Short Story: Jerome’s Tropical Vacation

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Alternate title: Dude, Where’s My Boat?

Dear readers,

It’s taken a bit longer than I had expected, but I finally have another installment for you.  This goes along with two other pieces in the same setting.  I won’t claim that this is the final version of this story, but I do think it’s ready for your eyes.  It might even, according to some of my proofreaders, be fun.  Enjoy!

***

Jerome lay on the sandy hill, exhausted.  He had pulled himself up to the line of trees, above the high tide mark, and fallen to his knees before slumping over onto his back.  The sun was slowly lighting the sky from beyond the horizon, turning the east pinkish gray in anticipation.  Lifting his head, Jerome could see the ship breaking apart on the reef.  Much of it was still afloat, but it was all wrong.  The wood was holding together, but it had been so battered by the waves and rocks that the only piece he could recognize was the bowsprit.  That jutted into the sky, waving back and forth like a flagstaff whipped by wind as the swell dropped it time and again in the shallow water.  It had separated a while earlier, breaking off the forward hull with a sickening crack that he had heard across the water.  Soon enough there would be nothing but fragments and scattered driftwood, carried off by the rolling waves.  Jerome found the fate of the ship a fitting metaphor for all civilized accomplishments.  Who could claim that they had made something which would last more than a few heavy storms without being constantly repaired and rebuilt?  Everything slowly fell apart, even as people tried to hold it together.

His head dropped back onto the sand.  This was probably just his fatigue talking.  He knew that he wasn’t usually this unhappy.  He watched as the darkness of the night sky fled across the heavens towards the western horizon.  Then again, he reflected, he usually hadn’t just been shipwrecked and marooned, likely to die far from home on an island in the New Sea.  It was enough to make him want to cry, but he was just too tired.

***

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Bait and Switch

Forgive me readers, for I have sinned.  Back on August 26th I promised you that I’d have a short story posted by today.  As you can see, I don’t have that here for you, but perhaps you’ll forgive me: I did give you the second installment of my Choose-Your-Own-Adventure far sooner than I had thought would happen, and I have actually finished the short story I’d intended to post today.  I just haven’t edited it yet.  My guess is that you’ll see that up here on Wednesday, though it won’t have any of the section that I teased you with last time (that should end up in another short story, which will come out sooner rather than later).

Finally, in hopes of making reparations, I offer you the flash fiction piece that I wrote over the weekend for Alison McKenzie’s contest.  The rules were that the piece had to be between 100 and 750 words long, and had to use the phrase “When dawn broke, he knew it was all over.”

Have fun…

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Giving Players More: Strategies for Padding Your Game

Zeeblee

Today we are going to play pretend.  We will pretend to be in the process of developing a game with the goal of being worth a particular price tag.  Since we are ambitious, we want to be just like the AAAs and charge a hefty $60 for our game.  But we are also familiar with the hours-to-dollars assessment people use to judge if the game provided enough entertainment to be worth the pricetag.  If we use the price of a new DVD as a measuring stick we can guess that our players will want their entertainment on a 10:1 ratio ($20 = 2 hours of entertainment), so for our $60 price we’ll need to provide six hours of game time.  That can be a lofty task for a single player game, so today’s article will be delving into the wonderful world of design mechanics/strategies to extend game time (for better or for worse).

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Master of the Cauldron, by David Drake

I think David Drake might have access to a time machine.  You see, I’ve written my reviews of his books years after they were published, and yet he has consistently moved to address my concerns.  He doesn’t get it exactly right every time, but he’s clearly heard me and has responded to the points that I make.  He’s even usually fixed things within a book or two.

Master of the Cauldron is the sixth book in the Lord of the Isles series, the last book before the final trilogy which is supposed to wrap up all of the adventures that our heroes have been having.  It continues with the excellent setting which I gushed about in my earlier reviews, still delivering on that sense of diving into a world made up of an Atlantean amalgamation of our past.  In fact, much of it is very familiar.  If you’ve paid attention while reading the previous books, you’ll probably be able to call most of the scenes here as they happen, or at least know the pattern of the flow as you read.  So the question is, do I still like it?   Continue reading

Battlestar Galactica

When we talk about science-fiction, we hold two different ideas in our heads. First, we think of lasers and space ships and so on. As I discussed previously, I don’t particularly see this to be science-fiction, but rather the clothing that science-fiction wears. Science-fiction should be about how new technology shapes the way we have to live our lives, not just wearing a sciencey setting. Here’s a quick litmus test for that. If the science suddenly became real, would we make such a movie in that era? That is, cars must have been science-fiction at some point. But would 2 Fast 2 Furious ever have been a sci-fi movie? Probably not. What is the distinction? 2 Fast 2 Furious doesn’t think about how the existence of cars changes human nature and society, it simply tells a story that uses cars. You could imagine the same movie with space ships, or horses, or any other speedy mode of travel. On the other hand, Minority Report is clearly science-fiction, being about the way we would react to some technology. Would we accept it? Would we fear it? Would we fight against it?

Bearing this in mind, Battlestar Galactica is one of the best science-fiction TV shows I’ve ever seen. Warning: there will be minor spoilers after the jump.

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Choose Your Own Adventure! Part 2

Edit: Part 2b has been posted and can be found here.

This particular story follows in the footsteps of the previous CYOA which I published on this blog.  It should be perfectly legible and entertaining without having read / played through the first one, but those of you that like knowing a little bit more about what’s going on should try the other one first.  As with the previous one, you’ll have to make a little effort not to read ahead.  But if you keep your eyes on the topmost section of text and click the links as you see fit, you’ll do fine!

Another important note: this was originally going to continue both sides of the the previous story.  I’ve pared it down to just one of them to give myself more time with the other half, but even so this may be longer than the first installment.

# Start with this link #

Last you knew, a knight had ordered that wretched man named Hurly to pick you up and carry you off…

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In Response to Romero’s Musings on Tidiness Theory

Zeeblee

John Romero recently posted an article in which he discussed the strength of Tidiness Theory in game design, the human desire to build, and the potential ramifications these behaviors in games have for evolution.  While I think his closing paragraph is rather misinformed (evolution just don’t work that way), the rest of his article paints a good outline of how Tidiness Theory rears its head across multiple genres.  I find I both agree and disagree with Romero’s assessment that Tidiness Theory is why players continue to play certain games.

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Computer Game Gossip! Blackbird’s new game will be in the Homeworld universe

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SPAAAAAAAAAACE

So, this is not what I usually write about.  But I was given some really great news and I thought I should share it with the rest of you.  You know how Gearbox acquired the rights to that totally sweet game Homeworld?  I know, I know, it came out in 1999 which is practically forever ago, but it was still pretty incredible… rather than review it right now, I’ll just say that I loved playing that game, loved watching that game, and loved listening to that game.  Anyway, Gearbox just signed a deal to allow Blackbird, a company founded in part by people involved in making the original Homeworld, to publish their new game Hardware: Shipbreakers as a part of the Homeworld universe.

I also haven’t mentioned how excited I am by how Hardware looks, so I forgive you if you are confused.  Check it out:

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Cartozia Tales

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Quick disclaimer: I received my copy of the first issue as a review submission, and am friends with Lucy Bellwood, one of the excellent artists on the project.

Cartozia Tales is the collaborative creation of a group of indy cartoonists, with two issues out and another eight to come pending a successful Kickstarter project.  It explores the world of Cartozia by offering stories from all over the map… literally.  One of the central conceits of the project is that each of the artist teams will create stories from a randomly chosen location in the world of Cartozia, with the eventual goal of having every artist tell a story from every section of the world.

The world itself is filled out in promising detail on a map in the center of the first issue (like that pretty one up above).  Your initial introduction to the material is offered by a young cartographer named Shreya, who travels around the world of Cartozia mapping it out and collecting stories.  These stories are all designed to be accessible to young readers, and as such they are short, move quickly, and don’t require an extensive background vocabulary.  But leaving it at that doesn’t do full justice to the content; a number of the stories were just as deep and engaging as I would hope something aimed at an older audience to be, and the stories that didn’t quite hit that note felt like they promised to do so within the next few episodes.

The art changes from one story to the next as different artists take the reins, offering a wide variety of styles in a medium that is more often denoted by much larger uniform chunks.  I am of course quite partial to Lucy’s work, but I found several new artists that I expect to look up once I’ve finished writing this post (never mind, I couldn’t resist and already looked them up).  Simply put, I quite like this project and I’m looking forward to reading the next issue.  I highly recommend that you check it out, and contribute to their Kickstarter if you like what you see.

Getting Motivated to Write

I live in Portland, and as such, everybody I know is a ‘writer’. I imagine it’s like being an ‘actor’ in Los Angeles; people use the word as a catch-all for their hopes and dreams. But wanting to write and doing it occasionally doesn’t make you a writer any more than playing pick-up basketball every once in awhile makes you a basketball player, or playing with Legos makes you an engineer. And so most ‘writers’ I know are actually baristas, with most ‘actors’ being waiters/waitresses.

As with most things, success is hard, and most success will be measured in degrees. So what is a writer? Well, I’d struggle to define ‘writer’. My first attempt would be:

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