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Posted on 12:02 PM by Tina

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Memories Of You

Posted on 10:26 PM by Tina

I have to warn all who dare enter that this post is going to be emotionally charged.

I actually wrote it a year ago. My wife went to the hospital for pregnancy complications and was told she'd be leaving with a baby - a few weeks earlier than expected. I only had a few days to process this information, which for reasons that will be explained within was complicated. I couldn't sleep and I was up all night writing and sorting through my feelings. This blog post is one of the results. I didn't post it because it felt unfinished, unrefined. I didn't mind putting my emotions out there for all to consume, but I did want to edit the writing before posting. I just wasn't brave enough to re-read it after it had been written.

My new son turned one yesterday (May 4, 2016) and I felt it was time to revisit this and put it online.

- TOP





"キミの記憶" or "Memories of You" is one of the most important songs in my life. My Japanese is pretty bad, because I let it fall far into disrepair over the years, but for some reason this song spoke to me even before I transcribed the significance of every word and stroke of every character into my mind. I was listening to the soundtrack of Persona 3 one night and this song came on. It's peppy and upbeat. It's pretty and I've always enjoyed it since playing Persona 3 long ago. This particular night it was the English words that caught my attention because they play off a few lines from the game said by one of the characters. In particular, "I will never leave you" stuck out as one of the most meaningful moments in the game. It was then that I realized what the song was actually about and from that moment I had to know every word. As I began to unravel the meaning of the song, listening, reading the lyrics and translating them, I unraveled emotionally as well.

Since that night, I always turn to this song when I need to actually, truly feel my feelings. Even on antidepressants, the song manages to burn through the haze of emotional indifference to rip the true feelings from my heart and slap me in the face with them. I even wrote a poem that night several years ago about teardrops filling up the concave inside of my glasses - it wasn't a great poem so I won't share it, but I really liked the imagery of my tears falling onto my lenses. It was the first big release of tears since my son died. Several months had gone by and I had done my very best to lock it all away and bury it with mood altering drugs. I put on my brave face to "get on with life" and left a huge emptiness lingering inside. But that random, fateful night, this song dove into my heart and dredged up all that pain.

The very strange thing about this song among countless songs of love and loss in any number of other languages is that it's about a female android mourning a human whom she had grown to love over the course of the game. The nature of her love is fairly ambiguous - whether platonic or romantic - but it really doesn't matter. It's strange that this song and that relationship is what the developers chose to focus on when there were many, many other relationships in the game that could have been emphasized. It is a game about relationships, in fact. The reason the android is so meaningful is because she begins her chapter of the story without even realizing she's capable of human feelings. Over the course of the game, she comes to understand friendship and develop true, meaningful relationships with the people whom she had been alienated from her entire existence. She expresses her new-found feelings and then suddenly and unexpectedly (SPOILER) the character to whom she is enamored dies. This song is very much about how she processes this grief - something I try really hard to avoid, I think.

I think about Aigis a lot. I relate to this fictional android in several ways which emphasize why this song is so powerful in unsealing what I have buried deep inside. It explains why I can put this song on whenever I need some relief from the emotional pressure building up. As a robot, Aigis's lifespan is fairly indefinite. For her, this encounter with the characters of the game is probably only going to be a mere instant of her existence, but definitely the most meaningful time of her life. She forges a friendship that would teach her what it meant to actually be alive, and to be human. Then, that friendship abruptly disappears in an instant and Aigis makes the choice to live on and carry those memories of him forever (hence the name "Memories of You"). She could shut off her emotions and go back to being just a robot, or shut down completely and withdraw from living in a technical sense, but she makes the choice to go forward because of what her friend taught her about being alive. This choice to carry the memories forward is pretty similar to how I feel about my son, Rhys, who only existed for 6 weeks but changed my life forever. It was like a drop of water in the ocean of life experiences - six weeks out of 35 years seems so inconsequential. He never said a single word. We only made eye contact a few times. This tiny thing that existed in the blink of an eye had the power to change things forever.

I used to think I was a lucky person. It's silly really. I was walking around this planet thinking that I was someone who never really had bad things happen to him. The older I got the more bad things actually started happening, but I just clung to this mentality that I wasn't the type of guy that had truly bad things happen. I had friends who would witness me go through some pretty awful situations and wonder how I held my resolve, how I remained so calm and cool and collected about everything. When Rhys died, that perception of myself as a lucky person completely shattered. It was a few years ago, now, and for the most part the pain is just a dull ache instead of crippling stabs into my chest cavity - but the pain still exists. It's still in there in full, terrible form. There is such a tremendous amount of pain waiting to be unleashed by something as simple as a song about a robot and her dying friend - and it can hurt like the day it happened if I let it grow. It feels like I am now marked by this pain, that my soul is torn so deep that it defines me. In one terrible night, I transformed from that casual, friendly person who could bounce back from anything in stride. I was dismantled and crushed and replaced by a person who now knows he isn't lucky. He knows terrible things have happened and can happen again at any moment.



This weekend a new baby is going to be born. I've spent nine months hiding from it, pretending it's not real, trying not to look at ultrasound pictures or feel the kicks. I needed to pretend it wasn't happening, because I can't handle it. I have to handle it and I will handle it, but my emotions, my anxieties, my endurance is not ready for this challenge. I'm terrified. If anything bad happens again, I don't know how I will survive. This is true of my other two surviving children, as well, but they're already here. The risk of losing them in some sudden accident is already real and prevalent. I've been coping with that for years. I won't even get started about what I go through when leaving them with other people, or sending them on field trips. But it's not nearly the same as having another newborn - another precious, fragile, tiny life living in my house. Another defenseless human being that my wife and I are charged with taking care of.

That's not all and this is why I need Aigis tonight. I'm not ready to let go of Rhys. My rational brain realizes that I don't have to "let him go" and that he'll "always be here." I know that I'll never forget him, but I'm so tremendously scared that I will. I think I always have been. We didn't have enough time together. I can't remember the way he sounded. I can't remember the way he smelled. I remember how he made me feel - I mean, how happy I was to be around him and how wonderful it felt to hold him close, but that's the best I can muster. I don't want him to disappear forever. I don't want him to be buried so deep in my heart that I never let him out. I don't want to replace him with a new baby. I know he won't be. I get it. I tell myself a million times in the last two years, but it doesn't matter what my brain says will be true compared to how I actually feel. I fear the evanescence of my son every passing day. Sometimes it's so real and brutal and painful that I feel like he just died yesterday, but most times I feel like he was just a pleasant dream I had once and the longer I'm awake the less I'll be able to recall it.

Aigis chooses to live. She could shut down. She could go to sleep or simply reboot. She could erase her memories and her feelings, but because of what she learned and how she developed she comes to understand the value of life and living. She chooses to keep going and hold on to the memory. I chose this as well, but my memories degrade faster than a computer. I carry his memory with me as one of the very, very few people who even knew him in his brief existence. That burden is oppressive sometimes and what if I fail? What if some day I can't find the way he made me feel? What if I can't remember how he looked or how soft his skin was? Who will remember him if I don't? What if my new son terrifies me? What if I'm too afraid he'll die so I don't allow myself to get too attached? I know all this is stupid, because I've always fallen deeply in love with my children the instant we met face-to-face, but that scares me almost as much. How defenseless will I be if something bad happens again?

I'm so scared.

- TOP
(originally written May 2, 2015)

Rhys (Aug 17, 2012 - Sept 27, 2012) 


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Crowdfunding has become a viable option for raising capital to complete a project. The tabletop gaming industry has a strong presence in crowdfunding. For game developers this presents great opportunities and unique challenges. Not every crowd funding campaign is successful. So how do you determine if crowdfunding is right for you and how does it work?

Two weeks after LTUE (website), I moderated a panel on this crowdfunding at SaltCon (website).

To Use or Not To Use, That is Your First Question

You should first decide if you want to use crowdfunding, and if it is right for you. It is not for everyone. There are several criterion to consider in deciding if crowdfunding is something you want or should do. You might even decide to change your mind as you work through the process in one direction or the other.

Crowdfunding takes time and energy. Not everyone is suited for or desirous of running a business. This might not seem like part of crowdfunding. However, crowdfunding is part of marketing, which is part of having a business. If you're looking at starting a campaign to raise money, then you are going to be involved in the other parts of business management. Some developers want to focus on designing games; therefore licensing or having someone else publish their game might be a better option.

Are you looking to create a one-off sale or build a business? The campaign you are looking to run will be different if you are working to create a brand that goes into other projects. How you invest your money in the campaign and from the campaign will be different along with how you want to manage your communications and growth.

How much control do you want, or can handle? This is along the same lines as having time. I've met developers who want full control of their final product. Those who want that level of control like self-publishing and building their own business. Others don't want to have to be involved in concerns that are not about game design. Again, licensing and finding a publisher or partnering with someone who wants to do that has worked for them.

Some projects are not well suited to crowdfunding. A good project for crowdfunding meets the needs of price point, availability, and the ability to create buzz in the desired community. One point emphasized was your product needs to meet expected return on value. If your game has a $20 value and the cost of making a copy is $50, you most likely won't have a successful campaign. If you do get the funding and you haven't priced it correctly in the campaign, which leads to availability problems.

Some crowdfunding campaigns are about getting sponsors who will invest in the development of a project, like a movie. For games, running a campaign is more like placing pre-orders. You should have a product ready to move into production. You can find many stories about how people and companies have been blackballed by the gaming community because they weren't able to meet the dates they promised. Those projects created excitement and then a major let down.

Consider if you have a project creates excitement, and to what level. Do research on similar games that have been campaigned on your chosen platform and other platforms. You should be looking to create a buzz about your game and your campaign which will get people talking about what you have—create enthusiasm through the community by talking about it in other locations. Your campaign needs to meet the expectations created in the buzz, so be certain that you are able to deliver on any promises made.

Before Going to a Platform

Know what your short and long-term objectives are. Before you start your campaign, you need to know if you're working to sell this one game or if you are starting a business to sell future games. If this is a one-time project, you are going to need to approach it differently. One-time events will have different levels to consider and will have a different business plan. Again, this seems like a simple question to answer. Remember that a crowdfunding campaign is part of your business, providing a level of marketing, no matter which way you are planning. It needs to be integrated into what you want to do. It is not the end all of your project, only one of the steps.

After you build a plan for your project or business you need to determine who is going to take which actions. You might want to do everything yourself, get a few select people, or hire someone as an employee or contractor. The only right way to do this is to know what you want to accomplish. Matching people's skills to your needs can be difficult, but the rewards of putting this all together can pay off.

I've interviewed several developers on their Kickstarter campaigns outside of these panels. The main reason given for unsuccessful campaigns was not having a clear understanding of what they wanted and a plan of how to get there.

Incentives

Don't give everything away. Pricing is an area you need to research. How much is everything going to cost to produce, print, package, ship, etc. There are horror stories out there of people who undersold their products and then ended up not being able to fulfill their commitments. Some have even driven successful businesses into bankruptcy. This goes for not only the basic product at the base backing level, but for the incentives you plan on providing. Know what you have and how you are going to deliver to your backers.

Don't promise something you don't have. Stretch goals are a part of many fund-raising campaigns. They can bring in a lot of extra money into a campaign. At the same time, those incentives can kill your project on the backside. If you don't have something ready for delivery, you might want to hold off promising it as an incentive. Promotional materials need to be delivered when promised to build your credibility.

I have an experience with a backing I did when everything was delayed. The game came out late. The promised special pieces were later, the promised expansion was even later. It wasn't until after all that happened that backers found out the project had been delayed because the developer ran over cost (bad plan and price point). They produced some games to start fulfilling their commitments and others to sell to raise money so they could fulfill the rest of their obligations. They also informed us the promised expansion had challenges that came out during playtesting and needed to be redesigned. I felt slighted on multiple levels.

This is also an example of needing to keep in touch with the people who are interested in your game.

Communication

Before the campaign begins, communicate to your base of supporters about the upcoming events you have planned. That means you need to collect contacts. To collect contacts, you need to be playtesting and sharing your game. Schedule time with local game shops. Attend conventions. Find those people who are interested and like your game and how to keep in touch with them. Then let them know about the progress you are making in the development.

Before the campaign begins is when you need reviews done. Reviews help people make a decision. Find good ones and get the game in their hands so they can get the review out. My fellow panelists at SaltCon urged having video reviews. They also agreed with me that you should look for other outlets like podcasts and written ones. These all address different audiences and usually focus on different aspects because they are produced in different media. There is also a difference of opinion about paying for a review. Some were for it while others pointed out that a paid review is an advertisement. You have to decide what is best for you—so research reviewers.

During the campaign, you should be sharing new information daily. This is work time. This is really important if this is your first campaign and haven't built credibility with a large audience. Be responsive to questions and concerns. Work with your team to spread the word as far and wide as possible. The objective of communication during the campaign is to keep people talking about (buzz) and coming back to check on the campaign. If you hit new levels in backing, tell everyone. Remind them what is now part of the release and what the next level has. Some people will go back and increase the amount of their backing if the campaign is closing in on something they want.

After the campaign closes you still need to keep in contact with everyone who showed interest and who has backed your project. The next few days can mean a lot in terms of additional sales of the original items and associated material. It was reported with the proper follow up, some campaigns increased by 50% with after campaign sales. You also need to make sure you have correct shipping addresses for all of your backers. But don't stop there.

While the project moves forward, keep everyone updated on the progress. People have now invested their money in your project and many of them will look at it as their project. Treat them that way. Let them know the progress and set backs as you get closer to fulfillment. This information will go a long way in providing satisfaction and building a reputation for your next campaign.

Final Thoughts

This is a time when all sorts of products and services are raising money through crowdfunding. Some of them are solid products and projects while others are nonsensical. None of that really matters though because your project is yours. You have to feel right about what you are doing.

Crowdfunding is an option you can use. If it is a viable option or not, is dependent on what you want to do with your project. There are people and companies who can help with a campaign in terms of coaching and providing resources. Go into a campaign after doing your research and developing a plan.

No matter which path you take, total self-publication, licensing, or selling the game outright, I wish you the best and hope your desires are fulfilled. I look forward to seeing your name on the game shelf.

Fellow Panelists

LTUE (information from program guide)

Marion G. Harmon is the author of Wearing the Cape series and the writer of Wearing the Cape: The Roleplaying Game and the Barlow's Guide to Superhumans sourcebook. wearingthecape.com.

William L. Munn is a writer and tabletop gamer. Will has written for gaming companies lie Gallant Knight Games, where he contributed to Tiny Frontiers: Revised and Cold Shadows. Currently, he's working on Zorro the RPG as a writer and producer. Will has a deep passion for storytelling, gaming, and writing. In his free time, you'll find him playing and running tabletop games with family and friends. liamwrites.com.

L. Palmer is the author of The Pippington Tales, where motorcars bump down old city lanes and fairy godmothers are disguised as high-society gossips. In between exploring fantasy worlds, she works in public service and lives in South Texas. lpalmerchronicles.com.

Daniel Yocom runs Guild Master Gaming, which has supported tabletop gaming and other things geek. It includes reviews of games, books, and movies. Articles also appear on other websites. He has short stories published and is working on his first novel. guildmastergaming.blogspot.com.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

What Is SOMA's Safe Mode?

Posted on 4:00 PM by Tina

Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.

Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:


What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.

You can pick between Safe Mode and normal mode when starting up a new game.

Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.

What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.

Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.

What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.

Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.


I hope that clears things up! Let us know in the comments if you have any other questions!


Tekken 6 PC

Posted on 1:30 PM by Tina




Minimum System Requirements


Operation System: Windows XP SP 3/Vista/7/8
CPU: Pentium 4
Processor: 2.6GHz or AMD Athlon 2600+
RAM Memory: 1 GB
Graphics Card: 256 MB with Pixel Shader 3.0+ (Required)
Hard Drive Space: 14 GB
Sound Card: Windows Direct X 9.0 Compatible
DirectX: Version 9.0


Recommended System Requirements


Operation System: Windows XP SP 3/Vista/7/8
CPU: Pentium 4
Processor: Core 2 Duo 2.4GHz 
RAM Memory: 2 GB
Graphics Card: 512 MB with Pixel Shader 3.0 (Required)
Hard Drive Space: 14 GB
Sound Card: Windows Direct X 1.0 Compatible
DirectX: Version 10.0


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