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Archive for February 2012 – Page 2

Games, Novels, and Story

Feb03

This article was originally written by me for Gamesajare.com and was published there on January 22 in English and Spanish.

 

Storytelling, the old fashioned way

Modern man has a wide variety of “pure” storytelling mediums, like film, long form television, and novels. While these have some very significant differences they all share the same basic focus on plot and character. Typically at least, good stories introduce a character with problems, get you to like them, then chronicle the struggle as they are compelled to change and adapt to overcome these problems. In the end, they either do so, or are defeated to teach us a lesson (a variant we call tragedy).

These elements: character, plot, and transformational arc, are completely central to the normal story (I deliberately ignore weird experimental storytelling). Really, they are the core of what makes a good film or novel.

Roman mosaic showing comedy (right) and tragedy (left)

But with a game, this whole business is secondary. The primary focus of a game is fun. And fun through gameplay. Does Tetris have any character or plot? Did even Doom? No. But they were fun games. Really fun.

Games such as Naughty Dog’s Jak & Daxter or Uncharted strive to bridge these gaps by offering both. This is very difficult because they don’t really serve each other.

The gameplay in Uncharted 2, for example, has three primary modes: survival gunplay, platforming, and puzzle solving. The player must assess the layout of the level, learn it, and navigate it without getting killed. This involves anticipating the enemies and taking them out first. You use the weapons at your disposal, the mechanics, and the terrain provided to do so. With platforming you need to come to understand what the character can do physical, find your way, and successfully traverse the route.

Some games do focus on story

When these are done well, when the design is varied, the levels pretty, the enemies cool, and the challenges measured, challenging and above all, doable – it’s fun. Uncharted 2 is such a game.

It also has a pretty darn good story which is woven in with the design of the levels and the challenges. This adds to the whole thing. Watching the next segment of story becomes part of your reward for finishing a segment. There is a tremendous level of art that goes into getting both of these to work at the same time, but certainly each is constrained at times by the needs of the other.

Content in games is expensive and difficult to make. Therefore it needs to repeat. You really do need to shoot the same enemy hundreds of times. Otherwise the enemy isn’t providing enough mileage to justify the labor involved to create him. The player is also in control and therefore the consequences of his play affect success or failure.

My first novel

But in storytelling, success and failure are the carefully monitored heartbeat of any good story. You bring the protagonist up, dash him down, grind him into the ground, lift him up, slam him sideways. I knew this intuitively when writing my first novel, The Darkening Dream. I’ve read so many books and watched so many films and shows that it seemed “obvious.” But at the same time, it turned out to be far from easy. Writing a good story has less constraints than making a good game, but it’s still extremely difficult. You need to be constantly balancing the issues of character, motivation, the logic of the plot, and the need to seesaw the dramatic tension. In the end stylistic concerns sometimes overwhelm dramatic ones (to the reader’s detriment).

In a game, it’s even more complicated, and there is barely a chance of hitting all the right dramatic notes. The player has a lot to say about this natural up and down pacing, so the story-based game tries to separate how well you are really doing from the actual plot. Usually death or failure in the game causes the player to merely repeat some segment of the game (and hence the story), when they finish the level and get the next segment of storytelling, they’ll get it regardless of whether they died once or 100 times. The better player merely proceeds faster.

This is different, but even more problematic in a less linear game such as World of Warcraft. There, the mechanics of the game heavily distort the conceits of storytelling. The story is even broadly linked to the chronological evolution of the game in real time. For example, in December of 2009 Blizzard released the Icecrown Citadel patch of Wrath of the Lich King, making it possible for players to finally reach and confront the ultimate boss of the expansion (the titular Lich King). But the fact is, in order to properly maintain the reward mechanics of endgame raiding, each character was and often did, progress through this segment of the story once, or even twice a week.

The Lich King

Now, two years later, the Lich King has been defeated, the world of Azeroth has been broken, yet it’s still possible to go back to Icecrown and take on Arthas again. And again. Ditto for any of the several hundred even older bosses. Players accept that they have random access to a long and convoluted story. In fact, the need to generate so much gameplay in WOW has created a body of lore that gives the Silmarillion a run for its money. But the way in which it’s experienced mutes the emotional intensity.

What really provides the excitement in WOW (and many other games), isn’t the question of whether the dragon queen Onyxia lives or dies, but the – shall we dare say – drama of whether she does tonight, for us, the group fighting her. And more importantly, will she drop the Nemesis skullcap (arbitrary cool piece of loot) one has been trying to get for six months.

 

This article was originally written by me for Gamesajare.com and was published there on January 22 in English and Spanish.

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Related posts:

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By: agavin
Comments (4)
Posted in: Games, Writing
Tagged as: Andy Gavin, Arthas, Jak and Daxter, Lich King, Naughty Dog, Storytelling, Tetris, The Darkening Dream, Uncharted, Video game, World of Warcraft, World of Warcraft: Wrath of the Lich King

Ultimate Pizza 2012

Feb02

With the new year comes more Ultimate Pizza (see here for the whole series). In case you missed it, this is the totally hand crafted gourmet pizzas we cook at home.


Yum, Burgundy from the cellar. Parker gives 93 points. “One of the three batches that will be blended to make up d ‘Angerville’s 2005 Volnay Champans was still in malo, so I base my assessment on the other two. Scented with cherry and cassis, flowers and fungus, smoke and chalk dust, this displays richness and depth, fine tannins and emerging silkiness, and a youthfully firm but long finish loaded with savory subtleties. Just give it 6-8 years before revisiting. (The outstanding d’Angerville 2004s were also very late to finish malo, and the Champans is especially memorable for its vivid sauteed champignons, alluring ginger spice, marrowy richness, and flattering mouth feel, indeed comparable in quality though lacking the developmental potential of this 2005. As a striking example of mercantile bipolar disorder, I purchased this outstanding 2004 for $49.99 from a merchant whose price on the 2005 thus represented a 350% premium!)

The late Jacques d’Angerville’s son Guillaume and long-time wine making collaborator and brother-in-law Renaud de Villette can boast a superb collection of 2005s, but an equally apt tribute to the legacy of the late Marquis are the odds-beating results they bottled from 2004, when to the universal difficulties of that vintage were added the ravages of hail it visited on Volnay. The 2005s fermented with pump-overs but no punch-downs and exhibit formidable underlying structure yet pure fruit and early, flattering textural development.”


This is my son’s pizza. Straight up tomato, mozz, raw tomato pizza sauce, corn, figs.


This one has an ultimate pesto base.


Then my patented (albeit stolen from Wolfgang Puck) bagels and cream cheese pizza. First I brush the dough with white truffle oil and fresh rosemary from the garden, then bake.


Then I add creme fraiche mixed with dill and chives, red onion, and capers. Then lox. Yum yum.


Pizza mistress Mirella cooks up this one. Blue cheese and various other cheeses.


Then morel mushrooms, figs, almonds, and as a sauce: camelized onion compote.


here it is baked.


And dressed with balsamic glaze.


This one starts off old school with tomato sauce and mozz.


Then add mozzarella balls, basil, sun dried tomatoes and crushed red pepper.


Coming off the oven.


Now up is my personal favorite, the chickenless tikka masala pizza. With fresh masala sauce as the sauce. Then bucheron goat cheese, parmesan, almonds, corn, fresh ricotta, mozz balls, and red onion. Then as a new touch this time, I added spicy mango chutney.


Baked. The chutney really took this pizza to the next level. It basically tastes like naan with masala and yogurt + chutney.


But we’re not done yet. Add burrata, a little extra virgin olive oil, and some cilantro — this last amused me as it’s traditional to top a curry with fresh cilantro.


This cheesy monster tasted better than it looked!


Parker 94. The ultra rare riserva. “The 2004 Brunello di Montalcino Riserva, from vines in Castelnuovo dell’Abate, is gorgeous, layered and elegant in its violets, tar, licorice and cherries. The finish is long and impeccable, but this is a somewhat ethereal style, with aromas and flavors that are already a touch forward relative to most 2004 Riservas. Ideally the wine is best enjoyed within the next decade. Anticipated maturity: 2010-2020.”


As a final pizza I made a new variant. This puppy has truffle oil, pesto, dabs of curry, corn, about five types of cheese (mozz, parm, blue, mozz balls, pecorino), figs, chanterelle mushrooms, onions, and even mango chutney.


Then baked.


And dressed with burrata and balsamic glaze. Really good stuff.


Just a bit of the mid pizza carnage.


For dessert out comes the 1988 Rayne-Vigneau. Parker 91. “The 1988 is the best example I have tasted from this property. An intense, honeyed, pear, flower, and apricot fragrance is reminiscent of Muscat de Beaumes de Venise. In the mouth, there is exceptional richness, super focus because of fine acidity, a wonderful touch of toasty new oak, and an elegant, very positive, crisp finish. This is a beautifully made, authoritative tasting, and impeccably well-balanced Sauternes. Anticipated maturity: Now-2006. Last tasted, 3/90.”


Then some mini cupcakes from dots in Pasadena.


And a selection of mini desserts from closer at hand.


The eclair din’t even fit in the box, so he’s lurking on his own.

If there had been a wafer thin mint I would have been coating the walls!

Well, we’ve pretty much got our whole pizza thing down to a science, but still, each time you learn something. I’m still working on the mechanics of transfer into the hot over. If a pizza makes it into the oven without spilling anything then it always cooks perfectly. Get it out — provided you lube up the pizza stones with corn meal — is easy. But I made progress. By making sure to put the pizza’s on the end of the peel, to lube well, and using a new pizza sized teflon spatula I was able to keep things pretty much under control.

Make sure to check out how I make all the components and other pizzas here.

Related posts:

  1. Ultimate Pizza – New Years
  2. Ultimate Pizza in Review
  3. Ultimate Pizza – Day 3
  4. Ultimate Pizza – Day 2
  5. Ultimate Pizza – The Birthday
By: agavin
Comments (1)
Posted in: Food
Tagged as: Burrata, Cheese, Cooking, cupcakes, Dessert, Pesto, Pizza, Rayne-Vigneau, Sauternes, Tomato sauce, Volnay Champans, Wolfgang Puck

Hardcover Proof & Paperback Giveaway

Feb01

Glamour shot of my hardcover edition

The hardcover proof came in yesterday and it looks awesome! Now I just have to get it up on Amazon. As it’s printed via LightningSource this might take a few days. The trade paperback went through CreateSpace which is owned by Amazon, so it was fast.

This edition was more work than I thought — although it does look great — for a number of reasons. LightningSource has a rather peculiar and unintuitive process, although they make a nice book. Also getting the mechanical all finished was at the far end of a long chain of about seven contractors.

Anyway, it’s mostly done now. A whole set of pictures of the hardcover from every angle can be found at the bottom of the post.

For other The Darkening Dream related news: First of all, the book is now officially $4.99 and enrolled in Amazon’s Kindle Select program. This means the Barnes & Noble, iBooks, and Google versions are no longer for sale. Sales were 60:1 higher on Amazon, so it’s a bit of a no brainer and I’ll see how KDP Select goes and revaluate at the end of April.

I’m also running a quick “Vampire Valentines” giveaway on Goodreads. You can enter to win one of twenty copies of the paperback (sorry, if you want this sexy hardcover you’ll have to buy it, the manufacturing cost is almost triple the paperback). Winners will be decided by Goodreads on February 14th. The giveaway can be found here:

Goodreads Book Giveaway

The Darkening Dream by Andy Gavin

The Darkening Dream

by Andy Gavin

Giveaway ends March 01, 2017.

See the giveaway details
at Goodreads.

Enter Giveaway


Related posts:

  1. The Trade Paperback is Launched!
  2. Hardcover Mechanical
  3. Paperback Getting Close
  4. Price is Going Up Soon
By: agavin
Comments (0)
Posted in: Darkening Dream
Tagged as: Amazon, Andy Gavin, Book, CreateSpace, Giveaway, goodreads, Hardcover, LightningSource, Paperback, The Darkening Dream
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