Showing posts with label Primordia. Show all posts
Showing posts with label Primordia. Show all posts

Monday, December 15, 2014

Fan Service

Fan Service Continues

"Currently, I have to admit, I'm a bit swamped with work, cause we're planning a wonderful patch for Primordia", is what I wrote a week ago to save myself from writing last week's article. Though this means I just abused this webspace for personal promotion, I promise I'm not going to reference the game on this article again. It's not even what the article is about, it's only but a spark. But, returning back to it, why would anyone bother with something released over 2 years ago? Doesn't that make you wonder? What are the reasonings behind it? Well, the answer is not logical in itself. But let's take things from the top.

In anime and manga any material added or adjusted to please the audience intentionally is clarified as Fan Service. In the weird cultural differences between the Western world and the Japanese, fan service could even mean about having a long shot of a woman's body and/or generally gratuitous nudity. But it's not just about that. Prolonged scenes, extra violence, references to other shows are also deemed as fan service. But what is this term I've been throwing at your face actually about?

It is about servicing the fans, if you will, providing the audience with the premise that was initially hinted at or directly promised, or somewhere in the process deeply desired. For its about giving your fanbase, regardless of size, what they want, to put it bluntly. As it has been said before, it could be fixing an annoying issue, fixing a crash, it could be adding content, adjusting previously existing content, it could be virtually anything.

What helps clarify it as such, is the fact that you've went out of your own way to provide a version of the product closer to the desires of the fans. A direct nod of appreciation, to show the bondage between you and the audience. Every remake of a game, every remastered version of it, despite being approved for profit reasons is also falling under the rule of servicing the fanbase.

A big example of that, are the Neon Genesis Evangelion (Shin - Seiki Evangerion) movies. Categorized as a fan service because they are created to satisfy the fans desire for a better (perhaps alternative is a better word) ending to the series. It's even stated on last addition to the saga, Evangelion 3.33, You Can (Not) Redo, that the movies have been partly if not entirely for the fan's satisfaction, as they will continue till the fourth movie gets released. The original television series first airing almost two decades ago (October, 1995), ended rather philosophically and abruptly.

The finale itself, mostly abstract in its nature (containing concept drawings, unfinished sequences, real-life stills and voice-over dialogue), has being heavily criticized by critics and fans alike, who considered even the possibility that the ending was forced from budget cuts. Thus, the creators have embarked on a quest to satisfy the thirst of the fanbase (cult, would be more appropriate) for a proper closure.

Fan service is a weird kind of love, nobody gets it, except the parties involved. Then again we could rule it down to explicit sexual content, but that's not what it's about. It's not logical, it's not even always good for business, it's the opposite of value-per-time-spent, but it's a wonderful thing we do, a silly anniversary to form a wonderful relationship.

Posted@Gnome's Lair

Monday, September 22, 2014

Press Start To Begin

This post also appears at Gnome's Lair, so this just a crossspost, go there and share your thoughts, I will be writing there every Monday, and will post the articles here as well. Gnome himself has kindly shared his webspace with me.


In Greece we have a saying: "The beginning is the half of everything." I'm not sure this is in fact a proper translation, so please do excuse me in advance, if that's the case. Thing is, it sounds so much more impactful in my native language.  This ancient saying by Pythagoras is something I've always kept in mind when I started work on a project. Whatever that may be, it applies for everything, videogame production included.

For some reason lack of composure and motivation - common difficulties that every developer has faced - were always magically transformed  into challenges. Challenges that I *had* to overcome. And I knew, thanks to this particular piece of wisdom, that if I could get by the initial hurdles, the best was yet to come. Even when I was designing the boring parts of a game or a program, I knew that all that was needed, was to actually begin work, and then I'd see it through.

Recently, Mark Yohalem, member of Wormwood Studios and writer of Primordia (which I personally coded *cough* self promotion *cough*) wrote a blog post releasing information about Cloudscape. Cloudscape is a now abandoned project and Yohalem wrote a very interesting piece regarding the reasons behind said decision from his point of view. So, with that in mind, I came to solidify my thinking about abandonded projects throughout. It's not about there being enough talent on your team (regardless of team member number), but about whether someone/the team actually creates a portion of the product.

To begin
The baby steps of any project shouldn't be exclusively about brainstorming over a wonderful idea. Even though it does help to keep everyone excited and hyped, brainstorming alone doesn't contribute any actual work towards the main goal - which is to deliver a finished product to the market. Endlessly coming up with new, exciting ideas is a common loop in which even the most talented teams have found themselves.

Gradually the initial emotions get toned down and then everything is about creating the silliest, most dysfunctional alpha version of your dream, regardless of its countless faults. It stands to show to everyone in and out of the team, that this is doable. It's a proof of concept, it's a motivational wheel, it's to put it bluntly - the half of everything.

Saturday, September 13, 2014

Where is Primordia 2?!

You know, I could write my personal reasons and explain them, and bore the living heck out of you, or the writer could do it for me. And he has. Everything is explained by Mark Yohalem, on why the world never got to see a sequel to Primordia, even a spiritual one.


So clickity here, I promise, amazing screenshots will make you want this even more.

Sunday, August 10, 2014

Our work takes long, and time is fleeting.

I've come to understand something that is profound for everyone around the AGS community and generally the developing community, whether you're a coder, or a writer, or an artist, or a voice actor, or an animator, or any other job that is deemed useful in the game/product making process, that no matter how good or great you do that job, there's always space for improvement.

Same goes for games.
Something you could do differently, something you could improve upon, I don't know anything. At that moment, when you've delivered your quest, you are usually stricken with confidence that you did a good enough job, and that it's final, then after you revisit it, you know, stand behind and observer your labor with a more objective point of view, it is then that you realize you were completely wrong. The best way to prove myself is to find a project you've kept the first version of, and compare it with the one you released for the public. You'll probably catch yourself remembering you were quite satisfied with it back then, perhaps at that, or a later time, you thought "this is it". 

I mean, look at it.
But the more light you shed in your project with feedback either by testers or team members, or anyone practically bothering with it, and sending you his opinion about it (If I recall correctly Vince Twelve had his mom play the game (Resonance) to see if she would be having troubles with the interface), the better your game gets. 


Provided you're willing to go through feedback and process it accordingly. I mean look at any AGS game out there, take for example Technobabylon, I'm sure Technocrat thought when he first released it, "this is the most I can do with this game" and now he's turned it into a bombastic super-pretty indie game, that I would be willing to pre-order so hard.

I've been working on Primordia with Wormwood Studios these past few days (we're going to patch it everywhere (Steam, GOG, wherever it is available) as soon as we're done), and I've personally come across several things that bugged me now, but at the time I was okay with them. You tend to overlook faults over the rush of completing the core parts of a project. But when you look at the details, see deeper, that's what we call polish. And it needs to be done. The more time you devote applying small partially insignificant fixes and improvements to your work, the better.


Saturday, August 2, 2014

We can dance, if we want to

You know in these days seem to be full of financial difficulties for a large percentage of the people we've surrounded ourselves with. Our family, our friends, our co-workers, our relatives, you know. People. And lately, I've come across this weird thing, something I would personally never do. Something that really saddens me. I know it's not the best topic to bother you guys with, but I really can't get it out of my head.

When one lends money to another, of course he wants to see the other person bloom financially with that income boost. But what if the person uses the money to buy things he doesn't exactly need? What happens when the money you lend under terms of survival transform into luxuries? How does that make us feel? Are we not perceiving the motives, perhaps reaching wrong assumptions, or have we misjudged our friendships to begin with? Is life itself slowly getting more "real", if you will? We begin to make decisions and behave in the same way a machine would.
We slowly turn our friendships into mathematical algorithms.
 But the step seems to be necessary. Inevitable no matter the prism of perspective under which we choose to view the core of the problem. Do we change the parameters of the friendship or do we stick to it, no matter what. Do we sacrifice more of our lives for the sake of our friends, or do we egoistically start to look for ourselves and those who benefit us?

Sigh. Sometimes I feel like the robots in Primordia. Applying mathematics in logical solutions, rarely does work.