Tuesday, May 09, 2006

Warner Bros. to P2P Users: Viva la Revolucion!

According to DISContent and the Wall Street Journal, Warner has announced that it will sell and rent television shows and movies using BitTorrent technology.

To see how Warner looks at the situation, let's have them speak for themselves. According to the WSJ:

"We've always known peer-to-peer technology represents a huge opportunity for us," said Kevin Tsujihara, president of Warner Bros.' home entertainment group. "If we can convert 5%, 10%, 15% of those [illegal peer-to-peer] users to become legitimate users of our product, it can have a significant impact on our industry and Warner Bros."

Prices haven't yet been determined, but they could be less than physical DVDs. "We're working with a user base that is accustomed to not paying for content," said Ashwin Navin, president and co-founder of BitTorrent, who says TV shows might sell for as little as $1.

World of $$$? -- Legendary Pictures to Make World of Warcraft Film


According to Variety Magazine, the Warner affiliated production company Legendary Pictures has purchased the rights to produce a film based on the popular World of Warcraft massively multiplayer online role playing game (MMORPG).

Legendary Pictures is the production company responsible for last Summer's Batman Begins and this Summer's Superman Returns.

No word whether the film will be live action or animated, but one thing is certain...with over 6 million subscribers worldwide paying $14.99 a month, the expected take both in b.o. and dvd sales is extraordinary.

The film will also provide ample opportunity for crossover merchandizing. WoW has already garnered a boardgame and collectible card game and one can only imagine that "when" (not if) special items are offered "in game" to players who see the movie opening weekend the opening weekend will be huge. Combine this with "bonus features" on the DVD and the money will be pouring in. Given the average lifespan of an MMORPG, even one as good as WoW, the timing on the film is perfect.

Monday, May 08, 2006

Why I Love Savage Worlds

Everybody has a favorite game. For some it is Scrabble, others Risk, for Curt Schilling it is Advanced Squad Leader (he loved the game so much he bought the publishing rights). As a person who love games, period, I don't judge whether your favorite game is "mainstream" or "avant-garde." All I care about is whether or not you are willing to hang out, chat, and play a game of (insert game here) some time. That's not true of a lot of gamers, particularly roleplaying gamers.

It is bad enough in the game-playing industry (I was going to say gaming, but since I worked in a casino once the term has specific meaning for me), on the consumer side, we have armed camps around game types. All rpg-ers know that larpers are freaky goths with no life. All ccgers know that rpgers are 300lb. bearded freaks who live in their parent's basement. All miniature gamers know that ccgers are fad of the moment players with no sense of commitment of duty to the "hobby." The list could go on forever, but needless to say the games hobby has its many niches and few are the players who overlap in more than one area. As for me, I have played some in all the areas, but I have my preferences and prefer straight improv theater to larping. Though I do have friends who larp like crazy.

Anyway, one of my favorite gaming milieu is that of the roleplaying game. Like game-playing in general, there are often armed camps in the roleplaying "sector." But I will save a discussion of where the armed camps are aligned for another time, for the present let me merely state that like games in general, when it come to role playing games I have played/read/owned my share. Also, as above, I am a crossover player. There are few game systems I think aren't worth the time of day, though Alma Mater probably makes the list, I like and own a lot of RPGs. The one I play most often is Dungeons and Dragons, for those who lived through the 80s it is the "Devil's Game." Just ask Tipper Gore. But the one that inspires me most and, in my opinion, represents the best of the hobby with regard to enthusiasm and sheer focus on fun is Savage Worlds.

Savage Worlds is roleplaying which attempts to be "Fast, Furious, and Fun!" It also attempts to be a simple to learn, simple to play game which can cover any genre. Not a small task, but one that I think the game does admirably. The game is the brainchild of Shane Lacy Hensley, but it is really the culmination of an interesting developmental journey.

The following are my observations and not the official story.

In the early 90s roleplaying had a quick surge in sales, not as big as the early 80s but substantial. The surge was primarily due to the emergence of some new games which captured the roleplayer/and new player's imagination. I call this era the Shadowrun/Vampire revolution because these two games brought so many new gamers to the hobby that they are almost as important event in gaming as the creation of D&D. Vampire brought in more gamers, but Shadowrun shouldn't be left out of the equation because it did something wonderful it was one of the first successful Hybrid RPGs. Shadowrun combined Fantasy and Cyberpunk, not enough Punk for Chris Pramas (but what exactly punk is would be a wonderful discussion to have with Chris) but Cyberpunk none-the-less. It had a world of elves, dragons, hackers, and machine guns. Vampire, in addition to having great artwork and a subject that Goths adore, contained advice for a gaming style which focused on narrative rather than event based stories. It wasn't the first game to do this, but along with the West End Games Star Wars it was one of the best.

So the early 90s saw a revolution containing both hybrid games and games that focused on narrative interaction. The best, in my opinion, of the games to merge these two new-ish gaming ideas was Deadlands. Deadlands combined horror and the Old West with an innovative game system designed by Greg Gorden (who also designed the flexible DC Heroes System) which captured the genre perfectly. Imagine playing an Old West rpg with dice, playing cards, and poker chips, that's how well it captured the genre. Deadlands had "Dime Novels" which contained serialized adventures with a short story and then an adventure along the lines of the story. The game was furious and fun, but it wasn't very fast. Gameplay could bog down from time to time. But the system was extremely flexible, Matt Forbeck adapted it for Brave New World a Dark Future Dystopian Superhero RPG (roleplaying in a Fascist America), showing that the game system was flexible. It could also be made faster, which Hensley and crew accomplished with the Great Rail Wars Miniatures game, a miniature skirmish game based on Deadlands. If it was Brave New World that showed that the Deadlands system was multi-genre capable, it was Great Rail Wars which streamlined the Deadlands system to be fast.

By 2000, sales in RPGs had dropped down to extremely low levels. The biggest rpg company had almost ceased to exist, was saved by a collectible card game company, and was finally purchased by Hasbro (who make consistent, but not awe-inspiring money from D&D). But that changed when the Third Edition of D&D was released in the Fall of 2000. Sales jumped, but the large boost to the industry was temporary. By 2002, players were already grumbling about the impending release of Edition 3.5 and how Habro was ruining the industry and how there were too many d20 products by non-Hasbro companies that were awful. It was around this point that Hensley noticed another new niche to be developed, Gamers with little time. Those of us who had been able to play all-nighters in college were married, had jobs, and often children. They couldn't play in crazy weeklong sessions. They needed a quick and easy game, with guaranteed quality production values. So he released Savage Worlds a quick and easy system which has a fast a loose style that lends itself to a casual style of gameplay. It is also a game which has the kind of excitement, on the part of the creators, that so many games are lacking today. Oh, and the prices are pretty cheap compared to the marketplace. Shane and crew wanted to minimize the "necessary" purchase to one book and possibly one setting book to play. Combine this with their company's support of the pdf revolution and you have an inspiring company.

I love Savage Worlds because it loves the hobby. I also love Savage Worlds because its settings are still wonderful examples of genre hybrid, but that will be the focus of tommorrow's post.

Friday, May 05, 2006

Women and Gaming Event at UCLA May 8 and 9

Advisory for Monday, May 8, and Tuesday, May 9


UCLA Hosts Workshop and Conference on Women and Gaming



WHAT:

UCLA will be hosting two events, a workshop, “Beyond Barbie and Mortal Kombat: New Perspectives on Gender, Games and Computing,” and a conference, “Girls ’n’ Games,” focused on women’s participation in game design and play, with speakers from Europe, Asia and North America.



WHO:

· Yasmin Kafai, associate professor, UCLA Graduate School of Education & Information Studies.

· Jessica Tams, vice president for product planning, SkillJam Technologies.

· Henry Jenkins, professor, comparative studies, MIT.

· Brenda Laurel, chair, Graduate Media Design Program, Art Center College of Design, Pasadena, Calif.

· Morgan Romine, founder, The Frag Dolls, Ubisoft’s all-girl gaming team.

· Daniel James, CEO, Three Rings.

· T.L. Taylor, associate professor, IT University, Copenhagen, Denmark.

· Mimi Ito, Annenberg fellow, University of Southern California.



WHEN:

“Beyond Barbie and Mortal Kombat” workshop: 8 a.m.-4:30 p.m., Monday, May 8.

“Girls ’n’ Games” conference: 2:30–6 p.m., Tuesday, May 9.



WHERE:

“Beyond Barbie and Mortal Kombat” workshop: 3340 Moore Hall, UCLA.

“Girls ’n’ Games” conference: Suite 104, EDA Kinross Building, 11000 Kinross Blvd. This event will be streamed live at http://www.eda.ucla.edu.



MEDIA CONTACT:

Shaena Engle, (310) 206-5951, engle@gseis.



PARKING:

On Monday, park in Structure 2, off Hilgard Avenue. Pick up a parking pass at the information kiosk for the NSF workshop.

On Tuesday, park in Lot 36, off Gayley Avenue. Pick up a parking pass at the Westwood information kiosk for the “Girls ’n’ Games” conference.



-UCLA-




I really wish I could attend this event, but the fates have conspired against me. Thanks to David Chute for the information, maybe I can watch the second day as streaming video.

Roleplaying in a More Excited Time...

The good folks over at Pelgrane Press (designers of the very good Dying Earth RPG) asked a number of RPG game designers what some of their favorite "lesser known" games were. Actually, being British, they asked what the designer's "favourite" lesser known games were, but that is beside the point. The answers varied and included a great deal of the history of the roleplaying industry, with games like Amber and TSR's Saga System being mentioned by a few. Matt Forbeck's answer, Adventure!, by White Wolf, almost took over the topic of today's article, but that will have to wait until Monday. Instead, I am going to focus on one of the unifying themes of their answers, and bring up some of my thoughts regarding Burgandy Skies comments about "Young Urban Gamers."

You see, all of the game designers were talking about games they thought were FUN. Sometimes it was the mechanics that made the game fun, sometimes it was the setting, and sometimes (and I really have to believe this with the positive comments regarding Amber and Nobilis) it was about the person who was Game Mastering the game. Burgandy, in her comments regarding the overwhelming focus on the Urban in modern D&D, was hinting that the focus on the urban in the modern d20 game was alienating her (and possibly others) and had repercussions into her enjoyment of the game. In other words, "Uncle Monte's" Ptolus, and its influence on designers, has made D&D LESS FUN for her.

I agree with many of her comments about the need for more Wilderness based, or at least the use of Wilderness, in published materials. When you have core classes like the Ranger and Druid who are Wilderness naturals, it seems odd that it would be a neglected adventure type. Personally I think there are two factors combining which are behind the relative lack of Wilderness vs. Urban adventures. There is also a general trend that is affecting Burgandy's fun, but that will be discussed below.

The first factor is that Wilderness adventures are hard to write and provide a good narrative structure. It is no accident that the first Dungeons and Dragons adventures took place primarily in "dungeons." Going room to room killing monsters may not be much of a narrative, but at minimum it allows for some sort of narrative control by the author (GMs can improvise, adventure authors cannot). If you think about even such well written adventures as White Plume Mountain, it is still a dungeon crawl with little focus on getting to, or back from, the dungeon. In fact, the first "White Box" of dungeons and dragons recommended that you buy an Avalon Hill game called Outdoor Survival to use as your Wilderness rules. The Basic Set focused on dungeon adventure and wilderness rules were added in the Expert Set. The first adventure I can think of, which came with my Basic Set, which incorporated wilderness into the narrative was Keep on the Borderlands even then the wilderness sections were secondary to the very large "dungeon." The first module included with Basic Sets was In Search of the Unknown. It was difficult for beginners to use and was entirely dungeon based. As I said, the Expert Set included Wilderness rules and it also included the first real Wilderness adventure. The clumsy, but exciting in an Edgar Rice Burroughs way (don't get me started on the Burroughs/Mystara connection), Isle of Dread. Isle of Dread fully used the Expert Set's wilderness adventure rules, but highlights the narrative structure problem of wilderness adventures.

The narrative problem was largely addressed in the late 80s/early 90s when writers were finally becoming skilled at the "event based," rather than "site based," adventure style. Site based adventures can be fun, especially ones like Ravenloft (which actually a fusion of event based and site based adventures), but are easier for fledgling Gamemasters because the site helps form the structure. Event based adventures require flowcharts and timelines, but they make wilderness adventures far more plausible.

The second contributor to the growing urbanization of fantasy adventures is the growing urbanization of Fantasy writing. Authors like Michael Moorcock, in his Wizardry and Wild Romance, argue against the bucolic idealization of fantasy like Lord of the Rings. Moorcock argues that "important" fantasy is Urban fantasy. He doesn't necessarily mean that the adventures are city-based, but he does mean that they are anti-idealized. All the talk of happy elves, etc., isn't what makes a compelling tale for Moorcock and his opinions of Lord of the Rings are contrarian to be sure. Moorcock, and I would argue Monte Cook and Sean Reynolds, embraces the avant-garde, even gothic-punk, feel of games like Vampire the Masquerade and bring such sentiments to the game table. Like with Moorcock, there is a kind of elitism on behalf of writers like Cook and Reynolds, of course in all these cases the elitism is backed with a heavy dose of talent. Who but Monte Cook, could release "his own" Player's Handbook? Cook is a figure who looms large in gaming, and Planescape and 3rd edition are testiments to his talents, but like many luminaries his shadow may be getting too big. In a way, the City -- like the dungeon -- is an easy way to substitute environment for structure. The city is like a living dungeon where some "monsters" cannot be freely killed. I like Urban adventures, I think of most roleplaying as a form of superheroes vs. supervillains even my fantasy, but I can see the value in Wilderness adventures as well. I also see a need for more discussion/implementation of them. I am not alone, Burgandy Skies isn't alone either, in fact I would argue that "Home Under the Range" in Dungeon 134 is a wonderful wilderness adventure. Even if it takes place underground.

More important than whether adventures are wilderness, dungeon, or urban based is a trend I see in a lot of gaming today. It is the sense of elitism I get from both designers and players. Not all, to be sure, but some. When I read modern "mainstream" roleplaying books, I don't feel like I am being introduced into something fun. It is more like I am being handed a bland tome, but told that "imporatant" adventures/products have been written. Gaming has always been geeky, but now it is geeky and happy with its niche. Gone is the evangelization aspect of the hobby, in is the domination of the niche. There are designers who break the mold for sure, Matt Forbeck is working mainstream games that add elements of the roleplay hobbie, but the fact that Heroscape and D&D in no way share staff/input is ridiculous and indicative of the problem.

When I first heard about D&D I thought it might be fun. The game was about fantasy, like the Lord of the Rings, Narnia, or Greek Mythology. But like most people I wasn't sure what roleplaying was or how it could be fun. That is until I read the foreward to the Basic Set:

I was busy recuing the captured maiden when the dragon showed up. Fifty feet of scaled terror glared down at us with smoldering red eyes. Tendrils of smoke drifted out from between fangs larger than daggers. The dragon blocked the only exit from the cave.

Sometimes I forget that D&D Fantasy Adventure Game is a game and not a novel I'm reading or a movie I'm watching. The original D&D rules are a classic. They gave the first gaming system for fantasy roleplaying and, in my opinion, are still the best set of rules on the market.


Earlier works had similar tones:

Dungeons and Dragons is a fantastic, exciting, and imaginative game of roleplaying for adults 12 years and up. Each player creates a character or characters who may be dwarves, elves, halflings or human fighting-men, magic-users, pious clerics or wily thieves. The characters are plunged into an adventure in a series of dungeons, tunnels, secret rooms and cavers run by another player: the referee, often called the Dungeon Master.


"Adults 12 years and up?!" Imagine how excited I was to read those words at 12. I was an adult! Even the very first edition of the rules werre filled with excitement. As cocky as Gary Gygax often sounded, he always oozed excitement and you could feel how much the creators enjoyed their new creation, the roleplaying game.

But the modern rules are often not as evocative. Minus the ten words of encouragement on the back of the book, the first words a new player encountered when reading the Third Edition Player's Handbook were:

Character Creation Basics: Follow these steps to create a beginning first level character. You will need a photocopy of the character sheet, a pencil some scratch paper, and four six-sided die.


Okay, "That's not fair," you shout, "what about the introduction?" Well, unlike the other editions that came before the introduction, but since you asked.

Welcome to the game that has defined the fantastic imagination for over a quarter of a century.
When you play the Dungeons and Dragons game, you create a unique fictional character that lives in your imagination and the imagination of your friends. One person in the game, the Dungeon Master (DM), controls the monsters and people that live in the fantasy world. You and your friends face he dangers and explore the mysteries that your Dungeon Master sets before you.


Pretty bland. To be fair, there is a list of posible things that can happen to your character that is printed below that paragraph, but the list lacks the enthusiasm and wonder that the first contained. The new rules were written by people for whom role-playing was old hat, for people who had played before, and with an emphasis on how things needed to be "updated." The rules themselves are an improvement, to be sure, but the tone and the execution of the material lacks the magic of the earlier, more purple, prose. Roleplaying has become jaded and methodical and not excited and evangelical.

What about Monte Cook's "Player's Handbook?"

You hold in your hands a book that attempts to express its own reality. It is a setting—not just with places and characters, but with the rules that define how those characters operate within those places. Monte Cook’s Arcana Evolved is based on the idea that the best way to describe a thing is to define that thing. It is a roleplaying game rules set based on a popular rules set, but different in its own ways. It’s fantasy roleplaying taken in a new direction.


The whole, my rules are better than your rules sentiment pours from the words. There is little to excite the reader, rather the focus is on what sets his rules apart and an existential mission statement. No evocative purple prose, not thrilling stories to share, just "this is what I do and this is new, oh and better." Not all games today lack the old charm and excitement, Shane Hensley's Savage Worlds has it in spades, as do other games, but the flagship and the engineers who built the new flagship don't have that inner fire. They lack the impulse or capability to evangelize, they assume their high status is sufficient and that turns off people like Burgandy Skies.

So, I'll leave you with the first words a reader of Savage Worlds encounters:

A mighty barbarian ascends the cold mountains to slay the legendary ice-wyrm...
A group of scholars and gumshoes discover something Man Was Not Meant To Know in the ancient hills of New England...
A band of holy warriors, loot-hungry thieves, and soldiers of fortune raid the lair of a vile liche to end his reign of terror...
A patrol of young soldiers discovers a mysterious temple to an unknown demon deep in the jungles of Vietnam...
A group of heroes blessed with incredible powers created the Justice Guild to fignt powerful arch-villains ben on taking over their city...

These tales and more are waiting to be told in...

SAVAGE WORLDS!


Hmm...maybe I want to play these games after all.

Thursday, May 04, 2006

Speaking of Jiang Hu Fantasy Films...




I will most definitely be going with my wife to see The Promise (aka Wu Ji "/Les Legende des Chevaliers du Vant.) this weekend. It looks beautiful, fanciful, and tragic. Ah, to live in the world of Jiang Hu. Do I choose duty? Do I chose love? Either way, I suffer. See, tears are coming to my eyes already.


From the website:
A new epic fantasy set in China's mythical past, "The Promise" is a visually stunning tale of passion that unfolds against a backdrop of war as a beautiful and mysterious princess becomes the object of affection for three very different men - a powerful Duke, a brave general and a lowly slave. As passions spark and egos clash, lives will be ruined and lovers spurned and no one will ever be the same.

Directed by Chen Kaige, winner of the Golden Globe for Best Foreign Film for "Farewell, My Concubine," "The Promise" was also nominated for a Golden Globe for Best Foreign Language Film. Cinematography and production design are by Academy Award winners for "Crouching Tiger, Hidden Dragon," Peter Pau and Tom Yip, respectively.



I love me my tragic love stories. It started with Medieval Romances, Lancelot and Gueneviere, Tristan and Isolde, Brynhilde and Siegfried, but too few of these stories had been turned into "great" movies (the exception being the Lancelot and Gueneviere story). Then I saw The Bride with White Hair and a whole world of tragically romantic films was opened to me, that of Wuxia stories, or Chinese chivalry tales. Ever since that day, I have seen dozens of films and even read a couple of novels. One thing is constant though, the epic scale and the beautiful tragedy of the romances.

At first I wondered why I would like tragic romance, is it some kind of schadenfruede? Do I enjoy watching the suffering of others? No, that isn't it. I love the way that unfulfilled romance makes us appreciate the true value of love. When I look at my wife, and feel the happiness, comfort, and joy associated with such glances, after having watched a tragic romance, I come to see how lucky I am and how truly special a love is when it is fulfilled. It also shows me what love really is and not what I thought it was when I was 15 and full of hormones.




Love is worth the tragedy and the tragedy teaches us about the true nature of love.

Wednesday, May 03, 2006

The Fantasy Lover's Plight

I have loved fantasy ever since I first read Edith Hamilton's Mythology. The tales of the Greeks inspired in me a love of magic, mystery, and metaphor. I have read many great, and many horrible, fantasy novels and short stories. I have also watched my share of movies/television show which run the gamut (it is gamut and not gambit for you vocabulary nerds) from great to horrible to entertainingly awful.

Those of you who have visited Cinerati before know that I enjoy both Hawk the Slayer and Krull (sorry David) as entertainingly bad fantasy films. Jack Palance makes the first one entertaining, and the silly magic boomerang is what gets my fantasy juices flowing in Krull. Though not even I was entertained by the Sword and the Sorcerer. What allows me to even consider watching these, let alone make arguments for their entertainment value, is the absolute dearth of fantasy entertainment in the media. I mean straight forward fantasy, not hybrid fantasy like Supernatural or American Gothic. Even our most recent retelling of the Iliad was devoid of the gods and magic took a backseat. I liked Troy, but if the gods had been active I would have loved it.

It wasn't always so. The 60s were filled with the marvelous fantasy of Harryhausen films. Who doesn't love Jason and the Argonauts or one of the many Sinbad movies. But the 70s were the era of bad fantasy and the 80s the era of cheap fantasy, so the genre has had its struggles. Lord of the Rings, Harry Potter and Narnia are a sea change in Hollywood, prior to their release the best fantasy film in recent times was Crouching Tiger, Hidden Dragon which could lead into a whole discussion of the vibrance of fantasy in Asian cinema. For some reason they can make both slocky and/or classy fantasy without diluting the market. Sure I am overstating things about the dearth of fantasy in American visual media, but it provides a good background for me to defend my latest viewing marathon.

You see...I recently watched 3 DVDs of Darkest Knight. Like the SciFi Original Dark Kingdom, Darkest Knight is based on a literary classic. Unlike Dark Kingdom, Darkest Knight pretty much throws the source material out the window. Dark Kingdom was a clumsy, but very entertaining, adaptation of the Saga of the Volsungs and the Nibelungenlied. Diane Duane, a very proficient author of youth fiction, adapted the tale to have slightly less magic and without the involvement of the Huns. All in all, with the exception of the guy who played Siegfried, I liked the SciFi Original quite a bit.

But that brings us back to Darkest Knight, my most recent three DVD marathon. The show has the following points against it: a) the acting is awful, b) the special effects are awful, even by BBC/New Zealand standards, c) the music sounds like it is played on an old 80s Casio, d) the costuming is...well you get the points. On the other hand: a) whoever wrote the score does know what a leit motif is, even if he/she writes bad ones, b) it has one of the actors from Hawk the Slayer (the dwarf), c) New Zealand is pretty, even if it looks nothing like England (where did those glacier carved granite mountain ranges go?), d) it is an attempt to Raimi-efy Ivanhoe. It is the last point that wins me over. Sure, Darkest Knight threw most of the Ivanhoe narrative into the dustbin, but this is an attempt to create a Raimi-esque series about the ransoming of King Richard. A nice attempt at genre hybrid (thanks Bill Cunningham) if you ask me. It doesn't really work, the ITV Robin of Sherwood (a bargain at ~$150.00 US in NTSC) was much better at fuzing magic and Prince John. Still, I enjoyed the series and am adapting some of the ideas for adventure ideas for Savage Worlds.