Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Friday, April 12, 2013

Depictions of the Autarch

In working on Wrath of the Autarch, I've been primarily focusing on mechanics to this point.  While there are six important factions in the game (including the Autarch's), my goal is to walk a line where the factions are somewhat fleshed out, but not excessively so.  That is, I would like to "leave space" for creativity and collaborative worldbuilding, but also provide sketches and snapshots to help creativity during play.

However, I vastly underestimated how much concrete detail needs to be understood when creating the art.  The indomitable Doug Kovacs is doing much of the art, functioning as a collaborator and designer.  I have also badgered my friends for help as well, which certainly hasn't been uncommon to this point.


Anyway, one of the first orders of business is to really think about the Empire, and the Autarch in particular.  I had written up a snapshot in the book - they're a plutocracy of sorts, where heads of numerous guilds form a collective senate and rule.  The Autarch is somewhat a figurehead, a historical position that is selected and put in place by the guilds.


This Autarch, though, is somewhat more savvy than those before her, and is less "figurehead" and more "get things done" - to both the delight and displeasure of various guildmasters.  I imagined her to be in her mid-30s, and we were giving her a slight Roman look (much of the Empire is inspired by Rome).


For the cover composition, we thought it would be cool to have her on a palanquin, held up by guards.  Surrounding her would be some sort of depiction of the seasons - hinting that it's a kingdom building game.  One idea was to have these seasons on a stone tablet, maybe showing the construction and destruction of a development (like a keep or a wizard's tower) through the seasons.


We also thought she should look a little elaborate - formal robes, a headband or icons of some sort surrounding her.  She's in "regal" attire on the cover - not in her more functional ass kicking gear.  In her hands are a magical ruyi scepter, cradled in her left, and a sword across her lap.  The ruyi scepter means something akin to "as you wish" and depicts prosperity.  Historically it was also a talking stick of sorts.  I really like that symbolism - as the Autarch is the wish granter and the one whose voice is heard.  The sword represents the enforcement of their will.  It has a nice blend of bizarre and formal.


I also really like the look of Byzantium color schemes and accoutrements.  The Empress Theodora, in particular, had a cool look, and might inspire the look of the Autarch - sort of a combination of Rome and Byzantium.

  
I think having some ornate robes is in order, with various bands symbolizing the importance of her station.  Although, I'm thinking of toning down the headgear a little - emphasizing the Autarch as someone who gets things done, and probably wouldn't be *as* comfortable with some of the formal restrictions, shying away from it perhaps more than her predecessors.

I also need to think of symbols for either her or the Empire.  I like the idea of a raven - symbolizing wisdom.  A bear also sounds cool.  We were thinking of using sun icons for the various depictions of the Stronghold (the protagonists) - since the Stronghold could look so many different ways.  Another option might be a stylized coin or something to that effect, further emphasizing the importance of prosperity and economy in the Empire.

Saturday, April 3, 2010

Heavy Rain


Videogames are big business. There are advertisements for videogames during the Superbowl and the Final Four. They have crossed over to mainstream, even Grandma is playing Wii bowling (mine did - stunning, really). But, there is still that understanding amongst the intelligentsia, that videogames are there for pimply faced kids who like to pretend to be an orc, or they're for twelve year old kids who try to collect Mario stars. Heck, even the snobby people can at least admit that they can be *fun*.

But... are videogames art? Art that is transformative, and unique, and should be taken seriously by adults? Would we dare to submit that a, a, a *videogame* could compete with The Seventh Seal or 1984? I mean, don't equate your little game with Literature. Well, perhaps. But similar things were said about comics. Until people like Will Eisner and Alan Moore came along. I submit that Heavy Rain is a step in that direction.

In Heavy Rain, a videogame for the PS3, you follow a weaving narrative of four characters that intersects and overlaps - the nexus of which surrounds a serial killer who destroys children by trapping them in enclosed spaces and letting rain water slowly drown them. Yes, let me say this, Heavy Rain is dark. It's not really a game you play and feel happy and chipper afterwards. You feel pretty emotionally drained.

Now, is Heavy Rain a videogame Watchmen? No. But it does expand what videogames can accomplish. What their possible limitations are. Where they can go from here.

Heavy Rain is certainly not a game without its warts. There are some minor issues with the storyline, as well as some minor control issues. But I can accept these for the positives that it brings. Namely, as you play each of the four characters, you are confronted with choices and situations that really weigh upon you. Some of them might be easy for you, but some of them most certainly are not. The fear and suspense in many scenes is palpable, and the fact that you're controlling the characters brings an air of intimacy that makes it uncomfortably personal.

As an example, there is a (possible) scene where a character you control is confronted with a choice to cut off one of his own fingers. Now, you don't have to do it, in fact, it may ultimately prove useless. But, you also have very strong motivation to follow through with it. Should you? But there's a clock ticking for this choice. And your heart is racing. And you have to run around a dingy apartment finding something to use for this grisly task. Scissors? A cleaver? A saw? What? How are you going to stop the bleeding? Keep it from getting infected?

This, though, is where the videogame element comes in. You find something. Let's go with the cleaver! But, you're breathing so heavily that it's difficult to concentrate. So, you move the controller back and forth to slow down your breathing. Try to get your heart under control. You feel yourself empathizing with the character. You feel your breaths synchronizing with the motion of the controller.

Time is counting down. But, what if you miss, or don't do it right? Should you go through a test run? How are you going to do it? You hold your hand out, but... you flinch and pull it back. You're having trouble controlling everything with your heart rate picking up again. So, you try to ignore the time. Focus on the calm, breathe in, breathe out, breathe in, breathe out. You open your eyes. Now it's time to do it for real. You lay your hand on the table, press the sequence of buttons, trying to control the cleaver under your shaky hand, you raise it in the air, hold your breath, ...

So, is Heavy Rain just a choose-your-own-adventure suspense film? Well, yes, just like Watchmen is a pulp novel with doodles.