Interactive Narrative GDC Talks (Part 1)

Every year GDC talks are recorded and stored in the “GDC Vault”, which is accessible to people who have attended a recent GDC. There are also usually a few talks that are outside the paywall, though — and this year, there are quite a few non-paywall talks that might be of interest to IF and interactive narrative folks. There are also quite a few talks where the actual recording is behind a paywall, but the slides are available for free.

There are so many recommendable talks in this collection that I’m going to break them out over a couple of posts, starting with these fairly IF-specific talks:

Leading Players Astray: 80 Days and Unexpected Stories, Meg Jayanth, Freelance/inkle. (Slideshow, recorded talk.) An entertaining and watchable presentation about the tension between 80 Days’ boardgame mechanics and the story and the way the game tempts players into embracing bad strategy decisions. Meg also talks about the research that went into building 80 Days and the process of constructing the story as a whole.

Adventures in Text: Innovating in Interactive Fiction, Jon Ingold, inkle. (Slideshow, recorded talk.) Talks about narrative structure and tool implementation in inkle products, usable lengths of text, choice design, and a lot else. Well worth a look for anyone working in the choice-based game space.

Classic Game Post-mortem: Adventure, Warren Robinett. (Slideshow, recorded talk.) This is about the construction of the action-adventure game Adventure for the Atari 2600, but it talks about how that game was based on the Crowther and Woods game — and it also gets into a lot of delightfully sticky detail about the memory costs of a lot of the game elements. The latter is something that people working on interactive fiction now only have to worry about rarely, and usually only if they’re doing something either very large or targeted at a very restricted platform. A neat piece of game history with IF relevance.

Harvesting Interactive Fiction, Heather Albano, Choice of Games. (Slideshow only.) Intended to acquaint games narrative folks with recent developments in IF, this talk covers material that may already be familiar to IF veterans. Includes discussion of Hadean Lands, Codename Cygnus, Blood & Laurels, various Choice of Games titles, and much of the inkle collection, among other things. Edited to add: it’s a little hard to work out fully from just the slides, but I meant to mention that Heather did talk a lot about the use of ambiguity in text, and the storytelling leverage that you get from not overspecifying everything (which is sometimes easier when you’re working with words and not a full 3D model). This is an interesting area I’ve heard the Choice of Games folks talk about on various occasions but I’m not sure it’s gotten the discussion traction of some of the other concepts here (such as complicity).

Twine Shorts: Silver and Gold (Rosencrantz); Isis (Liz England)

Silver and Gold is a Twine piece “in two voices” by Rosencrantz. It’s a bit similar to Origins from last year’s IFComp, in that it presents two competing views of what is going on side by side:

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Silver and Gold is more of a story and less of an experiment than Origins, though: there’s more at stake, and we get more of a sense of the two main characters and of the way the agency of one constrains the other. There are times when one character or the other is locked in a sort of reverie that doesn’t affect the other; there are also times when one character gets a chance to make a definitive move that alters the other’s state. At a couple of points, seeing the same effect from two viewpoints allows you to grasp what is happening more completely than would otherwise be possible (one character can hear something that is out of earshot for the other, for instance).

The two characters in question are locked in a dark horror/fantasy situation that can end in one of at least two ways (I played several times and found two endings and no obvious directions that might have led to more, but that doesn’t guarantee I didn’t miss something). The content of the story affected me less than the way the story was told — some of the backstory adheres to standard tropes, while other parts are a bit underexplained. Nonetheless, a piece with some cool formal aspects, and the most successful I’ve yet seen to make use of simultaneous dual-viewpoint narration.

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Isis is a science fiction piece casting the player in the role of the AI life support system on a sentient space craft. It allows you to respond to your pilot in various ways, including trolling him with disobedient or subversive interpretations of his orders. If you don’t, and behave like a good little spacecraft, then the story nodes eventually start to loop and becomes boring: this creates a kind of meta-game motivation to perform the AI-spaceship-goes-mad trope. It’s not long, but I found it amusing.

March Link Assortment

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The movie Interstellar now has an official text adventure tie-in. It looks like this was hand-rolled in javascript. I haven’t had a chance to play it through (and I didn’t see the movie, which may be important), but here’s Wade Clarke’s take.

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The Shadow in the Cathedral is a parser-based, puzzly, adventure-rich game in a steampunk setting, developed commercially by Textfyre. For a long time it was available only for sale, but you can now get it from itch.io for free. (Back in the day, I put up an IFDB review, if you’re curious what I thought then.)

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The McFarlane Job is a new game by Jason McIntosh (Barbetween, The Warbler’s Nest).

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Bus Station Unbound is perhaps the biggest inklewriter story to date.

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The Oxford/London Meetup group is meeting Sunday April 12 in Oxford (leisurely lunch or drinks or whatever you feel like ordering) and Wednesday May 13 in London (conversation in a meeting space and then drinks at the pub). Please join us if you are in town and are so inclined.

If you’re elsewhere, here are some other upcoming meetups:

April 4 – San Francisco.
April 4 – Seattle.
April 10 – New York. ITP at the NYU Tisch school, off the 8th St. N/R stop.
April 13 – Boston. 6:30pm in the Trope Tank (MIT room 14N-233).

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Those who want to use IF educationally may like to know about Brendan Desilets’ book on the topic, now available in PDF form, based on years of using parser interactive fiction with middle-school students; and also Creative Writing in the Digital Age: Theory, Practice, and Pedagogy, which includes a chapter by Aaron Reed on using Inform 7 in a creative writing workshop.

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IF Answers is a new Stack-Exchange-like site for collecting answers to IF-related questions, especially technical ones. The aim of the project is to provide a more searchable and consistent collection of help than is currently available from the intfiction forum, where the same basic issues often get raised repeatedly. IF Answers is currently in a kind of seeding phase in which people are asking and answering some expected FAQ, but it is only likely to get off the ground with the help of contributors; so if you feel like asking or answering some IF tech-related questions, have a look.

Alex Warren goes into more detail about the project.

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Javy Gwaltney, who has written several Twine games and now organizes the Interactive Fiction Fund for commissioned interactive fiction, wrote for Paste Magazine about representation of disabled people in video games: why we need it and what it means to him. He also covered Antholojam, which includes several IF pieces.

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Liz England provides a blog overview of what Twine is, how it fits into the interactive fiction tradition, why people might want to use it and which Twine pieces she recommends. It’s intended for a game developer who is not already familiar with Twine; so if you read this blog, it might not be something you need, but possibly you know someone else who would find it a useful entry point. The categorization of Twine games and recommendations within categories may be particularly helpful as a counterargument to the assumption that all Twine authors are writing the same kind of thing.

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GDC was excellent. Not all of the content is publicly available, but here’s a blog-format version of Mitu Khandaker-Kokoris’ GDC talk on social simulation games. Well worth checking out, and I’m not just saying this because of the discussion of Blood & Laurels.

Brandon Dillon did a talk on the design of Hack ‘N’ Slash, which is free on GDC Vault. Though it’s not IF per se, there’s lots of fun stuff here about systematic challenge design and coming up with a series of levels that will challenge and instruct the player.

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Here’s Tronmaximum talking about alt games — games beyond the typical indie sphere — and the role of friendships and ideological similarities in creating communities that can then become productive spaces.

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Squinky writes about community and family and loneliness, which is kind of an interesting pairing with Tronmaximum’s piece above.

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Max Gladstone writes about narratives of friendship, and how they often get lost because romance and sex are so often treated as primary, the things of greatest importance. It goes into a lot of detail about Agent Carter, a show I don’t watch, but I found it accessible and moving anyway.

I also filed it among my arguments (though I don’t think Gladstone intended it this way exactly) for more moments of intimacy in games, including those that are not romantically coded. I’ve argued for a while that we need better game romance, but I think what I’m really looking for is better character connection.

One of my favorite moments in movies is the scene in the middle of Heat where a cop and the hardened criminal he’s been chasing sit down for a cup of coffee. And although they are in one sense enemies and recognize that one may end by killing the other, in another sense they understand one another better than anyone else. Another is the moment at the end of The Fugitive where the federal marshall who has just recognized Harrison Ford’s innocence takes the cuffs off him.

Neither of these are moments within the kind of friendship that Gladstone is arguing for, but they are about connection, mutual understanding and affection even under adverse circumstances.

These are rare in games — perhaps because real intimacy is challenging to portray in a game context. One of the reasons I liked 80 Days so much is that it offered several of these types of connection with characters you meet only in passing. (I have a special fondness for the man dressed as Death, in New Orleans.)

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Katherine Cross has a detailed review of the world-building tabletop RPG Microscope up at Offworld. I’m fond of this game and have written it up before; it’s great to see more attention for it. I’ve recently been playing the related game Microscope Union, which explores a specific family tree; I’ll probably write that up here soon.

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Folks interested in indie sales numbers for narrative-driven games may like the deep dive into Sunless Sea’s numbers, provided in multiple parts on the Failbetter blog. [1: Kickstarter], [2: Steam Greenlight], [3: Early Access and Release].

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Tim Fowers (creator of Paperback, a wordplay card game) is Kickstarting a new heist-themed board game, Burgle Bros. It’s already successful, but there are a few more days to get in on the action if it looks like something you’d like.

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From earlier: Shift Escape is an iOS puzzle game by Toby Nelson, who is the Mac IDE maintainer for Inform (and my brother-in-law, not entirely coincidentally).

The Toaster With Two Brains (Thrilling Tales of the Downright Unusual)

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Thrilling Tales of the Downright Unusual is a website for retro-futuristic illustrated choice-based fiction, set in a shiny chrome and leather universe with lots of Deco machines and mad science. Choices often run to 1-3 options, and there’s an always-present inventory list, reminiscent of but significantly fancier than ChooseYourStory games:

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The majority of the choices are exploratory: you are choosing which objects to examine and which questions to ask of NPCs. Very occasionally you’re offered choices that seem like they might affect events, but the plot strands rejoin almost immediately, via standard sorts of agency-denial: you ask a character to come with you, but they refuse; you attempt to head the wrong direction, but it’s blocked. Even the inventory is a bit deceptive: games with inventory usually let you accumulate and drop things in ways that are likely to make a difference later in the story, but as far as I can tell, your inventory is very much determined for you, and it’s impossible to get to a particular story branch with any variation in your inventory list.

You also several times have the option of following the male or the female protagonist, getting a significant portion of the story from their perspective. Later, when the characters meet up again, you get filled in on what happened to the character you did not follow. The overall effect is that the story does contain significant branching, since you see different nodes if you’re playing as Gwen than if you’re playing as Nat, but that branching provides reader agency rather than player agency.

Continue reading “The Toaster With Two Brains (Thrilling Tales of the Downright Unusual)”

French Comp 2015

FrenchComp is a yearly competition for French-language games, usually with just a handful of entrants: the French IF community is not large. For someone with rusty French skills, playing through the games can be a bit of a challenge — I read French a lot better than I speak it, and coming up with commands can be a stretch, especially if the game wants a non-standard verb that isn’t covered in this French IF manual. This year, though, I had the good fortune of playing with ClubFloyd, where we could share verb guesses and reinforce one another’s understanding.

IF in languages other than English doesn’t get nearly as much coverage as I’d like within the English-speaking community, so I’d like to talk about the games here, but I should also say that I’m not really equipped to judge them in quite the same way I might review English IF. I can’t really judge French prose style; I suspect I struggled in a few places that were down to the quality of my linguistic skills rather than the quality of the design; and then there may be different conventions in French IF. (One of them definitely seems to be a love affair with “press any key to continue”. I think there were more “key to continue” pauses in these three games than in the whole of the English IF Comp last year.)

So consider this more of an experience report than a review per se.

It is also spoilerific, since I want to talk about the story endings of a couple of the games. If you are planning to play these works and just haven’t gotten to them yet, you should probably read no further.

Continue reading “French Comp 2015”

Shift Escape

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Shift Escape is an abstract puzzle game for iOS by Toby Nelson. Toby’s also maintainer of the Inform 7 IDE for Mac OS, and (non-coincidentally) my brother-in-law. So my remarks should perhaps not be viewed as wholly impartial, but I’m enjoying it. The interface has a cheerfully hand-drawn look; the puzzles themselves are elegant if occasionally fiendish.

The aim is to move your character to eat all the dots on each level before leaving, with the restriction that your motion can only be stopped by walls, so if you head in one direction, you’ll keep sliding along willy-nilly. The geometry of some levels means it becomes possible to lock yourself out of ever reaching certain dots, but even if you don’t do that, there’s the challenge of optimizing your number of moves.

The slide-til-you-hit-something rules make the floor-plate-activated flippers a significant complication:

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It doesn’t all take place on a square grid, either…

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And here I am losing, because every time I try to get that dot in the lower right corner I have to pass over the blue diamond and that moves the blue flipper out of the way and I overshoot and argh

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