Tag Archives: One-Shot

The Indie Developer Seizure: From 2013 to 1997 With Love (and Reciprocity)

While creating wiki templates for my upcoming RPG, I used sample information from my character Celty. I could stop there and ask a question I’ve thought about idly: I spotlight my characters like Final Fantasy VI or Tales of Vesperia spotlighted theirs, where each of them has shining moments and a fan could make a dozen compelling cases for who the “true” hero is, so why is Celty my “default” character—my template? Is she my favorite? No. Is she my strongest hero? No, although she’s up there. Is it because she’s playable for a longer time than any other character? We’re getting warmer, but then why is she the first playable character—the Terra or Yuri Lowell to others’ Celes and Estelle Sidos Heurassein and Rita Mordio?

I found that my answer lies in the heart of battle my history. (Sorry, Ryu!) Most of Celty’s modern profile was created within the past three years, but when I decided to add a Trivia section about her past, I set myself on the path to uncovering ancient secrets. At first I meant it only for simple asides: her gameplay abilities were designed with speedrunners and single character challenges in mind, she was originally imagined as a warrior mage and not a martial artist, and her name predates Celty Sturluson from Durarara!!.

On that last point I paused. Celty was one of my longest-surviving characters, going back at least to 2000 or 2001 when I first had the crazy notion that I could make an RPG one day—but could I find out how long she’d been with me? I dug into old documents. The truth I found shouldn’t shock you (hint: it’s up in the blog post title), but it shocked me: I’d created Celty as early as December 1997. I had made her a legendary NPC in the computer RPG creation tool Blades of Exile. She was not only “one of” my longest-surviving characters, but the third longest-surviving.

Celty is my “Bulbasaur”: a character who wasn’t my first creation but will always be #1 in the Pokédex.

If that was the end of the story, it wouldn’t be worth mentioning. The real end of the story is that I found epiphany and revelation and truth. I dug into my past to answer a single question and walked away with an answer to a second and infinitely more important one.

Click to read the rest of my descent into indie insanity.

Brevity is the Soul but not the Whole of Hits

Wit isn’t the only part of communication—just the most important one.
Wittiness means no downtime.

I haven’t played Final Fantasy XIII. I haven’t played Castlevania: Aria of Sorrow. If my sources are trustworthy, I’d beat the latter before finding fun in the former.
I have played Dragon Quest VI. Love it! It dominates other DQs, like Dairy Queen and disqualification. Still took longer to ramp up than Mega Man X took to wrap up. (No, I didn’t mistype Dragon Quest VII.)

Repeat: Wittiness means no downtime. It doesn’t mean front-loading your best stuff; it means not-loading your best fluff. Start great; end better. It’s not proposing one-hour game; it’s opposing one-minute lame. No Boredom Ever!

Whether it’s 5’1″ or 6’10”, a witty game drops the waits and hits the weights. A witty game turns into heavy stuff for its length, but it’s all muscle.