Interview with Corylea,
by Petra
Silie
Question:
How did you get
into modding with the D'jinni editor?
Answer: I
read the
forum posts of the people who were making mods for the contest, and
although they were frequently frustrated with D'jinni, it seemed as if
they were also having a lot of fun, and I wanted to play,
too.
(Not for the contest, which was already well underway by that time; I
just wanted to make something.) I thought, "How hard can it
be?" Famous last words!
Question: Yes, I remember
many people complaining about D'jinni, saying that it's too complicated
and some things don't work. Did you have the same difficulties?
Answer:
Yes and
no. Arkray, who made the very first new adventure for The
Witcher; the people who worked on the contest; the RedFlame
Interactive
team; and a few members of the Ifrit team were all pioneers in using
D'jinni. When D'jinni was released, it had essentially NO
documentation, and some of the simplest things were complete
mysteries. Both Arkray and the RedFlame
Interactive team were
extremely generous in sharing what they'd figured out with the modders
who came after them. Arkray was especially generous,
considering
how much flak she took for her mod, and theRedFlame
Interactive people were
extremely generous in making several detailed tutorials. The
contest participants were wonderful in that they helped one another as
least as much as they competed with one another, and if one of them
figured something out, they shared it with everybody.
Bonssaaay,
of the Ifrit team, has done a lot of work on the D'jinni wiki, to
document all of this.
So by the time I
started
modding, the basics had been figured out. There was still
plenty
to figure out, and I figured out a few of those things myself, but
there was considerably more D'jinni knowledge available to newcomers
just a few months after the contest started than there had been
before. The D'jinni Wiki has a bit of a bad reputation, and
it's
true that some parts of it are inaccurate (or were when I started using
it, in October, 2008), but it beats the hell out of no documentation at
all, which was what the first modders had to work with.
As for the
D'jinni Adventure
Editor itself, it's true that there are some things that don't
work. For example, one can't add objects to a scene in the
cutscene editor. You're supposed to be able to do so, there's
a
menu for that, but that part is just broken. If you want any
objects in a cutscene, you need to have them in the area before you
open it in the cutscene editor. That's fine for furniture and
relatively stable things, but if you want an object in your cutscene
that you don't want the player to see in the game, you have to hide it
inside a building or below the level of the ground, then bring it up
for the cutscene. This is actually the easiest type of
D'jinni
problem to work with, because it's always broken, so modders just know
to plan ahead when making cutscenes. The difficult times are
when
D'jinni is flaky -- that is, when something in D'jinni sometimes works
and sometimes doesn't.
An example of
this is the
quest editor, which is mostly very nice but occasionally becomes
flaky. The very first quest I ever made didn't work, and I
went
over it and over it and OVER it, trying to figure out what I'd done
wrong. I couldn't find anything, so I eventually copied that
quest word-for-word into a new file, and the "new" quest
worked.
I had this happen again, on another quest, so out of the nine quests
I've made, twice the file has just not worked even though everything
was right.
To use D'jinni,
it helps to
be very, very stubborn and not give up when things go wrong, yet it
also helps to be rather flexible, to be able to find a new way of doing
something if a way that should work just doesn't, for no apparent
reason. Is there such a thing as being flexibly
stubborn?
If so, that's what you should be to work with D'jinni! :D I
asked
Arkray once what had enabled her to make What a Man Needs at a time
when absolutely nothing was known about D'jinni, and she said, "I'm
very, very stubborn." I thought at the time that she was
joking,
but now that I've been modding for awhile, I can tell you that she was
speaking the complete truth! :-)
On the other
hand, I have a
lot of praise for D'jinni, too. It is a very powerful and
flexible tool; almost anything you can think of doing, you can get done
using D'jinni. The quest editor is a very powerful and
flexible
tool; it has so many options that I think we've only scratched the
surface of what kinds of quests it's possible to make using
it.
And the conversations editor is also a great tool with a lot of
possibilities; it's my imagination and creativity that limit how good
my game will be, not D'jinni.
And remember,
these things
are being said by someone who is NOT a professional programmer -- if
you add the possibilities of Neverwinter Nights scripts and LUA scripts
to Djinni's capabilities, you can make ... well, you can make something
as wonderful as The Witcher :D, not that I claim to be able to do any
such thing!
Question: Do you have
experience with other modding editors as well? If yes, which one and
did you make an adventure with this editor?
Answer: I haven't
made any
new adventures for RPG's, even though I've played a lot of them, but
I've made some things for The Sims 2.
Most of those were just
simple recolors, but I also made a new career, which involves the kind
of getting one's hands dirty with the innards of the game that D'jinni
requires. (One of my creator pages for The Sims 2 is here.)
More than
13,000 people have downloaded my Sims 2 mods, and I love knowing that
there are thousands of people who are enjoying their games just a
little bit more because of something I made. Once you get a
taste
of that, it's hard to stop. :D
Question: There are only a
few female modders, the majority are young males.
Answer:
While this is
certainly true for The Witcher,
I started modding with The Sims 2,
and
there are a LOT of female modders for that game, so modding never
seemed like a "boys only" thing to me. And female modders for The
Sims 2 aren't just making stereotypically "feminine" mods, like
new
clothes -- some of our best modders for working with the deepest
innards of the game are women. So instead of thinking of
myself
as unusual, I think it's strange that there aren't more women modding
this game, especially since I know that The Witcher has a substantial
female fan base.
So tell your
women readers
that THEY can mod The Witcher
if they want to. I've been a
psychology professor and a therapist, both of which are pretty far from
the programming trade, so people needn't think that they have to be
serious programmers to mod The
Witcher. I find that the
Neverwinter Nights scripting language (which is what The Witcher uses)
is quite simple and straightforward -- if you can think logically, you
can learn to use it! And most of modding The Witcher is not
about
writing scripts; it's about creating quests, writing conversations, and
decorating areas. The tools for doing those things do require
a
little getting used to, and they do -- again -- require logical
thinking, but that's not a very high bar to jump.
Question: What do your
friends think about your hobby?
Answer:
Nearly all of
my friends love games, but most of them are so very busy that they have
very little time to play any, much less mod any. So most of
my
friends think it's great that I'm doing this, even though they haven't
played The Witcher and don't
have time to mod. Several have
promised me that they'll play The
Witcher "someday," and I think when
my mod comes out, that will increase the pressure on my friends to play
the game ... I hope CDPR sells several more copies that way. :D
The majority of
my friends
work with computers in some way, as programmers or sys admins or even
as researchers into basic Computer Science. I also have one
friend who's a professional writer -- she's published sixteen science
fiction novels and also teaches Creative Writing at the university
level -- another friend who writes poetry for a hobby, and several who
write fan fiction and/or erotica. Both computer skills and
writing skills are well represented in my friendship network, so I
occasionally have wistful thoughts about what a great modding team my
friends would make if I could put all of them together! But
short
of abducting them at gunpoint and forcing them to play The Witcher, I
don't think that'll happen; I'll just have to muddle along with the
skills I have. :D
Question: How much time
do you spend with modding? Is there enough time left for your job and
family?
Answer: I
had to close
my therapy practice several years ago, due to illness, so I'm
unemployed at present. My health is still iffy, so there are
days
when I can work on my new adventure and days when I can't. On
days when I can work on it, I've spent as little as two hours or as
many as sixteen hours working on it in a given day; there are days when
my husband has to remind me to eat!
My husband and I
have no
children, and he has a very demanding job as a professor, so I don't
have many responsibilities right now, and I have a lot of time to fill
while my husband is working. Working on my mod can fill as
much
time as my health allows; when I'm having a good week, healthwise, I
put in as many hours on my mod as most people put in at their
jobs. Although it's not paid work, working on the mod is my
work
at the moment -- it's the thing I do that adds meaning to my life and
the thing I do that I hope will benefit other people at least as much
as it does me.
Luckily, my
husband is
wonderfully interested in and supportive of my mod without knowing
anything about how I'm actually doing what I'm doing. He
enjoys
hearing me babble excitedly about my latest idea or my latest D'jinni
work-around. He's so busy that he's only ever played The
Witcher
up until the autopsy, but at least that's enough to know who Geralt is
and a little bit about what Sapkowski's world is like and some basic
things like that.
Question: Do you have
like-minded friends with whom you can discuss the matter or even share
a successful modding phase?
Answer:
Sadly, I don't
have any friends who are modding The
Witcher or any other game, and
that's probably my biggest complaint. Modding absorbs so much
of
my time and attention that I wish there were someone to talk about it
with. The Polish boys are very sweet, and we sometimes
exchange a
word or two, but the language barrier can get in the way. I'm
also very aware of being twice their age, female, and American, so I'm
a bit afraid of annoying them. :-) (I really wish that
Hexenmeister
Raven and Nimue hadn't departed for Dragon
Age: Origins; I really like
both of them.)
Question: Maybe you can
join the IFRIT Creative Group? They are very ambitious and create many
extras for an adventure like trailers, artworks and concept arts. They
co-operate with professional musicians who compose the soundtrack. They
did for 'Merry Witchmas' and want to continue the co-operation with
them. IFRIT also has engaged translators who translate the adventure
into other languages.
Answer: I
haven't been
asked to join IFRIT, and I would never be so presumptuous as to put
myself forward as a candidate for membership. And even if
they
decided to ask me to join them someday, I wouldn't expect them to do so
now. They don't really have any idea of what I can and can't
do;
they'll have a better idea once the first chapter of my adventure is
finished. If I were them, I'd wait to play it and evaluate me
then. :D
Besides, I
really do want to
finish the adventure I'm working on now: "Medical Problems."
The
first chapter of it is getting close to finished; I have maybe a
month's worth of work left on that. But the second chapter
isn't
even started yet, and it will take me many months to produce "Medical
Problems: Chapter Two."
It's also true
that I worked
with a Witcher modding group once in the past and had a very negative
experience with
them, an experience that ended in my feeling betrayed and taken
advantage of. I think working on my own for a few months, to
get
the taste of that experience out of my mouth, is the right thing for me
at the moment. (Never, never, never join a group where the
leader
of the group is in lust with the most volatile member of the group; it
causes all sorts of problems!)