#oneaday Day 651: New project idea

I've had an idea for A Creative Project. I get these every so often. Sometimes I follow through on them, sometimes I start them and don't finish them, sometimes I don't even start them. This one is actually one I've been mulling over in my brain for quite a long time, and I think I'm just going to go ahead and do it.

Rather frustratingly for you, I'm not going to give you any details on it just yet because it's something I want to keep secret until I'm ready to launch it. It's the kind of thing that's going to take quite a while to put together, you see, and I want to launch it when it's in a "complete" state rather than doing things piecemeal. It is, however, something that I hope folks will find worthwhile and valuable, and it will allow me to realise something that I have wanted to achieve for quite some time, but have never really quite figured out the best way to go about.

I'll be honest: the reason why my brain is always mulling over Creative Projects is because as I get older, I feel increasingly… I don't know, "concerned" about What I Will Leave Behind. I'm not planning on dying any time soon, I hasten to add, but when I look back over my time on this Earth, I want to feel like I achieved something that mattered. My wife and I have not had kids and are not going to have kids (through mutually agreed choice) and as such any "legacy" I leave behind will have to depend on what I was able to achieve in the time allotted to me.

Now, I'm sure one could say that I have already "left something behind" — several things, in fact. There's this blog, there's MoeGamer, there's the stuff I wrote for various websites (although most of those are now defunct and thus only accessible via the Internet Archive and/or websites that have ingested all the material from a now-dead other site), there's the contributions I've made to magazines over the years, there's my YouTube channel, there's all the Evercade manuals I've had a hand in writing, there's the blogs and videos I've made for Evercade.

And yet, I dunno, I sort of feel dissatisfied. I feel like relatively few people know who I am. When people look back on sites like USgamer and GamePro, I'm never mentioned. Whenever I've launched new Creative Projects, they don't get any buzz from peers I may have worked with or adjacent to. Don't get me wrong, I have absolutely no desire to be "famous" (or "infamous", for that matter) — but sometimes it does just feel like it would be nice to have a little bit of recognition (or, hell, just acknowledgement) for the hard work I've done over the years.

As always, if you're reading this, the above is not directed at you. If you're reading this, you probably Give A Shit about me, and that is nice, so thank you. I'm just talking more broadly. I'm not getting any younger, and it seems that getting vaguely maudlin over whether or not you have "achieved" anything in your lifespan is a natural thing to do when one is not getting any younger.

There's a line from the Final Fantasy IX manual that always sticks with me at times like this. For the longest time I was convinced it was attributed to Zidane, but it's actually attached to Freya's character profile in the original manual. The line is "To be forgotten is worse than death."

I probably don't need to explain myself there, do I…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 346: In need of inspiration

I haven't made any videos for a little while. I haven't been feeling super-inspired of late for some reason. So I'm going to use this evening's post to brainstorm a few things that I might want to shape into some sort of structure.

First up, I have been mulling over some sort of "Games of Summer" ongoing feature, where I talk about games that I find particularly appealing to play when the weather is nice outside. It being nice outside does not necessarily equate to wanting to go outside, however, with how hot the summers have become here, so the thinking behind this is games that provide a pleasant feeling of "going on holiday" or "doing things outside" without having to deal with things like sunburn and heatstroke. Games that I would probably cover include Dead or Alive Xtreme 2 for Xbox 360 (I still like that one better than the third one, because jetskis), TrackMania (there's something about the stadium courses with watery sections that feels very summery to me), maybe Senran Kagura Peach Beach Splash and Kandagawa Jet Girls, and, of course, some classic Sega Blue Skies titles like OutRun and its follow-ups, and spiritual successors.

Secondly, I am once again mulling over my usual "format" of videos. I really like doing what I call the "Exploring Together" videos, where I provide a brief introduction to camera, then effectively do a Let's Play with a bit of foreknowledge (or prior experience) of what I'm playing. While this is a format that has somewhat declined in overall popularity on YouTube, there's still very much a place for it, and with the newly independent Giant Bomb getting its Quick Look series back underway after quite some time, I feel like it's sort of "timely" to get into doing this sort of thing.

The bit that's a little tricky is that I feel like I might want to cover some slightly more recent stuff. Stuff that's still a few years old at this point, but which is a bit more modern than early '80s home computer games. I'm talking Xbox 360 and PlayStation 3-era stuff. There are Considerations when doing this, however, not least of which is the number of games I might be interested in covering which have licensed soundtracks. I'd like to take a first look on camera at the MotorStorm series, for example — and the first two of these could probably also fit into the "summer games" theme, too — but the musical accompaniments to the action might be an issue. I guess I could upload some "test footage" and see if that gets dinged for copyright. In fact, I might do that.

Another thing that I kind of wish I could make happen but don't really see how I can do is getting someone else involved, so I have someone to talk to and riff off while I play. I've been watching the Giant Bomb guys since their big announcement, and it's a lot of fun to be included in their sessions of "hanging out" together, playing something and shooting the breeze while doing so. I've always made an effort with my videos to come across as if I'm a friend playing the game along with you, but, y'know, sometimes it'd be nice to have someone to talk to.

A third thing I've been pondering is doing a playthrough of the Ultima games. I'm fascinated by these, but have never really gotten deep into them. I've played a fair chunk of the first one and understand how that works, but I understand the second one in particular is a bit… obtuse. I think it would be an interesting and worthwhile pursuit to finally give those a go, though.

Then finally, of course, there are still myriad games left for me to cover on the classic microcomputer systems. There's all the built-in games on the C64, A500 Mini and Spectrum, for starters, plus the USB sticks full of other stuff I have for each of them. And, alongside that, there's still a ton of Atari 8-bit and Atari ST games I haven't covered yet, either.

That's plenty to be getting on with, surely. I just need to actually get my brain into a motivated space and actually crack on with one or more of these projects, I guess. The weather isn't helping, but I think I will do my best to make a start on at least one of the things I've outlined above this week, even if it's just falling back on my usual Let's Plays of microcomputer games.

On that note, I am at least feeling motivated to go to the gym this evening. So that's next on the agenda!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 343: MiSTerious

I have been, as you do, contemplating my impending ownership of a MiSTer Multisystem 2. And, as so often happens with such things, I have been pondering how I might make good use of it as something that spurs me on to be creative.

The obvious, simple answer is to use it to write about things and make videos in the places I already have: this site, my YouTube channel, MoeGamer. But part of me also wants to start something new, something a bit different.

Let me tell you the idea I've been kicking around in my head. I'm not particularly looking for "feedback" on this, but I think it will help me out to get this out of my head and onto the page.

You know how everyone likes to say they have a "newsletter" now, rather than a "blog"? Well, I was thinking about that, and thinking about how it might be fun to take that "newsletter" idea a little more literally. Specifically, I was thinking about how practical it might be to do some sort of newsletter/blog thing where, rather than individual articles being about one thing, each post was actually an "issue", like a magazine.

I was thinking it might be interesting to do such a thing with the MiSTer Multisystem 2. Each "issue" could have a brief summary of any news about the system itself — and perhaps about the broader MiSTer ecosystem, though as I type this I know absolutely bugger all about that — and then move on to some magazine-style features, perhaps with a theme for each issue. There could be a "preview" of an upcoming "modern retro" game by one of today's indie developers. There could be a "big review" of a noteworthy game that particularly fit the theme. There could be tips and tricks for classic games. There could be short, capsule reviews for smaller games. And, of course, there could be straightforward features on a particular subject, using the MiSTer Multisystem 2 as a means of exploring and researching that subject.

Realistically speaking, I'm not sure such a thing would really work, because you know what people's attention spans are like these days. Were I to put all that in a single blog post or email newsletter, how many people would read beyond the first paragraph? Perhaps it might be better to do individual posts on an existing site, and then provide some sort of separate newsletter that people could subscribe to via email. I used to do this with Rice Digital and it was fun. The newsletter had a good number of subscribers, too, but honestly I inherited most of those from the previous owners.

The reality of the situation is that it would almost certainly be piss in the wind, because you almost certainly know how hard it is to get noticed online these days. The recent rise of independent publications is great, but in a lot of cases these are already well-established names, and I think (no, I know) there's a lot of great individual independent creators out there who just don't get the credit they really deserve when putting their work out into the world.

So I dunno. I have a lot to think about, but I also have a lot of time to think about it, given that the MiSTer Multisystem 2 isn't arriving until August.

I could also just enjoy the damn thing without worrying about any of this nonsense, but where's the fun in not agonising over things that don't matter, hmm?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

2381: Awareness is Half the Battle

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Remember a few days ago I wrote about my own particular take on "creative block"?

Turns out the simple act of explicitly acknowledging the fact I'm aware of this issue with my own attention span has helped me to do something about it.

In the times when I've been working on my RPG Maker MV project, I've been considerably more productive than I have been in the past, with far less staring into space and far more in the way of map-making. The current map count for the project now stands at 72, which means I'm well over halfway to assembling the first of the five "worlds" in the game, which is also likely to be the most complex and largest, and so a good idea to get out of the way first. (I know I'm well over halfway because I've mapped out what I want the final overall map to look like on paper, and numbered each of the individual "rooms".)

I've also found this awareness to be very helpful when doing actual work rather than just pissing around with RPG Maker. I've finally had some freelance work start flowing in again, and I've been managing to sit down and concentrate on it enough to get it done efficiently and in plenty of time to submit for the deadline without having to do a last-minute rush on everything. (Even when I did a last-minute rush, I always got stuff in on time, mind you; it was just rather more stressful than it really needed to be.)

Whether this new way of thinking will stick around — and, for that matter, if it's anything to do with the new anti-anxiety drugs I'm on, which have just about stopped making me feel perpetually stoned now, thankfully — remains to be seen, but I'm going to take full advantage of it while it's here, and maybe even get a creative project or two actually finished. That'd be something, eh?

Incidentally, I'm not quite ready to reveal the full extent of my RPG Maker MV project as yet, since its very nature is something I'd like to keep as a bit of a surprise for some of my friends. Over the coming weeks as things start to come together, though, you can expect a few teasers of what I've been up to. I will, however, say up front that I've mostly been using RPG Maker MV's stock art resources with it (albeit with some lovely lighting effects courtesy of a wonderful plugin), because that always seems to be something that people whinge about with RPG Maker projects, even those just done for "fun" like this one. I am hoping, however, that the story, the writing, the characters and the humour in it will more than make up for my own lack of artistic talent and consequent reliance on provided art resources.

There's also going to be some great music in it; some of it stock RPG Maker tracks (RPG Maker MV's provided music is seriously way too good not to include at least some of it!) and some provided by members of the RPG Maker community. If I'm feeling particularly adventurous, I might even compose some of my own work for it, but let's take things one step at a time, shall we…?

2219: Picking at the Scab of Creativity

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That's a horrible metaphor, I know, but the more I think about it, the more that it seems to make a certain amount of sense.

I've been picking at said scab for the last few days, as I said I was going to. I haven't been spending all day on it or anything, but an hour here and an hour there has meant that a story I've been wanting to finish since my teenage years is finally making some progress further beyond the point where it typically stalls any time I attempt to form it into some sort of… well, format.

I'm taking a different approach to what I usually do, and it feels like it's working. Those who have read my various month-long sort of NaNoWriMo projects and other creative pieces will know that I have something of a tendency to write in a fairly spontaneous manner — in other words, I don't really plan anything out in advance, and this usually serves me well but occasionally sees me writing myself into a bit of a dead end I'm not sure how to escape from. In contrast, then, said scab-picking has involved not just continuing on with what I've already written — which is a substantial number of words that I'm actually quite pleased with so far — but instead planning out a synopsis, chapter by chapter, of what's coming next.

Doing this has helped me get over the biggest creative block I've had with this work — a creative block that has lasted a good 15 years or so at last count. The trouble with this story is that I know how it begins and I know roughly how it ends, but I've never quite figured out what happens in the middle of it or the specifics of the ending. Now I'm planning each chapter out in general terms rather than trying to write meaningful scenes as I get to them, I feel like I'm developing a much stronger sense of the work's complete structure, and those middle bits are starting to fall into place naturally. It's that old thing where a huge job looks daunting if you look at the whole thing, but if you take it a single task at a time it suddenly seems a lot more manageable.

So picking a scab then — why? Well, because I've been picking at it for the last few days, and each time I do so, I feel my creativity loosen up a bit. It's surely — hopefully — only a matter of time before that scab comes off completely and creativity comes gushing forth from a newly reopened wound, splattering the walls and desk with… you know what? Maybe I didn't think this metaphor through as much as I thought I had.

Anyway. Disgusting mental imagery aside, I'm pleased with my progress, even though it's relatively minor in the grand scheme of what I need to do to finish the damn thing. It is progress, though, and while I'm still not feeling great about bumming around at home all day rather than having a proper job, it is at least helping me to feel like I'm achieving something, however miniscule that something might be. And that's pretty important.

Let's hope I can keep that motivation going, a bit at a time.

2217: When You Have No Occupation, You Should Stay Occupied

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One of the things that is most difficult about being out of work is keeping yourself occupied without falling into unproductive routines. It would be extremely easy to not bother doing anything useful at all each and every day, treating the time "off" as a kind of holiday, watching television, playing games, listening to the radio or falling into a deep, existential depression while staring at the ceiling of one's bedroom. I say it is extremely easy to do these things because I have done all these things while out of work at various points. Sometimes you need that time to yourself, but unfortunately, said time to yourself doesn't pay the bills.

Doing nothing but hunting for jobs isn't necessarily the most productive course of action either, though. Job-hunting is an enormously demoralising experience, since by its very definition you're going to be faced with more inexplicable rejection than acceptance in most cases. At other times, you'll find yourself faced with an opportunity that just doesn't seem quite right, but which you feel guilty turning down because you need work. (I say this having turned down two opportunities recently that didn't feel right at all. Like, a big ol' "bad feeling in the guy" not right at all.) That can be exhausting, and the toll it takes on your mental faculties can have an adverse effect on your subsequent attempts to find work as you lose patience with it and get tempted to apply to any old thing on the off-chance someone will find you in any way employable.

Therefore, it's important to find other ways to occupy yourself, and to divide your days up into various things that, if they're not necessarily directly productive, they at least provide you with the opportunity to feel like you've accomplished something. Indulging in a creative project, learning something new, practising your skills in something — all of these things are good ways to spend your time and if you're out of work, it's an ideal opportunity to spend some of those empty hours doing them.

You'll notice that I'm writing this and using the word "you" a lot, as if I'm giving advice to someone else. Really, I'm giving advice to myself, to be perfectly honest, since as previously noted, I find it much too easy to sink into depression and just want to comfort myself with things that don't require too much in the way of effort. But that way leads further into bad situations, so from tomorrow, I'm going to make a particular effort to spend a bit of time each day doing something that makes me feel like I've accomplished something. I don't think I'm going to go so far as to schedule what I should do when — not for the moment, anyway, though that has worked for me in the past — but I am going to ensure that I do at least one thing every day for a minimum of an hour that leaves me feeling satisfied that I'm not completely wasting my time.

Activities that spring immediately to mind to accomplish this include music practice, music composition, creative writing (both fiction and non-fiction — I have a number of ideas for both), Japanese language studies, developing my computer skills (particularly with regard to things like programming and/or web design), working on the next edition of the magazine I shared with you a while back and making more gaming videos. That should keep me busy on a fairly regular basis; some of those things may even lead to further actual paying opportunities of various descriptions in the future, if not immediately.

Mostly they're attempts to keep myself occupied and feeling positive. I feel I'm at a particularly low ebb right now, if that wasn't already abundantly clear from my recent entries, and I want to feel like I'm making the best of a bad situation rather than wallowing in sadness. It won't be easy, but I feel it's probably the best way to approach what I'm dealing with at the moment.

Wish me luck.

1101: Just Finish the Damn Thing

Page_1I've lost count of the number of "make my own game" projects I've started and abandoned over the years. I've started a new one recently which, theoretically, should be relatively straightforward to finish, so I will keep you all updated on its progress occasionally via this blog.

I'm no programmer, so I tend to gravitate towards solutions that allow you to flex your creative muscles and create interactive entertainment without having to, well, code anything. My weapon of choice for the last few attempts has been the excellent RPG Maker VX Ace, which is an immensely powerful tool capable of doing some really great things while at the same time allowing pretty much anyone to churn out a fairly generic top-down JRPG without too much difficulty.

It's the "capable of doing some really great things" part that I often find myself struggling with. Y'see, the trouble with being presented with a wealth of possibilities is choosing which ones you want to pursue and which ones you want to ignore. The temptation is to incorporate as many of them as possible in an attempt to make something as awesome as possible, but inevitably if you do that — particularly if you're working alone — you'll hit a brick wall where something doesn't quite work properly with something else, get disheartened and probably give up.

I'm talking vaguely. Let me give some specific examples. The new game I've started making as a means of proving I can take a project through from start to finish is simply an adaptation of the quests from MB/Games Workshop's classic board game Hero Quest. Given that the structure and storyline of the Hero Quest board game is very much a generic sort of dungeon crawler, this shouldn't be too difficult once I've done what I always initially think of as "the annoying bit" — setting up the characters, statistics, skills and whatnot, and finding some appropriate graphics for their sprites. (I call it "the annoying bit" but if I sit down and get on with it, I actually find this part quite fun after a while.)

Anyway, I'm about halfway done with "the annoying bit" — its initial stages, anyway — and already I'm finding myself torn in several directions. Do I stick with RPG Maker's rather generic first-person battle interface? It doesn't evoke the feel of Hero Quest that much, but then trying to adapt a board game and sticking too religiously to its rules can often ruin the "computer gaminess" of it. All right then, I thought, I'll stick with this battle system, but I'll tweak it so things like damage formulae are a little closer to rolling the dice in the game. Except when I thought I'd done that, I discovered that my ineptitude with composing damage formulae to accurately simulate dice rolls created a number of monsters that were literally impossible to hurt. Not good. I replaced the formula with its original one, which deals with much higher numbers than your average tabletop game. Will that ruin the atmosphere? Is "Rogar does 96 damage" somehow less powerful than "Rogar does 4 damage"? Probably not. That's a stupid thing to think.

I'm probably overthinking it, I know, and should just get on with it. What I think I really need to do is just make the game with the default systems, and then tweak and fine-tune afterwards. Difficulty balancing and that sort of thing is an important part of testing, so I'll leave that until there's actually a game there to test — there's no point getting hung up on problems that don't actually exist yet.

So that's the plan. Over the next few days I will be taking some time to plug in Hero Quest's various spells and items into the game in a format that will work within RPG Maker's style of play, then I'll put the game itself together. Then I'll show it to some select friends — this project probably won't get a wide release, unless it actually ends up being surprisingly good — and then, flush with satisfaction at having actually carried something through to completion for once, I can embark on something a little more ambitious.

One step at a time.

#oneaday Day 605: Finish What You... You Know

Certain projects are easy to finish. Start building an Ikea bookcase and chances are you'll finish it within an hour or two. Sure, there may be some swearing, splinters, cuts and/or bruises along the way, but at least you'll get it done, and when you're finished, you'll end up with a (hopefully) stable bookcase, and possibly one or two leftover screws that you really think should go somewhere.

Creative projects are a little different. It's easy enough to start them, but it's finishing them that is the tricky bit. The challenging part is that, unlike our friend Billy the bookcase, creative projects don't necessarily have an obvious "end" in sight. Sure, you might have some sort of amorphous final goal in mind ("write a novel", "record an album", "paint a picture") but the exact steps along the way that will lead you to that final conclusion are sometimes obscured by your own ambition.

I've come a cropper on this a few times. I've had a story in my head since I was about 15 years old. I've started trying to write it at least 5 or 6 times across several different media — traditional writing (from various perspectives), blog-based writing, as a video game, as a visual novel — and somehow, despite the fact I'm in love with my characters and I want to tell this story — somehow it never quite gets there.

It's not a matter of motivation — I do want this story to get out of my head and onto some form of "paper" (be it literal or metaphorical) but — thinking about it right now, I'm struggling to come up with valid excuses that aren't simple procrastination. Perhaps it's the fact that I write for a living every day and do this blog. Perhaps it's the fact I have other interests besides writing preventing me from being completely committed to the project. Perhaps I have doubts that I can really bring the story — the opening of which I am intimately familiar with now I've composed it so many times across so many different forms of media — to a satisfactory conclusion.

I'm not sure what it is. Last time I started on it, I got into a good rhythm and started writing at a good rate. Then various life events got in the way and for one reason or another, I got out of the habit of writing it.

Perhaps I should take a more structured approach to it — set aside a specific time on certain days to do some writing. Although schedules are inherently limiting and repetitive, they can be great for self-discipline. Take a couple of years back when I got into a good habit of going to the gym and/or the swimming pool after work every day. Sure, it was on the way home, but I specifically "scheduled" my time so that I got into those good habits. It's working for me again with the EA Sports Active stuff at the moment, which sets up a schedule for you day-wise, but leaves timing up to you. I'm structuring my day so that I can get up, have some breakfast, bum around for an hour or so, do my workout and then be ready in time to start actual proper work.

Perhaps I should take this approach — set a schedule, get some self-discipline going. Perhaps then one day this story might get finished. And then everyone can enjoy it.

Or possibly hate it. I don't know. Only one way to find out, though.