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Travelling at Night News

Gracing the Wake

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[p]"Come closer, come closer, look into the scrine..."[/p]
[p] [/p][p]Next week we expect to release (a closed pre-alpha of) the very ever first playable build of Travelling At Night!!1![/p][p][/p][p][/p][p]This extremely early vertical slice takes Spencer to the Sanitarium Aujourd'hui, both day *and* night versions. It includes samples of most major systems; prologue narrative; demo tracks from our as-yet unannounced composer; and the first five fully animated outfits of the gentleman once described as 'the best-dressed man in the Suppression Bureau'.[/p][p][/p][p][/p][p]You'll also be able to talk to a number of NPCs, including the game's first possible companion, Vincent Chraibi.[/p][p][/p][p][/p][p]The names of the first 20 people to play the game Have Been Chosen (!), but we'll send the emails next week. Please note that these names were chosen entirely at random from the list of people who signed up to test, so if you're not one of the lucky few this says nothing about how much we like you For anyone not in the alpha (99.99999999% of people on the planet), we'll almost certainly be adding additional testers in the new year. You're still in the running for future rounds of testing.[/p][p][/p][p]And if this is the first you've heard about pre-release testing and you're going OOH OOH ME, there's still time to sign up for those future rounds.[/p][p][/p][p]For now, please entertain yourselves with two new outfits for Spencer: one recalling his brief time as a priest of the Church of the Unconquered Sun, and the other from his time as 'Father Brass', his semi-successful stage magician persona.[/p][p][/p][p]Spencer looks handsome in *everything*.[/p][p] Just for fun, here’s what my screen looks like when drawing Spencer’s clothes. Glad I have an ultrawide monitor! And an excuse to look at David Niven a lot.[/p][p][/p][p]In non-Travelling news, next week also marks the beginning of the BOOK OF HOURS in-game advent calendar. From Monday 1st December, presents will appear periodically on Reverend Timothy's Christmas tree next to the Rectory in Brancrug Village. When in-game winter rolls around, you'll see Christmas decorations appear throughout Hush House and beyond and you'll be able to open your presents at the Rectory. (Please note that you can't get advent calendar gifts during in-game spring, summer or autumn, and won't see the Christmas tree or decorations during those seasons eiether). All items remain on the tree for you to collect at your leisure any time from the first of December to midnight on New Year's Eve. The advent calendar ‘ends’ on Christmas Day, but you have an extra week to collect any missed items after then.[/p][p]Look out for a new Skeleton Songs episode going live this same coming Monday. We'll see you on the other side of this build...[/p]

Friday conversation snippet: I've been updating Rodia

[p][/p][p][/p][p][/p][p]Those footnotes in the text. Why is 'Icarians' highlighted the first but not the second time?[/p][p]Footnotes in Travelling, once explored, stop appearing in the text, though you can still find them with a search. A personal bugbear of mine is when text is full of repeated hyperlinks. I feel like someone's jostling me with an elbow and going 'eh? remember this?'[/p][p]It's quite possible that I've overthought this, and that lots of people aren't bothered by it! So there's an option to switch footnotes from 'Subtle' to 'Importunate' and see even visited ones every time.[/p][p]--[/p][p]PS: a Greek speaker has pointed out she should be Rodia Vlachou! Fixing.[/p]

The Niceman Cometh

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[p]"'Honneur et Humanité', remember?"[/p]
[p] [/p][p]OK, OK, Spencer doesn't have to be nice - that's the whole 'roleplay' thing I guess - but when I play him he is. Because I am pathologically unable to play horrible characters without feeling really terrible. But soon, some of you will get to play him however you want! The first pre-alpha build of Travelling At Night will be available to a select few testers at the end of November or early December. AK finished writing the core narrative for the first part of the game last week, and you'll have the full run of the Sanitarium Aujourd'hui. Thank you to everyone who signed up to test: we'll pick 20-30 people at random and get in touch nearer the time if you're one of them.[/p][p][/p][p]I thought this would be a good time to (re)introduce your (tbc) three possible companions throughout the game. You'll only be able to recruit the first, Vincent, in this pre-alpha, but will be able to swap him out for Lalla Chaima or Corso Reverte later on.[/p][p][/p][p][/p][p]Vincent and Chaima both have two outfits (Vincent sports the Sanitariuam Aujourd'hui uniform, then changes into his own clothes; Chaima wears her own clothes first, but changes into a theatrical Berber outfit when she's performing at the Rosa Mundi). The eagle-eyed amongst you will notice that both of them have had a makeover since you first saw them, as I wanted their respective Algerian and Moroccan roots to show more clearly. But I haven't touched a hair on lovely Corso's head partly because a) Adrien drew him and b) he's perfect. The key thing to know is Vincent and Chaima are exes (Chaima: 'I do not recall this man at all. At all.') and this means there is an extremely balanced and healthy relationship between them now, especially because Chaima's Rosa Mundi performance is her throwing knives and Vincent is definitely very happy to be there when she does.[/p][p][/p][p]We also have some additional characters you've not officially met yet - whom I've ingeniously dubbed The Blondies:[/p][p][/p][p][/p][p]Meet Mathis, Vincent's laconic colleague at the Sanitarium with a past he's not thrilled for you to find out about. Then there's Maître Argant, representative of a certain power transmarine, with unclear intentions and exquisite tailoring. The next you saw in Dream form in a Reddit post a while back: here is Nina, Witch of Lagasse, in all her glory. And finally, taking her ease, is half-Canadian Bessy Bloom, jazz singer turned cook (to make ends meet) who never seems able to sit still...[/p][p][/p][p]You'll meet Vincent, Mathis and Bessy in the pre-alpha, but will have to wait for the others. In the meantime, though, we can share the second floor of the Sanitarium where you'll rootle about in this build in November/December. There's one place you're not allowed to see yet, but here's what the Suppression Bureau are happy to show:[/p][p][/p][p][/p][p]The upstairs is a place for crafting (note the Verdant and Holy Places - with one other opportunity hidden beneath the Suppression Bureau's censored section), dressing (note your gigantic wardrobe) and sleeping. Your room's the middle on the left, decorated with some slightly troll-y touches by Dr Aubière. No prizes for guessing which is the room used by Rodia - the Greek singer-patriot rendered stationary by the Plague of Leaves - but many points if you figured that the largest, plushest room in the bottom right corner is Strathcoyne's, because of course it is. Please make sure to set your alarm for the middle of the night so you can sneak into people's rooms and see him sleep. Creepy? Yes - I told you you didn't have to be nice! But also rewarding because you get to see Strathcoyne look cute:[/p][p][/p][p]I leave you with a rapid-fire burst of smol but significant news:[/p]
  • [p]Japanese localisation for BOOK OF HOURS now has a launch date and that launch date is Thursday 13th November;[/p]
  • [p]French and Spanish localisations for Cultist Simulator's mobile port (App Store / Google Play) are still expected this year, but we are at the mercy of our mobile publisher Playdigious on this one;[/p]
  • [p]AK and I are on holiday (!!!) next week (LAZY DEVS) so please forgive us if we are quieter than usual, briefly.[/p]
[p]For now, happy Halloween. May the Watchman light your way at this most pervious time of the year.[/p]

Turn This Opportunity Yes

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[p]"Every choice has its shadow."[/p]
[p] [/p][p]Early in Travelling‘s development I was playing around with art direction and drawing our first interiors. Behold, I said, this vast room wot I have drawn. Bask in its amplitude. Tremble at its generous size. Lottie, said AK, I’ve been binging isometric CRPGs and have discovered that large spaces aren't interesting per se. It can be better to have smaller spaces which feel full than large spaces which look great but feel like a long commute to move through. Thus the boot-heel of design came down once again on the trusting face of art - but he was right.[/p][p][/p][p]One of the things we’re trying to do with Travelling is to keep the scope relatively small so everywhere feels rich and interesting and full – of lore and stories like Planescape: Torment, of beautiful prose like Disco Elysium‘s where every snippet feels like a present, of ambience and life like Shadowrun. One of the ways we're doing this is with a system we teased in September's newsletter, so I thought now was a good time to talk about it: OPPORTUNITIES.[/p][p][/p][p][/p][p][/p][p]AK games tend to combine 'pungent prose with crunchy crafting mechanics', and Travelling is no different. We've moved the slider up to the 'pungent prose' end of the bar, but we still want to underpin this literary CRPG with some satisfyingly chompable systems. Opportunities are essentially a distilled version of Cultist's crafting system, where you combine disaparate items from your inventory to create something new. Unlike Cultist, this system does not want you to experiment until you 'figure out the game'. Cultist is a deliberately difficult roguelike that emulates the sense of fumbling through the dark towards uncertain ends. Travelling wants you to baste yourself in the glory of the Secret Histories, like a helpful goose on Christmas Eve. So you'll discover Opportunity recipes as you explore the world, and Spencer will remember them for re-use in the future (AK adds: YES WE PUT A NOT-CODEX IN THE GAME AND ALSO NOW A NOT-RECIPE-BOOK. bunk.gif You'll also be able to auto-fill recipe slots with relevant items from your inventory (though you can still hand pick what items go where if you're being strategic about it or particularly don't want a specific item to be consumed), because the point here is the creation of items, not the discovery of the combinations themselves.[/p][p][/p][p]However, you now have to be in a particular physical location in the world to craft - you can't do it on the fly, from anywhere - and different locations unlock different recipes. For example, you might expect to see more Lantern-inflected recipes in a 'Holy Place', such as in front of a prominently-displayed giant portrait of a Fulgent. Alternatively, you'd expect Heart-inflected recipes in an 'Agreeable Place', which we haven't actually placed anywhere in-game yet, but will presumably be next to things like tins of biscuits and anywhere there's a cat.[/p][p][/p][p][/p][p][/p][p]Once in a suitable location, you'll pick from your list of known recipes and combine physical inventory items...[/p][p][/p][p][/p][p]Examples: pre-war British passport, Incorporate cigarette, silver pyx[/p][p][/p][p]...with Memories...[/p][p][/p][p][/p][p]Examples: Impulse, Revelation, Fear[/p][p][/p][p]... and/or Influences (very similar to Memories but disappear when you travel to a new city - unlike BOOK OF HOURS, though, you can often crystallise Influences into Memories).[/p][p][/p][p][/p][p]Examples: Ministry, Grail, Incorporate[/p][p][/p][p]AK is always telling me about trying to make failure interesting. One of the ways he's doing this with Opportunities is replacing the percentage chance of success - which is fun when you succeed but disappointing when you don't - with a percentage chance of something additional happening that complicates things. In Opportunities' case, the unexpected are called Troubles:[/p][p][/p][p][/p][p]Examples: Nightmares, Pain, Trace[/p][p][/p][p]You'll pick up Troubles as you move through the world, just like Cultist's EXILE DLC. Like EXILE, Travelling also has Traces, but adds Troubles like Weariness (which only sleep will remove) or Dizzy Acquiescence (which has no description yet except an enigmatic note to 'trust upwards'). Savvy players will find Troubles can be useful in certain situations: think of gumming up a Hunter's efforts in Cultist Simulator with a slew of Mystique cards, or finding a bug that creates infinite Flushed Mommets in BOOK OF HOURS and then emailing us about it. But as the name implies, having lots of Troubles is a problem you'll need to address. Like Ben Kingsley says in Sexy Beast, 'you're gonna have to turn this opportunity yes'.[/p][p][/p][p]Right! Back to getting all of this actually working in-game, so we can get an alpha out. As Hokobald might say: more of everything, soon.[/p]

It's Not A Codex

[p]There's never been a 'codex'  (or encyclopaedia, or lore compendium) in any game I've written. I hope there never will be. Mystery is the robe of the numinous! Imagine Twin Peaks if you paused to consult a codex every scene. Imagine Book of the New Sun with every enigmatic phrase immediately defined in parentheses. Imagine a sunset with hyperlinks. OK, that's grandiloquent, but imagine Fallen London or Cultist Simulator if the first time you met the word 'Vake' or 'Bazaar' or 'Long' or 'Meniscate' you could just read a codex entry explaining exactly what it is.[/p][p]I'll phrase that last bit more precisely, because you sort of can, actually, if you alt-tab out. There is a fan wiki for every game I've ever written. You can look up any of the words I mentioned above and radically spoil the intended experience of slowly marinating in the way the meaning develops over experience.. I can't do anything about that - I probably shouldn't even want to do anything about that, because people like different things. It's a done deal. So to phrase it more precisely: imagine if I had written these games in the expectation you would have to use those codex entries. It means that without the codex, the experience would be incoherent, and it requires use of the codex. It becomes like reading a novel in a foreign language you barely speak, and being forced to long-press on the screen every tenth word to understand what's going on. It is no longer about building an experience where the discovery sine-wave - mystery, confusion, aha! - requires thought and artistry on the writer's part. That thought and artistry is either never applied, or it's undermined.[/p][p]Let me give a couple of examples of that undermining. These examples are from well-made, intelligent games which I enjoyed, and I'm not attacking them! They're just, also, from games which took an established mainstream approach, and I want to talk about why we're not taking that approach.[/p][p]First example below. In Deadfire, Obsidian put considerable effort into their pseudo-Italian, in the expectation that people could piece together meaning from context and general Romance language etymology... and then the UI obligingly taps you on the shoulder and tells you the answer. Like giving someone a crossword already filled in. Meanwhile, Berath is the god who gave us our main quest in the first scene of the game. If a player makes it this far in and needs to be reminded who he is, they're a lost cause. The rest of us feel intermittently patronised every time we see his name highlighted.[/p][p][/p][p][/p][p]A story you may have heard about 'Merlin'. He started out as the Welsh 'Myrddin', but Geoffrey of Monmouth Latinised him as 'Merlinus' and that's how we usually know him. As far as anyone can make out, this is because Geoffrey was writing for an audience who spoke French and Latin. Latin 'merda' and its derived Romance language terms mean that 'Myrddin' audience might have sounded too much to this audience like 'shitwizard'.[/p][p][/p][p]I'll outline some of the excellent reasons why so many studios do this.[/p][p]One reason is that a studio wants to address as wide an audience as possible, including people who are absent-mindedly playing the game while second-screening Sons of Anarchy, and they don't have the indie luxury of appealing to an attuned and attentive audience. We, however, do.[/p][p]A second reason is that a studio has considerable number of writers working on disparate parts of a game over years, and it's harder to plan out a Dune-like osmotic context seep when people can do a hundred sub-quests in a thousand different orders. (You know Herbert spent five years rewriting and revising Dune? Those epigraphic chapter headings represent a lot of architectural work.) We, however, have exactly one writer.[/p][p]And a third reason, relevant here, is that sometimes there really is an urgent practical need to introduce a complex background so people can appreciate the story. I think in an ideal sense, this is just never true. If the context needs explaining, focus on the bits that don't need explaining and let people miss what they don't need. It's not a documentary![/p][p]But - example 2 below - if you're making Owlcat's (excellent) Rogue Trader - a licensed game in a forty-plus-year-old setting - and you need to appeal to both newcomers and veterans, you can't just decide to cut out the less relevant background. And you really do need the tooltips.[/p][p][/p][p][/p][p]So the Imperial Guard works for the Golden Throne or not? Are they all psykers? This isn't actually a great example of my point, because if you know nothing about WH40K you could make still make good guesses here, though you might miss nuance. But the distinctions between the Adeptus Terra and the Ecclesiarchy, or the Adeptus Astra and the Adeptus Astartes? Good luck noob[/p][p][/p][p]So here, at worst. it's a necessary evil. But it needs a codex behind it. And for many of us, seeing a codex entry like this sinks our souls in marshy fear. Have you done enough homework? Are you going to be ready to answer questions later?[/p][p][/p][p][/p][p]The second worst thing for me about in-game encyclopaedias and codices is the looming sense of homework. But the worst thing is the 'unread entry' markers. Do you go through and click them off one by one? Or do you click 'Read All', if the dev's been courteous enough to provide it, and miss the one thing you just might really need to know?[/p][p]
[/p][p]If you just read that for the first time, and haven't played the first Pillars game, answer this without looking again at the picture above: what's the difference between Caed Nua, Maros Nua and Od Nua? If you have played the first game, you'll know! But a codex entry can't substitute for that experience.[/p][p][/p][p]Again, let me be clear, these are well-executed codex entries. They're clearly written and attractively presented. And a lot of players - perhaps the majority - demand something like this. But as I said above, one of the privileges of being an indie is that you can aim your work at a minority audience.[/p][p][/p][p]---------------------------------------------------------------------------[/p][p][/p][p]Travelling at Night is not a licensed game nor a forty-year-old setting. But it is an eight-year-old setting which has served two notoriously obscure games, where we need to cater to newcomers who won't know what the hell an Hour is alongside Cultist veterans with nuanced opinions on the difference between Aspects and Principles.[/p][p]So I've caved to the inevitable and we've added a feature to help orient the confused. But it's not a codex. It's not.[/p][p][/p][p][/p][p][/p][p]Okay, it's got some codex-like features. You can search for a topic, for instance:[/p][p][/p][p]What's that star-marker? Is it an 'unread' marker? No, because the search feature only shows things you've already seen. We want to retain as much as we can of that drip-feed artistry, and we don't want to inspire that looming fear of homework. We'll come back to the star-marker in a minute. It's one of the (relatively few) ways in which our Footnotes differ mechanically from a traditional codex. The main difference is one of approach.[/p][p]I can think of at least one wildly famous example of a narrative which prominently featured something you might call a codex. In fact it didn't just feature it prominently; it was a central character.[/p][p]Any ideas?[/p][p][/p][p]WOW let's bring that aesthetic back!! - urges my wife[/p][p]Click here to see what I'm thinking about.[/p][p][/p][p]That's the 1981 TV show version of the Hitchhiker's Guide to the Galaxy, which featured animated segments where the Guide itself glossed or riffed on or foreshadowed the narrative. Do take a minute to watch the animated bit of that video. It glosses and foreshadows the point I'm about to make. It's also very funny.[/p][p]My point is this. A game shows, a codex tells. Does that Hitchhikers segment show or tell? The only meaningful answer is 'yes, definitely'. You can see something similar in Susanna Clarke's pseudo-scholarly footnotes in Jonathan Strange and Mr Norrell, or, to take it a step further, the metaleptic1  commentary and index in Nabokov's Pale Fire.[/p][p]So Travelling at Night is going to feature animated codex elements? Or I'm going to write like Adams, or Clarke, or Nabokov? Thankfully we don't need to do any of that. We just need to find ways to make the transition between text and footnotes2 mildly entertaining, or otherwise make sure the two elements work together as parts of a whole intented experience.[/p][p]I've just demonstrated a really, really simple way of doing that in the images above! You'll notice all of them have captions, which make an observation or mention something semi-relevant. They'd be meaningless without the actual images.[/p][p]Similarly, this is not really useful out of context, but the original link provides the context, and the concision means it doesn't overstay its welcome.[/p][p][/p][p][/p][p][/p][p]Or we can move away from the encyclopaedia tone of a codex entry into the first person, alongside some emotionally establishing commentary.[/p][p][/p][p][/p][p][/p][p]Sometimes it is really hard to avoid that encyclopaedia tone. I've rewritten this one a couple of times and will probably rewrite again because it's still a little too expository, but there's some basic information I want to make sure people don't miss. Alt-history can be confusing. So we give people a small reason to care, and bend the flow back into the actual game experience:[/p][p][/p][p][/p][p][/p][p]That star-marker I've mentioned above is a signal that there's a snacky on the other side of the link. (You don't remember to take the choice right away - we don't have 'unread' markers, but we do track 'unrealised choices' so you don't lose them.)[/p][p][/p][p][/p][p][/p][p]And once we've established that mechanism, we can use it to foreshadow more significant in-game choices.[/p][p][/p][p][/p][p][/p][p]Or we can work with the player's evolving understanding. 'Tell me the Watchman is a Lantern Hour without telling me he's a Lantern Hour.'[/p][p][/p][p][/p][p][/p][p]...or we can sidestep some basic expectations and engage emotionally and aesthetically as well as metatextually.[/p][p][/p][p][/p][p][/p][p]Was it all so bad? Always?[/p][p] [/p][hr][/hr][p] [/p][p]1 A nicely semi-obscure word useful for impressing people when you want to talk about 'moving between different levels of narrative realilty, like in a Stoppard play or an Ice Pick Lodge game'[/p][p]2 'Transition between primary and secondary levels of narrative reality': METALEPSIS, cool word[/p][p]3 There's no way to reach this footnote from the main text of this blog post. You've just read it because you finished the blog post or looked down after reading a real footnote. But I'll mention in passing that the vibrant magenta link text is a placeholder colour - I just forgot to add the matching colours when I was styling the new version of the UI.[/p]