Tag Archive for 'ideas'

A Long Time Ago…

I just discovered the disk for Star Wars: X-Wing Alliance buried at the bottom of one of my drawers and it’s got me thinking about the potential that was missed with the game. Don’t get me wrong though, it was an excellent addition to the venerable X-Wing game series, but it could have been much much more than just another space fighter game.

In X-Wing Alliance, or XWA as it’s known to fans, you play the role of the unfortunately named Ace Azzameen the youngest son of an outer rim merchant family. You spend much of the start of the game cutting about aboard a battered old freighter doing missions for various members of your family before inevitably joining the Rebel Alliance. While in the alliance though you occasionally have to head home to help out your family with transport jobs, rescue missions and so on using the family space freighters. It adds an interesting bit of variety to the battles against the dastardly Galactic Empire.

What I would love to see though would be a game based in the Star Wars universe that combined elements of the X-Wing games, and space trader games like Elite and the X series.

I know that there is sort of an element of this already in the MMORPG Star Wars Galaxies, and possibly in the forthcoming Star Wars: The Old Republic, but these feel clumsy and bolted on instead of being the core of the game play.

What I would love to see is a game where you can traverse the Star Wars Galaxy, or even a small part of it, at will. Trading, privateering, blockade running and carrying out random missions for various factions. As the player grows richer they can invest in upgrades, hire new associates, buy increasingly powerful ships and eventually end the game with a vast fleet, space installations and a fortune in credits.

I’m surprised nobody has thought to develop a game like this yet.

Incidentally I love Wookiepedia the Star Wars Wiki site. I could probably spend days reading it and never get bored.

Screenplay Musings 06/01/2010

Well we’re seven days into 2010 already, and despite my deadly cold over the last three or four days I’ve actually made some headway on my screenplay. It’s nearly a month already since I made that post detailing my plans to actually write a plan this time round, and I’ve finally made a decent start on it. I’ve got a few pages of scrap paper with some hashed out major events on them, and some interesting images and bits of dialogue that popped into my head while thinking them though.

Admittedly all I’ve managed to do so far is get the first act down in treatment form, but it’s further than I’ve got in a long time. The story remains essentially unchanged, Glasgow slackers find spaceship and adventure ensues, but I’ve changed a few aspects that ultimately I wasn’t happy with. The treatment itself is looking to be about twelve of fifteen pages long, maybe about five or six thousand words I guess, and there’s currently no dialogue or anything but the briefest of descriptions. So far I’m sticking fairly rigidly to the idea of what a treatment should or shouldn’t be.

I’ve taken the plunge and opted for a short, and hopefully humorous cold opening which will at least partly explain what the spaceship is on Earth. Admittedly this was easier to come up with after I had written a short story about where the spaceship came from in the first place. I’ve also changed, at least slightly, the introduction to the characters. In the original version that I started to write straight into screenplay format it was good, but it was also long winded and eventually ran out of steam. The main characters were too busy interacting when they should have been acting. It’s important to remember that film is a visual medium. Unlike a stage play or a radio drama it’s meant to be watched and not listened to.

Now all I have to do is keep plugging away and finish off the entire treatment.

Writing Musings

I’ve just found an old, almost prehistoric notebook of mine from the mid-nineties. What’s unusual about this particular book is that it contains quite a sizeable chunk of a role-playing game that I had put quite a lot of work on, but that I had completely forgotten about until now.

The game idea, from what I can make out of my faded teenage writing, appears to be based around a Gothic Victorian, or maybe Edwardian, Earth.It certainly seems to be set sometime in the late 1800s and early 1900s, but the setting is fairly indistinct. I could argue that that was deliberate to avoid having to prescribe too much to potential players, but I think that it’s far more likely that I didn’t know enough about the period in question to write a comprehensive background section. In an age just before the emergence of the World Wide Web information like that took time and effort to research and the history section of the school library wasn’t exactly overflowing with information.

I think, from what I’ve read and what I remember, it was partly inspired by the Ravenloft setting for Dungeons and Dragons, or maybe by some of the HP Lovecraft books that one of my friend’s had. I also sense a slight hint of maybe White Wolf and their World of Darkness edging in, but the. Strangely it also bears some resemblance to the League of Extraordinary Gentlemen, Van Helsing and several similar “action/horror” movies that came out in the early to mid 2000s.

The setting and tone are very rough around the edges, and I’ve returned the thing to its hiding place lest it be purged during one of my folk’s regular top-to-bottom clear-outs, but it has intrigued me. Imagine it, a gothic horror version of London, or maybe even Glasgow. A city trapped on the cusp of a new century, but being held back by the demons and ghosts of the past. A metropolis trapped in curling, endless fog and long cold nights. Strict class divisions, strange artefacts from foreign lands that stand as horrible sentinels  in monolithic museum. Maybe an ancient evil stirs in the filth alleys and dingy workhouses. Then a lone crusader, a saintly hero or a dark anti-hero, strides out into the night to do battle with it. The fate of the British Empire, civilization and the world!

Screenplay Musings 24/12/2009

Well it’s Christmas Eve, and I’m reliably informed that it’s currently -6°C outside so I’m locked away from the family working hard on my screenplay. Not that I’m antisocial, but I’d rather avoid the inevitable deluge of Christmas compilation shows that the TV companies plaster our screens with at this time of year. When I was younger a good film, or TV show would stimulate my imagination and get me racing away to write something, but as I’ve grown older I’ve found that crap TV has an equal, but decidedly opposite effect. I guess it’s true what they say, “TV does rot your brain.”

As I said in an earlier post I’m currently working hard to complete a treatment for my idea based around the two twenty something glasgow slackers discovering an abandoned alien spaceship. Well that’s the plan at least. So far I’ve only managed to squeeze three and a bit pages from imagination to typed page. “Grey Kodiak you slacker,” I hear you say, that’s not exactly a good start to your vaunted change in work ethic is it?”

Well no, no it isn’t, but I have a reason for the detour honest. You see I’ve come across a problem in my premise, one that I had tried to address unsuccessfully in several draft attempts, and eventually tried to ignore entirely. That probably wasn’t the smarts way to deal with it either now that I think about it. The problem can be summed up by the gut reaction of one person I told the current log line summary to:

Two Glasgow slackers discover an abandoned alien spacecraft and through it manage to bring meaning and worth to their otherwise dreary lives.

“Sounds cool,” he said, “but how did the spaceship get there in the first place?”

“Damned if I know,” I said.

“Bit shit that,” he said…

After describing the basic idea ofthe story to a few folk I’ve gotten a similar reaction from about half of them. The rest seem to be split into thinking that it doesn’t matter how the ship got there, or that that it’s better if it remains a mystery to add some dramatic tension to the story.

Naturally, to my own annoyance, I’ve found myself sidetracked by the question of how the ship got to where the two main characters discover it. I’ve hummed and hawed about writing a cold open that shows the origins of the ship, but this seems to take crucial initial screen time away from the main characters. It also seems a bit incongruous to go from what would be, by necessity, a CGI laden spaceship section straight to a regular boring old Saturday night in the lives of the characters. To do that, and have it impact properly I would have to substantially rethink their goals, motivations and perhaps the entire story idea which I’m unwilling to do until this first treatment is written.

At the moment I’ve taken a slightly perverse decision to write a short story, for my own reference, that details the origins of the spaceship in question. It will, of course, delay production on my treatment for the actual script, but it might add some necessary colour and detail into my script that might otherwise be missing.

If you children are very nice I might even post it up at some point.

Faceboot

McDowall and I were talking the other day about the phenomenon that is Facebook, and specifically about Facebook apps.  More specifically we were discussing his idea that the classic game Uplink would make an excellent would make an excellent Facebook app.

I think there might be a lot of merit to his idea. The interface for the original game is 2D and fairly simple to replicate, and it could probably even be implemented in flash if the need arose. The game has a lot of depth, but is simple enough that casual players could quickly get involved.  I think the game could integrate well with Facebook to allow people to assist or oppose other players. The game would revolve around increasingly higher tiers of jobs that required equipment and programs bought from within the game, and players could hack each other to steal their opponents’ hard won cash or programs.

Naturally of course McDowall could add a Paypal system for buying more in game cash, or exclusive programs and equipment and thereby increase his direct revenues. The only problem being he would have to pay some percentage of royalties to Introversion Software for making money off the back of their idea.

Novel Project Musings 06/12/2009

I’ve been wrestling with a few ideas for my novel writing experiment. At the moment I’ve not settled on a single stand out idea for the story, but I’ve been thinking that I would like to try something a bit different from the usual run of the mill novel.

I’ve got an inclination towards trying an epistolary novel. This is a fairly unusual form of novel nowadays, but it was fairly popular in the past. At its most basic and epistolary novel consists of a series of letters that slowly tell the story via their content. These letters can either be those sent by the protagonist, or can be from multiple sources. The action is described in the third person, and has been over and done with by the time the letter has been written. Mary Shelly’s Frankenstein is famous example of this type of novel as it opens with the ships captain that discovers the half dead Victor Frankenstein writing to tell his sister of the strange events described by the mad doctor.

There are excellent recent examples though which play with the form of the epistolary novel and update it for modern tastes and experiences.  One of the most successful in recent times has been Max Brook’s zombie epic World War Z which partly put me onto the idea in the first place. In it, instead of letters, Brooks crafts a series of fictionalised interviews with survivors of a massive zombie apocalypse which allows them to communicate in their own words the progress of the story as they saw it from their own point of view.

At first my idea first idea is to write a fictionalised diary account of an event or series of events from the point of view of the character experiencing them. I’ve even done a couple of bits of experimental writing to see how it looks, but so far I’m less than satisfied with the results. I’ll need to either put a bit more thought into it, or reconsider the whole idea. Still as I’ve not yet settled on an actual story to tell I might be getting ahead of myself trying to work out how to tell it.N

Work Related Sitcom Idea

Recently I’ve had a weird idea for a sitcom bouncing around inside my head. It’s partly inspired by the Ricky Gervais show The Office, and also by the IT Crowd.  Oddly the main part of the inspiration comes from a flippant, throwaway comment that I made at work when I was asked where my managers was.

To put you in the picture, I have a team leader who disappears and reappears at will, and goes out of his way to do as little actual work as possible. He spends much of his time cruising around the country in his car, obstinately checking up on contractors, and smoking more of those hamlet style cigars than can possibly be healthy. I’ve actually sat in the car with him while he diverts calls with such random excuses as “I don’t like talking to that guy while I’m driving, or I don’t like that guy’s accent”. We don’t mind so much as he tends to let the team manage itself, and he only really gets involved with us to authorise holidays and fill out the online sickness forms. In all honesty there’s really there’s no need to even have him in the team other than to act as a buffer between us and the higher management.

I call him The Boy Blunder, but not to his face as he might cry.

Above The Boy Blunder we’ve got what’s euphemistically called a Team Manager. He’s the real brains of the outfit, and we’re convinced he’s some kind of Machiavellian genius.

I call him Pratman, but not to his face cause I’m scared he’ll like it.

We’re lucky if we see Pratman more than once a week. He goes to endless meetings that he seems to generate with some kind of random table straight out of a Dungeons and Dragons Handbook. He lives on buffets, hotel meals and formal dinners. I don’t even think he remembers what his wife looks like cause he’s on the road so much.

His every appearance is like the arrival of a pantomime villain as he crashes in, dispensing orders and demanding reports, actions and updates before cruising off for another week into the great unknown. He rarely remembers from visitation to visitation what he’s asked people to do, and it can be many months before he actually catches up with himself.

I know that this seems more like a rant about management at The Work than a post about a sitcom idea, but I wanted to set you up with some background to the idea.

The idea cam e about with a jokingly absurd idea that came to me after being asked for the sixth or seventh time in a row about where The Boy Blunder was that day. When I said, again, that I had no idea I was immediately asked the standard follow up question of “where’s Pratman then?” Naturally I had even less I dead where the hell he was, so I just shrugged and told them to keep phoning their mobiles till they got annoyed and answered.

So far, so standard.

It was then that I said to my colleagues, “Wouldn’t it be cool if Pratman was actually a super villian like Blofeld, or even Doctor Evil, and was out there somewhere plotting to conquer the world?” They agreed that this was a fairly absurd and humorous idea and I started to think about how it could be made into some kind of sitcom.

I have an image in my head of a group of average, everyday office workers sitting around doing paperwork, filling in spreadsheets and going about their dreary existence working for what appears to be a perfectly legitimate company. Then when one of them encounters a problem of some kind they phone up the kindly, but often absent boss, and the scene cuts to him doing something truly diabolical. It could be anything from robbing a bank, to feeding orphans to genetically modified alligators, but somehow he always manages to maintain the illusion that he’s just out at a conference or something. The humour of course would come partly from the juxtaposition of these two visions, but also from possibly the inclusion of a character that knows what the boss and the company is up to, but somehow can’t quite get his hands on the proof for a variety of comic reasons.

Sure it might not manage a whole series, and the idea might be a bit stretched at that, but if done right and with the right people, I think it would be a hit.

The Elite India Company

I’m really enjoying East India Company at the moment. The game is complicated on the surface, but much of it really starts to play itself after a while. You can set up automatic trade routes between your European base and trading ports in the Far East. Your designated trade fleet will beetle back and forth carrying goods till their heart’s content and you can sit back and watch the money roll in. Well at least for a little while near the start of the game’s campaign. Eventually this jovial veneer of civil competition between the various nations’ East India Companies becomes a mite more cutthroat.

At the moment I think I’ve got more warships than cargo ships as I desperately try to hang onto my lucrative spice trade routes in the face of an aggressive alliance between the Spanish and French companies. The war is slowly gobbling up all my profits as I work hard to replace lost ships, cargo and troops as well as upgrading the defences in my foreign ports. I think I’ll be bankrupt long before I’m finally defeated.

As an aside playing East India Company has got me thinking about an idea for a computer game that I would like to see developed. I don’t know how much mass appeal it would have, but I’m thinking of a sort of cross between Elite, Silent Hunter and East India Company. It would be set sometime in the age of sail, probably between 1600 and 1800, and the player would be the master and commander of a sailing ship operating in a dynamically generated world economy based partly on historical lines. They could act as a pirate against the Spanish treasure fleets in the Caribbean. Sail as a privateer for the great nations of Europe, or be a humble trader trying to strike it rich by importing goods from far flung places. They could also undertake missions, fight in famous battles and struggle against unrelenting storms.

Naturally the player could spend their hard earned gold on upgrades, better crew and a better ship to make life easier and more profitable. They could play from first person standing on the 3D deck of their ship, or hovering with a birds eye view above the action much like in Silent Hunter.

What are you waiting for developers, get writing, and as I came up with the idea I want 10% of the gross like Alex Guinness.

Campaign Ideas: The Rise of Evil

I often regret that I haven’t had more of a chance to indulge in playing RPGS. Unfortunately as I’ve said in previous posts there tends to be a lot of wariness on the part of most people to take part in such a thing. It’s annoying that those selfsame people have no problem with making a fool of themselves playing Wii-Sports or warbling out I Will Survive at the pub karaoke. I’ve never let the lack of players stop me from coming up with ideas for campaigns and scenarios to play through should I ever manage to somehow acquire a new gaming group. My ideas don’t go to waste of course, but they do tend to get half scribbled into a notepad or a half started short story and forgotten for years.

One of the ideas that I’ve had bouncing around for as long as I can remember is a campaign called “The Rise of Evil“.

Most RPG scenarios are needlessly clichéd and episodic. The players and their characters stumble from one loosely related adventure to the next, killing monsters and taking their treasure. Eventually they’re richer and more powerful than most of the kingdoms in their world, but by then most campaigns have petered out through players moving on, or simple loss of interest in proceedings.

The clichés aren’t restricted to the general plot and proceedings either. The villain of the piece is invariably an ancient evil dragon/necromancer/wizard/nobleman/vampire (delete as appropriate) that rules from an impossibly over fortified residence hidden somewhere like the Swamp of Death, Forest of Darkness or Mountains of Pointy. The place is invariably filled with illogical traps, monsters that are inside locked rooms where there’s not enough room for them to turn around, let alone live in comfort, and treasure left lying around in plain sight waiting for a gang of hapless adventurers to come along and steal it.

I wanted to run something a bit different, something that would give the players an involvement in their world and the events that shape it.

The first quest would, by necessity as well as design, be a low level one. A simple search and retrieve, or maybe hunt and slay, mission for a local worthy. Hopefully for tradition’s sake their job wont start out inside a local tavern with buxom serving wenches either.

I have always thought it would be best if the player characters started out as members of the local community. Farmers or artisans within their community rather than a bunch of itinerant adventurers wandering through town. It promotes some proper role-playing in that they have commitments and attachments to non-player characters and institutions that they wouldn’t otherwise have. There’s more of a motivation for the characters when they’re acting in the interests of their community rather than solely for gold and silver. There’s also a greater element of realism involved when they’re focused on a local area and feel a connection with it rather than the usual staple in adventuring where they’re focussed on gathering loot and gaining levels.

The first adventure would see the characters starting out on a fairly mundane day in their small village community. A sudden influx of low level monsters, or the disappearance of an important NPC, maybe both, would see the characters band together to investigate the source of the problem. They would find a forgotten crypt, or crumbling ancient temple in a desolate area of forest near the village and in the course of investigating they would come across several challenges from monsters and the crumbling environment of the ruin. Ultimately they would emerge victorious having removed the threat to the their village and having enriched themselves through gems, items and gold pieces in the process. Mixed into these pieces of loot, and throughout the ruin, will be vague hints of an ancient evil and prophetic statements about its return, ages of darkness, apocalypse, fire, brimstone and all that fun kind of stuff.

I know what you’re thinking: Other than the NPC community aspect this is a fairly generic start to a campaign. Well you’re right it is, but that’s part of the beauty. It lures the players, and as a consequence the characters, into a sense of false security. They believe that they know what’s what from the outset. They’ll naturally assume that the troubles and situations that they encounter are all interconnected and the work of some over arching evil menace that they’ll have to defeat to “win the game”.

Really though what I want to do is create something unique. To begin with there wont be an over arching force of evil in the world. There wont be a conquering army of undead, or a demonic apocalypse. There will just be a party of adventurers that increasingly find themselves called on by the locals to help them out when they encounter a situation that gets out of their depth. In return they bring in wealth and prosperity to their community. All fine and admirable for a group that aspires to be known as heroes.

The trouble, and the core of the campaign will develop slowly and methodically from the smallest seeds. The principle villain wont be an ancient vampire, or a mad wizard or a tyrant he’ll be a local merchant. A merchant made powerful, wealthy and influential by the influx of goods and materials that the characters unwittingly trade with him. His influence will spread slowly, like a black cancer through the community, encompassing murder, extortion, intrigue, theft and intimidation. The worst aspect of his rise to power will be the fact that at first he is an unassuming, country storekeeper with little interest in anything but tending his store and serving the community. The banality of this villian, and the slow rise of his evil would be the difference between this and other campaigns. He doesn’t spend his days cackling in a mountaintop fortress, or hunting down the scattered pieces of the Amulate of Ultimate Power, or even trying to overthrow the rules of the kingdom. He just uses his resoucefulness and lack of moral centre to futher his own petty ends of power and influence.

Mainly I’m taking cues here from figures like Chairman Mao, Mussolini and of course Adolf Hitler. Normal-ish human beings that have taken on monstrous proportions through power afforded to them via legal means. In essense the characters will indirectly create their own greatest opponent. One that is far more dangerous and insidious than a high level mage, and in his own strange way more powerful than a high level fighter all armed and supplied by their own cast offs.

It’s an odd idea, having such a banal villian in what is supposed to be a heroic, almost mythical saga, but I think it’s an interesting premise.

Having written this post I’m now starting to get an itch to start writing these ideas down, and maybe start developing the whole thing for use in the ever popular Dungeons & Dragons.

I wonder if there’s any fame and/or money in this stuff anymore…