What Nobody Told You

Over the years I’ve created all or part of several fictional worlds, some of which were elaborate and sprawling, others small and contained. However, despite the fact that I know how to do this in practice, when it comes to writing about it I found that I needed to put my thoughts on the topic in a much clearer order. That process turned out to be quite illuminating. Over the next weeks and months, I’ll be going through my take on the world-building process a piece at a time. I hope you find it useful. Any questions, please ask.

 

An Initial Understanding

World-building is a potentially very complicated and time-consuming process, so I want to start by going back to the fundamentals.

While I was preparing this article, I came to an understanding that I consider a key foundation stone for the whole process, but which I haven’t seen articulated anywhere else. It’s very easy to understand. Don’t be fooled by its simplicity though; there’s some real value in the pondering of it. The more I think about it, the more useful it seems.

This important fundamental is deceptively simple: world-building is not one process, it’s two.

Note that I’m not talking about the many, many skills that you can apply to world-building at a detail level. That’s way more than two. No, I’m talking about how you need to think about the idea from the start. It’s not one process that you’re embarking on, it’s two related ones. Closely related, to be sure, but not the same, and that difference is important. Understanding the difference will make your own world-building easier.

For the sake of argument, let’s call these two types of process Primary World-Building (PWB), and Secondary World-Building (SWB).

 

Primary World-Building

PWB starts with a blank sheet of paper and creates a new world. Critically, the only audience for this creation is you (or your team if you have one). The PWB isn’t going to be published anywhere, and some of the information included within it will never be revealed to the public at all. However, that information must still be developed because it’s vital that you, the creator of this world, understands how everything works behind the scenes as well as in front of them.

Writing PWB stuff is relatively easy because you’re talking to yourself. You shouldn’t need convincing that the whole idea is a good one, and you can use whatever form of shorthand, doodles, hieroglyphs, or mime you like to keep your notes (as long as you can decipher them later). This is like writing rough outlines for an encyclopaedia of your new world without worrying about the need to finish cleverly articulated essays on each topic. What’s important here is the quality of the ideas, not the quality of the writing.

Doing good PWB is about understanding those myriad detail skills and applying them to construct a coherent and interesting alternate reality. The primary skills required here are not writing, maths, or cartography, they’re basic research skills, common sense, and imagination. That should be straightforward enough, right?

 

Secondary World-Building

SWB starts once you have some or all of the PWB done. This is the version of your world that you tell the public in whatever format your end product takes. It’s a filtered version of your PWB work. Note that it isn’t the whole of the PWB world, merely a window into it, filtered by the limitations of the type of story, game, symphony, chocolate biscuit, or artwork you’ve chosen to produce. It’s not the scope that makes the biggest difference though; it’s the change in audience. Now you have the whole world to convince, not just yourself, and that takes a new approach.

You need to have made a fair degree of progress on the relevant parts of the PWB before you can really start on the SWB, so don’t dive in too early. After all, you need to be confident that you know what you’re trying to convey. I know that it’s tempting, but resist. Be strong…

SWB needs to be written well and written clearly because this is where you explain what’s been in your head to someone who lives outside it. If you’re anything like me, that can sometimes be quite a challenge.

While you’re telling the tale of your world to this wider audience, you need to build in suspense, mystery, and clever reveals without succumbing to tedious exposition. That takes skill with words. This ability to write well is the key to doing good SWB work (though it isn’t going to get far if the PWB you did was poor). The process can also incorporate music, art, and other mediums, but writing is almost invariably at the heart.

 

Why This Distinction Matters

There are several reasons why you should distinguish between PWB and SWB. The main two are:

  • It gives you more structure.
  • It focuses your effort.

World-building at its grandest is a colossal beast, but also an often vague and sprawling one. Any structure helps. This basic breakdown also helps you to see where your skills can be best applied, and where you might either need to find someone else with a specific talent, or to expand your own abilities. It also helps you see where you are in the process: moving from purely PWB to SWB being the key moment. Are you nearly there yet?

Understanding the PWB/SWB distinction helps avoid wasting effort (most often done by adding polish and detail where it isn’t required). Save your literary genius for the SWB; the bulk of the PWB can be rough notes. As long as you can navigate them, you’re golden.

And with that thought, I must leave you. I hope that idea has given you some food for thought. I’ll be back on Thursday to talk about game design, and next Monday for more on world-building. Until then…

Posted in Random Thoughts | 12 Comments

Just say No To Mediocrity

A couple of days ago I posted my plan. This is fairly brief summary as I was hoping that I could expand on it over time as people asked questions and the results of my labours made my intent more obvious. Better to answer real questions than just blither on about what I guessed was interesting.

Yesterday, tomsonn replied with this excellent comment that I want to answer in detail as it touches on many interesting considerations. The whole thing reads:

“If you don’t mind me saying (you probably will…), I think you’re on your way to mediocrity. Few people can do everything well, but apparently the plan is to do big time world building, game design and illustration all yourself… Occasionally that works out. Most of the time it leads to ‘heartbreaker’ games: well intentioned but overambitious with some bright sparks, unfortunately buried under or rendered impotent by too much bland filler. Long-winded excruciatingly detailed descriptions of an uninteresting world everyone of your audience has already visited a zillion times. Bland not-so-great illustrations dampening rather than firing up the imagination. Clunky rules that are sort of playable in practice.

Not saying this is what will happen with your project, maybe you will pull it off. I’m just putting this out here because if you go down the mediocrity route, you will definitely be cheered along the way by a small group of loyal fans & followers of your blog. Some people enjoy the familiar, especially when presented as something new. If you really want to succeed with something worthy of being called a gesamtkunstwerk, this is not your target audience.”

As I said, there’s a lot to unpack here, so let’s take this a bit at a time.

“If you don’t mind me saying (you probably will…)”

I don’t mind at all; in fact, quite the opposite. People asking polite questions is to be encouraged, and the hard questions are often the ones with the most useful and revealing of answers.

Dissenting opinions are fine too, preferably backed up with some sort of cogent argument as to why. Just saying that you don’t like something is OK, but of no real help to anyone else. We already know that you can’t please all the people all the time. Tell us why something doesn’t work for you, and the rest of us might learn something. Or we might agree to disagree. Either way we can talk about it.

Random abuse, on the other hand, will be blocked. This is my space on the net, and I expect people to behave as they would if they were in my house. Manners are free. Rude people can leave.

“I think you’re on your way to mediocrity. Few people can do everything well, but apparently the plan is to do big time world building, game design and illustration all yourself…”

This is always the danger of trying to do several things at once: spreading yourself too thin. So yes, I agree that this is something to be aware of.

I’ve tried to mitigate this in several ways. Firstly, it’s being aware of this as a potential downfall. Knowing the dangers is usually the first step to avoiding them.

Secondly, I’ve been doing much of this for several decades. World-building, writing, and game design has been my day job for years, though always for other people. I’ve worked on various different fictional worlds, and seen hundreds of thousands of my words published about them. So I know that I can do this stuff. Art aside, the main difference with Quirkworthy is not what I’m doing, but who I’m doing it for.

Art, as I mentioned in the plan, is an old skill that I’ve neglected, and which is going to need a lot of work to bring back up to a usable level. But again, I have done it before, just not as recently. There’s no reason to assume that I can’t produce passable stuff by applying some focussed effort and getting back to regular practice. I’m hoping that you’ll be able to see for yourself soon enough.

Of course, in all these areas, you may like what I do or not, and may consider it good, bad, or indifferent. Whether you think that I can do them all “well” is up to you. All I can do is try to bring my 30 years’ worth of skill and experience to bear, and make things that I like and which I think have merit.

“Occasionally that works out. Most of the time it leads to ‘heartbreaker’ games: well intentioned but overambitious with some bright sparks, unfortunately buried under or rendered impotent by too much bland filler. Long-winded excruciatingly detailed descriptions of an uninteresting world everyone of your audience has already visited a zillion times. Bland not-so-great illustrations dampening rather than firing up the imagination. Clunky rules that are sort of playable in practice.”

This part of the comment expands on the previous section and is largely answered above. What I’d like to add is that while doing it all myself is a great deal of work, it also allows me to use a lot more shortcuts and avoids some other problems. It’s not just adding time, there are also considerable savings here.

In addition, you assume that I would decide something was finished with all these faults in it. I’m pretty sure I’ve got enough experience to be able to tell when something is this bad, and put it back in the oven for a bit longer.

In general, your various descriptions of these failings basically amount to not liking bad writing, bad world building, and bad art. I wholeheartedly agree. Let’s not do that.

I tend to have higher standards than most people I work with as I’m something of a perfectionist (useful as an Editor, though often another pitfall to watch out for). As I have the final say in what gets released under the Quirkworthy banner, I think the danger for me is sitting on things too long because I don’t think they are good enough rather than releasing them too soon. As ever, you may disagree. It’s hard to prove without showing you a lot of finished stuff.

It’s also true that I am likely to get better over time, and that some of the things I release will be better than others. All somewhat inevitable.

Oh, one final point on this: format. I’ll be working in a variety of formats, and this avoids one of the implicit problems you hint at. A common mistake of inexperience with this sort of thing is feeling that you need to tell everyone all the cool background stuff that you’ve come up with, all at once. I think this is where your “bland filler” comment comes from. As mentioned earlier, I’ve been doing this long enough to have made this error and (mostly) learned from it. Also, importantly, I know that I don’t need to cram everything into one game or story or whatever because I can publish another short story next week, or another game next month. Each project needs the art and writing that it needs, and getting that balance right is more often an exercise in removing things rather than adding them. I refer you to my old post on murdering darlings.

“…cheered along the way by a small group of loyal fans & followers of your blog. Some people enjoy the familiar, especially when presented as something new. If you really want to succeed with something worthy of being called a gesamtkunstwerk, this is not your target audience.

I expect that I am currently writing for an audience of 3 men and a dog. Hopefully that will grow as I go on, and the size to which that expands will clearly be based on the perceived utility of what I do. As you say, it’s up to me to do good stuff!

Over the years it has become obvious to me that customers think they want new and different things a lot more than they actually do in practice. Time and again, in company after company, customer feedback and sales figures show that people ask for something different and then buy the familiar. You can see this most obviously in the endless sequels and remakes from Hollywood. Their research shows the same thing. It makes business sense.

For me, as a creative soul, rehashing stuff is dull, dull, dull, and not something I want to be doing. And yet, you must have something of that to keep people from becoming confused and lost. If everything is new then your reader feels cast adrift without reference points or compass. What’s needed is the right balance of new and old; and that’s challenging to find.

Your final point about what is worthy of being called a Gesamtkunstwerk is the one thing I might differ on. I don’t think popularity is a valid measure here.

Plenty of things are popular that are not the best. For example, McDonalds restaurants are hugely popular. However, I don’t think it’s very contentious to say that they do not make the best food. Ubiquity, low prices, and multi-million dollar advertising campaigns make up for that. You could argue that they make the best food at that price on that street, and you may be right. But best outside that limited context?

For me, whether something is or isn’t a good example of Gesamtkunstwerk is more about the process that created it and about quality than it is about popularity per se. I do need things to be popular enough to pay my bills, but that’s a separate problem. As far as a game, or book is concerned, I can envisage them being great examples of Gesamtkunstwerk without being popular at all.

 

Which Just Leaves Me To Say…

Thanks again to tomsonn for this great comment. I hope the above ramblings have answered some unvoiced concerned or questions for the rest of you. If you have other thoughts or queries, please drop them in the comments section below.

 

Posted in Random Thoughts | 7 Comments

Here’s the Plan

Today I want to talk about what you can expect to find here, on Quirkworthy, in future. I’ve already talked about some of the thinking behind what I want to do, but this is the nitty gritty. However, before we get to that, there’s one final piece of the meta puzzle to mention.

In the past I’ve used Quirkworthy to ramble on about all sorts of stuff, as well as reviewing the occasional game and talking about other products. I’ve decided not to do that any more. The focus will now be entirely on my own projects.

I may end up needing to use something external as an example or as reference for a point I’m discussing; it’s just not going to be the focus, and the more I make public of my own, the less I will need to do even that.

This change in focus also means that you shouldn’t expect me to cover work I do for other companies. On the one hand they’ve all got a fancy social media presence and staff to run their own programmes, and on the other I’ve got a bazillion things to do and there’s just me. They don’t need my help.

So to summarise: Quirkworthy.com is going to be a playground for me to discuss personal projects that follow the idea(l)s of Gesamtkunstwerk, and all come under the banner/brand of Quirkworthy. Simples.

This means that the top tabs will change, and the (now) irrelevant content will no longer be accessible in that way. However, individual posts will remain, for now. Tidying all that up is just nowhere near the top of the long list of things that need doing.

 

Details

Back to looking forward! What of the details? What’s the new version of Quirkworthy going to be like on a day to day basis?

Each week will have three posting slots, each on a different theme:

  • Monday: World-building and Writing.
  • Thursday: Game Design.
  • Saturday: Illustration.

Any additional posts for site news or whatever will be added around this framework as required.

With next week being Christmas, I thought I’d start the following Monday, the 30th of December.

 

World-Building and Writing

World-building is really what all my personal projects (and a lot of my client work) is about. You can think of the Monday slot as covering anything that isn’t art or gaming, with a special interest in writing. After all, defining a whole world is going to take a lot of text.

Pluto

Pluto: still a world even if it’s no longer a planet. 

This will cover both conceptual notions of world-building as well as examples of my own that I’m working on. Expect this to be where you’re first introduced to my new worlds.

 

This section will also cover various styles of writing  and written product that can help to expand your world, predominantly using things that I’m working on to illustrate the points.

 

Game Design

This is what most of you expect from Quirkworthy. The focus going forward will be on new projects of my own, and the issues and points of interest that crop up while I’m working on them. Plus, of course, articles about what the new projects are. Expect there to be several in process at any one time.

The Dice Are Fallen, Alea Iacta Est, Cube, Craps, Luck

Always make sure your dice are completely cooked through.

 

Illustration

I haven’t drawn in a very long time. Probably two decades or more. Before that I could draw adequately, if never as well as some I knew. Well enough to have had exhibitions and sold pictures though, so not terrible. Twenty years of rust has well and truly clogged those neuron paths up so I’ve a way to go before I do stuff of that quality again, let alone improve on that. Mind you, it’s all possible. Just takes practice.

Of course, my previous efforts were all before digital art was a thing. Now it’s not only a thing, but a pretty affordable one too. As everything I need illustration for is going to have to be digital at some stage, it makes sense for me to practice drawing again as a digital skill, at least as well as a traditional one, if not instead of.

This thread will cover my (mis)adventures in learning to draw again, as well as learning to use a bunch of software that I’ve either never used, or not used in many years. I’ll try to pull out useful lessons along the way in case they help anyone else.

 

What Else?

While the bulk of what I need to do falls into the three categories above, one could also add sculpting, animation, music, and other things to the list. Perhaps, in the fullness of time, and as required. Let’s not get carried away just yet. Game design, writing, and illustration are plenty to start with, and can cover most world-building bases between them. I can do all sorts of projects with those three alone.

Finally, in addition to this refocussing on the blog, I’ve had Patreon recommended by enough people for me to take that seriously as an idea. However, I still need to research that, so it’s for another time. Something to look out for in the new year.

Posted in Random Thoughts | 5 Comments