Tuesday, September 1, 2009

Westgate: Behind the Scenes, Part 2

Well, I can now reveal that my wife and I went to Las Vegas for her birthday this past weekend. It was a first time for both of us, and we had a blast. We're not big gamblers, so the only cash we lost was on the entertainment and meals. I bought us tickets to see Cirque du Soleil: KA at the MGM Grand on her actual birthday, and it was an amazing show. Other than that, it was just experiencing the city, which is rather unique in my experiences.

And then I got to update my US graph below to now include Nevada. Moving on...

Mysteries of Westgate
So last time I told the story of how Charissa came into existence. Now I'll give my take on the character and describe what I was trying to accomplish with her. Note that there are MoW spoilers below.

One of the things I try to do with most of the major characters I write is to make them three dimensional and lifelike to the extent that can be done in a game. Note, I said major characters, which describes only a very few, but Charissa definitely fell within this group.

Many people who play MoW and spend little time talking to Charissa will probably view her as opinionated, caustic, judgemental, and rigid in her thinking, and she would no doubt be proud to know she projects that image, but the crux of her character is that she is profoundly unsure of herself. In fact, she is in the throes of a deep internal philosophical crisis. It's what I now call a "Charissa moment." I recently had one, and I bet most people have one at some point in their life.

Essentially, this occurs when two "truths," often formulated during the simplistic idealism of youth, become no longer compatible in a single world. For Charissa, these two truths are that (1) her parents are innocent of the crime they are accused of (aiding in the kidnapping of Falucca Ardabrent) and (2) justice is an absolute principle. When her parents were arrested, she inately believed that they were innocent. When they were then found guilty, she began to search for answers, eventually arriving at the Tyrran church that promised justice would triumph. She has tried to merge these into a single universe, but over time, these two competing principles have proven unable to coexist, and no matter how long she searches, she cannot find a way to force them to. Fundamentally, if justice is universally true, then how do her innocent parents sit behind bars?

This, then, is the core of her restlessness. She believes that if she can find the pirate captain, Pharros Sneed, he will have the explanation as to how everything can be made right. He is the one who can prove her parents' innocence and allow justice to prevail. That is her sole mission, and anything else she engages in either is a means towards that end or serves as a proxy for it. (In other words, by destroying other evil-doers, she vicariously destroys her own.)

Charissa has, of course, reacted to this profound self-doubt by giving off an air of supreme confidence. She is determined to allow no one else to see her weakness. That is why, contrary to what one might expect, she lambasts Mantides and goes easy on Rinara. In Mantides, she sees a reflection of herself, and she handles that reflection the same as she does everything else she doesn't like: by bludgeoning it to a pulp. Though Rinara's world view is one she can never agree with, the certainty with which Rinara holds it is calming to her. As she says during one of the companion exchanges, "she'd rather be around with someone who knows what they believe - even if it is wrong - than one who is wavering in their belief."

This also explains one of the most controversial aspects of the character: namely during the Tyrran Enclave quest, why does a lawful good character abandon the slaves to their fate simply for vengeance? That's not lawful good! It's more like evil!

First, one must understand the Tyrran mindset is one that stresses justice first, so I never believed the choice here is all that clear-cut for a Tyrran. That being said, I would still think saving the slaves first is the more preferable choice. However, and this is key, Charissa is not a perfect example of her religion. Regardless of whatever principles the religion espouses, in this instance, the shock of at last finding Falucca overrides any thought of right and wrong. Here is a woman who can prove her parents' innocence, and she will apprehend her regardless of the consequences. I guess I could agree with giving her an alignment shift in the evil and chaotic directions, but I wouldn't agree that temporarily allowing one's passions to overcome one's mind is a reason to change alignments entirely. This is perhaps Charissa's most human moment in my opinion. The world is full of imperfect people who imperfectly live according to the values of their religion, even when they legitimately hold those values dear.

I have over time become wary of what is often termed "navel-gazing" characters, so there is no point that Charissa ever actually spells any of this out. Rather, one would need to talk with her often, look for subtle clues, and use their own human intuition to glean any of it. For those who simply want to get to the adventure and forget talking to the companions, they'll never get more than a surface-layer view of any of them, and that means the image Charissa projects will be the only one they see (just like real human relationships). But those who spend time with her should pick up several clues, such as the one mentioned above with Mantides and Rinara, that should reveal there is more to the character than just the bombastic, self-righteous priestess.

As an aside, Charissa's quest, the Tyrran Enclave, explores many themes. The obvious one is the fate of Charissa's parents and the beginning of her final resolution of her "Charissa moment." But there's something else for Charissa there. As her two key principles begin to come together, a third one gets added: compassion (or mercy). No matter which way she deals with Sneed, she has begun a process, which she articulates immediately after leaving the Tyrran shrine, in which she begins to think about the roles mercy and compassion have in her religion. The player isn't meant to be able to guide her along to think exactly as they do; Charissa's already too experienced and independent an adventurer to be led around by the nose. But she has begun a process of introspection that will lead to greater wisdom (important for a priestess).

There are other themes as well: love, fate, redemption, justice, and questions of the greater good. The first two are explored in the story of Falucca and Sneed, the third and fourth in Sneed's subsequent life, and the final one in how the player chooses to deal with the slaves and Falucca. Sneed's ultimate fate is not meant to be an easy choice for the player. (Obviously, Charissa is the one who makes that choice, but the player gets to advocate one way or the other.) As a pirate captain, it can be assumed that Sneed engaged in all kinds of theft, rape, pillaging, and murder, even if he is innocent of Falucca's abduction. However, he changed his ways several years ago and has since acted for the benefit of mankind. Does any future good he might do outweigh his past crimes? Is there any good to be done in punishing a man who has a clear track record of having mended his ways? Does that even matter since his past crimes have thus far gone unpunished?

As for the question of the greater good, many people probably view that as saving the slaves. It's certainly the more immediate good, but if Falucca escapes to set up shop elsewhere, there may be hundreds or even thousands of people who are sold into a lifetime of slavery as a result. So which is worse: killing ten people or enslaving thousands? Of course, there are other considerations such as the definite knowledge that the ten will die versus the hypothetical scenario that thousands will be sold into slavery, but that only adds a further dimension to the dilemma. One of the things I really wanted for this quest was to present choices that weren't easy or obvious. Hopefully, I succeeded.

Next time, I'll give some incite on the origins and intents regarding the other three sidequests I designed.

Monday, August 24, 2009

Westgate: Behind the Scenes, Part 1

Maimed God Update
Progress has been slow. I was sent on another business trip to Alaska last week, which meant zero progress was made. At the end of this week, I'll be taking my wife somewhere for her birthday. It's a surprise, and she sometimes reads this blog, so I'll have to reveal exactly where later on. Then it looks like I might have another business trip after that.

But yesterday I did manage to thoroughly test one of the areas I hadn't tested all that much yet, so I think it's pretty good for now. In addition, I finished writing a new dialog for a new "flavor NPC." Essentially, after working to add content to Act II, I thought some of the areas in Act III were bare in comparison. So more content got added.

Anyway, I have some more targeted testing this week, and then I think I'm going to do one more complete pass-through of Act III and then it's on to campaign-level testing.

Mysteries of Westgate
Since progress on TMGS is slow and I can't post screenies of Act III anyway without spoiling the hell out of the adventure, I'm going to turn to a subject I've been patiently waiting to write about: some behind-the-scenes of the Westgate development. Note that this is not going to delve into the whole "why was it delayed" saga. I almost definitely don't know everything, and what I do know is secret. However, I will reveal how I became involved and what my thoughts were as the project came together: essentially a Developer's Diary but after-the-fact. Right now, I envision this being a four-part series, but this could change if I think up more interesting content.

The Beginning, or How I Became Involved
It was January, 2007, and I had just handed in my resignation for my previous real-world job. During the time I was cleaning out my desk and ticking down my final days, I had little to do, and so on a whim, I logged into my hotmail account and - a very rare event - I checked my trash bin to see if any legitimate messages had been caught by the spam filter. Yes, I was very bored.

Well, in between all the advertisements for penis enlargements and new methods to make my girl happy, I saw a note from Alazander. Thinking back, it was odd that it got flagged as spam, as we had exchanged a couple e-mails previously in regards to some comments he made about "Saleron's Gambit," but there it was. Fortunately, it was only a couple days old at that point, so I could still answer in a reasonably-timely manner. Opening the messgae, I was surprised to learn that he was now involved in Ossian (like everyone, I had played DoD), and there were some openings coming up. They needed a scripter, but they also might need a new developer, and would I be interested? After a few e-mails, I had a phone interview with Alan Miranda, who mentioned that, though he hadn't played the SG series, he had noticed that SG V was rated right under DoD on the new modules charts (#1 and #2 - yes, I remember). By the end of the conversation, I was in. It was only left to decide in what capacity.

Of course, I would have done either the scripter or the designer jobs, but I mentioned I'd rather be a designer. As it turns out, one of their designers ended up leaving the team later that week, and I was slotted into his place. Honestly, I don't remember who that was, but I do remember he was someone pretty well known in the NWN community at the time, and he had developed some mods on his own that I had heard of. Thanks to him whoever he was...

The Birth of Charissa Maernos
So within days, I was in heavy planning. The storyline for Westgate had been finished for a while, and most of the sidequests were planned as well, but very little content had actually been done in the toolset. I was probably only one to two weeks behind in actual toolset time. Anyway, I needed to quickly come up with a companion and several sidequests, get them approved, and start writing.

I already knew that two of the companions were a fighter named Mantides and a rogue named Rinara, so I thought up a character concept for a wizard, but when I spoke with Luke, there was silence on the other end of the phone, at which point he said that because of the heavy undead content in the story, they'd rather have a divine healer.

As an aside, prior to my involvement, the third companion was going to be a female bard named, I believe, Eudice. Because bards have access to healing spells, this was agreed to even though bards are not technically divine casters. I got the impression, however, that bard was not the preferred class for the third companion (strictly my impression here), and they didn't need to worry with me. At the time, I didn't much care for bards, although my feelings on the class have modified recently for the better. What it did do was pin down the gender of the companion. As Eudice was female, a female voice actress had already been hired, so that placed an additional restraint on my companion.

So it was now back to the drawing board. Keep in mind that this was all pre-MotB, so there was no Favored Soul or Spirit Shaman, so the list of divine casters (minus bards) was Cleric, Druid, Paladin, and Ranger. Rangers aren't much in terms of spell-casting. Neither are paladins, and this would have trampled on Mantides' back-story anyway, so that left Cleric and Druid, and I just decided that Cleric worked better in a city-based adventure. Honestly, this didn't thrill me, as I was then writing a novel centered around a female cleric, but I set to work doing what I could.

It was around this time that I decided I didn't have the patience to write a novel and so changed TMGS to be a NWN2 module instead. However, I liked the protagonist I had envisioned, Sheridan Steele, and so I took most of her mannerisms and ported them over to the new companion. In TMGS, the novel, Sheridan was a tall, blonde, Amazonian, tough-as-nails, take-no-prisoners enforcer who had trained with an elite cadre of paladins in her home town of Neverwinter. There, she had learned to use both a tower shield and a warhammer. In the only battle scene I had written to that point, I had envisioned one of her favorite battle tactics as essentially bull-rushing opponents with her tower shield, pinning them up against walls, and using her weight to bash them into submission. She was also left-handed (unfortunately unable to be duplicated in NWN), and this made her tough to handle, as her blows came from the opposite direction that most adversaries expected. In demeanor, Sheridan was unyielding and merciless... at least to begin with. This created the basis for tension with her companion, Tancred, who was deeply distrustful of the Tyrran church.

So those who have played Westgate can see how Sheridan became Charissa, but only externally. I was determined that I would not give Ossian that character in case I wanted to come back to her in the future, and so I resolved that the new character would have a different name and a different backstory. When I release my character creation guide for TMGS, one of my hints will be to not make the character from Waterdeep because the story doesn't work if the character already has contacts in that city. I already knew this, of course, and so I deliberately chose Waterdeep as the home of my new character, as this would force me to think beyond the character I had already created.

So I downloaded the Waterdeep source book from the Ossian server and began to just read. I'm not sure I can really outline how all the ideas began to come together from there, but the pirate theme from Westgate's lore combined with the Waterdhavian nobility to coalesce into a new backstory that featured both aspects as well as slave-trading. Looking through the businesses of all the noble houses of Waterdeep, I saw that the Maernos family had once specialized in slave-trading, though it is now illegal in Waterdeep I believe. From there the name and backstory just worked itself out.

Because I was already working on TMGS in a couple forms, I didn't want Charissa to be a Tyrran. Originally, she was a Lathanderite, but this was vetoed by Alazander because of the heavy inclusion of the Lathanderite church in MoW. On my own, I tried to work Charissa into the churches of Ilmater and several others before reluctantly coming to the conclusion that, because her backstory dealt with the theme of justice or lack thereof, Tyr made the most sense. Thus, in a sense, when Charissa mentions to the player that she tried several different churches before settling on Tyr, it's the truth.

So by mid-February of 2007, Charissa had been born in her final form. Next time, I'll give my interpretation of the character. Despite her apparent one dimensional nature, she is actually the most complex character I've written to date, though some in TMGS will best her. But all that's for another post.

Tuesday, August 4, 2009

Musings

I returned from Maryland a few days ago and got right back to work on TMGS. I've finished my last play-through and have already handled most of the issues I noted. There are a few left, including a couple rather serious ones. For example, there was a bug I found by handling quests in a different order from what I originally envisioned; a needed character for one sidequest leaves at a certain point in the core path making the sidequest unworkable. That's pretty much a "DUH!" moment, but it's amazing how blind you can be when you're so used to thinking about the adventure in a certain way. It's easily correctable, though I will need a bit of time to implement the change.

Still, overall I was very pleased with how polished it was. Release is getting closer all the time.

Thomas Cromwell
One thing that my trip to Maryland did for me, though, was that it forced me away from the computer and therefore made room for me to churn through some of the books I've been meaning to get to. Actually, I got through one book: "Thomas Cromwell: The Rise and Fall of Henry VIII's Most Notorious Minister" by Robert Hutchinson.

I can't remember where I saw the comment now that caused me to buy the book, but in the back of my mind, I had the impression that one of the author's ideas was to present a case for Cromwell being much more active in Anne Boleyn's downfall than is generally accepted. Having read the book, I don't really see that as his case; he pretty much took the standard line on the subject... to the extent that Anne even featured in the book, that is.

My biggest gripe is that the author didn't seem to know what he wanted to do. As a quick explanation, there are two extremes to historical writing, either of which is valid and useful. On the one hand, you can write for a professional audience, in which case you present a clear, logical case with copious notes and well-documented sources for any argument you present, no matter how small. The only things that are not documented are facts so universally accepted as to not be in dispute. This type of book is tedious for any but the most interested reader.

The other extreme is what is sometimes referred to as "popular history," in which the author uses notes sparingly or not at all. Often, these are written almost as a narrative or story designed to hold the attention of a reader who is potentially only mildly interested. In the latter, the book is written for a reader who will mostly assume that the author is a superior authority on the subject and so will just accept what is written as true. In the former, the audience is likely not to consider the author a superior authority on the subject and will need convincing if they are to agree with a view different from the one they already hold.

With the book in question, however, the author seemed to jump back and forth a bit too much for my preference, though he obviously tried more for the former style than the latter. As such, it's hard for me to recommend the book to a serious scholar and impossible for me to recommend for those merely interested.

"Thomas Cromwell" is certainly negative in tenor towards Cromwell, as could be gleaned from the title. This is another big sign that the author isn't entirely interested in an academic treatise, as he has no problem interjecting his opinion of the man. Oddly, however, the epilogue then credits him with several useful and even positive changes in English government. These include reformation of the tax system and a curbing of some government abuses, though the author points out that this did not extend to Cromwell himself. Indeed, Hutchinson claims that Cromwell so enriched himself, both legitimately and illegitimately, that by the end of his life he was the third richest man in England after only Henry himself and the Duke of Norfolk. (Incidentally, if the claim is true, then that would make him wealthier even than Suffolk, which would be quite the accomplishment.)

What I do find interesting is that this book seems to be one of a recent slew of offerings on the subject of Thomas Cromwell, which leads me to believe he is drawing increased interest lately. It might make an interesting juxtaposition with another recent publication, "The Rise and Fall of Thomas Cromwell: Henry VIII's Most Faithful Servant." The strange parallel in the titles, publication dates, and even the similarity of the covers make it look like two neighbors got together and decided to have a sort of mini-debate in the presses.

Friday, July 24, 2009

John Adams

TMGS Update
I'm pretty excited about "The Maimed God's Saga" right now because the end is definitely approaching. I've worked out the module transitioning issues and have heavily debugged the scenes that bridge the second act which takes place in Navatranaasu, and the third which takes place (nominally) in Waterdeep. In addition, I've worked a bit on the intro into Act III to sharpen the opening moments and fix a couple issues that must have been introduced with the later patches, and I'm now ready to really buckle down and finish up the play-testing of Act III. As long-time readers may remember, I've already done serious work on the final act, so it should go faster than previous acts. And when that's done, I move into campaign-level beta testing!

I also made one other decision. Originally, the adventure started at 5th level and would take the PC to 8th level, meaning that 8th level would be achieved right after beating the final bad guy and gaining the last big chunk of experience for the adventure. After some play-testing, I realized the full adventure was going to last around 14 to 15 hours. After some thought, I concluded that 3.75 hours per level advancement struck a better balance between leveling too fast (and levels not meaning anything) and leveling too slow (and players becoming frustrated) than 5 hours per level. This decision then necessitated increasing the difficulty of the later encounters including virtually all of them in Act III.


Travels
I will be slowed next week, though. I have a week-long trip for work to the Baltimore area (Fort Meade), so work will be zero for several days. Bummer.


John Adams
Looking at the IP map of my readers below, the heaviest concentration - no surprise - is from North America and Europe. However, it is interesting to see the spots from some more exotic locales (from my perspective). Hello to whoever's in Sri Lanka, Siberia, Iceland... And it looks like there's only about one person each in New Zealand and Mauritius that cares, but they come back a ton by the size of their dots. But I digress...

Where I was going is that John Adams will be of limited interest to half my audience, but for those who have no reason to know, he was the second President of the United States. Among the first few Presidents and their associates, collectively called the Founding Fathers, he is among the lesser known even to Americans. His administration, the only one of the first five to last just a single term, is nestled between two of the giants of American history: George Washington and Thomas Jefferson.

To briefly place Adams a bit more into historical context, several of the first few Presidents are generally considered among the best there have been. Washington, of course, established the basis of almost everything that the office entails, and his revolutionary credentials as Commander-in-Chief of the Continental Army lends him additional historical weight. Thomas Jefferson wrote the Declaration of Independence and, as president, negotiated the Louisiana Purchase, which gave the geographic impetus to the unofficial U.S. policy for most of the 19th century known as Manifest Destiny. James Madison wrote the Constitution and, as president, oversaw the efforts in The War of 1812, which confirmed the results of the American Revolution, even fleeing into exile as British soldiers burned Washington D.C. James Monroe was the youngest of the group and had limited Revolutionary credentials, but his eponymous doctrine set the philosophical basis for American foreign policy in the 19th century. In between all these is John Adams, who did what, exactly?

Several years ago, David McCullough wrote the definitive biography of Adams, and his reputation has seen steady improvement over the last decade. It was this book that led to HBO's production of John Adams, a seven-part miniseries that details the events of Adam's adult life. Last night, I finished the seventh part and have mixed feelings on it.

The series opens during the Boston Massacre of 1770. I did not remember until I watched the series, but Adams was the lawyer who defended the British soldiers in the incident, eventually winning their acquittals. This made him tremendously unpopular among Bostonians at first, but it eventually played into a reputation that he was a man of principal, a reputation that helped him get nominated as a Massachusetts representative to the First Continental Congress where he would meet and befriend many of the men who would become the core of the Revolution only a year or two later.

Up front, my biggest gripe with the series is that it was too short for the subject matter it wanted to cover. From 1770 to Adams' death in 1826 is a long time to cover in seven episodes of an hour and a half each. This results in break-neck pacing that makes the episodes feel more like a series of vignettes than a complete narrative. The producers made the choice to cover all the important stuff, but as many of these events were years apart, it means the viewer often careens wildly from one situation to the next, often with very different political backdrops that aren't well explained. Friends in one scene are enemies ten minutes later without any explanation as to the events that led there.

I also think there were some pretty horrific casting choices, the worst of which was Rufus Sewell as Alexander Hamilton. Now, I've seen Sewell in other work, and he's a competent actor, but Hamilton he is not. He simply fails to convey the notion that he's a financial wizard, instead appearing flighty and intellectually vapid. Incidentally, Hamilton's relationship with Adams is the basis for my comment above about friends becoming enemies in literally ten minutes for no apparent reason.

As bad as some casting decisions were, others were brilliant. The two leads, Paul Giamatti as Adams and Laura Linney as his wife, Abigail, completely nail their roles. It is their relationship, more than any other, that defined Adams and his career. In a series that too often took a strictly factual approach to its narrative, these two managed to get the lion's share of characterization moments, and they made the most of them. The two laugh together, argue, exchange knowing glances... in short, do everything necessary to show that, whatever we may think of marital relationships in the 19th century, these two were both the best of friends and intimate confidants. They cry with each other through the bad times (the deaths of two children) and bolster each other through the darkest days of his administration. It is not for nothing that Abigail Adams is considered among the most influential first ladies of the 19th century.

For example, in part 6 Adams is contemplating whether his course of neutrality between Britain and France is wise. (In Europe, Napoleon was quickly rising, and the two nations were already openly hostile to each other.) He is contemplating giving in to those in his party who want war with France and is wrestling with the decision during a sleepless night following news of the American ambassadors' humiliating dismissal by Talleyrand in Paris. News of the dishonor is rapidly being disseminated in the press by those who desire war and are trying to apply pressure to Adams. Yet it is Abigail in the dark of the night who hugs him and urges him to stand firm in his conviction.

But the support also goes the other way. In one scene, Abigail reads an editorial in the paper to John as they sit for an afternoon tea together. Ever more irritated, Abigail is practically screaming as she gets to the finale, in which the writer calls Adams (essentially) "an ugly, vain, toothless, and condescending cripple." She throws the paper down in disgust, at which point Adams only peeks out over his teacup and proclaims wryly, "Well, I'm not crippled." Abigail smiles but is not really mollified. She returns that they would never have said the same about Washington, to which he again looks at her over his teacup a bit mischievously and replies, "They would have called him toothless." (Washington had notoriously bad dentures.) The tact finally works, as Abigail looks him in the eye, realizes he's winding her up a bit, and then the two begin to laugh together. These scenes are just two of many that illustrate the deep bond the two share.

However, as good as these two were, on a personal level I was most struck by Stephen Dillane, who played Thomas Jefferson. While he obviously got no where near the screen time that the leads did, he nevertheless stole what time he got. Most amazingly, he did so without saying very much. Jefferson was notoriously quiet, choosing to listen much and speak little. A shy man more inclined to introspection and solitude, he still managed to achieve the Presidency, a fact which argues for incredible personal magnetism. Dillane managed to achieve all of this, conveying most of it with very few words and a quiet, yet powerful, voice. I had never heard of Dillane before, but if his other work is anywhere near the quality of this, I'm a fan.

There are many striking moments in Dillane's portrayal, but I'll pick just one to illustrate. In an early scene, Adams and Benjamin Franklin argue over the words of Jefferson's initial draft of the Declaration of Independence. They eventually decide that Jefferson's phrase "We hold these truths to be sacred and undeniable..." should be rewritten as "We hold these truths to be self-evident..." and then look to Jefferson, sitting some ways off apparently lost in his own thoughts (see the last picture), for approval. He only shrugs nonchalantly. Taking this as an affirmation, they turn to the next phrase before he quietly inserts, "Every phrase was chosen with utter precision." Dillane manages to deliver the line with a subtle sense of authority that perfectly conveys a sense of how the quiet Virginian would become the basis for a political party and an entire movement.

I don't normally comment about make-up in my reviews, but the work here was striking in this case. Seeing as how the actors all had to portray their characters from the thirties on up in some case to their nineties, the make-up artists had their work cut out for them, and I must say they did a spectacular job. (Of course, the actors all did a good job as well.) With only a single exception in the last episode, I was overall amazed by how seamlessly and believably the characters aged, and the last episode gets a pass a bit as it covered the time after Adams' presidency (almost 26 years.)

That said, I do look forward to the historical series that doesn't feel the need to show how grubby life was by having the obligatory surgery scene where some poor soul is getting a body part sawed off without anesthetics. Liquor him up and have him bite on a rag while we saw through bone... It was new in "Gone with the Wind," but eighty years on I think I've got it. We should all be thankful we live in the 21st century. Ah, well... Two scenes, but mercifully, they were both short.

The costuming was plush, although not on a scale of "The Tudors" or "Rome," but then it never could be. Life in colonial America was never going to possess the color or richness of life in the Tudor court. It certainly got the job done.

The music didn't stand out for me. I'm noticing that this is a common note in my reviews, which is strange seeing as how I love music. That said, most of the time I notice music is when it detracts from the show, and it certainly didn't here. I thought the main theme was suitably majestic and "colonial American" sounding, but my wife didn't care for it at all. So the vote there's 1-1.

As a side note, to any who watch the series, there's an especially well-done scene about midway through when Adams is appointed the first U.S. ambassador to Great Britain (under the Articles of Confederation). I didn't realize he had been, so when this scene came up, I looked to my wife and said, "Boy, is that going to be awkward!" And it was. The point where he is first introduced to King George III, played by Tom Hollander, was one of the most deliciously pregnant pauses followed by a series of unsure glances and exchanged "ummms" in the history of television. Who knows how the moment actually went, but the two participants in the scene certainly provided a memorable moment that will stick in my mind for a while.

Overall, I'd recommend the series to those interested in the subject matter. It's certainly not flawless, but it is entertaining and well worth the ten or so hours you'll sink into it.

Thursday, July 16, 2009

Places I've Visited

As I surfed the net, I found a couple cool applications that allow one to track the places he or she has been. On a whim, I checked off my travels and included them at the bottom of my blog. What I learned is that there are so many more places to go. Actually, I already knew this, but a graphic representation really brings it home.

This coming November, I'll hit Mexico, Guatemala, and Belize. My wife and I have gone to Europe a number of times (and I went several times before I met her), but we're excited to be going somewhere a little different this year. Eventually we'll get to Asia. But the Atlantic seems to take forever to cross; I can't even fathom the boredom associated with crossing the Pacific.

John Adams
As a heads up, my wife and I have been chugging through the HBO miniseries "John Adams" on DVD. I'll review it when we've finished. Thus far, I'm impressed. It might be of limited appeal to those outside the U.S., but then again, good TV is good TV, and if you like history...

Sunday, July 12, 2009

I Hate Cutscenes!

I hate cutscenes worse than any other part of mod making, but I sucked it up and finished the major one I spoke of last time. It's still not quite what I envisioned, but it certainly works, and I think it remains pretty compelling. That finished my work on all notes I had from my last playthrough of Act II.

I then turned to Act I again. I rewrote a couple dialogs, cleaned up some scripting, and added another encounter. Then I started another play-through from the start of Act I intending to go through the end of Act II and even into Act III. As it turns out, I need to look into some issues regarding changing between modules within a campaign. It should be easy to figure out.

During the play-through, however, I managed to find about twenty issues, mostly misspellings or bad punctuation, and I wiped all but one out already. I still have a little polishing of Act III that I know needs to be completed, but the bottom line is I'm getting into campaign-level testing at last. The light at the end of the tunnel is definitely approaching!

So I have another screenshot from a recent playthrough. Nothing exciting, but it's part of the dialog the PC has with Tancred as the two investigate an especially grisly scene. Enjoy!

Sunday, July 5, 2009

Taking Stock of the Situation

It's been about a while since my last update on TMGS. Unfortunately, my progress has been somewhat slow, but as it has been a month, there's still quite a bit to talk about.

Up front, there've been a couple tough decisions. The first is that I'm about 99% sure that my hope for original music is gone. I'm not going to go really in-depth on my rationale, but I will say that given the current economic outlook as well as my own shifting priorities, I just can't justify spending the kind of money on the software that it will take to get it done. I'm going to try to find some suitable music in the public domain instead. Frankly, I took a long time to come to this decision, and I'm not thrilled about it. Most of the major themes for TMGS are running around in my head even as I write this, so it's not a matter of not being able to come up with them. Disappointing, but life goes on. Maybe one day...

Second, I've not looked incredibly hard, but I have looked a bit and I followed up what leads were suggested to me in various forums. However, I've not found a 2D artist that's willing to contribute around 15 drawings for free, so the intro and final movies are in jeopardy. I've been looking through online images to see if I can get enough to cobble together a movie that looks to have a unified drawing style. I'm close, but there are a few gaps. Amazingly, the gaps are actually what I would think are the easier drawings. For example, I'd like to find a silhouette of a man and woman walking into the sunset holding hands. There are several that I've found online, but all of them have people wearing what is obviously modern clothing, and that won't work. It makes it kind of hard to have a movie that depicts the PC and companion "living happily ever after," and without that slide, the ending movie would be really lame. So, if anyone reading this is willing to try their hand at about 4-5 pictures (and can draw), I'd appreciate it if you piped up.

So what have I done? I finished the play-through I talked about last time and took down 163 notes, 162 of which I have now corrected. The last one is a big one that will take some time. Just yesterday I finished the 162nd note, which concerned a nagging doubt I had in regards to the final dungeon of Act II: namely that it was too short. Initially, it was just a series of three rooms, each of which had an important encounter, but that seemed a little too rushed. After playing it a couple times, I finally gave in and redesigned the whole dungeon, including adding a couple more encounters, a new puzzle (of sorts), and some hopefully interesting things to investigate. To give you an idea, I've included the overhead map of the renovated dungeon. In the top left, if you look hard, you'll see three rooms surrounded by a red box. Those were the original dungeon, and all the rest, including area design, dialogs, scripting, etc. has been the task of the last week or so. I am much happier now with the final product.

The final note from my last play-through is in regards to a crucial point where the PC finally uncovers the identity of the opposing deity. It's done via a complicated dialog that's supposed to be full of pyrotechnics and very dramatic... only I have to admit that it falls completely flat. The idea in my head absolutely does not translate at all into the NWN2 medium, so I'm going to have to do a lot of rework. It might even require a whole new rewrite of the scene. I'm not looking forward to it, but it's necessary.

Other than that, I'd say Act II is now in a pretty high state of polish and fairly bug-free. Of course, I'll probably never be happy with the polish, even after release, but it has to be done some time...