Again, it's been a while. Sorry about that; one of my biggest concerns re: this blog is repeating myself too much. I've already been over a lot of topics, from how games get made to policies on obscenity to just random blather. So it gets a bit tricky making certain I always have something relevant to talk about. I mean, I could always just fill this space with monkey antics to entertain, but that's not particularly what anyone who stops by here is looking for, I reckon. And I appreciate the higher standard, even if I'm sometimes flummoxed by it.
It's a standard we like to hold to in our books, as well. I don't think any developer who's ever been at the company has ever wanted to just plain throw out something entertaining without engaging some higher function of the brain. Most writers don't want to, either. The line may vary a lot from place to place, of course; sometimes you believe so strongly in something you want to beat your readers about the head and shoulders until they take a serious look at what you're saying, and sometimes you aren't really trying to reach an audience save that you let what you believe inform your writing. I admit I'm not one of the most passionate evangelists in game writing, at least compared to some of my co-workers past and present. But even I think that every game book should have some sort of intrinsic value above and beyond entertainment.
It's probably because of the word "book." Technically, we might be writing supplements... but they're also books. They're sold at bookstores. And ever since I was small, I reacted to the idea of a stack of books as repositories of knowledge. This proved to be not universally true, but there's always something to be learned from even the crappiest and least imaginative romance novel (even if that's "someone actually thinks of this as romantic, and perhaps for unhealthy reasons"). That said, the crappy novel, romance or not, is a terribly low standard. We like to have higher standards than that.
Now, the cold reality is that you're not paying us to offer random lessons on whatever we think is important to date. Hence, why we don't want to evangelize or get too textbook on you. It can distract from the things you're paying for, and to be honest, we aren't experts on many of the things we might like to talk about when compared to some of our readers. (Sometimes our lack of knowledge is grievously embarrassing, but I like to tell myself that we're much better than our previous low points.) That said, you never know just what any given reader might or might not be familiar with, so you throw out some fragments of information anyway. At the very very least, we've introduced new words into a lot of vocabularies. A lot more people can use the word "obfuscate" correctly in a sentence these days, for instance! At the most, we've had successes like
Charnel Houses of Europe: The Shoah, which said a lot of things that needed to be heard by as many people as possible. And hopefully people have noted the places where we've tweaked history for the purposes of making the supernatural resonate a bit more, and not taken them at face value... and if we just plain got it wrong, we apologize.
But the World of Darkness is a good place to get some education with your entertainment. Check out the recommended sources lists in games. Watch some
Cities of the Underworld to learn more about how cities are built and put that knowledge directly to use with your
Geist chronicle. Drop some of your favorite real-world history into the background of your favorite vampire. One of the biggest advantages of the World of Darkness as a setting is that it's basically like our own -- and you can't help but learn more about our own world to make things feel more authentic there.
There's piles of things I didn't know about before I read about them in World of Darkness books, or started researching some of them for writing purposes. How about you? Anything stand out as even just inspiration to go learn more?
Posted
21 Oct 2009 2:15 PM
by
EthanSkemp