Objection! #1 – Introdução

7 04 2009

Originalmente Publicado em EArena Games

Arthur Protasio, nosso mais novo colunista, apresenta a sua coluna e mostra a que veio!

Objection!

Objection!

Atualmente, a quantidade de informação a que estamos sujeitos – com todo esse papo de globalização e digitalização – é absurda. Basta olhar para o lado e se deparar com uma manchete de jornal, um anúncio ou as duas coisas repetidas por volta de trinta vezes, mas de maneira diferentes na internet. Não importa em qual site você entra ou o que você acessa; há informação para todo lado. É muito fácil concordar com tudo que nós vemos. É uma quantidade tão grande de afirmações que é perfeitamente normal não ter tempo ou discernimento para avaliar o que nos é oferecido. Assim, nós incorporamos verdades sem avaliar até que ponto concordamos com as mesmas. É justamente isso que eu quero evitar: a aceitação automática de dados.

Mas o que isso tudo tem a ver com essa coluna e, especialmente, com games?
Read the rest of this entry »





Music & Programming: ZhayTee Interview

3 04 2009

I recently had the pleasure of interviewing an indie icon I truly admire. Joseph Toscano, better known by the moniker ZhayTee, is a computer programmer and musician. Having already worked on the soundtrack for free game projects, his involvement with the MOD community stood out with the track Absconditus” for Minerva: Metastasis (listen to it below). Now, having recently released the game “Luchi Garage Sale”, ZhayTee sheds light on his thoughts on inspiration, licensing, MODs, and future projects.

Arthur Protasio: So, for starters: name, age, nationality, and profession?

ZhayTee: Joseph Toscano, 26, American, Computer Programmer.

AP: I got to know your work, musical works to be more specific, through the HL2 MOD Minerva. How does that fit into your history and the “Computer Programmer” classification?

ZT: Actually, the history there is quite short and simple: I was browsing the Internet several years ago for nice-looking Half-Life 2 mods, and I stumbled across the work-in-progress that is now known as Minerva: Metastasis. I thought it looked quite professional, so I promptly e-mailed Adam Foster (the author of the mod). He was very receptive to the idea of original music for his mod, and so I went to work. The first song I produced is called “Absconditus”, and it was included in the game shortly after I finished it. After that, Adam Foster and I kept in touch and I produced several more works for Minerva during its final years of development. I didn’t expect anything to come of it, but Absconditus became well-liked by many fans of Minerva. Read the rest of this entry »





Objection! – Entrevista Arthur Protasio

1 04 2009

Originalmente publicado no portal EArena Games

Entrevista: Apresentando Arthur Protasio

Por Márcio Filho – Direto do Rio de Janeiro

Little Computer People

Little Computer People

Arthur Protasio. Quem está ligado no mercado já ouviu falar do nome dessa figura. Dono de uma escrita literária, cheia de referências – que também pode ser conferida no seu blog -, porém muita fluída e descontraída, Protasio vem despontando no mercado como um dos grandes nomes para o roteiro. Com sua narrativa única e uma cultura que o permite navegar por diversos meios – e levar o leitor junto, em um divertido passeio – Protasio levará você, usuário do EArenaGames a refletir sobre diversas coisas que ocorrem no mundo dos games, trazendo curiosidades e histórias incríveis.

Arthur Protasio é o nosso mais novo colunista e para que vocês possam tomar conta de sua intimidade, entrevistamos o nosso mais novo membro da equipe!

Degustem sem moderação!

Read the rest of this entry »





Blizzard Writing Contest

30 03 2009

Blizzard Entertainment is hosting its first global writing contest.  This is a spectacular way to write your own fanfic and not be sued, but rather be prized for it.

If you enjoy the Blizzard Entertainment universes, such as the lore from StarCraft, WarCraft, and Diablo, feel free to grab a pen (preferably a keyboard) and elaborate a fantasy fiction between 3,000 to 10,000 words.

The stories need to be written in English, but even if the title has “global” in it, Brazilians (among others) are going to have to let this one go. Only residents from the following countries are allowed to participate: United States, Canada, Australia, New Zealand, Singapore, France, Belgium, United Kingdom, Luxembourg, Germany, Austria, Switzerland, Sweden, Finland, Denmark, Norway, Spain, Ireland, Russia, The Netherlands, and South Korea.

The deadline is April 12th. I’m eager to read the results.

For more information visit Blizzard’s web site.





Objection!

25 03 2009

Vodpod videos no longer available.

No último sábado, dia 21 de março, teve início a minha coluna, “Objection!”.  Estreado por uma entrevista e uma edição introdutória, o espaço no portal EArena Games, é voltado para a discussão mensal de tópicos como a narrativa e cultura nos games. O nome da coluna não é resultado somente da minha graduação jurídica, mas especialmente em razão do icônico grito do personagem Phoenix Wright. Ninguém melhor que ele para representar o direito, o debate e a objeção nos jogos eletrônicos.

Os assuntos abordados vão variar, desde questões polêmicas como proibições de jogos, assim como a presença de DRM nos mesmos, até outras questões mais técnicas como estratégias utilizadas para transmitir enredos e diálogos em jogos.

Apesar de ser uma coluna, eu incentivo o debate. Primeiro exponho meu entendimento, mas em seguida abro espaço para comentários. Não há qualquer tema que não possa ser aprimorado por uma boa argumentação. Logo, espero que os leitores tenham voz e façam bom uso dela para expor críticas e sugestões que possam contribuir para a formarção de uma consciência gamer.

Assim como a coluna de Indie Games do Game Cultura, o conteúdo da Objection! será disponibilizado aqui no Vagrant Bard. Acompanhe e comente.

Para mais informações entre em contato comigo ou visite Objection!.





Gamasutra’s Top 20 Game Writers

4 03 2009

On February 20th Gamastura posted a list of gaming’s Top 20 Writers in recent times. The article was well received and six days later Gamasutra posted the audience response.

First of all, this is a huge and notable step forward. The writing niche in games isn’t nearly as big as others, such as programming and design, despite its important. I am not, however, trying to preach that story is the most important thing in a game. I think, in fact, it is not. If applied incorrectly, it can even hinder the game’s flow. Developing games is about creating and experience, not about summing up different parts and hoping they’ll form a nice result. If the story isn’t contextual to the interactive experience, it beats the point. If, however, it relates to the gameplay offered and enhances its potential, then its purpose has been fulfilled.

Storytelling is essential to the experience, but that also involves knowing when to stand down. Make your stand at the appropriate moment and context, however, and you’ll follow the example of games that wouldn’t have ever achieved the cult status they have today, were it not for their narrative. Yes, games such as Portal, Grand Theft Auto IV, God of War, Braid, and Call of Duty 4 wouldn’t have become so popular if they didn’t reveal GLaDOS’ instability, Niko’s immigration, Kratos’ wrath, time’s poetry, and the horrors of modern war, respectively.

Therefore, I’d like to pay my respects to all the writers mentioned, as well as those who weren’t. Industry notables or not, the act of writing and telling stories is most likely a passion that drives us and to be able to live and attain success through it is the dream of many. A lot of motivation in one’s career comes through the advice and knowledge shared by the experts. In that sense, I am thankful and encourage more comments through writing peers and professionals like Susan O’Connor, Drew Karpyshyn, Tom Abernathy, Andrew Walsh and Rhianna Pratchett among others who participated.

Do yourself a favor and check out the Original Feature and the Audience Response.

What I’ve written is is merely a foreword. If, at all.





7th Serpent: Genesis

26 02 2009

Genesis is the second episode in the 7th Serpent series. A Max Payne 2 Mod, released in December 2008, that continues the  morbid not-so-distant future in which the massive Serpent Industries progresses with its newest versions of cloned nanotech-soldiers. You are the latest and most advanced version of these super “serpent” soldiers. As Vince Petero, the 7th serpent prototype, you have a mission to complete and targets to take out; even if you never were asked to take part in any of this.

Though I did not shape the backstory of the series, I had the honor of working as writer (and tester) for this cinematic action-packed mod. It was an awesome experience and one that I learned much from. Along with the whole team, I’d like to especially thank Diego “Aavenr” Jiménez and Clément “Corwin” Melendez for bringing me on board. I have to admit it was a lot of fun writing for the game, all the way from cutscenes to dialog, and going through the experience of understanding that writers need to adapt. The point wasn’t to realize my wildest RPG dreams through the script, but combine both gameplay and story elements through the nuances of spoken words as best as possible. Next to that, nothing beats the thrill and satisfaction of seeing your written dialog turning into voice acting.

Don’t waste anytime and be sure to have your share of explosions and slow motion flying bullets by playing 7th Serpent. You’ll need the Max Payne 2 original game and the mod file, but there’s no hassle. Make sure to play both episodes, you don’t want to miss out on the story (and the fun). Crossfire (episode 1) can be found here and Genesis (episode 2) here.

There are no facts, only interpretations.

Friedrich Nietzsche