Choice of the Deathless (Choice of Games)

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Choice of the Deathless is the latest piece from Choice of Games. Written by Max Gladstone, it’s billed on the Apple app store as “a necromantic legal thriller,” and it moves well away from the Choice of [Generic Trope] format of some of CoG’s earlier releases. Gladstone is writing within the same universe that he used for his two novels, Three Parts Dead and Two Serpents Rise: a world where high-powered law firms are engaged in the partially legal, partially magical exercise of managing the contracts that bind gods and demons. The Craft is a technical and brutal magic, done with blood and shards and entrails and a great deal of legalese.

The result is the most solidly written Choice of Games piece I’ve yet played. Gladstone’s descriptions sometimes run a bit wild for my taste: strange settings are extremely strange; painful experiences are bloodily painful. As a reader I find it hard to invest in a story that is kicked up to eleven that way on every single page. Nonetheless, his prose is confident, and he spends enough time with the various characters to develop them in detail.

Choices are often about the internal politics of the firm: whom to trust, whom to betray, whom to ask for a favor. The plot is fairly linear, in the sense that the major cases you encounter will tend to be the same over again on multiple playings — but the motivations you choose for yourself, and the relationships you have with other characters, do change substantially. One character was a minor enemy in one of my playthroughs, only to become my lover in the next. It’s a less branchy structure than some of CoG’s past stories, and I’m not sure I’d replay it as many times, but I enjoyed and cared about the individual playthroughs more. And those midgame choices about motive and affiliation do pay off in the endgame, when your range of options is very clearly tied to what you’ve done up to that point.

Indeed, in general I felt as though Choice of the Deathless was making less use of stats than the average CoG game, and more use of important narrative decisions that are remembered later. It’s the difference between having story gated on whether you’ve selected at least 5 “bold” actions so far, and story gated on whether you once did a single, memorable brave thing. Choice of the Deathless is tracking a range of stats for you, which you can go and look at, but the big outcomes seemed to involve callbacks to specific moments.

There were a few flaws.

Just occasionally I was offered a choice that seemed reasonable to me as the reader, but turned out to have been a mistake for some unanticipated reason — for instance, revealing my character’s ignorance about something she should have known. That was a bit frustrating, and I would have preferred the choices to be rephrased to reflect what my character knew about those options.

There is also a thread of decisions tracking how you’re spending money during the course of play, and you’re repeatedly invited to adjust where you live and how much you’re saving to pay down student loans. This is the case whether you come from a poor family or a wealthy one. The emphasis on this aspect made me think it must be an important part of the gameplay, but in fact it remained fairly peripheral to the actual story. I felt the piece would probably have done better just to jettison this; it felt to me like something introduced because the author thought this sort of stat challenge was necessary, but then underdeveloped. At no point in the body of the story did I notice my economy-management choices having a significant effect on outcomes. In all of my playthroughs I managed to pay down part but not all of my debt, but what exactly the numbers came to didn’t seem to matter.

Those quibbles aside, Choice of the Deathless is a pretty sizable piece, set in a detailed universe and confidently written.

(Disclosure: I received a review copy of this game.)

Design Notes for Comp Games

The IF Comp is now over — full results and stat breakdown here — and a number of authors have been posting post-mortems and notes about their thoughts while writing. I love reading these things, as they’re often revealing insights into people’s processes.

They are, of course, spoilery by their nature, so read with care.

Coloratura (and see also earlier posts for details on specific aspects of the design)
Solarium
Moquette, plus a second post about technical features
Machine of Death
Threediopolis
Tex Bonaventure (specifically the final puzzle)
Impostor Syndrome
Captain Verdeterre’s Plunder
The House at the End of Rosewood Street

#PRACTICE2013

Practice 2013 got off to an excellent start with a talk about breaking competitions. This is an area I know basically nothing about, so it was fascinating to hear about the issues involved: subjective vs (supposedly) objective methods of scoring bboy battles, cultural concerns around commercialization vs retaining a “raw” (and thus more authentic) battle experience, gender issues, and the degree to which bboy performances resist being made more accessible.

Several people in the audience compared bboy competitions to Street Fighter matches, but I’m not a very competitive player of video games.

I am, however, very interested both in playing and in attempting to create virtuosic games — pieces that inspire awe and surprise because they accomplish something that one would assume was impossible. I sometimes feel a bit guilty about this taste because skill is not the only criterion of quality, and because I do not want games culture to be as exclusionary as breaking culture appears to be. Talking only about high-end craft can make it seem like one is only interested in showing off or placing people in hierarchies of skill.

Still, watching the breaking battle after tonight’s talk reminded me of the human value of virtuosity. Because those dancers were amazing. Watching them was exciting and surprising and funny and joyous.

Admittedly I may be the only person on earth who yells “Holy shit!” when I see some really awesome parsing taking place.

Reminder: Oxford Publishing Society Evening, 20 November

We are fast approaching the talk Graham Nelson and I are giving at the Oxford Publishing Society Evening. Several other cool people are talking as well about games and ebooks. Drinks etc. start at 6:30 PM, talks at 7:15.

Normal price for non-OPuS members £10.00; there’s a special price for readers of this blog, £5.00. This is paid at the door (where presumably you just tell them that you read about the offer here).

Registration, directions and information about the other speakers is here.

IF meet-up in the UK?

I’ve moved to Oxford, and that means I’m no longer in range of the Seattle IF crowd or other local US meetups. I could see starting something in the UK, though, if there were interest. This could be something along the lines of PR-IF, the Seattle IF group, or the SF Bay IF meetup: a chance to get together and talk about craft, share tools and works in progress, possibly play games together, and whatever else seemed interesting to the members.

There are some indications of curiosity on Twitter, but I know not everyone follows there. So: