Announce: IF Demo Fair

Do you have a vision of the (or a) future of interactive fiction that you would like to share with interested players, authors, implementers and theorists?

The IF Demo Fair will be running during PAX East (Boston, March 11-13), showcasing new and interesting demonstrations in the IF world.

These don’t need to be polished, complete games, just pieces that show off your concept. We’re particularly interested in demonstrations that explore one of our themes:

  • novel ways to interact with in-game characters
  • innovative user interfaces for text/story-based games

But if you have a great idea that doesn’t match either of these themes, send it anyway! We welcome any demonstration that can reasonably be construed as relating to interactive fiction and storytelling: traditional parser-based IF, works with multimedia and graphical components, choose-your-own-adventure, or interactive poetry.

Entries in the Fair will be set up on laptops in the IF suite for players to explore. Saturday afternoon, there will also be an official playthrough in the Alcott Conference Room at the Westin, where we will go through all the entries on a projector screen (exact time TBA).

Authors who are there with their submissions are welcome (indeed, encouraged) to talk briefly about their design concepts.

Note that this is not an official PAX event. No badges are required to attend or participate.

Entry restrictions. This is not a competition, and there are no judges or prizes. Authors who have submitted content are welcome to comment on each other’s work. The only restriction is that you must be willing to have your work showcased in a public forum, and presented or linked from a website afterward.

Intent to enter: Friday, February 18. Email me (emshort@mindspring.com) with your intent to enter and include your technical requirements, answering these questions:

  • does your project need software to run other than a standard IF interpreter?
  • is it restricted to one OS?
  • will your project need internet access to run?
  • are you going to be present in person to install your project and/or present it on your own device?

I reserve the right to refuse an entry that is technically infeasible for us to present, but will do my best to accommodate reasonable requests.

Submission: Sunday, March 6. Email me (emshort@mindspring.com) your project or a link to where it lives on the web, and installation instructions.

Optionally, you may also submit an author’s note (no more than about 500 words, please) explaining the background of your project, anything you want players to know about it, and your hopes/expectations for the project.

Feedback for authors. Forms for anonymous feedback will be available both in the IF Suite and during the live presentation. Players and audience members who would like to share their thoughts without attribution can do so via these forms.

After the event, we’ll provide website coverage for the submissions, with links to author projects, as well as an article on the event in SPAG.

Proposed: IF Demo Fair

One suggestion that we’ve been kicking around on the mud for PAX East is a sort of minicomp/show, as follows:

Authors have the opportunity to work on tech demonstrations during February, focusing on one of several themes. These would not have to be full games — a single scene or mockup would suffice, as long as it gets the idea across. The point is to share interesting new concepts, not to produce finished products.

During PAX, these will be on show on laptops so that people would have a chance to experience them individually.

On Saturday afternoon when we have the big room available, there will be a dedicated Demo Fair time when we get together and play through the demos on a projector, and discuss.

Authors will be invited to talk about why they did what they did, if they’re present. It’s still permitted to submit a demonstration if you’re not going to be there, and you’re welcome to accompany your demo with some authorial notes to be shared with everyone.

This is not a competition, in that there will be no official prizes, judges, or winners, and anyone is free both to enter and to offer feedback on other entries.

The currently proposed themes are:

* New styles of NPC interaction
* UI concepts

It sounds like this is of interest to enough people that we’re probably going to do something like it. Before we do a definite public announcement, though — are there other themes we should include? Concerns or suggestions?

PAX 2011 programming

People who might come to IF events at Boston PAX, is there anything in particular you’d like to see discussed in the IF programming? Tutorials, panel talks, other stuff?

(If so, obviously you can edit the wiki with ideas, but I am wondering whether there’s stuff people would like to see but didn’t write down because it’s not something they would offer themselves, or whatever.)

Randomized variation

Something that’s come up on several of my projects recently is the question of how much randomized text variation can add to the sense of depth in a scene.

In particular, how good a job does it do of simulating lots of different, hand-crafted pieces of content? Are there better and worse ways to deploy random content for this purpose? Do you have a generic sentence form with a lot of randomly swappable elements, like

A red/brown/black/grey dog/fox/squirrel scampers/runs/hurries past you into the undergrowth. ?

Or a table with a lot of hand-rolled sentences, each unique, but each going to be the same every time it appears? Or some variation on all these?

For interactive fiction, this tends to come up a lot in cases where we want to make the world feel deeper and more fleshed out. We want a player to be able to browse a bookshelf and find the titles of many many books. Or hang out in an outdoor area and see lots of environmental messages suggesting people going by, animals passing through, etc. Sometimes it’s possible to rig up a full simulation for this kind of thing — that is, actually track dozens of animal objects running through the gameworld — but usually that’s a lot of overhead for a lightweight effect. (And see Matt Wigdahl’s comments on the “foley” system in Aotearoa.)

My current operating theory is:

1) it’s good to have a mix of more generic sentences with lots of variation and more hand-crafted sentences with moderate variation. This keeps things from feeling too predictable.

2) where random variation is used, the most productive way to use it to maximize the *impression* of content is to construct pairings/arrangements of random elements that are themselves striking and memorable or distinctive.

I brought this up on the #craft channel on ifMUD, where I had the following conversation with Andrew Plotkin (“zarf”) and Dan Shiovitz (“inky”). They had a couple extra points I hadn’t come up with, so, with permission, here’s what they said:

Continue reading “Randomized variation”

Homer in Silicon on Date/Warp

Date/Warp is a visual novel from Hanako Games, paced out with puzzles. I liked a lot of things about it, but had some issues with the structure; essentially, my discussion is about how to handle situations where you want the player to replay and try most of the alternate versions of a multiple-ending game, where that will mean that late replayings will be mostly the same experience over again. Date/Warp enforces this more than many other games (though in a way I gather is not unusual for visual novels) by having the best ending be completely locked and inaccessible until you have played through almost every possible variation.

It’s a problem that has some bearing on multiple-path IF. I know, for instance, that there are people who did play Alabaster this way and found it exasperating to do so — see TempestDash’s review here — even though the intention was to steer players aggressively towards interesting endings and point out which mysteries were missed, rather than to encourage complete exploration of content. So, though I’m critical of Date/Warp as an experience in that regard, I think it raises some useful questions.