How you can be part of a cybermob and not know it

— July 07, 2015 (2 comments)
Cybermobbing is getting ridiculous. I mean the entire spectrum here: public shaming, online bullying, harassment, and the general dickery that goes on all over the internet everyday.

The existence of this crap is not news (well, actually it is, like every single day). But it's often assumed that the people engaging in these activities are sociopaths, sadists, and trolls -- people who get high off wrecking other people, or who just have no conception of empathy at all. To be fair, parts of these mobs are exactly that.

But this post is about you, and how even the most innocent, well-meaning person can get caught up in mobbing someone and wrecking their day, if not their life.

An author recently posted the gif below, saying simply, "I don't claim to know s--t about soccer, but I know this women vs. dudes gif amuses me."



His point -- the point of the gif -- is that women athletes can be just as badass and worthy of celebration as men, if not more. Not really a point worth arguing against (unless you got a thing against badass women, I guess?).

The responses he got, though. Last time I checked, almost 50% of them pointed out that the woman in the gif is a rugby player, not a footballer.

They're not wrong. And that's not harassment nor bullying, and so far as I know the author in question was over it before I even had these thoughts. Most of the people correcting him even went out of their way to support his point (though there were a few who thought the mistake meant his argument was invalid which is... a different point, I guess). Taken individually, none of the comments would be a big deal, but when you get 20 replies like that, it can wear on you, literally.

It seems innocent. Each individual is thinking, "I have an opinion that he should know." But the recipient is thinking, "Dear God, MAKE IT STOP."

My point? Think before you post. You are not the only person to have the thought that you had, and you are likely not the only person to express it. Think, and then think again, and then maybe check to see if anyone has said the same thing before you do.

Too much work? Then don't post. Nothing bad will happen if you don't correct that person. But bad things become more likely each time you do.

"But I'm not correcting them. I'm really upset about what they did!" That's fine. There are things you can do, but being a dick shouldn't be one of them.

Social media is real life, guys. The people on the other end of those data packets are real people, and the words you type hit exactly the same as if you said them to their face.

The internet is a powerful thing. We are the ones who determine whether that's good or bad.

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Q: A couple of TTON details vs. Pillars of Eternity

— May 18, 2015 (2 comments)
Alessandro Gambino has two questions today:
a couple of questions that arose directly from my playthrough of Pillars of Eternity.

First question:  As far I remember, in Torment we will have separate inventory screens for each character, won't we? And if so, any hope you guys are reconsidering this part of the GUI?

I'm not sure where I might have mentioned separate inventory screens. If I did, it was either very early in design or else a mistake. Our inventory design is based on Pillars of Eternity's -- partially because we had just gotten their codebase at that time (so we could see how they were doing things) and partially because a single inventory screen for the entire party is just a good idea.

Additionally, as you mentioned in the full text of your question, Alessandro, TTON's weapon sets will be representative, so a single weapon can be used in multiple weapon sets. See this update for more info on that.

My second question: in a another KS update you wrote (quote): "For us, a “puzzle” isn’t an attempt to divine the will of the designer, but rather an obstacle with multiple solutions involving various Difficult Tasks and their applicable Effort and skills".

Does this mean that Torment won't have any puzzle/problem with not-so-obvious solution? Which is to say: Will the puzzle-solving elements of the original game be dropped in favor of the effort management of the new one (please don't do that. If you are not 100% convinced, I can send you my boxed copies of all Quest for Glory games, as a reminder of how you can have puzzles that feel like real puzzles even if they can be solved in multiple ways according to your character skills :D)?

I can see how your concern might arise from my quote. Rest assured that PST is our primary example in terms of how conversations are designed. "Puzzles" in TTON will take many forms. Simple ones might require one of a couple of Difficult Tasks, but many more will require you to talk to people and pay attention to your surroundings (or at the very least, they will be made much easier by doing so).

What we won't do is, for example, require the player to decipher an elaborate and unique sequence of actions to collect an item they don't even know they need. We also don't want the player to get stuck because they missed some foozle or failed the wrong Task. We are trying to emulate a tabletop RPG session more than a graphic adventure, and that means doing the best we can to anticipate what things players will want to try, and implementing what might happen for each one.

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Q: What's your favorite part of the writing process?

— May 08, 2015 (2 comments)
Trevor asks:
What's your favorite part of the writing process?

My favorite part is the part where I make money, followed closely by the part where people tell me how awesome my writing is.

Is that... is that not what you meant?

So, in terms of actually creating the story, I prefer planning, by far. I'm a notorious, obsessive, ridiculously detailed planner (which is perhaps why I make a decent game design lead). I like to outline my stories down to each chapter's beats and cliffhangers, if I can.

I'm also a big fan of revision, but only after I get critiques and after I've recovered from the bone chilling soul-death that comes with them.

Not a fan of the soul-death.

Or drafting. I hate drafting. In fact, given a choice between drafting and soul-death, I'd take soul-death every time. At least it means I'm staring at a finished story instead of that unholy blinking cursor of oblivion, mocking me while it sits there and does nothing...

You know, it's a wonder I like writing at all.

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Q: How do you have time for everything?

— May 06, 2015 (2 comments)
Trevor asks a very pertinent question:
How do you have time for everything? 
Seriously, I see that you have 10 kids, work remotely on an anticipated game, and write, among other daily challenges I'm sure. Was there ever a point when you wanted to let go of any of these passions? Do you ever worry that you can't devote enough time to each of them?
Do I ever worry I can't devote enough time to everything? Constantly. How do I make sure that doesn't happen?

I have no idea.

Well, that's not strictly true. I have some idea of how I pull this off, but I'm so notoriously bad at everything below that it's a miracle I get anything done. For what it's worth, here are the things that help me run my life:
  • Priorities. My family comes first, then paying work (98% of which is Torment), then my own writing projects (i.e. those that are currently unpaid but will hopefully be paid later), then boring things like fixing stuff around the house and watching Fast and Furious 7. When one priority threatens the happiness of another, they get cut off in reverse priority order... which is why nothing ever gets fixed around here.
  • Knowing my limits. I'm pretty terrible at this one usually, but occasionally I will have bursts of genius, like when I signed on to Torment with a 25-30 hour/week commitment instead of fulltime (although that usually turns into 30-35, and even more during crunches, but commitments! Yay!).
  • Schedules. This is easier when the kids are in school (which they're not now, oi). I try to do Torment work from 7-12 in the morning, then lunch, then write for 1-2 hours, then pick up kids from school, then spend time with kids, then usually more Torment work, then spend time with my wife, then pass out. And somewhere in there I get on Twitter and play chess. No, I don't know how that works either.
  • Very little TV. We don't have Netflix or Hulu out here, and we try very hard not to pirate anything. That leaves Crunchyroll, Legend of Korra DVDs, and our collection of Friends episodes. (We actually have more than that, but we rarely get to watch anything as it airs, making Twitter a constant spoilerfest).

Have I ever wanted to let go of something? Yes and no. I certainly enjoy the financial freedom InXile has given me (especially when we needed it most), but part of me thinks I'd be okay with having time to focus on just my writing and family again. (Then the other part of me starts shouting, "Hey, remember how hardly anybody paid us for our own writing?!").

Giving up writing is also an option, but I don't know if I could give it up completely. I've been writing my own stories in some form since I was seven. For now, I'm content to just take it slow.

Obviously my family is not on the table. They're what I do everything else for.

I've already given up a lot of things to make this work: blogging regularly, keeping up with Naruto, any kind of serious board game design, most movies and computer games that I can't enjoy with my kids... These are costs I'm willing to pay in exchange for creating cool things and raising awesome children.

And if my other commitments become too much, I'll cut those too. Until then, I'll just keep trying to live three dreams at once (four, if you count sleep... which I do).

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Q: Will Torment use Unity 5?

— March 31, 2015 (0 comments)
Mark asks:
Is Torment going to be / has Torment been developed with Unity 5 in mind?

It turns out this was a more complicated question than one would think. We're planning to move to Unity 5, but we weren't sure about that for a long time (and even now, there's still a fair amount of work to do before the move is official).

Further details from our illustrious wizard/programmer, Steve Dobos:

We started work on Torment before Unity 5’s full feature set was announced.  By the time Unity 5 became a known quantity, we had already done much work on the engine for Unity 4.  So the benefit of a move to Unity 5 will be limited for Torment.  The primary justification for a move to Unity 5 is the new Mecanim system.  We’ve put much effort in to the animation of our characters, and the Mecanim upgrades will help organize our complex animation trees. 

Unfortunately, all of the cool Deferred Shading tech they released in Unity 5 doesn’t function with an orthographic camera, which Torment uses. So while we're doing some interesting things graphically, largely thanks to the Pillars of Eternity technology, Torment won't really benefit from Unity's graphical enhancements. Sadness.

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Q: How do we know who wrote what?

— March 21, 2015 (2 comments)
Haran asks:
About writing credits in games - in most big games, you can't know which part of dialogue\text was written by whom, just that there is a "lead writer" and other writers. Is there a secret way industry people like you guys use to know this? And for Torment, will you list somewhere who wrote what?

The "secret way" is we ask people what they were responsible for. The answer we get back is rarely simple.

The thing is that most big games are a team effort. Although one person might initially be in charge of an area or a character, by the end of the project so many people have had their fingers in everything that it's often difficult to say who wrote what.

The best we can do (which is what you often see in interviews and the like) are things like: "Well Joe did the high level design on Sagus Cliffs," "Luke was primarily in charge of the Oasis," or "Kate wrote most of the characters in the third act of the game." That's about as specific as we can get.

We could maybe list those vagueries in the credits, but even that might be disingenuous. For example, right now George Ziets is in charge of the Bloom and has written a couple of the conversations. But Colin has written most of them. I've written a few, as has Thomas Beekers and a couple of our other writers. Some of the conversations have been gone over many times by multiple people. I've thoroughly reviewed (and sometimes revised) all of them, and George plans to do the same.

So who wrote what? I could maybe tell you right now, but I'd have to break it down node by node in many cases.

By the end of the project? All I'll be able to tell you is, "Well, George did the high level design on the Bloom...."

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Q: What kind of writing samples do you want for game work?

— March 19, 2015 (2 comments)
Gunther Winters is looking for a writing position in the gaming industry. He says:
...all those ads [that interest me] require the submission of "samples" of one's own work, and I suspect that those that don't clearly require it just take it for understood. ...what is adequate for "submitting"? How many "pieces"? How long? Of what  kind? Most ads mention no details whatsoever...

Any other advice for an aspirant "writer" who is trying to approach the gaming industry?

I can't tell you specifically what other people are looking for, but I'll tell you what we look for. Since Torment is looking for a number of words on the order of 2-3 George R. R. Martin novels, I hope my advice will be applicable (if not over-applicable) to other positions as well.

Mostly we want to get the sense that you can do the work we need you for. Length of the samples is not very important, so long as it's a couple of pages' worth. Quantity of samples can be useful to get a sense of a writer's breadth, but again is not critical.

The type of sample matters more. For us, we like to see game and fiction writing (and because Torment is a bit more literary* than most games, we slightly prefer fiction writing to get a sense of a writer's skill). If an applicant sent us links to his Twitter feed or blog posts, it wouldn't tell us much about whether they could write character dialogue.

* Read: more wordy.

In general, it's a good idea to send exactly what is asked for. If they don't ask for samples, or you think you might have too many, then include a link to more samples in case they're interested. If they think you look promising, they can always ask for more.

Lastly, although the requirements of every game writing position is different, being technical enough to structure branching dialogue is usually a good skill to have. Fortunately, there are many game design and modding tools that can help you learn this sort of thing.

As to other advice, I've written on that before. Short version: learn to do something related, and do it very well.

Gunther adds:
Last, if the choice is between getting Torment released and replying to me, by all means please just work on the game and release it already. I'm dying here [insert pun about my "torment" here].
Heh. Fortunately for you, my brain needed a break and your question provided it. But I appreciate your anticipation!


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