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#(mostly because the creators think it's fun to give fans a sandbox they can play in and make crossovers and stuff)
mistbornhero · 1 year
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Can't believe that Secret Invasion is just like "Nick Fury is so pathetic. Want proof? Boom! Bye Maria Hill"
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lilydalexf · 4 years
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Old School X is a project interviewing X-Files fanfic authors who were posting fic during the original run of the show. New interviews are posted every Tuesday.
Interview with Syntax6
Syntax6 has 17 stories at Gossamer, but you should visit her website for the complete collection of her fics and to see the cover art that comes with many of the stories (and to find her pro writing!). She's written some of the most beloved casefiles in the fandom. I've recced literally all of them here before. Twice. Big thanks to Syntax6 for doing this interview.
Does it surprise you that people are still interested in reading your X-Files fanfics and others that were posted during the original run of the show (1993-2002)?
I’m delighted but not surprised because I’ve written and read fanfic for shows even older than XF. Also, I joined the XF fandom relatively late, at the end of 1999, so there were already hundreds of “classic” fics out there, stories that were theoretically superseded or dated by canon developments that came after them, but which nonetheless remained compelling in their own right. That is the beauty of fanfic: it is inspired by its original creators but not bound by them. It’s a world of “what if” and each story gets to run in a new direction, irrespective of the canon and all the other stories spinning off in their own universes. In this way, fanfic becomes almost timeless.
What do you think of when you think about your X-Files fandom experience? What did you take away from it? What did you take away from your experience with X-Files fic or with the fandom in general?
(I feel these are similar, at least for me, so I will combine them here.)
First and foremost, I found friends. There was a table full of XF fanfic writers at my wedding. Bugs was my maid of honor. I still talk to someone from XF fandom pretty much every day. Lysandra, Maybe Amanda, Michelle Kiefer, bugs…these are just some of the people who’ve been part of my life for half my existence now. Sometimes I get to have dinner with Audrey Roget or Anjou or MCA. Deb Wells and Sarah Ellen Parsons are part of my pro fic beta team. I have a similar list from the Hunter fandom, terrific people who have enriched my life in numerous ways and I am honored to count as friends.
Second, I learned a lot about writing during my years in XF fandom. I grew up there. Part of this growth experience was simply due to practice. I wrote about 1.2 million words of XF fanfic, which is the equivalent of 15 novels. I made mistakes and learned from them. But another essential part of learning is absorbing different kinds of well-told tales, and XF had these in spades. Some stories were funny. Others were lyrical. Some were short pieces with nary a word wasted while others were sprawling epics that took you on an adventure. The neat thing about XF is that it has space for many different kinds of stories, from hard-core sci-fi to historical romance. You can watch other authors executing these varied pieces and learn from them. You can form critique groups and ask for betas and get direct feedback on how to improve. It’s collaborative and fun, and this can’t be underestimated, generally supportive. The underlying shared love of the original product means that everyone comes into your work predisposed to enjoy it. I am grateful for all the encouragement and the critiques I received over my years in fandom.
Finally, I think a valuable lesson for writers that you can find in fandom, but not in your local author critique group, is how to handle yourself when your work goes public. Not everyone is going to like your work and they will make sure you know it. Some people will like it maybe too much, to the point where they cross boundaries. Learning to disengage yourself from public reaction to your work is a difficult but crucial aspect of being a writer. You control the story. You can’t control reaction to it. It’s frustrating at first, perhaps, but in the end, it’s freeing.
Social media didn't really exist during the show's original run. How were you most involved with the X-Files online (atxc, message board, email mailing list, etc.)?
I participated in ATXC, the Haven message boards, and the Scullyfic mailing list/news group. For a number of years, I also ran a fic discussion group with bugs called The Why Incision.
What got you involved with X-Files fanfic?
I started reading XF fanfic before I began watching the show. I had watched one season two episode (Soft Light) and then seen bits and pieces of a few others from season four. I’d seen Fight the Future. Basically, I’d seen enough to know which one was Mulder and which one was Scully, and which one believed in aliens. An acquaintance linked me to a rec site for XF fanfic (Gertie’s, maybe?) so that I could see how fic was formatted for the web. I clicked a fic, I think it was one by Lydia Bower dealing with Scully’s cancer arc, and basically did not stop reading. Soon I was printing off 300K of fic to take home with me each night. I could not believe the level of talent in the fandom, and that there were so many excellent writers just giving away their works for free. I wanted to play in this sandbox, too, so I started renting the VHS tapes to catch up on old episodes (see, I am An Old). After a few months, I began writing my own stuff.
What was it that got you hooked on the X-Files as a show?
I had to be dragged kicking and screaming to The X-Files. I’m not a sci-fi person by nature. I think my main objection is that, when done poorly, it feels lazy to me. Who did the thing? A ghost! Maybe an alien? I guess we’ll never know. You can always just shrug and play some spooky music and the “truth will always be out there…” somewhere beyond the story in front of you. You never have to commit to any kind of truth because you can invent some magical power or new kind of alien to change the story. I think, by the bitter end, the XF had devolved into this kind of storytelling. The mytharc made no kind of sense even in its own universe. But for years the XF achieved the best aspects of sci-fi storytelling—narrative flexibility and an apotheosis of our current fears dressed up as a super entertaining yarn.
What eventually sold me on the XF as a show is all of the smart storytelling and the sheer amount of ideas contained within its run. At its best, it’s a brilliant show. You have mediations on good versus evil, the role of government in a free society, is there a God, are we alone in the universe, and what are the elements that make us who we are? If Mulder and Morris Fletcher switch bodies, how do we know it’s really “them”? The tonal shifts from week to week were clever and engaging. For Vince Gilligan, truth was always found in fellow human beings. For Darin Morgan, humans were the biggest monster of all. The show was big enough to contain both these premises, and indeed, was stronger for it. The deep questions, the character quirks, the unsolved mysteries and all that went unsaid in the Mulder-Scully relationship left so much room for fanfic writers to do their own work. As such, the fandom attracted and continues to attract both dabbling writers and those who are serious craftspeople. People who like the mystery and those who like the sci-fi angle. Scientists and true believers. Like the show, it’s big enough for all.
What is your relationship like now to X-Files fandom?
I look at it like an old friend I catch up with once in a while. We’ve been close for so long that there’s no awkwardness—we just get each other! I love seeing people post screen shots and commentary, and I think it’s wonderful that so many writers are still inventing new adventures for Mulder and Scully. That is how the characters live on, and indeed how any of us lives on, through the stories that others tell about us.
Were you involved with any fandoms after the X-Files? If so, what was it like compared to X-Files?
I ran the Hunter fandom for about five years, mostly because when I poked my head back in, I found the person in change was a bully who’d shut down everything due to her own waning interest. A person would try to start a topic for discussion, and she’d say, “We’ve already covered that.” Well, yes, in a 30-year-old show, there’s not a lot of new ground…
Most other shows, Hunter included, have smaller fandoms and thus don’t attract the depth of fan talent. I don’t just mean fanfic writers. I mean those who do visual art, fan vids, critiques, etc. The XF fandom has all these in droves, which makes it a rare and special place. But all fandoms have the particular joy of geeking out over favorite scenes and reveling in the meeting of shared minds. It will always look odd to those not contained within it, which brings me to the part of modern fandom I find somewhat uncomfortable…the creators are often in fan-space.
In Hunter, the female lead joins fan groups and participates. This is more common now in the age of social media, where writers, producers, actors, etc., are on the same platforms as the rest of us. Fan and creator interaction used to be highly circumscribed: fans wrote letters and maybe received a signed headshot in return. There were cons where show runners gave panels and took questions from the audience. You could stand in line to meet your favorite star. Now, you can @ your favorite star on Twitter, message her on Facebook or follow him on Instagram. In some ways, this is so fun! In other ways, it blurs in the lines in ways that make me uncomfortable. I think it’s rude, for example, if a fan were to go on a star’s social media and post fanfic there or say, “I thought the episode you wrote was terrible.” But what if it’s fan space and the actor is sitting right there, watching you? Is it rude to post fanfic in front of her, especially if she says it makes her uncomfortable? Is it mean to tell a writer his episode sucked right to his face?
Do you ever still watch The X-Files or think about Mulder and Scully?
I own the first seven seasons on DVD and will pull them out from time to time to rewatch old faves. I’ve shown a few episodes over the spring and summer to my ten-year-old daughter, and it’s been fun to see the series through her eyes. We’ve mostly opted for the comedic episodes because there’s enough going on in the real world to give her nightmares. Her favorite so far is Je Souhaite.
Do you ever still read X-Files fic? Fic in another fandom?
I don’t have much bandwidth to read fanfic these days. My job as a mystery/thriller author means I have to keep up with the market so I do most of my reading there right now. I also beta read for some pro-fic friends and betaing a novel will keep you busy.
Do you have any favorite X-Files fanfic stories or authors?
I read so much back in the day that this answer could go on for pages. Alas, it also hasn’t changed much over the past fifteen years because I haven’t read much since then. But, as we’re talking Golden Oldies today, here are a bunch:
All the Mulders, by Alloway I find this short story both hilarious and haunting. Scully embraces her power in the upside down post-apocalyptic world.
Strangers and the Strange Dead, by Kipler Taut prose and an intriguing 3rd party POV make this story a winner, and that’s before the kicker of an ending, which presaged 1013’s.
Cellphone, by Marasmus Talk about your killer twists! Also one of the cleverest titles coming or going.
Arizona Highways, by Fialka I think this is one of the best-crafted stories to come out of the XF. It’s majestic in scope, full of complex literary structure and theme, and yet the plot moves like a runaway freight train. Both the Mulder and Scully characterizations are handled with tender care.
So, We Kissed, by Alelou What I love about this one is how it grounds Mulder and Scully in the ordinary. Mulder’s terrible secret doesn’t involve a UFO or some CSM-conspiracy. Scully goes to therapy that actually looks like therapy. I guess what I’m saying is that I utterly believe this version of M & S in addition to just enjoying reading about them.
Sore Luck at the Luxor, by Anubis Hot, funny, atmospheric. What’s not to love?
Black Hole Season, by Penumbra Nobody does wordsmithing like Penumbra. I use her in arguments with professional writers when they try to tell me that adverbs and adjectives MUST GO. Just gorgeous, sly, insightful prose.
The Dreaming Sea, by Revely This one reads like a fairytale in all the best ways. Revely creates such loving, beautiful worlds for M & S to live in, and I wish they could stay there always.
Malus Genius, by Plausible Deniability and MaybeAmanda Funny and fun, with great original characters, a sly casefile and some clear-eyed musings on the perils of getting older. This one resonates more and more the older I get. ;)
Riding the Whirlpool, by Pufferdeux I look this one up periodically to prove to people that it exists. Scully gets off on a washing machine while Mulder helps. Yet it’s in character? And kinda works? This one has to be read to be believed.
Bone of Contention (part 1, part 2), by Michelle Kiefer and Kel People used to tell me all the time that casefiles are super easy to write while the poetic vignette is hard. Well, I can’t say which is harder but there much fewer well-done casefiles in the fandom than there are poetic vignettes. This is one of the great ones.
Antidote, by Rachel Howard A fic that manages to be both hot and cold as it imagines Mulder and Scully trying to stay alive in the frosty wilderness while a deadly virus is on the loose. This is an ooooold fic that holds up impressively well given everything that followed it!
Falling Down in Four Acts, by Anubis Anubis was actually a bunch of different writers sharing a single author name. This particular one paints an angry, vivid world for Our Heroes and their compatriots. There is no happy ending here, but I read this once and it stayed with me forever.
The Opposite of Impulse, by Maria Nicole A sweet slice of life on a sunny day. When I imagine a gentler universe for Mulder and Scully, this is the kind of place I’d put them.
What is your favorite of your own fics, X-Files and/or otherwise?
Bait and Switch is probably the most sophisticated and tightly plotted. It was late in my fanfic “career” and so it shows the benefits to all that learning. My favorite varies a lot, but I’ll say Universal Invariants because that one was nothing but fun.
Do you think you'll ever write another X-Files story? Or dust off and post an oldie that for whatever reason never made it online?
I never say never! I don’t have any oldies sitting around, though. Everything I wrote, I posted.
Do you still write fic now? Or other creative work?
I write casefiles…er, I mean mysteries, under my own name now, Joanna Schaffhausen. My main series with Reed and Ellery consists of a male-female crime solving team, so I get a little bit of my XF kick that way. Their first book, The Vanishing Season, started its life as an XF fanfic back in the day. I had to rewrite it from the ground up to get it published, but if you know both stories, you can spot the similarities.
Where do you get ideas for stories?
The answer any writer will tell you is “everywhere.” Ideas are cheap and they’re all around us—on the news, on the subway, in conversations with friends, from Twitter memes, on a walk through the woods. My mysteries are often rooted in true crime, often more than one of them.
Each idea is like a strand of colored thread, and you have to braid them together into a coherent story. This is the tricky part, determining which threads belong in which story. If the ideas enhance one another or if they just create an ugly tangent.
Mostly, though, stories begin by asking “what if?” What if Scully’s boyfriend Ethan had never been cut from the pilot? What if Scully had moved to Utah after Fight the Future? What if the Lone Gunmen financed their toys by writing a successful comic book starring a thinly veiled Mulder and Scully?
Growing up, I had a sweet old lady for a neighbor. Her name was Doris and she gave me coffee ice cream while we watched Wheel of Fortune together. Every time there was a snow storm, the snow melted in her backyard in a such way that suggested she had numerous bodies buried out there. How’s that for a “what if?”
What's the story behind your pen name?
I’ve had a few of them and honestly can’t tell you where they came from, it’s been so long ago. The “6” part of syntax6 is because I joke that 6 is my lucky number. In eighth grade, my algebra teacher would go around the room in order, asking each student their answer to the previous night’s homework problems. I realized quickly that I didn’t have to do all the problems, just the fifteenth one because my desk was 15th on her list. This worked well until the day she decided to call on kids in random order. When she got to me and asked me the answer to the problem I had not done, I just invented something on the spot. “Uh…six?”
Her: “You mean 0.6, don’t you?”
Me, nodding vigorously: “YES, I DO.”
Her: “Very good. Moving on…”
Do your friends and family know about your fic and, if so, what have been their reactions?
My close friends and family have always known, and reactions have varied from mild befuddlement to enthusiastic support. My father voted in the Spookies one year, and you can believe he read the nominated stories before casting his vote. I think the most common reaction was: Why are you doing this for free? Why aren’t you trying to be a paid writer?
Well, having done both now, I can tell you that each kind of writing brings its own rewards. Fanfic is freeing because there is no pressure to make money from it. You can take risks and try new things and not have to worry if it fits into your business plan.
(Posted by Lilydale on September 15, 2020)
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st33d · 5 years
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I’m not bored of RPGs
I would prefer to take my own screenshots but Steam has given me a big update queue and getting shots off of the Switch is a different kind of chore. Instead I will be using appropriate pictures of cats I found on shutterstock.com.
Pillars of Eternity 2
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Almost all isometric computer roleplaying games are broken into islands. There is a campaign map operating like a vast sea, and within that sea one visits small places with a clearly marked border. Instanced dungeons where a poor laptop can muster a fireworks display for your heroes.
How refreshing that Pillars 2 leans into that. Islands within islands. Thematically a voyage across the sea, replete with sea shanties. I applaud the structure of this game. It is a delight to discover remote islands that hold illustrated text adventures in addition to the meat and potatoes combat.
And the combat really is meat and potatoes. You get to choose two professions, allowing really dumb combinations like my paladin who had to choose between summoning bats or tanking the front line. The benefit of all this is that you can find ways to entertain yourself if you get bored of all the murdering. I avoided the ship to ship combat as it is a weird mini game that I don’t like. You can largely do without it, and if you make enough allies during the main quest you can get to the final battle free of cannon balls or uninspiring melee.
The main story suffers from trying to have a connection to the first game. I really would have preferred to tackle this adventure without that baggage. When I go off the beaten track the game is a lot of fun. Fortunately the open sea has little in the way of tracks. It is a game weighed down by hubris and experiment but still manages to tread water in a sea of similar titles.
Tangledeep
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This is a mostly classic roguelike. I say mostly because it has some very linear boss fights you’re forced to repeat, and it offsets the lack of a hunger clock by just dumping more monsters into a level. By “dump” I mean they’re just new things there without any logic or tactical threat.
However, Tangledeep has a lot of nonsense you can get up to: You can summon plant monsters. Multiclass into a soul drinking summoner. Plant trees. Keep pets. Visit bonus dungeons. Make food (mostly curry). There’s other stuff too, I just kinda lost track.
I got invested enough to come up with a specific build. One that would summon lots of monsters and teleport around the map with a combination of skills I’d pick up from two of the fighting professions. Eventually I died and I couldn’t imagine playing a different style of character. The new classes I was unlocking weren’t offering new pets or movement skills so I haven’t played since.
I enjoyed my time with Tangledeep a lot. Mining the powers from all the classes was a fun project to play out during the delve. Had I survived I’m sure I would have engaged with all the other features the game has. I want to say you should play the game without permadeath, because the structure doesn’t reward it. I think one should play their first game with permadeath on to get to grips with using skills, then turn it on to start a new game. Picking classes in the right order and taking only the skills you need. The game kind of expects you to do this by offering a tougher dungeon on future play-throughs. Some solid fun to be had here when you figure out what settings you should turn on and off. The developer has been kind enough to offer a lot of them.
Devil May Cry 5
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Okay, it’s not an RPG but it’s really good. A pure expression of joy in videogame form. It dares me into thinking it’s gone too stupid, but then yes, yes I really do need to cut down this boss with two motorcycles, it’s the best tactical option.
I’m too old and slow for these sort of games and yet DMC5 encouraged me instead of frustrating me. From fans of the series I’ve heard it does its forebears credit. One can only hope that its creators have more games like this to share in the future.
Final Fantasy X
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I’ve stopped at the Blitzball tutorial, I do not want to play this mini game. I don’t like any of the characters in this game either. It took The Witcher 3 about eight hours to win me over, which is kind of acceptable in a huge RPG. But I’m not even meeting NPCs that I like.
I’ll have to come back to this one.
Final Fantasy XII
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Constraints do interesting things to games. In FF12 we have what wants to be an open world MMO type of game and it thinks it’s running on a Playstation 2. So the whole world is broken into islands.
Sounds like an isometric CRPG to me. It even leans into that constraint, creating strange geometries to navigate with a pace to encounters that you don’t really see in modern sandbox games. In an open world there must be empty spaces. To create immersion and to allow monsters to chase you for a reasonable distance before giving up. You need boring bits. FF12 removes those boring bits, creating a world that feels like a traditional dungeon on a massive scale.
Then it puts those boring bits right back in. All the way in.
FF12 is a real-time game. You assign commands and your heroes act them out. You can also set your heroes on auto pilot. The game lets you buy more specific commands from shops, allowing you to create an undying death machine out of your party. This starts out really fun. You unlock abilities on your character’s skill-tree-board-thing and continue to tinker with the death ball. But even though you’ve unlocked an ability, you have to first find it in the dungeon world. And some of the ways you find them are bullshit. Be prepared to walk in and out of an area to dice roll a boss fight into appearing (not a bug - that’s what you have to do). Be prepared to navigate a dungeon that has a 42 minute explanation on youtube (and it’s been edited). Be prepared to find Dispelga on route to a boss and only find Dispel after you looked it up on a wiki (it’s in the corner of a really easy dungeon that I already cleared). Unlocking abilities this way sets expectations. I know I’m missing something and I’ve paid to unlock it - I’m committed. As I got further into the game’s list of status effects and party buffs my frustration grew.
The story has a cast of amiable characters struggling against occupation by the Empire. It’s alright. I remember all their names but couldn’t honestly tell you how I got to where I am or what started it. In a game which is largely about exploration it works pretty well as a backdrop.
It’s a very unique game. A hybrid of MMO and isometric RPG made from the JRPG mindset. The modern ports of the game feature fast-forward buttons that apologise for the self-indulgences taken in its original form. It is a decent thirty hours of fun and a further ten hours of not much fun. I certainly recommend it to roleplaying game enthusiasts, but with caveats for completionists.
World of Final Fantasy
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I experienced Pokemon Red on my then-desktop-PC whilst listening to the album Gran Turismo by The Cardigans. I couldn’t stand the high pitched beeps of the menu so I preferred to listen to the latest CD I had. The song Explode is burned into my mind next to stamping on a monster’s head and stuffing it into a ball. It’s not something you need to know, but I thought I’d tell you about it.
The conceit of why you are stuffing classic monsters from Final Fantasy games into balls prisms does not need explaining. Nor does one need to know why the two main characters help form two stacks of three creatures. Who cares why these stacks combine the powers of those within to create a hybrid JRPG avatar.
World of Final Fantasy cares. Oh boy does it care. There’s not a single button on my gamepad this isn’t getting away without two minutes of banter between the characters to explain it. Cutscene after cutscene rolls by. They often come in pairs so I pause and skip ahead just in case. Even after you complete a cutscene the characters lock out the controls and have a jolly good chat about what they’ve just seen. In its defence it lets you skip being waterboarded with the story and run the game at what feels like 1.5x speed. But there’s still a lot of busy work when it comes to skipping cutscenes. There’s loads of them.
I really like the combat. That is, I really like it when I have a monster that does the right colour damage for capturing a new monster. It’s a refreshing take on Pokemon that is utterly wasted on the Final Fantasy franchise, but I guess it needed the brand for this weird game to even exist. If you like the combat you found in Pokemon and want something with more nuance and challenge then you should pick it up and skip those cutscenes. If you need some story to wash it down with and don’t like a shockingly linear campaign map, then perhaps put it off for a while.
7DBL (7 Day Broughlike) Challenge
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I’ve often been accused of making a Broughlike. To make a game that reminds you of Michael Brough’s work: A small grid with a turn based avatar that can cast spells. I’ve often refuted this because I tend to avoid having spells in my games. There’s just never a nice way to do the UI. Us iPad owners are fine, phone owners less so, desktop users get lots of keys to press, and hooray for gamepads if they aren’t awful for any type of menu.
Those more patient than I have stepped up to the challenge. Echoing the 7 Day Roguelike Challenge (7DRL, of which I am a yearly participant) developers across the globe attempted to make a small grid with a turn based avatar that cast spells. In 7 days. They also scheduled this challenge right before the gaming event called E3. Much like the 7DRL always gets scheduled before the gaming event called GDC. We can’t have a game jam making niche games and let reporters have time to talk about it. That wouldn’t be the done thing.
The results are above average. I say this coming from the 7DRL which is generally average, equal parts good and bad. The games produced in this jam are mostly good. There’s a few which clearly aren’t finished, and yet they show a great deal of promise. Even Brough himself submitted a game, one which is quite accessible and fun. Highlights for me included controlling a rather awkward squid that had to shoot in order to turn and a one dimensional roguelike that adds depth by throwing your weapons.
I hope they do it again next year.
My RPGs
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I released my roguelite runner Bump 2 for the small audience that appreciates it. It’s one of those games that really appeals to a handful of people, and not to others in the slightest. In homage to my own select tastes and to unjinx my collection of unfinished projects, I resolved to make Bump 2 into its best form before walking away from it. And so I did.
I’m currently working on Kobold Dungeon Tester. This is my 4th (5th if you count Roomba Quest) interactive text project. I twice tried to write a novel in my youth and this project feel like a penance for my failures. Normally I would move on, satisfied the base idea works, like a puzzle, or a high score. A few kind words have convinced me that this one is different - it’s a story, it needs an ending. I shall try to finish it as best as I can.
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elddansurin · 7 years
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there’s a pretty good character development questionnaire going around my dash right now, so i took the liberties of filling the entire thing out on my own time, because buddy, you gotta make your own destiny.
1. Who’s the oldest character of yours that you still use? I had to give this one some thought bc my gut reaction was to say Tuo, but it turns out the answer is Falshavo, because I can explicitly remember drawing him in the hazy, far gone year of early 2006 when I was taking a drivers ed course. He started out as either some bastard of a Silent Hill fanchar, or a heavily SH-"inspired" character, and I think he could have at best been called a demon? I was like 16 when I made him, cut me some slack. In any case, Fal has changed very much over the years, most recently into an original species that can best be described as something visually between a satyr and a manticore, but is actually neither of those things. For quite a while he was based out of my one world, Undecim, but recently I decided he and his ilk would be better suited to my OTHER world, Aphelion. As far as motivations go, he's swapped from evil/crazy/malevolent to a much more nap-based personality. Two things that haven't changed since I've made him, though, are that he's blind in one eye and doesn't talk very much. So there's that.
2. Who’s the oldest character of yours, defunct or not? That honor goes to Jonathan, who was definitely and absolutely a FF7 fan character back when that game was new and I was still in my larval stage. He morphed into a mental illness coping mechanism as my childhood went on and he's just had a whole lot of interesting/embarrassing iterations, but I guess that's to be expected of a character I made in fucking 1997. That said, I retired him a few years ago. Tried briefly to bring him back, but I just wasn't feeling 2.0, so I didn't force it.
3. Has creating a character ever made you realize something about yourself? I was GONNA say no, but then it just dawned on me how much time I spent creating gay male characters in my early teen years before THAT realization caught up with the rest of me. I'm not going to say the characters themselves were involved in the inevitable personal revelation (they weren't), but more than anything I just think it's proof that pieces of my brain do not always work as a cohesive whole. I knew before I knew, so to speak, and it showed up in my characters.
4. Any minor characters that have either taken over or branched off into their own stories? UHHHH Your Boy Kolja was initially a primary antagonist in Mikhail's storyline, back before I decided to fundamentally retool a lot of things about Mik's whole deal. But I'm nothing if not predictable, and I'm a guy who loves a good villain, so I ended up making Kolja FAR more fleshed out and engaging than the actual protagonist of the story. Same thing kind of happened with Anzo, who was initially kind of an offshoot wildcard character in the horrible and confusing political landscape of that entire bed of storylines. But uhhh, that didn't last.
5. Do you prefer to make human, animal, monster, or _____ characters? Why? My characters are all unambiguously human/humanoid. Even the monsters are going to have recognizably human faces because I have a hard time getting emotionally invested in a character otherwise. I'm really not sure the reasons for this. There's a few exceptions, ofc, but not many. Peeling off for a sec, in regards to making characters in TES settings, I definitely am biased toward the elven races because if I wanted to make a human character, I'd do so in own properties. Also the human races in the elder scrolls are kind of... underwhelming...
6. When creating a character, do you come up with the visual concept or the written concept first? Written concept, almost every time. The rare exception is usually with minor and/or lore-based characters, like gods or monsters, since I rarely explore those characters as deeply as I do the regular types. But if I'm making Just Some Dude, I'm probably going to have a full written concept drafted out months to years before I ever get a concrete idea (much less an actual depiction) of what he looks like.
7. Do you have characters that you know you’ll never use, but can’t bear to get rid of/recycle? I'm going to have to go ahead and call back on Jon for this one, largely based in both his history and his significance to me and my own development. He was my primary, go-to character for such a long time, I don't think it'd do him justice to ever properly put him out to pasture or recycle (and I'm a chronic recycler, so that's saying something). He kind of exists in a creative limbo, and that's where he's gonna stay.
8. Is there a character that embodies your good traits, or traits you wish you had? Good traits? In all seriousness, probably. Nothing I am consciously aware of, so cop-out answer on this one. I'm also not really one for wish-fulfillment characters, so that's a no on "person I wish I was" aspect, sorry.
9. Is there a character that embodies your bad traits? Several characters? Which ones and what traits? HAHAHA hoo boy. Gavriil is the embodiment of my general shiftlessness and crippling self doubt, Tuo embodies my crushing depression and self-destructive tendencies, Ludo represents my reoccuring fear that I’m stuck in circumstances so far beyond my control that I ought not bother to try and change, and I'm not even gonna TOUCH on which of my boys were created as blatant outlets for trauma. There's a fun little game for you, try and figure that one out yourself.
10. Is there a character that explores your interests or fetishes (orrrr is that just all of you characters)? Uh, flat no on the "fetishes" part, but yeah, most of my characters tap on my significant interests in some way or another. Most concrete example I think is Desoto, who I designed (or, well, redesigned if we're getting technical) when my interest in astronomy was at its peak, back before I realized physics is something I'm terrible at and makes me cry/change my major in college. I still love astronomy and astrophysics on a conceptual level, but the second you break out equations, I'm gone. My Boy Desoto, though, I have designed to be significantly more likely than me to do math, so good for him. Funny enough? I've never made a character who's into geology. You know, my actual field. Go figure.
11. If you have characters that embody certain traits of yours—good or bad—has writing them changed how you view those traits? Has it affected you in any way? Not really, at least I don't think so. I might wake up in the middle of the night with a better answer screaming to my forebrain, but my gut reaction is a no. I tend to go into writing something with fixed views, and I can't recall an instance of me suddenly deciding "hey, actually this thing is good/bad and I never thought of it this way." I've definitely started viewing the characters themselves differently after starting a project, but never really the traits they personify.
12.   Do you fantasize about being any of your characters, or are you more detached? Definitely the latter. I'm not shy about putting pieces of myself into the characters I make, but at the same time, I really do not see myself in them, nor do I wish to. There's a firm level of detachment in that these are my creations, and rarely do I mold the sort of character where I can in good conscience think "yeah, that's who I want to be." A big part of this is that my character creation/world building habits are and always have been rooted in maladaptive daydreaming (and I have only recently figured out the terminology for a phenomenon I was otherwise well aware of, funny how that works), and that has always been based in me trying to distance myself from who I was (and at times, am). I don't want to put myself into new shoes, I want to focus on someone who isn't me, but has weird, tenuous connections to me. If that doesn't make any sense, pretend that it does.
13. Do you create playlists for your characters? No, and that's based mostly in the sad reality that I stopped seeking out new music years ago. That, and I've never been much of an audiophile, so there'd just be so much overlap in any playlists I created that honestly, why bother. That said, I will occasionally listen to something and think "holy shit, this is ___". First example that comes to mind is Motorhead's Dust and Glass, which is very much the anthem for Ludo. Do me a favor and listen to that song, and you will know everything you need to know about Ludo. Also, I’ve got a handful of songs that make me think very much of Gav, but most recently, I decided that Gerry Rafferty’s Baker Street is a good song for him. Like, also for me? But mostly Gavriil. It can be both.
14. When writing for specific characters, is there anything you have to do to get into the right mindset? I've gotta be in the right mood, and that's all it comes down to. I'm still trying to figure out the secret to writing something that's counterintuitive to my mood, but I'm not there yet. I know the answer is "just fucking do it," but here's an idea: shut up? I dunno. I'm a very flaky content creator.
15. Which character is your guilty pleasure? Right now, it is absolutely Gavriil. For a long time I had such an issue with allowing myself to have characters based out of properties that weren't my own, so I started out feeling very self-conscious about putting so much time and thought into Gav. I have since made like eight or nine more TES-based characters in his wake, but some residual sentiment still lingers! See also: I still am too self-conscious to publically share the story I've been writing with him. I'm not sure if that's rooted in me playing in somebody else's sandbox, or if the story itself is coming out of a place of extreme personal vulnerability (I wrote the bulk of it during my recent Complete Mental Breakdown™). Or maybe I'm just self-conscious about my writing in general. Who knows! But at the end of the day I absolutely love Gav and I'm having so much fun working with him. Before him was Kolja for many years, and Tuo before that. Don't get me wrong, I still adore the both of those guys, I just have a new focus for the time being.
16. Is there a character of yours who’s a real struggle to write/draw? Why do you think that is? Right now, definitely Anzo. He started out very different from what he's become, and at the end of the day, I'm still not sure what exactly I'm trying to do with him. I was/am trying to write him in a story, but it's been proving very difficult because I'm just not sure what I'm trying to accomplish with him. Initially, his core concept was based very deeply in a revenge fantasy that had gotten out of control (I mean, it was a justified revenge fantasy, but that still doesn't make it healthy, my dude, my guy). but then I started thinking a bit more about the major events in his life, and if I was making him react believably enough to what he'd endured. That, and by this time I was in some genuine, bonified darkness in my own life, and that started leaking out into the character and story very much. Now I'm stepping back and wondering, is this where I want it to go? If the answer is no, then where SHOULD it be going? I don't have an answer to that yet. So he's a hard character to write, at least for now.
17. Which character is the easiest to draw/write? I wanted to say Kolja, based in how enthusiastic I was for him for such a long time. I could tell you his story from birth to death, and there's only a few small threads that are still unclear in my mind. Unfortunately, this level of enthusiasm has left me with the understandably daunting task of, you know, actually writing it down. There's SO MUCH to sift through, and it's like scaling a damn mountain. It's all there, I can see the whole thing, but fuck me if I'm not in for a climb. I started in on it late last year before retreating to work on something on a bit... smaller of a scale. Gotta work my way up to that. That said, the actual easiest character to write right now is, again, Gavriil. Part of it is that enthusiasm I have for him right now, and another part of it is that his story is based on the main quest of Skyrim which, lets be honest, is an underwhelming plot on the whole. So the plot has already been written out by someone else; I don't have to worry about that. Neither do I have to worry about actually depicting the entirity of said plot, because it's not actually an interesting one. And honestly why are you reading a story of a character from Bad Game Skyrim if you don't at least have some cursory knowledge of how that game's plot goes? The interesting part- to me, at least- is the effect it has on my character. That's what I've been focusing on, and it's been fun.
18. Is there anything you really wish you could do, character-design-wise, that you feel is outside your current skillset? A concept that you wish you could pull off but are uncertain about? Visually? A lot. There's a lot that's outside my skillset, because I don't know how to fucking draw. That's why I shy away from drawing characters who, say, I imagine to have unnecessarily complex tattoo designs. Not only do I not feel like putting in the time to actually depict that, but I also lack the talent to properly do so. It also kind of neuters what I can pull off for some of my more outlandish designs, namely gods and monsters. Kjelchaikhan is the only one of the gods I've drawn so far, and not coincidentally, he also has the easiest design to deal with. I started in on trying to draw Tsenmaer before I realized holy shit, the way I picture her in my head is so far beyond what I'm capable of actually doing. I'm not even going to fucking touch on Archaeos, because that design is going to be... even harder!! Conceptually, not so much. It sometimes happens on a small scale, such as how I've designed Ludo to be a boxer when I know little about boxing and I don't honestly care to learn. But at the same time? His story is based far, far more heavily in the shitty circumstances of his life and how he's trying to worm his way out of that than in the actual "punching dudes in the head for money" thing. That was more a tool to tie him in with the questionable, shady shit that I needed him to be shackled to. "Underground boxing circuit" just sounded like as good of an idea as any, so I figured why not. That aside, most anything I want to write about ends up being something I'm either familiar with based on personal experience, or at the very least am interested in researching for story purposes.
19. What’s more important to you: visual design, unique personality, a trendy character aesthetic, etc? If you’re not sure, then what’s the first thing you usually nail down in a character? Definitely the personality and basic concept. I very much enjoy crafting characters that are fleshed out and generally believable, and I am very much terrible at designing them on a visual scale. Do all my characters end up looking the same? Yes. Does this bother me? No. If it did, I'd fucking do something about it. What's important to me is who a character is when you boil away all the set dressing. Who is he on a conceptual level? What are his motivations? His basic structure? My character creation process is me sitting down and saying "I want to make a character who embodies these basic traits, and is based on this core concept," then building from there. Visual design is always, always an afterthought.
20. Do you ever plan to do anything (comic, animation, etc) with your characters? Or are you just happy to have them? For the most part: Nope! My characters exist primarily to make me happy and give me something to think about when I'm tired of thinking about myself and my life. There's a few that I'm working very much to translate into stories, but even then I hem and haw over whether or not to actually share the content I produce. Part of it is I'm much more self-conscious about my writing than my art. Used to very much be the other way around, up until I stopped considering myself an artist. Now I just kind of shit drawings out from time to time, and if people think they're terrible, that's because they are and I put no effort into what I do. It's the other way around with writing. I very much put effort, care and detail into my stories. More than bad reception, I fear no reception, which is to say that I'd put so much effort into something, put it out there, and go completely ignored. I have no issues with "you suck/your work sucks," but absolute indifference cuts me pretty deep on matters like this. So yeah, that's a significant obstacle between me and content sharing. That, and assuming I did find any degree of an audience, putting my work out for someone else's scrutiny makes it SIGNIFICANTLY harder to go back and retcon. And boy oh boy, I am a notorious an unrelenting retconner.
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jamesbyerj · 4 years
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One with the Force - Kingo64
In the feature, we're chatting with Kingo64, the creator of the most popular mod for Blade & Sorcery - The Outer Rim. Being a bit of a Star Wars geek myself, this is a mod I've been following for a long time.  [b]Thank you for joining me Alex ([url=https://www.nexusmods.com/bladeandsorcery/users/470810]Kingo64[/url]), we'll start as we always do, can you tell our readers a bit about yourself?  [/b] Hey! My name is Alex, I’m a full-time software developer and a fairly recognisable member of the Blade & Sorcery Discord server. I’ve been modding the game Blade & Sorcery for a bit over a year now and have obliterated any notion of ‘free time’ I once had since starting [url=https://www.nexusmods.com/bladeandsorcery/mods/528]The Outer Rim[/url]. It’s been said that I have ‘a bit of a personality’, and I’ve been blessed with many friends from modding communities over the years, notably from a now-defunct forum called Facepunch. I’ve been pretty fortunate and grew up with computers and video games from a young age. Without the internet you kinda needed to figure things out on your own, stumbling around through game files, seeing what you could change, trying to make the villains of the game bark like a dog for your own amusement. Modding was always one of the big appeal factors when it came to games for me since it essentially meant that the games were never ‘done’ as long as people remained interested it’s like an endless sunset. I’m still not sure if I’d ever want to work full-time in the video game industry but I suppose there’s always a possibility if I change my mind? There are always opportunities out there. [b]What are your favourite games of all time and what do you love about them?  [/b] Ha, I’m not too good at picking favourites. I suppose I’ve always enjoyed first-person shooters the most; along with role-playing games. I think I’ll just throw out a fly fishing line and reel off a big list of names and see if we get any bites. [u]Multiplayer games[/u] [list] [*]Unreal Tournament ‘99 [*]Quake 3 Arena [*]Battlefield 1942 & 2 [*]Halo: Combat Evolved [*]Garry’s Mod [*]Worms Armageddon [/list][u] Single-player games[/u] [list] [*]Half-Life 1 & 2, Opposing Force, Blue Shift, Black Mesa [*]S.T.A.L.K.E.R. series [*]The Elderscrolls III: Morrowind [*]Star Wars: Knights of the Old Republic series [*]The Witcher 2 & 3 [*]Id Tech 3 classics such as: Jedi Knight series, Call of Duty + United Offensive, Return to Castle Wolfenstein, Soldier of Fortune 2: Double Helix [*]Splinter Cell: Chaos Theory [/list] Without turning this into a TEDx Talk (call me TEDx if you want rambling subjective opinions on games), it mainly boils down to either enjoying the gameplay, the story, or the atmosphere/world building. All of these games have left me with long term memories, unique experiences, and wield some kind of spark that just makes me want to hope for a rainy day or a good excuse to dive back into them. I’d encourage those who haven’t played some of these games to check them out, they’re pretty fun. [b]Before we start talking about your mods, I'm guessing you're a huge Star Wars fan. There are tonnes of games, movies and other media in the franchise. What are your favourites?  [/b] Fun fact, I wasn’t much of a Star Wars turbo nerd when I first started the project but I have had to do a fair amount of research into the lore, wikis, and books in order to create [url=https://www.nexusmods.com/bladeandsorcery/mods/528]The Outer Rim[/url] in a way that respects both the Star Wars Expanded Universe / Legends and the canon. Fact-checkers are welcome. For those of you who have not watched the TV series ‘The Clone Wars’, do yourself a favour and watch that. Specifically with the ‘Ultimate Episode Order’ (you can find that online) which restructures it chronologically. It masterfully fleshes out the Star Wars universe and gives a plasteel backbone to the characters in the prequels and what they should be remembered for. This TV series in its totality is arguably better than the movies. As I’ve mentioned earlier with the games, I highly recommend Jedi Outcast / Jedi Academy from the Jedi Knight series along with the Knights of the Old Republic series. They are the primary inspirations for [url=https://www.nexusmods.com/bladeandsorcery/mods/528]The Outer Rim[/url] when it comes to gameplay design. [b]The sequel trilogy had a fairly mixed reception from Star Wars fans, what are your feelings about it?  [/b] The sequel trilogy really garners a lot of mixed feelings from everyone. For younger audiences, this will likely be their introduction to the Star Wars universe on the big screen - bright-eyed without prior conceptions of what to expect, who they’ll see or what may happen. It’s all new to them and it’s all fantastic. They’ll grow up and look back fondly at the time they saw Star Wars Episode 7 in the cinema when the older generations were audibly grumbling at the thought of it. The same thing happened when The Phantom Menace came out and the same thing will happen again when the re-animated corpse of Darth Plagueis rears his head 15 years from now when another trilogy is announced for the next generation of kids. Personally, I thought the sequels were incredibly lack-lustre, disappointing, and almost a deliberate betrayal to the Star Wars ecosystem they’ve built up over the years. It’s no surprise some people prefer to stick their head in the sand and just pretend they never happened. All of the characters were either unlikeable or forgettable; excusing Kylo Ren - a pale imitation of Revan. The story was poorly developed, ham-fisted, and mostly surmounted to nothing (Last Jedi particularly). There was a very clear agenda on ‘throwing away the past / wiping the slate clean’ to absolve themselves of the original trilogy and prequels. I understand that their intention was to create a fresh footing to tell new stories on but it ultimately backfired on them pretty hard, unfortunately. Red Letter Media, in particular, gave a pretty good summation on the recent movies that mostly match my opinions for those looking for a meaty analysis. Rogue One was fantastic though, congrats. [center][img]https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1597753699-614768287.jpeg[/img] [img]https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1597753704-1234122797.jpeg[/img][/center] [b]Talking about mods now, you started out modding back in the height of the Oblivion days with a few small compatibility patches, have you done much modding between then and when you discovered Blade & Sorcery? [/b] Well, to be frank, I’ve been modding games since the dark ages before stable internet connections and when we used to get games on discs in magazines. It made sense to me to try and create new content for yourself where possible, whether it is custom maps/campaigns, gameplay tweaks, asset modification, rather than waiting for the next game. Games were often released as a final distributable copy rather than the evergreen update cycle we expect today and often did not receive patches outside of expansion packs.  Generally, when I make a mod it’s for personal use and may be shared with my friends at most. More often than not because the mod is an opinion piece on gameplay tweaking, or a compilation of other mods, or simply not worth uploading. Another big factor would be the fact that it was only within the last couple of years have I ever had an upload speed that could transfer information faster than a person flapping a blanket over a smokey fire. Between the Oblivion days and now, the most prominent mods I’ve released would be the shader packages for S.T.A.L.K.E.R. Shadow of Chernobyl and Clear Sky, known as [url=https://sites.google.com/site/kingo64ssite/Home/optimised-game-shaders/stalker-shaders-max]STALKER Shaders MAX[/url], which primarily focused on improving performance and improving graphics - a necessity for my low-end 7300GT and mid-range 9600GT that I had back in the day which struggled to play the game. But yeah, mostly was just kicking back, enjoying everyone else’s mods until the creative itch started to kick in. It’s difficult to manage time with social life, work, family, friends, hobbies. [b]How did you discover Blade & Sorcery and what is it about the game that keeps you coming back? [/b] I bought it on a whim whilst growing out my VR library and was surprised by how polished and enjoyable the melee combat was, easily the defining feature of the game. The fluidity and believability of the melee combat have really set it apart from other games that have attempted it such as Boneworks and those not courageous enough to try such as Half-Life: Alyx. Even though it’s still currently a sandbox game, I’ve found it to be much more replayable than any other VR title I’ve played. I think it’s really setting the precedent on how good melee combat and item interaction should be achieved. In the VR FPS space, Pavlov VR has potential but it’s still stuck in its Counter-Strike mindset and Hot dogs, Horseshoes and Hand Grenades (H3VR) still has controls that make QWOP look like a walk in the park. Personally, I’m not really looking for online matchmaking when I want to play VR games, I kinda just want to pick it up and do my own thing - play however I want. That’s something that I’ve been able to do with Blade & Sorcery and the replayability I’d like to see in non-story driven VR titles. Each major update for the game has given us a glimpse of what to expect in the released version. The roadmap is really promising and I can’t wait to see what it develops into after it leaves early access. After many conversations with the lead developer over the past year, it’s pretty comforting to know that he shares the same opinions on gameplay design, decisions and direction as I do and I feel confident in saying that the game’s in good hands. The mod support for the game is incredible. I’m surprised by how large the modding community has become given the niche nature of the game. It’s a testament to how building a game with a positive attitude and public SDK only strengthens the community and widens the appeal, ultimately serving a more diverse and enjoyable experience for everyone. [center][youtube]fcyU6sE7rBo[/youtube][/center] [b]For anyone who hasn't played it yet, can you tell us about your biggest mod - [url=https://www.nexusmods.com/bladeandsorcery/mods/528]The Outer Rim[/url]? [/b] The Outer Rim (TOR) is a Star Wars total conversion mod for Blade & Sorcery which adds a humongous amount of content. There are 100+ lightsabers along with many blasters and other items to boot. The mod also includes custom maps, an optional player home, custom NPCs, and arena waves. It’s actively being developed and still has plenty of content planned and yet to be released. It is without a doubt, the largest mod available for the game with a focus on attention to detail.  If you like Star Wars, get it. If you don’t like Star Wars, try it out anyway. If you don’t have the game but have a VR setup, get the game then try this mod. It’s worth it. If you don’t have a VR setup, sorry - play it at a friend’s place? [b]The Outer Rim has been a huge success. When you initially started working on it did you imagine it would be as popular as it is?  [/b] It was pretty evident on the Blade & Sorcery Discord server that [url=https://www.nexusmods.com/bladeandsorcery/mods/528]The Outer Rim[/url] was going to be a big hit when it eventually came out. The prototype weapons I released when I was still learning the SDK and Unity, [url=https://www.nexusmods.com/bladeandsorcery/mods/280]Lightsabers U6[/url] and [url=https://www.nexusmods.com/bladeandsorcery/mods/246]E-11 Blaster Rifle[/url], were a hint of what was to come. Those mods were largely successful on their own, given that the innovation and quality of scripted weapons were not like what we have today bar a few exceptions, notably MulleDK19’s Mjolnir among others. What I didn’t expect was for my peers in real life to recognise the mod and realise I was the creator, or how wide of a reach it would have - driven by gameplay footage uploaded to sites such as Reddit. It’s pretty surreal to see yourself directly influencing your own Youtube feed when Youtubers decide to play ‘that Star Wars VR mod’. [b]Do you work alone on the project or do you collaborate with other authors? [/b] I primarily work alone on the project. There’s something cathartic in knowing that if something in the mod doesn’t meet my expectations I only have myself to blame, improve, and resolve. It’s not difficult to manage large projects such as this with many moving parts, it’s just a very time-consuming process with a large learning curve. I’ve branched out to others who I feel could do a much better job than I, namely 3D modelling and texturing. One long term collaborator of the mod is Plasma, a prominent modder from the Jedi Knight community, who has created models for the majority of the lightsaber hilts among other unreleased items from the next major version. Other authors who have contributed assets to the mod include Sakhado, uiojkl09 (Butters), Vale-X and Spongy. [b]There are a lot of mods made by others that extend The Outer Rim or add new Star Wars related stuff. Do you have any favourites? [/b] I hope I don’t get crucified for this but I haven’t actually played any of the other Star Wars mods so I can’t really answer that question well. In fact, I haven’t really had much time to play the base game as is or even my own mod outside of dev/testing. [b]Now that U8 has been released, are you planning to add any cool new force powers using the magic system?  [/b] Yep, that’s all been planned since the beginning over a year ago - with the intentions of being deeply tied into the skills tree proposed for the future version of the game, U9. There won’t be any force powers in the next major version of the mod, TOR 3, which is focused on blasters, but when I get around to it it’ll be worth it. The big backlog of stuff I have planned is daunting for me to say the least and exciting for anyone else. If you want an idea of what is to come in regards to force powers just play the Jedi Knight and KOTOR series and you’ll know what to expect. [center][img]https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1597753345-139005324.jpeg[/img] [img]https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1597753352-264767641.jpeg[/img][/center] [b]What is the status of a U8 update for The Outer Rim, I know a whole load of people are waiting on it? [/b] The next major expansion pack for the mod, Clone Reinforcements, is mostly complete in respects to content and features however the magnitude of changes presented by U8 essentially forced me to remake the mod, virtually every file needed to be modified on some level to be made compatible, no stone left unturned. The mod got nuked essentially. There have been many challenges and issues to face with the mod that still exist today directly due to what U8 has given and what it has taken away that prevent the mod from being fully playable or meeting my expectations. I’ve been in contact with the lead developer of the game throughout U8’s release and have been trying to report and resolve issues where possible to expedite the process. I’m hoping U8.4 should be the one to fix it. Ultimately, I don’t know how big of a change U8.4 will be, what it will add, what it will do, how much it’ll break, how much it will solve. But if it turns out to be big, it might set me back a few months, who knows? It’s a big game of “are we there yet?” but the car is misfiring and billowing smoke but the kids in the back just want to get to Disneyland. [b]Do you have any advice for authors who want to create mods for Blade & Sorcery?  [/b] If you have an idea for a mod, just go out and try to make it yourself. Take it as a challenge. Yes it’ll take time, yes you’ll have difficulties, but if you put in the effort you’ll be surprised by what you can achieve and how easy it is to learn and improve. There is a vast amount of tutorials and learning material out there on Unity and modding. Specifically to B&S modding, you can find information and example mods in the [url=https://github.com/KospY/BasSDK]Official SDK[/url] and on the [url=https://discord.gg/Yq4k2S]Blade & Sorcery Discord server[/url] in the #modding-howto and #mod-help sections. [b]Is there anything else you'd like to say to the community? [/b] It’s pretty thrilling to see how the VR community has continued to expand over the last few years as the games have become more compelling and the hardware more affordable. I encourage those with a VR setup to give the game a go, it’s a lot of fun, highly replayable, and a great place to flex those modding muscles. We’re welcoming new modders all the time and you know what they say; the more the merrier. A big thank you to those who have supported my work, whether it be leaving a nice comment, contributing their time to help others, leaving a donation, or who have shared it with their friends and loved ones. It’s a passion project with the intention of sharing good times, good memories, and hopefully inspiring people in one way or another. And also if you are wondering, yes I do read all the messages - I just don’t have the time to reply to everyone. Your comments have not fallen on deaf ears when you share your ideas, criticisms, and compliments. [line] A big thank you to Kingo64 for taking the time to talk to us! If there's an author or mod project you'd like to know more about, send your suggestions to [b][url=https://www.nexusmods.com/users/64597]BigBizkit[/url][/b] or [b][url=https://www.nexusmods.com/users/31179975]Pickysaurus[/url][/b].  Published first at One with the Force - Kingo64
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