2014 Retrospective

IF has been Being Noticed:

…and not just by the people keen to bash it as Not Games (about whom, the less said the better). For instance

80 Days. This game has been blowing people away in many parts of the gaming world, and for good reason. (You all saw how it topped Time Magazine’s Game of the Year list, right?) It trades on classic interactive fiction strengths — strong writing, fantastic settings that no one could afford to fully illustrate, a tight loop of input and story content so that you’re constantly involved in what’s going on — and it combines all that with a beautiful interface and a very clever use of multiplayer information. It’s accessible and very more-ish to play, and yet some of the story segments go to surprising places. As of mid-December, there’s a new Arctic route, too, so if you have the game and haven’t checked it out for a while, I recommend revisiting.

Hadean Lands. Classic old-school text adventure greatness with clean prose and some beautiful new design features. It’s humungous, but fortunately there are active hint threads on the intfiction forum, and if you must, a walkthrough by David Welbourn.

The Uncle Who Works for Nintendo. Effective Twine horror from the author of My Father’s Long, Long Legs. This did so well that it first brought Lutz’s website down, then cost him an arm and a leg in Amazon hosting fees (which people later helped him recover), happily.

Coming Out Simulator 2014: both well-told choice-based stories of difficult situations in the lives of queer people. Painful but tentatively hopeful. Also getting a healthy amount of respect in various indie circles.

Other IF I really liked this year:

Invisible Parties. Much tidied up since its Shufflecomp incarnation, Invisible Parties is a parser-based puzzle game about diverse cultures and true love, and especially about appreciating another person for their particular qualities. It features lovely writing and some of the most imaginative settings of the year.

Creatures Such as We. A dating simulator that is also a meditation on the nature of games and the relationship we have with the works that we play.

With Those We Love Alive. A dark, characteristically Porpentine-esque piece that makes powerful intimate use of having the player draw on their own body, inviting creative and personal responses from players.

Venus Meets Venus: Rawly and unforgettably honest. It’s minimally interactive, though, I think, to good effect — I disagree that it would be the same thing if done as a short story — but it has really stuck with me.

Lime Ergot. A very short parser-based puzzle game that makes maximal use of telescopic examination: you look at something and it proves to have parts that you can examine, and then you can imagine parts of those… it’s like that XKCD cartoon where you can keep zooming in forever, except a) in text and b) containing no product placement.

Krypteia. Excellent use of classical material to back up a story of late adolescence, gender identity, and monsterism.

Stuff I worked on:

rome_cover_portraitBlood & Laurels — Treason and spying and cults in an alternate version of Ancient Rome. This is the biggest piece so far to come out of the Versu project, and I’m very glad that we were able to get it out into the world, after various points where it seemed like that wasn’t going to be possible.

My keynote at ICIDS was in part about what we learned from the creation process and the feedback we got from reviews and player responses. One of the major points of that post-mortem concerned signaling the ramifications of scenes. Some reviewers did not understand the role of particular characters, or didn’t fully perceive the consequences of putting characters in a particular state: perhaps they’d actually narrowly avoided having a character betray them, but didn’t appreciate that fact because they weren’t alerted to the ways a scene could end. The perceived consequence wasn’t always as strong as I wanted it to be.

So it might be interesting to have a system in which it’s actually more explicit that a scene can end in one of several ways depending on NPC mood and emotion, and give the player a sense of which outcome is currently most likely. I’d want to put this at the UI rather than the writing level, for clarity and ease of reference. Something to experiment with in the future.

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foliage-and-lights-300x300Sunless Sea and Fallen London — Several stories of mine have appeared in the Fallen London universe this year. For Fallen London, that meant filling in some character backstory for the Wry Functionary, always one of my favorite in-world acquaintances. For Sunless Sea, it meant creating self-contained stories for the player to encounter on the islands of Station III and Visage. These were allowed to be their own small stand-alone pieces with their own flavor, while drawing on the background mythos of the Fallen London world, so creating them felt a bit like participating in a particularly grand shared-world anthology. The gorgeous art for these locations is inspiring as well.

I’ve written a bit about how the StoryNexus engine behind FL influences the kinds of things I write there, but the fictional setting is also a huge influence. Perhaps this is unique to me — I haven’t ever discussed this with other FL/SS writers, and perhaps they’d be surprised at the suggestion — but I find the Fallen London universe is a useful context for writing about pain.

It’s an environment full of startling and fantastic forms of suffering, but that suffering always needs a seed of genuine emotion. When I want to talk about something distressing — say, the shadow of mortality over a happy marriage, or the ways that trauma trickles down to us from previous generations — without writing a confessional piece, Fallen London offers tools: dark humor, physical metaphor, an established symbolic vocabulary.

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UltimateQuestUltimate Quest — not counting a small auctioned charity piece, Ultimate Quest is the first commissioned parser game I’ve written since City of Secrets. Most of my freelance work doesn’t take that form. Ultimate Quest was part of an advertising campaign run by AKQA leading up to the release of the NVIDIA Shield tablet. The near-future, high-tech setting gave me a chance to include some concepts and themes I’d long wanted to get into a game, particularly around augmented reality and big data visualization; doing the project as part of a big media campaign also meant it got professional illustration and a glossy presentation that I’d never have been able to put together solo.

The requirements writing this were different than they are for most hobbyist IF. We wanted to build something that would be genuinely challenging even if people were sharing information, and would feel like a full-sized, non-gimmick game, while not assuming that people were seasoned IF players. There were obviously other constraints on scheduling, content, tech and social media integration just because of the nature of the project. Often the combination of factors meant making design decisions that cut against the trad-IF norm, and exploring some different territory — which frustrated some core parser IF players, but also attracted some new non-parser folk.

Probably the most stylistically productive constraint was the need to make all the output text fit in 140 characters or less. Sometimes this was maddening, especially when I was trying to cope with long inventory lists, but it inspired an absolutely cut-to-the-core writing style that forced me to pick the best, most vivid details I could think of.

Because it required a Twitter tie-in and because it was being run as a timed contest, I was engaged with the player body in real time, determining when hints were needed and tweeting in-character from NPC accounts. There were a handful of players who actually carried on multi-tweet conversations with in-world characters this way, which was very fun to see. That was challenging, but it gave a performance aspect to the whole project. While the website still exists, I think the game is not quite the same for someone who isn’t playing as part of that context.

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Here:

The last two months or so, I’ve been posting a lot more than I usually do outside of competitions. This is not a fluke. In the wake of things said in the IF community at the beginning of IF Comp season, I decided to spend the end of 2014 doing more outreach — not outreach of the “here, play OUR stuff!” kind, but of the “we’re listening to you” kind. To recognize that there are gamebooks and book-form CYOA and interactive narrative apps of many kinds out there that we almost never talk about on the intfiction forum. To connect what is going on in the IF community to other indie and hobbyist communities, as well as the academic community via ICIDS, and to look at some of the procedural edge cases. To showcase just how much commercial IF work is happening right now. To give some coverage to artists who might not be getting enough attention. That agenda seemed important enough to be worth doing in lieu of any personal creative work in that time.

I didn’t succeed as completely as I would have liked. It would have been nice to cover more from the visual novel community (though I was very glad to see Sam Ashwell’s review of Long Live the Queen). I would have liked to talk about Codename Cygnus and about Kentucky Route Zero. I’ve got about half a post on narrative chatbots written. I’ve spent some time with Patchwork Girl (an old piece, but newly available for Mac again from Eastgate), but not yet enough to write about it. Under other circumstances, I would have included some more Telltale work in the mix, too, but I’m currently contracting with them, so that would get too far into conflict-of-interest territory to do well, even with maximal disclaimers and disclosures. But if you’re interested in interactive stories, you should absolutely be tracking what they’re doing.

Choice-Based Multiplayer IF: Bluedorn (Ryan Veeder), Salvanas (Andrew Plotkin)

Screen Shot 2014-12-27 at 11.05.49 AM

Seltani is Andrew Plotkin’s Myst-themed multiplayer universe riffing on Twine, in which authors can add their own explorable Ages. It’s been around for a bit over a year now, and includes the Barbetween age, which I’ve written up before. It just recently picked up a couple of new ages: Ryan Veeder’s interactive museum experience Bluedorn, and Andrew Plotkin’s own puzzle age Salvanas. It’s a timely development, given the considerable interest in multiplayer IF that turned up during our recent discussion on new directions in IF.

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Games of Comfort and Consolation

SunStandsStill

By Naomi Alderman with Holly Gramazio and others, The Sun Stands Still is a piece about depression and, in particular, the connection with other people that is sometimes the surprising consequence of our own sadness. Gameplay consists of navigating home, store, and work environments, where you can turn on lights (or accidentally trip over junk on the ground) and find objects that you need in order to perform basic self-care tasks. As the game goes on, your home environment gets more and more oppressively messy, and it gets increasingly hard to play without frustrating slips. Nonetheless, you are not entirely alone, as the final scene shows.

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Thieves’ Gambit, Psy High (Choice of Games)

thievesGambit

Thieves’ Gambit: Curse of the Black Cat is a Choice of Games title in which you, as a great cat burglar, have to pull together a team of co-adventurers to attempt to steal a particular cursed gem. As usually for CoG, you can pick your sexuality and gender, as well as specialize in one of several types of theft-related skill. You can also decide which other characters to pursue romantically, which turns out to be one of the more significant aspects of the game, affecting not only how you feel about other characters but how your team forms up and how you approach the heist.

There’s enough bushy branching in the structure that you can experience significantly different scenes during both the break-in and the preparation, and overall the story felt quite responsive to my decisions. I might have liked to see more development of the romantic leads before I was forced to choose which options to pursue, but once I had made a choice, I noticed a number of subsequent points that had been unobtrusively tailored to reflect those decisions.

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Necklace of Skulls, The Sinister Fairground (Cubus Games)

cubusCubus Games is a maker of gamebook apps, and they have released a version of Necklace of Skulls by Dave Morris as well as a game called The Sinister Fairground.

In both cases, I felt that the UI was a bit clumsy and a bit unpolished, compared with the sleekness of 80 Days and inkle’s other work, or the splashy dynamism of Tin Man Games’ Appointment with FEAR. When you encounter new objects in the text — things that you might write down as keywords in a paper gamebook — you have to tick off a checkbox to acknowledge them as part of your inventory. I didn’t realize this in my first playthrough of Necklace of Skulls and got really confused about why I seemed to be missing objects that the text said I possessed; and indeed it’s not quite clear to me why it’s useful to make the player do this.

Along the same lines, the navigation through the helper pages for Necklace of Skulls (map, items, journal, checkpoint, table of contents) had me thoroughly confused and tapping in circles: there isn’t a clear hierarchy of how these pages relate to one another, and the icons and back buttons don’t all do quite what I would have expected.

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Hybrid interfaces: Texture; Contrition (Porpentine); Spondre (Jay Nabonne)

Lately we’ve been seeing more and more work that falls somewhere between parser-based IF and hypertext: in the past six weeks or so, I’ve run across two new games and a creation tool that push the boundaries in various directions.

Jim Munroe and Juhana Leinonen recently released Texture, a system designed especially to produce touch-based IF that will play well on mobile devices. Texture features the idea of applying verbs to passages of text:

Screen Shot 2014-12-16 at 11.55.07 AM

When a verb is used on text, it replaces that text with something new, or else moves forward to a new page, mimicking the change-or-advance link distinctions in many Twine games. (With Those We Love Alive actually makes this distinction obvious by coloring these links different colors.)

The pairing of verbs and nouns means that navigation is a bit less obvious than in most pure hypertext Twine pieces, allowing for puzzles. The back end is still extremely simple, though, so although it might appear to be a system that would compete with the parser, in practice there’s no way (yet) to build up an extensive world model. The verbs that are available may change from page to page, and the author is handcrafting each verb-phrase interaction.

To the best of my knowledge there aren’t any released pieces yet that use Texture, but I’ll be interested to see what comes of it.

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