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Gull Bay Cottage, a half-scale oddity

A couple of weeks ago I saw something odd on eBay and, well, I had to have it. It’s a half scale cottage (I think named the Gull Bay) that seems to have come from a 1980s class taught by Jackie Kerr Deiber. The shell is already sided and assembled and it came with everything in the picture—windows, shingles, porch posts, etc. I paid $100 for the lot, which seemed like a killer deal even if I didn’t need it.

So here’s the odd part. This house is fully enclosed, and slides apart. I like the idea of it, especially if it’ll keep the dust out, but when it’s closed up it’s practically impossible to see the furniture inside. And sliding the pieces apart just to look at the inside seems impractical. (Can we say earthquake?!)

Here’s a photo of the finished house that came with the kit. The ’88 in the lower left corner is what makes me think this class was taught in the 1980s. The paperwork that came with it implies that the shell came assembled and was brought into the class for decorating and finishing. Maybe the lady I bought it from never made it to class?

The eBay seller included a handwritten note on my invoice: I hope you have fun with this kit. My friend is in her 80s and after 40+ years of doing miniatures she’s got too many “someday” projects. Her kids want her to clean out and I have the job of helping her. I know she’ll be happy that this house will get finished. (Hmm, too many “someday” projects? I’ve never heard of such a thing…)

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Designing Journey article at Adventure Gamers

Though my blogs have focused mostly on little things lately, behind-the-scenes writing continues. I spent last week at the Game Developer’s Conference in San Francisco, and Adventure Gamers has just posted Designing Journey, the first of several GDC articles to come. I also wrote a feature about Telltale for issue 134 of Games™, on sale in the UK in a week or two, so those who still like to feel the pages turning under your fingers (or the equivalent on iPhone/iPad) might want to keep an eye out for that. Oh, and I’m still working on my novel. Really.

So, about Journey. Months ago I downloaded the demo and really didn’t like it. Between my bad sense of direction and my preference to have lots of story in my games, I’m not a huge fan of “explore the big sprawling world” games like Myst to begin with. That plus the physics-based controls, which I generally suck at, made the first several minutes of Journey frustrating for me. I didn’t understand what I was supposed to be doing and had trouble making the jumps to reach the first few batches of cloth pieces. When offered the opportunity to review the game for Adventure Gamers, I turned it down, knowing it had been getting lots of praise elsewhere and thinking it would be in better hands with someone else.

I was right about that—AG’s reviewer gave it a perfect 5-star score—but it turns out I’m also a fool. Because this game is awesome. I may never have realized that if not for Jenova Chen’s talk last Thursday at GDC, where he went through the design process and explained the intention of Journey’s atypical multiplayer (which I didn’t understand at all when I tried the demo) and the narrative structure behind the game (which, as a fiction writer, I found fascinating). It’s all recapped in the article, so I won’t go into detail here, but the bottom line is if you’ve stayed away from Journey because you just “don’t get it,” this peek into the game’s development may well change your mind.

In the week since I saw Jenova speak at GDC, I’ve played Journey three times. The first, I kind of bounced around from companion to companion, continually losing track of them and focusing instead on making my way through the world (a worthwhile endeavor all on its own). But very early on in my second playthrough, I met up with a player in a white cloak. You get this by earning one of the game’s trickier achievements, so they clearly knew what they were doing. This player was incredibly generous, showing me all sorts of hidden areas I never would have thought to look for otherwise.

What stood out to me the most about this playthrough was my companion’s enduring patience. Several times when we got separated (often because my so-so mastery of the controls required several tries to make a jump, or my crappy sense of direction had me turning in circles trying to figure out where they had gone), my traveling companion always waited for me (sometimes for several minutes). When we got to the summit I thought we’d lost each other, but when I landed near the final area, there was my friend in the white cloak. The joy of finding each other again was surprisingly intense.

We hung out for a little while, he/she tried to teach me how to faceplant into the snow (which I never figured out, not but for lack of trying!), and finally we walked into the light together. I’m not a player of MMOs, so I don’t have any basis for comparison, but I can honestly say I never had an experience like this playing a game before, let alone playing for two hours with a stranger. Journey is a special game.

(I didn’t write it down, but I think the player’s username was Rasputin_Drew. In the unlikely event that you’re reading this, thank you.)

Half scale swap goodies and record album how-to

I just participated in my first mini swap, which combines the fun of getting chain letters in the mail (remember those?) with the fun of scoring a bunch of free minis. The swap was done by the Yahoo Half Scale group and there were 46(!) participants, meaning we each had to provide 46 of an item and got back a box of 46 varied items in return. The theme was “treasures in the attic” — so, anything that you’d find in an attic.

I made my item in a 3-day marathon over Christmas, but we’ve all just received our swap boxes so I’m finally allowed to show pictures now. I wanted to make something that wouldn’t require a ton of special materials and that could (theoretically) be easily done assembly-line style, since I needed to make so many of them. I decided on record albums, because what self-respecting attic doesn’t have some vinyl laying around?


The albums look great with this retro record player magnet, which I got for about $5 on eBay.

The first step was to make the jackets. I found a huge archive of album cover scans online, belonging to a collector named Mick Schott. I decided to make three albums for each person (138 in total!) and originally planned on just three different designs, but the site had so many great choices I ended up with about sixty. This meant that no two swap recipients got the same selection.

I downloaded the art for the album fronts and backs and pieced them together in Photoshop. I reduced the image size by increasing the dpi (dots per inch), which results in better print quality than just shrinking the picture. The dimensions of each album cover are 1.2 inches wide by .6 inches high (360 pixels by 180 pixels at 300dpi). Remember this is half scale; if you want to make 1-inch scale records the jackets should be twice that size.

I printed out the jackets and sprayed them with matte sealer to protect the printout.

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