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Mimesis Online Developer Diary, part
11
Mimesis
Online from Polish Developer Tannhauser Gate, is a role-playing
game that transports you to a far future world where the unexpected
and mysterious waits around every corner. An unimaginable
catastrophe on a cosmic scale transformed this world, playing
havoc with the natural order of things, twisting everything,
even time itself, wiping out civilisation as we know it. Universes
died, billions upon billions of species vanished, and a new,
fragile and barely stable world was born. The beings who survived
the catastrophe have tried to rebuild their world, each in
their own way, and now live side-by-side but not truely in
peace with each other, not truely accepting each other. Nations
have emerged, almost completely isolated from each other by
nigh-on impenetrable barriers. This is the twisted world of
Mimesis Online.
On a regular basis we will feature a
developer's diary made by the Mimesis
Online development team. In this diary, Derek Handley
and others from the Tannhauser-Gate crew, tell us by who they
are influenced.
Part 11. "Fix your shirt, your influences are showing..."
October is here, and the winter wardrobe is starting to look
needed. The walnuts are ripe, and it's the best time of year
to visit some of Poland's great food markets, and take your
pick from the stalls. The atmosphere at the studio is calm
- calmer than it was before the Betas began, more relaxed.
There's just as much work to do, but it's of a different kind.
I took the opportunity to corner a few of the team, and get
them to answer a question that was put to me on a few occasions.
I have addressed a variety of questions during my time here
at Tannhauser Gate, ranging from simple to answer ones ('How
is PvP resolved in the game?', 'How will my character's skills
and psionic powers develop over time?') to the ones I'd rather
not answer so as not to give to much away ('Since they won't
all be in it at the start, when will each of the Player Character
species be introduced?', 'Can an entire land be destroyed?')
to the ones that are complex and require longer thought ('Where
do you get your ideas from?'). Today, I thought I'd get the
core of the creative team to answer a question that has been
put to us a few times, and never fully answered: What are
your influences?
Without further ado, here are their answers:
Artur Jaskólski (co-founder
and head of the studio):
There is one person I can think of that influences my thought
processes when I'm in creative mode, and that is Mamouru Oshi,
the director of, among other things, "Ghost in the Shell".
Actually, I've gone on record before as saying that when I
finally saw "Ghost in the Shell" in its entirity,
I said to myself 'This is what I want to do - to make films,
to animate...' Anyway, Mamouru Oshi has a sense of action
and style that speaks to me in a certain way, and if anyone's
work influences me when I animate, storyboard or plan, it's
his. I actually met him and got his autograph while he was
in Poland working on "Avalon".
I actually think it'd be easier to say what inspires me to
work, and what keeps me going while I'm working, rather than
trying to define that something is a clear influence. While
I work - obviously, by work, I'm refering to animation work,
which I still get to do a little of, and not administrative
work - I like to have hard rock playing. I find it gives me
an energy boost, gets the creative juices flowing. I don't
find silence conducive to work.
I'm an architect by training, and it's modernism that inspires
me in that field, and a little in other artwork I do. It's
my favourite type of architecture.
Marcin Baryski (co-founder, head
of game and game rule development):
I know some seem to think this could be a difficult question
to answer, but I know exactly who to pick, whose sensibilities,
styles, and ideas are something that I look up to, respect,
maybe even pay homage to, while at the same time trying to
carve out my own style.
My first choice is Philip K. Dick. I keep going back to his
work, rereading it. I can't pick out any favourites; his whole
sense of invention, of creativity, his ability to write about
the real and the unreal and the surreal...great stuff.
Second choice - Frank Herbert. Each world he created - and
I don't mean just the ones in "Dune" - came alive
on paper, characters seemed to live and breathe. The depth
of detail, the epic sweep of history that went into his work...not
to mention the fact that the truths in his work will always
be relevant. His work is amazing, simply put. Reading it made
me want to create worlds, populate them, think everything
through, and then take my 'receivers' - readers, viewers,
whatever - to such a new world that they can feel around them,
that is not familiar, maybe even has fantastic elements, yet
seems plausible and consistent.
Final choice for me is H. R. Giger. His work is alien, with
familiar elements, very solid and yet organic. There are a
lot of artists whose work I like and respect, including many
working in the comics industry, but looking at "Mimesis
Online" now, with the bio-organic elements, with the
familiar made strange - I think there is an element of Giger's
influence in there. I don't think "Mimesis" is something
that anyone will look at and think 'Oh, that's Gigeresque',
but I think that when Artur and I were creating the basic
gameworld, there were images from that at the backs of our
minds.
Tomasz Gardiasz (head concept
artist):
Three names spring to mind: Grzegorz Rosinski, Jean Van Hamme
and Boris Valeyo. Van Hamme and Rosinski created "Thorgal"
- it's a beautiful example of what can be done with the comics
medium - the art and story complementing each other, the whole
thing flowing so well. I had most of the original polish editions
of "Thorgal" when I was young. They were part of
what made me want to draw. The richness of the art and the
fantasticness of the story...beautiful stuff. So I can say
that they had a big influence on me when I began drawing,
and training my skills. "Mimesis Online" is set
in a completely different kind of world, and I've had to change
a lot in my style to work on it, but that's all part of the
learning process in art, isn't it? I'm going to go back to
comics and comic art after "Mimesis Online" is released.
As for Boris Valeyo, I admire his skill and his work - the
detail and care that you can see in his brushwork. He's a
master craftsman, and I feel that any artist could learn something
from him.
I think as well that the art I like, the art that inspires
me, is art that keeps its sense of reality and tangibility
whatever the subject, real or unreal. It's art that is enhanced
by detail, without being overly-detailed, and not art that
is abstract or inaccessible.
Waldemar Strzelczyk (head of
the graphics team):
Artistically and in terms of storyboarding and the overall
style of presenting something, I think myself and Artur are
very similar. I would have to say that the artist behind "Akira",
Katsushiro Otomo was and is a big influence on me. I have
developed my own style, I'm not a manga-styled artist, but
the way he made the page come alive opened my eyes to a different
way of portraying action. His sense of action is very different
to the 'western' style of comic art - I think his work is
more dynamic.
I read a lot of science-fiction - it's not the only genre
I'm into, but I reckon it's the one I'm most influenced by
in my current work here at the studio. The writer I started
with - and this won't be a surprise for many people from Poland
- was Stanislaw Lem. There are those who don't find all of
his work accessible, but it just blew me away. I know that
others at the studio also started reading science-fiction
from Lem's work - we've even been making sure that Derek makes
up for lost time, by sending him on Lem hunts to the library.
I started with Lem, and continued with Philip K. Dick. He
had such a way with words and images. I count them both as
influences on my 'choice of career' - their work was an inspiration
to create.
Derek Handley (head writer):
Okay. First, I'd have to say Alan Moore. His attention to
detail, the way he spins out the plotlines and then pulls
them all back together, and the way he treats each character
as having the potential to be an important part of the story
- when I sit down to write something, be it my own fiction
or something connected with "Mimesis Online", I
try to keep in mind that attention to detail and the 'bigger
picture' kind of plot. I really enjoy most of the ABC Comics
line (when I can get my hands on them - comics are not easy
to come by here in Poland), and I keep going back to "The
Watchmen". I know that Moore himself is disappointed
that comics haven't moved on far enough to have forgotten
"Watchmen", that he hoped it would be supplanted
by something, but it has to be said that it remains a masterpiece.
The detail, the intricacy - he and Dave Gibbons created something
you can go back to so many times, pour over it, find new aspects.
I think it's important to consider that when you write something,
to remember that a piece should bear up to repeat viewings
or readings. I want the plot of "Mimesis Online"
to remain that intricate and challeging.
Scott McCloud is another person that I count as a major influence,
and not just for his writing, nor for his insight into comics,
but for the sheer scope of his activity. He is involved in
so many things - I've always pictured him as very open-minded,
very keen to have a rich experience of life, and to open others'
eyes. I consider him an influence because I try to keep the
same scope of activity going, in a variety of guises. And
I think the "Earth Stories" in Eclipse Comics' "Zot!"
were simply breathtaking.
I just realized that I could go on for ages, reeling off comic
and prose writers and comic artists that I feel have significantly
'directed' the way I work: Jack Kirby for his clear, bold
style, Larry Marder for sheer zaniness, Harvey Pekar, Wendy
Pini - or talk about the importance of British and Australian
kids' sci-fi in my childhood, but I see that everyone else
confined themselves to three choices, so my third choice has
to be Ursula K. Le Guin. The worlds she created in her work
have stood the test of time, and for me are a benchmark by
which I measure other science-fiction worlds. The way she
paralleled so many things - I just love her books.
Okay, we've bared our influences, as requested by a few people,
so I hope they are happy to have the answer to their question.
I'm out of here before Myrthos throws me out for taking up
too much space :)
See you next time for more from Tannhauser Gate and "Mimesis
Online". Take care all of you, whether you're exploring
other worlds or this one.
Derek Handley.
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