The Stuff of Legends Archives - The Escapist https://www.escapistmagazine.com/category/the-stuff-of-legends/ Everything fun Thu, 02 Nov 2023 12:33:09 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.5 https://www.escapistmagazine.com/wp-content/uploads/2020/04/cropped-escapist-favicon.jpg?fit=32%2C32 The Stuff of Legends Archives - The Escapist https://www.escapistmagazine.com/category/the-stuff-of-legends/ 32 32 211000634 The Author Hunted by His Own Fans in Elite Dangerous https://www.escapistmagazine.com/the-author-hunted-by-his-own-fans-in-elite-dangerous/ https://www.escapistmagazine.com/the-author-hunted-by-his-own-fans-in-elite-dangerous/#disqus_thread Thu, 02 Nov 2023 12:32:36 +0000 https://www.escapistmagazine.com/?p=165785

In this episode of The Stuff of Legends, Frost tells the story of an Elite Dangerous author who was hunted by his own fans.

The Author Hunted by His Own Fans in Elite Dangerous – Transcript

You don’t happen to have antivenom do you? Yeah, I figured as much. I’ll just read this book and hope it wears off I guess.

Elite Dangerous, created by Frontier Developments, is another one of those space flight simulator games that lures you in with the great expanse and then before you realize it, you’re working a second full-time job as a miner, a pirate, or an assassin. God, how do they get me with space capitalism EVERY TIME??? Luckily, Drew Wagar’s first job is as a sci-fi novelist, so all of the time he spends playing at night can be considered a form of method writing. That’s probably why his book, Reclamation, is considered to be the best Elite Dangerous novel and why he was personally commissioned by Frontier Developments themselves to create a sequel with a rather unorthodox development cycle. Frontier Developments wanted to host a massive in-game event where the community would try to protect or kill Drew Wagar’s character. The outcome of the events would be written into the book.

From the outside, this sounded like a good bit of cheeky fun and cross-promotion. Drew Wagar gets to promote his novels which promotes Elite Dangerous which promotes his novels, back and forth, and players get a chance to see themselves in their favorite book. From the inside, the stakes couldn’t have been higher for the lore enthusiasts, because the character Drew Wagar was playing was at the center of the mother of all grand conspiracies. His character Salome was essentially Princess Leia from Star Wars on steroids. Imagine if George Lucas decided to do a live action roleplay session where he dressed up as Leia (ooh baby?) and if you killed or protected him you’d get to be written into Star Wars itself.

No one was more excited than a group of roleplayers known as the Children of Raxxla. Devoted to Salome and unraveling the web of political conspiracies that threatened her safety, it was them that made up the majority of her defensive entourage. Together, with Drew Wagar as Salome, the commanders repeatedly practiced fighting through a simulation of open space alongside their precious cargo, but she was shot down every time. It wasn’t until weeks later that the crew abandoned the idea of fighting altogether and instead opted to focus on coordinated defensive maneuvers and evasive action. In one such practice run, Salome made it through alive. There was hope.

Hope wasn’t enough for the Premonition Allied Coalition, a group of players who thought themselves to be the best fighters and strategists Elite Dangerous had to offer, and Salome’s only real chance of survival against any open space hostiles. The PAC took charge of the operation and forced changes that rubbed the community the wrong way. The most egregious of decisions was bringing in a group of hoodlums known as the Smiling Dog Crew. These players had a reputation for being the villains of Elite Dangerous. The SDC insisted it was all roleplaying, and while they didn’t cross major lines that warranted a ban from the game, they mostly picked on new or casual players. The PAC brought in the Dog Degenerates because they figured the best way to counter griefers and trolls was by enlisting the most famous griefers and trolls. If the SDC showed any sketchy behavior, an order would be given to shoot all members down like the Dogs they were.

I can not prove intent. I can not say whether the Smiling Dog Crew really intended to help from the start or if they were setting out to do the thing everyone assumed was going to happen. But what I do know is a wealthy player by the name of Commander Runis Oo did not like the fact that the villains of the game had swapped sides, so he put a billion dollar bounty on Salome’s head. He wrote in an email, “ I usually like to do some sparring with the bad guys in Elite, because they put up more of a fight and provide more entertainment than the good ones. When I heard that SDC was siding with PAC for Salomé’s protection I thought, ‘Hell, if even they and their friends moved to the righteous side, who is there left to fight? Traders and miners?’ I thought that if they chose to play it that way, I could make things a bit more interesting by throwing a billion into the ring.”

April 29, 2017, the day of the event. Drew Wagar logged into the game as Salome. His ship was surrounded by a small group of armed fighters. Another mass of fighters surrounded those fighters, but these were unarmed and could only intercept other ships. The SDC had convinced the PAC that the biggest threat to Salome was friendly fire from inexperienced players and that it would be easier to identify hostile players if everyone left their weapons at home. The PAC issued a declaration to the community that no one else was allowed to defend Salome. All non-PAC ships would be shot or intercepted on sight. Players weren’t too happy that the PAC had hijacked an event intended for everyone and had to get approval from them to participate. Many that intended to protect Salome were embittered to the point of trying to attack her. Others hoped the SDC would betray the PAC for their perceived arrogance.

Everyone set off. The scouts flew ahead and looked for safe spots to land. Once there, the coordinates were relayed back to the Salome group who then bought time for her to charge the hyperdrive to make the jump into hyperspace, but a jump can only take you so far. Salome was most vulnerable to being intercepted during the repair and charging of the hyperdrive, and the headstart they had was all but gone. Rogue ships flew in to pull Salome out of supercruise to shoot her down, but all non-registered flyers were intercepted by PAC members. If anyone made a mad break to the center of the formation where Salome was, they were intercepted and shot down by the few ships approved to carry weapons. This worked better than expected for the first hour, but the damage to Salome’s ship was beginning to add up and the outer layer of defenders was spreading thin because they weren’t allowed to use proper weapons to fight off invaders.

Communications had become a mess and Salome was spending more time repairing and charging in between jumps. The space net wouldn’t hold for much longer and her chances of survival were non-existent. The Salome crew made the next jump and that was the last time the main defensive group heard from her. In a bold move, the closest fighters to Salome decided to split away from the hive. They figured everyone would be too distracted looking for her in the middle of the fray, and that would be enough time to get their payload to its destination. Her ship had little means to fight back, and she was running out of resources to run. Luck didn’t seem to be on her side either, as a non-playable character was targeting Salome for interdiction. Salome’s ship was too weak to fight the tug-of-war, but her fighters kept her safe. They just needed to survive six more jumps.

As part of the event, anyone on Salome’s friend’s list knew her location, with a bit of a delay. One such “friend” on that list was a member of Smiling Dog Crew. He had been following the party from the moment they split off from the thousands of players who vowed to defend her. Catching her during a jump was impossible, but her ship was so damaged that she was spending more and more time charging in between jumps. It was during this window of opportunity that he swooped in to intercept Salome. Her ship was once again too weak to sever the connection and relied on her fellow fighters to save her, but they were nowhere to be found this time. The game had crashed for one of her bodyguards. The others were having network issues. After an hour and forty-five minutes of flying through open space, Salome was shot down by one of the most well known trolls in Elite Dangerous, “Harry Potter.”

“Well what did you expect?,” said the community. The players mourned Salome and cheered for the egg on PAC’s face. The group dissolved, whether out of shame or to avoid being hunted down is anyone’s guess. The SDC stayed together and continued to harass players under the guise of roleplaying. And Drew Wagar, true to his word, wrote “Harry Potter” into his book after coming to an agreement that he be referred to as “Besieger” instead. It’s some kind of irony to be an author shot down by He-Who-Must-Not-Be-Named-Due-To-Copyright-Infringement.

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The Famous RuneScape Falador Massacre https://www.escapistmagazine.com/the-famous-runescape-falador-massacre/ https://www.escapistmagazine.com/the-famous-runescape-falador-massacre/#disqus_thread Wed, 18 Oct 2023 13:58:25 +0000 https://www.escapistmagazine.com/?p=162448

In this episode of The Stuff of Legends, Frost tells us a RuneScape glitch that turned into an unprecedented massacre.

The Famous RuneScape Falador Massacre – Transcript

What’s that behind your back? I won’t be mad. Oh! The Geneva Convention might be. Oh no! Don’t cry…no. Okay! Look! Senseless violence! Here’s a story about senseless violence!

Normally I’d write a short explanation of what one does in the video game I am about to highlight in case this ever breaks out of the circle of perpetually-onliners and into the hands of the I’ve-got-a-few-minutes-to-kill-on-my-lunch-break-and-this-was-recommended-to-me-for-some-reasoners, but I also don’t really know what one does in Runescape aside from chasing the highs of ceaseless progression. It’s a steady dripping of dopamine. There’s quests to do, bosses to fight, skills to train, capes to collect, you can even go on a homicidal rampage unstoppable by the devs themselves, and it constantly gets updated so the massive following of addicts who have been playing for years and years and years still have something to do. It’s the one game that makes me almost understand where my parents were coming from when they said video games were a waste of time and if I needed something to do there was an entire list of chores waiting for me. Sure, the same can be said for any video game, but some sell themselves more readily on better graphics, moment to moment gameplay, or even fanservice. I myself have played Runescape. I clicked over a square of water with a rod continuously until the progression was so miniscule I had to move elsewhere for more fishing, and then I went to recreationally medicate myself while folding laundry, both having more of a tangible outcome on my well-being, for better or worse, than whatever I had done in Runescape. It’s in a philosophical sense that I find Runescape to be so existentially exceptional, nihilistic nectar if you will. Because what is life if not a journey in no discernible direction with no tangible outcome with random characters making their own goals and sense of progression? Meaning makes things meaningful.

Runescape introduced new meaning for players on May 31, 2006 in the form of another skill that incentivized another hundreds upon hundreds of hours of grinding called Construction, and a contest to see who could be the first to get the skill to the maximum level of 99. It was a close race until a player by the name of CursedYou shot past everyone on the final day and became known as the guy who was better than everyone else when it came to making this particular furniture crafting progress bar go up. What a cause for celebration! CursedYou now had access to the biggest mansion one could create in Runescape at the time and he used it to throw a massive house party, open to all. Not a real one, of course. A virtual house party where you can set your avatar next to another avatar and small talk over virtual punch. It’s mostly for showing off your loot and gear to the public without getting robbed. Sounds like a sad alternative to the real thing, but you can’t abruptly dismiss everyone with the excuse of connectivity issues or low frame rate from a real house party. I’d probably be more eager to have family over for holidays if I could simply right-click and kick my mother’s belligerent brothers on a whim the way CursedYou tossed everyone to the curb for making his game lag.

There’s too many conflicting accounts of the specifics that caused it, but the general story goes as follows: when CursedYou kicked everyone out of his home he accidentally caused a strange glitch that allowed a few players to attack people anywhere. Normally, fighting could only take place under specific conditions in marked areas, but these players were able to attack anyone anywhere. Another awkward condition is these players could not be attacked back except by other bugged players. They were effectively invincible against all attacks except from each other. Durial321 was one of the party goers that found themselves unceremoniously ejected from the house party and infected with the bug. I’ve dug for hours on his motives, but he gave no clear reasoning for why he went berserk and attacked everyone he could. He did it because he could. Meaning makes things meaningful?

Give an infinite number of monkeys on typewriters an infinite amount of time and they might reproduce a work of Shakespeare, but they are equally as likely to reproduce Hitler’s Mein Kampf. The thing I find hard to wrap my head around is how conveniently inconvenient the entire scene was from start to finish. If Durial321 had decided to teleport to the city, he would’ve lost the bug that allowed him to slay players indiscriminately. It’s a common method of getting around in the world, but Durial decided not to teleport because he was having too much fun picking players off one by one along the way– heh… It’s the journey, not the destination I suppose. The players, in their panic, were messaging everyone to run to Falador bank to store their valuables so they wouldn’t lose them if they died. The players would’ve been better off running away from the city, as this ended up concentrating more would-be casualties in the same spot, up to the maximum of 2000. The moderators of the server were getting messages that Durial321 was on a player killing spree, but they hesitated to act because Runescapers frequently misreported player killings in a Boy Who Cried Wolf kind of way, and this happened late at night when there were less Jagex employees available to look into it. When the moderators did decide to take action there wasn’t anything they could do because a player can not be disconnected from a server for 10 seconds after getting into combat. Durial321 could continue his spree so long as he didn’t stop for more than 10 seconds. It took well over an hour before Durial321 ran out of players to attack long enough for the moderators to disconnect him from the game.

Players were trying to make sense of the 2-hour murderfest, but there was nothing more to be found than an unfortunate series of loosely tied events. There was no grand web of conspiracies connecting one morbid part to the other. The bug accidentally came about because CursedYou booted everyone from his house while under network stress and awkward conditions. Durial321 was of no relation to CursedYou, just a stranger who was invited by the friend of the postman of the barber of some fisherman who happened to hear about the open house party. He didn’t target anyone specifically out of hatred, malice, or revenge for macking on his e-girlfriend, who is totally real– she just goes to a different Runescape server. A random 16-year-old was presented with the ability to ruin the experience of hundreds, if not thousands of players, in a manner that would undoubtedly get him banned once he was caught, and he went along with it. Senseless. But the Runescape community did what it did best and gave meaning to the meaningless.The Falador Massacre is solidified as a canon moment in the game’s history. There is a plaque in Falador Park erected in the memory of the fallen victims. For the 10th anniversary, Jagex recreated the events of the Falador Massacre by throwing a fake house party hosted by a fake CursedYou. Players would then be teleported to a new area where they could attack each other or join forces to fight a giant boss version of Durial321. Why? Because they could. Meaning makes things meaningful.

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The Curious Case of the Baldur’s Gate 3 Serial Killer – The Stuff of Legends https://www.escapistmagazine.com/the-curious-case-of-the-baldurs-gate-3-serial-killer-the-stuff-of-legends/ https://www.escapistmagazine.com/the-curious-case-of-the-baldurs-gate-3-serial-killer-the-stuff-of-legends/#disqus_thread Mon, 02 Oct 2023 14:55:19 +0000 https://www.escapistmagazine.com/?p=159330

In this episode of The Stuff of Legends, Frost tells us about a Baldur’s Gate 3 serial killer that was more than what they seemed.

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The World of Warcraft Funeral Crashers – The Stuff of Legends https://www.escapistmagazine.com/the-world-of-warcraft-funeral-crashers-the-stuff-of-legends/ https://www.escapistmagazine.com/the-world-of-warcraft-funeral-crashers-the-stuff-of-legends/#disqus_thread Mon, 18 Sep 2023 14:58:54 +0000 https://www.escapistmagazine.com/?p=156874

In this episode of The Stuff of Legends, Frost tells us about a funeral held in World of Warcraft that went terribly wrong.

Hey, let’s not be hasty! Oh thank god, I thought it was loaded. Regardless, point that anywhere else, and I’ll give you a story that’ll put a little yee in your haw. 

Act 1

May 2006, three characters sat around camp, drinking to their heart’s content. Molasses Firewater, it’ll get ya to where you need, just don’t drink it near any open flames. These three gentledrunks were well acquainted with the effects of the sweet spicy brew and were no strangers to a little skewed vision, but maybe some gunpowder had gotten into this particular batch. It didn’t have them seeing double. They were seeing viguple. Twenty. Twenty strangers had snuck up and were now surrounding the three. Wasn’t the most impressive feat of conjoined stealthery, victims of firewater were about as hard to catch off guard as a chicken dinner. The leader of the three took another sip for social acuity.

“You’ere,shaeshothersh-hic?” Maybe a few words were missing from that question, but in his mind he was in a state of heightened eloquence.
One of the twenty stepped forward from the pack, firm eyes betraying nothing. “What?”

“I said, are you here the same as the others?” The head of the trio was starting to get used to the machinations of his own mouth again.
“Oh,” said the firm eyed leader of the twenty. “Yessir, same as the others. And might I say it is an honor.

“No, no, no. The pleasure is mine.” A smile crossed his face as he looked for a suitable surface to set his drink. “I was just saying to my cohorts here, what this lovely spring night is missing is a good unholy brawling.” He shook his head and chuckled to himself as he readied his favorite mace. “Heh, ain’t been nothing but funerals since that funeral”

Act 2

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The Cursed Development of Carmageddon – The Stuff of Legends https://www.escapistmagazine.com/the-cursed-development-of-carmageddon-the-stuff-of-legends/ https://www.escapistmagazine.com/the-cursed-development-of-carmageddon-the-stuff-of-legends/#disqus_thread Tue, 05 Sep 2023 13:16:00 +0000 https://www.escapistmagazine.com/?p=154911

In this episode of The Stuff of Legends, Frost tells us about Carmageddon and the absolutely cursed story behind its development.

You want that one? That story? It’s a little graphic. Well, I won’t tell if you won’t.

Carmageddon is credited by many as the game that pioneered 3D physics game engines and prototyped open world design, but it almost never was. There were problems with licenses, game-breaking bugs, cops, and the British government, but every misstep ended up being a blessing in disguise. Before Ubisoft, before Bethesda, before CD Projekt, there was a small development team on a quiet island, their math professor, and their professional nutjob friend Tony Taylor. 

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The 11-Year Civilization Game that Went Out of Control – The Stuff of Legends https://www.escapistmagazine.com/the-11-year-civilization-game-that-went-out-of-control-the-stuff-of-legends/ https://www.escapistmagazine.com/the-11-year-civilization-game-that-went-out-of-control-the-stuff-of-legends/#disqus_thread Mon, 21 Aug 2023 15:23:55 +0000 https://www.escapistmagazine.com/?p=153150

In this episode of The Stuff of Legends, Frost tells us the story of a game of Civilization 2 that went on for over a decade.

You guys have been so good, the cops were only called on us three times tonight. Let’s have a treat with something a little darker.

Civilization is a game franchise where you can indulge in all sorts of geopolitical altruism and debauchery from the comfort of your own home. Any form of altered history is liable to occur in this world mismanagement simulator. Getting nuked by Mohandas Gandhi is not an exception, it’s the norm. Each match starts with various world leaders with  basic tribes in the ancient world. From there, it’s a race to dominate the others through various win conditions, cultural, science, or global domination to name a few. The battle progresses through the distinct eras of history, renaissance, industrial, and usually ends somewhere in the modern age. But one player’s curiosity got the better of him. He let his Civilization 2 game play out bit by bit for over 11 years of real-life time until he lost control of the post-post-post-apocalyptic hellscape and himself with it.

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The Infamous EVE Online Bank Heist – The Stuff of Legends https://www.escapistmagazine.com/the-infamous-eve-online-bank-heist-the-stuff-of-legends/ https://www.escapistmagazine.com/the-infamous-eve-online-bank-heist-the-stuff-of-legends/#disqus_thread Mon, 07 Aug 2023 19:20:14 +0000 https://www.escapistmagazine.com/?p=151761

In this episode of The Stuff of Legends, Frost tells us the story of the most memorable heist EVE Online.

Now, I’m not saying iron maidens aren’t fun. But you know what’s more fun? A good ol’ fashioned heist story, in space no less.

There’s an MMORPG called Eve Online and here all your space fantasies can come true. Design your own ship from the ground up, hop from planet to planet, or, in this case, pull a heist on one of the biggest space banks of 2006 and make off with $170,000 of in-game currency


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The Story of EverQuest’s Unkillable Dragon – The Stuff of Legends https://www.escapistmagazine.com/the-story-of-everquest-unkillable-dragon-the-stuff-of-legends/ https://www.escapistmagazine.com/the-story-of-everquest-unkillable-dragon-the-stuff-of-legends/#disqus_thread Mon, 24 Jul 2023 15:54:44 +0000 https://www.escapistmagazine.com/?p=150298

In this episode of The Stuff of Legends, Frost recounts the story of the unkillable dragon from EverQuest.

The Story of the Unkillable Dragon in EverQuest – Transcript

Okay, alright you can put me down now. It’s time for another story. This has everything. Dragons. Betrayal. Bad faith corporate malarkey.

A long time ago, in 1999 Sony Entertainment Online published an  MMORPG called EverQuest. As one of the older MMOs that helped shape the future of the genre, it has many of the features common in today’s MMOs like questing, looting, and dungeon raiding, but it also has what is still considered to be one of the most legendary raid bosses of all time.

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The Story of Factorio, the Game That Only Increases in Price – The Stuff of Legends https://www.escapistmagazine.com/the-story-of-factorio-the-game-that-only-increases-in-price-the-stuff-of-legends/ https://www.escapistmagazine.com/the-story-of-factorio-the-game-that-only-increases-in-price-the-stuff-of-legends/#disqus_thread Mon, 10 Jul 2023 21:39:26 +0000 https://www.escapistmagazine.com/?p=149242

In a new video series at The Escapist, Sebastian Ruiz (Frost) tells true stories of weird and memorable things that have happened in the video game industry sphere, beginning with Factorio, the game that only increases in price.

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How Tie-Ins Make Fiction Better https://www.escapistmagazine.com/tie-in-fiction-makes-franchise-better/ https://www.escapistmagazine.com/tie-in-fiction-makes-franchise-better/#disqus_thread Sat, 23 Apr 2022 15:00:50 +0000 https://www.escapistmagazine.com/?p=120350 I’ve been asked a few times over the years why I keep track of all these different nerdy universes. Why read Halo books rather than play the game? Why remember a Batman cartoon that only got one season? Why have enough Star Wars memorized to have an itemized list of things The Clone Wars buggered up through continuity errors? Simple — because tie-in fiction is powerful, in the right hands.

Whenever a franchise gets big enough, you inevitably hit a point where the tentpole entries become limited in what they can do. The central pillar — whether it’s movies, shows, games, or comics — often serves a less creatively exciting role, lest it alienate too many fans. It’s through tie-ins and experimental offshoots that franchises can finally try something new. Ideally, there’s lower pressure and more artistic freedom to see what lands.

For instance, Harley Quinn was famously born out of a bit character first written up for a single Batman: The Animated Series episode. For decades, Joker never had a consistent sidekick like her. Now Harley Quinn stands on her own as one of DC’s mainstays. Having space to experiment and add characters gave Bruce Timm and Paul Dini the chance to really flesh out Batman’s rogues’ gallery, creating defining portrayals. Their show could’ve just been a glorified toy commercial like Batman & Robin, but instead it’s celebrated as an amazing work of tie-in fiction.

why tie-in fiction is important - comics books novels TV shows cartoons video game series - Star Wars Batman: The Animated Series TAS Halo Alien major IP

Tie-in stories also grant room to explore themes, characters, and ideas that wouldn’t fit the central content. It’d be a pretty hard sell to get people into theaters for a Star Wars treasure hunter, but Doctor Chelli Aphra has stolen the hearts of many through her two comics runs. Plus, unlike certain other parts of Disney’s megalopolis, Aphra is a protagonist who is allowed to be openly gay — something I expect a Disney movie character will probably get to be by 2050.

The same can be said for Halo’s novels, which took the games’ favorable portrayal of the UNSC to task, criticizing the ethics of the military-industrial complex and ruthless intelligence agencies. You might know who Catherine Halsey is now, having seen her in more than a few Halo games, but for years, she was just text on a page, nothing more. And the more you learn of her work, it’s all the more sobering to realize that Master Chief isn’t simply a strong, silent type, but a person robbed of his agency and personal liberty.

You don’t get stuff like this from the biggest blockbusters. In a world of risk-averse executives and most major IP being held by a handful of companies, the best fans can hope for are spinoffs that carry the creative spirit that birthed these stories in the first place. The next live Transformers isn’t likely to delve into spirituality and trans identities, but IDW dove in hard with its comics aimed at older readers. A black woman as Captain America might’ve taken another decade or more were it not for the lower stakes of Spider-Gwen. A Star Wars epic starring a hapless fool with a heart of gold instead of a badass getting into tons of lightsaber fights? Not likely.

why tie-in fiction is important - comics books novels TV shows cartoons video game series - Star Wars Batman: The Animated Series TAS Halo Alien major IP

It’s typically only by digging into tie-in fiction that you can find tales like this in mainstream universes. Though certain IP holders are starting to treat their spinoffs purely as content, there are still those willing to boldly go where the story, not simply a balance sheet, takes them. Sometimes, you’ll get a misfire — an Ultimate Marvel or maybe a really bad holiday special. For every mix-up though, you get something wonderful, sometimes even being afforded the opportunity to fix past creative decisions that haven’t aged as well.

I mean, really — if The Sims can have lore deep enough to keep people’s attention, why not explore the potential in others? That goes for audience members as well as creators. Sometimes, a spinoff, however adjacent, can be the best damn story you’ll experience in quite some time.

Despite all the insinuation that learning about fictional settings is weird or uber-nerdy, it can be an effective way of finding out about new favorite heroes and villains. There are wonderful worlds out there, more than I could possibly hope to share if I could write a hundred columns in an instant.

Explore and enjoy. Embrace the weird. Fear not if something’s strange if it fascinates you. There is so much out in the expanse of fiction just begging to be experienced. I know there are those who would just take a brand and slap it onto something else for easy profit, but there are creators out there worth engaging with. You can’t sample everything, but to try even a fraction and discover something great that builds upon something you love? That’s a gift. Take heart, be bold, and never settle for empty content.

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A Tale of Two Clone Wars: The Ravaging of EU Canon https://www.escapistmagazine.com/star-wars-the-clone-wars-lore-canon-ravaged-continuity/ https://www.escapistmagazine.com/star-wars-the-clone-wars-lore-canon-ravaged-continuity/#disqus_thread Sat, 09 Apr 2022 15:00:45 +0000 https://www.escapistmagazine.com/?p=119892 Until Star Wars: The Force Awakens arrived, the Clone Wars was perhaps the most divisive era of Star Wars lore. However, besides the prequel trilogy movies themselves, it didn’t actually feel that way from the outside looking in.

Truth be told, it was during this time, in the late ‘90s and early 2000s, when the Star Wars Expanded Universe really came into its own. There were even dialog and narrative threads in the Expanded Universe that connected to then-in-production film projects, especially Revenge of the Sith.

Nowhere is this more obvious than Genndy Tartakovsky’s Star Wars: Clone Wars microseries. Across three seasons of interconnected shorts, Tartakovsky’s team at Cartoon Network took effectively everything people loved and hated about the prequel films – and made it work. There’s the epic scale of huge armies clashing, the Jedi at their peak power. They even take whiny Attack of the Clones Anakin and turn his ego into an effective character trait, for good and ill for those around him.

The series is all the more unique for serving as a cohesive bookend for what was known at the time as the Clone Wars multimedia project. It’d be like Shadows of the Empire, but on a more massive scale across games, books, comics, and the show. Fans could watch the conflict play out in real time over several years.

It all thoroughly interweaves, yet stories also function as standalone, parallel works of fiction. Don’t know who Durge is? You’re good! Never met an ARC trooper before? Not a problem! From adult tales like Shatterpoint and Republic Commando or teen-inclined content such as Star Wars: Republic, to all-ages fare such as Tartakovsky’s series, you could approach the Clone Wars with the ease of approaching the Bobbinsverse.

2008 movie Star Wars: The Clone Wars Dave Filoni George Lucas destroyed Expanded Universe EU continuity canon lore with changes, inferior to Genndy Tartakovsky cartoon

In many ways, this era is Star Wars at its full storytelling potential. It’s also Star Wars at its most Arthurian, embracing fantasy and surrealism for a heightened experience – a world you can believe in that’s still unabashedly free to be as campy and over the top as needed.

The Clone Wars era was destined to end in tragedy, but perhaps in more ways than initially realized. A new Clone Wars project was unexpectedly announced. This was Dave Filoni and George Lucas’ Star Wars: The Clone Wars, a revitalization that began in 2008, consisting of a new CGI movie and TV show that would unify all the storytelling with cutting-edge tech and a singular vision.

While the idea of giving Anakin a Padawan learner wasn’t all that warmly received at first, most fans were optimistic. The trailers for the animated movie looked reasonably good, especially for what was essentially a made-for-TV movie being released to cinemas. For younger fans coming of age, this would be their entry point to the franchise.

And when it launched, it was a hot mess on every front. Nowadays, everyone reflects on the seasons of Star Wars: The Clone Wars where it finally found its bearings — by most estimations between seasons three and four. By that point, the majority of the damage was done — damage that, in some cases, is still being addressed over a decade later, even by some of the minds behind The Clone Wars.

It’s not that The Clone Wars lacks its own good stories or interesting ideas. The Umbara, Onderon, slavers of the Republic, and Obi-Wan “Deception” arcs are all exceptionally told stories. Certain episodes like “Bounty,” “Heroes on Both Sides,” “Voyage of Temptation,” “Rookies,” and “Holocron Heist” are well worth watching. As a purely isolated product, it can be derivative at times, forcing one too many homages to the original trilogy into certain stories, but overall it’s fine with some good bits.

2008 movie Star Wars: The Clone Wars Dave Filoni George Lucas destroyed Expanded Universe EU continuity canon lore with changes, inferior to Genndy Tartakovsky cartoon

However, much of The Clone Wars’ early years were characterized less by amazing storytelling and more by being a bull in a china shop to the rest of the Expanded Universe. The Mandalorians went from Chaotic Neutral Maori-inspired warriors who could tip the scales of any conflict to… pacifist Swedes and Englishmen. Their homeworld went from a jungle biome with few cities and a more eco-friendly lifestyle to a barren wasteland.

It got so bad that Karen Traviss, at the time writing for The Clone Wars’ tie-in novels as well as the Imperial Commando sequel series, left the franchise entirely as whole swaths of her work were erased by the show. Though the retconning of Mandalore was by far the most dramatic case, it wasn’t the last.

Count Dooku’s apprentice Asajj Ventress was not only redesigned, but retconned into being a Nightsister rather than a self-made Dark Jedi. Her new origins also led to a massively reductive rewrite of the Nightsisters as distinctly evil, rather than a morally flexible order of liberated women. Meanwhile, Aurra Sing went from being a compelling fallen Jedi apprentice-turned-bounty hunter to essentially being Jango Fett’s ex-girlfriend who constantly slips up. And Barriss Offee’s age, rank in the Jedi Order, role in the war, and personality were all changed, much to the detriment of her final story arc.

The most frustrating contrast is how General Grievous degenerates into perhaps the most incompetent villain of the era. In the microseries, a justification is given for why he’s weaker and coughing — Mace Windu pulled a Darth Vader and nearly crushed the villain’s chest plate. Up until that point, Grievous had been utterly terrifying, shown as an indomitable force. Rather than explore this further, Cad Bane would inexplicably become the Separatists’ most effective henchman.

However, despite how The Clone Wars trampled through the canon amid its growing pains, it attracted tremendously more attention as a TV show than a video game or book would. Most people who tuned in weren’t aware of any larger continuity wrinkles, but those who knew better were left frustrated. The canon was becoming a mess.

To the credit of those working on the show’s ancillary novels, comics, and games, they made greater efforts to unite the show with the existing canon. These stories featured some great deep cuts and worked more cohesively with the rest of the setting. There was even a novelization of the series’s original movie that expanded on and polished the script substantially — ironically written by Traviss.

Ultimately, it’s oddly fitting that Star Wars: The Clone Wars outlasted the original Expanded Universe. It was much less a part of that timeline and far more a soft reboot before the hard reset finally rolled in. Again, on its own, The Clone Wars isn’t a terrible TV series. I’d personally argue it’s more average than outstanding, but in the age of “content” like The Book of Boba Fett, that still counts for something. I was just at the age for both takes on the Clone Wars to appeal to me, and with the benefit of hindsight, both show their age in differing ways.

The original Clone Wars multimedia project not only connected to the larger storyline, but stood on its own as a bold multifaceted project. It also presented a bleaker, more stoic view of the conflict — one where the clones more closely resemble the image the Empire would later bring. By comparison, The Clone Wars is a far more focused vision with a generally more jovial tone until its final seasons. It also takes an abnormally long number of seasons to find its footing. Each vision of the era is enjoyable, but as always with Star Wars, there’s also a legacy of creative differences that holds just as much drama as the space battles.

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We Need More Shared Universes Like Giant Days https://www.escapistmagazine.com/giant-days-shared-universe-bobbinsverse-john-allison/ https://www.escapistmagazine.com/giant-days-shared-universe-bobbinsverse-john-allison/#disqus_thread Sat, 26 Mar 2022 15:00:57 +0000 https://www.escapistmagazine.com/?p=119326 Everybody wants their own shared universe these days, some multiversal mayhem to call their own and contest against the might of the Marvel Cinematic Universe (MCU). We’ve seen many attempts come and go, but there’s one longform universe that vastly outstretches the MCU, spanning multiple genres, platforms, and even publishers. Yet it has also remained approachable. I am talking about the shared universe of Giant Days.

It’s about grade school kids and college students who happen to meet Baba Yaga as she goes to war with a local football team… and some people who may or may not have been dragged to hell. It’s also an intensely charming coming-of-age story with an inclusive lens, and it was all written by one person, John Allison.

For those unfamiliar, Allison is one of the most prolific indie comics writers of our age. He’s been nominated for and won an Eisner. His collected works span well over two dozen volumes, many of which he drew himself. His original webcomics date back to 1998! You can see his capability for art and storytelling evolve in real time, going from webcomics to printed releases.

It wasn’t until the comic Giant Days that his talents combined with artists Max Sarin and Lissa Treiman. Together, they effectively crafted an introduction to what’s commonly referred to as the “Bobbinsverse.” One of the series’s most persistent protagonists is Esther de Groot, a goth heartbreaker whom readers can follow from her grade school days up to after graduating college.

The first issue of Giant Days’ full-time run chooses to focus on Esther, but without crowding out her co-stars Daisy Wooton and Susan Ptolemy. It summarizes the similarly named Giant Days miniseries swiftly and eases longtime fans into its new normal, while also enabling newcomers to embrace the girls as standalone entities.

That’s the beauty of Allison’s writing. The Bobbinsverse has an amazingly cohesive world stretching over two decades. Starting in the fictional town of Tackleford, the series has seen characters across the globe, if predominantly focused on the British Isles. However, unlike in some shared universes — you can totally ignore whatever doesn’t interest you.

Need something chaotic in a way only webcomics can be? There’s Bobbins and Bobbins NOW. Just want British Scooby-Doo? Read Bad Machinery. Prefer things a bit more grounded and mature? There’s Wicked Things. Want to feel warm and fuzzy with a pinch of romance? Giant Days. Not to mention all the Scary Go Round spinoff storylines.

There’s also Steeple. We don’t talk about Steeple.

Alongside a handful of other standouts such as Charlotte Grote and Shelley Winters, readers follow Esther through all the growing pains and blissful moments of growing up. John Allison is unflinching yet sympathetic when it comes to struggles with puberty and dicier topics like losing one’s virginity. The greater mysteries and struggles that surround Esther and company are there to help frame the personal drama.

John Allison comics Giant Days shared universe Bobbinsverse more cohesive than MCU

While there were definitely some more supernatural moments along the way, the urban fantasy aspect of Giant Days works as either literal or metaphorical. Everything is generally so breezy and charming that, sure, maybe accidentally awaking ancient spirits is a normal archaeologist problem. Perhaps spineless corporate manipulators are in fact energy vampires. Maybe your neighbor really is a fishman born of Atlantis. Or these are all heightened reality metaphors for how absurd the world can be.

But to get back to what makes Giant Days such an effective shared universe: Everything in the Bobbinsverse takes and leaves what it needs for the best story. Esther was originally a background character, as was Charlotte’s sister. When it’s relevant, people appear and connect to the story in meaningful ways. Charlotte’s youthful bluntness is what helps Daisy finally break up with her girlfriend — Charlotte otherwise barely factors into Giant Days. Yet, when she comes up, she’s properly explained, fulfills a crucial role, and is free to grow up and solve crimes in Wicked Things.

Most importantly, these many myriad cameos and crossovers are never overwrought. There is no elaborate affair about how Luke Skywalker is going to stand around and be a jerk for 10 minutes. Every inclusion is purposeful to the story — not branding — adding to the overall journey.

John Allison comics Giant Days shared universe Bobbinsverse more cohesive than MCU

Not to mention, by virtue of experimenting and focusing on characters based on public reception, we get spinoffs for characters that are proven to be interesting. It’s not about capturing a specific aesthetic or tone, but what best embodies the characters the story focuses on. It’s how the Bobbinsverse stays incredibly fresh despite decades spent in a single setting.

Obviously, there’s the benefit of a unified creative vision thanks to John Allison writing it all. However, that makes it all the more remarkable how varied the stories remain. It would’ve been easier to just tell a single story set to a single tone, just escalating over the years. It’s the pitfall other standout internet series like Red vs. Blue have fallen prey to. It’s something I’m increasingly terrified certain cinematic and expanded universes are soon to stumble over, if they haven’t already.

It’s not the scale of production or the amount of people involved that make a great universe. A great setting takes heart, makes you care, gets you invested, and makes you pumped when another thread unfurls to present more thrilling tales. That’s what makes Allison’s world so arrestingly wonderful. It’s not trying to sell you anything; it’s just telling you a damn good story — one of many that appeal to countless readers.

So if you’re tired of having to read up on every new Marvel credits teaser — crack open the Bobbinsverse.

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