Showing posts with label Victorian Gothic. Show all posts
Showing posts with label Victorian Gothic. Show all posts

Sunday, 14 July 2019

Dropbox Downtime

I recently did a bit of mental cleansing and wiped my Dropbox account clean.

DB's terms and conditions changed, and the price was due to go up. I realized most of the stuff crammed in there was junk, and certainly not worth $12 a month storage fees. So I saved what I wanted and axed the rest.

In doing so, I found a ton of notes for projects that never quite made it off the ground. As I'm in a hurry today, rather than a full post, I'll give you a sampler from the grab bag:


A Pleasant Afternoon. The character is invited to a private showing at an art gallery. It is the tail end of the season, when invitations of this type are thin on the ground. 
If they inquire, they discover that the gallery (Pyke’s, of Chapel Street) is supposed to be in murky financial straits. The owner of the gallery, Montague Pyke, is slightly known to the investigator as an acquaintance from years before, but they have not spoken in some time. 
Should the characters attend, they find that most of the gallery’s work is of the usual Victorian type; herds of Highland cattle, crofter’s cottages, still life with grouse, hunting scenes, views of the Thames and so on. None of them are worth much more than £20, though the asking price is a good £30-40 above that figure. 
Pyke is not present himself at the viewing; his assistant, Mary Hope, is in charge of the evening. There is a private viewing room separate from the rest of the gallery, which is only available by invitation, but as luck would have it Pyke has left their invitations at the door. 
The pictures in this gallery are more interesting, in the pre-Raphaelite semi Medieval style, and all are by the same artist, who signs himself as Schablone [German: Mask]. Each depicts a scene from some kind of morality play, with a character who very much resembles Pyke in the role of Everyman. Everyman, in each painting, is being abused by various figures who represent stock characters such as Popular Fashion, Ignorance, Folly, Greed, Envy, and so on. 
In the final portrait, Everyman is nowhere to be seen, while all the other characters are celebrating some kind of victory. In the background, easily missed, is Everyman, hanging from the rafters of a house. When the characters emerge from this private room, the gallery is completely vacant. The other attendees have vanished, as has Hope, and the walls are completely bare. A sign tacked to the front door advises that the previous occupant has been evicted for non-payment of rent. The canvases in the private room, meanwhile, are now blank. 
I originally intended this as a Victoriana flavor text moment. It was never supposed to be a full scenario. The idea was, the characters would encounter these minor notes in the larger plot every so often. There was no mystery to solve, really, but the mood of the piece and the overall weirdness of it was meant to cement the overall pattern of the campaign.
That said, there's no reason it should stay Victoriana. It could as easily appear in a Bookhounds, Dreamhouds, Esoterrorists or modern game. It's perhaps a little too quiet for Night's Black Agents, though it could fit an NBA Dust or Mirror game. You'd need to update the art style, but that's all. 
I suppose the larger point I was getting at when I first wrote this bit - many moons ago, now - is that in any campaign you need a few downtime moments. When players provide you with opportunities to use those moments, take them. However players won't always do that, nor will they necessarily provide them at the right time. 
So you, as Director/Keeper/Insert Shiny Hat Here, need to prep for that. Create a downtime moment to be used as needed. It doesn't have to be anything major. There are no stats in this example, no clue spends. No victory condition either, nor is there a reward, though it could be a kicking-off point for something more. Who is Schabone, for example? Is it Pyke's pseudonym, some supernatural force, something else? Is this a manifestation of Carcosa? Is Pyke dead? 
What would happen if you stared at one of those Everyman portraits, trying to drink it all in? Would the figures begin to move? 
Enjoy!

Sunday, 24 April 2016

Not Quite Review Corner: Fallen London (Failbetter Games)

Welcome, delicious friend! I can see by the fetters on your ankles and the threadbare quality of your clothing that you are a recent arrival to our moonlit shores. Let me tell you about our famous, forsaken and Fallen London, in which you now reside. Pull up a chair - mind the weasel, he bites - and take some honey, if you please. You may be here some time.

Failbetter Games' Fallen London has been doing great business as a browser game, but this week it opened up for business on the App Store, for those of you with iPhones, iPads, and iMushroomWine. I was a big fan of it on browser, but I dropped out a while ago, so when it reappeared on the iStore I figured it was worth a return ticket to the Stygian Depths. Now here I am to tell you about it, like an explorer returned from savage shores.

Fallen London is a story game. You are a new-fledged inhabitant of this subterranean copy of London, a shadow of the magnificent city that was, dragged underground long ago by devils. Or possibly cats. Opinions vary. In any case, here you are, and the question is, what do you do about it? Vagrancy is a punishable offence, so to avoid prison you'd better find a place to live, which means better clothes, which means some kind of career ... and before you know it you're deeply mired in the plots, politics and tragedies of this Victorian Gothic, Steampunk-ish (heavy on the ish) nightmare realm.

It's entirely up to you what you do with your time. So far, to give you a taste, I've written a well-received book about mushroom cultivation, followed it up with a short story and a commissioned piece about the delights of honey, seduced a honey-sipping heiress (it did not end well), caught cats to learn their many secrets, and dealt decisively with two monster rats that had been terrorizing the populace and eating small children.

I prefer a sedate life, so I've taken up rooms above a bookstore - having paid for it with secrets won from the aforementioned cats - and currently wander the streets, humbugs in hand, looking for adventure, and inspiration for my next masterpiece. Also, I need wine. The 1882, if you please, for in secret I'm an amateur cracksman of the Raffles variety, and I'm on the track of a diamond as big as your head. I've hit a stumbling block; my contact demands payment if I'm to carry on in my quest, and will take nothing other than a crate of 30 bottles of the 1882. So far I've won 10, thanks to my honey-sipping heiress, and though I could buy the remaining 20, I prefer to get it for free if I can. The search continues.

It's a Dreamlands-style Gothic RPG, and Keepers looking for inspiration for their Arabesque Bookhounds games need look no further. Or just looking for a few minutes' diversion. It's the kind of thing that can easily drag you in and keep you there, mainly because the quality of writing is superb. This really is a winding, crafty, engrossing epic. The teaser I gave you doesn't cover the half of it, not even the smallest crumb, the slightest mite.

Pity about the mechanics, then, because they do their best to spoil what's otherwise an enjoyable experience.

You play by spending a series of action points, deciding which of the many plot threads to follow. It's usually one point per plot decision; sometimes a little more, but not much. You get 20 action points total, which refresh at one point per minute or so back up to 20. Though there are other important mechanics I'm going to focus on the action point system, because this - combined with its eternal desire to sync - is where Fallen London really lets itself down.

Everything has to sync with Failbetter's server. That means when you boot the app it takes about one to three minutes before you can do anything, as it checks for new images, new sounds, and so on. I'm not entirely sure why. If Failbetter was producing new content every hour on the hour it might make a little sense, but I'm pretty sure it isn't. So nine times out of ten the sync gets no new data, but that doesn't stop it eating one to three minutes worth of time before you can do anything fun.

My pet peeve is that it syncs for new sounds. I have this on my iPad, and one of the first things I do is mute the sound for nearly every game I own. This is because I play iPad games on the go, it being a mobile device and all, and I don't want it bleeping and burbling away when I'm, say, at the pub. It's not as if the sounds are absolutely integral to the experience, like Left4Dead, when the difference between you living and dying can depend on you picking up audio cues. It's just a nice-to-have, and it irks me that each time it boots the game spends thirty seconds or so trying to find new sounds that I will never, ever hear.

Moreover if your connection isn't that great - and mine isn't always, particularly when there's atmospheric interference - the game can quietly die behind that loading screen. Never syncing, it just tells you to wait. And wait. And wait. As I write this, the app has spent the last two hours syncing. Eventually it will realize something is wrong, and reboot. In its own sweet time. And then it will want to sync again.

Once in, the sync then interferes with the action point system. You see, the action point refresh doesn't depend on time passing, or at least not just on time passing. It also depends on that sync, I suspect because the home server and not the mobile device's internal clock tells it when the action points have refreshed. This may mean that ten minutes will go by, or longer, with no refresh, because the home server hasn't told the app that you have points to spend.

When I first downloaded the game, I had to work out a way to trick the system to get it to refresh action points. Since then things seem to have changed in the last update, for there is an actual, honest to Murgatroyd, Push This Button To Sync Your Progress button. Allelujah. It's a bit well-hidden, though. Hint: tap the candle icon, and you'll bring up a menu. That menu will lead you to the Promised Land. Better late than never, and no, I don't know how you're supposed to figure that out on your own.

Speaking of figuring things out on your own, how much cash does my character have? Not the foggiest. I know what I can afford, because a little Buy icon flashes up whenever I go to the shops and see something I might be able to purchase. But I never know how much is in my wallet, so I don't know how much I need to save or earn before I can buy the thing I want to buy. Or how much I will have left after I've bought something.

Here's an odd one. The other morning I sold some gear and purchased a mask. Then I went into town to get some work done, and while there I stopped to check my account. Mask? What mask? It's not in my inventory. Where can it ... oh. Not only is the mask not in my inventory, but the rubbish I sold to get the mask is back in my inventory. The thing must have forgotten to tell the home server what I did this morning, so now I have to do it all again.

Or my current home, my rooms above a bookshop which I had to interrogate cats to be able to afford. I was so pleased to purchase that key from the land agents, but despite purchasing it, I had no key in my inventory. It existed; a trip back to the land agents confirmed that, but the land agents wouldn't let me activate the key from there. I had to activate it in my inventory. But it wasn't in my inventory. I'm still not sure what happened, but I think that because I bought the key while I was in the middle of a story the app couldn't put the key in my inventory until I backed out of the story. Then it allowed me to take possession of the key I'd bought ten minutes earlier, and I could move in. Guess how I spent those lost ten minutes. No, the answer isn't "having fun."

I can just about understand why Failbetter wants the game to constantly link to the home server. It must make it easier to craft the ongoing story and update the plot threads, as well as keep track of the player base.

Even so, I'm having a lot of trouble understanding why Failbetter wanted the server, rather than the app, to handle most of the admin side of things. It adds a layer of frustration to the experience that almost makes me want to quit the game. After all, this is a text-based experience, with some basic random number generation mechanics. Surely the app could have handled most of this on its own, without screaming for mummy to tie its shoelaces every five minutes.

I can only think Failbetter preferred total control via server because this is what Failbetter is used to, but hosting most of the day-to-day on the mobile device rather than the server seems to me at least to have been the better option. Even if it meant having what amounts to two separate player groups, one on the server and one in the mobile space.  Better that than have the mobile space continually feel like the red-headed stepchild.

Frankly, if the story wasn't masterfully crafted, I'd have quit a long time ago. It's a testament to Failbetter's writing team that I want to fight past this dilemma, but the game badly needs a fix. Other games get past this with weekly updates. If it only sync'd with the server once a day, and did it automatically like a podcast update without waiting for me to activate the app, would that really be so bad?

Incidentally if you think I'm being harsh, trust me when I say I had a much harsher review all written, but that the recent update mollified me somewhat. Otherwise this piece would have involved much more swearing, and possibly a burnt building or two.

Honestly, I want you to play this game. When it works, it's the best kind of fun: engrossing, well-crafted, thoroughly entertaining. It's Flashman crossed with Sherlock Holmes and more than a dash of Doctor Moreau, with all the addled dreamscape a Dali or Brunel could wish for. Moreover it manages the rare trick of being a social game without pestering you for all your contact information, demanding money with menaces, or insisting that you invite friends to get the best experience. As a browser game, it's brilliant. But then, as a browser game it's got a direct connect; it doesn't have to sync with the mother ship every time it tries to use its brain.

It's just heartbreaking. If I didn't like Fallen London as much as I did, I wouldn't be as frustrated by the app. Things have improved since launch, but in spite of the improvements I would be very wary about recommending this title.

Wait a week. Possibly two. Then have a go.

Friday, 5 August 2011

The Beetle

I first discussed this on Yog Radio; those wanting the audio can listen to that here.

Richard Marsh is one of those unlucky authors who seem to vanish from the scene through no fault of their own. Here he's created an Orientalist Victorian melodrama on a par with Dracula, which was published in the same year. Initially The Beetle was more popular than Stoker's bloodsucker, yet it's Stoker that gets remembered while Marsh languishes in obscurity.

I don't think that can be blamed on quality of output. Marsh and Stoker were equally prolific, more or less, and neither of them seem to have been successful with anything other than their 'name' works. Yes, Stoker's Lair of the White Worm and Jewel of the Seven Stars occasionally turns up in print, but I doubt that anyone reads those for fun. They're the sort of thing that a hard-core Stoker fan will devour just to say they've done it, but nobody else can stomach.

I also don't think Vampires can be blamed for this. Yes, Stoker kicked off the bloodsucker industry, with all the shlock that goes with it. Yet before Stoker there wasn't a vampire market; they turn up now and again, in Byron's (Polidori's?) poetry and Wuthering Heights, but to me that seems less an unstoppable tide and more a slight splash. Vampires, as we've come to know them, weren't inevitable.

No, I think Bela Lugosi's got a lot to answer for. 

Well, him and Hollywood. The very first was, of course, Nosferatu, which wasn't a Dracula movie, honest luv, now stop trying to set fire to the film reels there's a good gel. That was just a teaser: the main event came in 1931, when Universal suddenly realized there was good money to be made in horror. Then followed a host of other shockers, some of which caught the audience's imagination, while others quietly died. Universal was willing to raid almost any crypt for inspiration, and it's not as though they were the only movie studio who saw the potential in chills. Film kicked the vampire up from the minors to the majors. So why was there no Beetle, to go with those invisible men and lupine horrors?

Well, there's the rub. It could have been The Beetle, but for one thing: it's not a cinematic property. Anyone who reads fantastic literature knows the problem. There are some stories that practically glow with genius, but when it comes to the big screen, they die on their feet. Moving pictures, by definition, move; there has to be action, and if most of the fun stuff is happening in the character's head, translating that to the silver screen will be a thankless task. Psychological portraits are extremely difficult to do, and the Beetle is one of those thorny subjects in which, bar one train crash, there isn't much action. Plenty of chills and gothic horror galore, but no screen shocks to go with it.

Yet it could be done, and perhaps will be done, one day. I can but hope!