On Reluctant Authority

Ok, so since Tweets aren’t large enough for me, I decided to write things down here. I wish I wasn’t spending my time trying to chop sentences down to 140 chars up to now and started a blog earlier, but this will have to do.

[Spoilers from The Wheel Of Time -up to Lord of Chaos- follow. Read at your own risk.]

I’m about forty percent through sixth book, Lord Of Chaos, and our main pals have got to possess a certain amount of badassness. All three ta’verens are some sort of lords. Perrin literally rules Two Rivers, Matrim has an army in his hand, which also sounds like a bit… uh… fanatic let’s say, and obviously Rand; he’s an entirely different character now than he used to be in first two books, running of all by himself to Tear was the beginning of madness for him.

But what Nynaeve just did in Salidar was the sort of things I always wanted to do if I were a protagonist of a story who is surrounded by reluctant authority. Continue reading

On Game Development and Setting

When you go and think about creating a game, you try to define the experience and visualize things in your mind. There is a scenery which you try to achieve through the development process, a scenery in which you want to make the player… sense the experience you designed. You design all the components of the game pointing in this direction. There is a reason for each.. thing in the game to exist, a reason given by you. Everything that you put in the game together form that experience.

From what I understand, this first “Oh my! That’s totally gonna be so cool!” design, is somewhat personal. People usually fail to deliver this enthusiasm to people around them, so they get the game done by themselves. Or if they are not alone, they get to decide on important matters. The “other” team members are of course contributing to the project, but mostly by doing the tasks given to them.
Continue reading