Showing posts with label commentary. Show all posts
Showing posts with label commentary. Show all posts

Saturday, September 9, 2023

Coming And Going For The Week Ending 9/9/2023

New Releases:

  • J.D. Cowan: Gemini Outsider (Gemini Man Book 3) (Amazon, Kindle)
  • 354 Infantry: 365 Infantry: The 2022 Collection (Amazon)
  • Jim Butcher: Warriorborn: A Cinder Spires Novella (Amazon)
  • Jon Del Arroz: (Crowdfund) Flying Sparks: The Companion Volume (FundMyComic)
  • Brian Niemeier: Combat Frame XSeed Illustrated Tech Guide II (Amazon)
  • Antelope Hill: Touch Grass: Antelope Hill Writing Competition 2023 (site)
  • Good Sviffer: The Colossal Corpus of Serious Gloves (Amazon)

Notable Postings:

  • Iron Age Book Club: The Long Moonlight (YouTube)
  • Alexander Hellene: "Don’t Feed the Machine" (Substack)
  • Imperium Press: "Elon vs. the ADL: A Rubicon Moment?" (Substack), This is the oldest tomb in the world (YouTube), and A GIVEAWAY! (site)
  • 365 Infantry: "Saluting The Troops: Autumn 2023 Credits" (Substack), "Hate's Convoy" (Substack), "VI. The Iscariot Complex" (Substack), "VI. In the Crack of the Highway" (Substack), "VI. Under the Silver Gun" (Substack), "VI. On The Rocks" (Substack)
  • Alexandru Constantin: "The Sex Toys of Slimy Tentacled Beasts" (Substack)
  • J.D. Cowan: "The Death & Rebirth of the Short Story" (Substack)
  • The BIG BASEDCON BOOK SALE! (Click here)
  • Aureus Press: Friday Night Strange with AaronArt (YouTube)

I have an announcement to make by the end of the month regarding the blogs.

Saturday, December 3, 2022

Coming And Going For The Week Ending 12/3/2022

New/Upcoming Releases:

  • Rick Partlow: Pirate Bounty: A Military Sci-Fi Series (Space Hunter War Book 1)
  • 365 Infantry: 365 Infantry #3 Debuts Electric Tales (more here), and please check back on Sunday for even more because they're launch the Third Quarter and you'll want to be there for what they've got.
  • Nick Cole & Single White Medusa: CTRL+ALT+REVOLT podcast 197 (here)
  • Antelope Hill: In His Own Words, audiobook version now available in addition to ebook and print (site); Lord Miles in Afghanistan, Paperback (site).
  • Aureus Press: Aegeon Science Fiction Illustrated: Issue 4 (link)
  • Cirsova Magazine of Thrilling Adventure and Daring Suspense Issue #13 / Winter 2022
  • Escape from Crescendo Station One by Justin Knight in Kindle and Paperback at Amazon.

Notable Videos:

Mercury Falcon continues to deliver good stuff. Grounding Harlock in the decade wherein he emerged, and properly attributed Matsomoto's influence on Space Battleship Yamato, is the sort of attention to detail I wish I would see as commonplace in video essays about media. He has not disappointed me yet.

A few months old, but worth a watch. I commented that Big-O is a reaction to Lang's Metropolis, which a comparison between the two supports as you have the protagonist occupying the same space between Head and Heart in order to resolve the conflict driving the story. His other videos on this show should be worthwhile.

Dave Stewart did another stream today, and you can count on nuggets of wisdom being found therein.

Tuesday, March 1, 2022

Signal Boost: Generation Y: The New Lost Generation

Author J.D. Cowan announces a new release.

And here's the description:

Generation Why?

There is an epidemic in the modern age: a crisis of meaning. Why is it the world we were promised back in the 1980s and 1990s seems so far away now? Whatever happened to those hopeful kids from back then? Whatever happened to Generation Y?

From authors Brian Niemeier (Don't Give Money to People Who Hate You), David V Stewart (The Keys to Prolific Creativity), and JD Cowan (The Pulp Mindset), comes this collection of essays about a lost generation trapped in a modernity they were never prepared for.

Read on and discover how Madison Avenue shenanigans, social instability, mindless progress, and general ineptitude, led an entire generation of people through the cracks--and how we can find them again.

Click on the image to get to the download page, where there are also the files needed to print your own hardcopy if you like. Click here for JD's blogpost on the release.

Wednesday, January 26, 2022

Signal Boost: "Ice & Monsters" By Peter Nealen

Nick Cole wrangled together some of the Galaxy's Edge regulars to do a launch stream for a new military fantasy adventure series yesterday.

This new venture of Nick and Jason to open an imprint and use the following and structure they erected in the creation of first Galaxy's Edge and now Forgotten Ruin is a welcome one, as this is exactly the "Fork and Replace" strategy playing out in real time.

I concur with Nick that "Contemporary Military Goes Into Fantasy World" works far better when actual combat veterans who know how to write do so, as they are far more likely to address the premise honestly and with a high degree of verisimilitude, something that is lacking in the most well-known example in this genre: GATE, by a JSDF veteran.

I look forward to seeing where this goes, but as Nick and Jason are taking up something of a Big Brother role I can be confident of another success like Forgotten Ruin.

See for yourself by clicking on the image link below that takes you to the Amazon Page:

Tuesday, December 28, 2021

The Business: The Collapse of OldPub By Convergence Is On Schedule

The leading Latino voice in Science Fiction, Jon del Arroz, has good news.

The numbers aren't lying, even if the Death Cultists do without a hint of shame.

They can't sell, so they cost the publishers money to publish them, and as that sweet SocJus venture capital isn't coming their way the results are plain to see: declining fortunes, followed by consolidation, and eventually the sole survivor will buckle under the weight of all this parasitic consumption of the institution and down it goes at last. We've already seen the Big Six become the Big Four, so it is happening and faster than some would expect.

Even Amazon--already afflicted--is noticing and that's why it isn't doing what it can to artificially boost these books; Amazon's margins are thin, and even with access to that ESG money it's too tight to go hard on cooking the books (hah), so the languishing is allowed to be seen by dissidents and competitors like Jon here. You can bet that publishers outside the Cult's control also see these numbers and enjoy some schadenfraude.

In short, we are winning, but we haven't won yet.

This is good news indeed, and it's time to step up support for our clean alternatives at home as well clean competitors abroad. The sooner we finish this fight, the sooner we can begin rebuilding a stronger successor.

Monday, November 22, 2021

The Business: Why You Should Shun Offers of Adaptation From Hollywood

Author David Stewart lays out why Hollywood--and this includes its junior leagues in Canada, the UK, the EU, etc.--is no place for an author to take his property.

I would add a caveat here: "If you remain an active party with shot-calling power, this can work for you." This is how we got Peter Jackson's adaptations, despite the known provenance of the legal rights permitting that in the first place. Now that Christopher Tolkien is dead, the Estate's new management gives no fucks and thus allows this defiling to occur. JK Rowling's involvement with the film adaptations of the Potter series is well-known, and likely why they are as good as they got. The instant George Lucas sold his babies, you saw what happened to them.

I also add that we should not presume this to be absent in other film/TV markets. There is no evidence that Bollywood, Japan, Hong Kong, Russia, etc. are not likewise driven by these same problems as they too have the issues of high risk recquiring high reward to pay off and thus are likewise incentivized to go for the safest bets they can manage. That they're not yet afflicted terminally with the Death Cult dogma is a benefit, but there is other baggage to deal with that can easily equal that wickedness.

The difference here is that the Hellmouth increasingly cannot be negotiated with on these matters, whereas rising competitors can be negotiated with in your favor. For now, for as long as it lasts, those competitors should be considered as more viable options than Hollywood if you want to see your books adapted into film or TV and even then don't be like Martin and take the deal before you finish the series.

Thursday, July 22, 2021

My Life As A Writer: "Final Fantasy XIV: Heavensward" Narrative Review

As a game, Heavensward is one of the best experiences you can have in MMORPGs. The strength of that experience comes from its narrative. Not that the narrative itself is something truly unique or amazing, but rather how it is used.

Below I'll review those ludonarrative techniques, but here I'll remind you of the following: there is no spoiler protection for anything older than six months.

Narrative Structure

The story itself has a basic narrative structure. The protagonist comes into the plot as an outsider, vulnerable, and needing succor. He finds a patron with one of the ruling families of the setting, whose hospitality and generosity he repays by assisting in setting their affairs. These affairs include waging a slowly-losing Forever War with a pissed off dragon, all of its brood, and the heretical cults that serve them.

Through the course of these early chapters, the protagonist gets a full view of the physical and moral battleground at stake. Both the dragons and the defenders claim moral authority to wage a war of extinction upon the other party, but soon this is challenged when an antagonist from A Realm Reborn returns with new information: the cult leader Lady Iceheart.

Now we get the real conflict of the story: resolving the reality of the Forever War versus the propaganda that both sides push about it to justify their own positions. At first it is the defenders and their totally-not-Christian church that get skewered. Then when the peace mission gets to the elder dragons, they cough up their side of the story and reveal that they too were utter bastards. Therefore the conflict is Truth vs. Narrative, framed against ending the Forever War by putting down both sides' bad actors.

The narrative's climax ends the defenders' side of things by removing both the master villains manipuating the whole thing as well as the not-Church's corrupt--but utopian--leadership. From there the decending action leads to the final attempt by the dragons' bad actor to push the Forever war, which the protagonist puts down by both banishining the bad actor as well as rescuing the man said actor possessed to make this attempt possible.

After that it's tying up loose ends and introducing the following expansion's narrative; call this the denoument.

Ludonarrative Structure

Heavensward communicates this narrative by making its consumption necessary to access gameplay options. This includes side-stories such as those specific to the new Jobs introduced in the expansion. This is not just making the player sit through (sometimes voice-acted) cutscenes; actually playing out critical moments in the narrative, what would be a plot advancement point where a narrative beat is it, is how the biggest moments--the ones everyone loves--are put forth.

What results here is using narrative to frame gameplay and gameplay to frame narrative, forming an alternating of both passive observation and active participation with the narrative that creates a synergistic psychological effect that takes advantage of both forms of narrative engagement to create a stronger experience with it.

The structure goes like this: narrative frame, ludo experience, narrative beat, reframe. Repeat this structure until you finish your outline. Some ludo experiences are small solo instances, some are actual dungeons or raids, with plot advancement and narrative development being had at the conclusion via a cutscene.

This means that the ludo experience is very much one where the player, as the protagonist, creates the illusion of having a direct and real hand in events that greatly enhances suspension of disbelief and acceptance of the narrative's premises through a form of Sunk Cost Fallacy psychology. As we saw with A Realm Reborn, this is very effective and is the secret sauce behind the game's very fierce following among its audience as well as the source for the affection said audience has for both its lead developer as well as the writers.

In short, this is a ludonarrative model that works, and the development team has refined it to a very sharp edge indeed; the experiences in later expansions demonstrate that refinement.

A Premise Unsettling

The narrative does have troubling elements, but most don't notice them because they have no context for concern.

The one most people miss is the one that drives the entire game's narrative to date--the Hydaelyn-v-Zodiark conflict of Light-v-Dark--that was first introduced in A Realm Reborn via the active agents of the latter: the Ascians.

In Heavensward, we see that not only can one be formally taught how to summon the false godforms called "Primals", but the full nature of how that summoning works. This actually does not require formal ceremony at all; any strong emotion will do, by any number of people, so long as there is either living souls or crystalized magic power (either crystals) in sufficient quantity to power the summoning-cum-creation of the godform into material space.

We also learn that one can use living people as vessels for such godforms, and that one can create godforms out of nothing more than whim and fancy; two examples are Lady Iceheart's "Shiva" being really nothing more than her own self-insert fanfic made flesh (the realization of which breaks her morale as she loses her moral authority), and the aforementioned not-Church deliberately using the mythical versions of their historical forefathers as godform templates to invoke.

The other aspect of Primals--the enthrallment, "tempering", of their invokers and followers--remains evident. While most new players won't know of this unless they went out of their way to find it, A Realm Reborn reveals that even the powers of the purported True Gods of the Twelve are themselves Primals and the behavior of the Ascians is no less fanastical than any other Tempered thrall.

The conclusion then is obvious: this narrative is maltheist and antitheist, not merely atheist, as it implies (and is later confirmed in Shadowbringers) that both Hydaelyn and Zodiark are themselves Primals summoned into being to do specific things. There are no True Gods.

This is a problem because all of the races are Mankind, and Man in hardwired to worship and feel. Therefore it is unavoidable that Primals be summoned time and again, with all of the baleful effects upon the minds of men and the lands they inhabit, because the fundamental nature of Man makes it so.

And, as this remains the case through Shadowbringers, there is no solution offered to this problem by the narrative in any way. That may change with Endwalker, as it purports to resolve the Light-v-Dark conflict, but until then the only viable solution is a refinement on what the purportedly-evil Garlean Empire (which is unable to use magic) offers: extermination of all religion and all cultures of worship, in favor of a technocratic imperial antitheist state.

I will point out that replacing the State for God merely perverts worship into that of the State, and any form of worship will inevitably result in a Primal forming from the shared expectations of the worshippers- the very thing openly weaponized by the not-Church in Heavensward because they too saw this as the only way out of the problem.

To my knowledge, I am unaware that this is even on the development team's radar as being an issue at all. We'll see by this time next year if I'm right or not.

But Other Than That, Mrs. Lincoln

This is not to take away from the experience of play. It's a 10/10 experience and I won't say otherwise.

There are also other things I find irksome, such as the Modernist assumption that Democracy/Republican government of a more-or-less secular nature is always the best form of government and that "nation" is synonymous with "state" and "country" (both assumptions being utterly untrue), nevermind the totally-not-Christian church that gets undermined in Heavensward. Japanese games are Japanese, and that means baggage will be in tow whether we like it or not.

The narrative is a fantastic experience, flaws and all, and should be experienced to comprehend how well they merged storycraft with game design to make it so. At the very least, find a livestreamer going through the expansion or a Let's Play series covering it and see how it's done. Folks love this for good reason, and you ought to learn from it.

Wednesday, July 7, 2021

The Business: "The Path of Cormanor", by Cirsova's Jim Breyfolge

Cirsova's man behind "The Cosmic Courtship" is back with an original work.

As they put it:

Cirsova Publishing is thrilled to announce that we are taking pre-orders for Jim Breyfogle's new fairytale romance, The Paths of Cormanor!

Amara is a young woman of Cormanor, a household whose womenfolk have the ability to transform into cormorants to fly and dive for fish. Kellen is the youngest prince of the realm, a seventh son of a seventh son, and wishes to see these remarkable women for himself. During the pageantry upon the lake, Amara's cousin falls into the water and is spirited away by the Grimly, a malign creature of the elder world! Kellen braves both water and monster to rescue the boy. However the Grimly manages to trap the prince's soul and mark him for death! Amara tracks the Grimly to her lair, slays the wicked beast, and restores life to the young prince... but a piece of Kellen's soul is trapped within Amara!

The death of the sinister Grimly is just the beginning—Kellen must find the means to recover his missing piece of soul, while Amara and her family are haunted by the vengeful offspring of the monster she had slain! Kellen and Amara each must undertake their own harrowing journey, meeting delightful friends and dastardly foes, along the Paths of Cormanor!

Jim Breyfogle's beautiful new novel of fantastical romance is inspired by Eastern and Northern European myth and fairytale and sure to delight readers of all ages.

Thursday, June 24, 2021

My Life As A Writer: Final Fantasy XIV: A Narrative Reborn (Part Four)

Hubris Leads To Downfall

There is a dramatic reversal of fortune, but because a MMORPG cannot allow for the player to make the wrong choice this agency is instead rendered to a supporting character. In this case, the reversal comes from the boy wonder Alphinaud Levelleur. His smug face though ARR, and his too-confident attitude that he knows it all even alienates his twin sister Alisaie early on, acted to forshadow this.

The climax of ARR's launch content is a pair of dungeons where the Warrior of Light leads a commando team against the Garlean Empire's two key installations in Eorzea, places where Ultima Weapon--a reawakened Allagan Primal-eating mecha--is repaired at and (respectively) deployed from. All of the Garlean antagonists are defeated by the end of this arc, and the reborn Eorzean Alliance celebrates victory.

In a more concise narrative, this would be it and the protagonist would move on to his next adventure--i.e. to the Heavensward (HW) expansion--but extra-narrative issues delayed that. Making a virtue of necessity, the narrative team used the intervening patch cycles to play out the logical consequences of tensions and attitudes already expressed during the 2.0 story.

In short, we have a filler arc.

Rather than come up with a sidestory that had no lasting consequences, the FF14 team decided to use this to make a stronger narrative bind between ARR and HW. The means was the act of hubris that manifested as Alphinaud's decision to raise a private standing army with no loyalties to any extant government, but instead to be the military adjunct to the Scions. This was the Crystal Braves Grand Company.

This was a very good display of competent storycraft on the part of the writers. They ensured that the downfall to follow was properly grounded beforehand; it was well-known that Ul'dah was riven with corruption, that the Monetarists were little more than gangsters with good publicity, and others regarded the Scions as a nuisance if not a threat. Forming the Grand Company was the act that forced these hostile parties to act against the Scions, and therefore against the protagonist.

This "filler arc" had the protagonist not only deal with unraveling a hostile spy network tied to the Garlean Empire, itself foreshadowing the reveal of there being such a network in action, but also had two apparently disparate narrative threads woven together. One was the Shiva thread regarding Ishgard, setting up the transition to the next expansion in one direction, while the corruption thread out of Ul'dah pushed it from the other; the latter supplying the former with resources being the hidden connection.

The climax comes with the apparent defeat of the Shiva threat to Ishgard, when the protagonist comes to Ul'dah to meet with the embattled Sultana only to be framed for her murder in a most farcical manner. The betrayal by the Crystal Braves is revealed, as the Ul'dah Syndicate is shown to have owned the Braves since its formation and used it as cover for wetwork and covert operations under the Scions' noses.

The surviving Scions are exiled to Ishgard, and thus the downfall sets up the next expansion's story with the protagonist and Alphinaud in a situation nearly as weak as when ARR opened.

A Narrative Graded

ARR's narrative, if rendered pure in cinematic form:

It would be considered competent, but not extraordinary, in its quality. As a novel, or novel trilogy, it would not be any differently regarded. It is solid, journeyman work.

The evaluation rises when the very short timeframe (for a MMORPG) and resources (ditto) are accounted for, but that still doesn't put it up there with MacBeth. What makes the ARR narrative worthy of study is in how the narrative structure got successfully dual-purposed for a MMORPG, not that the quality itself is anything to write home about.

For the TLDR crowd: It is not bad. It's good enough.

However, it is clear that if the team had the time and the resources, they could make a truly great feat of storytelling happen using the MMORPG medium. We would see this first with HW, and subsequent expansions only improve in storycraft quality.

A Realm Reborn: 7 out of 10 points.

You will be satisfied with the story. You will be entertained by it. You will not proclaim it as a classic, ala FF4 or FF6, but neither shall you overrate it (FF7).

Wednesday, June 23, 2021

My Life As A Writer: Final Fantasy XIV: A Narrative Reborn (Part Three)

A Narrative Reviewed

Now that we have reviewed what the FF14 had to do to successfully merge narrative and gameplay, let's take a loot at how well they did it.

Entering The Game

The narrative thread begins, as I said previously, with the outsider protagonist being called to Eorzea by the Mother Crystal Hydaelen to be its champion and defend her world. You appear in a realm of Hydaelen, Eorzea, previously devastated by a disaster known as "The Calamity".

The protagonist encounters an agent of the dark god Zodiark, an Ascian, on his way to Eorzea. He is briefly blessed with the full power of his future calling to banish this Ascian before being sent on to embody into the world.

Upon embodying, the protagonist awakens on route to one of Eorzea's free city-states that remain in the Alliance: Ul'dah, Gridania, and Limsa Lominsa. (By this point, Ishgard had already withdrawn.) Being that the protagonist is an outsider to the entire realm, no one knows who he is and therefore has no prior knowledge of his encounters with the divine. He is, therefore, treated as no different than all the other aliens and foreigners that have flooded into Eorzea to exploit the opportunities for fortune that come with post-war chaos.

In terms of storycraft, this would be the first chapter of a novel or the first few scenes of a film or pilot episode. In shorter or more efficient fiction, this is a paragraph or a voiceover during the first minute. Why? Because all of this is framework erection. You are telling the audience what sort of narrative this is, and therefore what they can expect from partaking of it. It is also, as I said previously, the ideal structure for MMORPGs--"Chosen One" or not, as Howard's Conan and other adventurers show--as well for tales in fantastic world which is why it is so popular.

While the protagonist goes about introducing himself and getting acclimated to his new base of operations and the people that make it work, he will invariably make impressions upon key figures that hold the power to help or hinder him and thus the first set of narrative conflicts establish themselves. These exist primarily to demonstrate the protagonist's character to the audience; that they also serve to teach gameplay mechanics and game features in an organic manner shows the competent application of the structure to gameplay needs.

In narrative terms, this entire establishing arc is done by the conclusion of Act One. The first problem--to establish yourself and prove your worth to your hosts--is complete, and you solved it by mastering the lessons offered and demonstrating a willingness to solve problems that the locals either cannot or will not handle themselves. Now that the protagonist has acquired a repuation as a reliable agent and is now entrusted with more difficult tasks.

Rising To The Challenge

The establishing of the protagonist's character as a reliable agent and a trustworthy ally against dangers and threats concludes by granting the protagonist an expanded role in affairs of state. This process by having the following recent history told to the protagonist:

  • Five years before the evil Garlean Empire launched an invasion of Eorzea to conquer its nations and annex its city-states as provinces under its rules, erecting an empire in a blend of Roman and Persian techniques.
  • Ala Mhigo had already fallen to Garlean legions, so the remaining states formed the Eorzea Alliance. The war ground on for sometime.
  • The Garleans began to leverage their unique devices that mimic magical spells and magical beasts--"Magitek"--to overcome the defenders. This Magitek technology turned out to be far more developed and had far more applications than the Eorzeans realized, as it was based on the long-lost ancient civilization of Allagan.
  • The Garleans threw a doomsday weapon--a weaponized moon with the god-like dragon Bahamut inside--at the Eorzeans at Carteneau in a last ditch move for victory.
  • Archon Louisoix Levelleur of Old Sharlayen, in direct contravention of his state's policy of strict non-involvement with foreign affairs, lead a band of heroes known as the Warriors of Light and a pair of associated orders--the precursors of the Scions of the Seventh Dawn--to attempt to avert the devastation that Bahamut would wreak.
  • This would fail, and Louisoix would use the relic in his possession to attempt a literal divine intervention as a last resort; in so doing, he threw the Warriors of Light into the Lifestream to save their lives. None remember who the Warriors were, only that they were at all. The desired scouring did not take place, but the damage done was nonetheless disastrous even if it did mean that the Garlean Empire was forced to withdraw.
  • Five years have passed, and all three Alliance city-states remain unstable and rent with internal fissures as well as external threats of increasing power- including the Empire. To solve these problems, the demoralization has to be addressed first and foremost.

The solution is to appoint the protagonist as an envoy to the other two city-states. The aim is to launch a public relations campaign, directed at rectifying the plumetting morale of the city-states' populations, and thus ward off the despair that makes them open to corruption and subversion by hostile parties.

All of this is to introduce the player to the rest of the playable gamespace and its signicant NPCs, and along the way expand the available features and content. During this time the escalation of the protagonist's activities is also done, going from dealing with local threats basing their predatory activities out of some dungeon, cave, or crypt to facing one of these god-like beings face-to-face.

As a result of successfully facing and slaying such a demi-divine denizen the protagonist also gets increasingly invested in his realm of adventure by joining one of the city-state's standing armies as a reservist; this results not only in expanded opportunities, but also in higher status in Eorzean society and the granting of a private mount for his use. In gameplay terms, this is when the player gets his first mount and most associated features are unlocked.

This arc concludes with a second, different, encounter with another such monster and as a result the protagonist cements his standing with the Scions of the Seventh Dawn and becomes increasingly famous as "The God-Slayer" such that heads of state know him by name (and he, in turn, knows theirs) and the Garlean Empire takes notice of him. It is also at this point that the reason for how the protagonist can meet such beings--"Primals" or "eikons"--is reveals: the Echo, the blessing of Hydaelen.

The threat that Primals pose is also revealed here. Each Primal possesses the power to control the minds of mortal beings, a process called "Tempering" after the first such encounter with it; the firelord Ifrit uses a flame-like breath to mind control mortals, so it is likened to forging blades which requires tempering steel to suit. As the full nature of what a Primal is evolves, the form Tempering can take also evolves; savvy audiences (and players) can easily conclude that the Echo is Hydaelen's Tempering method, as once one is Tempered it is nigh-impossible for another to do so and--at this time--it is impossible to reverse.

This point in the narrative would lead up to the mid-point, setting up the means for a dramatic reversal of fortune to establish the climax. The protagonist is on an upward trajectory. He has proven himself a dependable ally, a resourceful warrior, and a loyal friend to his companions. While--unlike a literary example--there is no romantic subplot to alternately complicate and compel the protagonist in his actions, his quiet devotion to his divine matron becomes increasingly apparent to those closest to him; the leader of the Scions, and defacto priestess of their almost-cult, is a woman named "Minfilla" and also possesses the Echo- it is through her that the others come to believe in him as she does. This cleric-idol relationship serves the same narrative function of a romance subplot without any of the eros involved.

Continued tomorrow.

Tuesday, June 22, 2021

My Life As A Writer: Final Fantasy XIV: A Narrative Reborn (Part Two)

A Decision Reconsidered

During the redesign process, the team decided to commit fully to making FF14 a Final Fantasy game first and a MMORPG second. Yet they knew that they would attract a significant number of players more familiar with MMORPGs that don't possess this sorting of priorities. In order to ensure that the narrative created would be put front and second, the team made the call to use the narrative as a gate behind quick they would lock off access to the content.

The result is the Main Scenario Quest ("MSQ" hence). What it allowed the team to do is to use content access as a milestone for narrative progress. The narrative would tell the player about something useful for the player to know, and at the conclusion of that scene or chapter the player would gain access to a new feature or some instanced scenario such as a dungeon.

This structure would be repeated for structuring the progress of various Classes and Jobs, such that the User Interface would not only display the MSQ but also the current Class or Job quest. The player would go to his Guild or Job mentor, and that NPC would give them a task that not only told a story to itself, but also compelled the player to display the mastery of his current skillset before learning the new technique. For example, the Archer quests have you proving yourself to key Archer's Guild members in order to learn their best techniques until you master all that they know, at which time are you directed to learn from a former guildsman that became a Bard and you repeat the process.

For a writer, analyzing this structure is useful. The real purpose is clear: you use the narrative as a means of getting the player to comprehend why he needs to go there and do this, learn that, etc. and so it is narrative used for didactic purposes first and pacing second.

However, take a step back and you see why the structure works. You see easily why it works because the MMORPG medium merges the psychological effect of direct and active participation with those of indirect and passive observation as an audience, and thus you can see the gears and levers do their work in real time.

This is a clear Problem->Reaction->Solution structure. It is equally applicable to episodic and serial storycraft, and very effective for audience-insert protagonists that are very common in popular fiction since you don't need to tailor the scenario to the protagonist's specific qualities to make it work; it's why this structure is often considered by Lit Fic snobs to be synonymous with genre literature.

The key here is that the FF14 team makes this structure do double and triple duty. While the player is told about a problem, the NPCs also relay information to him--under the guise of being an outsider that heretofore had no reason to know--that not only does the player need to know to complete the gameplay scenario before him, but that advances some aspect of the overall narrative- often by straight-up plot advancement. That information doubles as efficient worldbuilding.

By tying all of the repeatable content behind completion of the MSQ, and by making that achievable in pieces--the ARR unlock schedule can be seen here--the team successfully achieved the difficult task of merging a satisfying narrative with that a compelling gameplay experience. The MSQ is that solution, and later expansions refined how this solution got applied.

It is not a perfect display of craftsmanship. Especially later in the ARR narrative, there are some straight-forward infodumps and "As You Know, Bob" cutscenes where the protagonist's chief allies--the Scions of the Seventh Dawn ("Scions" hence)--masked by the cinematographers getting to show off how movie-like they can make their cutscenes. That said, even when they have to resort to such measures, the writing team still fulfills the two duties of a fiction writer: to provide an emotionally-satisfying conclusion to the story, and to provide an internally-consistent and believable story to the audience.