sábado, 28 de março de 2020

Oceanhorn 2, Unreal And Beyond

The reveal of Oceanhorn 2's development got an amazing reception from all of you back in August. Thank you so much!

It has been five months now and we have been very busy working on the game, to fulfill our dream project one asset and feature at a time. Unfortunately, we haven't had time to give you guys any updates. Let's remedy that right here, right now!


Oceanhorn 2 looks stunning on mobile

Weighing our options


Over the years, we have learned that making a video game is a huge undertaking. For Oceanhorn 1 we did everything from ground up, from using a proprietary game engine, designing and developing our own full featured level editor to a highly laborious porting and upgrading work that had to be done for other platforms.

When we were dreaming up what Oceanhorn 2 should be like, we knew that we would have to do everything from ground up yet again if we would continue using our own tools. To meet the high expectations of the video game audience on mobile, high-end PCs and consoles, we decided to start developing Oceanhorn 2 on Unreal Engine 4.


New perspective takes you in the center of the action


Powered by Unreal Engine 4


Unreal Engine is a game engine that has proven itself in hundreds of big titles over the past 20 years. Its graphical capabilities and level editing tools are the best the industry has to offer. We have the artistic freedom, and to ensure we can achieve what we set out to do, Epic allows us developers to access the engine source code. With Unreal Engine 4, we basically have hundreds of man years of video game development backing us up, and delivering our uncompromised dream is still going to be in our own hands in the end!

"With Unreal Engine 4, we have hundreds of man years of video game development backing us up"

This project has introduced a lot of new and exciting things for us, from new ways of thinking to new tools and workflows. As an artist, I had to learn everything about physically based rendering. It provides an intuitive way to express the realistic properties of the materials for the renderer. It is a relatively new way to get realistic looking materials for a modern game engine that handles realistic lighting.

Our game has an artistically stylized look, but even our style benefits from the physically based rendering. Pixar animations have used it for years, but these days we can render it in realtime, even on mobile.


Good things come to those who wait


When setting up the renderer and materials, we wanted to make sure everything will work on both PC and mobile. Minor differences can be seen in some of the screen space effects, as all of them are not yet feasible on mobile hardware. We started optimizing the project for the mobile right from the beginning, and when we started to test out our game on actual mobile hardware, our efforts paid off.


The development and discovery


In our previous announcement blog post we shed light on some of the new gameplay aspects featured in Oceanhorn 2. These were just a few examples of the features that will make Oceanhorn 2 truly special. We will be sharing more exciting news with you in the upcoming months.


A knight's weapon Caster in action


There is a certain unrevealed element in the game that makes Oceanhorn 2 different when compared to other games in the same genre. We have been experimenting with this element right from the beginning, and we are starting to see the impact it has on Oceanhorn 2.

When developing new and exciting elements to the game, our main goal is always to improve the player's experience and reinforce his or her emotional investment to the the world and story. We also aim to enrich the aspects that people loved in the original game, such as exploration.

In many ways, experimenting with features is one of the perks of being an indie company. If we come up with the best thing ever for an action RPG at any given time, we can go ahead and add it to the game.


Mobile graphics of 2017!

In our day to day development, we have reached a point where we can produce game content fast. More cutscenes and levels are being added to the game every week and the quests are starting to shape up. Still, we have a long road ahead of us to finish this game and I hope Oceanhorn fans can wait patiently.

We have received lots of questions about the platforms which Oceanhorn 2 will be released on. We can't confirm all of the platforms yet. What we can say is that Oceanhorn: Monster of Uncharted Seas sold over 1 million copies on all platforms combined, but let's remember it started out as an amazing iOS adventure game.

Oceanhorn 2 will definitely come out on iOS.

The Black Gate: The C.S.I. Effect

The Fellowship has managed to infiltrate Britannia with the closest thing this world has ever had to a church.
        
For a game that gets really good, Ultima VII does not start promising. Particularly disappointing was the character creation process. This is the first Ultima since II not to allow any importing of characters. Character creation had of course reached its peak in Ultima IV, where the gypsy's questions sorted you into one of eight classes and determined your starting attributes. Ultima V and VI lowered the number of classes to functionally three (fighter, bard, and mage, with the "Avatar" class a kind of synthesis of the three) but still let you go through the gypsy exercise, the specifics of which were retconned in VI. You could choose a female Avatar for the first time, and select from about half a dozen portraits whether male or female.

Ultima VII offers the fewest options of any of the games in the series. You can only type your name and select your sex, and there's only one character portrait for each sex. And they're both horrible--although the male Avatar does fit with the canonical portrait ORIGIN has been pushing on players since VI, including the two Worlds of Ultima spin-offs.

I briefly considered playing a female character, which I never do for the Ultima series, but I didn't feel like looking at her portrait for dozens of hours, either. Why did ORIGIN reduce character customization? Was it just a matter of not wanting to spend the programming time to vary the portrait that shows up in dialogue? That's a lazy approach for a company that did such a meticulous job with everything else.
          
The female Avatar has Evil Resting Face.
            
I sighed and chose the male portrait, naming him "Gideon"--my official alter-ego for any character I'm really invested in. 

The opening moments beyond character creation are as chaotic as anything, especially for a new player. We start with a street scene in what turns out to be Trinsic. Two characters, one of them white-haired, are standing outside a stable and trading laments over some horrid event. Suddenly, the red moongate appears and spits the Avatar onto a paved (or at least cobblestoned) street with gas lamps--the first sign that Britannia isn't the same Dark Age kingdom we last saw. 
          
Where were moongates that open inside the city in the last couple of games?!
        
The white-haired, bearded man turns out to be Iolo, who immediately recognizes the Avatar despite not having seen him in--as he quickly reveals--200 years. Iolo and Dupre and Lord British are still alive because they originally came from Earth. No explanation is given for the longevity of the rest of the Avatar's companions. The time jump isn't really necessary at all, except perhaps to explain why Britannia looks more Colonial than Medieval. I don't buy the rapidity at which the Avatar returns to his friendship with people who haven't seen him in two centuries. I had some good friends when I was in my 20s, but I doubt I'd recognize them if I lived to be 220, nor would I attach a lot of significance to our friendship given all the other people I would have met, and all the other things I would have done, in that intervening time.

I soon learn that "something ghastly" has happened in the stables. The other person is introduced as a stablehand named Petre. I am encouraged to go and look in the stables for myself, which sounds fine to me. All I really want to do at this point is turn off the damned music. But I don't have time to do even that, let alone enter the stables, because there's a sudden earthquake. Iolo pipes up and suggests that Lord British might know the reason behind it. The tremor, we later find out, is caused by the events of the Forge of Virtue expansion. But, damn--did it have to happen immediately? This is like modern Elder Scrolls and Fallout games where you buy the expansions and you get 8 pop-up messages the moment the game starts telling you where to go to start the DLC missions. Could they maybe be spaced out a little?

Recovering from that, I'm about to move when suddenly the mayor of Trinsic comes hustling in from stage left. Iolo introduces him as Finnigan. Finnigan is doubtful that I'm the Avatar at first, but he ultimately relents and asks me to solve the murder that has just occurred. At this point, all my Avatar wants is a quite room and an Advil, but he gamely accepts the quest, which immediately prompts a dialogue with Petre. When can I finally turn off the @#$&ing music!? Not only do I find it repetitive and annoying, I suspect it's responsible for the fact that the dialogue keeps freezing.
          
It's a choice, but "no" just gets you trapped in town.
          
It becomes clear that in fact two people have been murdered: someone named Christopher and a gargoyle named Inamo. After some more dialogue that I miss because the game froze and implemented all my clicks when it un-froze, I finally have control. I turn off the music and save the game, and immediately things start to improve. The first thing I notice is that, with the music gone, there are background noises. I'm a big fan of games that use sound effectively to create a sense of immersion, and ambient sounds are a big part of that. We have a couple of different types of birds chirping in the distance and waves crashing on the shore to the east (Trinsic is a coastal city).

As we discussed last time, the interface has gone almost all-mouse, something I find maddening given that Ultima pioneered the efficient use of the keyboard. You right-click and hold to walk, with walking speed increasing the further you get from the Avatar. You left-click to do almost anything else. Single-left-clicking looks; double-left-clicking talks and uses; clicking and dragging moves and picks up.
          
The Avatar's attributes.
         
There are still a couple of useful keyboard shortcuts: "I" to open inventories, "C" to enter and exit combat mode, "S" to save and load, ESC to close windows, and the venerable "Z" to bring up character statistics. It's here that I found my Avatar has 18 in strength, dexterity, and intelligence. There's a "combat" statistics for the first time, and I've started the game at Level 3 with the ability to train 3 attributes. Iolo is also Level 3 and has about the same statistics.

The inventory has been much discussed. You get an image of your character with lines pointing to slots for left and right hands, legs, armor, boots, gauntlets, rings, helm, neck, missile weapon, cape, and backpack. Ultima VII: Part Two will turn this into a proper "paper doll" screen where the character image itself changes to reflect what's equipped. For now, you click and drag things in and out of those slots. The Avatar has started with leather boots, leather leggings, leather armor, a dagger, and a backpack.
         
The Avatar's inventory and pack.
          
It's the backpack where things get crazy. You can stuff a lot of things into it (as well as bags and other containers), and the little icons freely overlap. Finding a small object like a key in a backpack full of torches, reagents, documents, and other objects is at least as hard as it would be to find a real key in a real stuffed backpack. Even though it's been almost 15 years, I remember that the last time I played, I organized items strictly by character--the Avatar has all the quest items; Iolo has all the food, and so forth--so I wouldn't go crazy.
     
So far, it's not so bad. The Avatar has started with a map, three lockpicks, a torch, 10 gold pieces, a cup, an apple, a bottle of wine, and a bread roll. I don't think the cup serves any use at all; although a lot of items can be used together in this game, pouring the wine into the cup doesn't seem to be one of the options.
    
All right. Time to explore dialogue. I double-click on Iolo and get six options: NAME, JOB, TRINSIC, STABLES, LEAVE, and BYE. These still aren't really "dialogue options"; they're just keywords. And I frankly preferred it when I had to type them myself, then watch for the response to see what other keywords I might use. Now, the keywords just spawn automatically in response to the dialogue. When Iolo tells me that his JOB is adventuring with the Avatar, I get AVATAR as an option. Clicking my way through them all, I learn that Shamino has a girlfriend who works at the Royal Theater in Britain and Dupre, who was recently knighted, is probably in Jhelom. (Have I been knighted? If not, why the hell not?!) Britain has grown to encompass Paws and the castle and dominates the east coast. Lord British will probably want to see me. 
             
Dialogue options with Iolo.
             
Petre has wandered off somewhere, so I finally enter the stable. This is accomplished via a "remove the roof" interface that I believe was pioneered by Charles Dougherty in either Questron II or Legacy of the Ancients. (I wonder if ORIGIN licensed the "look and feel" of this game element from Dougherty.) The interesting thing about Ultima VII's approach is that entering one building removes the roofs of all buildings, so you can see items and people inside adjacent structures even when there's realistically no way your characters would see into those locations.

Inside the stables is perhaps the most gruesome scene in any RPG so far in my chronology. (Well, no. I forgot about the two Elvira games.) The aforementioned Christopher is lying spread-eagle on the floor, each limb tied to an unspecified "light source," his body hacked beyond recognition. A nearby bucket is filled with his blood. The gargoyle Inamo is in a back room, pinned to the wall with a pitchfork.
            
It's cool that we've reached the point that such complex scenes can be graphically depicted.
           
Several tools are strewn around the stables, including a rake, a shovel, another pitchfork, and a pair of tongs. A key lies next to Christopher's body, and near Inamo is a sack with some bread, a torch, and a few gold pieces. Footprints are all over the dirt floor and head out the rear door. As my character investigates, I'm conscious of how much authentic role-playing I'm now doing. I mean, I already know basically where the plot is going, but I still take the time to go over everything in the stables. I move objects to makes sure nothing is underneath them. I click on things I'm not sure about to get their names. I investigate, realizing as I do so that this is one of the few RPGs up until this point to offer a level of graphical complexity and object interactivity detailed enough to make such an "investigation" possible. This is the future of role-playing in RPGs, I think. Sure, it's not bad to have dialogue and encounter "options" that let you maintain a consistent characterization or morality, but when the very interface of the game allows you to make decisions consistent with your character, you have something special. Unfortunately, Ultima VII will not only be one of the first games to support this kind of gameplay but also one of the last.

Petre the stablehand wanders in said rear door. He says he's the one who discovered the bodies. Inamo was apparently his assistant, and lived in the little back room. (Wingless gargoyles, I recall, are less intelligent than their winged brethren and used mostly for manual labor.) Christopher was a blacksmith who made shoes for the horses. Petre assumes the murderer was after Christopher (a logical guess given that his body was the one posed) and that Inamo was just in the wrong place at the wrong time.
      
We follow the footsteps out back and around the corner, where we soon come to the city gate. The gate is down and a guard patrols the room with the winch. His name is Johnson, and he says when he arrived for his shift, he found the previous guard, Gilberto, unconscious on the ground. This suggests the murderer made his escape through this gate, knocking out poor Gilberto on the way. I'd like to leave the same way and scout the outskirts, but apparently I need a password to leave the city (the manual alludes to this) and I don't have it. He suggests I ask Finnigan. I do climb up to the city walls and see the docks just beyond the gate. I have to wonder if the murderer didn't flee via boat or ship.
          
No clues this way.
        
Finnigan has taken off, so I settle in for a systematic exploration of Trinsic's streets, starting by heading right out of the stables. I note that double-clicking on the street signs gives me street names, and I'm pleased to find that I can still read the runic writing without a guide. The stable is on Strand. Slightly to the west, we come to (in non-runic writing) the Avenue of the Fellowship and, right in front of us, the Fellowship hall. Might as well get it out of the way. I take a deep breath and enter.
       
I'm a little concerned, on a role-playing level, that the Avatar technically hasn't been exposed to the Book of the Fellowship and thus has no reason to be cautious in his exploration of their hall. This concern is lifted when I find a Book of the Fellowship on a table right in the entryway. I imagine the Avatar reading it, asking Iolo, "What the hell?", and getting a shrug. 

The only person in the hall is a woman named Ellen, who says she runs the branch with her husband, Klog. She goes through the Fellowship philosophy and suggests that I see Batlin at the Fellowship headquarters in Britain to join. She claims to know nothing of the murder, having been home with Klog all night. I resist the urge to ransack the Fellowship hall and move on.
           
Hand-feeding my characters out of the backpack.
          
The Avatar complains about being hungry as we leave, so I feed him some bread. This is one of the legendary annoyances of the game. Characters have to be hand-fed throughout the game even though it's trivially easy to find food--one of several examples of a game element created for want of a true purpose.  

Up the road is the shipwright, Gargan, who offers deeds and sextants, neither of which I can afford. The notepad comes out and the "to do" list begins. Gargan has nothing to offer on the murder.
             
I was going to object to the name of the ship, but apparently some eels have scales.
       
I note that his house is filled with chests and containers. This is going to be true of a lot of houses in the game. Ultima VI was the first game in which the Avatar had an incentive to steal liberally from such containers, but this game is the first with no karma consequences. Instead of waiting until I have 80 gold pieces to buy a sextant, I can just remove one--and a gold bar besides!--from the pack in Gargan's bedroom. You can steal things right in front of the occupants--clean out entire stores while the owners stand mute in the center of the room--with no consequences. Well--almost none. Eventually, Iolo starts making some alarmed remarks.
             
Stop complaining about how hungry you are, and I won't have to steal a roast.
         
Heck, even the damned Guardian has something to say about it:
          
Really? Burglary is where you draw the line?
          
And I think maybe Iolo and your other companions leave you if you steal enough. The neat thing is that there's a real incentive to steal. You start the game broke, and the nature of your mission doesn't leave a lot of time for extensive wealth-gathering. But I'm going to stick to my tradition of taking my role as the Avatar seriously. I'll do it the hard way. The sextant and gold bar stay in Gargan's case.
    
I think you get the idea, so we'll speed things up from here:
            
  • A young woman named Caroline is on the streets recruiting for the Fellowship. She says that they have their meetings at 21:00. It turns out that Christopher was a Fellowship member.
  • There's a two-story house on the west side of town with a parrot on the first floor. No one tells me that it's Christopher's house, but the key we found with his body opens a locked chest on the second floor. The chest has a Fellowship medallion, 100 gold pieces, and a terse note that says, "Thou hast received payment. Make the delivery tonight." I take the gold and note.
  • Markus the trainer runs a store south of Christopher's house. He offers to train in combat skill. I decline, not having enough money, and forgetting how training works in this game. I'll revisit it later.
  • A guy named Dell runs an armory in the southwest part of town. We do find a secret lever that opens a back room stuffed with weapons and armor, but again I decline to steal. I spend 50 gold pieces on a sword to replace my dagger.
  • In the far southwest part of town, we find the healer. Gilberto is lurking around his shop with a bandage on his head. He didn't see his attacker, but he did note that The Crown Jewel was at the dock at the beginning of his shift and gone when he woke up from his concussion. He believes it was sailing for Britain.
         
Everything seems to be channeling me towards Britain.
         
  • The healer has a copy of The Apothecary's Desk Reference, which reminds me of the standard Ultima potion colors. Black is invisibility, blue is sleep, orange awakens, purple conveys magic protection, white is light, yellow heals, green poisons, and red cures poison. I think I already had that memorized.
           
Visitors from the NetHack universe are suspicious.
       
  • The pub and inn is called the Honorable Hound. The owner and server, Apollonia, openly flirts with me. I buy a bunch of loaves of bread. The inn's register shows that four people have stayed there recently: Walter of Britain, Jaffe of Yew, Jaana, and Atans of Serpent's Hold. I suppose the murderers probably didn't register, but you never know. We spend a night in the inn at the end of all of this.
               
There are so few role-playing moments in which "murder" and "flirt" are equally valid dialogue options.
           
  • I find Finnigan at City Hall in the center of town. He relates that he's been mayor for three years. The Rune of Honor, which used to sit on a pedestal in the center of town, was stolen years ago by someone claiming to be the Avatar. It somehow found its way to the Royal Museum in Britain. Finnigan thinks this is symbolic somehow. The most important information from Finnigan is that he was present in Britain four years ago for a ritualistic murder with similar characteristics.
  • Finnigan's office is hidden behind a couple of secret doors. I find them but don't find anything incriminating in the office.
        
This game is a bit odd in that it doesn't hide secret areas; it just hides the means to access them.
         
At 21:00, I peek in on the Fellowship meeting. It consists of Klug shouting the elements of the Triad of Inner Strength while the members shout things like "I believe!" and "I am worthy!" In between, Klug runs around lighting candles and occasionally genuflecting to the Fellowship icon behind the lectern.
             
 
Spark is unmoved by the testimony of Fellowship members.
         
The Guardian's face appears to taunt me as I enter Christopher's workshop on the south end of town. A boy named Spark--Christopher's son, which no one bothered to mention--is clutching a sling and running around frantically. He's supposedly fourteen, but his portrait makes him look about six. Spark tell us that his mother died a long time ago, so now he's an orphan. The Fellowship had been harassing his father lately, and a week ago Christopher and Klog had gotten into an argument. Christopher had been making something for the Fellowship--something probably stored somewhere in the smithy. Either Christopher was a bit disorganized, or someone has recently tossed the smithy.
          
Dick.
            
Now that I know Christopher had a son, I feel bad about looting the gold. But Spark offers to give it to me for investigating his father's murder. He says that he woke up from a nightmare the previous night and went looking for his father, and saw a wingless gargoyle (not Inamo) and a man with a hook for a hand hanging around the stables. He begs to join the party, and I agree. He comes with leather armor and a sling. Honestly, how were the first words out of Iolo's or Petre's mouths not, "Christopher has a kid. We'd better go see if he's okay"?
            
I don't know when Iolo started calling me "milord," but I confess I don't hate it.
             
Where Christopher is dead and his son is part of the party, I don't mind taking things from the smithy. We loot about a dozen gold pieces and some clothing items. I try to make a sword by putting a sword blank on the firepit and operating the bellows, but I can't get the sequence right. I think it's possible. I don't find whatever Christopher was making for the Fellowship, unless it was pants or sword blanks.
           
Spark, you must have seen your dad do this before.
         
My time in Trinsic closes with a return visit to Finnigan, who questions me on all I've learned and pays me 100 gold for what I've uncovered so far. He puts me through a copy protection exercise before giving me the password to the gates of Trinsic: BLACKBIRD. All signs point to visiting Britain next. We head outside. I find nothing at the docks except the fact (which I'd forgotten) that the developers managed to animate waves crashing on the shore for the first time in an RPG.
           
Another first for the Ultima series.
           
Continuing a theme started in Ultima V, the developers do a good job making Trinsic feel like a real place. Each resident keeps a schedule, including going to work in the morning, eating or stopping by the Honorable Hound for an evening meal, going to the Fellowship meeting (if a member), and tucking into bed at night. Every NPC has a house with personal belongings. When it gets dark, they light candles in their houses. During the day, they open shutters with comments to themselves like "Too nice a day for these to be closed!" They have brief conversations when they encounter each other. A dog and a cat roam the streets.

This is all admirable, but the problem of course is that this simulation has come so far that we can no longer regard the NPCs and buildings we see as a representative sample of the real number of NPCs in town. They're clearly the entire population. The fabled city of Trinsic houses 10 people. By modeling daily life in such a realistic way, the developers call attention to the lack of realism inherent in population size. We notice the same problem even in modern games.
            
Finnigan won't let me leave town until I relate what I've learned.
          
I'm hard-wired to create typologies out of everything, and this is something that needs a typology. Very few games in the 2000s adopt the "old school" model of towns-as-abstractions, which is most obvious in "menu towns" but also exists in games like Ultima II, where the geography of each city is just the broadest lines with the most important places (e.g., shops but no houses). BioWare has adopted what we might call the "matte background" model where the parts of the game that you can explore are just the most important parts, but the graphics suggest unending blocks of additional houses and buildings in the background. They populate the streets with a dozen generic NPCs to every important NPC, cleverly annotating the difference with sharpness of color and other indicators.
     
Another model for which we need a name is the Assassin's Creed/Grand Theft Auto approach where there is a realistic number of buildings throughout the geography, including houses. You just can't go into most of them; it would take far too much programming time to give them all interiors. The streets are also teeming with generic NPCs with basic AI. It's far more realistic than, say, one of the cities in Skyrim, but also a little disappointing when there are so many doors you can't open.
       
The Elder Scrolls follows the Ultima VII model. The developers' philosophy is that you should not only be able to enter every building that you see but also find clothes in the closets and forks on the table. This comes with Ultima VII's drawbacks. Which model do you prefer, and can you think of a better approach (or one I didn't mention at all)?

Time so far: 3 hours

*****

Potential bad news on Planet's Edge. I'm running into a bug where if I try to beam down to Rana Prime, the game not only freezes but somehow corrupts the files so that I have to fully reinstall the game, start it, create a new save, and then load an old saved game to get my former party back. But then it corrupts again the moment I try to visit Rana Prime. No one else seems to be reporting the same issue, so I'm not sure what to make of it. Rana Prime does seem necessary to finish the game. I'll keep playing with it; ideas appreciated.


ANGEL DEVOID: FACE OF THE ENEMY

The line between cinema and games blurred during the FMV craze of the mid-90s and many developers embraced the new technology wholeheartedly to varying effect. One such developer was Electric Dreams, a short-lived company who, with Mindscape on publishing duties, gave us the interactive sci-fi thriller Angel Devoid: Face of the Enemy in 1996.

Read more »

sábado, 21 de março de 2020

The World Is Safe... For Now

What's going on everyone!?


Today for the #2019gameaday challenge I decided to get an early game in because of our big move. I decided to play Elder Sign: Omens, basically Eldritch Horror mobile.

After getting reacquainted with the game I started to try and save the world from the ancient ones! 

After a few rounds of success in closing gates the game started showing me it's TRUE colors and killing off my party!

(I failed to grab a screenshot of the first death but it was the guardian angel) 

By the time all was said and done it was 3 dead and only Joe left. Surprisingly he pulled himself together and mustered up the courage to close the last gate himself and thus saving the world from ultimate doom and destruction! 

I'm unsure if my score is any good to be honest as this is my first win. Let me know if you play this one and if my score is good or subpar at best.


As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

quinta-feira, 19 de março de 2020

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My Identity


I've clarified it on individual terms, but have so far avoided a secondary (or would that be tertiary?) public statement.  And that's probably hurt me in social media because a lot of times people assume the worst.  Especially in this day and age when it seems like half the population are abusers, scumbags, terrorists, intolerant religious zealots, sociopaths, hardened criminals, political extremists, and so on and so forth.

For a quick refresher, here is my original blog post, from over a year ago, where I came out as za'akier, a green-skinned, tentacled humanoid... biologically human*, but still extraterrestrial regarding identity.  And that's what it all comes down to.  How I see myself is different than how others probably view me.  And that's ok... expected, even.

I'm an outsider.  That's one of the reasons why I gravitate towards the writing of H.P. Lovecraft, and why I find a kinship with him and other writers in the Lovecraft Circle, other creators using the Cthulhu Mythos to push something forward, an agenda that goes beyond time and space.

But that's a blog post for another time, I think.

Right now, I want to reassure those who already know and support me, and those I haven't gotten the chance to meet (lot of angry people on reddit), that I'm not against anyone based on skin color, ethnicity, sexual preferences (unless you're a pedophile), identity, gender, politics, creed, etc.

My opening up to the internet about being za'akier wasn't about tearing anyone down or mocking those who are different, marginalized, etc.  On the contrary, I was identifying as an outsider, specifically the kind of alien identification previously mentioned.

To me, the term "trans" means more to me than a penis, vagina, beard, shaved legs, or any of the superficial trappings of biological sex and what we conceptualize as gender.  Transformation is rooted in how we see ourselves, and the cognitive dissonance that might evolve between our own self-perspective and that of the world at large.

To those who've hurt me, whether intentional or not, this past year, I forgive you.  But let's get over our differences sooner than later, yeah?

It's Christmas today.  If I could have one wish for the entire world, it would be for everyone to breathe deeply, try to relax, be themselves (leave the "hivemind" at the door), and get along with as many people as humanly possible.

Merry Christma'as!

VS

* There's some interesting information on "otherkin" which may or may not muddy the waters.  I'm not saying that I'm part of that group, and I'm not saying I'm not.  It's complicated.

Summer Of Tanks Wrapup - Rank-a-Tank With Turbotastic Bryce!

The Summer of Tanks officially closes with this great audio submission from Bryce, the host of the Turbotastic Podcast! He took all of the tank games on the 2600 and ranked them. I did the same, and I also posted polls on social media, so you'll hear what you think too! Also, if you'd like to enter the contest to win 5 of the 2600 tank games, please send an email to 2600gamebygame@gmail.com by 10 PM EST on October 2nd. Please put Summer of Tanks contest in the subject line. If you've already won something from my show, please sit out this one if you could. Thank you all for listening!

domingo, 15 de março de 2020

Two Types Of Game Stores

Hobby game stores are the tip of the iceberg. They were once the whole iceberg, introducing new customers, catering to veteran customers, and acting as taste makers. They did it all. The store owner decided which game you would play, and publishers would do their best to place ads in magazines or show things at conventions to convince customers otherwise. The stores were never powerful, but they were strong influencers and with little competition, they grew lazy. Epically so.

Right now, hobby game stores are as numerous and prosperous as they've ever been. However, the hobby has grown so huge in the last decade, and the Internet such a powerful force, they struggle to remain relevant. I struggle to just keep up with customer demands, and only occasionally flex my muscles as taste maker.

This is not to say brick and mortar stores are dying or having problems, which is their natural state, it just means they're trying to find their position in the changing marketplace, where Amazon has steadily gobbled up game trade market share and now owns, what 80%? Who really knows. Many game stores are selling on Amazon with a, "if you can't beat them, join them" strategy. So stores struggle with how to approach this perilous new world, where the Internet dominates as a sales channel, with Amazon and direct to consumer sales being the primary means of commerce. It's such a powerful force, it not only drives customers to us, but they arrive with a different idea of how the games are played.

There are two primary strategies to stay relevant as a hobby game store, serve the lowest common denominator or serve the highest common denominator. When I say highest, I refer to the intense amount of retail work required to bring in new customers, expose them to a broad variety of games, and later watch them wander off to Internet sales once educated. It's game store ownership as parenting. It's time consuming, expensive, and only works because nobody big is dumb enough to try. It's the full spectrum, high capitalization approach.

Deciding on being the highest common denominator requires a serious capital budget, strong sales training, and a local market where this is possible. Most scorched earth regions, characterized by close to free real estate and a customer based trained to pick apart newcomers, need not apply. There is a strength to this model, but there's also the eternal question of, if you have enough money to do this right, why would you do it at all? When I mention the scorched earth issue with scorched earth store owners, they have no idea what I'm talking about. Scorched earth is the game trade in many regions. It would be like asking a convention of ice cream store owners to consider a world without refrigeration. Sucky stores exist to serve a sucky market.

The lowest common denominator is serving the most profitable customers right now. It's a supremely logical business model, unlike the high store. You identify the lowest hanging fruit, the maximum value for the least effort, and you serve that. You serve it all the time in every way possible. You don't invest in fancy fixtures or worry too much about Kickstarter or Dungeons & Dragons table acreage. Every D&D table of players is worth one Magic player, and you make no bones about it. You serve the beast that feeds you. I should mention a good LCD store is just as well capitalized and the owners just as smart and clever as the HCD store. They just satisfy different needs in the marketplace.

The lowest common denominator store serves Magic to Magic players in every Magic configuration imaginable. You have events for every format, you sell tons of singles and have a war chest of cash reserves for buying cards from customers that would make a marijuana dispensary nervous. Where the high road store spent a small fortune on fixtures, trained staff and diverse inventory, the low road store has a shockingly large collection of used cardboard. That other expensive stuff? It's just not necessary. That means lots of singles sold in store and online and deep discount pricing on sealed product because you're essentially selling a commodity item, like soy beans. If you could buy stock in Lifetime Products, Inc., you would. You are not concerned with margin, only the market price.

Both models work. However, imagine if you were trying to grow your market as a publisher. Do you want the image of where your game is played to be that of a dirty den of dudes or a professional enterprise that welcomes all new people? Do you want to be associated with a pawn shop or Neiman Marcus? You created the marketplace where the dirty dude model worked best, but you no longer need them to sell things, just act as an onramp to your hobby game. Your own child is a delinquent and now that they've grown up, you're tired of them hanging out at your house, eating your food.

The game trade is headed in a direction that rewards the highest common denominator store because publishers are primarily interested in image, not sales volume from this increasingly insignificant sales channel. The ability of a store to sell lots of a product is literally none of a publishers business, other than knowing people come to buy it there. Supporting stores is just a marketing expense now, not a requirement for economic survival, and nobody wants to spend money on representing a poor image. It does not mean the high stores will get any sort of real sales benefit, any guarantee of meat on the bone, but when there are bones thrown, they'll get them first.

We are at the point where there is a push to transform the lowest common denominator stores into something more presentable, while rewarding highest common denominator stores with perks to help showcase publisher brands in these locations. Again, sales are irrelevant other than a marketing indicator. Is it financially feasible to transform your store? Even a very good store might spend thousands of dollars to attain what's considered great, but will it result in stronger sales? Not necessarily, and although that might be the store owners goal, it's not the goal of the publisher.

Will customers appreciate the change. It turns out the answer is sometimes. The stores that catered to the hardcore Magic crowd most effectively are not usually the stores being rewarded in this new paradigm. Some hardcore customers, catered to by the lowest common denominator stores, are angry and resentful that these "Magic light" stores are getting bones. Sure, the casual players at the high road stores enjoy tablecloths and shiny trash cans, but they're not buying more because of it.

There's two points I want to make about this mismatch between hardcore players and high road stores. First, when someone is truly angry about a business, it means they need them. They want it one way, but it's the other. When a grognardy Magic player is resentful a product or event is being held by the high road store, that's a sign that stores strategy is working. They are needed and it rankles the mercenary customer. This was once reserved for pre releases, where I would see the once a quarter customer scowl at me for existing. How dare you offer something exclusive I need, you sell out.

Second, if you're playing a game from a publisher who doesn't seem to align with your interests, maybe it's because you no longer align with theirs. Maybe your mercenary nature means you'll find your way in the marketplace regardless and you no longer need to be served to such a high degree. Perhaps you've graduated. Perhaps the penalizing of the low road store and reward of the high road is a signal to the customer base that it's time to grow up.