Other sites about my books and games

Welcome to my Blog!
Most of my posts will be to do with the books I write, or the games I design. Feel free to stop by my personal web page, or the game company's web sites.

Philip Blood This is a link to my personal web site.

Citadel of Sorcery This is a link to our MMORPG website.

MMO Magic, Inc. This is a link to the game company where I work.

Saturday, December 31, 2011

Let’s talk game design and Citadel of Sorcery…

I've been designing games now for more years than I want to recall.  I've been doing it professionally for nearly 30 years.  Designing games is fun, sure… but contrary to what most people think, it’s a LOT of work and you seldom, if ever, get to design what you want.  Coming up with the concept for the game is the easy part, in fact I would be so bold as to say that any person who has ever serious played, or worked on games, has an idea for that they think would make a great game.  In other words, ideas are cheap, and not at all hard to come by.

What is hard is to fully design a game.  This takes a lot of time, effort, swear words, lots of typing, lots of spreadsheets, graphs, research, long nights beating your head on the wall and waking up on your keyboard with the pattern of the keys embedded into your forehead.  You have to understand what has been done before, and why.  How your ideas would be made, and how many people it would take for how long.  You have to understand how it could be tested, what tools could construct it, what engine could run it, or what technology would need to be developed, and is there a market that wants to buy it, a publisher who wants to publish it.

In truth, for the most part you cannot design a game and get it made.  Instead, you have to be hired by a publisher/developer and work your way into the role of game designer… and then you still can’t design your own game.  They will then tell you what they want you to write and you design what they asked you to do.
Sound like a pain in the keester?  It can be.  However, every once in a while a beam of sunlight makes it through the canopy of life, and somehow, someone gets to actually design a new game… from scratch.  That moment happened for me several years ago when I got to concept, design and see the construction of the MMORPG, Citadel of Sorcery.  After about one thousand pages of Design Guide, years of work, thousands of design meetings, ridiculous numbers of redesigns, grueling years of hard sixteen hour a day work… my game is coming to life.  It CAN be done… it’s just hard… really hard.

Citadel of Sorcery is, simply put, my look at the MMO genre of games, specifically fantasy, and what I wanted to see vs. what I got.  Let me explain.  I started reading fantasy at nine years old when I picked up a copy of the Hobbit by J.R.R.Tolkien, as if you didn’t know who wrote it, I didn’t, at least at nine.  It was one of two books, and my teacher made me read one.  I happen to pick the one on the left… The Hobbit.  This changed my life, forever.  Since that day I have loved fantasy, read everything I can get my hands on, played D&D, wrote many fantasy novels (see earlier posts).  And… every single time a fantasy based MMO comes out… I get excited.  Though I was FAR more excited the very first time I tried one.  Why?  Well, I expected to be Bilbo Baggins going on an ADVENTURE!  I expected an amazing romp, like a novel, I expected the depth and fun of a table top D&D game.  I expected to be swept up into a new world of wonder and magic… but what I got was grocery shopping.

Yes, you heard me, grocery shopping.  It was like my mom telling me to go get her milk.  I walk up to some NPC standing on some corner (he’s been standing on that corner for a few years now, night and day, saying the same thing to every woeful player who ambles by).  He says something like, “Blah, blah, blah, fetch me 10 wolf tails and I’ll give you one of these swords.”  So… I go out to have my grand adventure and kill a wolf.  I find a wolf, some other sorry ass player runs up and attacks it first, so I have to find another wolf.  I do, and kill it.  No tail.  Crap.  I find another wolf, (stealing it from some other player) and kill it… oh boy, it drops a wolf tail.  Now I have to kill more wolves, I need 9 more of the stupid things.  ARGH!  This isn’t an adventure, it’s a tedious task!  Worse, EVERY other player who comes through this world will have to do the same thing.  WORSE yet, the wolf I killed will pop back into existence in two minutes, right here, as if my actions meant NOTHING!  Well, in this game they don’t.  I don’t get to destroy the necklace of doom, by hanging it around the fairy queen, who then knights me as lord of the seven kingdoms.  I don’t get to lead armies into the dark forest to find the man who set the spider men on my trail.  I have no story, I have no life, I have no impact on the world, no… I do the same thing as everyone else in a world where nothing changes, and all reverts back to the same state every few minutes.  I’m not positive, but… isn’t that a definition of… hell?

This is not what I signed up for (certainly not what I wasted my hard earned bucks to buy).  I want AVENTURE!  I want to carve my story out of the world, have an ongoing story, have epic climaxes, in situations that MATTER! I want to save the world!  I want… well, I want everything.  I get nothing, except a grocery list.  Fetch me ten whatevers.

Each time a new games comes out, I get excited (though a little less each time, (the Little Boy who Cried Wolf syndrome), and then am once again crushed by the lack of anything great, exciting, new, or fun.  Out of boredom I decide I want to kill people, other players, because maybe, just maybe then I’ll get some excitement, you know, a ‘thinking’ opponent.  Unfortunately, though this happens to a small degree, it is pretty rare.  Mostly I deal with idiots trying to gank me, or prey on newbies, or goad me (a lower level player) into attacking them, so they can slaughter me and take my stuff.  They often do this by becoming annoying to the point where I want to kill them.

I nearly despaired.  Where was all the adventure?  I wanted to be Conan going through the adventures in Hyperborea.  I want to be Aragorn and take on the battle at Minas Tiriath.  I want to be a hero, doing things that matter, in a world that will change, reaching epic climaxes of grand adventures.

Well, I finally got my chance to put up or shut up.  I designed many games for other people.  I even got to do a few concepts of my own.  And after much success I got into a position where I could put together a large team of professionals with the capability to make a major AAA game title.  I chose MMORPGs.  I did this simply because I was so disappointed in what I’d seen.  I expected so much more, and never got it.  This meant to me that there must be other people, many other people, just as disappointed as I have been, each wanting that grand adventure.  They might even know what kind of game they want, even have an idea for it, but not the experience, means, support, contacts and sheer gumption to turn that dream into reality.

I did.  And the game is Citadel of Sorcery.  I started work on the design eight years ago; companies were formed to make the technology and to make the game.  I had many contacts in the industry, so people signed on, also intrigued by the promise of making that elusive game that they have always wanted to see made.  The team grew, work started, technology began to arrive, designs were written, reworked, rewritten, revamped, redone, remade, renewed and… we got results.  Better yet, when we started melding that technology with the game design… lo and behold, it all… worked.  I game and world like this wasn’t impossible!  A game world is forming, a world so large no player can ever explore it all, so deep that Quests are the equivalent of an epic multi-series novel.  Every player has a unique path through the world, each one with their own personal stories, enemies and friends.  No monster pops back into existence in their quest.  In a crises, things they achieve matter, and their efforts can change the course of the world.  Their quests tie together into a bigger personal story, which in turn takes place with a progressing epic story.  And there isn’t one… no, not one… grocery list.

I would love to take credit for all of the innovative and wonderful design ideas for Citadel of Sorcery, but in truth, though I designed the initial game, over time the ideas and thoughts of many designers have made it better than the original concept.  It has become such an amazing game that players will be in shock when they first start, but once they realize what they have discovered… they will never go back.  It’s like eating mud all your life… and then someone giving you a bowl of ice cream.  Holy CRAP!  This is good stuff!  And I was PAYING to eat mud? 

And so… yes, I have gotten to design that elusive game, that idea, that original concept, and gotten to see it grow into a full fledged, epic monster of a game.  More than a game, a world, an alternate reality where I can really BE that hero on a grand adventure.  This project is on the verge of even more massive expansion as all major design elements have been proven viable.  And at this stage we have started to garner serious interest in the title from publishers in multiple countries.  Almost every publisher we show it to gets excited about the design.  We are closing in on making a deal with one of them, and then Citadel of Sorcery will finally come to the players, where we hope to give them what they have been wanting for so long: true adventures.  All of us that have gotten to work on the game are blessed, and we are trying our hardest to give the players the reward for their long patience.  CoS is coming, get your wand and sword and meet me in a Reflected World for the adventure of a lifetime… soon.

Wednesday, August 24, 2011

Free copy of a Philip Blood ebook for a review of the Nexlord or Cathexis Series

Now that my books have a decent mark of copies sold, I would really appreciate if some of the people out there who have read the books would give me a (hopefully kind) review.  I know a lot of you are enjoying the books simply because they are a series, and 98% of the people who buy book one of either of my current series are buying  the other books in that series.  From this I can easily extrapolate that they must be enjoying the story enough to want to spend more money on the other novels in the series.  However, as of this date, only a couple of readers have left reviews (both left their review on Amazon, but feel free to review them on any ebook sales location).

Reviews are very helpful to an author, not so much to get them to change the books, they are what they are, but to let other readers know what you thought so that they can make an informed decision on whether to buy the books.  Mostly I'd like you to review the story, if possible, and what you enjoyed (or didn't if that is the case) about the story.  Adding grammar or spelling comments to the review isn't really helpful, you would be better served to just send me a note at www.philipblood.com telling me of a typo you found so that I can fix it and upload a cleaner copy.  What I really want to know is what did you think of the story, plot, characters, climax, flow, magic system, action, relationships, etc.  Those kind of review elements would be the most useful to other readers.  And, don't forget, did you like them and would you recommend them to other readers?

If you write me a review of one of my series (at any review site), I would be glad to send you a coupon for a free download of  another of my ebooks in a different series.  Just write your review of each of the books in the series you read (with at least a couple useful review lines about each book) and then send me a message (at the web site listed above) telling me where the review is located, and ask for your free download coupon (and tell me in what ebook format you would like it).  In that email you also might want to mention what books you have already read so that I send you a coupon for one you haven't purchased yet.   Regardless of what you thought of the books in your review, I'll send you the coupon.  I'm going to trust you that you really did read the books before writing the review!

This is a limited time offer (don't know when I'll cut if off, but I'll post a follow up when I do).

Thanks in advance for those reviews, and I really do hope you enjoyed the stories.

Wednesday, June 22, 2011

Pauper to Power

If you read my books you will find a common theme even though you are reading vastly different worlds and stories... what I call pauper to power, (others might all it rags to riches, but my characters don't always get rich).  What they do is come from humble beginnings and work their way up to greatness.  They may start out as a poor orphan, or a boy cleaning chamber pots, or a man with no possessions, not even his memory, but in the end, they will become embroiled in the great epic events of the world.

I certainly didn't make this up, or pioneer anything... it's just the way I like to write my stories.  I feel that the reader (assuming he isn't the King of Atlantis, or something) can relate better to a protagonist who comes from humble beginnings.  If you want other examples of books that use this, look at Lord of the Rings... ask yourself, who are Frodo, Sam, Merry and Pippen when they start their grand adventure?  Or, who is Harry Potter, but a boy living in a cupboard under a stairway.  Or Garian of The Belgariad, who grows up in the kitchen, and becomes the most important person in the world.  There are countless examples of this mechanism, because it's a good one!

Not that this is the only way to write a good story, but I think that it helps you readers to connect with the hero, and it gives the hero something to achieve... greatness, from humble beginnings.  The thing is, we all like to believe that we could achieve greatness, given the chance.  That somewhere inside each and every one of us is someone just waiting for the right moment in time, the right circumstance, where we can become the hero.  It is fun to ride along with other characters who achieve this greatness, and live vicariously through them, hoping the day comes when we too can show our mettle.

Sunday, May 15, 2011

Wow, I never saw THAT coming!

I'm sure that different writers use different methods to write their novels. For me it works like this, after I have my premise and universe (see posts below), I finally set my story. For this I begin with my end, so to speak. I like to know the big climax of my story before I get down to figuring out anything else. Once I know the scene for the climax it will help me start to define my characters. And once I know who the main parties are, and how the climax will affect them, I go to the beginning of the story and figure out how to get them started down the road toward that climax.

Once I have a beginning and an end... there is this whole... middle part to deal with, the lion share of the story. It reminds me a bit of Kevin Kline in A Fish Called Wanda, when he says, "What was the middle part again?" Now, I don't just ignore the middle, at this stage I work out a rough outline of what will transpire, a path toward that epic climax that I already have planned, but... I don't force my characters to adhere to that outline. It ends up more of a suggestion list, or something to keep me going should I wonder what should be happening next.

Now, I've got my premise, my universe and world, my climax, my beginning, and my story outline, however, before I can actually start writing I have one more important stage of planning... characters. By now I have a list of my major characters and what they will generally be doing along the way, but at this stage it is critical to develop the personality of each of these people in my story.

To do this I need to understand pretty much everything about each of my major characters. What do they look like? What is their personality? Why do they have this personality? And, in order to understand this, I need to know their history, all the way back to childhood. How and why did they develop into who they are at the time my story takes place? What are their goals in life? Who are their friends, enemies and family? What haunts them from the past, and what do they desire to achieve in the future? The more you explore them BEFORE you start writing, the easier it will be to write the story, and to make the characters seem three dimensional, and alive.

This is very important to how I write my books, simply because I like to let my characters work out a lot of that 'middle' stuff in the book, rather than force them to my original outline. With characters that are fully detailed and real I no longer have to make up stuff, all I need to do is set up a situation and then see what they do.

I can't tell you how many times I am surprised by what my characters end up doing, or saying at any given moment in the story. Even though I am writing them, it is the characters that are making the decisions, and that often leads me down a path that I never saw coming.

Now, I still use that outline to setup some of the situations, and when needed I nudge my characters down that path, but I never constrain them to the path, and will often let the story go where they take it naturally. I do keep my climax in mind, and make sure that the main story that I want to tell unfolds at the proper speed and builds to the proper planned climax, but the road to that climax is filled with little surprises and scenes that I never saw coming.

Someone who wants to be a writer recently asked me how writers of big epic series keep all of this stuff in their head, and my answer was, "Well, we don't, at least, I don't. And I suspect that most writers don't." Sure, there are clues, and foreshadowing, and other things early in the story that tie into the later story, that's what having your climax and outline do for you, but there is so much that you don't know until you write it, even with the best of planning.

If your characters are real people to you, then sometimes you just go along for the ride and see where they take you. It's one of the most rewarding parts of writing a story, and if you flesh them out to start with, and give them a real life and history, they will become as real to you as any living person... in some ways, more so, because they come from your heart and soul. Good or bad, they still come from you. Let them show you the way in your story and you will often be pleasantly surprised, but no matter what, they will add to your story if you let them. And it’s nice to have friends help, even if they are the people in your books.

Wednesday, May 4, 2011

I don' t know, it's MAGIC!

Magic is a strange thing.  By definition we don't understand it, because, among other things, magic is "any mysterious or extraordinary quality or power".  Mysterious... or when someone just can't explain something, it's 'magic'.  In creating a fantasy world one of the elements of that world is invariably magic, but what is that magic? Is it a set of spells, some utterances that somehow 'magically' create an effect?  Possibly, but in truth I find magic without a system of logic the cheap way out.  I prefer to look at magic as the same thing as science.

When we look at our world, or universe, there are many unexplained things.  We tend to attribute these unexplained things as 'magic'.  Long ago wrapping a wound in a particular plant pulp would help heal the wound, and that was called 'magic', done by a 'witch'.  Now days we call those witches 'doctors'.  There were even witchdoctors.

Once it is understood, the science looses the term magic.  However, as long as the mass majority of people do not understand how it works, then it is still 'magic'.  So, for example, how did our universe begin?  Well, most scientists believe there was a big bang... fine.  What started the Big Bang?  What caused it to happen?  What came before it, because for something to start, something had to start it.  Nobody has a widely accepted theory on that... unless you figure in religion, which, in essence is the belief in magic.  A supreme deity fits quite nicely into the definition of magic, let's try it out: God is... a mysterious or extraordinary quality or power.  Yep, magic.

So, when creating a fantasy world, I like to go back to the beginning... of everything.  At least, the beginning of everything in the universe of this fantasy world (which has nothing to do with our reality, generally).  I like to understand how things work, and from that, come up with a somewhat logical system within that framework.  So how is this then 'magic'.  Well, I said that 'I' understand it, not the people who live in that universe.  To the masses in that fantasy world, there are unexplained happenings, and they call these things, magic.

Once I have an understanding of my universe I can set up a clear set of rules for my system of 'magic'.  Now, this could be spells, I have nothing against them, I would just want to understand what is behind those spells, what is the force, and how do a string of words control that force and shape it?  

In my NexLord series, the essence of magic came from the power of emotions and belief.  In Cathexis magic comes from three completely different sources (there is no limit to what people find mysterious).   The first was the property of the metal Cathexis, and how it can store a copy, or imprint of a person's thoughts and identity.  The second was their aura.  I got this idea from an old type of photography called Kirlian.   To quote from Wikipedia:

"Kirlian photography refers to a form of photogram made with voltage. It is named after Semyon Kirlian, who in 1939 accidentally discovered that if an object on a photographic plate is connected to a source of voltage an image is produced on the photographic plate.

Kirlian said that the image he was studying might be compared with the human aura. An experiment in evidence of energy fields generated by living entities involves taking Kirlian contact photographs of a picked leaf at set periods, its gradual withering corresponding with a decline in the strength of the aura. In some experiments, if a section of a leaf was torn away after the first photograph, a faint image of the missing section would remain when a second photograph was taken."

I was intrigued by this, and decided that I would base part of my 'magic' system on this phenomenon, though I took my own liberties with the concept since this is fiction.  As a tribute to Semyon Kirlian, in my books the school and practitioners of aura powers are called the 'Kir'nath, and the mercenaries also adopting some of those practices are the Tchu'lians'.  Put the first and last parts together and you get, 'Kirlian'.

The third system of 'magic' is that which the Necromancer's use.  For this I created a second universe, one where a kind of negative energy that had sentience fed on human souls (auras).  Since they fed on life, I made their power that of death, and thus called those who tapped that power, Necromancers, since that term is derived from 'necro-' which is a combining form meaning “the dead,” “corpse,” “dead tissue.”  While 'Necromancer' is defined as a noun:

a method of divination through alleged communication with the dead; black art
magic in general, especially that practiced by a witch or sorcerer; sorcery; witchcraft; conjuration.

And so I had my magic of life, 'Kirnath aura magic' and my opposite power of death 'Necromancers', and my strange metal, cathexis, which is also loosely tied into the Kirlian photography since inanimate objects like a coin, also showed this 'aura' at times: hence, the second book title, Conspirator's Coin. 

So there you go, magic, and how I generally figure out the magic system for my books.

Saturday, April 30, 2011

There is another!

Writing books is my passion, but there is another!  I'm also a game designer by trade, and in recent years I have been the Lead Designer on an upcoming MMO game called Citadel of Sorcery.  When I originally designed CoS I wanted to bring three things together, a massive multi-player computer game, table top gaming and novel quality stories.  This was quite a challenge and while I was working on other games I spent many years figuring out how to try and accomplish this goal.  Citadel of Sorcery was the end result of that labor.

From novels, I wanted to bring the feel of an epic story that involved the entire world in an ongoing struggle.  I wanted players to feel like they were the lead characters in that series of books, and let them change their personal story as they played.  For this I decided that we needed a full planet that moved forward in real time with everything constantly evolving.

From table top games I wanted to tap the feeling of a world that was not a linear cookie cutter story, but could adapt to the player's actions.  I wanted those players to feel that this was their story, different in many ways from any other players that went through the game.  It needed to be personal.

From computer games I wanted to let the computer handle all of the housekeeping, battle calculations, long passages of description replaced with visuals, and I needed it to network millions of players in a world so large that no one could ever see it all.  I wanted another world, a full world, and only a computer could give me that (since space travel to another planet seems a bit far off from now).

Citadel of Sorcery combines all of these things as best as possible to achieve these goals.  In some ways this is not a game.  In fact, I'm a bit worried that it will be perceived as one just because it is on a computer.  It is so much more.  This is not your kid's Playstation or Xbox game, it is not even designed for kids... at all, though they may certainly enjoy it.  This is an adventure on a new planet designed for everyone, young and old.  It is a new place to go where you can get away from the toils of every day life on earth, and experience a new and different world where  you may play yourself, or role play a completely different person.

You can enter a world that is like a multi-novel series of books, but you control the life or the main character in this story.  It is epic, there are plot twists, villains, heroes, dark plots, history to uncover, the future to experience, exploration of old cultures and new, politics, wars, wonderful magic.  Pretty much a full world that unfolds to new things day after day.  We believe this is the future of computer experiences, not just games; this is a living world for you to discover.

Citadel of Sorcery is still under development, but you are welcome to come join into the discussion and follow the progress of this ground breaking experience.  Since I wrote the original design and story, many other talented people have joined the project and put their stamp on this new world.   Visit www.citadelofsorcery.com if you would like to learn more information about this epic project.

Thursday, April 28, 2011

Nothing they do MATTERS!

As the title states: 'Nothing they do matters', well, that's the problem I considered when I finished reading one of my favorite fantasy book series, the Belgariad.  The problem, as I saw it, with a prophecy that has to come true, is that no matter what the characters choose to do in the story, does it really matter?  The prophesy says the way it will be, and so it is.  So when I started thinking about prophecies and how they are handled in fantasy, I got the idea for part of the story concept for the NexLord series.

If I was to put a prophecy in a book, how could I have a prophecy that would come true, and still give the characters choice that mattered?  So I tested the theory of self fulfilling prophecy in a table top game.  I wrote a prophecy, gave it to the players, then didn't force it to come true, and yet the players made every bit of it come true.  My conclusion was that when you think you know the future you make the future fit into your belief.

And that took me down the path of belief, and how a person uses a similar process in their belief system.  More than that, I considered how the power of a lot of people believing in the same thing influences others, and reinforces what the group believes.  At that point I applied my 'What if' principal (See Chocolate Manhole Covers in an earlier post) and said, "What if the power of belief could actually make that belief true?  Meaning, the more people that believed in something, the truer it became.

Then, assuming that was true, how would that work with a prophecy?  Once this power became known to people, how would they use it to manipulate the world?  And after a lot of consideration, along came Dark Prophecies, the first book in the NexLord series, and (among other things), my exploration of prophecy and belief as a real system of 'magic'.

Wednesday, April 27, 2011

Chocolate Manhole Covers

A favorite author of mine, Larry Niven, wrote about one method he uses to comes up with ideas for stories (hence the Chocolate Manhole Cover reference).  It's sort of a 'What if?' philosophy.  You come up with something interesting, but not real, then analyze how that would affect the world if it was actually true.  How would it affect government, crime, relationships, history, laws, etc.

Before I even started work on the story of Cathexis, I thought, "What if there was a very rare metal, one so rare that you could never get more... like it came from a meteor, not from the earth.  And... what if that metal had a unique property?  It could take on a kind of psychic imprint.  In this case, the entire imprint of a person's memories and personality... or multiple people, as long as they kept it in contact with their body for a sufficient length of time.  That was my 'What if?'.  From there I started thinking about what this might mean, to a fantasy world.  After much more thought and many more 'What if' questions and answers, the Ardellen family story was born.

If you read my Cathexis series you will slowly come to realize that everything in the world is driven by this unique property of this strange metal, so rare there were only nineteen known items made from the meteor the blacksmith found.  That was 3,000 years before the story begins, and in that time Cathexis has changed the world forever.

Here is one dictionary's definition of the word Cathexis:

ca·thex·is definition
Pronunciation:  /kə-ˈthek-səs, ka-/
Function: n
pl ca·thex·es ; Pronunciation:  /-ˌsēz/
1 :  investment of mental or emotional energy in a person, object, or idea
2 :  libidinal energy that is either invested or being invested

NexLord Covers

The three books in the NexLord series use images from the story, created within the MMO RPG gaming world on which I am the Lead Designer.  It was fun to setup the scenes from the books in the game world and then screenshot them for the book covers.

The first book cover for Dark Prophecies shows the four friends running the roofs of Strakhelm.  The second cover for Black Chains shows the mysterious attack on Aerin, Phoenix and Ricard at the Inn at Landers.  The third cover for Grim Realities shows the dragon outside the throne room of the Fortress of Fear.

Welcome to my new Blog!

I've been so busy publishing my books and working on my MMORPG game that I haven't had time to setup a Blog, until now!  I'm going to set aside some time now to post some information here now and then.

Right now I'm working on editing the third book of the Cathexis Series, which is four books in total.  The Cathexis series was an interesting experiment in stories for me.  I set out to write two trilogies that co-existed.  They both use the same characters, in the same world at the same time, but the first trilogy goes from book 1 (Necromancer's Dagger) to book 3 (Sorcerer's Ring), where it concludes in a big climax.  The second Trilogy begins in book 2 (Conspirator's Coin) and reaches it's big climax in book 4 (Desecrator's Sword).

The fun is that the reader gets to build to a very large climax... twice, as both book 3 and book 4 reach epic moments that resolve their story trilogy.  I can't tell you what those are or I'd spoil the story, but you do get a double payoff in these books.