Some Links

Illya Szilak reviews TOC, a multimedia novel by Steve Tomasula about (among other things) the passage of time.

Richard Goodness is running Fear of Twine, an online exhibit of sixteen Twine games distributed in four groups of four. Morgan Rille’s The Conversation I Can’t Have is a bravely frank exploration of the experience of a submissive in the kink scene. Jonas Kyratzes’ The Matter of the Great Red Dragon is (or at least was the time I played it) an illustrated, fairy-tale-like parable about moral clarity. Tony Perriello’s Debt is a highly linear vision of a dystopian future, enhanced by music and sound. I haven’t yet gotten to all of them, but they’re worth checking out.

And speaking of Twine, if you haven’t yet tried Tom McHenry’s Horse Master, you’re missing out on an extremely creepy and compelling experience, a horrific sim about raising a horse for competition. It is also about poverty and willingness to go to dreadful extremes. I’m hoping for a XYZZY nomination or two for it.

Kerkerkruip Revisited

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I last played Kerkerkruip when it was an entrant in IF Comp 2011. At the time, I was sort of luke-warm on it: it’s a roguelike game done as IF, which is very different from most of the competition it was up against, and I found it distracting to have success and failure messages (with die roll information) mingled in with more descriptive handling of character behavior.

The game has been the subject of considerable work and improvement since then, however. It now boasts one of the most complex UIs implemented in Glulx, including several cute startup animations, an illustrated screen, a handsome graphical map that can be brought up on demand, and (in the main gameplay window) several side panels providing constant status report information.

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The result is still quite spare, admittedly, but having all this information laid out made it much easier this time around for me to understand the world state and play effectively.

In addition, the gameplay has been refined, with more monsters and weapons, a reduction in the randomness of the experience, and more tactical elements.

There’s still a great deal to learn. Playing Kerkerkruip effectively means balancing a lot of possibilities and outcomes in one’s mind: if I use this ment now, will I be without it at a more crucial time later? In which order should I try to kill my enemies? Is it worth trying to kill this high-level creature even though that will strip away the powers I’ve absorbed from other creatures? Coming to any conclusion about the best course of action requires the player to get familiar with the gamespace, to have a rough idea of the potential size of the dungeon and the number of creatures likely to be in it.

To make that startup experience easier, Kerkerkruip puts your first playthrough in “apprentice” “novice” mode: I was able to win on my first try, which boosted my confidence and gave me a clearer sense of what was going on when it came to subsequent, more challenging runthroughs. (All of which I immediately failed at. But hey.)

All of which is to say: I really recommend trying this thing if you haven’t. It pushes in interesting ways on the boundaries of what IF normally does, by having large elements of randomness and systematic play. It is one of the few IF games to make a serious shot at interesting combat that is not puzzle-based, and it shows off UI effects that most Glulx games never attempt.

It also yields some surprisingly entertaining moments that capitalize on the juxtaposition of procedurally generated situations with narrative text — for instance, I was being attacked by four enemies and thought my goose was probably cooked, but then I sprouted four tentacles from my torso, my enemies went mad and started licking their own weapons, and I was able to clean up.

Version 9 is now available in beta form and feels pretty solid to me: it adds a menu soundtrack, new enemies, and other goodies to the experience. And in the meantime if you want to follow development, Kerkerkruip has just gotten a new blog.

Intelligent Narrative Technologies (INT) Call for Papers

If you’re working on new systems in interactive narrative, or new projects, you may be interested in presenting your work at the workshop on intelligent narrative technologies, to be held June 17-18, 2014, in Milwaukee, WI. They’re currently calling for papers (full details after the jump); submission deadline is March 3.

Continue reading “Intelligent Narrative Technologies (INT) Call for Papers”

IF Discussion, Live Online

One of the things to come out of discussion at the first Oxford-London Meetup was the idea that it would be nice to have occasional scheduled discussion of IF on ifMUD. The MUD is always on and at least someone is almost always around, but much of the conversation is more general-interest. People also suggested that a) it would be nice to have a context for that discussion that was not exclusively about creation techniques, since so much of the existing mud conversation and intfiction discussion is so focused; and that b) it would be a good idea to provide some focus to these meetings by pre-announcing a topic to cover, so that people can think about examples to discuss.

I’m going to try this as a monthly Saturday thing. Sundays on ifMUD are used for weekly ClubFloyd meetings, and I don’t want to conflict with that. If you’re not familiar, ClubFloyd does group playthroughs of IF, often including recent comp winners or XYZZY nominees, and posts the transcripts. It’s been going on since 2007 and is by now a venerable institution, though attendance rotates quite a bit. If we can hit anything like ClubFloyd’s vitality and general usefulness, I will consider this idea a big success.

Saturday March 1, I will hang about at 8 PM GMT (= 3 PM Eastern, 12 noon Pacific) on the channel #theoryclub on ifMUD. (If you’re not familiar with the mud, see these instructions on how to get started: you will need to get an account, then @joinc #theoryclub to be able to see the conversation.)

Because this is something I’ve been thinking about a fair amount lately, I propose that the first session be on interiority, the inner life of characters. Some things we may discuss: What games do this particularly well? What mechanics are used, and to what effect? What aspects of interiority are not handled well in IF? Are there other possibilities we haven’t looked at? Are there experiences you’d like as a player that you’ve never encountered?

I’m open to suggestions for other topics as well — please feel free to propose future ideas.

Oxford/London First Meetup

The inaugural meetup of the Oxford/London interactive fiction group was well attended, and ran for a good four and a half hours before the last of us had to go our separate ways. Many thanks to those who came!

We talked about loads of things, as you might expect, including work in progress by several of the participants; the parser/non-parser split in recent IF production; ways to make the more parser-focused side of the community more welcoming to new participants; life in the game industry; why horror is or is not hard to write; storytelling features in the Silent Hill games; game mechanics and marketing strategies of Fallen London; and a number of other topics.

There was also a proposal that it would be good to have scheduled IF discussion on ifMUD, like ClubFloyd but for critical conversation — perhaps around a topic or question announced in advance. The idea was that there’s a desire for some more focused live discussion of interactive fiction, but that just dropping by the MUD casually doesn’t always provide this, depending on who happens to be logged in at the time. Having a pre-announced topic would give the conversation a bit of shape and make it easier for participants to perhaps have thoughts together in advance.

Proposals for future events:

— IF game jam
— group play-through and discussion sessions, about interesting new releases or works by members who want feedback
— book-club style discussion of games members had picked and played in advance
— overview of new Inform features with Graham Nelson
— (brought up online rather than actually at the event) overview of TADS adv3Lite library with Eric Eve
— (likewise) tabletop storygaming

The next meetup is already scheduled and will be at the Failbetter Games headquarters in London, Feb 18, 7 PM.

Oxford/London IF meetup

A couple of months ago I ran a poll to see whether people might like to have an IF meetup group in southern England, and if so whether they preferred Oxford or London. Then I went to a conference, then got a really really bad cold, then the holidays were upon us and it seemed like a bad time to add extra things to anyone’s calendar.

But! Now that’s past, I’m eager to get this rolling. The feedback about location was decidedly mixed — lots of people who could only make one of those options — so I’m going to try for alternating locations. And because Oxford is where I am and it’s easier to start here, I’ve proposed a first meetup for Feb 2, in Oxford, at the Jam Factory Restaurant. We can meet, chat, talk about what kinds of things we’d like this group to do. I will bring a copy of Blood and Laurels, my next game, for people to look at if they are interested. Please feel free to bring your WIPs or favorite games as well.

If you hate the time, the choice of day of the week, the relative lack of advance notice, I’m happy to factor all those things into future plans about what we’re doing — I just wanted to get something rolling after that hiatus.

Want to RSVP? Want to join the group to get announcements of future events? The site is here.

Edited to add: we now have space and time for a London meeting as well, Feb 18 at 7 PM. Signup at the same link.