Showing posts with label Roy Thomas. Show all posts
Showing posts with label Roy Thomas. Show all posts
Wednesday, 13 May 2015
When a man is tired of Whedon...
Age of Ultron, then. I know you don’t want spoilers. How would I spoil it, anyway? You already know the arc of the movie long before you see it, because it’s the arc demanded by the sheer weight of franchises and star contracts, by the simple need to toss bread to the international circus-goers, never mind selling an SUV-load of toys to their kids.
Scientists create an artificial intelligence and it’s benevolent and means only good for mankind. No? How about: scientists create an artificial intelligence, spurn it, and in doing so teach it only to respond with loveless rage and destruction? Uh-uh, for something as sophisticated as that you need an 18-year-old girl. The AI tries to take over the (yawn) world, then. Hilarity ensues. (No, really.)
Taking over the world starts by Ultron getting into the Internet. Possibly that explains why he also becomes artificially dumb, as whatever the software you’re equipped with, the entire Internet doesn’t have the processing power or complexity required to simulate one human brain. That could explain why he wastes time looking for the Pentagon’s nuclear missile launch codes, which even with staff cuts are hopefully not actually connected to the freakin' Internet. And don’t get me started on how a super-genius AI copes with global bandwidth.
OK, so lots of dumb decisions later, the inevitable big-as-Dumbo climactic battle. My main takeaways from this are, first, that robots are pretty fragile, especially the armour-plated variety. You hit them with anything hard, even the butt of a gun, and it’s likely a limb will fall off. Also, they become weaker in proportion to the number of robots in the army. Oh, and they are really, really stupid.
Maybe the problem is villains, period. We know that the world’s problems go so much deeper than one bad apple, so the villain just seems like a trivial and ineffectual pantomime bully. And villains’ dialogue always sucks. It’s like everyone involved knows that the villain is a lame carry-over from moustache-twirling landlords in old silent movies, doomed to talk a good fight till the final prole-pleasing punch. Next up in this never-ending Marvel merry-go-round: acromegalic alien beetroot Thanos. Oh god, kill me now, just don’t monologue like a silkily smooth thesp for five minutes before you do it.
Second takeway: if you’re putting a new superhero into a movie, you really need to give them powers that the viewer can easily grasp. You need it to be show not tell. Spider-Man shoots webs, climbs walls, and is strong and agile. Reed Richards can stretch. We don’t have to know exactly how strong the Hulk is, but we know he can bust stuff up and lift a really big weight. Being flesh rather than metal, no limb will ever fall off him. Well, maybe one tooth, if a building is dropped on his head.
But when we’re told that a character has powers of “telekinesis, telepathy, other psionic effects” then we are never going to have a clue what they can do. Whatever the plot requires, probably, just as long as they prance like a tit while doing it and a CGI geezer is on hand with his particle effects package in Autodesk Maya.
I said hilarity ensues, and I wasn’t kidding - unlike Joss, who never stops. Each character has a stock of quips. It soon feels relentless, as though Buffy Summers has taken over everyone’s heads and given them a snappy teen one-liner to see them through the gruelling times when the sticky tape holding the story together looks like giving way. The cinema audience laughed and laughed, but that doesn’t mean much. The same kind of people also gave a snigger when Nero set Christians on fire. I just thought: Joss, baby, don’t you want me to care? I think he was desperate. In between all the shouting and ‘splosions and the damned soulless CGI, he just clung to what he does well.
What he does well, he does very well. The scene when Cap tries to lift Thor’s hammer, the look on Thor’s face. That’s gold, a lovely character moment. A shame, actually, that it turned out to just be set-up for a payoff scene that came later. The payoff wasn’t nearly as good and in retrospect it cheapened the earlier scene. Oh well, it came towards the end – and then again, the same payoff with added joke, in case we missed it the first time.
And a nice scene between Clint Barton and his wife, gently ribbing him for failing to notice an Avengers office romance. (And by the way I’ve never seen any evidence in real life that women are so much better tuned to that stuff than men. Possibly they’re more interested in feelings, on average, unless that’s a myth too, but they’re certainly no better at intuiting them.) And here I was thinking Joss was really down on gender clichés after his remarks about that Jurassic Park teaser. Anyway, quibbles aside, he does that stuff well and the “Hawkeye” line was perfect.
And then – like hope flitting up from the bottom of the jar – there’s Mark Ruffalo. Oh, such brilliance in every expression, every line reading. He’s worth the price of admission just on his own. If only Joss could give us a Hulk movie. A Banner movie, I mean. Fewer characters, more time to develop a story, more character moments so that when the stomping and growling kicks off we might actually care. That would be worth your 15 bucks for sure.
Look, I honestly don’t have the time or the will to review the movie, but Sady Doyle did and I agree with much of what she said. Here it is if you’re interested, but I know it won't change anything.
Friday, 26 September 2014
Blood Sword redux: Doomwalk (part 3)
The final part of the Doomwalk designer's notes today, and as far as literary influences are concerned, the most obvious nods throughout the Blood Sword series are, of course, to Jack Vance. Those faltyns, for example: close cousins to the sandestins that were forever vexing Rhialto and the other sorcerers of Old Earth. I’m sure Shimrod in the Lyonesse books would know to be wary of a deal like this:
(The picture here is from Pelgrane Press's superb Dying Earth RPG. Don't even read on until you've bought a copy.)
Now, I ought to warn you there are a few songs in this book. Not too many; don’t get alarmed, I didn’t go full Tolkien or anything. But you get a burst of the 14th century poem “Dou way, Robyn”, the Trickster gets to con some wights into thinking summer’s come to the underworld by singing a few lines paraphrased from Henry Howard, Earl of Surrey, and a character greets his lover’s cruel rejection with a lament penned by Sir Thomas Wyatt. Blimey, you not only get heads rolling and demons ripping out guts, you get bloomin’ culture as well, eh?
The bridge that Modgud guards (or Móðguðr, if you must), which you need to cross to get from the nasty region of Sheol to the really nasty, is from Norse myth. You knew that. But the reason I included a covered bridge in the first place is because Roy Thomas and Gene Colan sent Karen Page across just such a bridge when I was at an impressionable age, and Gene the Dean was my first love in comics, so I had to build in a reference to his work somewhere.
But, raking over all these old influences and homages, I’m completely stumped by where these two oddities sprang from:
Just in case you're thinking this all sounds like serious stuff, let me assure you that there's a good lacing of humour through all the Blood Sword books, even when you're slogging through hell or counting down the minutes till Doomsday. Case in point: the talking boat figurehead whose conversation is limited to weather forecasts and continual re-estimates of arrival time. That example is unusual, in fact, because mostly I don't go for humour that pokes fun at fantasy tropes - too easy a target. Instead I take my cue from Vance, who always remembers that however desperate the situation - and often precisely because it's desperate - human beings will find something to laugh about. So next time you get on the wrong side of a bargain with a faltyn, try to see the funny side.
In the next "Making of Blood Sword" I'll be looking at the writing of the fifth and final book in the series, The Walls of Spyte - otherwise known as "The One Where They Blow Up the Universe". But that's still a month or so away. Next week we'll have Jamie's latest series and after that some really big Way of the Tiger news. Don't miss.
The faltyn flits through the streets, eventually leading you out of the north gate of the city along a rough track into the hills. There you see a jewelled door set in the side of a massive boulder. ‘What you seek lies beyond that door,’ says the faltyn. ‘As agreed, you will experience neither difficulty nor danger in obtaining it.’ With these words, it vanishes.Why ‘faltyn’, incidentally? Doctor Strange fans, don't all shout at once. And how about this moment from Doomwalk for a typically Vancean way to get from A to B:
As soon as you have closed the cage door, the creature reaches down to seize an iron ring attached to the top and then launches itself into the sky. Despite its bulk and the burden of carrying you, it rises swiftly on its huge black wings. You are flung to and fro in the cage, but you manage to fight back your nausea until it has gained enough altitude to glide on the air currents.
(The picture here is from Pelgrane Press's superb Dying Earth RPG. Don't even read on until you've bought a copy.)Now, I ought to warn you there are a few songs in this book. Not too many; don’t get alarmed, I didn’t go full Tolkien or anything. But you get a burst of the 14th century poem “Dou way, Robyn”, the Trickster gets to con some wights into thinking summer’s come to the underworld by singing a few lines paraphrased from Henry Howard, Earl of Surrey, and a character greets his lover’s cruel rejection with a lament penned by Sir Thomas Wyatt. Blimey, you not only get heads rolling and demons ripping out guts, you get bloomin’ culture as well, eh?
The bridge that Modgud guards (or Móðguðr, if you must), which you need to cross to get from the nasty region of Sheol to the really nasty, is from Norse myth. You knew that. But the reason I included a covered bridge in the first place is because Roy Thomas and Gene Colan sent Karen Page across just such a bridge when I was at an impressionable age, and Gene the Dean was my first love in comics, so I had to build in a reference to his work somewhere.But, raking over all these old influences and homages, I’m completely stumped by where these two oddities sprang from:
Forewarned that something inhabits the hill, you make use of the cover afforded by some thorn bushes to approach the summit unnoticed. Two odd creatures wait there beside an enormous treasure chest. One is a giant bat with crimson antlers sprouting from its head. The other is a dog the size of a warhorse, with white fur and a long beard flowing from its chin.The Horned Bat and the Bearded Dog seem to be genuine originals and, my earlier reference to Afghan Black aside, I have no idea what chimerical vacuum spawned them. I know that I specifically didn’t want an illustration of them because I was trying for something like the encounters you get in dreams: elusive, ill-defined. Funny and creepy and odd at the same time. Are they characters animated by Disney or by Švankmajer? Would the movie be directed by Burton or by Spielberg? I know which version I see in my mind's eye, but reading is democratic. Having bought the book, how you choose to visualize it is up to you.
Just in case you're thinking this all sounds like serious stuff, let me assure you that there's a good lacing of humour through all the Blood Sword books, even when you're slogging through hell or counting down the minutes till Doomsday. Case in point: the talking boat figurehead whose conversation is limited to weather forecasts and continual re-estimates of arrival time. That example is unusual, in fact, because mostly I don't go for humour that pokes fun at fantasy tropes - too easy a target. Instead I take my cue from Vance, who always remembers that however desperate the situation - and often precisely because it's desperate - human beings will find something to laugh about. So next time you get on the wrong side of a bargain with a faltyn, try to see the funny side.
In the next "Making of Blood Sword" I'll be looking at the writing of the fifth and final book in the series, The Walls of Spyte - otherwise known as "The One Where They Blow Up the Universe". But that's still a month or so away. Next week we'll have Jamie's latest series and after that some really big Way of the Tiger news. Don't miss.
Sunday, 14 April 2013
Does interactive fiction need randomness?
I've made no bones (ha ha) about not liking dice in digital gamebooks. I’m not talking here about randomness in general (we’ll get onto that) but yer actual spotted cubes. When I’m playing a print gamebook – or, as is far more likely, playing an RPG – I don’t find the action of rolling dice especially disruptive. It’s tolerable, anyway. But when the book is on a screen, interrupting the flow of the story to show some animated dice clattering around just strikes me as inflicting brutal and unnecessary harm to any sense of immersion.
This is a personal view, however. As a designer, I’m not saying there shouldn’t be dice. Some gamebook nostalgia buffs like having them, and if the implementation isn’t going to cost too much then why not offer the option? But it should be an option. Someone who has never played a print gamebook will, quite rightly, find the use of dice to make no sense whatsoever. It’s like having animated turning pages and rustling paper sounds. Only worse.
But if not dice – if we want to move onto a new generation of gamebooks without dice – what are our options? (And incidentally this is a good point to mention that the evolution of gamebooks is also the subject of a series of very interesting posts on the Mysterious Path blog.)
That opens up the whole question of randomness. In a face to face RPG, typically when I hit a foe with a sword I might do 2-12 points of damage or whatever. In a computer RPG, on the other hand, the amount of damage is usually fixed for a given weapon, opponent and combat manoeuvre. Here’s why. If I can see my lucky or unlucky dice roll on a tabletop, and feel (utterly unsuperstitious though I am) that I was in some way responsible for that roll, I can accept it. But if I get into the same fight in a CRPG and lose because lousy numbers are generated, I’m not going to keep playing. It’s the device that made the roll, not me. I want victory in a videogame to be about tactics, reaction speed and choice of weapon, not blind luck.
In a digital gamebook it’s not likely to come down to reaction speed, nor indeed to the simple stabbing at controller buttons that satisfies us in most videogames. How do we play to the strengths of the medium? One way is to reason that, reading a gamebook being a cerebral sort of activity, maybe the fights can have a more cunning rule mechanic. This is what Inkle and Steve Jackson (the UK one) have done in the Sorcery app. You pick an attack strength, so does the opponent. The higher number inflicts damage, but also fatigues the attacker so that he can’t put as high a number next round.
This fits with the sense you get when playing a digital gamebook that you are laying a story behind you as you go. In the case of Sorcery (or Frankenstein) that’s explicit in that the sections of text are stitched together. You could show that text to somebody else and they could read it as if it were the novelization of your adventure.
I like this because it’s how we perceive time. The future is fizzing with all these quantum possibilities, the past is fixed in one shape. But hold on. If we are indeed creating a novel-like experience as we play, doesn’t that beg the question of how much prominence should be given to fights and other tests of skills, whether randomly or strategically decided? I’ve blogged before about how fights are tricky in fiction. I can’t actually remember the last novel I read that had a fight in it, and I’m willing to bet that even in A Song of Fire and Ice you don’t get very many – and that they aren’t ever described blow by blow unless (a) a lot hangs on the outcome and (b) there’s something clever, dramatic and unexpected about how it plays out.
The thing is, how much fun is it to read, “You strike at the goblin, but he parries. He ripostes and you react too slowly. His sword lays open a long gash in your arm.” It doesn’t matter if, instead of generating this stuff procedurally, you have Jeanette Winterson writing it for you. It’s just not interesting. Which makes me suspect that, in the context of a digital gamebook, it isn’t interesting to play either.
Some will say at this point, “But I like picking my main weapon, my armour, deciding when to drink the healing potion, selecting a combat stance.” Then, honestly, you need to play The Witcher, which does all that stuff with a lot more excitement and eye candy than you’re going to get in a medium that is principally prose.
That’s not to say gamebooks have to drop the gameplay aspect. You can have “interesting choices” in stories. 007 games his showdown with Oddjob – much to the delight of my eight-year-old self. And do you know how Conan defeats the peerless swordsman Mikhal Oglu? Pure gameplay. The tactic is so surprising and brilliant, in fact, that Roy Thomas doesn’t even need to show the ensuing fight. There’s no randomness there, of course. The smart choice trumps all others.
But how much do we want the gameplay to be visible? If the Game of Thrones TV show had on-screen bars showing characters’ declining political influence stats, would that make us more engaged, or less? One of the reasons that role-playing isn’t more popular is that most people don’t have the kind of mind that can see “Strength 14” on a sheet and turn that into an intuitive feel for the character. Storytelling has rules, as anyone who has done improvised storytelling will know. It’s just that those rules are a lot more implicit, interesting and subtle than THAC0.
In short, if we want more people to read gamebooks, we need to de-geek the mechanics. Mostly that means hiding them altogether, as in Frankenstein, where I do have stats (Trust, Empathy, and so on) but the reader never gets to see them, only their effects. And, if you can’t see the stats being applied, there’s no point in randomness. It’s simply no longer relevant to creating an engrossing interactive story.
Thanks to Farrin N. Abbott of CopyCatFilms for the intertitle card.
This is a personal view, however. As a designer, I’m not saying there shouldn’t be dice. Some gamebook nostalgia buffs like having them, and if the implementation isn’t going to cost too much then why not offer the option? But it should be an option. Someone who has never played a print gamebook will, quite rightly, find the use of dice to make no sense whatsoever. It’s like having animated turning pages and rustling paper sounds. Only worse.
But if not dice – if we want to move onto a new generation of gamebooks without dice – what are our options? (And incidentally this is a good point to mention that the evolution of gamebooks is also the subject of a series of very interesting posts on the Mysterious Path blog.)
That opens up the whole question of randomness. In a face to face RPG, typically when I hit a foe with a sword I might do 2-12 points of damage or whatever. In a computer RPG, on the other hand, the amount of damage is usually fixed for a given weapon, opponent and combat manoeuvre. Here’s why. If I can see my lucky or unlucky dice roll on a tabletop, and feel (utterly unsuperstitious though I am) that I was in some way responsible for that roll, I can accept it. But if I get into the same fight in a CRPG and lose because lousy numbers are generated, I’m not going to keep playing. It’s the device that made the roll, not me. I want victory in a videogame to be about tactics, reaction speed and choice of weapon, not blind luck.
In a digital gamebook it’s not likely to come down to reaction speed, nor indeed to the simple stabbing at controller buttons that satisfies us in most videogames. How do we play to the strengths of the medium? One way is to reason that, reading a gamebook being a cerebral sort of activity, maybe the fights can have a more cunning rule mechanic. This is what Inkle and Steve Jackson (the UK one) have done in the Sorcery app. You pick an attack strength, so does the opponent. The higher number inflicts damage, but also fatigues the attacker so that he can’t put as high a number next round.
This fits with the sense you get when playing a digital gamebook that you are laying a story behind you as you go. In the case of Sorcery (or Frankenstein) that’s explicit in that the sections of text are stitched together. You could show that text to somebody else and they could read it as if it were the novelization of your adventure.
I like this because it’s how we perceive time. The future is fizzing with all these quantum possibilities, the past is fixed in one shape. But hold on. If we are indeed creating a novel-like experience as we play, doesn’t that beg the question of how much prominence should be given to fights and other tests of skills, whether randomly or strategically decided? I’ve blogged before about how fights are tricky in fiction. I can’t actually remember the last novel I read that had a fight in it, and I’m willing to bet that even in A Song of Fire and Ice you don’t get very many – and that they aren’t ever described blow by blow unless (a) a lot hangs on the outcome and (b) there’s something clever, dramatic and unexpected about how it plays out.
The thing is, how much fun is it to read, “You strike at the goblin, but he parries. He ripostes and you react too slowly. His sword lays open a long gash in your arm.” It doesn’t matter if, instead of generating this stuff procedurally, you have Jeanette Winterson writing it for you. It’s just not interesting. Which makes me suspect that, in the context of a digital gamebook, it isn’t interesting to play either.
Some will say at this point, “But I like picking my main weapon, my armour, deciding when to drink the healing potion, selecting a combat stance.” Then, honestly, you need to play The Witcher, which does all that stuff with a lot more excitement and eye candy than you’re going to get in a medium that is principally prose.
That’s not to say gamebooks have to drop the gameplay aspect. You can have “interesting choices” in stories. 007 games his showdown with Oddjob – much to the delight of my eight-year-old self. And do you know how Conan defeats the peerless swordsman Mikhal Oglu? Pure gameplay. The tactic is so surprising and brilliant, in fact, that Roy Thomas doesn’t even need to show the ensuing fight. There’s no randomness there, of course. The smart choice trumps all others.
But how much do we want the gameplay to be visible? If the Game of Thrones TV show had on-screen bars showing characters’ declining political influence stats, would that make us more engaged, or less? One of the reasons that role-playing isn’t more popular is that most people don’t have the kind of mind that can see “Strength 14” on a sheet and turn that into an intuitive feel for the character. Storytelling has rules, as anyone who has done improvised storytelling will know. It’s just that those rules are a lot more implicit, interesting and subtle than THAC0.
In short, if we want more people to read gamebooks, we need to de-geek the mechanics. Mostly that means hiding them altogether, as in Frankenstein, where I do have stats (Trust, Empathy, and so on) but the reader never gets to see them, only their effects. And, if you can’t see the stats being applied, there’s no point in randomness. It’s simply no longer relevant to creating an engrossing interactive story.
Thanks to Farrin N. Abbott of CopyCatFilms for the intertitle card.
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