Archive
Announcing Dawnbringer
One of the more frustrating aspects of my profession is the fact that I can’t generally talk about what I’m working on until the final product is released, months or even years after my work has finished. My work on Dawnbringer ended back in August of last year, and since then the development team at Kiloo has been working very hard to bring the game over the finish line. Today, I received an email telling me that they have succeeded.
I started work on Dawnbringer almost three years ago. It all started with an email from Jeppe Bisberg, their vice-president of production, who had seen my profile on LinkedIn and remembered some of my past work. The basic story and gameplay concepts for Dawnbringer were already in place, and Jeppe was looking for an English-language writer to help develop the story, characters, and setting, and ultimately to write the quest and dialogue text.
Over the next two years, I worked very closely with the development team in Aarhus, Denmark via email and Skype. Coincidentally, I had visited the city many years ago, as a student on a Viking archaeology fieldtrip: I had fond memories of the place from that trip, many of which involved Carlsberg and aquavit consumed in dark and cosy bars.
Because of my work on Warhammer Fantasy Roleplay, I am mainly known as a writer of dark and gritty fantasy. Dawnbringer is at the other end of the spectrum: a mythic fantasy where the player takes the role of an angelic being fighting to save a demon-infested world and his own fallen brother.
Centuries ago, a force known only as Corruption infected the world like a supernatural pollution. It was only held at bay by the sacrifice of the Guardians, who used their own life-force to power a magical shield. Pride and ambition led to their fall, and invading demons tore their bodies apart and scattered the pieces across the land.
One of the hero’s tasks is to recover the parts and re-assemble the Guardians’ bodies on their thrones so that their tower can protect the land once again. Another is to save his brother from the clutches of Corruption, which takes over more of his body and mind as the game progresses.
Along the way, the hero explores various kinds of terrain and encounters an endless supply of demons of different tribes, each with their own strengths and weaknesses. There are treasures to recover, ingredients to gather, life-saving potions to brew, and gear to craft and upgrade before the blighted world of Mourngard can be saved – and as he works to do that, the hero must also learn a few things about compassion, duty, and the worth of lesser beings.
Dawnbringer is available now in the Google Play and iTunes stores. Like many mobile games it operates on a freemium model, which means you can try it for free and decide how much money – if any – you want to put into it. I hope you’ll give it a try.
To learn more, click on the following links:
My Complete and Utter Video Gameography
Although I’m best known for my work on tabletop games, electronic games have been my bread and butter for the last 25 years. Like a lot of “names” from the golden age of tabletop RPGs – Mike Brunton, Jim Bambra, Zeb Cook, Lawrence Schick, Ken Rolston, Paul Murphy, and many more – I found in the early 90s that the electronic games industry offers writers and designers something that the tabletop games industry cannot: a chance to actually make a living.
So far, I have worked on more than 40 electronic games that made it to market, as well as quite a few that didn’t, and a handful that have not yet been announced. Below is a list of the first category.
If you are interested in finding out more about my services and availability as a game writer, a good place to start is my LinkedIn profile.
Merge World Above (Merge, iOS/Android), MY.ru 2020 – Narrative Designer
HAWK: Freedom Squadron (Bullet Hell, iOS/Android), MY.ru 2017 – Narrative Designer
Dawnbringer (Action-RPG, iOS/Android), Kiloo 2016 – Story Designer/Writer
Metal Skies (Arcade, iOS/Android), Kabam 2014 – Localization Editor
Blades of Excalibur (Arcade, Web), Kabam 2014 – Localization Editor
Ravenmarch (Strategy, Web), Kabam 2014 – Localization Editor
Wartune (Strategy, Web), Kabam 2014 – Localization Editor
Wartune: Hall of Heroes (Strategy, iOS/Android), Kabam 2014 – Localization Editor
Heroes of Camelot (Card Battle, iOS/Android), Kabam 2013 – Story Designer/Writer
Dragons of Atlantis: Heirs of the Dragon (Strategy, iOS/Android), Kabam 2013 – Writer
The Hobbit: Kingdoms of Middle-earth (Strategy, Mobile), Kabam/Warner Bros. 2012 – Story Designer/Writer
The Hobbit: Armies of the Third Age (Strategy, Web), Kabam/Warner Bros. 2012 – Writer
Arcane Empires (Strategy, iOS/Android), Kabam 2012 – Story Designer/Writer
Mobile Command: Crisis in Europe (Strategy, iOS), Kabam 2012 – Story Designer/Writer
Kingdoms of Camelot: Battle for the North (Strategy, iOS), Kabam 2012 – Story Designer/Writer
Imperion (Strategy, Web), Travian Games 2011 – Writer/Editor
Viking Tales: Mystery of Black Rock (Casual, iOS), AiLove 2011 – Writer/Editor
Ruse (Strategy, PC/Console), Ubisoft 2010 – Story Consultant
Empire: Total War (Strategy, PC), SEGA 2010 – Writer/Designer
Dragonica (MMORPG, PC online), THQ/ICE 2009 – Localization Editor
America’s Next Top Model (Casual, Mobile), PressOK Ent. 2009 – Writer/Editor
Houdini’s Infinite Escapes (Casual, Mobile), PressOK Ent. 2008 – Writer/Editor
Parking Frenzy (Casual, Mobile), Reaxion Corp. 2008 – Writer/Editor
Parisian Puzzle Adventures (Casual, Mobile), Reaxion Corp. 2008 – Writer/Editor
Detective Puzzles (Casual, Mobile), Reaxion Corp. 2007 – Writer/Editor
Men in Black: Alien Assault (Casual, Mobile), Ojom 2006 – Writer/Editor
Online Chess Kingdoms (Casual, PSP), Konami 2006 – Design Consultant
Call of Cthulhu: Dark Corners of the Earth (RPG, Xbox/PC), Bethesda Softworks 2005 – Pickup Writer
Spartan: Total Warrior (Action, Console), SEGA 2005 – Writer
Rise of the Nile (Casual, PC/Mac), Evil Genius 2005 – Design Director
Rhiannon’s Realm: Celtic Mahjongg Solitaire (Casual, PC/Mac), Evil Genius 2005 – Design Director
Medieval: Total War – Viking Invasion (Strategy, PC), Activision 2003 – Writer/Researcher
Nightcaster (Action, Xbox), Microsoft 2002 – Voice Talent
Em@il NASCAR Racing (Casual, Email), Hasbro 2000 – Designer
Nomads of Klanth (MMO Sim, PC online), AOL 1999 – Lead Designer
The SARAC Project (MMO Sim, PC online), So-Net Japan 1999 – Writer/Designer
Microsoft Fighter Ace (MMO Sim, PC online), Microsoft 1997 – Writer/Researcher
Air Attack (MMO Sim, PC online), VR-1 1996 – Researcher
G-Police (Sim, PSX/PC), Psygnosis 1997 – Writer/Designer
Beyond the Limit: Ultimate Climb (Adventure, PC), Microsoft 1996 – Designer
Touché: The Adventures of the Fifth Musketeer (Adventure, PC), US Gold 1996 – Writer
One Small Square: Backyard (Edutainment, PC/Mac), Virgin 1995 – Writer/Designer
The Legacy (RPG, PC), MicroProse 1993 – Pickup Writer
Fields of Glory (Strategy, PC), MicroProse 1993 – Writer/Voice Talent
Harrier Jump Jet (Sim, PC), MicroProse 1992 – Writer/Designer
B-17 Flying Fortress (Sim, PC), MicroProse 1992 – Writer/Researcher
Castles: The Northern Campaign (Strategy, PC), Interplay 1991 – Writer
Other Bibliography Posts
My Complete and Utter Warhammer Bibliography (Warhammer, WFRP, HeroQuest, AHQ)
My Complete and Utter Warhammer 40,000 Bibliography (WH40K, Adeptus Titanicus/Epic Scale)
My Complete and Utter Cthulhu Bibliography
My Complete and Utter D&D/AD&D/d20 Bibliography
My Complete and Utter GURPS Bibliography
My Complete and Utter Vampire: the Masquerade and World of Darkness Bibliography
My Complete and Utter Fighting Fantasy and Gamebook Bibliography
My Complete and Utter Colonial Gothic Bibliography
My Complete and Utter Dark Future Bibliography
My Complete and Utter Myth and Monsterography
Nintendo and Smart Devices
Four years after CEO Satoru Iwata urged develpers to ignore smartphones, Nicholas Lovell’s blog on Gamasutra covers Nintendo’s change of attitude toward smart devices and explores some of the challenges they will face. The article is a good read, and although it’s not possible yet to determine exactly how Nintendo will affect the app market over the next few years, it’s certain that their effect will be significant.
I’m especially gratified to see this move taking place, since I raised the possibility myself four years ago in one of this blog’s first posts. I wonder if Iwata-san read it? I know, it’s far more likely that he studied the developing app market and tracked the increasing pressure it’s been placing on the market for dedicated gaming devices, and came to the same conclusion that I did. But still: Iwata-san, if you’re reading this, thanks for all the games, and good luck!
Video Killed the Radio Star
TV is killing the movies.
Home taping is killing music. Filesharing is killing music. MP3s are killing music.
E-commerce is killing retail. E-books are killing publishing.
Everything new is killing something old. It’s the way we’re conditioned to think. Darwinism. Nature, red in tooth and claw. Predatory executives quoting Sun Tzu, gladiators in suits. When they’re up, they’re lions, roaring and magnificent. When they’re down, they’re gazelles, swift or dead. Or whiny.
“It’s not fair!” they wail, although they couch the whine in terms like “killing the industry,” “economically unsustainable,” and “force for instability.” But what they’re really saying is “It’s not fair!” just like anyone else aged three through sixteen who suddenly realizes that life doesn’t always have to go their way.
At the Game Developers’ Conference earlier this month, Nintento chief Satoru Iwata urged game developers to ignore smartphones. Smartphone games are killing the game industry. They’re too cheap to be economically sustainable. They’re too cheap to be any good. People are buying too many of them with money they should be spending on Nintendo products. It’s not fair.
It’s the old story. Whenever something new comes up to challenge a large and established industry, we hear the same howls of anguish. But the howlers are not in fear of their lives – or the lives of their industries – they’re in fear of change. Change is hard, as any therapist will tell you, and it’s impossible without will. How many therapists does it take to change a light bulb? It doesn’t matter unless the light bulb really wants to change.
The music industry has survived home taping, filesharing, and e-commerce. The Day The Music Died was never. But it was shaken up all the way through, from the label execs to the record stores. Musicians can now reach their audience directly without going through middlemen – although the middlemen still come in handy for their expertise in promoting artists, bankrolling tours, and the like.
The publishing industry is confronting the same dilemma right now. The author Barry Eisler explains on his blog why he walked away from a half-million dollar advance on a book – because he reckons he can do better through self-publishing. I’ve read his argument, and I have to admit it kind of makes sense. Enough sense for me to walk away from a half-mil advance? Offer me one and we’ll find out.
In giving his take on the shifts coming up from POD, e-readers, and the like, Eisler quoted the example of the railroads in the USA when the Interstate highway system was established. They thought they were in the railroad business, and they thought they were safe because they were the railroad business. No one could offer a better railroad service. But actually, they were in the transportation business, and other modes of transportation – first the Interstates and then the growing postwar airlines – offered passengers a better transportation service.
But let’s get back to Nintendo and The Great Smartphone Scare.
The market and a little time will sort out those games that are truly low quality and economically unsustainable (though “economically unsustainable” is often big-company code for “won’t make nearly enough money to sustain our company in the manner to which it has been accustomed”). But there will be survivors, and the paradigm will shift. Companies who are too invested in the prior paradigm to be able to shift along with it are in for a rough time.
Nintendo has been around long enough to have become a little set in its ways commercially, despite the technical innovation that drives it. It happens. Years and decades of refining your business technique to become the perfect shark in your area of your industry, and it can be tough to maintain the split-focus you need when something shakes it up. Smartphones have done just that. They could kill the DS stone dead, and although you hear more about the Wii (perhaps because smartphones have already begun to drag attention away from game-only handhelds – when’s the last time the PSP made any headlines?) the DS is one of Nintendo’s two core platforms. That’s got to hurt.
Nintendo needs to make a decision about the handheld/mobile market. Up till now, it’s been in the device business as well as the game business, selling the platform, making games, and exercising absolute control over third-party developers. If it wants to keep doing what it’s doing with the DS, then the DS needs to compete head to head with the smartphones – which means, Nintendo needs to get into the smartphone business. I’m no industry expert, but to me that looks like several billion dollars’ worth of scary. Could Nintendo turn the next-generation DS into an iPhone killer? An Android killer? Could it go toe to toe with Nokia, Motorola, and Apple to get its new smartphone out there in sufficient numbers to create a viable market for its games and apps? Imagine if Nokia or Motorola suddenly announced a new game console and gleefully predicted it would kill the Xbox, the PS3, and the Wii. Very long odds. Would a DS phone be a Wind from Heaven or a kamikaze? There’s only one way to find out.
After the Dreamcast failed, Sega got out of the console business and focused on the game business. They’re still around a decade later, and doing very nicely, thank you. Discontinuing the DS would be painful, there’s no doubt of that, but letting it stagger on until smartphones finally kill it off would probably be worse. And with the installed base offered by the iPhone and Android platforms alone, Mario and friends would have new lands to conquer.
I know what I would do, although I’m realistic about the chances of finding Iwata-san on Line One asking my advice.