Games, Sustainability, And Expectations

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Lately, I got into the game “Portal Knights,” a charming Minecraft-meets-Action RPG video game. It takes a lot of lessons from various games and combines then for a solo or with-friends adventure in a broken world. There are a few polish issues, but for $20 there’s a lot of value.

The game also has optional downloadable content, from a fancy one with new stuff to simple ones with extra hats or buildable items. It all seems quite reasonable, but then I found online complaints about the game having a “money grab.”

Note that for $20 you get a pretty complete game people are supporing, even though it’s been out in Early Access and complete for over two years. It didn’t seem that way to me, but . . .

This made me think about the challenges that game publishing faces – and how much it costs.

  • First, people expect a supported game. But if you make your money on sales, then you need ways to keep paying for it unless you make a lot of money.
  • Second, many people expect games to be around for a long time – that requires some kind of support model.
  • Third, subscription fees of some kind seem to have long ago faded away.
  • Fourth, DLC and extras are reasonably accepted ways to keep the money coming. Heck, it goes back to Team Fortress 2 and hats.

We have expectations of long-term support and endurance of games in the video game community. But how do we reconcile that with the simple financial need to pay developers? Even when we do that, do we have a way to declare a game just simply “done” and move on?

I thought about this and simply realized . . . I don’t have an answer.

We want a way to get good games. We want a way to support them and have them grow. But the methods we have are piecemeal, or limited, controversial, or misused (loot boxes). There has to be something else out there we haven’t invented yet.

I’d like to see a lot more discussion on media production, monetization, and patronage. It’d be great for games, yes, but it might be something we can extend to other media. Right now, we’re probably too confined by current models, past ideas, and recent failures.

Steven Savage

Steve’s Update 12/15/2019

(This column is posted at www.StevenSavage.com.  Find out more at my newsletter.)

A few big announcements!

First, Chance’s Muse, my book on random generators – is out! You can get it from a variety of sources at this link!

Secondly, I’m back at generators with the Promare-Inspired Super Professions Generator!

So what have I done since last time?

  • Way With Worlds: The Gods and Deities Book’s first draft is almost done – I expect to have it this week!
  • Chance’s Muse: As noted is done. Out, published. Launched! Whew!
  • A School Of Many Futures: I took a break on this to replot some things, so though a lot is written, I’m only “confident” out to Chapter 3 – but oh, what a Chapter 3!
  • Seventh Sanctum: I got out a new generator, the Super Professions Generator! Back in the swing of things!
  • General: Prepping for the holidays of course.

What’s next?

  • Way With Worlds: Finish the draft this week, then off to my editor, who hopefully has time . . .
  • Chance’s Muse: Well, it’s done. But I have ideas for the future.
  • A School Of Many Futures: Editing Chapter 3 while doing some more replotting. A few twists surprised me, and I want to get them in there – I mean when you suddenly discover a three-century old conspiracy in your story . . .
  • Seventh Sanctum: Nothing right now, mostly some tweaks. But I’m feeling that mojo again!

Steven Savage

Plots, Pants, And Flows

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Writers have heard this over and over again.

Some people are plotters, detailing out their stories before writing.

Some people are pantsers, charging ahead writing with little or no outline.

Some people are “plantsers” walking a line between both.

Though these are convenient ways to classify writers, they’re limited. These classifications are much like the classic and oft-mocked D&D alignment chart – interesting originally, but restrictive in the end. Are any of us one of the above all the time, in all of our writing?

As of late I’d struggled with my latest novel – I tend to more of a “plotter,” but it hadn’t quite worked for me. At the same time, pantsing or “plantsing” didn’t work for me either. I felt disconnected from my work, my writing lacked an intimacy.

This had rarely happened with my nonfiction work. Indeed, it seemed I could step into that work with ease for the most part. This wasn’t surprising, as I’ve done mostly nonfiction the last decade – a second novel being a challenge presented no surprise.

So as I meandered towards a solution, I decided to replot a troublesome chapter. This suddenly awakened my imagination, that intimate connection with one piece of my work to the exclusion of all else. Everything felt alive.

Then, I took a look at authors I knew with both challenges and lacks of challenges. Those who had trouble with their works had lost a connection with it, from not liking it to fearing audience reaction to not caring. Writers with few troubles felt an intimate connection to their work – it could be love of characters or joy in “mechanizing” a story, but it was intimate.

My rewrite of a single chapter felt more intimate. That told me what I’d been missing – I’d let so many things distract me from my work. Replotting a chapter reconnected me.

Looking at my past works I could see when works had been easy, I had a sense of intimacy and connection. I had made books on potentially boring subjects and had been absolutely enjoying it. I write many worldbooks and those involved a well-polished system, and it’s fun.

So let’s stop thinking about pants, plotting, and “plantsing.” Let’s ask what methods keep us connected to our works and intimate with our goals. Maybe one time we plot, maybe one time we “pants,” and another time we do something else.

If you’re not feeling connected to your work, then it’s time to switch up how you do things. Who knows, you might invent an new way to classify writers we can all misuse . . .

Steven Savage