Interactive Audio Panel (Talk Recordings)

Earlier in the summer (June 8!) the London IF Meetup had a session on interactive audio storytelling. We aren’t usually able to do this, but in this case thanks to volunteer Julian Weaver we did get audio from these presentations, and Nico was kind enough also to share his slides. So for those who missed it, here are the materials:

Jeferson Valadares (Doppio) speaks about his studio’s project The Vortex ( https://doppio.games/the-vortex ), a game designed to be played by voice and with writing by Greg Buchanan.

Nico Czaja (xm:lab) – Augmented reality, but for your ears: Location based interactive audio stories. Working with cultural institutions, xm:lab brought together Twine, audio files and GPS coordinates to match physical places with reactive stories: A concentration camp memorial, an open air museum, a stretch of primeval forest and Maidan square in Kiev. All these are intended to be experienced phone in pocket and headphones on; Player choice is expressed solely by walking, affordances and story are solely communicated via audio. Nico speaks about the potential and pitfalls discovered in building these projects.

Nicky Birch (BBC R&D, Rosina Sound) and Henry Cooke (BBC R&D) demonstrate and discuss their recent work for smart speakers (The Unfortunates, The Inspection Chamber and Hidden Cities). They share their insights about what works with existing technology, what the market responds to, and where future possibilities might lie.

And as an added bonus resource — this isn’t from the London IF Meetup, but David Kuelz spoke at NarraScope on Designing Games That Listen, and his talk is recorded and available here.

Mailbag: Adapting IF Skills to Adjacent Media

This is a follow-on answer to a previous mailbag post, specifically the part in which the questioner asks,

Would you have any thoughts on how to… improve the adaptive skills needed for bringing IF to newer formats and into audio?

I take this to mean not “how do I port an existing work to an interactive format” (which is also an interesting question), but “how do I do IF-like interactivity in formats other than text, especially audio?”

Key challenges for this, in my experience, center on these areas:

Continue reading “Mailbag: Adapting IF Skills to Adjacent Media”

The Mermaid’s Tears (BBC R&D)

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The Mermaid’s Tears is a short radio play (really, just a few minutes long) that allows the listener to switch audio positions and hear the story from any of three perspectives: as Dee or Bill, police officers, or as Lesley, the mother of a sick child.

Dee and Bill have questions about how the child got sick, and the chief question of the piece is whether Lesley is responsible in some kind of Munchausen-by-proxy scenario, or whether the whole thing is just an accident.

As the listener is just choosing what to listen to, there’s no narrative agency here. The structure is reminiscent of Sam Barlow’s WarGames (interactive film with a choice of strands to follow) or Iain Pears’ Arcadia (interactive novel with multiple viewpoint characters and locations) or perhaps a Punchdrunk production. All of these works belong to the category Hannah Wood would call Story Exploration Games, or games of dynamic syuzhet. But in all but Arcadia, there is an extra component: film, theatre, and radio are temporal media that have to be moving forward in order to convey meaning. A player/viewer/participant who chooses to pay attention to one stream is choosing to give up attention to another.

So player decision-making in The Mermaid’s Tears is about choosing what we want to know at the moment — do we keep listening to the conversation of two characters in the living room, or do we eavesdrop on a third who has stepped away for a moment? What do we feel we can step away from without missing anything important? Continue reading “The Mermaid’s Tears (BBC R&D)”

Game Over

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Game Over is a radio play I wrote for BBC radio 4, commissioned and script-edited by Judith Kampfner and starring the phenomenal Sarah Elmaleh. It’s a story about trying to write a game about a particular topic, and the tug of different impulses that go into that process, and the ways it’s possible to screw up.

The play is available to listen to online at the moment, though in a few weeks it will become unavailable again.

Continue reading “Game Over”

Recent IF for iOS

monstrMonstr (Laura Michet, Kent Sutherland, Meagan Trott, Emily So, Travis Ford DeCastro, Rachel Sala, and Rosstin Murphy) is a game in which you’re searching for the dating profile of a monster you saw at a bus stop. It’s made up primarily of spoof profiles and then short “chat” scripts that go horribly badly until you find the one monster who is right for you.

As far as I can tell, it’s largely a matter of luck when you will stumble on the correct monster, and the chats with wrong monsters usually go wrong because the protagonist is scripted to say something foolish or horrible. So it’s easy to build up a sense of the PC as a somewhat-awful being before you get through to a win condition.

On the other hand, the dating site satire is fun and some of the monsters seem rather sweet.

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Wonderland is a new audio IF game by veteran IF developer Jim Munroe. It’s a mystery puzzle centered on Munroe’s own neighborhood in Toronto, and it has a hangman-like mechanic of puzzles where you can unlock additional letters by walking around with your phone.

I’ve been enjoying it, as far as I’ve gotten — though I haven’t finished yet. I think this game would be ideal for someone who spent a lot of time on rambling strolls. Right now, that’s not really me: Oxford is pretty drippy and forbidding this time of year, so most of my exercise happens indoors. But the game has a pleasant radio drama quality and the voice acting is well done.

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

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IMG_0210One Button Travel (The Coding Monkeys) is a Lifeline-genre game: you’re engaged in CYOA chat with one other character, and there are real-time delays spacing out your conversation. The app is skinned with a somewhat retro, Device 6-esque design.

Unlike Lifeline, its rather less successful sequel Lifeline 2, and its free-to-play imitator TimecrestOne Button Travel invents a premise in which, instead of aiding a mysterious stranger, you’re the person in danger (at least initially). Your correspondent is trying to assist you, though assisting you quickly involves them getting into trouble as well. They’re also able just occasionally to send you messages with photographs inside, which the Lifelines did not attempt.

So I was well-disposed when I started the game. However, the timing elements are really frustrating. There are a lot of pauses that run for 30-120 seconds, as far as I could tell. (I’m estimating: I didn’t keep a stopwatch on these.) Maybe the delays are meant to add to the realism of the situation, but they really annoyed me. They broke up the narrative just long enough that I put my iPad down and went to do something else, only to be interrupted with a notification just as I was settling into a different task — meaning that to make any significant progress on the game, I had to let this game fragment my attention and keep me from getting anything else done, even though it itself wasn’t keeping me continuously engaged. And it wasn’t necessarily signaled when my interlocutor was going to be gone for two minutes and when they were going to be gone for hours. Sometimes when I did respond to the notification, the result was another page of texts without any further choices for me to make at the end of it, so there was functionally no reason (other than perhaps a long-ago eroded sense of suspense?) not to have given me those additional messages right away.

Meanwhile, after the initial hook, I found myself increasingly detached from the story itself. Some of this is because that bitty, occasional level of interaction made it hard for me to connect. Some is because the world-building is so implausible — you are “helping” someone escape through, among other things, a really bizarre system of automated laundry handling that sounds like it was designed to be an amusement park ride. Some is down to lack of agency: it wasn’t until I’d been playing for something like a week of real time that I encountered a choice where it felt like that choice might have caused a significantly different outcome than if I’d picked the other option.

Anyway, I’m declaring bankruptcy on this one. I haven’t finished it, and I don’t plan to: it’s not giving me enough in exchange for my time.

(Disclosure: I played a copy of this game that I bought with my own money.)

Wunderverse

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Wunderverse is not a game but an iPad adventure editor that lets you build your own stories. It comes with a few starter adventure chapters already written, though as far as I saw it didn’t look like any of them were finished stories. Of these, I completed the sample set in the paranormal world: a vaguely Sixth-Sense-y story that could have been more strongly written and that still had a couple of typos. But I have the feeling that the actual content is not what the app’s creators most care about; they’re looking at this primarily as a tool.

IMG_0208The good: the app looks pretty slick, and it features the ability to theme your stories and include sound effects and other elements.

Though it has a tap-only interface, the underlying world model feels more like parser IF than the models in most competing systems. You can create nodes and objects, and certain verbs remain available to the player at all times. The system also provides for player character stats and abilities, and for conversation. Nodes function sort of like rooms and sort of like narrative nodes, so you could take this either in a very map-based direction or in the direction of a more CYOA-style narrative. (Personally I feel a little bit itchy about conflating space and narrative state into the same thing, but I accept that it’s sometimes useful to do so.)

Continue reading “Wunderverse”