Posted by Rampant Coyote on October 28, 2016
I started hearing about NaNoWriMo about ten years ago, and I thought it was a weird and kinda dumb idea. But I knew little about it and very little about professional writing, and I was more focused on game development. Now that I’m dividing my attention like I am (partly to preserve my sanity), and that I am actively involved in the local writing community, it’s a little bit more of a potential thing to consider.
I have three good reasons (IMO) for not “really” participating this year. #1 – I’m in crunch mode at the day job until the last week of November. It’s a serious impact on all after-hours activities, not just game development (which takes a bigger hit than the writing, but it’s still ugly all around). #2 – Frayed Knights 2. I can’t neglect it in November. #3 – November as a month generally SUCKS for getting stuff done for many of us, because Thanksgiving Weekend is really, really busy. A lot of people travel that week to spend time with family. Depending on how your family is, it may or may not be a good time to hole up inside a closet and write.
That’s my general excuse for game jams, too. They are just excuses. I’m signing up for it anyway, even though I will have little time to devote to it. I’ve learned a few things over the last three years that really raises my assessment of the idea, in spite of my excuses.
First of all, if you set no goals, you are never going to get anywhere you want to go. This gives you an excuse. Just like New Years Resolutions. The nice thing is that this one is over in a month. Kinda.
Secondly, there’s a huge advantage to having a community and a deadline to help with motivation. As much as I love going at it alone, having other people working towards similar goals and comparing notes really makes a difference.
Third – in the elimination of excuses category: Writing is a learned skill, like everything else. We tend to be confused on this point because all of us use language, and most of the western world is literate. We think of crafting a story as simply a utilization of skills we have already mastered, but that’s really not the case. The oft-quoted rule-of-thumb in the writing community is the “first million words” – in that, the first million words are practice, and THEN you start producing quality work. That’s about ten full-length modern novels’ worth of “practice,” and twenty NaNoWriMos (of 50k words each). While there’s nothing magic about that number, and there’s a lot more to it than that, it’s still a reasonable approximation. If you write an average of 500 words per hour, that represents about 2000 hours of practice. That doesn’t include time spent editing, soliciting feedback, and actively training.
Interestingly enough, I saw a video by a guitar instructor who explained that the average amount of time it took for a guitarist to get “competent” – not expert, just good enough to maybe take things professional – was about 3000 hours. Pretty close. I think you’ll find that this time count is pretty much the difference between beginners and professionals across the board.
Yeah, that’s pretty daunting, but the longest journey begins with a single step. I think NaNoWriMo is a good motivator for aspiring writers to roll up their sleeves and get started. Produce that first 50,000 words! They may be utter crap, but you’ll do much better next time, and you have made significant progress along that path!
Fourth: Even for the pros, the first draft is often crap. The magic comes with the editing. An editor I know uses the expression, “the only thing I can’t edit is a blank page.” While getting the first draft done might only be part of the job (and maybe not the biggest part of the job), it’s what has to happen before anything else.
Fifth: There isn’t a lot in the writing process that is quantifiable until after the book goes into print. Word count is one of the few things that are, and it’s a biggie for that first stage. Emphasizing that one measurable piece can help it improve. So maybe you start out writing only 300 words per hour, and trying to complete NaNoWriMo seems hopelessly out of your reach if you need to devote 6 hours a day to it. I dunno about you, but I really don’t have that kind of time with a full-time job, family, and… oh, yeah, a game development business AND other writing projects that are not in the first-draft stage. Ain’t gonna happen. But I can focus on writing on writing speed, and that is something that can be improved. I recommend Rachel Aaron’s 2K to 10K, and Chris Fox’s 5000 Words Per Hour. Here’s a chance to practice!
Finally, I never like waiting to start a project until a particular day. The rules for NaNoWriMo are pretty fuzzy and open-ended. The real point it to focus on cranking out 50k words of draft of fiction. Or poetry. Or… whatever. Just get ‘er done. I know of people who have used the “contest” as a chance to produce an anthology’s worth of short stories. This is awesome. So… there’s no need to “save up words” for November 1.
One other possible motivator: Scrivener is a pretty cool all-in-one tool for writers. I was pretty much just a Microsoft Word and Google Drive / Docs kind of guy until recently. I picked this up during one special sale “just in case” and then decided to take the pain to watch an hour’s worth of tutorial videos and then actually practice using it. I’ll have more to say about it in a future blog post, but they are offering a special demo version for the purpose of NaNoWriMo, and a big discount on the full version (which is already pretty cheap) for NaNoWriMo “winners.” They offer a decent discount for anyone who even participates. You can get the details here.
Anyway – for all those who choose to participate… good luck and have fun!
For those who don’t… have fun anyway. 🙂
Filed Under: Writing - Comments: 4 Comments to Read
Posted by Rampant Coyote on October 27, 2016
For the last couple of years, Storybundle.com has done a writing book bundle to correspond with the (horribly timed) National Novel Writing Month (NaNoWriMo). This year’s bundle is curated by Kevin J. Anderson. I’ve only read one of the books in this bundle – Killing the Top 10 Sacred Cows of Publishing, by Dean Wesley Smith. I’ve read many but not all of the books from previous years. They were filled with advice that I personally thought was valuable.
Last year, they had an option to pay more for the previous years’ bundle, but I don’t see anything like that here. Bummer.
Filed Under: Writing - Comments: Be the First to Comment
Posted by Rampant Coyote on October 26, 2016
The suckiest part of taking time off of work with a project-based job is that when you come back, the work is all still there. Plus more. Plus people with dependencies on you getting your work done so they can get theirs done.
Kinda takes the fun out of taking time off.
I’m not being too careful with my remaining hours, although taking some time to watch a show or play a video game might be considered really good use of time to get some R&R. I’m not sure yet. Blog posts are difficult, but I’m doing what I can. I have a bunch of half-written old ones, but for the most part, I quit writing them because they weren’t going anywhere.
On the FK2 side… well, it’s been slow, but progressing. How about a work-in-progress screenshot? Sure, that sounds cool:
Have a great one!
Filed Under: Frayed Knights, Geek Life, Rampant Games - Comments: Be the First to Comment
Posted by Rampant Coyote on October 24, 2016
Last week, the trailers (well, a teaser and a trailer) to two new superhero movies dropped. Or at least, movies from the same superhero-laden comic book universe. Both are action movies. But they couldn’t be more different in style or tone.
First off, Guardians of the Galaxy 2:
Next, Logan (AKA Wolverine 3):
Apparently Logan is shooting for an R-rating, and is based on an eight-issue comic series entitled “Old Man Logan.” The mutants are mostly dead, Logan’s healing power is fading and his age is thus catching up to him, and Xavier is suffering from Alzheimer’s.
On top of all this, I’ve been non-binge-watching (NO TIME!!!!) Netflix’s Luke Cage:
And then of course, next week, Doctor Strange hits theaters. I already have my tickets to a special viewing.
If I were to ignore the fact that these all come from the same Marvel Comics universe … and even ignore the “super-powered” part of them, having not seen them I might label these Space Opera / Comedy, Dystopian or Dark Future, Gritty Crime Drama, and Epic Contemporary Fantasy. Or something like that. I’m not 100% up on marketing labels for subgenres these days.
I have a number of thoughts on all this. First of all, there’s the thought that I must have made a wish with a genie back when I was 13 that finally came true. There are so many movies that have come out in the last decade or so that are based on comics or at least inspired by comics that do not suck. I do not want to talk about what passed for a superhero movie or TV series back when I was a kid. (Well, okay, The Incredible Hulk and Six Million Dollar Man were popular, but…) Just like the state of fantasy films, there just wasn’t much of quality out there.
A major second point that seemed to have been forgotten until the 2000s: ANY story is about characters. The titles I followed back in the 1980s were as much about the relationships between these characters as the fight scenes. They were angsty and over-the-top, just like any soap opera, with the fight scenes serving as a catalyst or catharsis or some other nice turning point to give the characters something new to argue about.
The spectacle of the fantasy powers was a big deal… it was what made these stories interesting to me in the first place. But while I came for the action, I stayed for the characters. Sadly, for years, it seemed like the comics had figured that out but the movies–which should have known better–had not. (Sadly, the comics sometimes go too far in that direction). But now, if you check out those trailers, they are all very heavily character and relationship based. The Doctor Strange trailer goes a bit further into the high-concept area, which … well, in a way, that does define Doctor Strange’s character.
The most important part, though, is that while I tend to think of “superhero” as its own little genre, it’s not. Netflix kinda nailed this one by labeling Daredevil as “Crime Drama” and Jessica Jones as “Psychological Thriller.” Just like science fiction (and fantasy) should really be more of a setting than a genre. The golden-age superhero comics were really just derivatives of popular pulp fiction, after all. Superman was really just something of a combination of Clark “Doc” Savage (the Man of Bronze) and an inversion of John Carter (instead of an Earth man going to an alien world and gaining super powers and able to leap tall buildings in a single bound, it’s an alien coming to Earth and gaining those same powers). And of course, Batman came from pulp mystery and detective stories.
So yeah. I’m glad to see this kind of expansion. If nothing else, it keeps things interesting.
Filed Under: Movies - Comments: Be the First to Comment
Posted by Rampant Coyote on October 21, 2016
There may be a better version being produced by Ubisoft (I would expect as much), but here’s footage from the Rocksmith concert last night, courtesy of The Riff Repeater:
The action gets going about 16 minutes in, with the “Bachsmith” arrangement of Beethoven’s Ode to Joy played by the Notetrackers. The main event begins a little more than an hour in, with an introduction by Dan Amrich, and then guitarists trained by the game strutting their stuff.
The quality’s not great, but it looks and sounds like it was a fantastic show!
Filed Under: Events, Guitar Games - Comments: Be the First to Comment
Posted by Rampant Coyote on
We watched Housebound, a film out of New Zealand and another Netflix show. I didn’t realize that it was a horror-comedy. It definitely sits on the “black comedy” side of things, so don’t expect light laugh-a-minute fare. It’s not rated, but in the U.S., it would be rated R for the blood, gore and language.
It’s about a girl, Kylie, a petty criminal who gets busted yet again and sentenced to house arrest at her mother’s house. Her mother is not altogether there, and believes the house is haunted. Kylie, too, has memories of it being haunted, but as an adult refuses to believe in the supernatural. But when strange things begin happening anew, Kylie begins to admit that the house may indeed be haunted, and that something evil is stirring once again.
The characters in the show are really what makes the film. Kylie, the central character, isn’t an innocent victim. Her reaction when asked about encountering the supernatural is to “smash it in the face.” Her mother and Amos, the private security guard, become increasingly endearing and interesting characters as the show progresses. And there are plenty of twists and turns to keep it from being anything like just another haunted house story.
Anyway, if you don’t mind the casual use of the F-word (which is a lot more casual in New Zealand than it is in the U.S.), or the use of things like spurting blood as a source of humor, it’s a very good low-budget horror movie. I’d recommend it.
Filed Under: Impressions, Movies - Comments: Be the First to Comment
Posted by Rampant Coyote on October 20, 2016
I have a couple of days off, to match the time off that my daughter and my wife have off. Things at Ye Olde Day Jobbe have been pretty nuts. Good nuts, but exhausting. I know I can use the time off to spend the time with my family, and get some writing and game development done. Go me!
Okay – catch up time. More of a reiteration of stuff, but here goes:
#1 – I’ll be showing off Frayed Knights 2: The Khan of Wrath at The Leonardo on November 11th from 7:00 to 10:00 PM. Honestly, I’m so tired of that demo level that I really, really wanted to re-purpose an existing new level to show… but that just meant a whole lot of additional work to make a poor 5-10 minute introduction to the game. A pretty useless endeavor and wasted effort. The first level of the game really is a solid introduction, as it was designed to be, and so while I’m tired of it, not many people have played it, so we’ll keep with that. It’ll sport some improved special effects and a mini-map, some bug fixes, and some features that might be disabled so as not to get too confusing for a demo. But otherwise, the same thing. But if you HAVE NOT yet played it, I’ll be there with several other Utah Indie Game developers at the Leonardo Museum. Come check out the museum and check out some games! The Leonardo is at 209 E 500 S, Salt Lake City, UT. (I’m personally hoping to sneak away for a few minutes and check out their new Flight exhibit).
#2 – I have a story called The Priests of Shalaz which will be published in the winter issue (#4) of Cirsova Magazine, coming out at the beginning of December. Issue #3 is out now!
#3 – I have another short story due out before the end of the year in an anthology, but details aren’t ready to announce yet.
#4 – I will be at the Utah Winter Faire on December 2nd – 4th, selling and signing books. Hopefully I will have copies of Cirsova #4 by then to sell as well. 🙂
Aside from that… I’m pretty much going to be living at the office until Thanksgiving. Again, it’s a good kind of busy (CONTRACTS! NEW DEVELOPMENT! COOL TECHNOLOGY!) but it’s long, long hours. Ugh. Expect Blog posts to continue to be not-quite-every-weekday as they have been the last three months. There are simply not enough hours in the day.
Filed Under: Events, Rampant Games - Comments: Be the First to Comment
Posted by Rampant Coyote on October 18, 2016
ONLY grab tickets if you are sure to be there, as seating is limited. (I’m worried how many trolls might claim tickets with no intention of showing up… they probably should have charged a couple of bucks).
Anyway – should be cool I assume they’ll be broadcasting the whole thing via their Twitch channel at https://www.twitch.tv/rocksmithgame. While definitely cool, it’s a big marketing event to demonstrate to the world that yes, the game works. Those of us who have put some serious play-time into it already knew that, but even if the questionable claim that it is “the fastest way to learn guitar” is true, it still takes years of effort to go from newb to being able to perform challenging pieces live in front of an audience. They’ve had five years, so now they are strutting their stuff.
— Rocksmith (@Rocksmithgame) October 18, 2016
As for me, I’m enjoying the Remastered edition quit well. Primarily, I love the new song lists and Riff Repeater options. Assuming it is broadcast, I’m looking forward to the show.
Filed Under: Guitar Games - Comments: Be the First to Comment
Posted by Rampant Coyote on October 17, 2016
I think I’ve discovered something about how my brain works. I don’t know if it’s cool or stupid, or just plain weird. All three, probably. Except cool. Maybe it’s cool that I’m finally figuring it out, and now I just need to know how to adapt to it.
I’ve been Game Mastering RPGs for local groups since I was 12 years old. While I’d sometimes run game modules, I loved designing my own adventures. What I’ve found is that it’s very hard for me to come up with a nice top-down design from the get-go. I work best thinking in terms of scenes and vignettes. I have to basically put my brain into the thick of these cool battles and adventures, see them in my minds eye, and then figure out a way to chain them together and give them structure. It’s like trying to make sense of a dream after you wake up. These connections foster creativity for other ideas. My best designs are bottom-up.
When I’m designing video games – particularly an RPG – I have the same problem, which makes it very difficult to organize a project from front – end. Again, I work best when I’m down in the guts of the thing, rather than trying to design from a 30,000-foot view. My creativity gets engaged once I’m already in the thick of things, laying down walls and encounters. Which is a SERIOUS pain in the butt, actually, because things are much harder to change when you are at that level.
When writing, I have tried very hard to outline and structure my stories from the top, so I know what I’m writing long before I start putting the details down on the paper. I fail almost every time. Not that I fail to outline… I outline just fine. But like they say, “no plan survives contact with the enemy,” and no plan survives contact with paper. I can rack my brain and spend weeks working out ideas, but its not until I’m actually writing the words on the paper that the best ideas start flowing. And they usually play hell with the outline. In fact, I’ve only had two stories really match how I planned them to play out from the get-go. And they were not my strongest stories. Some authors talk about how their characters take control once they start writing. Maybe it’s like that, but it feels like the story itself morphs in front of my eyes, and takes the characters with it, changing them to best fit the drama. Although that might be more of an artifact of stand-alone short stories, where the characters are more malleable.
Now, structure is still important. Perhaps it is even more important, in these kinds of situations. If I design and write from the bottom up (or, in the parlance of writing, it’s more “discovery” writing… or, as some call it, “pantsing,” as in “seat-of-the-pants”), the need to keep an eye on the target and the mileposts is even more critical. Contrary to popular belief, for most people, limitations and structure actually aid creativity in most cases. For example, saying, “Create an RPG encounter for a low-level party” can cause either a level of creative paralysis or a tendency to fall back on familiar, overused tropes (Goblin attack! Giant rats in the basement!). But if you say, “Create an encounter with a dragon that is appropriate for a low-level party,” watch out! Ideas might start flying. Maybe it’s a baby dragon. Or maybe the party isn’t supposed to fight the dragon. Maybe the dragon asks their help! Or maybe its something the party must do to react to a dragon attack on the town. Or… something. Once a problem is defined, creativity starts flowing. If things are wide open or mushily-defined (for me), and if the goalposts aren’t really clear, the creative part of my brain gets lazy.
So the end result is… how do I take advantage of it?
For dice-and-paper gaming, I’ve found that the solution is just to start writing. I need to define the parameters… what the objective of the party is supposed to be, what their campaign obstacles are, and maybe some rough ideas about where they are going. If I have any cool ideas for scenes or encounters, I add those. But then I need to start writing things out. I don’t necessarily have to write it in full prose form for a third party to decipher, but it definitely needs to be detailed out for myself with enough information that I can understand it two or three weeks later.
For writing, it’s still an evolving process. I find I do need to have that structure and characters and concept in place to begin with, simply to have a place to start from. My creativity needs a foundation. So I think something along the lines of a minimal outline work best. I want a general idea of where I’m going to begin with, even if I know darn well that halfway through the process, all of that will change. That’s the advantage of a minimal outline… it’s all easy to change after-the-fact.
For game development… I’ve been at this HOW MANY YEARS and haven’t really gotten it down to a science yet? I think the answer remains in rapid prototyping and iteration. Which I do, and then I don’t do. It’s like I get it down to a rhythm where things are working, but then I second-guess myself because I’m not doing it the way I’ve been taught that I’m supposed to do it. The industry and marketing and everything else works best on “vertical slices” – get one section of the game working perfectly and looking ready to ship, and then finish writing the game. But when I do that – and it’s a hard habit to break – I spend all this time working on systems that I try to make perfect and ship-worthy, only to find they don’t work with the game as a whole and need to be torn out and replaced.
More and more, I’m convinced that the best approach *FOR ME* is to simply build a skeletal version of the entire game, with crappy everything, see how it plays, and then iterate. If I was the only guy working on the game, that would probably work. But other people don’t work that way. In a team, it’s very difficult to get everything to work that way. It’s very hard to catch a vision from someone else when you have only a raw, draft “skeleton” to look at.
This requires much more noodlin’ on. I hope to figure it all out sooner rather than later.
Filed Under: Design, Dice & Paper, Game Development, Writing - Comments: 5 Comments to Read
Posted by Rampant Coyote on October 14, 2016
Playstation VR is reportedly selling out in some stores only hours into its launch.
For $399+, I’d suggest that means more than just idle curiosity.
Of course, a lot of it could be deliberate attempts to generate hype for the platform, but even that requires a seed of truth. So again, this suggests there’s demand out there, even more than the steadily increasing hardware wars.
And the hardware wars are interesting. I recently played with LeapMotion, an accessory that mounts onto a headset and tracks your hands using infrared sensors, drawing them inside your VR world. This sounds like a minor thing (and until this technology becomes standard in VR, it won’t be used much), but it’s amazing how much this improves the experience and makes you feel like you are “there” in another world. Meanwhile, Oculus is coming out with new hand / touch controllers that look pretty awesome, and Valve has announced some new VR controllers that will compete directly with them.
There’s even a solution using cameras mounted to the visor that allows position tracking without external sensors.
I wish I could spend more time messing with it, but lately I’ve been in such a crunch from multiple directions that I my time in VR has been negligible for weeks. I believe the positive response (so far) with Sony’s VR represents good news for the technology in general. People still seem excited by the prospect.
Filed Under: Virtual Reality - Comments: Be the First to Comment
Posted by Rampant Coyote on October 13, 2016
Pay the Ghost is based on a novella by Tim Lebbon. A young child is abducted on Halloween, without a trace. His grieving parents and the police search for him fruitlessly for almost a year. Then, as Halloween approaches the following year, strange and unexplained events lead them to believe that their son… and others… may have been stolen away by a supernatural entity. They also learn there may be a chance to bring him back.
I guess I’m going to keep going against the grain of the Rotten Tomatoes consensus and say I liked this one, more than the much-higher-rated Hush which I gave my impressions on yesterday. The critics hated this one, and it admittedly has a bit of the “made for TV” (or direct-to-video / streaming) vibe to it. Makeup and hair dye notwithstanding, Nicolas Cage has trouble looking like the younger father he’s supposed to be in this show. Some of the supernatural events are inexplicable and inconsistent, and feel like they were just tossed in as an afterthought. There were some conflicts between characters that were ripe opportunities for development, but were quickly resolved or glossed over. So yeah, I get why the critics rip on this. Although, glancing through the summaries, it seems like many of of them just wanted to criticize Cage. There were lots of missed opportunities and problem areas here.
Still, in spite of the problems, I liked the story. I guess I can compartmentalize pretty well and ignore bits and pieces of suck if I like the overall show. I did. I suspect that I would enjoy the novella even more, and that may the foundation that gives the film its buoyancy. It’s creepy, the evil has a very cool backstory and reason, and the characters are interesting. It’s non-rated for content, but would probably be somewhere around PG or PG-13 rating. We found it a worthy option for Halloween viewing. 🙂
Filed Under: Impressions, Movies - Comments: Be the First to Comment
Posted by Rampant Coyote on October 12, 2016
Madison is an author who has been deaf since her teenage years lives out in the middle of nowhere in a cottage in the woods. A psycho killer discovers her, realizes she’s deaf, and basically lays siege on her home all night, psychologically torturing her before killing her, taking full advantage of her weakness.
I understand the film’s gotten rave reviews. 100% on Rotten Tomatoes (granted, not a whole lot of professional reviews, but still…) And yeah, since that’s a “positive or negative” thing, I’d have to say my own feelings towards the movie are generally positive. We were entertained.
But I also felt it was a bit… I dunno… formulaic? Paint-by-numbers? Granted, Madison’s deafness is a pretty significant addition to the mix, coloring everything that happens. And it’s fairly well-executed. But for me, it was also pretty predictable from start to finish. And my wife was really, really bugged by the fact that this lady has windows EVERYWHERE and no curtains whatsoever. I mean, yeah, she lives in the middle of the woods, so it’s not like privacy would be that big of a concern, but still…
Bottom line: An okay psycho-killer horror movie with an interesting up-front twist.
Filed Under: Impressions, Movies - Comments: Read the First Comment
Posted by Rampant Coyote on October 11, 2016
So this happened… (it looks like they changed the title since yesterday, because “indefinitely” is such a crude term… “until some future undefined date” is exactly the same thing but sounds less like “never.”)
I wish I could say I’m surprised. I can only say I’m disappointed. Squadron 42 was the reason I backed the game. I’m not much of a multiplayer gamer anymore. The MMOs burned me out, maybe. Multiplayer is too demanding of my time, requiring I devote a chunk to it at one sitting. I don’t feel like doing that very often. (Not, a small period of time allocated to a game that somehow magically stretches to a 2-hour session… I don’t know how those happen, but I didn’t plan on it!)
I was really looking for a new Wing Commander. I don’t know why. I can’t say I was a big fan of Starlancer, and that looked to be a spiritual successor to the series. There have been several games (many indie) which have descended from that concept, and play pretty well. But still, I was pretty excited to see what the man himself, Chris Roberts, could do with a big budget big ideas.
As it turns out, it’s the Strike Commander saga all over again, but with no end in sight. Okay, yeah, a lot of you may not know about that one. It was at attempt to turn Wing Commander into a real-world flight sim after the release of Wing Commander 2. It was jokingly referred to as a “Perennial trade-show favorite,” long-delayed by the standards of the early 1990s. Not much by today’s standards, really. And yeah, I know… glass houses, throwing rocks… where the heck is Frayed Knights 2 already…
Ah, well. I got a Squadron 42 t-shirt out of it. And it wouldn’t be the first game that I was looking forward to which failed to materialize. Just the first one I ponied up full AAA price for. But hey – that’s the risk with crowdfunding, right? I knew the risk, I took the chance, and sometimes I find my faith is misplaced. Probably. At least in anything close to the promised time-frame, but I also expected that.
Hey, there’s still a chance that something will come of it. That, or lots of excuses as to why it was unimportant, why the multiplayer game is all I ever need (whatever state it is finally released in) and is essentially the same thing I thought I was getting in the single-player mode, and how everybody was really only interested in the online game anyway and nobody bought the game for the single-player Squadron 42 anyway.
Filed Under: Crowdfunding, Space Sims - Comments: Read the First Comment
Posted by Rampant Coyote on October 7, 2016
Okay – as always, I have no control over these, your own risk, etc. All I can say is both of these groups have solid track records.
First of all: InXile is crowdfunding Wasteland 3. Besides being a choice-heavy, story-heavy post-apocalyptic turn-based roleplaying game like its predecessor, the next one promises multiplayer and a better dialog system. Yeah. I’m there. They are almost to their funding goal already, so it’s definitely happening. You probably already know what you are in for here. If not, check out Wasteland 2.
Next up – my friends over at Arrowstorm are crowdfunding a new movie. Now that the Mythica series is wrapping up, they’ve got a sci-fi “near-future thriller” film they are working on called Magellan, which is now in crowdfunding. It’s also very close to its goal, which is really just part of the post-production budget, as the film is now “largely complete.” Mythica veterans Matthew Mercer and Nicola Posener lend their voices to the film as the AI. It looks interesting… with some possible shades of Interstellar and 2001: A Space Odyssey.
Anyway, I thought I’d point these out in case you weren’t aware.
Filed Under: Crowdfunding - Comments: Be the First to Comment
Posted by Rampant Coyote on October 5, 2016
One of the shows this year was “Devil.” It’s a 2010 film that mostly takes place in an elevator. It’s based on a story by M. Night Shyamalan, and co-produced by the same. Many years ago, that would have been considered a mark of quality. Now, it’s … not. More like a warning.
However, in this case, he didn’t direct it, and it’s … well, neither good nor bad. It’s okay. In a nutshell, it’s Agatha Christie’s “And Then There Were None” with a supernatural horror twist. Several people are trapped in an elevator. Several others are trying to help them escape. One person may be the Devil in disguise, tormenting his victims before killing them and dragging their souls to Hell.
And… that’s pretty much it. We kinda liked it. It’s only on Netflix for about ten more days, so now’s the time to give it a shot before it disappears from the roster, if you feel so inclined.
Filed Under: Movies - Comments: 4 Comments to Read
Posted by Rampant Coyote on October 4, 2016
This week, the Ubisoft Rocksmith team celebrates the anniversaries of both Rocksmith and Rocksmith 2014. It’s been five years since the release of the original game (it was originally console-only), and about three years since the 2013 release of the sequel.
The original release was a genuine success for a new idea with new technology. They were very cautious about releasing it as an educational tool, and so it was marketed a bit like a Guitar Hero where you use a real guitar. Much more like a game. The technology had a lot more flaws, the flow could get dang annoying, and the original song pack was not super-exciting. A few DLC packs later, though, and it had a pretty decent library.
Then in October 2013, the sequel was released. You know, labeled Rocksmith 2014 because it was released in 2013. Marketing.
Rocksmith 2014 fixed almost all the problems in the first game. DLC became a weekly event, and has been going strong for three years, with short breaks for holidays. They are up to nearly 900 songs now, which is impressive no matter how you look at it. Serving both bass and six-string guitars, and providing note-perfect charts for all the guitar parts (and sometimes guitar substitutions for other instruments), it’s a fantastic practice tool. It’s most popular features are “Learn a Song” – a digital songbook with ramping difficulty level all the way up to a full chart (and beyond, requiring you to play from memory) – and the “Riff Repeater” which allows you to practice parts of a song, varying the speed and completeness of the charts so you can work your way up to perfection. The software also has lessons for learning various techniques, from the extremely basic (how to hold a guitar) to advanced (like tapping). It has a number of arcade-style games for practicing those techniques; a tone customization library to experiment with simulated amplifiers, cabinets, and effects; a competitive leaderboard system with four different skill levels so everyone can (kinda) compete; two-player modes; and a “session mode” where you can just jam away.
I had decades of pretty much zero progress from being an “advanced beginner” at a guitar. It all came down to practice (or lack thereof). I’d get back into it for about two or three weeks every year, telling myself that THIS TIME I’d stick with it. I’d recover some calluses, recover my skill back to my previous playing ability, and… that’d be it. Same time next year. I’d done a little bit more with Rock Band 3 with a custom MIDI guitar controller (which was okay), and with the original Rocksmith (which was better). With the release of Rocksmith 2014, I committed to practicing at least a little bit daily. Sometimes it was only 10 or 15 minutes, but on the average it was closer to 40 minutes of daily practice. Still nowhere near what I should be doing to really, truly “get good” at the guitar. But while lately I’m more of an “every other day” kinda player, I’ve clocked about 600 hours into the game, plus a fraction of that offline / unplugged.
It worked. I have a tough time remembering what I was like when I first started, aside from being completely incapable of what I’m doing now. No, I’m nowhere near being able to melt faces with my shredding skills yet. I’m still very much an “intermediate.” But the difference between what I can do now versus what I could do then is huge… and it’s been (almost) all Rocksmith. So it’s not really a question of “does it work?” so much as “how well does it work?” That’s harder to quantify, but the answer is, “pretty good.” Naturally, quality personalized instruction is impossible to beat, but even with that, it still comes down to practicing a LOT. Rocksmith 2014 makes that a lot more fun and efficient.
And now they’ve released a new edition of the game: “Rocksmith 2014 Remastered Edition.” Not a sequel (yet), but a new edition. It’s out in stores this week for the people who haven’t tried it yet. Maybe they were waiting to find out if it really works or not. Well, three years later, they’ve got a ton of success stories. Anyway, new players will enjoy some new features and a lot of usability tweaks. Nothing gigantic, but they address some key issues. Mine was the lack of having multiple “playlists” – just favorites and everything else. That’s been addressed, and I can’t wait to set up my custom playlists! The Riff Repeater mode has enjoyed a number of usability tweaks to make it more efficient. Menu and mode navigation has been cleaned up and streamlined. Nothing earthshaking, but good enhancements.
The new edition also includes six new songs packed into the starting library:
- “Three Little Birds” by Bob Marley & The Wailers
- “Suspicious Minds” by Elvis Presley
- “Some Nights” by FUN.
- “I Want You Back” by Jackson 5
- “Hey Ya!” by Outkast
- “Drops of Jupiter” by Train
The thing that strikes me is that they are going for a breadth of styles here. While maybe not strictly “rock” they are at least “rock adjacent.” I’m pretty sure the goal was to sweeten the pot a bit for more diverse musical tastes. I can’t complain. I like all of the songs, though none are going to be at the top of my practice list for a while.
The code updates are free updates to all Rocksmith 2014 owners, effective immediately. (A downside for some is that it makes unofficial “custom” DLC no longer work. Not a big deal on my end.) So we all get the Remastered Edition, free! Yay! The new songs are only free for new buyers… existing owners can purchase it as a DLC pack.
I would expect this will be the final feature update for RS2014. Next up… a sequel? Who knows? As far as I’m concerned, if the Ubisoft guys were to roll up the shop tomorrow and call it quits, I’d be sad, but I’d probably still be playing it in 2024.
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