WOTAN Fornever
I have placed WOTAN on hiatus. Not permanent, but I would not feel uncomfortable calling it indefinite.
I reached an impasse where I just could not decide what exactly I wanted that would make WOTAN stand out. Inspired by Minecraft and Dwarf Fortress, I have kept to my original vision of WOTAN being not simply an online gamebook engine, but something where each user is able to create their own piece of the world.
The aesthetic is for it to presented in the style of a gamebook, a throw-back to the bygone 1980's. However, wiki-like, you have the ability to create new pages in the "story." Obviously, knowing me, the first thought was to be able to construct bases, fortresses, lairs, et cetera. The trick in designing it is that, while each is essentially just text written by the user, there are definite rules and boundaries to be followed in the creation.
For instance, you can't simple write that you have a chair in a room; the chair must be placed in the room, and the basic text for "chair" is inserted into the page. The user can enter adjectives to describe the chair, or even better that is done when the user is crafting the chair. The chair will also have default behaviors associated with it -- as an example, it can be sat upon by a user's character.
Part of why I waver between finding this incredibly interesting, and between being bored to death is due to the fact that I always end up thinking, "this is just like a MUD." I'm not sure that I want to make a MUD, web-based or otherwise. I want to make something different. MUDs are just fine by me, but they have been done to death. If I want a MUD experience, I'd rather log into a pre-existing (and high quality) world like Lusternia.
Of course, a big difference between what I envision and a regular MUD is that users will be able to create new portions of the world much easier and without any scripting. Theoretically, a user will be able to create a dungeon room by room by using only web forms, which will appear differently according to some predetermined boundaries, such as character skills, the trust level of the user, game tokens, or a combination. This is basically how crafting would work als0.
So I keep WOTAN in the back of my head and hope for inspiration to strike. The funny thing about that is, I spend most of my work time in Kana and my leisure time in Minecraft. Throw in a dash of Lone Wolf, and what kind of unholy abomination might that produce?
In the meantime, I have been examining PHP frameworks to see what I got right and what I got wrong in my own first steps at creating one. I got a lot wrong, to say the least. But I also got a surprising amount "right" (my opinion), so I feel confident that I will only continue to get better. WOTAN was also always meant to be a "framework" for text-based adventure and exploration games, after all.
I am currently working on a super-secret project at the moment that is gaming-related, but not an actual game. I don't want to say anymore because, hell, it may never see the light of day either. And I don't need this blog to brainstorm as it's a pretty simple idea, but one with potential.
Poop, poop and more POOP
For the past week, I have been hard at work building a full-featured Minecraft server, featuring the Hey0 Admin as well Google Maps-enabled web access to the server map through the c10t mapping client on an Ubuntu 10.10 virtual server in Virtualbox. Now I realize it was all pointless.
I guess I could host this sucker through our residential Comcast connection, but then I would have to buy a server, right? My desktop isn't terrible by any means -- I'm not entirely in denial if I claim that my Q6600/9800GTX+ is still in the high end of medium-range computers for a little while longer. However, running a Minecraft server over a wireless connection is not happening. Understatement, I know.
I figure in the short run, paying for a year's worth of a decent low-cost VPS is still going to be cheaper than building a brand new computer, and the Internet connection is going to be a whole helluva-lot better. So expect to see more about a semi-public SMP server coming this week.
I recently resubbed to Fallen Earth, but I am having a really hard time getting into the game. It is unfortunate, but I don't think I will be going past this month. I think my time with MMORPGs is almost officially over. Logging into WoW makes me want to vomit. I can't bring myself to log into DDO for whatever reason, and I feel to LOTRO as I do to watching paint dry. That's sad, because I really want to like them, I just lack the ability at this juncture.
Work on WOTAN has slowed to an almost standstill. I think it is just that time of year, though. That and virtually all of my time is accounted for, and what time I have had I have been doing silly things like setting up Minecraft Java/LAMP servers for fun and education. I refuse to call it quits, though. In all honesty, I am strongly considering changing the title to "Wotan Forever."
The main problem I am having right now with WOTAN, is rather bad, as it is not a technical or engineering problem. Rather, I am having a conceptual problem in trying to come up with different ways to present the game that will both set it apart from other online "story world" games and appeal to a wider audience. All of the ideas I have seem to indicate I should just set up a MUD server, but that is not what I want to do, either.
WAAAAA! It is hurting my brain. I would say I should drink more, but I have already developed a half-bottle-of-port-a-night habit. I like port wine the best, because it was the wine Saint James Episcopal served at communion when I was a child. Blood of Christ, baby - that's the real deal.
Regardless, work on WOTAN continues, but slowly, sloggily and lugubriously, in malasiatic fashion which, if you know me, will be entirely true to form. Boy, writing those shell scripts for CRON jobs to maintain a Minecraft server nobody visits sure is fascinating stuff, though!
I should probably just log into DDO.
WOTAN Vaporware?
So it is official. I haven't updated the blog in a couple weeks and I have decided to officially name Project WOTAN to WOTAN FOREVER (reference).
OK, not really, however I have had an interesting development lately in that I have become gainfully employed. I swore it wouldn't happen again, but who was I kidding? What this means, of course, is that my already-precious time just became even more precious and scarce. Which means that Project WOTAN will not launch this month as previously planned.
I am by no means giving up on it, however. But now we are looking at an ETA somewhat down the road. Perhaps December, perhaps January 2011, but I highly doubt it will be sooner. So I do not fault you, dear reader, if you consider WOTAN as vaporware. I probably would also if I were you.
But it is not! This past weekend even, I was hard at work on the continued refining of my template system. Like I have said continuously, Project WOTAN is very much a learning project for me and so I frequently go back and update the code to reflect new techniques I have learned or optimize newbishly-written methods.
No doubt, though, that on the whole WOTAN's codebase is still quite a newbish affair, however I hope to minimize that by adhering as strictly as possibly to the MVC pattern. I have to admit, though, that my other commitment to creating a highly-normalized database structure is leaving me a little befuddled when I find myself sorting through my fast-approaching-50-some tables.
I have no doubt, that WOTAN will also be better for the extension. Part of my recent effort to refine my template class and system has involved a lot of rewriting class methods to return arrays (rather than strings) in order to future-proof them for eventual use with JSON and thus AJAX.
So, yes, I hate to admit it, but I was not quite hitting my August release mark to begin with. And now with the advent of working a full-time job with a two-hour-each-way commute (I am a proud patron of Portland's public transit system), that is essentially guaranteeing I will not make my August deadline.
But I have already sworn an oath to finish this monstrosity, so you know it is going to happen eventually. Hopefully this year even!
Reevaluation
I have finally begun work once more on Project WOTAN. I am currently slogging away through the Administrative interfaces to the Item module, and I am almost "done." Of course, with the quotes ... when I say done, I am not factoring in the design work and requisite code debt. And then there is all the non-admin stuff -- the actual game.
I plan on beginning the Character module soon, therefore. But there is still a mountain of work to be done, and I am at least a week behind where I wanted to be. These sad truths have led me to reevaluate how I want to release WOTAN to world, further distilling my plans as WOTAN unfolds with the future.
First, I have to admit I feel a little down. I feel like I move really slowly, as if I should be much farther ahead than I am. WOTAN is, however, an educational enterprise for me. As I have mentioned before, little more than a year ago, my knowledge of SQL was non-existent and I could produce a http header redirect in PHP but not really know why. So WOTAN can be looked at as an almost-purely educational enterprise.
At any right, what I am driving at, is that while I still plan on reaching my first mile stone with WOTAN by August, I will be shifting gears somewhat and I will not be releasing "THE WIZARD'S TOWER" at that time.
As part of the whole learning process (I suppose) I realized that I have been doing and focusing on is more in lines with game development rather than game design. I suppose that might mean something substantive, but if not, what I am getting at is that rather than splitting my energy coming up with both a game engine and a game I would be better served investing all my time into the actual engine, and leave the game for farther down the road.
I plan instead, as I have mentioned in a previous post, to offer WOTAN to the public from a website dedicated solely to the engine. I still haven't decided on open-source versus proprietary licensing yet. I am leaning very strongly toward open sourcing WOTAN, however.
Looking beyond the Fighting Fantasy or Lone Wolf or Tunnels and Trolls aspects of the sort of game I would like to play on a WOTAN site, I realized that what I am creating is really only a very specialized type of content management system.
I am also trimming down a few of the planned features for the WOTAN engine. Movement-restriction will be left to the back-burner for a while. Game tokens, a.k.a. site RMT, have also been downgraded as a priority. Opponent NPCs are definitely still in, but if I have to make another cut, it will probably be Vendor NPCs. And this is not that these features won't make their way in eventually -- just not in August, or perhaps even before Christmas.
The first planned non-core module planned will be a Character Race module, which will be generic enough to double as a "class" module, or any other way the game master can think to express the concept. I want to do this one first because it will be relatively easy, and I plan to use its creation to document a "module how-to" guide. And for post-launch modules I plan on creating the aforementioned Site Token and Movement modules.
I think first, however, I will be exploring two modules to facilitate dynamic gameplay: a procedural "dungeon generator" and something I am still trying to wrap my mind around, but is based on the Mythic Game Master Emulator. The "dungeon generator" is not likely to be anything like what would be described if you were to google that term, and so while I am working on the other parts of the site I have been making a little side-project of conceptualizing. Like the latter mentioned GM emulator, I don't really have anything to say; expect to start hearing more in a month or two.
I believe I have found a great resource for artwork at DriveThruRPG. This eases my mind quite a bit, as the artwork is all really inexpensive and most of it has no licensing issues. So I plan on exploiting that resource a fair bit for illustration work.
That about covers where I am with all that. I having a raging hard-on for getting this project finished, however. Though the perpetual torpor of my malaise is like a constant weight around my neck. Oh well.
Another Crippled Sorcerer-King
Hi, it's me. Just checking in with what I have been up to.
So, I have accomplished almost literally nothing in the past week, whether that involves working on my PBBG project WOTAN or even merely playing a game. I have been watching my four year-old son alone this whole time, and he does make it literally impossible to get anything done.
He has a special talent for picking up on when I am trying to do something other than mindlessly reading reddit. Like right now: I don't know if he is psychic, but he was just happily keeping to himself and playing with his toys and now that I have started this post he is magically pulling at my leg demanding my full attention.
I have also chosen this past week to "dry out" as I believe the saying is. Of course by that I mean I have ceased my famously-prodigous reefer consumption for a while. It is a necessary thing every now and then, like taking a vacation. Sadly, I am also the opposite of the typical pot-head stereotype in at least one regard: I utterly lack motivation to do anything when "sober." I suppose that is why I have loved marijuana from the first time I tried it, to me it is like Ritalin and Prozac all rolled into one. Sadly, like those drugs, it also has its downfalls but I chose it because it least it isn't as dangerous (or potentially addictive) as them.
So my ennui is very high, and my motivation is very low even without the distraction of a young child. Fortunately, I have a solid roadmap for WOTAN and I will be getting a short break from parenthood tomorrow so I hope to finish the basic Item module. It is true, I have relied on MJ a bit too much to keep me going, so a pet project of mine is to attempt to motivate myself and stay focused without the use of this crutch.
Is it any wonder my favorite non-Tolkien fantasy character is Elric of Melniboné? Unfortunately for Elric, he proves he is utterly unable to sustain himself without his drugs or his famous sword. But I think I'll be able to manage. I'm just more of a dick and a bit less patient without my Stormbringer.
Now, I do not plan on quitting outright. I find "quitting" most habits to be an utterly asinine concept. I used to smoke cigarettes quite a lot, and now I almost never smoke them. However, I keep a pack in the cupboard and when the mood strikes I will have one. I find it much more beneficial to merely "stop" than to add all the self-defeating stress and pressure of the feckless absolutist concept of "quitting." I am also very much not a fan of 12-step programs; I find all they are really good for is teaching you how to be a submissive cretin, not give you the strength, willpower and discipline needed to actually face your chemical demons. People who are 12-step acolytes may be "sober," but at the cost of thousands of little deaths each day. If I ever needed a program for an addiction, I would hope it would teach me to take control of myself, not surrender it to an outside idealogy.
And then again, even when smoking two packs every day, I didn't identify myself as a "smoker." I merely was a person who happened to enjoy smoking. And I still do, though it is an activity (albeit a disgustingly smelly one) I engage in perhaps once a week at best, perhaps a half-dozen times every few months.
And so it will likely go with the MJ. Then again, cigarettes never produced the beneficial effects on my brain chemistry that MJ does, so the analogy doesn't exactly fit. And if I find I, like the doomed hero Elric, am absolutely unable to function without some sort of chemical intervention I will always choose MJ over what I consider to be (if not actual) dangerous prescription drugs. So I may choose not to "stop," either. If so, I wonder if I will find myself impaled upon a stalk of hemp after witnessing the birth of a new world which I helped create after destroying my world? Not to give away the ending to the Elric saga or anything. See I can be evil too! Mwuhahaha!
Anyway, my work has been set back a week, but so what? I have been having doubts I will make my August deadline anyway, despite its looseness (notice I have never made a specific date, such as August 1st or August 12th or the like?). But if my release of WOTAN ends up being in September, I won't be terribly upset with myself.
Weekly Schlep
First, I have to get this off my chest:
I think the move by Turbine to make LOTRO f2p is a bad idea. Based on its core design of heavily-instanced PVE encounters, I thought f2p was great idea applied to DDO ... but I have a bad feeling it is going to prove difficult to implement in the open world of LOTRO. However, I do think it is possible to pull off, so we'll see. The main thing I am worried about is a drastic increase in the already problematic issue of inappropriate names. Somehow I don't think there were any elves running around Lindon named "Drzztforchris" or dwarves mining the Iron Mountains named "Iwillchopu." Unfortunately for me, it breaks the game. Oh well - I am sure this fall I will be logging in for at least a bit to see what it's like.
WOTAN
Now that I have dealt with that bit of unpleasantness, I will move on to what I am really here to write about, and that is my weekly report on my non-epic schlep trek called Project WOTAN, the online single-player RPG/gamebook/pbbg/pcp/nwa/insert-cliche-or-acronym-here.
I am actually a bit ahead of schedule at this point, having finished the basics of the Treasure and Power modules. August is still looking good, though I wonder if I will be able to launch The Wizard's Tower as I had planned, or rather focus more on launching the code for WOTAN as FOSS. I am still undecided, and am leaving that decision for July so I can better gauge what is left to be done.
If, by early-July, I do not feel like I can pull off at least one decently-written gamebook to start TWT, then I will likely focus more on the generic engine. I realized that a demo site for WOTAN could function just as well as a game site in its own right. And rather than attempt to launch TWT prematurely with a randomized gamebook generator, I could make a site devoted entirely to randomized adventures with less relative effort than writing something I want to actually be taken seriously. Besides, OSS or not, I need to have a site that is diverse enough to show off what WOTAN can do, right?
The basic WOTAN site would eventually come to comprise many gamebooks mostly having no relation to each other. Whereas TWT or a site like it is meant to be taken itself as a series of books, there could be several concurrent series in wildly different genres with wildly different gameplay running on the "official" WOTAN site.
This morning I took a couple screenshots of my progress. Below is the basic User Control Panel. The same page virtually ever site in the world has. You'll notice that I have included a user avatar, which is actually a Gravatar. I am also strongly considering implementing an OpenID option for logins.
I know, it's hella rough looking, but obviously this is still an alpha work-in-progress. Below is an example of one of the things I did this past week, the Book Admin interface for the Treasure module.
I purposely left a custom tag, {book_name}, open so you can see how I am populating my static pages with data. So, in the pertinent view class for the Treasure module (in this case the auxiliary class treasure_widget) I merely use preg_replace to insert data from the database onto the page. (I am a big fan of preg_replace, lol.)
I probably should have used a pre-existing template engine, like Smarty for instance, but I chose not to. While not using one has been a learning experience, I have a feeling that in the future I will probably turn to an existing system.
This week I will be finishing up the core modules and their respective admin interfaces. I am expecting to create the admin panels for the Book-Page submodule to be something of a pain. I also have to create a whole other subsystem for the basic Character object. My goal is to have all these things done within the next 11 days, Friday June 18.
After I have all the core modules and their adminstration views (panels, interfaces, whatever you want to call them) essentially finished, probably 75% of the site will be complete as it will have all its basically functionality. Then I will be moving on to creating the views for the end user, the whole point for the site existing in the first place. And so during this time I will also be doing the bulk of the graphic design and it is looking like I am going to have to brush off my far-too-dusty pencils and actually create some artwork as well.
I am planning for July to consist mainly of polishing the site and adding non-core modules to the game. The most important of these modules will consist of character tracking and statistics, and possibly also a mechanism to cache data. I have also chosen mid-July as my final deadline for deciding on whether or not to put the WOTAN svn code repository on Google or GIThub and releasing it as GNU.
Either way, we should be seeing an August release of something interesting.
Frame Work
I am still working on Project WOTAN. I am gradually cleaning up what is already there code-wise while managing to (albeit slowly) implement features. Last week I managed to add in the basic functionality for administering pages of a gamebook. A lot of the page's functionality is not yet written, however.
The main reason is that last week the greater part of my time was spent, aside from cleaning-up code debt and some unfortunate back-tracking, on creating a simple way to catch user errors. The sad thing about that is that I likely spent too much time on it considering it will have to be heavily modified for the live game and is largely for my own benefit at this point. Oh well!
The good news is that I am preparing to work on the other core Book modules and I hope to burn through those in a relatively quick manner. What are the modules that will all work together to make a Book a gamebook? The heirarchy is something like this:
Book
The Book is the main module that ties together all the others. A book is a self-contained adventure that, while using all the basic concepts of a WOTAN game, will allow for a wide variety of customization. In other words and for example, a character can have skills in one book that may not be present in another. Or a character may have an item only available from a certain book.
Care has been taken to ensure, however, that a character will be able to keep certain items, powers, money, et al and move them between books. It is conceivable that some books in a series may require it, as in a case where an item picked up in book 2 of the series may be needed to complete an objective in book 5 (this is just an example).
Page
Page is the main module (sub-module, I suppose) for the Book. After all, what is a book without pages?
These will be what is thought of when you as an end user think about the game. Like Book ahead of it, Page ties directly into the other Book modules, and is rather bland without them. Though one could create a WOTAN website without the benefit of the other modules, though one would end up with something that is more interactive fiction than gamebook. More like Choose Your Own Adventure and less like Lone Wolf.
Power
Power is the module that controls and defines what powers a character has in a book. These can be anything the book author likes, essentially. You can have three powers in a book or 30. These will form the basis for the extremely basic conflict resolution system that is still quite close to what I envisioned last year. The most notable difference, however, is that the book's author will be able to control what type of die is used in the book: currently including d4, d6, d8, d10, d12, d20 and d100. But as of now dice pools are still in.
Powers will also be only loosely coupled to the book, as with all the Book's modules aside from Page. Meaning if your character plays book X and acquires the lock-picking skill, he will carry that into subsequent books (even if they have no use for that power). As with the example above about carrying items through books in order to solve extended puzzles or unlock special content, the same can be said of powers. Perhaps in a given series only Book 2 makes use of lock-picking, but book 5 has a special locked door that can be picked with the skill - if you happen to have it.
Background
Backgrounds are a little pieces of character information that one earns in the course of adventuring. They could almost be thought of as "achievements" in the gaming sense, but hopefully not asinine. Getting a background will earn your character a bit of flavor text (i.e. "Couch Potato" or "Savior of Planet Lesbos") as well as a power modification (from previous example, -3 Stamina or +2 Sexiness). These will also be carried from one book to the next.
Item
Items are what they sound like, and if you have even a passing familiarity with RPGs then I need say no more. One thing, however, I am very much considering is disallowing the creation of "magical" items in the game entirely. That is to say, there won't be any amulets of +1 intelligence or swords of +1 damage.
The reasoning for such a decision is twofold: 1) I would like to encourage deep customization of the actual character itself rather than character equipment in a sense for personal philosophical reasons, and 2) (the main reason) it will make creating the Item module that much faster. However, me being me and not wholly different from your typical RPG nerd, power-modifying items will more than likely have a home in WOTAN.
Treasure
Treasure is anything that can be used as currency. Basically, I just like the way the word treasure sounds as opposed to money or currency. Wealth will be important both as a gauge for "success" at the game, but also to use at npc merchants. Typical RPG fare.
A notable thing about both Treasure and Items: they will have physical weight. Rather than use a common gamebook convention (also shared by video games like Diablo and Torchlight) and limit carried items by an arbitrary number of spaces in the virtual backpack, I plan on using the more PnP-like convention of limiting items carried by their weight.
While this also makes for a bit more coding, another trade-off is that I will have to have at least one character power created by default for all gamebooks. However, considering hit points will also likely be needed in 99% of the books written with WOTAN, I think combining weight-possible and hit points into one mandatory power will not be terribly limiting to authors. It also introduces more strategy in the sense that the more damage you take the less you can carry.
Movement
I also have planned at least one other super-power (so to speak), that will be mandatory in all books: Movement. Movement points are spent to move between pages of the book, and will be a fixed number to all players that regenerate over time as they are spent. Why do this?
This will limit players from spending all their time on the site in one big burst. I certainly hope that the site will interesting enough for people to want to crack out on it for hours at a time. That would be worth more than anything else, I think, but I also do not think it is a likely eventuality though I hope for the best. However, if a WOTAN site were to get some sort of Slashdot effect and everyone thought it was Web Christ and couldn't get enough - then having movement points in place could play a significant part in keep site traffic reasonable.
Another reason is purely as a money-maker. While I don't aim to try and "get rich" from any WOTAN site, sites do cost money to run and right now this is pretty much all I do, work-wise. So every little bit counts. But rather than merely troll for donations, offering increased Movement points or regeneration rates will offer those who would probably donate otherwise something in return for their kindness. Of course, this also begs the question of whether or not I will be able to actually produce something people will want to pay for. I also plan on offering free movement bonuses in the usual fashion, i.e. in exchange for referrals or by converting in-game currency into points.
But again, I stay hopeful since I will be using my own desire to play the game as gauge for quality control. If I think it sucks, then it will either need to change or die. If I love it, then there are bound to be others out their on the tubes who will love it also.
Plato, Plotinus and Planescape
Plato, Plotinus and Planescape ... what do these things have in common? While I wish this post was going to be a thoughtful and thorough examination of how these two men relate to and have influenced the famed TSR game world, sadly it is not. Rather, they are all playing roles in influencing how I will be writing the books for my upcoming PBBGB (Persistent, Browser-Based GameBook -- clumsy I know, but eventually I will hit on a decent acronym), The Wizard's Tower.
Spoiler Alert!
I am writing about the general story concepts now because I have yet to even begin writing the actual story, as I am still doing research and also still hammering down the actual game code, but I thought I would post a SPOILER ALERT warning for those in the future who may look for information about the game. Because while I have my doubts anyone in the future will care, I am positive nobody at this time does, otherwise I would not publish my thoughts at all. But at least I hope what I am writing is interesting.
A peculiar thing about me is that whenever I come up with an idea for a story I almost invariably come up with the ending first and generally write backward. So I can say without hesitation what the ultimate ending of The Wizard's Tower will be: the realization that your character is dead and has been dead the whole time. But I am getting waaaayyy ahead of myself.
The Wizard's Tower will be comprised of several "books," or they could be thought of as major sections or chapters. This is largely to keep me motivated in writing them and allow me to (hopefully!) make my August deadline. It will be much, much easier to launch in August with one book and another on the way then try to push a year or two worth of writing into the next couple months (and at the same time write the code for a functioning gamebook web site to host the work).
First, let's examine how the story will relate to Planescape ... not that deep, I am afraid. It just sounded good in the title of this post. The main way that the two would be similar is in the type of "world" they present to the player.
If you already aren't familiar, the Planescape game-world is divided into many planes of reality that are all connected to a central plane of reality called the city of Sigil. This is best imagined as a wheel, with the spokes representing the connections of the diverse realities to the central hub. The Wizard's Tower will have an almost identical concept, though the imagery will be quite different.
In the Wizard's Tower, the central hub is the tower itself and it is the central connection to various realities (i.e. planes of existence). These realities are represented as sections of a large garden and each section will be its own book. Which means, while I do have an over-arching plot I am working out, this allows me to accomplish it in three books or 300. It all depends on how much time I have and my motivation for producing new books.
OK, so we have the rather superficial way that TWT is related to the Planescape universe, but I am certain you are scratching your head about the references to two philosphical heavyweights of the ancient world I referenced.
In rather feckless terms, Plato was the founder, and Plotinus the re-founder of the Platonic school of thought (which I will refer to as Neoplatonism). My real goal with TWT is to explore some of the important themes and concepts of Platonic and Neoplatonic thought as read in Plato's Dialogues and Plotinus' Enneads. I also plan to use them to compare related and unrelated schools of thought like Gnosticism, Heathenism, Buddhism and Taoism, just to rattle off the ones immediately important to me (and therefore likely to find their way in).
Here, however, is where we really get into spoiler territory. I want to talk about my overall vision for the story, so stop reading if you care. If not, go ahead.
The story begins with the protagonist (is you! ala Choose Your Own Adventure) waking up in an immense and wild forest. Visually I would model it after the immense redwood forests of my adopted home, the American Pacific Northwest. Big-ass trees, ferns and thick fog everywhere -- you half-expect to see a dinosaur come lumbering by. But I digress.
You wander for days in the forest, which is so deep and dark you aren't able to tell the difference between day and night. You are forever in fear from the constant din of threatening animal sounds. You stumble along in complete disorientation and lose all track of time. Then, after an unknowable time of wandering aimlessly, you stumble into a bright clearing and as your eyes adjust to the bright light of the sun you see that there is a large tower set smack dab in the middle of the glade.
The tower looks immense, perhaps big enough to house 10-15 people and I am imagining the glade to look about perhaps 5-10 acres in size. The glade is completely covered with an ornate and well-tended garden. Think Victorian England. The garden extends to the edge of the forest and its ordered appearance contrasts starkly with the tangled, dark mess of the forest. The whole place reeks of strange energy ... that feeling you get when you know something is not quite right.
As soon as you step into the garden you realize that the garden and tower are not what they appear. I am currently undecided about how to portray the dimensions here.
- On one side I want for the garden to be as large as a small world and the tower resides at its center. The books involve you traveling through the world-garden to reach the tower.
- On the other side, the tower and garden are as they appear on the outside, but the sections of the garden represent a plane of reality in which you travel to from a mechanism in the tower to retrieve clues to unlock the mystery of the tower. I am currently leaning in this direction.
So what does this have to do so far with my eloi-like pseudo-intellectual nonsense? The sections of the garden will represent parts of a person's life as exemplified by a concept from Plato or Plotinus. Within each, you will be forced to make decisions about some basic reality-constructs that we as members of Western civilization take for granted. Also there will be plenty of monsters and obstacles to overcome and death-defying exploits to perpetrate as well the usual villains, rogues and swooning maidens. What's the point if you leave out all the cool stuff?
While I have yet to finalize how I will treat what will be the final book, the goal of collecting the clues in alternate realities or of the journey across a garden-world, there will be an ultimate goal that connects everything. As of now, I envision that the tower is inhabited by a (male) wizard and a female character whom I have not decided how to represent yet. She will either be trapped by the wizard at the top of the tower and freeing her will be the object of your overall quest, or she will be an equal countervailing force to the wizard as you are manipulated through the garden. In either sense, your ultimate goal after X books will be to encounter the pair in the tower.
A bit cliched, perhaps, but the wizard represents the Demiurgos and the woman represents Sophia. It was this bare concept that initially choose Neoplatonism as what I wanted to explore with The Wizard's Tower. I also plan on using a lot of dichotomies (most straight from Plato but not all) to explore relationships between materialism (Demiurge) and spiritualism (Sophia). It will also make for a dramatic ending that is sure to be hella sweet.
So here is where my internal monologue gets especially spoilery for those of you listening in. You have been forewarned.
So if the eventual confrontation between the Wizard and the Lady (as I have taken to calling her, but I am leaning toward calling her Isis) is the dramatic conclusion of TWT's over-arching story, then what is the denouement? What is the purpose for all of this? Phat Lewtz?
No, my friend, no phat lewtz. I plan on inserting easter eggs from the beginning that will hopefully allow the player to see what I revealed above in the hidden text. I plan on pulling an Owl Creek Bridge and having the entire story relate to someone coming to terms with their own death.
The forest is akin to limbo, the chaos where the eternal meets the temporal: the outlands of the universe. It is to here where your (meaning protaganist) spirit travels to after your body dies. The time spent wandering in the forest is your incorporeal self coming to terms with no longer being a material being and subject to the whims of the material. Something like a scab on an old wound, "you" (and here we can pull in some Freud and Jung for kicks - I need to remember to read up on them) do not actually realize that you are dead. And so you create your dream-like pseudo-world where "you" can live on. But it is not real, and you have to move on and leave that artifact of your material existence, that which makes you "you," behind you.
So the clues that you pick up in the books ... while you think you will be picking them up to solve the riddle of the tower, they will actually be letting you know that you are really dead and that you are in a dream world your misguided spirit has created. The trick is in being as subtle as possible so that most people in the audience will have no idea, but at the end slap their head and say "I KNEW IT ALL ALONG!"
I also find an excellent mirror in various Platonic writings to give me both a direction and something of a blueprint, but also give the story real depth and meaning beyond being a mere diversion from work or school for the bored malaisiatics of this dream world we call the Interwebz.
The end will have your character realize that he or she is a ghost and ascend the tower to the next level and thus the story will be over. This will either be accomplished by "rescuing the maiden" (i.e. gaining wisdom) or by navigating the channel between reason (Demiurge) and intuition (Sophia) who are both guardians of the tower and have been testing you. Not sure which route to take yet, though I like the fairy-tale aspects of the former.
Idle Hands are the Demiurge’s Tools
It is really quite something, that. What? Oh, merely my lack of focus. What was that? Oh, I am writing a blog post ... I knew that.
Work proceeds apace on The Wizard's Tower. I have hammered down the basic attributes of a "Book" and I am, at this moment, deciding whether to begin laying out the database structure and model code for the "Pages" of a Book or pay off some code debt in the form of writing some decent error handling controls. What is a Book? Why a gamebook, of course ... pshhh.
In the past week or so I was struggling to understand how to order the game's heirarchy with regard to the world the player character progresses through. My first impulse is to order the game universe along the lines of the modern CRPG or MMORPG in the sense that I create a world for the character to exist in. However, what I am trying to accomplish is to create a story for the character to exist in. They may seem like the same thing, but there are subtle differences.
For instance, existing in the story implies that the character will likely be moving forward. No revisiting areas for the player and no random NPCs who hand out quests and expect you to come back for a reward. Actually there will be both of those ... drat, what am I trying to say? Let me get it down.
Rather than a zone, the site will have a book and rather than have areas within the zone, you will have pages in the book. Each Book represents a self-contained adventure for which there are beginning and an end points, complete with its own rule system. Well, a variant of a an extremely basic rule system. Though, to keep in the gamebook spirit, I have disavowed my previous stance of character and environment complexity for one of simplicity. Though, the basic system will still likely end up being vaguely GURPs-like which is something I have had in the back of my head all along.
A character will only be able to exist in a single Book, though there is a mechanism to transfer a character through books linked in a series. Each Book is essentially a self-contained universe with its own stock of monsters, items, traps and puzzles. As I said earlier, character complexity is out; character skill necessity is in. I am now generically referring to skills and attributes as "Powers" which covers the gamut from technical skill to raw talent. And because each power exists only within its Book, if there are no locks in a Book, there will not need to be a lock-picking skill (as an example). Of course if another Book requires lock-picking then it will have it.
Some pages will be able to be revisited again and again, but these are the exceptions to the rule: cross-roads, taverns, WalMarts, et cetera. These are merely nodes from which adventure springs and beyond moving from point A to B or buying a ray gun, they do nothing else. I have completely abandoned my plans for designing a complex NPC dialogue system because I realized that the game itself serves that purpose already. There will be complex NPC dialogue trees, they just won't be anything special from a technical standpoint. (Phew.)
I don't know why I keep losing my focus, perhaps it is because I have had the devil of a cold the past few days. Oh well, I should get back to it, I suppose.
The Wizard’s Tower
Work on Project WOTAN (a web-based gamebook framework) has been proceeding at a fairly solid pace over the past month. I have been hammering down not only the conceptual ideas, but also the actual code. It has really evolved since last year, mainly code-wise and this is entirely due to my increasing familiarity with general programming concepts as well as php itself.
Speaking of which, I have now just a few days ago embarked on my journey into the wild, wooly world of Javascript. "Fuckin shit sucks," I'm tempted to say, but I shall not. I'm merely suffering from a lack of patience and want to be a jQuery AJAX master now, not later. Give me another week and I'll have those user forms completely AJAX-ified, I swear. Really.
I suppose I am feeling the pinch a bit because I have yet again set a date for the initial release of WOTAN: August of this year. I am too lazy at the moment (actually I am tweaking on that sweet, sweet, $("id").click(function(){...}); lovin), but I believe that is actually about one year past the initial release date. I suppose I could search back through the archives but that would be precious minutes away from the jQuery crack-pipe and we simply can not have that, now can we? That also seems rather far away, but with all that is left to do three-four months is not far away at all. I should probably extend it to October ...
So, ahem, yes, August 2010 I will be releasing WOTAN in the form of the web game "The Wizard's Tower."
Like all potential future WOTAN sites, The Wizard's Tower will essentially be a web-based gamebook along the lines of Steve Jackson and Ian Livingstone's Fighting Fantasy series or Joe Dever's Lone Wolf saga (a great favorite of mine as a young nerd). The main differences between a gamebook and WOTAN site lie in the technical possibilities and limitations between the two media. In spirit, I hope WOTAN plays much more like a traditional gamebook than what we might now think of as an "RPG."
And what story will The Wizard's Tower feature? I have actually been deeply considering this very question, and while I do not want to reveal too much, I am basing a great deal of it on Plato's Timaeus. And, of course, it will be set in the sort of generic dragons'n'warriors universe we have all come to know and love as it has evolved over the past couple-hundred years or so. While I'm not sure it could be considered high fantasy, as I am not sure I am capable of writing anything other than moral ambiguity, that is what I am going for.
And my plans for the story are also considering that I am running on schedule. I will be testing the site with a random dungeon generator and if I am too constrained for time I may have to launch with that in place and relegate the fleshing-out and writing of actual plot lines to post-launch site updates.
So that sums up WOTAN as of May 2010:
- php code and html markup coming along nicely and on-schedule
- UI in the form of AJAX components just barely started and I am worried this will fall behind schedule due to my inadequate skill level with javascript
- making me say things like "fuckin shit sucks" and refer to concepts like "stress head-aches"
Of course, I love it. And that reminds me, I need to find an artist whose willing to basically work for free out of an abiding love for interactive fantasy novels with neo-platonic/gnostic cosmological symbolism. Peace of cake, right?



