A Beginning, a Middle, and an End

I ended last time with a summary that mentioned a single thread which I thought ran through the highest quality work. This thread is story. Whether it’s game design, art, or writing, there is a story running through the best of it. At least, I’d say so.

Clearly there is story in prose, and games all have an initial state that changes as they are played – so there is a narrative to be pulled out if you want to. Art is trickier, but I think that even there a good picture can imply a before and an after to the specific moment illustrated, and that flow tells a story of sorts. At least, it implies one. It makes you think about the moment in the context of its before and after.

For example, whether you like the style or not, the posing of the characters, composition, and use of concepts familiar to the viewer give this evocative piece by Matt Dixon a sense of being one moment in a larger tale. Matt’s very good at this and this sense of time is present in many of his works. I expect to come back to this in more detail in a later post.

Image result for matt dixon robot art

Lots of little touches combine to demand a before and an after to this moment. Very nicely composed and © by Matt Dixon. 

Today I have a slightly different kind of post for you. Short, for one (for me). But really, the main thing I wanted to do was to ask you guys what you thought of story in games, and story in art. Is it something you look for? Care about? I know people that make up a story when they play anything, and others who don’t care about the most obvious narrative – they’re all about the mechanics.

What do you think?

Posted in Random Thoughts | 14 Comments

Midlife Crisis or Cunning Plan?

We all end up as worm food eventually. That’s unavoidable.

I was looking through some of my old notes when I started thinking about this truism, partly (you will not be surprised to hear) as the driver behind a game idea, but partly not. You see, I have a very large stack of unpublished games and stories in my notebooks. Every day I add to the pile, sometimes just a little tweak to an existing notion, other times several whole games. It varies.

What doesn’t vary is the fact that it’s way easier to add to this pile than it is to get a project all the way through development and into print. Anything finished has taken a great deal of effort to get there. Way more than getting the core ideas down in the first place.

Ziggurat of notebooks.JPG

Some of my old notebooks. I generally work digitally these days.

What I was thinking about was simple: the list gets bigger as my ability to get it done shrinks. It’s hard to put exact numbers on this, but a very quick headcount looks like single figures % complete is to be expected. Half a dozen finished out of every hundred. Something like that. A sobering thought. YMMV, of course, and exact numbers aside I know that the majority of these notes will end up in the Soylent Green along with me, simply because of time constraints. What to do?

My answer was to plan better and be more focussed about what I spent my time on. This is partly why I’m back on Quirkworthy talking about Gesamtkunstwerk and the like. Fancy German words are not enough though. I need to fine down this enormous list of options into something more workable.

I’ve applied two main approaches to picking my projects for Quirkworthy.

 

Quality & Enthusiasm

My first thinning tactic started with quality. I thought, “not all ideas are equal – just do the best ones”. Now I’ve been doing this a long time, so my internal spam filters aren’t bad, and the dumbest ideas I come up with never even make it to the notes stage. Regardless of that, there is still a spectrum of quality in what’s been written down. All I needed to do was order them from worst to best and start at the top. Right? Not so fast.

What is best? And yes, I know: “To crush your enemies, to see them driven before you, and to hear the lamentations of their women.” Obviously. But apart from that. How do I know that this project is better than that one? Sure, I can make some broad assumptions, and that’s a start, but really? Best? Definitively? I wasn’t sure. I kept changing my mind. Turns out that “Best” was not the droid I was looking for.

After a few false starts I ended up applying a much more important criterion as my first step: enthusiasm. Which ones enthused me most?

In the end, it’s me that’s doing the work, and I’m a firm believer that enjoying what you’re doing comes through in the end result. That, in itself, should move me in the vague direction of “best”, if that still matters. Plus, if I only get to make, say, 30 things from my list of several hundred, they really ought to be ones I enjoyed most. This is still a bit of a slippery concept, but it felt easier to apply than best, so I went with it.

 

Killer Combo FTW

With the idea of enthusiasm in mind, I started going through my notes and applying a second notion: combining things. I’ve come up with a lot of different fictional worlds over the years. Many have been developed over a long time, and have evolved and sprawled as they did so. Far too many to do them all justice. So, I challenged myself to see how few I could boil it down to. If things were similar, could they be combined rather than thrown out? What’s unique and interesting about this idea? Can that squeeze in somewhere else or does it need to stand alone? Could these stories fit in that world? How about that character? Item? Dialogue? Magic system? Hairstyle? It’s an interesting exercise, and I think it has made the survivors of this cull more interesting places, with the combinations adding depth. The real world is, after all, a complicated place.

In the end I reduced this list of fictional worlds to a single digit total, which was a big drop from the original number. Not counting one-offs, obviously. They get a pass as they are so much less work.

I’ve also started enforcing the principle that all my new ideas have to fit into one of the shortlisted worlds. This helps avoid the whole thing sprawling out of control again, and so far it’s been working. Admittedly, there are corners of my notes that I haven’t yet corralled, so it’s ongoing, and I’m sure that I’ll come up with the odd one-off idea which simply won’t fit. However, the main boundaries are set now. Just got to make it happen.

This is where Quirkworthy comes in, and this shortlist is the constellation of worlds that I will be exploring here.

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So where am I? My last post was about Gesamtkunstwerk and the idea of pulling together different creative strands to focus on a unified vision as a way to get the highest quality work. This post has described how I got to my shortlist of what to focus on. Next time, I’ll look at the thread that runs through all of these projects, and the one that has really been my focus all along.

Posted in Random Thoughts | 6 Comments

My Second Favourite German Word

There is a quote that goes something like “If you can’t explain something simply then you don’t understand it well enough”, variously ascribed to Einstein or Feynman. It’s been getting to this point that has taken the time.

Even now, while I can explain my top-level plan quite succinctly, I can see that it will mean sailing into waters that are uncharted, for me. So, while I can see what other people have done, I know where my strengths lie, and can try to imagine the confluence, it’s going to be both exciting and terrifying to implement.

But this is me, so you know that I’m not just going to tell you the two-sentence summary and leave it like that. No, I’m going to explain the background and the thinking that led to this point because I think that’s where the best stuff lies. The summary can wait till later. That’s just giving you the fish.

The complicated bit for me is that this plan is the confluence of several disparate threads that have been winding their way around the inside of my head for years. Many, many years for some of them. My challenge, in wanting to explain how I got to this simple plan, is picking apart its underpinnings so that I can examine the foundational pieces one at a time. As each piece influences the other, it’s hard to know where to start. However, as you can tell from the title, I’ve plumped for a single word.

This word is the splendid German compound: Gesamtkunstwerk.

Literally, it means total (gesamt) art (kunst) work or factory (werk): “total artwork”, or “total art factory”.

It is a term whose meaning is somewhat nebulous and which has evolved over time, starting in opera, and moving through architecture and beyond. Regardless of its changes, the overall meaning has always been one of encompassing a broad range of creative disciplines within a single project, often under the direction of a single person. You might also think of it as being related to the use of the French word Auteur with regard to film.

In many ways the concept of Gesamtkunstwerk doesn’t say anything that we don’t already know intuitively. However, I’ve found it a great way to focus my thinking, and a single point around which to coalesce many previously poorly defined ideas.

So how exactly am I defining this magical term? Well, I use Gesamtkunstwerk to describe a single complex creative work that applies two critical principles:

  • There is a single vision for the whole. This can be a common vision held by all the creatives on the project, or the vision of a single person who controls the whole process.
  • Each creative discipline supports the others. The art reflects the writing which reflects the design and the music; the theme is reflected in the language and the art and the graphics, all brought out in the gameplay. While there are different technical skills involved in each area, the understanding is that the creation, as a whole, is a single piece.

I’ll pick up on how this fits into the rest of my thinking next time. For now, think about your favourite gaming experiences, or favourite films. There are many reasons why you might like something. However, for me, the most important common feature of the vast majority of my favourites is that they don’t just have one part working well; not just the music or the dialogue or the design or the lighting. Every creative element moves as one to support the emotional goal and tell the same story. The art style sets a tone and mood that feeds into the design, the layout supports the gameplay, the language resonates with the theme. You get the idea. Each creative element supports the other. In film, the music supports the action (or lack of it), the style of camerawork and framing reflects the mood, the development of the script is mirrored in sets, costumes, and music. Again, no element works alone. This is what moves a creative work from good to great.

In some ways it’s easier to see when it doesn’t work. How often have you played a game or heard a reviewer comment on art that jars with the theme, or layout that grates against the flow of play? All too common.

I’m sure you’ve seen films where music, camera, and tone of acting could have all been working from a different script. Again, sadly common.

By comparing what doesn’t work, to what does, I think that you can probably see how useful the ideals of Gesamtkunstwerk can be as a shorthand for quality: the better a project fits the two key elements, the better it is likely to be. I think the term is useful because, as I said earlier, it helps to focus my thinking.

Looking back over the three decades that I’ve been working on creative projects, and watching hundreds of “making of” documentaries and interviews to search for best practice I could use, I’ve often heard people claiming that they were applying the two principles of Gesamtkunstwerk. I’m sure they genuinely meant it when they said it. However, without the focus of the term, they almost invariably fail to truly grasp what is needed to implement it and the project drifts, driven by pragmatism and expediency instead.

Now I’ll be the first to point the finger and call my sentiment here both idealist and perfectionist. Guilty as charged, m’lud. I want to create beautiful things; perfect things. Things that I can be proud of and which make me happy. And yes, I know very well from bitter experience that the real world makes this almost impossible. However, even though I know that I’m unlikely hit the target, I am still going to aim high.

Having pondered this for some time, I’ve decided that for me, Gesamtkunstwerk is the best way to describe the gold standard I want to aim for in all my future work. What does this mean? Well, for Quirkworthy, the most important implication is that I need to broaden my remit. Game design is only one of the elements that make up a Gesamtkunstwerk. Focussing on only that fails the test. I need them all.

Posted in Game Design Theory, Random Thoughts | 5 Comments

It’s Been A While…

More than a while; it’s been an age.

File:Abandoned bus in San Pedro de Atacama (Unsplash).jpg

Like this bus, Quirkworthy has been sitting quietly on its own for a long time. This wasn’t so much a plan on my part as a lack of one, and it’s taken me a very long time to come up with a way forward that felt both robust and, well, right. Something that I can get enthused about once more. Something I hope you’ll be excited about too.

I’ve done a great deal of pondering about what I want to do with Quirkworthy over the last couple of years, and have come to some definite conclusions about what should and should not be included. My goal is something that I think is both more ambitious and more exciting than Quirkworthy was before, with what I consider the best bits intact, plus a slew of new cool stuff on top. This includes my new second favourite German word.

You’ll see.

It’s going to take some time to get everything into place, and it won’t happen all at once, so please excuse the mess while I work. We can talk while the place gets fixed up.

This week I’ll be posting a series of articles about what I intend to do with Quirkworthy, and why. Seems like the sensible place to start. Please feel free to comment.

For the moment, consider this place a bit of a building site, or maybe an old and rusting shell of a bus. It’s like we just walked back through the door, and there’s a lot of rubbish to clear out and bits to fix up. The windows are broken and the dust has blown in. Some kids were messing with a ouija board in the corner, so we’ll need to check for ghosts too. The whole place is plastered with posters that advertise tribute bands, travelling circuses, and haemorrhoid cream. They can all go in the bin.

It’s time to blow away the cobwebs from this rickety old jalopy. It’s time for a fresh start.

 

Posted in Random Thoughts | 20 Comments

Mythic Battles v2.9

Latest file below:

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Mythic Battles v2.8

File is below:

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Mythic Battles v2.7

latest version, with omphalos and a new order.

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Mythic Battles Version 2.6

Available below:

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Mythic Battles Version 2.5

Latest version below:

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Mythic Battles Version 2.4

Available below:

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