2382: A Tease

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Since I’ve just spent a bit of time painstakingly stitching together the various screens that make up the maps for one of my as-yet unrevealed game’s “worlds”, I thought I’d take the opportunity to tease said game a little by sharing said stitch.

Here we go, then:

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This isn’t the complete map as yet, though most of the south to southeasterly portions are now done. There’s a fair bit to do in the north and the west of the map, and then I can finally start making some events to go on it. And building dungeons! Fun times ahead.

I decided early on to make the game non-scrolling and instead move screen to screen in a somewhat old-school fashion. This has proven to mostly be beneficial to my overall efforts of putting things together, because it means I can tackle it in small chunks rather than being overwhelmed by the prospect of creating an interesting scrolling map. It’s also been a challenge, however, to ensure that the player can’t wander off the side of one screen and find themselves on the next embedded in a wall. Fortunately, the very act of stitching the map above together has helped me to spot any such glaring errors and fix them easily.

To design this map, I did a simple old-school adventure game-style map on paper first, using a square for each screen or “room” and lines to indicate connections between rooms. Then I numbered each of the boxes, since RPG Maker numbers the maps you create, and the plugin I’m using for automatic transitions when you walk off the side of a screen is dependent on these numbers, before finally tackling it a bit at a time. In order to finish this “world” I’ll need to get up to map number 125; as of the stitch above, I’ve reached 84, so things are flowing along quite nicely so far.

I had a rough concept in mind for the overall map when I started, though it’s evolved a bit as I’ve been putting it together. I’m trying to give things a vaguely realistic scale rather than the skewed, exaggerated scale seen in RPGs with a “world map” screen; to put it another way, it’s more a Zelda approach to an overworld than a Final Fantasy, though the gameplay uses a separate turn-based battle screen rather than Zelda’s action RPG-esque combat.

As I’ve mentioned a couple of times, this is just one of several worlds players will visit in the game. Each world is going to have a slightly different style of play about it: this one has the aforementioned Zelda-style overworld with discrete dungeons to complete; another is going to be a Resident Evil-inspired haunted mansion kind of affair with plenty of puzzles; a third will be a more linear sci-fi world; a fourth will place emphasis on character interactions and narrative rather than combat; and the final world, which you’ll only be able to enter once the previous four have been completed… well, that’s a secret!

As a great man once said, please look forward to it.

1655: Tease Me, Tease Me, Tease Me… Actually, Don’t

I’m not entirely sure how I got onto EA’s mailing list, having not played any of their games for a substantial period of time, but I do know all it took to get me to immediately unsubscribe: this email.

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Said email came from BioWare, a company whose games I used to happily purchase “day one” when they came up, but whom since being absorbed by EA a few years back have become increasingly disappointing — to such a degree that now, when they send me a “teaser” email like this, I don’t find it exciting, I instead find it bothersome.

This isn’t exclusively directed at BioWare, of course. I have very little time for teasers anyway these days, and their use in the increasingly sprawling marketing campaigns for big-budget games is getting to a stage where they simply dissuade me from wanting to check the game out rather than intriguing me.

I started feeling this way while I was working in the games press. Teasers are infuriating to receive as a news writer, because more often than not there’s absolutely nothing to write about. As a general rule, I avoided writing about them altogether unless there was enough intriguing material therein to spin a story out into at least 300 words. In most cases, there wasn’t, and inevitably there were plenty of other more interesting things I could write about on any given day, so I was inclined to write about those instead. I can’t help feeling that this is the precise opposite of what whoever came up with the teaser campaign may have had in mind when they lovingly constructed it.

Now I no longer work in the games press, teasers are even more irritating. They clutter up news sites who are less discerning about what they cover than I am — the above email has likely been spun into at least one “BioWare is Working on Something” story somewhere on the Internet by now — and, when I have neglected to unsubscribe from a company’s newsletters and promotional emails like I had apparently done with EA, they clutter up my inbox, and believe me, that doesn’t need any help filling up with crap.

What I find somewhat hilarious is when mobile and social game developers decide to do teasers for their upcoming games. As much money as these types of game inevitably make at the hands of stupid people, I simply can’t take them seriously; nor can I believe that anyone could possibly get excited about the prospect of a new mobile game from notorious free-to-play conmen like, again, EA, King or numerous others.

I long for the days gone by, when protracted marketing campaigns simply didn’t seem to happen. You got previews in magazines, sure, but these actually told you something about the game. Like, you know, its title — something which the BioWare email conspicuously fails to mention. (I don’t know if the video gives any more information because I didn’t watch it. Instead of watching it, I unsubscribed from EA’s mailing list. Good job, there.) Or details about what kind of game it is. Or a bit about the story. Or anything.

That anything is how you get me interested in a new game — not waffling around the point with vague, pointless emails that tell me nothing. Show me something interesting — show me a reason to care, otherwise, spoiler, I won’t give a shit.