Latest News : Remembering Joe Dever

Fallen Gods Update #1: Introducing Fallen Gods


 
Once, the world was better, the gods greater, the wars over, the end farther. You were born in the Cloudlands during those days, one of the Ormfolk, forever young and strong, worshiped by those below for your forefathers’ deeds. But all is not well. Now, wolves and worse haunt the night, the law holds no sway, and men’s hearts grow hard toward your kind. Fearful of their dwindling shares of souls, your brothers turned against each other … and against you. And so you were cast down from the clouds, a fallen god broken upon the bitter earth. You rise, still free from death, with only the slightest hope of winning your way back to the heavens that are your rightful home.


Fallen Gods is an RPG inspired by the board game Barbarian Prince, the computer game King of Dragon Pass, and the sagas, eddas, and folklore of the far north. With a dark, wry tone, it tells the story of a god trying to survive in a dying world ruled by beings with great might and wits, but without the wisdom to heal the wounds left by their wars. The game has been in production for about four years, and its concepts have been building in my head for decades.


At the core of Fallen Gods are interactive events, choose-your-own-adventure vignettes in the spirit of the Lone Wolf gamebooks. Throughout the game, the player will enter towns and tunnels, meet strangers and friends on the road, face earthly and unearthly foes, and witness wonders of all kinds. Each of these events, accompanied by a hand-painted illustration, consists of a series of nodes, each a paragraph of text followed by several choices that depend upon the skills the god knows, the items he bears, and the followers he leads. 

A forest village quest.

These events, like Fallen Gods itself, are about exploring the game’s world, mechanics, and story. In every session, dozens of the hundreds of possible events are spread across a procedurally generated landscape in a way that creates both surprise and coherence. Events are both destinations for the player to seek out and obstacles to bar his way. They provide the landmarks and characters that bring the world to life and make geographic exploration rewarding and dangerous.

Heading toward a cave dungeon.

A wurm, one of the more dangerous foes in Fallen Gods.

Events also provide a laboratory for mechanical exploration. Just as the world is unique in every session, so too is the god, with different skills, strengths, supplies, followers, and gear. These things, alone and together, are powerful tools that can open up new paths, some obvious, others requiring thought and experience. Thus, for example, the Death Lore skill (allowing the god to speak to the dead) and the Wurmskin Cloak (allowing him to understand the speech of birds) can together unlock a new path through the “Windfall” event, which begins with the god finding a field full of dead starlings. Or, in “The Whale,” the player might use the Wild Heart skill (allowing him to bend beasts to his will) along with Nail (a magical spear) to draw back and harpoon his titular prey. In another example, the screenshot below shows a few of the possible forks at the start of the “All Is Lost” event.

A barrow event.

As the player passes along these different event paths, he uncovers more about the world and what has befallen it. This “narrative exploration” reflects three values (aside from the basic goal of engaging writing). First, what the player learns should be relevant to the game’s mechanics and thus of practical value. As in the wonderful King of Dragon Pass, an understanding of the setting’s laws and lore helps in handling both friends and foes, in making informed choices rather than guesses. Second, while Fallen Gods involves plenty of words, reading should lead to doing: there is never more than a paragraph of text before the player is back in control, either making a choice with strategic consequences, fighting foes in a tactical battle, or exploring the world while managing resources. Third, the setting should be uncanny and unsettling, rooted in the same rich soil from which modern fantasy springs, but growing along different lines.

An example of an illustration before it goes in game.


That setting grew from my fascination with Iceland and its marvelous Commonwealth, a nation of silver-tongued skalds, quick-witted warriors, troll-women, and land-wights, a land haunted at night by the Northern Lights, where some men still worshiped the beautifully flawed Norse gods. Where but in that Iceland would they compose an epic about a man who “was so great a lawyer that his match was not to be found”? This is Njal Thorgeilsson, the 10th century hero of the forebodingly titled Saga of Burnt Njal, a man who warns that “by the law alone will our land be built up” in a saga that vividly shows the other path, as scenes of farms and families give way to an endless blood-feud that brings Njal his fatal epithet. Where but in that Iceland would men dream up nabrok, wealth-bringing pants stitched from a dead man’s skin, or tilberi, milk-sucking worms shaped by witches from wool-wrapped ribs? What other land, so tiny, so remote, so poor, could bring forth not just Snorri Sturluson but Leif Erikson?


But Fallen Gods is not a “Norse” or “Viking” game; neither is it a Tolkien-inspired fantasy setting. Rather, like Tolkien’s own setting, it is drawn from the old lore and poured into a new glass, hopefully yielding something familiar but also strange.



Over the next weeks, we’ll be sharing more about the game’s setting and its systems, its paintings and its pixels, its music and its narration, to give you a sense of what has already been done and what still needs to be finished. The game has no targeted release date because everything about it has taken far longer than I ever imagined. Perhaps it will come in 2018; perhaps in 2019; perhaps later still. One way or the other, it will be done “in the fullness of time.”


A stronghold with no quest available.


 


NEXT WEEK: Days of Yore





Incidentally, if you have not played our first game, the point-and-click adventure Primordia, you can grab it on Steam (or GOG.com):



While the gameplay couldn’t be more different from that of Fallen Gods, the games share a similar design philosophy of careful worldbuilding through beautiful artwork, rich lore, and memorable characters.

Primordia 2 Concept Art (jk)

My four year old daughter has been designing a “new Horatio and Crispin game.”  It appears the energy crystal and conductive putty make an appearance in the sequel…

Divide By Zero

 


When I was 19, I was unexpectedly hired to write the story to a GameBoy Color RPG, entitled Infinity.  This was my first paid work as a writer, and actually my biggest paycheck for many years.  More importantly than that, though, writing a jRPG story was something I had dreamed of — and attempted — for many years.  As a little kid, I’d played Dragon Warrior with my older brother (the last RPG he ever played, the first of many for me), and after playing Shining in the Darkness, I became committed to the idea of making one myself.

I attempted to make an RPG in many different programming languages (BASIC on an Apple II/c, BASIC on a Macintosh IIsi, LogoWriter on that same Macintosh, QuickBASIC on a PC, and TurboPascal on a PC) and then a series of kinds of game-making software (ZZT, MegaZeux, Unlimited Adventures, Verge, and RPG Maker 95).  This doomed endeavor — and in a sense, it really was a single endeavor — was probably most fueled by Final Fantasy II, a game I played at a friend’s house and dreamed of mimicking.  It consumed most of my creative energy and much of my free time from about 1992 until 1999.  Over the years, I collaborated with many people on the Internet, and dragged them into the black hole of wasted time.

One of those collaborators was Eric Haché, the indisputable king of jRPG-style music in that era.  I solemnly believed that if I could get Eric on the project — a game called Shadow Incarnate — we couldn’t fail.

Well, we failed.

After that, I became decided to stop importuning other people and wasting their time, and set out in RPG Maker to create a throwback homage to Final Fantasy II, a game called Redemption.  About three months into making it, I got an email from Eric out of the blue: he was doing the music for a GameBoy RPG, but the writer had flaked.  Would I be interested in working on it?

The day I saw Infinity running on a real life, actual GameBoy, I nearly swooned.

That the game should be a technical marvel is no surprise because its coders, Justin Karneges and Hideaki Omuro, were basically superhuman savant programmers.  Justin, for example, had managed to make a full-featured RPG (Joltima) on the TI-83 graphing calculator, something that in a sense vindicated my Quixotic effort to make a jRPG in, e.g., LogoWriter.

Getting to work on Infinity was beyond the biggest dream I’d had — namely, to mimic a console RPG, but not actually to make one.  The problem was, there was a tiny window of time to write the story, so I dusted off Redemption, and got writing: 25,000 words in three days.

Nineteen at the time, I imagined myself to be writing a mature homage to the games I grew up on.  With the distance of 17 more years, I realize how mistaken I was — it is a decidedly adolescent appropriation of those games.  The story begins with a flashback to a heroes many generations ago and their tragic conclusion (just like Lufia and the Fortress of Doom), before turning to a fallen knight who has more than a little Cecil from FFII in him visiting a castle that is plainly Tintagel from Dragon Warrior.  There he meets a king who is equal parts taken from the the king of Baron in FFII and the king in Faxanadu, before encountering a villain who is plainly Kefka from Final Fantasy III and having a send-off that is plainly the bridge scene from FFII.  He sets off through a series of environmental dungeons facing environmental enemies strikingly reminiscent of Secret of Mana, while visiting a desert town straight from The Magic of Scheherezade and then a post-apocalyptic (not in the modern sense) refugee town that is just like the future city in Chrono Trigger (right down to an elder who riffs off the “Heal-thy” line).  Along the way, all the characters spout emphatic one-liners that are somewhere between Destiny of an Emperor and River City Ransom.  All of this adventuring takes place against a backdrop of a resurgent supernatural evil that is mostly Dark Force from Phantasy Star with a dash of Lavos from Chrono Trigger.

Anyway, this game got very, very close to completion, but a series of insane and insanely frustrating factors conspired to doom it.  For example, Squaresoft’s American branch expressed interest in seeing it, but shuttered its offices before the project lead (Justin) could arrive: when he showed up, he found empty office space with a Parasite Eve poster on the wall and a single telephone on the floor.  He called the contact number he was given and the phone rang.  Later, Crave Entertainment entertained publishing it, but while they mulled it over, the GameBoy Advace was announced and Golden Sun with it, and the technical marvel that was Infinity was now the most advanced Cro-Magnon scratching his beard at a newfangled Neanderthal.

So it goes.  The project faded away.  We all went onto other things.  Years passed.  More years passed.  All the while, the game’s sound engineer, Matthew Valente, kept the spark alive by teasing tidbits about Infinity on YouTube and elsewhere.

Finally, in 2016 — a good 17 years after the project began and 15 years after it stopped — Justin and Hideaki dusted off the code, and persuaded the game’s visionary financier Matt Rossi to let a build and the code be publicly released.

So here it is.  A time capsule.  A living Cro-Magnon.  A homage, pastiche, bricolage, fiasco of a story. Go grab it here.

Traducción Española

Tenemos el placer de anunciar la traducción de Primordia al español por parte de Eduardo Moreno Martín. Durante casi siete meses, Eduardo y su equipo — José Morales, Antonio Reyes y “cireja de abandonsocios” — han trabajado de cerca con el escritor de Primordia (Mark Yohalem) y el traductor previo al francés (Flavien Gaillard) para cerciorarse de que la traducción capturara los singulares modismos y expresiones de Primordia. Dado el papel inspirador que la literatura española, en particular las obras de Jorge Luis Borges, ha tenido en los temas de Primordia, es apropiado que el juego disponga ahora de una adaptación al español adecuada. Por favor tened en cuenta que sólo se ha modificado el texto; las voces siguen en inglés.

Como en la traducción francesa publicada previamente, en la actualidad no podemos distribuirla a través de los canales oficiales de Wadjet Eye Games. Tendréis que descargar un parche desde la página web de Primordia. Tenemos la intención de dar soporte a este parche con la misma diligencia y entusiasmo que al Primordia mismo, así que por favor informad de cualquier error para que podamos subsanarlo.

¡Esperamos que disfrutéis de la traducción!

Steam: http://primordia-game.com/Files0/PrimordiaStuff/PrimordiaSteam_SpanishPatch.exe
GOG: http://primordia-game.com/Files0/PrimordiaStuff/PrimordiaGOG_SpanishPatch.exe

Auld lang syne

Notwithstanding the continuing lack of any new games, 2015 has been an amazing year for Wormwood Studios for a couple reasons. 
First, Primordia sold about 50% more copies in its third year than it did in its second, received a beautiful French translation, and rose into the top 15 user-rated games on Steam.  It also crossed a significant threshold: over 100,000 copies sold.
Second, I fulfilled an adolescent dream of being able to work on the closest thing to a second Planescape: Torment — namely, Torment: Tides of Numenera.  It’s been a humbling experience to be just one of many writers, with only a small part to play in the greater scheme, but all the same, the 70,000-odd words I’ve poured in so far seem to me to be among the best I’ve written.  As I’ve said many times, Primordia was heavily inspired by the original Torment, so this feels like closing a circle.
While life has a way of going awry, next year looks to be even more exciting.  Primordia will be getting a Spanish translation (currently about two thirds complete) and — if Wadjet Eye Games can clear its pipeline — an iOS release. There are also Polish and German translations, and a new Russian translation, although I am not especially confident that these will be finished anytime soon.
More importantly, we have three games in the works, which I’ll list in order of my confidence that they’ll be done in 2016.
First, James Spanos — Primordia‘s coder — will be releasing Until I Have You, an action game that is rather tricky to classify.  It has elements of CanabaltNinja Gaiden, and Hotline: Miami, but is absolutely its own distinct creature.  I’ve had some peripheral involvement in revising the writing, but otherwise this show belongs to James and his artistic collaborator, Andrea Ferrara.  UIHY has been in development for over a year and it’s fully playable, with about 90% of the content in place.  This kind of game requires a huge amount of testing and honing, but I can’t see any way that James doesn’t get it over the finish line.
Second, Victor Pflug — Primordia‘s artist — is developing Trenchmouth, a point-and-click adventure game similar in spirit and style to Primordia.  Trenchmouth is about a world not unlike ours, where a Great War grinds on without end.  This has a certain superficial similarity to the background of Iron Storm, but things diverge dramatically because Trenchmouth‘s setting cannot be untangled from Vic’s techno-magical realism.  Despite his endless efforts to ground his creations in real technology, there is a dreamlike quality, and at the end of the day Trenchmouth is not going to be a “What if?” alternate history but a nightmare whose symbolism is rooted in a dark historical reality.  Vic and I have chatted a bit about the story, and I think it’s shaping up nicely.
Finally, Fallen Gods continues creeping forward.  I’m hopeful that as Torment work wraps up in early 2016, and I’m able to give full attention to FG, the pace will pick up.  In the meanwhile, let me tell you a little bit about the game.
This runestone serves as the main menu (options not visible) and part of the opening cinematic.
Its roots lie in two old, non-computer games from my childhood: Barbarian Prince and Lone Wolf.  I rediscovered these back in around 2006, and I was simply blown away at the things they accomplished without the assistance of a computer.  I loved the ways in which BP created this reactive, complicated game with very simple tools.  And I loved that choices and skills in Lone Wolf felt meaningful.  I was coming off having played a lot of computer RPGs where improving a stat, gaining a feat, picking an option really did not feel significant at all.  In Lone Wolf, by contrast, each of the special abilities just felt . . . well, special.  And you got to use them in these great ways, with great frequency.
I then launched into a massive project to hybridize these games with Weird Worlds, a procedural “coffee break” game.  The game was called Star Captain.  I read about 100 space opera novels, watched hours of space opera TV and movies, studied a ton of space opera P&P games, and churned out a 250-page design document.  I was very close to signing a contract with S2 Games to co-develop the title (at the time, I was doing writing for them), but it fell through, and I switched gears to make Primordia.  Then I discovered that Mass Effect had largely preempted my narrative concept (cannibalizing the space opera canon) and a slew of games, most prominently FTL, had seized on the same gameplay structure.  Well, shit.
Around the time Cloudscape died, I was reading Beowulf to my kids and The Long Ships to myself, and fell in love with Anglo-Saxon language and Norse fatalism.  I embarked on a long reading journey, which took me through most of the Icelandic sagas, the eddas, the Tain, the Exeter Book, and lots of history books.  So immersed, I realized that I could take Star Captain back closer to its Barbarian Prince roots, and thus Fallen Gods was born.
Many missing tiles, and the ! is placeholder. (Also a lousy screenshot.)

Here are just a few of the missing tiles, and sprites that replace the ! icons.

The basic gist of the game is that the player is one of the eponymous “Fallen Gods,” who must win his way back to the Cloudlands — our Asgard — by hook or crook.  I don’t want to spoil too much at this point, but basically it is a bleak game that blends Norse mythology and Icelandic folklore (and European folklore more generally) with a rather bleak worldview that fell upon me when reading a series of books about the aftermath of various revolutions (Russian, French, Bolivarian, and anti-colonial wars of liberation in Africa).  The current pantheon of Fallen Gods successfully overthrew the indifferent, and even cruel, primordial gods who ruled before them (a blend of titans and animistic prehistorical gods).  Despite this signal and perhaps noble victory, the new gods, led by Orm the Trickster, have proven fairly inept as divinities and catastrophe has befallen the world: political, ecological (I was also reading, among other things, The Earth Without Us and The Sixth Extinction), and spiritual.

Anyway, the “hero” — more anti-hero, or let us just say, player character — has a fixed number of days to make his way back to the Cloudlands, lest he become mortal forever.  The game plays out through three systems: the world map (depicted above), events (which are still coming together from an interface standpoint), and combat (which is still in the mockup stage).

Here’s a look at some of the combat art:

A bogwight in its native environment.
A troll.  In theory, at least, the far background will be contextual to the map.

It’s a shame that I don’t have a great pic of the warband facing off against some of these foes.  I can only say that the artist — Daniel Miller — is simply amazing.  These are true pixel art, drawn dot by dot, each frame drawn from scratch.

Finally, here are a few examples of events:

So this is a look at how they actually work: text with options.
A draug in “The Dead Hand.” (How the images look as standalones.)
“The Lights of Skyhold”
Some still worship the old gods.
The corpse of Karringar, one of the defeated Firstborn.
The first three images are by the amazing Ryan Cordin.  The next two are by the equally wonderful Zoltan Tobias.
Anyway, I can’t wait to share more about the project and its League of Nations-esque international team, but for now, I’ll just wish everyone a happy New Year!  Thanks again for all the support!

Traduction Française / French Translation

Nous avons le plaisir d’annoncer la sortie de la version française de Primordia, la première traduction du jeu approuvée par Wormwood Studios. C’est l’aboutissement de presque un an d’efforts fournis par Flavien Gaillard, qui a travaillé en collaboration avec Mark Yohalem et James Spanos -respectivement auteur et programmeur de Primordia- pour mener le projet à bien. Flavien et Mark ont littéralement échangé des centaines d’e-mails pour s’assurer que l’adaptation française capture l’esprit et les nuances de la version originale. Cette traduction est également le fruit du travail des testeurs-correcteurs Maryam et Eric Forgeot, Marc Monti et Sébastien Léonard, qui ont consacré de nombreuses heures à la relecture des textes et à la traque des bugs. C’est enfin le produit de l’enthousiasme des fans francophones de Primordia, qui ont encouragé Flavien à entreprendre et à terminer ce projet de taille.
Pour de délicates questions d’affaires, Wadjet Eye Games a refusé de tester, d’approuver, et de distribuer la traduction. C’est pourquoi il est nécessaire de télécharger le patch sur le site Primordia, et non depuis Steam, GoG, ou le site de WEG.
De par le nombre restreint de testeurs, il peut subsister des erreurs dans la traduction. Or, nous tenons à apporter autant de soin et d’enthousiasme à ce patch que nous en apportons à la version originale de Primordia. Aussi, nous vous remercions de nous remonter tous bugs rencontrés en jeu afin qu’ils soient corrigés.
Nous espérons que cette adaptation vous procurera autant de plaisir à jouer qu’elle nous en a procuré à la réaliser… et qu’elle vous apportera aussi un peu de frustration -car un jeu d’aventure sans difficulté est inconcevable !
* * *
We are delighted to announce Flavien Gaillard’s French translation of Primordia, the first Wormwood Studios-approved translation of the game. It is the culmination of almost exactly a year of tireless effort from Flavien, who worked closely with Mark Yohalem (Primordia’s writer) and James Spanos (Primordia’s coder), to bring it to fruition. Flavien and Mark exchanged literally hundreds of emails to insure that the French text captured the spirit and nuances of the original English. The translation also reflects the labor of Flavien’s testing team—Maryam and Eric Forgeot, Marc Monti, and Sébastien Léonard—who spent countless hours reviewing the text and trying to find bugs. Finally, it is the product of the enthusiasm of Primordia’s French fans, who encouraged Flavien to undertake and complete this massive project.
For sensible business reasons, Wadjet Eye Games declined to test, endorse, or distribute the translation. Accordingly, it is currently necessary to download a patch through the Primordia website, rather than through Steam or GOG or the WEG site. Because of the relatively small number of testers, there may be glitches or errors in the translation. We intended to support this patch as diligently and enthusiastically as we’ve supported Primordia itself, so please report any bugs so that they can be fixed.
We hope that the translation brings you as much pleasure in playing as it brought all of us in creation, and perhaps just a little bit of the frustration—because no adventure game should be too easy.

More fan art

Another fun piece of Crispin fan art!