Showing posts with label world of warcraft. Show all posts
Showing posts with label world of warcraft. Show all posts

Monday, November 3, 2008

SomaCow: The Group Review For Spinward Fringe Resurrection


The guys at SomaCow (Geoff, J and Ross), have been closely following the progress of my little science fiction series and providing honest, sometimes generous reviews. Well, I thought they were generous before but they've gone and one upped themselves.

It didn't seem to be enough to the SomaCow folks for Geoff to give the Spinward Fringe Resurrection novella a well spoken, generous review. They had to go back after J and Ross had read it so they could voice their opinions. I'm thankful and appreciate their insight and the time they give me on air. Their thoughts were useful and highlighted points of interest in the story, characters and universe the whole series is set in. [Listen to the episode containing this review here.]

While I'm here, talking about Resurrection again, I have to say that writing that book in particular was a great pleasure. As in any piece of fiction of worth I took risks with it, tried to tell a challenging story while showing them something they don't nessisarily expect. Whenever I take risks I need feedback. My first line of feedback is my editor and any proof readers I've chosen then the fans and reviewers come next. I don't go back and change a thing, no matter what a reviewer or fan has to say, but the comments and advice I recieve is considered for future work.

Taking a risk character and plot-wise happens at least once per book (more than once in the case of Triton), and that's often what makes or breaks the work. The advice from my Editor, proof readers, reviewers and readers often tells me whether or not the risks I'm taking with the story are worth while, interesting enough or cause enough change for the characters and story for the reader to renew their interest in what's going on. Advice gathered from my Editor, first Proofer, SomaCow and a couple of fans helped me put together Triton, and it also highlighted the risks that no one had seen me take, the real turning points in the novel that would most likely become focuses of attention. What those risks are, I can't say. Spoilers are strictly taboo.

Back to this second review, and my point. Hearing more from the guys on this book, in which I take huge risks with characters people became invested in over the course of the First Light Chronicles, only helps that much more. It also makes me all the more eager to hear their opinion on the Spinward Fringe Awakening novella and Spinward Fringe Triton novel. I treat my readers like they're intelligent lovers of action adventure, not like they need to be led by the hand to a predictable, comfortable ending that won't offend. I enjoy entertaining people in a memorable way, and the more feedback I get, the less I'll draw my plotlines from what I call the Vanilla Plotline Playbook. Let's face it, a novel or novella isn't worth the paper it's printed on or data storage medium it's occupying unless it can be considered art, and something isn't art unless it demands interest or evokes an emotional response. I accomplish that by challenging myself and taking risks with the story and characters.

I like going off the map, and SomaCow is located in a nice spot off to the side of the legend somewhere. Give them a listen this Saturday live by clicking on the UStream link to the right between 1pm and 4pm EST. You can also tune in during the week for hour long portions of the live show. It's worth mentioning that this show is intended for adults, sorry kids.

Thanks for the entertainment and the review guys, Saturday is SomaCow day.

RL

Tuesday, May 27, 2008

This Generation: Graphics Are Awesome

I'm a gamer. There are a lot of us around. In fact, people over 30 who never played games are actually picking up controllers and loading all kinds of interactive software into their computers. They're even buying consoles. Let's face it, television audiences are getting tired of seeing shows they enjoy cancelled, seeing one formulaic movie after another, and they're happy to look to truly engaging interactive entertainment.

The audience is growing and what people can't help noticing is that the graphics in these new games are just amazing. Frankly, all around it's hard to find a recently released title without fantastic graphics. Even games that seem to have only the most minimal effort put into appearance look better than releases three years ago. You don't even need a $400.00 video card in your computer to take advantage of the upcoming games, a $150.00 graphics card will last you at least two years and play games that look fantastic.

I'm really happy that the technology exists to make our gaming experiences look better all around, but this should change the way games are reviewed in my opinion. I recently commented on the quality of GTA IV and as you may have noticed, I mentioned the graphics briefly and moved on. That's really about as much attention as we should pay to the graphics as commentators and reviewers unless the gaming title actually fails to use the existing technology that makes creating good looking games easier to develop.

I'd happily rake a company and it's title across the coals for a full paragraph or two if they manage to make a terrible looking game. With the development tools and other resources at their disposal this shouldn't happen anymore. Any game should at least look good even if it doesn't meet current standards.

How do commonly amazing graphics change our buying and playing experience? Well, forget looking at the pictures on the back of the box or examining screen shots, you can make a terrible game look great for less money and effort than ever. What's important is grabbing a playable demo! I saw a screenshot for the new Conan console game and it looked amazing. After trying the demo I came to the conclusion that the whole game would be time very badly wasted. The graphics were great, but it really played like a platform game from five years ago, there really wasn't even much point in making Conan a 3D rendered game. I even found myself missing an old Commodore 64 game called Barbarian. Now that was a fun game.


Severely disappointing titles like Conan are out there and there are dozens coming down the pipe as studios release licenced content from the film and television industries that sell based largely on the power of the title. The Lost video game is another title that is really only any good if you're a fanatic fan of the show. The only good point about this $50.00-$70.00 game is that for 20 hours you get to walk through a different point of view on events in the Lost story. That's it, there's no replayability here and no way to change the ending or course of the plot. Sadly I couldn't find a playable demo of the Lost game on Xbox Live!, I wonder why.

There's the other side of the coin here, and I'm not forgetting it. If you take a look at games like Word of Warcraft, whose design team is second to none you'll find another story entirely. They use a graphics engine that can run on four and five year old computers with no problems and thanks to superior design and forward thinking style, the world looks fantastic. Sure, I'd love to see a high definition, next generation, omg-so-pretty! version of the game but I really don't have to. The graphics we have are clear, allow for a lot of variety in landscape as well as character costuming and show us everything we need to see in a style that is unique in the industry. They worked hard and their 10 million subscribers don't care that the game doesn't use a next generation graphics engine. The game is fun, open and uses old and new ideas in combination to create a great gaming experience for everyone.

The expression "Next Generation Graphics" is so yesterday, we're inside that generation and it's a couple years old now. The future comes down to game play because everywhere we look the graphics are awesome.

RL

Monday, April 28, 2008

World of Warcraft: Come for the Game, Stay For Your Gnomies

Or something like that.

Some time ago, I posted about leaving World of Warcraft for good. As it happens I just couldn't stay away.

I didn't return because of some terrible gaming addiction, or because subliminal messages built into the game and advertising media sucked me back in, or even because Gnome Females really know how to shake it. Though, the latter of the three factors rings true.

I returned for the same reason some people keep going back to the same cafe, why you play racketball every Saturday with the same partner even though he kicks your ass every time, for the same reason the mighty buffalo migrates north and south. Okay, not so much for the same reason as the last example, I'm not even certain Buffalo migrate. I returned because time and distance didn't diminish how much I missed a handful of people I had gotten to know over the last two or three years. I missed the voices on Ventrilo (a voice chat program), the long conversations that had nothing to do with the game, the clever word play and group activities.

So, back I went, and this time I find that there's more of a balance between 'The Three W's' as I've come to call them; Writing, Work and WoW. The friends I had once again neglected when I walked away were there with open arms to my utter amazement, and yup, they're just as enjoyable to talk with as I remember.

My tale is one that seems to be repeating. Guilds that stick together long enough are becoming a sort of secondary family unit, where we all get so used to hearing from everyone that when one goes missing for even a couple of days it gets noticed, a niche is empty, a chair around the virtual table is vacant. That can cause in game problems, but with tighter units (like the guild I've known for quite a while now), the absence is really felt. I know I miss at least one person who isn't signing on anymore, it's like losing touch with an old friend even though we never met in person.

With ten million subscribers (damn, that's a lot of people), WoW has given birth to thousands of virtual villages, some of which are marked with a guild name, others by server names and all tied together with bonds of friendship over virtual space. Does this kind of thing matter in the real world? Sure it does! I have friends locally, they're busy, intelligent people who I rarely get a chance to hang out with because I too am a busy fellow, especially these days. The friends I have online are intelligent and busy as well, but they can squeeze a little WoW time in here and there, and through that and a couple years we became friends. They know me almost as well as some of my local friends do, see me more often at times as well.

To make a long story short, it seems, at least by my experience, that online friends are just as valid to some people as local friends.

The world isn't shrinking, I don't believe it's a 'small world after all' (Disney just made five bucks, dammit). It still takes for bloody ever to get somewhere on the bus, a plane ticket is still expensive, and webcams, microphones or digital avatars still don't give you the feeling that you're right there. You could even argue that the world is expanding, with participants in digital environments like Second Life owning digital real estate and making a real living in virtual stores. The real long term human point here is that we're getting used to all these intellectual and emotional distance closers and that, I think, makes the entire personal computer revolution worth it.

See you in the lands of Azeroth.

RL

[Edit]: Randolph plays Deih on the Feathermoon Server. The avatar is named after a character in his first self published novel; Fate Cycle: Sins of the Past.

Sunday, February 3, 2008

No more World of Warcraft for me

I can't believe I'm saying this, but after a few months of not having time to so much as log on, sadly I don't think I'll ever be going back to World of Warcraft. The only thing I don't like about dropping an online game is the friends I leave behind, something similar happened when I left Everquest.

The difference this time is that I actually got to know some amazing people over the couple of years I spent online, and I miss them as though they were next door all along. It's pretty surprising how you can form attachments online, it makes the world seem pretty small until you look at the cost of airfare.

Sadly, "tools" like Facebook certainly don't cut it as far as staying in touch is concerned. Besides, as far as social network interfaces go, it's bare bones ugly, populated with applications that are as much spam as they are sad marketing and research tools and I find that for a social network there's very little back and forth even when you are 'speaking' to several friends. That, and I've turned down friend requests from at least a couple dozen people I've never known from anywhere. Spammerific.

Back on topic; I know I'll miss the people in World of Warcraft, the social aspect is what keeps people going back I believe. The game itself is great, but it does wear a little thin for some people. Besides, with two or more hours of writing every working day, then editing and more writing on the weekends along with other normal life stuff I have to get to, logging on just doesn't happen. Do I think of the people I was connected to online? Daily, it's hard not to after spending a couple years on and off in digital nearness with them.

Not spending time online has brought a lot of success that pushes me forward and upward in life though, and that's something I have to prioritize. It just goes to show that growing pains can come in many forms and at any time.

Last week I saw the inside of a bar for the first time in about six months, a few people were amazed I was even still in town. Just being around familiar faces for a bit was pretty good, getting in touch with a few friends I hadn't seen in a while. I still found myself thinking; if all the people I cared about online were there too, well, what a great time it would be.

Well, back to the editing of Project Moo...