It’s not a great secret that I’m a fan of the game Warframe, published by Digital Extremes. I haven’t played it very much, but I’ve been stuck listening to “We All Lift Together”, a song created to promote a large addition to the game, and as a result I’ve been thinking about it a lot. I’ve been playing Warframe on-and-off since it was in beta, and while I don’t consider it my favorite game, I think it has some of the best (if not the outright best) storytelling in a game with a single linear storyline, despite being very minimalist in how it develops that story.
The way that it pulls this off is by managing to tell a story that combines deep psychology and mythical elements on a very fundamental level to make a narrative so compelling that player choices, generally absent except in the most superficial forms, are irrelevant.
There are practical considerations of this as well–much of the story takes place as flashbacks or responses to critical incidents–but this would be frustrating to the audience were it not tied to strong principles of storytelling.
Understanding Psycho-Mythic Storytelling
Psycho-mythic storytelling ties into Jungian notions of the subconscious and other elements of the human psyche, which is derived from while simultaneously informing stories that have emerged across the entire range of human society and experiences.
It is important to realize that many of these elements are archetypal; that is, that they do not have any single manifestation that can be pointed to as a source. Nonetheless, many of these factors are still universal.
As I work through examples of these events across Warframe’s storyline, I will introduce these as needed, however, an understanding of Jungian dichotomies is important.
Jungian dichotomies draw from the fundamental notion of paired elements (e.g. order and chaos, masculine and feminine, known and unknown) being represented both within and as an extension of all things.
Balance between the two extremes in a dichotomy reflects a more reasonable approach to the universe, one which is likely to meet with objective reality in such a manner that produces positive outcomes.
For instance, considering the very most basic of the possible responses, you have the conflict between known and unknown.
The known, generally, is not exciting. While there may be some contentment in the present, at some point the known gets boring; change is a natural state, and to remain in the known is to embrace stagnation.
However, the intrusion of the unknown is a terrible thing, because it represents the risk of loss, or more accurately the possibility that the subjective self will be harmed in some way.
The unknown is also the source of anything better than what is currently had, however. This makes it desirable; one who is able to frame an encounter with the unknown in such a way that they are able to approach it to their advantage is going to wind up having success in their endeavors, and their prize will be either what they desire or something that transcends that which they originally wanted.
Joseph Campbell’s monomyth, from which the Hero’s Journey is derived, draws upon this relationship with the unknown: the Hero must find it within themselves to find a subjectively greater future by entering the unknown and confronting it. You can find more in his seminal work The Hero With a Thousand Faces (Amazon affiliate link).
Much of what I am applying to Warframe is also based on the mythological analyses modeled by Jordan Peterson in his book Maps of Meaning: The Architecture of Belief (Amazon affiliate link). I’ve been listening to it on-and-off for the past few weeks, and I’ve been finding it incredibly interesting.
Tiers of Cosmogony
Before I get too far ahead of myself, I also want to talk about cosmogonic tiers.
There is a distinction in cosmogony based on the “depth” of experiences, and we can see this in classical myth as well. The concept of cosmogony centers around the idea that everything started as chaos, and then became more structured and ordered as things go along. Each generation overthrows its predecessors in a heroic revolution, although this eventually stops when we reach the current generation–the one in which humanity resides.
This can be distilled into tiers and generations. There’s not always a clear descent between generations (i.e. two generations may fit one cosmogonic tier in some places), but these figures can be generalized by category.
A good example from this comes from Greek myth, where we see Chaos, which is the first entity in existence.
At this point existence is beyond comprehension, and beyond anything that is relevant to our audience, and it is only through filtering down to further levels of experience that we reach anything that has relevance in human life.
Chaos’ cohorts and children (some of the distinctions here are blurred based on the telling) represent universal entities: Gaia, land; Tartarus, the underworld; Eros, the sexual drive; and so forth. These are primordial deities–they exist before the world that is known does.
These are personified entities (and, in some cases, Chaos is as well), but they are not directly interfaced with the human world. To humanity they are alien, and even when personified their motivations and drives are not necessarily comprehensible.
From this initial generation come the Titans, a second generation of the divine. These figures now have their own clear families, and by extension a clear role in the universe. More heavily personified, they are portrayed as the creators of humankind, but are themselves still more defined by their differences than their similarities.
The third generation, the traditional Greek gods as we would know them, represent archetypal figures. They have a particular divine domain, but otherwise they are human in motivation and depiction. They obey the rules which apply to humanity (albeit frequently with special privileges; these rules often apply only to their interactions with each other) and face consequences when they fail to do so.
The gods serve as representations of tradition and upright action.
It is in the fourth or later generations that we see mortals and demigods appear. These figures are defined by their vulnerability; where the earlier cosmogonic forces develop from existing outside the world to eventually become a mere part of it.
Onward to Warframe
The psycho-mythic nature of Warframe’s narrative contributes to its emotional power. It takes place in a universe where the players take on the role of the heroic individual–one born into the fourth generation of the cosmogony in the same place that humans would fall in the Greek mythosphere–but one which relies on symbolism and psychological establishment of the cosmogony that unfolds.
The reason why I define this as psycho-mythic, instead of simply psychological or symbolic storytelling, is that it relies both on the more modern storytelling methods and approaches while also building heavily (and not unintentionally) on the mythology of ancient times.
The layering of the cosmogonic process is a key part of this: the players’ characters (collectively known as the Tenno) are children of the old age, but living after its fall.
Children of the Unknown
The Tenno fit the role as the heroic individuals of the mythical saga very well; they are a sort of Horus figure (Peterson elaborates on this mythical type in his book Maps of Meaning) who must bear a sacrifice of themselves to make the world whole.
This sacrifice is not literal death, but it does entail suffering and pain. The Tenno are children who have known nothing but war, and while they have deific powers, they are also exiles.
Hunted by the Orokin, their own society playing the role of mythic progenitors, due to the threat that they posed, the Tenno are awakened by their protector, the Lotus, in the current time of the game.
They are hunted and hounded by forces that are generally their inferiors: as representations of the fourth-generation heroic individual (i.e. a cosmically significant figure that has been personified enough to lack a deific cosmological significance and instead adopt personal motives) they face the Grineer, Corpus, and Infested factions within the game, each of which represent monstrous figures that are themselves the product of the Orokin but also the inferiors of the Tenno.
The hallmark of the Tenno, however, is also their outward identity, the Warframe.
The Warframe as Protective Father
One step up the generational chain from the Tenno is the warframe. In-universe, the warframes were created for the Tenno, but when the Tenno awaken the warframes are out of their control–at least, most of them are.
Each warframe is based on a theme, and these themes often tie into great symbols. While they are not innately sentient (with the exception of the Excalibur Umbra, which was created by fusing an Orokin with the infestation that spawns every warframe), they are the first experience that the player has with the Tenno, and are defined by their impersonal relationship with the universe.
This is not to imply that the warframe has no personality unto itself, but rather that it has a role in the third generation of the cosmogonic structure. Each of the individual warframes is an example of something that has a deific role in the universe: the Excalibur represents mastery of the blade, the Volt represents power over lightning, and the Loki represents trickery and deception.
Each warframe plays a deific role, rather than a personal one, and while they are merely tools to an end they are simultaneously idols to concepts that play an important role in the life of the Tenno and in the universe of Warframe, assuming the role of protector gods among primitive civilizations that have begun to spring up in the ashes of the Orokin world.
In this sense, the warframe serves as a sort of archetypal father, who in a psychological sense is often thought of as a bringer of order.
The Titanic Lotus
It is the Lotus who searches for and awakens the warframe and the Tenno, however.
To draw a parallel to the Egyptian myth of Osiris, it is Osiris’ wife who finds the parts of Osiris after he is murdered by Set and reassembles them, giving birth to the mythical figure Horus, who is a fourth-generation cosmogonic figure representing humankind.
The Lotus fills this void in the psycho-mythic framework of Warframe; she is the one who awakens the Tenno, and also plays a key role in mentoring them and directing them toward solving the problems with their universe.
However, the Lotus’ origins are shrouded in mystery, and as the world is revealed through the storyline of the game it is clear that she is not necessarily who she seems.
At first, the Lotus is associated with Margulis, an Orokin woman who raised the Tenno after they encountered the void (both of these are first generational figures in the cosmogony), but it is later revealed that she is actually a Sentient, one of the creations of the Orokin.
The Sentients have a clear parallel to the Titans of Greek mythology; the first gods to have been purified and complicated to the extent that they can represent natural forces, rather than abstract spheres of existence, the Titans are often portrayed as rebelling against or usurping their precursors, only to be usurped in turn by the third-generation deities.
When the Sentients turn against their creators, the Orokin, the warframes are created to destroy them; the warframes skip to the third cosmogonic generation but it is the Lotus, a second-generation figure, who preserves them from both her fellow Sentients and the Orokin themselves, mimicking the myth of Zeus being given to Amalthea for safekeeping. The fact that both the Lotus and Amalthea are feminine figures is important in a Jungian psychoanalysis; the archetypal father can bring order but also tyranny, while the archetypal mother brings promise but also risk.
The Orokin and the Void
The Tenno gain their power from the Void, a sort of ur-chaos. The Void is an extradimensional space, one that requires special means to access.
The Void is the palace of the Orokin, the grand civilization that spawned the Tenno (again, we see the generational nature of mythology resurfacing), though they were unable to reach it without significant sacrifices and even for their technologically advanced civilization it was something of an outlier; when they fell, so did their dwellings in the Void, which exist in the current day of the game as either derelicts or uninhabited, but still active, stations.
The Void serves as a primordial first-generation figure in the cosmogony of Warframe; many ancient myths involve a later generation’s members returning to the originator of the world and slaying it, making its corpse into their home.
The Orokin serve as additional manifestations of this first level. Along with the Void, they are the ultimate progenitors of the Tenno, originally children who were lost in the Void following a failed expedition to that extra-dimensional space.
The fact that the Tenno, who ultimately are responsible in part for the eventual Orokin conquest of the Void, are able to draw power and shelter from the Void has mythic significance; it is common for a great heroic figure to slay a great threat and make use of its remains for sustenance, shelter, or both.
The Universe in Balance
The conflict that unfolds in Warframe is one of bringing the universe into balance. The Tenno, reawakened and representing humanity, face both other fourth-generation forces, like the Grineer, Corpus, and Infested and the Sentients.
The struggle against other “mortal” forces is not uncommon in mythology, and is a defining trait of some of the early mythic heroes like Odysseus, Beowulf, and Gilgamesh: their foes are not necessarily divine in nature, and they vanquish them using mortal might and cunning.
In this way, the Tenno are able to fight the Grineer, Corpus, and Infested with their own might. As joint members of the natural world, they are on the same playing field, though the Tenno as part-divine by nature of their connection to the primordial first-generation entity of the Void are at a distinct advantage, and as epic protagonists are therefore going to succeed in almost every challenge (even if doing so requires them to come to apotheosis first, something seen in the Second Dream and other storyline missions in Warframe).
It is worth noting that the Tenno is not automatically awoken fully to their abilities at the start of the game, but must instead acquire them during the storyline as they grow in knowledge of their true nature. Up until they achieve this divine apotheosis, it seems that the primary conflict is strictly between them and their worldly antagonists.
As the story progresses, the risks and dangers increase with it. The Tenno are not able to face the Sentients alone. While their warframes provide them with some divine power, the warframes are themselves very much natural; they have power drawn from the Void, but it has been distantly removed and is revealed to have always come from the energy flowing from the Tenno to a warframe, rather than being an intrinsic property of the warframe itself.
In the most recent story update, the Tenno encounters Ballas, an Orokin traitor who sided with the Sentients, but has been corrupted by them. He gives the Tenno a boon, a weapon with which to slay the Sentients, before the scene ends.
Warframe’s compelling story draws its weight from being designed with psychological and mythical archetypes that make every character and element more significant than it seems at first glance.
This powerful storytelling method means that although it has relatively little dialogue compared to many other games and almost no player choices, it manages to tell a story that is part of an epic cycle and put the player at the helm of a character who they can sympathize with.
The ensuing connection to the Hero’s Journey means that the player wants to do the same thing that their avatar does, without requiring coercion or massively branching narratives from the writing team.
I’m not always a huge fan of Disney’s policies. They’re a massive corporation, and their pursuit of increasingly restrictive copyright laws is something that is a major concern of mine.
However, I’m also an advocate for storytelling, and occasionally I have to go to the theater with my family and see something solid, and Disney usually delivers that.
Anyway, despite the fact that it’s not even Thanksgiving yet, Disney has already released its version of The Nutcracker, an interesting take on the classic ballet.
For those who are totally oblivious to its existence, here’s a quick trailer:
I’ve sort of settled into a review/analysis format when I talk about movies (see my previous Christopher Robin and Incredibles overviews on the Loreshaper Games blog), so let’s start with my review, which I will keep free of spoilers.
Disney taking fairy tales and turning them into franchises is not new, nor is their big-budget live-action formula.
“The Nutcracker and the Four Realms” takes that approach to the classic Nutcracker story, with a fairly large departure from the standard format in which the story is told. These do not get in the way of the general conceit, but do make it substantially more complicated.
As a result, it is impossible to say that the film is a faithful adaptation of the ballet or the short stories that inspired it, even though it includes both musical interludes and plot devices (such as many of the characters) who are drawn directly from the original.
The film centers itself around a young protagonist, Clara Stahlbaum, who is experiencing her first Christmas after the loss of her mother and coming to terms with the whole ordeal and moving on with her life. Along the way she enters a fantastical realm and does the standard Hero’s Journey stuff, but that’s pretty much all stories so don’t count it out just because it’s orthodox.
I’d classify it as being fairly character driven, and this is one of the strongest strengths, due to the incredibly solid acting delivered throughout the whole film.
Clara is striving to come to terms with her mother’s death and reunite their family. Loss and coping seems to be something of a common theme for children’s movies, with the Incredibles 2 taking a much milder approach to this in the form of coping with Helen Parr’s new job as opposed to the literal death of Clara’s mother, and in the analysis section I’ll give some theories as to why. However, I will say that there is a good connection between her internal struggles and the struggles unfolding around her, which makes the plot flow really quickly without being too confusing (of course, I am not the film’s target audience).
This film is part of a recent trend of Disney movies aimed at younger audiences that treat their viewers as intelligent, like Christopher Robin was earlier this year.
In general, I thought it was solidly executed in all counts. The acting was solid, the music was quite on point (I’m not even a fan of most of the parts Tchaikovsky’s ballet, despite generally liking his other work, but they don’t over-use the Sugar Plum Fairies motif until you’re sick and tired of it, so I count that as a win), and the CGI was flawless.
The characters are sometimes a little flawed. The character of Clara was fantastic and is a great example of showing heroic growth in a film protagonist, but the main villain (who is revealed in a twist that isn’t incredibly surprising, but this is a movie made for children) comes across as a little shallow (albeit reasonably shallow, as I’ll get into more detail about in the analysis).
One of the things that I do have to say here is that Disney does a good job of paying homage to many of the elements of the original tale, including ballet sequences and set-dressing that is iconic and recognizable. The storyline itself is quite different than the original fairy tale, so don’t expect anything similar in terms of that.
The Four Realms as a setting element is something of a weakness. While Clara’s travels into a Narnia-esque realm set a good window-dressing, there’s an odd feeling that we didn’t really get a good look at the setting, but we also know more than we need to know about it.
Mid-movie setting exposition is tricky, and they did about as good a job as they could, but there were places mentioned and briefly explored that didn’t matter to the plot, and that’s one of the sins of the newer Star Wars movies that Disney should have learned from.
Also, there is literally a character named Sugar Plum in this movie. Sure, I get it, Sugar Plum Fairies, but do you have to name one Sugar Plum? Too saccharine for my tastes.
All-in-all, I’d say that this is a good movie. A star-studded cast delivers a PG-rated performance that’s not going to go down in history as great, but is also not the worst use of your time.
I’ll be honest; I think that this could be a good teaching movie because of the fact that it has fairly little objectionable content and is really rich in symbolism and depth, not to mention the fact that it ties in naturally to a short story that you could read and therefore allows you to use the film as an educational enrichment.
It’s not a Christopher Robin or Lion King tier movie, where it’ll be something worth returning to, but I wouldn’t dismiss it as a cynical cash-grab. If you’re going to the movies anyway, consider it.
Also, it’s not a musical. Misty Copeland is in the film, and she’s fantastic, but you see as much of her in the credits sequence as in the movie itself.
Basically, I watched this movie because I was tagging along, but I thought it was quite good. If I had to quantify it, I’d give it a well-earned four out of five stars.
A Star Wars Rant
This film’s storyline should have been used in The Last Jedi or The Force Awakens to establish Rey’s character.
It’s really strong and ties into all the places that you could want it to go. Change all the set dressing and actors, and you’ve got a perfect setup here.
This movie proves that a lot of the complaints about Disney’s perceived practices are invalid; the film has an incredible diverse cast, all of whom are talented. It has enough development in each of the central characters to make them stand out, without detracting from Clara’s growth. It has comedic relief. It has moments that hit on deep sadness and fear.
The Last Jedi could have had these things too, but it didn’t follow the Disney formula.
There’s a lot to analyze here, and I really thought that this movie was really good at working the Disney magic, even if they didn’t always get the payoff they desired.
Most people are probably aware of the Hero’s Journey by Joseph Campbell, but I think that we can take a step back to just plain Jungian interpretation of many of the archetypal symbols that show up in this film.
I’m not sure what Disney’s in-house writing guide says about storytelling; I know that they have something like the Hero’s Journey as an in-house document that they use to crank-out award winning screenplays, but I’d be willing to bet that it’s really in-depth, and that The Nutcracker and the Four Realms is going all-in on that symbolism.
And, really, it should. The Nutcracker as a fairy tale has clear and evident symbolic importance to most of its elements, and Disney’s version plays with that a little while being conservative in many ways.
The Known and the Unknown
A large part of any good story is knitting together the known and the unknown. Without having the known world represented, you lack any connection to humanity, but failing to enter the unknown leaves the storytelling exercise pointless.
Stories about people going to work, coming back home, and going to bed, then repeating the process, tend to be boring unless there’s some struggle that makes that process difficult.
This is because, as Jordan Peterson describes in his Maps of Meaning, the storytelling process is about mediating decisions that come about when the unbearable present meets the unknown future.
To put it in simpler Jungian dichotomies, there is the known and the unknown, and a liminal bridge between them. To bring balance between these two things is to bring the mind into wholeness.
The story starts off with Clara’s life in chaos. Her family is beginning to celebrate her first Christmas after her mother’s death, and Clara is clearly not emotionally prepared for this.
She is told that she must keep up appearances, or that certain behavior is expected, or that it is important to maintain traditions. This is the immature animus–the avatar of order–failing to speak to her.
She is lost and drowning in the unknown; she doesn’t know what to do now that her mother is lost.
The feminine often symbolizes opportunity, especially in Jungian interpretations. While the full reasons for this are beyond the scope of this analysis, it is relatively simple to claim that the death of Clara’s mother represents the loss of this optimism about the unknown. It is an end to the positive perceived valance of the unknown that fosters turning the unknowable spaces around us into knowable spaces.
The conflict, therefore, stems from having an imbalance; the world is chaotic and this chaos confronts Clara on account of her mother’s demise. The loss of her mother has stripped Clara of any optimistic worldview about the future; the unknown now represents, quite reasonably, only death to her, because she has lost sight of the potential for a positive unknown.
Entering the Four Realms is an opportunity for Clara to undergo a Hero’s Journey, initiating a growth of character that could also be classified as a bildungsroman.
This controlled and willing encounter with the unknown represents the formation of an animus within Clara’s psyche; she goes after the prize of knowledge, of being able to open a gift left behind by her mother in an egg (symbolic of fertile potential) which can only be opened by a key which has been lost in the Four Realms.
This animus is a means of structuring the world into order once again; by encountering the Four Realms, which were brought to life by her mother and exist in a sort of magical space, she is able to put her thoughts into perspective.
It can also be said that the magical Four Realms have a parallel in similar stories such as C.S. Lewis’ Narnia, which is that they carry deep symbolism related to introspection and reflection; they are not only literal places that the characters are able to visit, but a place where the objective reality that filters into consciousness is no longer the governing force and instead the mythic symbolism of the subconscious can filter in.
Rodents and Owls
One of the interesting symbols in the film is that of the rodent. The Mouse King is a key figure in the film, but he winds up being a help rather than a hindrance. The counterpart to them is an owl, an assistant of Drosselmeyer, who is to look over Clara, and who provides her with guidance in a couple points throughout the film.
Rodents are vermin, and typically symbolize chaos and the unknown. However, the owl represents a counterpoint in both representing order and wisdom but also preying upon vermin. Despite this, Drosselmeyer’s owl ignores the rodents throughout the film (for a reason that becomes symbolically important near the film’s conclusion).
Near the opening of a film Clara and her brother try futilely to capture a mouse in their attic, which is significant because it reflects Clara’s inability to adapt her psyche to the uncertainty of her new life devoid of maternal care.
Later in the film, but still in an early scene, Clara passes down a hallway lined with owl mosaics (I believe on both sides of the hallway, though I only noticed the mosaics half-way through the scene and the far side was obscured in such a manner that I cannot be 100% positive). However, in a brief shot the owl mosaics on one side have been replaced with mouse mosaics. At the end of this passageway, she is brought into the Four Realms.
Over the course of the film, the owl plays a relatively minor role but appears in key scenes in which Clara is experiencing doubt. It reflects the return of the known world’s relevance to Clara’s psyche, allowing her to return to a mental state of order that has been difficult to find since her mother’s death.
It is the rodent, however, as an avatar of the unknown, that is perhaps more important to consider.
The Mouse King is a frequent adversary throughout the earlier parts of the film, but in the latter parts of the film he turns into an ally for Clara and the Nutcracker (whose role is much less relevant to this analysis; he exists primarily to support Clara, but he still provides some deeply symbolic elements to the story).
This transition from enemy to ally–paralleled by the character of Mama Ginger, who is in league with the Rat King–provides the psychological counterweight to the undesirable elements of chaos.
By discovering that the unknown does not necessarily need to be feared, Clara develops as a character into a heroic figure, fulfilling the type that has been set out before her.
The Triumph Over Doubt
In the film, it is clear that the main enemy is not necessarily the unknown, but rather fear and doubt. This is a core Jungian psychological concept. This uncertainty is created by an inability to balance the psyche, something that Clara overcomes.
But it also provides the basis for the main villain’s motivations; Sugar Plum (ugh, that name), who was “abandoned” like Clara upon Marie’s death, is incapable of overcoming that doubt and fear.
This imbalance leads to her seeking to become a tyrant; an out-of-balance representation of Jung’s “dreadful father”, whose role in the universe is to pursue order above all else, even at the expense of change.
The usurpation of Clara’s rightful place as Queen of the Four Realms and the oppression of the populace that comes alongside Sugar Plum’s ascension, as she creates an army of tin soldiers who lack individual agency and awareness, is a classic example of this archetype playing out.
At one point, Sugar Plum explains clearly that with her army, she will never be hurt again.
This symbolizes the key message of the story: It is necessary to accept reality to move on with one’s life, but that process requires self-discovery and acceptance of agency.
There’s other things that can be said here, but I’m not necessarily the person to say them and I have constraints on my time, so they’ll have to go unsaid for now.
Basically, I felt like the cinematography was well-done, the characters were generally vivid, and the storytelling had that Disney magic that comes from a deep understanding of the psychology of stories.
Were there missteps? Yes. But I don’t think they grew to the point of detracting from the journey, and Nutcracker is an interesting example of how the Hero’s Journey can manifest, albeit one wrapped in silly window dressing.
I haven’t been writing as much about game design on my personal blog since I started writing daily for Loreshaper Games, but I’ve been thinking on what I’ve been doing with some of the content for my games and in particular how the context of previous experiences is shaping my current work as a designer.
I’ve been trying to keep on top of writing recently, and while I’ve been fairly bad about actually writing anything fictional (at least on purpose), I’ve been doing some musing about why a lot of the stories that I’m coming up with the seeds for turn out to be non-starters.
One of the things that’s been entering my mind recently as I work on Hammercalled and playtesting is how differently I approach the topics of writing for a game versus writing for a published product. With a handful of exceptions, I’ve never published a setting that I’ve been playing in at the time of publication. That’s not because I’m against sharing my work (like this, the campaign I’m going to start running Hammercalled in in a couple days), it’s just that I don’t think it works as well.
And I have a few reasons why I choose to work on settings devoid of running a game in them, since I know this goes against the prevailing industry wisdom.
One of the things that I’ve been asked about a few times is ending a campaign of D&D or other roleplaying games.
It’s the sort of thing that comes up from time to time because of the fact that many of these games are entirely open-ended. There aren’t any real stopping points or times to end the campaign scripted into most games, and barring a catastrophe that kills all the player characters (deserved or not), it’s hard to reach a point where the game comes to a satisfying conclusion.
I’ve been really awful at updating this blog, and I think it’s because I insist on doing articles. I’m still probably going to finish up Breathing Life at some point, because I have a fair amount of stuff written for it already (and I’ve had a lot more drafted and planned, awaiting me having more free time).
Some of it’s because I keep starting new projects.
The most recent is velotha’s flock, a free-verse game about were-ravens caught in a struggle between God and the devil. Bit of a niche audience, but it draws me to an important point: the cycle of literary characters.
One of the greatest things that ticks me off as a gamer is when I’m playing a game and I can know where everything is going from the very beginning-there’s no element of surprise or suspense, and even if there is it’s only because characters act in unbelievable ways. Now, there’s a whole plethora of issues that cause this, everything from the fact that modern gameplay tends to not be as emergent as we claim it is to the fact that writers often can’t write video games or their stories do not get integrated into the game correctly. Continue reading “Sunday Extra: Why Video Game Narratives Fail”
Wonder is hard to come by-we’ve explored most of our land mass, been to space, and answered more questions than most people ask in their lives. One of the challenges of running a tabletop game in the modern day is the need to compete with the extreme stimulation of mass media; it is crucial from an entertainment perspective to build upon the storytelling and setting of other media and bring them together into a conglomeration of all the elements that will go into your setting and descriptions.