Appointment with FEAR (Tin Man Games)

Screen Shot 2014-11-14 at 8.16.05 AMAppointment with FEAR is an adaptation of a Steve Jackson gamebook, available in various mobile formats and also on Steam for desktop machines. It’s been polished up into a graphical-novel style interface — a juicy one that slides panels into place and makes stats expand bouncily when you click on them – but it retains a slightly disorienting early-80s mentality: there are jokes about “Michael Jixon”‘s new release “Chiller”, and “Vulture Club”‘s lead singer “Georgie Boy”. This kind of thinly-veiled reference is symptomatic of its sense of humor.

Content-wise, it’s straight parody superhero fiction. You have an alter ego who has a newspaper job (which you rarely have time to attend), and when you’re “in disguise”, your avatar wears a pair of Clark Kent-style glasses. There are various villains with various unlikely costumes. For yourself, you get to pick from a roster of jokey auto-generated names. I played first as “Sparse Manifestation”, a mind-reading black female superhero with amazing breasts but no other body fat, and then as “Apathetic Chicken Leg”, a flying white female superhero with amazing breasts but no other body fat. Once I had a fleeting chance to name myself “Absolute Chaos”, but I misclicked the show-more-options button before I could select it; that was pretty much the least bizarre title I was ever offered.

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Goofiness aside, I’m struck by the colorful energy of the interface here; it really feels as though it has projected you into a superhero universe with BAF and BOW animations. The mechanics are on the simple side, but have been carefully blended into the story. There are combat sequences, in which you can pick from a range of easy-but-weak or risky-but-powerful attacks, and these get some context-appropriate narration. There is a detection component to the game, in which you gather clues from various events and use them to solve additional problems you run into: when there’s something you might be able to resolve with clues, you go to your clue notebook and pick the clue you think applies, in good Phoenix Wright style. There are some simple stats: luck, stamina (hit points by another name), and Hero Points, which track successes along the way.

I never played the original gamebooks, so possibly I’m about to take issue with something that is fundamental to the whole historic experience. But despite the surface polish and the similarity to a number of games that I do enjoy quite a lot, I found myself pretty frustrated by this as both a game and a piece of narrative design.

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ICIDS: The future of interactive storytelling, plus some Versu thoughts

Hartmut Koenitz submitted a talk for ICIDS that was essentially a manifesto about what needs to happen next in interactive digital narrative, and accompanied this with a workshop on the future of interactive storytelling. The points of the manifesto are as follow:

  • We need a new theory of narrative for interactive digital narrative in order to get rid of accumulated preconceptions.
  • Interoperability is key: tools need to be developed in such a way that they can be hooked together and progress on one hand can be used by others.
  • Sustainability is essential. Lack of archiving has already destroyed a lot of valuable research work.
  • Interactive digital narrative needs to be author-focused. There is a challenge in training new authors in procedurality in order to get useful feedback from them.
  • User experience is crucial. We need to focus on how people actually experience and enjoy this work.

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ICIDS, Some Thoughts

ICIDS is an academic conference in interactive storytelling. This year it was held in Singapore, and I was invited as a speaker, which was awesome. I spoke about Versu and Blood & Laurels. Graham Nelson accompanied me, and though he was sightseeing for some portion of the trip, he did come along to one of the workshops, which tackled story modeling and authorship; and we co-guest-taught Alex Mitchell’s class in interactive storytelling at the National University of Singapore.

I found the whole experience pretty fascinating. ICIDS is devoted to a lot of the same things that we discuss in the IF community: how to make interactive stories, how to build tools for authors, how to make use of procedural techniques to do things that stories haven’t mostly tried before, how to gauge player/reader responses to interactive story experiences and learn to make better ones.

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Forgetting (Troy Chin)

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Forgetting is an interactive graphical story by Singaporean artist and author Troy Chin, and was exhibited at the Singapore ArtScience Museum as part of a show that ran concurrently with ICIDS this year (more about ICIDS in a future blog post or two).

The ArtScience Museum. Cool, no?
The ArtScience Museum. Cool, no?

Forgetting concerns a man who keeps experiencing amnesiac episodes, as well as memories of a relationship with a woman named Julia. It starts out with the hoary “amnesia in a non-descript location” trope, but it soon moves beyond that as the protagonist returns to full memory and starts trying to piece together what’s really going on. The Singapore setting isn’t the main point of the story, but it’s manifest in a number of subtle ways, from the details of the protagonist’s job to his comments on the changing nightlife.

As Chin explained during an introduction to his work, Forgetting is meant to feel linear. Clicking on different panels in a strip, or on different objects in some of the more location-based scenes, can lead to different outcomes, but the system does nothing to indicate that you’ve made a choice, or to tell you where or what the other options are. It’s only at the end, when you are told which ending you reached, that there’s any kind of tracking acknowledgement. Reaching new endings unlocks additional clips of information; conceivably, there may be some grand reward for reaching all of them, as in many visual novels.

I haven’t managed to get that far yet, though, because despite trying to play as thoroughly as I could and going through the story seven or eight times, I’ve only found three conclusions and I haven’t been able to work out what else I could be exploring; and there’s no way of bookmarking or going backward in the story or (a la visual novels) fast-forwarding through already-seen bits, so a complete run-through takes a little while. Ultimately, that’s left me a little dissatisfied: I would like to have gotten far enough to piece together the mystery, whereas all I’ve got at the moment is some hints. I think that might be the experience the author intends — he’s gone to some lengths to conceal the mechanical underpinnings of this work — but it leaves me itching for more information.

Still, this is worth a look. There are moments of exploration, where you’re examining objects in a space and then getting multiple comic panels of exposition about those objects, that felt somewhere on the spectrum between graphical adventure and parser IF. I’d also be curious to know if anyone else gets further than I did. (My endings were Bliss, Instinct, and Cleansed, fwiw.)

Ectocomp 2014

Ectocomp is a Halloween Speed-IF competition in which authors have three hours to code a spooky game. (They may spend some additional time before that preparing to write, though.) Capsule reviews follow. I mention a few things that didn’t work for me, but I want to emphasize that three hours isn’t much time at all, from a game writing perspective: rough edges are to be expected.

Recommended pieces are starred.

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Writing in Collaboration with the System

I’ve written in the past about the value of a systematic mechanic.

What I mean by this is something that most game designers wouldn’t bother to preface with “systematic”: it’s just the mechanic, the thing the player does in the game in order to influence the model world and make progress. But adventure games, including but not limited to parser IF, often have mechanics that boil down to “move”, “take thing”, “drop thing”, and then a host of specialized object applications and unique verbs. So I add the word “systematic” to indicate something more coherent and consistent than that, a design in which consistent verbs are used repeatedly across the course of the game, and the player is taught to interact with the model world in such a way as to gain in effective agency as they are able to anticipate more and more of the results of their actions.

I’ve mostly talked about this in terms of how a good mechanic makes puzzle design easier and more coherent, and how it allows for consistent coding.

There’s another angle to this as well, though: a well-defined mechanic becomes a writing prompt. It shapes the kind and amount of content we need to write. At its worst it imposes a large burden of excess work, but at its best it inspires thinking about our setting and story in a new way. I find that real stare-at-the-blankness-of-the-page I-can-think-of-nothing-at-all-to-write writer’s block is not a common problem when I’m working on IF, especially IF with a strong mechanic, and I think that’s partly because the machine is always there, offering me prompts.

(I should also caveat what follows by saying that this is my interpretation, as an author and a player: I am inspired in different ways by different systems, but that does not mean either that these are the only suitable uses of the systems, or that other people are or should be inspired in the same ways. I don’t want to lard what follows with too many “I think” and “I find” and “for me” disclaimers, but this is all somewhat subjective.)

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