IF Comp 2014: Krypteia (Kateri)

Krypteia

Krypteia is a multimedia game with both images and sound as an essential part of the experience. Though it is choice-based, it offers a map, inventory, and light puzzles. It is partly fantasy, but it is also about identity, community and the enforcement of community norms, the choice between being openly oneself and being safe. It took me on the order of 15 minutes to play once, and I then played a couple more times to reach alternate endings.

Continue reading “IF Comp 2014: Krypteia (Kateri)”

Game Design Vocabulary

Screen Shot 2014-09-30 at 3.36.51 PM

Someone emailed me today to ask for books with which to learn about storytelling in choice-based games, and this reminded me that I haven’t yet mentioned A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design here.

It’s a collaboration by Anna Anthropy and Naomi Clark, and is intended for student-level use — each chapter ends with review bullet points and some suggested study activities.

“Introductory” doesn’t mean shallow, though. For instance, the section on game storytelling covers a number of standard topics (the structural challenges of a branching storyline, emergent vs authored stories) but also brings in a lot of more recent indie and IF community thought on things like reflective choice and shared storytelling. It includes coverage of parser IF, Twine pieces, and Choice of Games works, among others. (Full disclosure: Bee and Floatpoint both get a mention.) There’s also a solid appendix of further playing content. Recommended.

Shufflecomp: More, Cryptophasia

More is a Shufflecomp game, based on a whole big batch of different songs. Structurally it reminded me quite a bit of Tea and Toast: both pieces give the player a task to perform in the foreground while simultaneously providing a slow drip of memories about a lover. It’s a way to get memory and emotion and interpersonal relationships into a parser game where all the main verbs are about picking up and moving objects. Not a trick that would work across the duration of a long game, but for both of these it works fine, I think.

There are differences. More is more overtly puzzly than Tea and Toast; there’s actually something to solve, not just something to do (though I didn’t find it especially difficult). The content is more implausible, and more melancholy. The lovers in Tea and Toast are lesbians who met on a bus and have a backstory that could easily belong to someone I know; the lovers in More are Bonnie-and-Clyde-style robbers who have finally been brought down by the need to keep acquiring, long after they had plenty.

I particularly liked this paragraph:

You try to remember when you and Tommy first met. You can’t. Isn’t that weird. That’s the sort of thing everyone remembers. It’s just like how you don’t remember when you first read a book or watched a movie. Everything fades into the past. His love haunts your entire life; the rest is gone.

*

Cryptophasia is about a baker in a voiceless future space-faring society which dedicates a lot of its time to ASMR (short for Autonomous Sensory Meridian Response) videos — a whole genre of videos in which people tap things, rustle things, and whisper or speak softly to the viewer in order to trigger a physiological response. Even for people who don’t get the tingling head ASMR response (not everyone does), they’re often very relaxing — which is why it’s possible for a 20-minute video of someone folding towels or tapping fake nails on a wooden box to have hundreds of thousands of views. A few ASMR videos have a plot, but that’s not really the point.

In the context of the story, the ASMR videos become doses of intimacy secretly delivered in a society that discourages such connections — which may not be so far off from their appeal in the current world, come to that.

I enjoyed the strangeness of this piece. It probably needs to be played a couple of times; at least, I found that it made most sense when I’d seen more than one of the endings.

Shufflecomp’s Outcast: Barbetween

Barbetween is a Seltani age written for Shufflecomp but excluded from the final competition because it was impossible to archive. Seltani is an online multiplayer text space that combines Twine-like room and object descriptions with the capacity for live chat and exchanges with other players in the same area.

I’d like to talk about Barbetween, but it’s the kind of piece that benefits a lot from being played in more or less complete ignorance of what’s going to happen, so I really suggest you do that. (It doesn’t take long.)

I played with the song that inspired it on in the background, and that proved to be a good choice.

Continue reading “Shufflecomp’s Outcast: Barbetween”