#oneaday Day 625: It sucks to see someone defeated

I am, as I've mentioned a number of times in the past, a big fan of Mark Bussler's Classic Game Room video series. It's one of several things on YouTube that I found enormously inspirational in starting up my own channel, and his many, many videos on classic retro games are among my most-replayed YouTube videos.

I've known for a long time that Bussler was intensely dissatisfied with the way the online landscape had been going — and how it had meant that something he once clearly loved doing had become something that it felt like it was pointless to carry on with. After he stopped doing Classic Game Room as his main thing, he tried various other projects online, but has seemingly met with nothing but frustration with pretty much every one of them.

I still follow his Patreon for updates on what he's up to, and today he mentioned that people should have a look at his website, classicgameroom.com, to see what he's up to, since he doesn't really do social media any more. And his FAQs made me feel very sad indeed.

The question he gets more than anything else, I reckon, is "is Classic Game Room coming back?" and his answer is simple:

No. The Classic Game Room video game review series is permanently discontinued. There are no plans to bring the video series back in any way on any platform.

He expands on the reasons thus:

After the YouTube channel was largely demonetized, people stopped watching in favour of influencers and short-form videos. No other formats seemed to work. After a few different format changes, the show is now discontinued.

The cynics would say that this was just Bussler failing to adapt to the changing media landscape online, and that's not an incorrect statement to make, but the thing that makes me so sad about all this is that there is demand for stuff that isn't influencer-led short-form content. Just not enough to be commercially viable, unfortunately; not enough for one of the OG online video creators to want to continue with the thing that made him famous — and which, I suspect, is at this point completely unknown to a couple of generations of people.

Bussler worked hard on Classic Game Room and his other projects, and it must have been so frustrating for him to continually feel his efforts knocked back — particularly when he tried all manner of different things after it seemed that Classic Game Room had, for one reason or another, fallen out of favour.

So I'm sad for him. I'm sad that he has felt the need to, in his words, "permanently retire from filmmaking, game journalism and animation". At the same time, I completely understand why he has taken that decision. Again, in his own words:

Mark spends his free time reading and biking instead of using garbage social media apps. He has no patience for algorithms and prefers looking at old-fashioned paper.

I completely understand why one would want to retire from the Internet in this age of relentless, pointless, disposable short-form content. I often feel like I want to do so, too. I've spent many years carving out a little corner of the Internet that I can feel proud of with places like this blog, MoeGamer and my YouTube channel, but sometimes it all feels incredibly pointless.

I'm sad to see someone whose work I enjoyed, and that I respected immensely, be so completely and utterly defeated by what passes for "culture" online today. I'm sad because I know how he feels. I understand why he's so frustrated. And I don't know how we fix this — or if it's even possible at this point.

Perhaps it's all part of getting old. You pass beyond a point of relevance, and the world feels like it isn't "yours" any more. Perhaps we all reach this point. But that seems like a bit of an inefficient way for everyone to live their lives. Surely there's a way for different types of "stuff" to coexist, without everything having to be dominated by whatever the latest "viral" bullshit is?

Apparently not. But oh well. I'm not going anywhere just yet. Even if no-one's reading, watching or listening, I still enjoy the act of creating something. It gives me some satisfaction — and it's perhaps for the best that I've never got to a point where I'd be tempted to try and use online content creation (ugh) as my main source of income.


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#oneaday Day 582: Getting some mojo back

No drawing today as I've been doing other creative things, as I shall talk about in a moment.

I have not felt at all like making any videos for a while, which is a little bit frustrating to me, because the first two episodes of my Space Rogue playthrough actually did surprisingly decent (for my channel) numbers, and I reckon there's just one or two episodes more of The Granstream Saga to do before that's all finished. I just haven't quite been able to summon up the energy to continue those recently, not helped by a week of feeling ill that I'm just getting over.

However, with a soft embargo date approaching for Super Woden Rally Edge, a game I wanted to cover — the video I made on this game's previous installment is the best-performing video on my channel by a long shot — I felt a bit more inspired to actually do something today. So I recorded a bunch of voiceovers: both for this, and for some other things that I've previously written articles for, but wanted to turn them into videos. All in all, I've recorded voiceovers for Super Woden Rally Edge, Old Skies, Return to Castle Wolfenstein, Wolfenstein 2009 and Wolfenstein: The Old Blood, which should result in a nice spread of 15-20 minute videos for each. I've even edited the Super Woden Rally Edge and Old Skies ones already, but I'm going to leave the Wolfenstein ones to another time — maybe tomorrow, maybe later in the week, depending on how I'm feeling.

I continue to go back and forth on what is "best" to do for my YouTube channel. Up until now, I've built it on Let's Play-style playthroughs of games, and I think a lot of my viewers like that sort of thing, particularly as I make an effort to explain how to play the game, why it's interesting, why it's still relevant (if it's an old game, which it usually is) and what I, personally, think of it. These are fairly easy to record and edit, but they are time- and energy-consuming to produce, since they do involve me sitting and playing a game, often for quite a long time, and attempting to find meaningful things to say for the duration.

At the same time, the pre-scripted videos tend to overall do better, particularly over the long term. I think I'm probably more "proud" of those overall, too, since they involve more in the way of editing, and delivering a voiceover is a different skill overall to off-the-cuff, unprepared commentary while playing "live". However, they take a lot more time to both prepare and edit, since there is often a lot of miscellaneous footage required to capture along with the footage of the main thing I'm covering, and the editing process involves a lot more in creatively finding ways to visually represent the things I'm talking about.

Part of me wants to commit to one or the other of these approaches, because I feel it would probably be a good idea to. At the same time, I think there's value in both approaches; you can show things in "live gameplay" that you can't show in a "video essay"-style production, and vice versa.

I do, however, think that kicking off long playthroughs again might have been a mistake. The videos for The Granstream Saga have performed more poorly than anything I've done for a long time, although, as I say, the first couple of episodes of Space Rogue did surprisingly well. So I'm inching towards abandoning those, though I feel like at this point I probably should finish The Granstream Saga at the very least.

Anyway, that's something to think about another day. I have enough on my plate with these new videos for now, so watch for them coming soon to my channel!


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#oneaday Day 567: I got a tablet

I got a drawing tablet for Christmas. It's something I've always wanted to experiment with a bit, but the price on previous occasions I've looked always felt a bit prohibitive for something I don't know if I'll stick with — but in more recent years, these things seem to have become quite a bit more affordable, so I didn't feel too bad sticking one on my wishlist.

As such, you can expect the stupid drawings on this blog to take on a certain… different quality from what they have been in the past. I am making no promises whatsoever that they will be better, but at least now they will be drawn by hand with a pen rather than scrawled using a mouse that isn't really fit for the job.

Drawing is something I used to love doing when I was a kid. I have particularly fond memories of being at my Nan and Grandad's house, armed with nothing but a pad of paper and some pencils, and that would keep me occupied for hours at a time. Sometimes I would draw things from my own imagination; at others I would attempt to recreate things I had seen myself elsewhere. I recall one of my best pieces of work being a recreation of Asterix from the famous comic book series; that was in full colour and everything and, of course, my grandparents were good enough to proudly display it on their fridge.

Doodling was a big part of my time at school also. I've talked on numerous occasions about the "Rough Books" my friend Ed and I had, and these were inevitably filled with silly cartoon strips, fake adverts and doodles of our favourite characters that we had created. On more than one occasion our predilection for doodling got us into a bit of trouble, but I think most teachers knew that it was ultimately fairly harmless compared to what some of the other kids got up to.

A tablet is half of the equation when you're talking about digital art. The other half is the software you use. Up until now, the free and excellent Paint.net has always been my tool of choice, but I feel like if I want to do a bit more with this thing, it might be worth looking at some other tools. I know Clip Studio Paint is quite well-regarded, so I may have to give the free trial version of that a bit of a go and see how I get on. I also have access to Photoshop via work, but modern Photoshop has so much shit going on in its interface that I find it borderline indecipherable compared to the CS2 and CS3 versions I'm mostly accustomed to, so I'd rather not get too involved in that.

Anyway, I'm looking forward to having a play around. And you will hopefully excuse the inevitably variable quality of the illustrations you will see on these pages as I get to grips with my new toy!


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#oneaday Day 386: Suboptimal creativity temperature

It is somewhere in the region of 27-28 degrees C here today. I know this is laughable to people who live in the actual desert or tropics or whatever, but it's bloody boiling here in the land of no (well, more like very little these days) air conditioning.

The heat is exhausting, but it's also quite nice. With the stuff Andie has done in the garden, it's really nice to just go and sit either out in the catio or on the nice garden furniture down at the bottom of the garden. We bought a nice parasol from Ikea the other day, so we can sit in the shade when down at the bottom of the garden, and the catio has a certain degree of shade by virtue of it being enclosed.

Trouble is, with it being quite nice to just go and sit in the garden and bask in the heat, it's not exactly conducive to getting anything done. I feel like I want to make some videos, but summoning up the motivation to do so is proving exceedingly troublesome, because doing so will mean locking myself in my study, and there's not much in the way of ventilation in there unless I blast the fans up full (which interferes with voice recording a bit) or have the window open (which brings in outside noise).

It's not so much the practicality of the situation as it is just the sense of lethargy that this heat brings. My brain is saying "let's go", but my body is just going "I want to melt into the sofa". So I think what I might try and do is spend a bit of the daytime scripting some bits and pieces, then once the sun goes down, maybe record into the evening tonight. Then I can spend the remaining daylight hours sitting by the fan doing very little.

The other problem is that the mental lethargy brought about by this heat is it makes making any sort of decision difficult. Do I want to continue with my playthrough of The Sword of Hope? Do I want to do some Atari ST stuff? Do I want to do some Atari 8-bit stuff? Do I want to do some Evercade stuff? Part of the problem is that the answer to all of those is "yes", but from a practical perspective I should probably just pick one or two and be content with that, rather than feeling like I "have" to churn out two, three, four or more videos.

Anyway, when I'm done here I'm going to make that decision, make some notes on what I want to cover, then once the sun dips behind the horizon and things get a little cooler, I might just go and record something. Or I might just leave it until tomorrow. I guess it doesn't really matter all that much.

In the meantime, Xenoblade Chronicles X is a-callin'.


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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?


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#oneaday Day 249: The Hankering

I'm getting a hankering to make a game again. I say "again", having only ever finished one game-making project (technically two, though one was a remake of the first). I'm not sure what triggered this — perhaps a recent post on Bluesky that I found quite striking:

Just make insanely self-indulgent shit. Quality does not matter. Quantity does not matter. "It's just [thing] yet again 🙄" does not matter. Whether or not you ever show it to anyone does not matter. Make self-indulgent shit because it's the only way to live and be happy.

Lee 🌿 (@desertghosts.bsky.social) 2025-02-03T23:41:57.952Z

And… this is good advice. Being creative is fun, and the biggest mistake a lot of people make when pondering whether or not to be creative is "can I monetise this?" The modern Internet has made us all believe that everything we do should be to the end of making money from it, but it really doesn't work that way. Some of the most rewarding creative work I've ever done came about because I just… wanted to create it. (Frustratingly, one of my all-time favourite works in this regard, my epic, albeit unfinished, RPG Maker 2000 project The Adventures of Dave Thunder, has long been lost to the ghosts of PCs past.)

And so I've been pondering booting up one of the many different versions of RPG Maker I've acquired over the years. My specific thinking this time around is not to do what I always do — which is to get overly, stupidly ambitious, spend six months gathering plugins and reading half-finished, unresolved Reddit threads about how to do stuff, then never actually make a finished game — and instead to just do something simple, unassuming and straightforward. To that end, I have my eye on a couple of asset packs for RPG Maker MV that include Famicom-inspired graphics and music, and I kind of want to see if I can make an enjoyable game using just that and the stock RPG Maker MV mechanics.

I've been hovering over the "Buy" button for those asset packs all day. They're £50 in total, which is quite a lot to spend on what will almost certainly be little more than a vanity project, but I also feel like I'll probably get £50 worth of fun out of making something, even if the only person who ever plays it is me.

The other thing stopping me is pondering what sort of concept I should use. In past RPG Maker projects I've always had grand ambitions to do something unusual and expectation-subverting — but subverting players' expectations is almost a cliché in its own right these days, so just making a straightforward Famicom-style RPG feels like it would be more fun at this point. And, thinking back on my beloved The Adventures of Dave Thunder project, I had the most fun by just making the damn thing up as I went along, balls to any sort of coherence. Self-indulgence was the name of the game there, and I loved it.

So I think that might be the play. Just download those assets (perhaps waiting an hour to see if they go on sale in the RPG Maker event that's supposed to be starting today) and just make, and see where things end up. Who knows? I might even end up making something actually good. Or, indeed, finish something. But we'll see.


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#oneaday Day 154: If you can't create without AI, you shouldn't be creating

YouTube recommended me a video earlier. I'm not going to share it because it's shit. But I will tell you about it. It was a video supposedly "reimagining" the video game series Streets of Rage as a "movie". If you've spent any time on social media in the last year or so, you already know what's coming: yes, it's entirely AI-generated drivel, and the complete content of the "movie" consists of nothing but people staring moodily at the camera while there's a slight pan around them, and people walking towards the camera in slow motion.

The video has a quarter of a million views, and a comments section full of people gushing effusive praise over the "creator". This is not the first video that this channel has put out like this; to date, over the last year they have spaffed out 215 videos that are all like this. And not only that, their About section on their channel is very transparently written by ChatGPT.

I hope you don't think it controversial of me to say that if you can't create without using AI, you shouldn't be creating at all. I will, under extreme duress, concede that there are certain uses of AI tools which might be useful as part of the creative process. AI music tools, for example, can be quite effective if you feed them some lyrics you've written yourself. (Getting AI to write lyrics results in extreme garbage.)

But if all you do is put shit into an AI video generator and then spaff it out on YouTube — and you can't even be arsed to write your own bio — you are not a creative person.

The standard argument that insufferable AI types like to trot out at this point is that generative AI "democratises" creativity by allowing anyone to "create". Except it doesn't, because the output is not your own work; you haven't created anything. The result is a pile of plagiarised crap that is immediately identifiable as the product of generative AI.

And anyway, creativity is already democratised. There is tons of free software out there that anyone can download and use, for computers, phones and tablets. YouTube is full of video tutorials on how to get started, improve your techniques and take on some advanced challenges. There are several decades' worth of text tutorials archived across various websites from over the years.

There is no excuse for taking the lazy option and just feeding a prompt into the lake-boiling plagiarism machine. If you want to be creative, be creative. But know that it takes work. And that work is worthwhile, because people will be able to tell when you have put that work in. Those who follow you will see your work improve, adapt and change over time. You'll find your own unique "voice". And there really is nothing quite like being able to express yourself in your own distinctive way; being able to sit back and look at something you made and think, with a slight smile on your lips, "I made that".

With generative AI, there is none of that. You get derivative, immediately identifiable slop that all looks the same and all contains the same basic errors. You never have the experience of refining and improving your own work, because you haven't done any work. You never find your own unique voice, because you are beholden to the algorithms and training data that the LLM you're using has stolen from all over the Internet. And you never, really, truly, express yourself.

In the meantime, until you come to the realisation that all you're doing is spaffing out hollow, soulless pieces of crap that look like creative works but are actually anything but, you are poisoning the entire Internet with your garbage… and, judging by the comments section on the video in question, poisoning the minds of people who aren't familiar with just how fucking easy it is to tell the magic art-stealing machine to steal some art to your specifications.

The planet is doomed. And no-one gives a shit. Sleep well!


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#oneaday Day 51: The Art of the Thumbnail

I'm in a Discord with some other (relatively) low-subscriber retro gaming and tech YouTubers, and we've had some interesting discussions over there. One subject that comes up frequently that I think I've derived the most value from is that of video thumbnails.

To put this in context, prior to joining this Discord, and for quite some time, my YouTube channel looked something like this:

I don't dislike this look. I was rather fond of how each "series" I was doing had its own distinct appearance, and I feel each thumbnail got nicely to the point: telling viewers that it was a video about a particular game on a particular platform.

But that's not really how YouTube works. However nice it looks to have a lineup of games with lovely consistent thumbnails Criterion Collection-style, it doesn't necessarily bring the views in. And so, with the advice and encouragement of the folks in the aforementioned Discord, I do things a little bit differently now.

This is how my channel looks today:

I'm pleased with this. Because I feel like these thumbnails do a much better job of intriguing and attracting the viewer's attention without assuming knowledge — i.e. "what is 'Atari A to Z'?" — while still allowing me a certain degree of consistency and coherence that makes my work immediately identifiable if you know what to look for.

Best of all, I haven't resorted to any of the more flagrantly transparent "clickbait" techniques, and "YouTube Face" is nowhere to be seen. The videos I make on YouTube are not for the same audience as Mr. Beast, so I make zero effort to court the sort of people who respond to those sorts of thumbnails.

And it works. At least I think so. Some of my videos perform about as well as what I considered a "solid performance" two or three years ago — that is to say, breaking three figures in the view count — but quite a lot more of them exceed that by two, three or even four times. And I've had a few breakout successes: my Super Woden GP 2 video sits at 86K views to date, my look at Ultima love letter Moonring has 21K views to date (and a very long tail), my video covering the announcement of The400 Mini attracted 14K views, and most recently a video on Project Gotham Racing 3 brought in a relatively modest but still impressive-for-my-channel 2.5K pairs of eyes.

I don't do this for the views, as I quite frequently state; I do it because I enjoy it. But I won't pretend it's not nice when a video does well — at least partly because it results in a bit of pocket money for me. That Super Woden GP 2 video made me over a hundred quid within a few days of it being posted. And now I get a small payout from YouTube earnings (i.e. the minimum payment threshold) every couple of months, whereas once it was a far-off goal I thought I'd never achieve. That's nice.

The secret behind those thumbnails? It's not really anything complicated. The most effective advice from the Discord I've followed is to keep text to just a few bold words, and present those words using at least two of the following: a bold outline around the letters; a bold drop shadow; and slightly rotating various parts of the complete text so that the eye is drawn to lines that aren't quite "straight". That's about it. I don't overuse colour; I don't overdo the "big red arrow" or "circling the obvious thing" tricks (although I put in a big red arrow occasionally as an in-joke to the group, which refers to itself as the "Big Red Arrow Club"); and, as noted, I don't do the "YouTube Face".

It works for me. The result is a channel full of videos I'm proud to call my own, and which a gradually (very gradually) growing number of people are coming to appreciate. That's pleasing to me.

YouTube and YouTube culture has myriad problems, but it's still the best place to create and share stuff like this. It's a valuable means of self-expression and sharing one's interests, and it's something I'm glad I decided to get stuck into exploring properly.

You are subscribed, right?


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2430: I Made This

0430_001

It's been a surprisingly productive day, both in terms of "things I wanted to do" and "things I had to do". I got the bit of work I had to do done, and even had time to write a hefty piece on One Way Heroics' mechanics over on MoeGamer and make a short video about Atari classic River Raid.

Here's said video, if you're curious.

I wanted to take a moment to talk about making this video, as its production involved the discovery of a really fine piece of free software: Hitfilm 4 Express.

Hitfilm 4 Express is a fully-featured non-linear video editor in the Final Cut mould, with a particular emphasis on compositing. It allows you to import media in a variety of formats — both still images and video sequences — and edit them together using an extremely professional-looking (and rather daunting!) collection of tools. Once your masterwork is complete, you can then export it to all the usual formats as well as upload it completely seamlessly to YouTube with minimal fuss.

I'm particularly enamoured with the YouTube connectivity as my past experience with making movies using my PC has been with Windows Movie Maker, which by default exports in a horrible format that YouTube then has to spend several hours converting and optimising after you upload it. This video, meanwhile, was ready to watch mere minutes after uploading, suggesting that Hitfilm 4 Express was smart enough to encode it in the appropriate format for YouTube automatically without me having to do anything else. It even kept it in 1080p/60fps format, which is arguably a bit wasteful for a video about an Atari 2600 and 8-Bit game, but eh; YouTube viewers are picky bastards and whinge if you don't upload in the highest quality possible even if it is of practically no benefit to the source material whatsoever.

Anyway. I've barely scratched the surface of what Hitfilm 4 Express offers so far, but I'm in love. It's a full, professional-grade package for free that can be further expanded by purchasing effects modules that plug into it — which is where they make their money. It's free software that isn't riddled with toolbars for your browser, pop-up adverts and nag screens — it's simply an excellent package that did exactly what I wanted it to with minimal fuss, albeit a little bit of reading the manual.

On that note, probably time for bed. (If you're wondering about the posting time, Andie is working nights at the moment which means both our sleep patterns are pretty screwed. I'm taking advantage of the quiet time to Get Things Done.)

2368: Building a World... Again

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Playing with RPG Maker MV as I am at the moment, I'm reminded of quite how much I enjoy building worlds. I don't have the skill or technical knowledge to be able to do so using 3D modelling tools (or even level editors for 3D games) but I've always felt I can put together some interesting 2D maps for RPGs.

There are two main approaches you can take when building a world for a game. You can take the "realistic" approach and attempt to build it to something approaching a believable scale, or you can take the "gamey" approach and try to build something that works well in the context of a game.

In actual fact, I tend to find that the best approach is somewhere between the two. A certain degree of game design is necessary when building a world in order to prevent it feeling like an unfocused mess — many modern open-world games fail miserably at this — while at the same time if your world design is completely divorced from reality your players will constantly be aware that they are playing a game rather than immersing themselves in your fictional world.

This isn't always a bad thing, of course. Some people very much prefer exploring something that has been crafted to be fun, interesting to explore and well-paced. Others, meanwhile, like to wander off the path at every opportunity and see what's in that cave, over that hill, behind that locked door. And some of the most satisfying gaming experiences I've had have come in environments very obviously designed to defy all real-world logic (not to mention architectural principles and, well, physics) — Metroidvania-style titles particularly spring to mind in this regard.

Since the game I'm playing around with at the moment is a kind of grand experiment of sorts, I'm going to play around with a variety of different approaches. The concept of the game sees the party travelling to several different "worlds", so each of them are going to be structured differently. One of them will be a condensed fantasy RPG-style world, with the distinction between "overworld" and "dungeons". Another will be one big dungeon — probably a haunted mansion or something along those lines. Besides those, I'd like to do something interesting with a sci-fi/cyberpunk feel, and either something completely abstract or very much grounded in reality. Or perhaps both.

Unlike past projects, where I've sort of "winged it" as I've gone along, this time around I'm actually taking a bit of time to plan things out to a certain degree. I imagine there will still be an element of winging it as I play around and think of new things I'd like to do, but at the very least I intend to plan out the basic structure and/or map of each of these "worlds" and how the player will interact with them. Then it will be interesting to see how much of a challenge it is to implement each of them using the RPG Maker MV toolset.

So far, the game's introduction has a single, linear "dungeon" to introduce the player to the basic concepts. After that, I intend to allow them to choose how they progress through the initial phases of the game — though I also intend to put in some systems to ensure some jumping back and forth between the different worlds and their corresponding styles is in order. Should keep things interesting. We'll see, I guess.