ClubCLD should be heading out the door this weekend to all that subscribed for the first issue. I'm thinking about starting a separate blog for it, but that also might kinda defeat the whole purpose of a mailed publication. We'll see on that, it's on the backburner at the moment. I do have stuff in mind for the next issue and it will be going out next month for sure, so be sure to register if you haven't already.
On the ride into work today I started brainstorming some ideas for a game. One of the things that I think is missing from lots of first-person games is a sense of emotion; actually, my biggest beef with FPS is they're almost all just run and guns. Sure, there might be a hint of a story or some complex gameplay to them, but for the most part they're shallow entertainment with little meant to cook your noodle. The only exception to this I can really think of is the Half-Life series, and Valve is (naturally) taking so damn long to release another one it almost doesn't count.
Why aren't there any first-person games out there that have solid story and emotion? That got me thinking bigger picture, and I started writing out a story in my head that could work as a first-person ADVENTURE; a game that would drop the inherent violence from the genre and instead focus on developing character. Part of what I love about Half-Life is that though there is plenty of action, blood, and guts, it still has involving characters and story, and it makes you really feel immersed in this world. It also doesn't spell everything out for the player either, forcing them to think about the events occurring and the story you find yourself wrapped up in.
Essentially what I want to do is create a sort of play/film in which the player is the protagonist, and you find things out for yourself and actually develop as a person. I want to make a game where the player finishes the game and feels moved, changed; they can walk away having learned something. And after it all it leaves them with things to think about, philosophical thoughts that apply to everyday life for everyone. As opposed to just escaping the boundaries of reality, I want a game that actually applies to real life without actually being real.
I've got what I think is a really good start to a concept for this, and I'm going to start writing soon. I might throw an excerpt or two in the next ClubCLD, but that all depends on how much I pump out and how I feel about it.
So it's February 1st, which means that if you shot me an e-mail for ClubCLD you'll be getting the first issue in a week or so (I plan on shipping them out in the next day or two). Once everything's all printed up I'll take some pics to show how cool and flashy they are and all, and you'll be able to enjoy it in 640x480 glory if you didn't register. If you didn't register, then poo on you! But it's not too late, follow the instructions I've posted just about everywhere on how to register to get in on the fun; if I can generate enough content over the next couple weeks then I'll be doing another one for March, so the sooner you register the better your chances are of getting the next publication! Remember, this stuff is not going to be openly available on the internet anytime soon, if ever.
In other news, I've been working (at work, no less) on some advertisements for the company. The first out are the web ads, which you can find now floating around on StudioDaily, DigitalMediaNet, and PostMagazine; Creative Cow and BroadcastMedia will have some up soon too. They're all either GIF or Flash, and I'm pretty proud of them. So yay, first published ads designed by me! I'm particularly proud of the workflow icons I came up with, which are sort of the centerpiece of the ads. So look for those when you get the chance.
Finally returning to ClubCLD, expect some cool interactive stuff in the next issue, as I've got a project I need to get cracking on this week for Saturday. More to come soon.
For those registered members of the coolest new club on the block,