Since the welcome defeat of Windows 98, my first game as lead designer and writer – Discworld Noir – has been virtually impossible to run. Until now! Friend of ihobo, Adam Sirrelle, has this video and text description of how to run Discworld Noir over on ihobo.com today.
Martin Pichlmair wrote this great response to my No-one is Independent argument, looking at this from the perspective of the indie game developer. You can read the entirety of his Struggling for Independence on his Gamasutra blog.
It is worth being clear that generating a character - valorised in the Western cRPG culture as an expression of agency - was not essential to the tabletop games. Some game systems (e.g. TSR's The Adventures of Indiana Jones), and even more individual scenarios, allocated specified characters to players, inviting players to take on that clearly-defined role. This may seem to resonate with the Japanese lineage - except in those games the developer did almost all of the role-playing when they sketched out the narrative during the early stages of the project. The players of the Japanese RPGs are left with limited opportunities to play as the roles given to them. And ironically, in the Western lineage the dominance of agency as an aesthetic value means that you can do 'anything' as long as it doesn't involve expressive character interactions (the quintessence of 'role-playing'), which cannot be easily modelled on computers. So neither lineage takes up the torch of the 'role-playing' aspect very effectively, and instead both follow on directly from the 'game' aspect of early RPGs.
You can read the entirety of The Echoes of Genre over at ihobo.com. This is my eighth blog letter since December, so I am more or less on target to deliver my target of twelve before the close of the Gregorian year.
I’m pretty sure you know that the original Republic of Letters was made up of men (yeah, mostly men) with expertise in some subject - philosophy, law, natural science, history, whatever. This Republic of Bloggers is made up of… who? Experts in games? What then is an expert in games? … You’re clearly an expert, if any such thing exists. Do you feel like one? How do you think you became one? And do you think there are necessary things to be an expert?
I’ll be replying shortly, I’m sure other replies would also be welcome!
Nicholas Lovell and I continue our debate about the future of games pricing in Shoes are not Shoes.
Over on ihobo.com and on gamesbrief.com, my counter-argument to Nicholas Lovell’s claims that the pricing of PC games will trend towards zero. Here’s an extract:
What a AAA fixed price game can deliver to players is (potentially, at least) a substantially deeper game experience than is possible in free-to-play, where getting a minimum viable product to market is a near-requirement, preventing the inclusion of more advanced features of the game world. If something like Grand Theft Auto IV or Assassin’s Creed: Black Flag had been financed on a free-to-play model, they would have been impossible – only the economics of fixed price premium console games justifies the astronomical development budgets. This isn’t even an exceptional case: look at cinema. Digital distribution has reduced the marginal cost in the film industry in just the same way as it has in games, but people still go to the movies and pay a fixed price to do so. This is because blockbuster movies – just like blockbuster games – are made on a high budget in order to ensure that cachet attaches to the resulting brand.
You’re welcome to comment in either place – it’s likely to be a noisy discussion on the Gamesbrief site, but a more quiet, intimate affair on ihobo.com I should think.
The final part of the post-mortem for Kult: Heretic Kingdoms is now up, over on the Shadows: Heretic Kingdoms developer blog. It’s all about the incredible recording session with Tom Baker – check it out!
So why put up the Kult: Heretic Kingdoms post-mortem now, nine years after the game? Well it gives me great pleasure to announce that after an epic quest in the world of games publishing, a sequel is finally arriving! The new game, Shadows: Heretic Kingdoms, will be released later this year as confirmed today by a press release by the publisher bitComposer.
The new game is developed by Games Farm (the new face of the original game’s development team) with game design, narrative design, and dialogue scripts by International Hobo. The Shadows website for the game is already up, and includes a teaser trailer for the game – check it out!