Showing posts with label Carcrash Parker. Show all posts
Showing posts with label Carcrash Parker. Show all posts

Monday, August 30, 2010

In Which the Narrator Actually, For Once in His Life, Completes Something Substantial

...or, close enough. But I did have cause to celebrate today as I put the finishing touches on the first complete draft of the script for Carcrash Parker and the Haven of Larpers, a project more than two years in the making. For those who may have missed my earlier posts on the subject, I'll give a quick runthrough:

The story thus far:

The summer before I came to Japan, my good friend Mike Rushia and I were looking for a project to fill the creative void in our post-college lives. Mike had been experimenting with the game design program Multimedia Fusion and wanted to try making something substantial. Somewhere in between one of our runthroughs of King's Quest V and our attempts to beat Shadowgate on NES, we started to talk more seriously about doing an adventure game. We had both grown up with the PC classics that had defined the genre in the '80s and early '90s, and knew the story-intensive, tongue-in-cheek style of the Sierra games backwards and forwards. All we really needed was an idea.

We started with a loose concept: a twentysomething classic gaming hound wakes up one day to find his Commodore 64 stolen by a gang of Larpers. From there, we planned out the puzzles, game design, and narrative tone together, while I tackled the characters and background story. Mike started on a point-and-click interface that would breathe life into the finished game, while I spent my evenings writing the game's script after working days painting walls and tutoring kids. I finished the first draft a few weeks before the monumental upheaval that was my departure for Japan, and only six months later did I feel adjusted enough to finally resume work on the project.

The current draft of Carcrash Parker and the Haven of Larpers is by no means finished, but is significant for being the first complete version. I'd like to revise it further, iron out a few kinks, and fix some storyline problems within the next year with the ultimate goal of starting production sometime after I get back to America, but we're taking that one step at a time. Getting the game drawn and illustrated will no doubt be the biggest obstacle, and we've spoken to some friends about providing some artwork.

I hope that at the very least there will be some progress to report in the coming months, either on this blog or on another website specifically for that purpose. For now, though, I'm looking for anyone willing to give feedback on the current script draft, so if you're interested in reading through a lot of Larper jokes and sarcastic narration, e-mail me at mr_bean88@hotmail.com, or drop a comment in this post.

Also, if any artistically-inclined folks out there are interested in working on backgrounds, character animations, or still scenes for what will no doubt be an awesome adventure game, definitely drop me a line.

That's all for now. My next post will be the 150th on this blog, and I'm in the process of putting together something entertaining for this personally important milestone. When I say it like that, it sounds like I'm having one hell of a week.

Thursday, June 3, 2010

Output


I haven’t felt much like writing lately. On the one hand, I’ve been inhibited by the flash rainstorm that drenched my modem through the opened window, leaving me bouncing between customer service lines battling to see who could transfer me to another department the fastest. I of course pleaded ignorance as to the source of the problem, and feigned confusion while the NTT repairmen tested connections with his large diode-covered box. He smiled delightedly when he plugged in the new modem and found the connection rectified, and I saw him off with many thanks. That’s one reason.

The other reason merits further consideration. When Blogger was first acquired by the Erochikan Corporation, I wasn’t worried at all and ignored the news just like everyone else. But now I’ve noticed that [The following opinion is solely that of the writer, and does not necessarily represent a truthful or substantiated view of the topic under discussion. In the interest of providing the fullest treatment possible, certain passages have been flagged for removal and are currently undergoing revision. We appreciate your patience. Please check back soon for an updated, higher-quality version.] providing the reader a higher-quality entry really [This passage is undergoing revision] standardized narrative voices are a clear sign of [This passage is undergoing revision] utilizing [This passage is undergoing revision] that put an end to [This passage is undergoing revision] low-quality [This passage is undergoing revision] independent thought.

Also, the gratuitous thank-you’s in their e-mails [This passage is undergoing revision] they’ve selected a list of business words that [This passage is undergoing revision] I think [This passage is undergoing revision] categorically [This passage is undergoing revision] do the Internet a lot of good.

But yet I’m compelled to keep writing because if I don’t [This passage is undergoing revision] producing a lot of entries [This passage is undergoing revision] I’ve never been worried about the number of visitors here chiefly because [This passage is undergoing revision] and I think people read this blog [This passage is undergoing revision] Honestly though, I know that I’m much stronger than [This passage is undergoing revision] and can beat them if a clear head and strong convictions are adhered to.

Other than that, I recently assembled a few new entry labels, because my Japan tag was getting far too ubiquitous to be of any use. I’ve also been (for the two people still interested) making a lot of progress on the second draft of the Carcrash Parker script, and am nearing the light at the end of the tunnel. I may be posting more about that in next month, and will be on the lookout for anyone willing to give it a readthrough. Finally, last month when I linked to some fellow gaijin blogs, I completely forgot about my friend Jessie, who came over here for graduate school back in January. Under the heading of Lady Lara Jones, her blog has an overwhelming amount of info on Japanese pop culture, video games, and cosplay, as well as her personal experiences, so I encourage everyone to click [The following link leads to an nonsecure website. It has been blocked by the Erochikan Quality Control Team and the blogger issued a warning]. Itterasshai.

Friday, November 13, 2009

My Hands Are Tied

It’s been a while since I posted anything here, but its been a rough few days. Loads of worry and self-loathing creeping up on me. A friend suggested recently that honesty at any cost was the secret to strong relationships, and that it was damaging to hold back the truth just because you’re afraid of hurting people’s feelings. Not only that, but hiding truths from yourself acts as a barrier to self-improvement. Thought-provoking words there, but they don’t make it easier when everything comes crashing down all at once, I can’t sleep, my mind keeps racing about the day’s events, and just making my lunch was a challenge beyond my power.

I won’t even get started on the thing with my parents.

Understandably, this combined with some other engagements I shan’t mention here have made it difficult for me to me to work on anything of substance, or even scribble random ideas for later. I thought the November internet parodies project would keep my work focused as far as this blog, but so far I haven’t gotten a lot done—no work on the meme, my self-righteous rant idea still lacks form, and today I found out that my camera doesn’t have a timer. And fuck, it’s already the 13th.

Work on Carcrash Parker has also slowed since I started devoting more of my mornings to Japanese study (which continues to kick my ass on a daily basis). Finished the first round of revisions on paper a few weeks ago, and have begun to laborious task of transferring those edits to the computer. I’ve been trying to work in more jokes (with Mike’s help, as his ideas lend the script more of the silliness we’re aiming for), more details describing our protagonist’s plight after high school, and expanding a secondary character’s post-college struggles. Have some ideas for more cut scenes to make this work, but dialogue’s never been my strong suit, and it’s hard to fit in much-needed exposition in a way that sounds natural. Thankfully, my friend Sam from Bennington has graciously agreed to draw some Sierra-style cut-scene stills for the game later down the line. Sam’s a talented artist whose illustrations have never failed to impress, and having her onboard adds some much-needed artistic credibility to our project. Plus she likes making fun of Larpers even more than I do.

Apart from the adventure game, my old FWT employer George Packard from the Warner documentary project recently posted one of my observational essays on Japanese life, this one about the hole-in-the-wall vegetable markets tucked away in the back streets of Japan’s aging cities. George’s blog centers around his quest to tend the ultimate garden, with various forays into rural New Hampshire life, and I recommend checking it out if you’re looking for a change of pace.

Finally, I friend recently introduced me to the old “Charisma Man” comic, which, for those not in the know, is an incredibly observational superhero parody about a gaijin English teacher in Japan. I haven’t enjoyed a strip this much since I tore through every collected edition of Matt Groening’s “Life in Hell,” and recommend it to both ex-pats and those still at home. You can read some old strips here and here.

That’s all for now. Probably should try and get some sleep tonight, though who knows if tomorrow will be a productive day by any stretch.

Itterasshai.


Current Mood: Emotionally fragile
Current Music: Cranberries and Lemonheads mix

Monday, September 14, 2009

Carcrash Parker and the Sierra Nostalgia

In addition to short pieces geared toward the Japanese gaijin community and the usual crap for this blog, this month I pulled out the dusty script for Carcrash Parker, determined anew to finish it. May God help me.

Last summer, feeling the frustration inherent in our respective day jobs and lacking any productive creative outlet, Mike and I set out to create a point-and-click adventure game. I still don't remember how we came up with the idea, or why it seemed so good at the time (though perhaps Mike can lend a hand recalling); but we figured that if I could write it, he could program it, and we'd figure out the pesky graphical details along the way. I came up with the concept one cloudy day at George's Mills, we designed the world map and game layout together, and behold: Carcrash Parker and the Haven of Larpers was born.

I wrote the script draft last fall, mostly in the evenings while I was painting for Dad at the Hillsborough house, and finished the ending lines on Christmas Eve while my parents worked on their yearly last-minute gift-wrapping in the other room. Mike, meanwhile, started making the engine, and we'd meet on weekends to discuss progress and make long lists of references we wanted to include. My coming to Japan threw a wrench in the gears of the project, because with all the chaos of getting set up, working on an epic adventure game was the last thing on my mind. It feels good to come back to this after so long; I've distanced myself from the writing of the first draft and can approach it more critically, yet the ideas are still fresh in my mind.

Carcrash Parker is hard to talk about because most people I know don't understand larping, let alone what the fuck an adventure game is; and talking about the project invariably leads to an explanation of one or both concepts. Since Mike and I only make fun of the former and are both passionate fans of the latter, I'll give a quick rundown:

Mike grew up playing the old Sierra games, and he introduced them to me somewhere around the time I saw my first rated-R movie (which, for the record, was Total Recall). We used to play a lot of the old text-based games (including the primitive yet eponymous Adventure) on the PC or the Commodore 64 where the player typed out all commands and solved puzzles using inventory items. These, however, were small potatoes compared to the Sierra games, which blew me away the first time we played them. These games, like a host of other graphical adventures of the time, allowed you to move your character onscreen and either type out commands or use a point-and-click interface to explore and interact with the game world. I'd never seen anything like the Sierra games before: the epic storylines, the full voice acting, the humor, the ridiculous puns, and that magic of being transported from Mike's darkened computer room into a world of malicious wizards, dark labyrinths, and suspenseful murder mysteries. (I'll stop here, since I spend enough time talking nostalgic in this blog as it is.)

Simply put, what we want to make is a point-and-click interface computer game in the spirit of Sierra where a player wanders a 2-D world finding items, solving puzzles, and interacting with other characters. No fighting engine, no character stats, no endless farming of items, and no customizable teams of party members. Adventure games have a limited appeal to a new gaming generation, but in them lies a vast storytelling potential that has not been fully explored. I was attracted to telling a story of 20-something, post-college frustration through an adventure game because of its non-linear structure. The player can piece together a complex, multi-layered plot by looking at various objects, having conversations with the right people, and exploring the world map at their own pace. The plot, backstory, and characters can all be spread through a gigantic narrative jigsaw puzzle. Like a good Faulkner novel, the player can finish without absorbing the whole story, or they can look deeper and see the bigger picture. Perhaps no game I know of accomplishes this feat more impressively than Laura Bow 2: The Dagger of Amon Ra, though King's Quest VI and the Quest for Glory series certainly come close.

So after all that pretentious-sounding build-up, that's where we stand. I'll try and keep this blog somewhat abreast of the game's progress, but until then, here's a few other adventure game links I recommend checking out:

AGD Interactive Games Page: A nonprofit company who's made some pretty kick-ass SVGA remakes of the first two King's Quest games, plus the second Quest for Glory game, free for download. As this is the easiest way to discover the old Sierra series, I highly recommend giving these games a try.
Peasant's Quest: Remember when the Homestar Runner website was the shit? I still enjoy their King's Quest 1 parody immensely. If nothing else, it's the only adventure game I've ever heard of to include a meatball sub inventory item.
Al Lowe's Humor Site!: Al Lowe created the Leisure Suit Larry series, which (before they degenerated into 3-dimensional abominations of taste and gameplay) were a hilarious batch of games with an, *ahem*, more pertinent goal than the average adventure.