Justin Achilli

Month: October, 2010

Sinister Sister Succubus

In the idiom of what I played at the Grand Masquerade’s Succubus Club party. Happy Halloween!

Track listing:

And One, “Mein Anfang”
SITD, “Hurt”
Reaper, “Totengräber 07”
Cesium 137, “Simulacra”
Assemblage 23, “Binary”
VNV Nation, “Sentinel”
Vampire Lust, “Lucretia My Reflection”
Sohodolls, “My Vampire”
Le Castle Vania, “Nobody Gets Out Alive”
AutoKratz, “Always More” (Yuksek Remix)
Portishead, “Sour Times” (Ben Preston Dub)
Tiesto f/ Diplo, “C’mon”
G Tom Mac, “Cry Little Sister”
Urbs f/ Rodney Hunter, “The Chauffeur”

Poveglia Unveiled

Unclebear.com sent a link to a travel journal on Poveglia into the Twitters this morning and I absolutely fell in love with it. There’s something edifying about the real world being a font of astoundingness even more fascinating than the flights of fancy of professional fantasists. So, instead of once again lamenting the garbage state of modern fantasy, I propagate the link.

As presented, Poveglia as a game resource could make for a great modern location, a haunting echo of what was lost to a post-holocaust game, or a foray into lost civilzations for a fantasy or scifi game. It’s also a great example of being able to fill in the details, much like my favorite authors allow, as the relics found there offer no context themselves. Imagination and the imcomplete story is what makes the sparse details here so captivating.

Ambient Awareness

In social media, there’s a concept known as “ambient awareness” that describes the peripheral contact a user keeps with his contacts. It’s obviously not face-to-face contact, and the contact itself isn’t as substantial as in-person interaction, but it’s enough information and it’s of sufficent frequency for your contacts to passively let you know, “Hey, I’m still out here, and he’s a morsel of what I’ve been up to.” It’s friends lite, to be sure, but it’s far more functional than not being in contact with your contacts at all.


The WoW Armory similarly allows you a limited degree of game interaction while you’re outside the game.
ArenaNet recently revealed a few upcoming features for Guild Wars 2 that allow players to keep an “ambient awareness” of the game when they’re not playing it traditionally, at the computer desktop. While the feature set is by definition smaller than the whole of GW2, the plan is to allow players to maintain an up-to-date information set even when they’re not in the game. Most importantly, communication between players in-game and using a mobile device are possible. While you’re at work, while you’re on the train or traveling out of town, you can still be a part of the experience. As well, note that it’s not something suggested by the world itself. Guild Wars is, of course, a fantasy game, without any in-setting equivalents of the mobile devices being used to keep those lines of communication. Is there a metaphor? Is your mobile device a crystal ball or some such magic-as-technology supposition? Or is it completely abstracted or not explained at all?

(That said, ambient awareness does have a limit to its usefulness and breadth. In most humans, the “Dunbar number” is 150. That is, the number of relationships a person can distinguish and maintain separate recognizance of is approximately 150. As to game application, that number becomes even more significant, as the ambient relationship with the game seems to suggest that it will occupy some proportion of that Dunbar number, which also has to be shared with the other players with whom the player relationships have been established. But that’s separate and, I suspect, extremely theoretical at this stage of massively multiplayer gaming.)

Kindred and Computers, Revisited

As a followup to the other day’s technology and Kindred post, in the context of a video game, the relationship of vampires to technology can affect not only your gameplay, but also its presentation. While Vampire: The Masquerade has typically eschewed what Swede and I call “science vampires,” the vampires in the source material themselves have never actively shied away from science and technology, except when doing do has served as a thematic element. (And by “science vampires,” we mean vampires whose origins can be explained scientifically, as with the vampires from the BBC Ultraviolet series or the we-don’t-really-drink-blood-we-drink-this-chemical-fluid-so-there’s-no-moral-ambiguity-to-liking-us vampires from Underworld. The Kindred of the Masquerade have always traced their origins, at least in the West, to the Biblical Caine, who murdered his brother Abel as an offering to God and was cast into the Land of Nod by way of punishment.)


If I told you this was a vampire, would you believe me? It’d be a hard sell, because the focus here is on the technology.
That digression aside, gameplay using technology as set dressing is really a slider — how much is just right and how much takes the attention away from the vampires and puts it on the gadgetry. Weirdly, even using technology that’s available now can skew that feel a little much toward a “science vampires” or even cyberpunk feel. Vampires using social media? Sure, no problem. Everyone has a computer. Vampires using firearms? Sure, no problem. Vampires using Large Hadron Colliders or controlling his prey’s mind with biopharmaceuticals? Now you’re starting to get a bit squirrelly. A vampire firing a railgun with a fragmenting ogive warhead? Get out of here.

Even here, part of the slider is the scale. Maybe a Ventrue is the controlling owner of a multinational that’s developing biopharmaceuticals or manufacturing railguns. That’s fine — most of that stuff is happening offstage, and gives the vampire an explanation for why he’s crazy rich. But when the focus shifts to that technology, that’s where the “vampire” part becomes tangential to the tech specs.

Beyond gameplay, once you’ve got vampires, that dictates a certain amount of look and feel for your game as well as the content. Naturally, you’re going to be overcoming challenges appropriate to vampires, whether that means your challenges are other vampires, werewolves, zombies, mortal monster hunters, whatever, in a modern setting. In sophisticated parlance, you want your vampires doing vampire shit in a vampire setting, otherwise why would you have bothered making your game about vampires?


The EVE UI does a great job of suggesting an elite capsuleer, who has command talents and information-sorting abilities at a far greater potential than normal people. But it would be completely wrong as a vampire UI.
That look and feel also extends to UI, too, which is often taken for granted during the gameplay experience. But the technological aspect is appropriate here, too. You wouldn’t want the same, equally “modern” UI that the espionage technothriller Splinter Cell games have, even though they both take place “now.” As we’ve said before, implicit to vampires is a sense of history, but too much historical affectation can push the UI into a more “fantasy” look, as if everything is on a wizard’s scrolls. It’s a difficult balance to achieve, because you want that implied sense of vampires being timeless in addition to the idea that their timelessness culminates in the here and now.

And then there’s the part you can’t account for, the question of taste. In the previous technology topic, check out the responses from Valamyr, Russell, Lyte, and Peter. Personal preference is also a slider, but it’s the only one in this context that the designer can’t control.

I’m also leaving out a key element of UI  and gameplay visuals in a game like this. What is it?

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