Stellaris – Weather Factory https://weatherfactory.biz Weather Factory Tue, 21 Jun 2022 14:42:07 +0000 en-GB hourly 1 https://wordpress.org/?v=6.7.1 https://weatherfactory.biz/wp-content/uploads/2021/07/cropped-Logo-32x32.png Stellaris – Weather Factory https://weatherfactory.biz 32 32 199036971 So there’s this rumour going round about Stellaris https://weatherfactory.biz/so-theres-this-rumour-going-round-about-stellaris/ https://weatherfactory.biz/so-theres-this-rumour-going-round-about-stellaris/#respond Thu, 27 Oct 2016 11:55:35 +0000 http://weatherfactory.biz/?p=449  

Related information here.

]]>
0 6981
Stellaris, BioWare and the Culture: what I’ve been up to in the first half of September https://weatherfactory.biz/stellaris-bioware-and-the-culture-what-ive-been-up-to-in-the-first-half-of-september/ https://weatherfactory.biz/stellaris-bioware-and-the-culture-what-ive-been-up-to-in-the-first-half-of-september/#comments Fri, 16 Sep 2016 16:28:34 +0000 http://weatherfactory.biz/?p=310 I’ve finished off my guest writing gig for Paradox on Stellaris. I’ve written a couple of blog posts about it: one at the beginning, one at the end. People have been asking if I’ll do any more. The answer is I’d totally be up for it, if Paradox asks and if it fits my schedule (I imagine Paradox will want to know how my contribution is received).

My schedule has got a lot more crowded, though, with bthe announcement that I’m BioWare’s first ever guest writer. I did an interview with PC Gamer and another with Eurogamer.

My first GamesIndustry.biz column went up. It’s about Valve, and why they’re more like the Culture than the Borg.

I also wrote a blog post about the passive voice in games writing, which went up on Gamasutra. It was then unexpectedly championed by, of all people, Derek Smart, who appeared to be having a very cheerful day.

]]>
1 6976
What I’ve just done to Stellaris: seven more things https://weatherfactory.biz/what-ive-just-done-to-stellaris-seven-more-things/ https://weatherfactory.biz/what-ive-just-done-to-stellaris-seven-more-things/#comments Fri, 09 Sep 2016 10:57:38 +0000 http://weatherfactory.biz/?p=269 I’m winding up a wagon-load of work on Paradox’s Stellaris. This is about what I wrote, and what I learnt while I was writing it.

Paradox gave me a very open brief, but stories of unwise trespass and cosmic horror are what I’m known for – and that’s what I saw people anticipating in the comments here. So I’ve gone full-on space-ghost-story – Event Horizon meets the Twilight Zone.

They did, however, ask me to do a linked series of events, and I can see why – even though Stellaris thrives on a healthy mesh of little unrelated events that you encounter some of on each playthrough. There is so much content in the game that adding a three dozen more beans to the stew wouldn’t make much odds, whereas adding, as it were, a rich and spicy sausage is something you’ll notice. So it’s a substantial sausage – an interactive novelette in size.

Here’s some things I found useful when I was putting it together.

1. If a narrative event runs as an interrupt, make sure the first sentence is a grabber. When you’re playing Stellaris, you spend much of your time with the (real-time) game running at high speed, mentally juggling multiple goals, waiting for a planet to get colonised or a fleet to reach its destination. If a window pops up to say SOMETHING SOMETHING FLAVOUR, it’s immediately tempting to mouse over the reward and click ‘OK’ without following the detail. The first sentence needs to justify its presence – give the player a cue for urgency (‘EVERYTHING IS ON FIRE on Pharos III’), for exaample, or just a strong image. I like the intro for one of the vanilla events in Stellaris: “Immense, ragged planes of shadow drift across Pharos II’s face.” Concrete, intriguing, unfussy.

2. Choices engage attention. Much more simply, when that text event pops up, if there are two choices whose outcome isn’t immediately obvious, that will slow you the hell down and encourage you to engage. One-button click-to-advance is a billboard by the road – it might catch your attention, but it’s telling you it’s disposable. Two buttons, though, is a fork in the road.

3. People forget… especially in strategy games. Once again, it’s worth pointing out that when someone is playing a strategy game, especially a 4x, their brain is busy.

Players rarely remember as much of the copy or the story as game writers want them to. We have to review, gloss, repeat in different formulations. It can feel patronising to say ‘Pharos III, where the asteroid hit the nun that one time’, but the player might have forgotten all about that nun. They will likely welcome a quick reminder; and this will also often give them the reason to care from (1).

4. If you’re working with an unfamiliar toolset, double your time estimates, right out of the gate. I stumbled a bit on my initial estimates for Stellaris, because I was so used to writing so fast in the Failbetter CMS; I knew there’d be spin-up time, but it was a little worse than I expected. It’s not just the technology (and I had a very helpful in-house expert); it’s the whole concept, the approach, the conventions. It’s easy to underestimate what you don’t know. Fortunately, I didn’t get much behind, because

5. There’s no substitute for familiarity with the game. I’ve got 75 hours in Stellaris, and it made all the difference, especially with the last point. I’ve been on both sides of this fence, as both client and contractor. I know now that decent familiarity can’t be faked. I know too that hiring people who know and like your game is a big deal. It’s not a substitute for competence, but it means they get it, it means they’ll take much less prep, and it means there’s a good chance they actually want to work for you and aren’t just filling in time between deadlines.

6. Beg, borrow or build characters. I said in my previous post that it was hard to write a story with no characters. Of course that was shorthand. There are characters in Stellaris, or things that perform those functions – the player / their empire, rival empires, free-floating space beasties. But they don’t have distinct motives and arcs in smaller stories.

But Stellaris does have named leaders with quirks. They’re more like equippable items than characters, but wherever I could, I made one into a mini-protagonist or antagonist. Clausewitz, the Paradox scripting engine, is sophisticated enough to support this (and it isn’t a novel approach – original Stellaris did similar things sometimes too.) This immediately gives the narrative, however short, someone to hinge around.

7. Name meaningful names. So you’ve got three hundred words, split into several chunks over time to tell a story about the discovery of a mysterious alien corpse. The player will be switching between this and other stories, and the primary game. How do you help them keep track of what was going on?

Well, one thing: for God’s sake don’t keep referring to ‘the mysterious alien corpse’ if you can help it. It’s vague, it’s clumsy and it pumps your word count up needlessly. Sometimes you just have to (see point 3: people forget) but wherever possible, find a label that will stick.

I tend to prefer evocative real words or phrases. The corpse I put in Stellaris, for instance, is the Messenger. You can overdo this (and I have overdone it sometimes), and invented words, especially if they have some aesthetic or etymological relevance, are fine – like the Cybrex in vanilla Stellaris, or peligin [from pelagic/fuligin] in Sunless Sea. But this is the first work I’ve done that’s going to be localised, and I didn’t want to make life any harder for the translators than necessary.

So I favoured poetry over neology: the Coils of God, the Horizon Signal, the Worm-in-Waiting. I’m reasonably confident those phrases will be memorable.

]]>
16 6973
Seven Things About Writing For Stellaris https://weatherfactory.biz/seven-things-about-writing-for-stellaris/ https://weatherfactory.biz/seven-things-about-writing-for-stellaris/#comments Sat, 27 Aug 2016 12:42:18 +0000 http://weatherfactory.biz/?p=221
    1. That Iain Banks quote  – ‘the unlimited special effects budget [that] written SF hands a writer’. Man, I’ve never felt that so keenly. I keep being, like, is it okay if I blow that up? and the Paradox guys are all, sure, put a black hole in while you’re at it.
    2. But there are constraints, as always. I can’t move a planet to a different solar system, I don’t have an art budget at my disposal. That’s cool. I like constraints, and words are super flexible.
    3. There are almost no character arcs. There are very few specific characters never named. People can’t be centre stage. That’s a challenge. But not as much of a challenge as
    4. I’m used to writing about people with nonspecific gender. Now I’m writing about people that may in fact be bird people or spider people. I just gave a character recurring nightmares and then thought, can I assume fungoid macrocolonies dream? Well, hell, anthropomorphism.
    5. My writing background music: the Ender’s Game soundtrack; Oldfield’s Songs of Distant Earth; Ligetti’s Atmosphères, for that cosmic perspective of terror; and of course the Stellaris music itself, which does a fine job of being evocative without intrusive. I tried listening to the Mass Effect OST of which I’m also v fond, but it’s just TOO CONFUSING. Every game world has a flavour, but it’s a flavour like a cocktail, not a flavour like a spice. Good things rarely happen when you drip one cocktail into another.
    6. Content spreads thin. Everyone wants more content in the Stellaris mid-game. There is a lot of content in the Stellaris mid-game already, but it’s a big giant game already. Go poking around in the content files. It’s like falling into the monolith down there. I’ve said it before, this is what I think of when I think about the appetite of players for content:
  •  

    • 7. If you’re going to mod Stellaris / add content, then (assuming you’re writing on Windows) use Indexing Options to enable full-text search in all the files when you’re trying to work out how it all fits together. Otherwise it’s like someone put a maze in the monolith, and you’ll never get out.
    • 8. Watch for the Loop.

     

    ]]>
    14 221
    What I’ve been up to, Friday 12th August: STARSHIPS https://weatherfactory.biz/what-ive-been-up-to-friday-12th-august-starships/ https://weatherfactory.biz/what-ive-been-up-to-friday-12th-august-starships/#comments Fri, 12 Aug 2016 15:21:05 +0000 http://weatherfactory.biz/?p=202 Earlier this week, I launched a Javascript prototype of Cultist Simulator. I hesitate to describe it as a ‘game’ – it’s really only a proof-of-concept of one, temporarily living on the web. But people are enjoying it! You can play it through to the point where you engage in your own inevitable destruction, here:

    I want to get another small patch up for it in the next week, because after that I’m in Iceland for a week, and after that I have a gig I’m really looking forward to.

    When I was deciding whether to leave Failbetter or not, I took a week’s holiday to think about it. Paradox’s Stellaris had just launched, and I put forty hours straight into its maw, one after another.

    So I was very chuffed to end up talking to Paradox about doing some guest writing. As you probably know, Paradox are all about the post-launch support on their games, and I can now announce that I’m going to be writing a chunk of mid-game content for Stellaris, starting in September. This is exactly the kind of thing I was hoping to be doing when I started out ronin-ing; thank you to the Stellaris team for making it happen!

    Have a magnificent weekend.

    READING: Lafferty in Orbit, The Hungry Moon, Truth Lies and Advertising
    WATCHING: Stranger Things, Meek’s Cutoff
    PLAYING: No Man’s Sky, the Fall, the Flame in the Flood
    DRINKING: Brandon’s Winter 2015 reserve: barrel-aged gin with a lot of candied citrus going on, surprisingly like an Old-Fashioned in a bottle.

    ]]>
    3 6970