Mailbag: IF and game writers

As you studied IF for a long time, would you think IF writers are videogame professional writers, or those are 2 separated groups of people ? And would you be able to estimate the number of IF writers ? 

[I’ve edited out a number of side points, but the longer letter also made clear that the writer is interesting in building a tool and/or platform, and is curious about the possible market for this tool and the ways people might use it. — Ed.]

Headcount is a very hard question to answer, because there is no longer one single “IF Community” — I mean, really there never was, but lately there has been much more of a diaspora. The Twine space or the Choice of Games space don’t always overlap and aren’t even always that visible to people working with the parser interactive fiction tradition (and vice versa); and then you’ve got huge, huge numbers of people who are doing interactive story of some kind but only within an app like Episode.

As for the skills you might find among IF writers, that’s again a spectrum. If you went back to 1998 and looked at who was writing IF then, you’d have found a community that was somewhat-to-very technically skilled, since writing code was necessary for almost all the projects that called themselves IF; but also pretty much entirely amateur, since almost no one had ever done any IF writing for pay. 

Now by contrast you would find that there are

  • gig-economy creators who have created technically simple projects and sold them on platforms (like Episodes or Kindle ebooks) that are designed for low barriers to entry; or who have built up some following on Patreon
  • technical inventors and academics who have built very complex and ambitious projects but never worked in the game industry at all; 
  • successful authors in linear media like Cassandra Khaw and Max Gladstone who have made a crossover to working with interactivity;
  • grant-funded interactive media artists who are often experimenting with form or subject matter features that wouldn’t necessarily work as for-market projects
  • well-known professional game writers and/or designers like Liz England, Meghna Jayanth, Jon Ingold, Brendan Hennessy, or Leigh Alexander; these may have background experience with interactive fiction or might still create some text-focused projects at times

So some of those people might be drawn to a new platform. Others, though, already have plenty of venues to publish, or on the other hand are engaged in IF precisely because it gives them a space where they can experiment, build weird science projects, or create personally meaningful art.

Then the question becomes: what could a new platform offer that would appeal to the largest possible subset of the above?

  • the ability easily to deliver experiences that people currently want to build but for some reason cannot — but then you have to figure out what there’s the most thirst to do — I haven’t done this in a few years so the answers are no doubt very out of date, but in the past I’ve run some informal interviews and surveys to find out what people found most vexingly absent from current platforms. Those surveys come from 2014, so there’s definitely room for new research here
  • an audience
  • money — but money typically follows from the audience, and if you had a space were new works got thousands or tens of thousands of readers, you’d definitely find at least some IF authors bringing their work there even if no cash were exchanged.

Running an IF Meetup

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The Oxford-London IF Meetup has now been running for a little over two years, and I thought I’d stop and talk a bit about what we’ve experimented with doing and how it’s worked, and what I think could be better.

First of all, I should say that the meet has been more successful than I had imagined at the beginning, and I’m very grateful to everyone who’s come and contributed their ideas and input. I’m especially grateful to Failbetter for supplying a venue; without access to their space in London, we would have had to find (probably expensive) meeting rooms in central London, which would add quite a lot to the overhead of running the group. Having a supplied venue means that we can continue to offer the meetup without charge to members.

From an organizational perspective, though, it’s also been more challenging to run precisely because of the interest level. What I expected to have happen was that I’d announce a meetup, I’d get six or eight diehard IF community enthusiasts showing up, and we’d grow outward starting with a small set of committed volunteers who could help me figure out how to scale and who wanted to pitch in for what. In practice, we routinely have 30ish signups for London meetings, and people are coming from a range of backgrounds. So I’ve had to improvise a bit from the outset.

But I did have a set of specific goals in mind, which were

  • create social connections between people interested in IF (basic networking)
  • build a peer group to support people working on games and tools — which in an ideal world would mean everything from mentoring/encouragement for new authors to expert feedback for advanced tool-builders
  • educate myself and other people about the range of work currently being done

and — informally but importantly —

  • have enough fun that people come back

Here are some thoughts about what has worked and hasn’t:

Continue reading “Running an IF Meetup”


Thanks to a cruel editorial by Alex St. John and a rebuttal by Rami Ismail, the conversation about crunch is making the rounds again.

St. John’s editorial gains extra overtones if you also look at his amazing guidance about hiring, which is all about how to leverage people’s personalities, relationships, and neuro-atypical conditions in order to maximize profit. If you’re prone to making obscene gestures at the screen when you read something bogglingly sexist, you might want to limber up your fingers before you click through to those slides.

I was already thinking about this topic because of my own recent attempt to evaluate time use, and because one of the comments about that basically said “hey, you’re incredibly lucky that get to do what you care about!” with an implication that I shouldn’t be looking into how I’m doing it, or whether I’m doing it in the most efficient possible way, because that would be questioning this god-sent gift.

I am incredibly lucky that I get to do things I care about. I said so in that post and I’m happy to say so again. But that’s not the only thing to consider.

So let’s talk about time commitment and “passion.”

Continue reading “Passion”

GDC 2016 for IF Enthusiasts

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This post contains three things: a list of talks I think are probably interesting to IF people, if you’re an IF person attending GDC this year; some thoughts about where to look for GDC-related content even if you are an IF person who cannot go; and finally some general strategies for first-time GDC-goers.

Continue reading “GDC 2016 for IF Enthusiasts”

Imaginary Game Jam

Imaginary Game Jam is an IF community project, run by Jason Dyer, in which participants first contributed reviews of imaginary, perhaps unwrite-able games — in some cases games that plainly require technology we don’t have, or belong to a universe we don’t live in. These reviews were swapped, and then people wrote… something… to correspond with an imaginary game review they’d received.

Structurally this is a bit like ShuffleComps 1 and 2, in which authors wrote games around tracks of music selected by other participants — only way weirder. Sam Ashwell’s game reviews from Tlön were an inspiration here — indeed, one of those reviews (Fire Next Time) was submitted and used in this jam. (See also Speed-IF Jacket for a shorter, less serious take on this idea; for the reason why these posts refer to “Tlön”, see Tlön, Uqbar, Orbis Tertius.)

The games created for the Imaginary Game Jam have now been released, along with the reviews that inspired them. They are fairly extraordinary. Continue reading “Imaginary Game Jam”

June Link Assortment

stickerphotoMy casual storygame San Tilapian Studies is running at a free exhibition of play at The Wellcome Collection in London the evening of July 3. Many other terrific things will be there too. I can’t be there myself, but I am really excited to have the game played in such a cool space.


The next Oxford IF meetup will be Sunday, July 12. Oxford meetups tend to be cozier than the meetups in London, making them a great place to bring works in progress or concept ideas to throw around with the group.


Competitions are opening shortly: IF Comp starts accepting intents to enter on July 1 (tomorrow!). Meanwhile, the Windhammer Gamebook Prize starts accepting submissions August 1.


When I wrote up Feral Vector, I couldn’t find a good online source talking about the game poems Harry Giles had introduced. Now there is one! Harry wrote up a primer on the form with some examples; it also discusses Twine poetry, art in text adventure form, and a number of other interesting topics.

Somewhat related: this page of 200-word indie RPG rulesets. They’re trying perhaps a little harder (sometimes) to describe something you could practically play, but again have an intriguing focus on getting across a core gameplay concept distilled to its essence.

Continue reading “June Link Assortment”