Reminder: Oxford Publishing Society Evening, 20 November

We are fast approaching the talk Graham Nelson and I are giving at the Oxford Publishing Society Evening. Several other cool people are talking as well about games and ebooks. Drinks etc. start at 6:30 PM, talks at 7:15.

Normal price for non-OPuS members £10.00; there’s a special price for readers of this blog, £5.00. This is paid at the door (where presumably you just tell them that you read about the offer here).

Registration, directions and information about the other speakers is here.

IF meet-up in the UK?

I’ve moved to Oxford, and that means I’m no longer in range of the Seattle IF crowd or other local US meetups. I could see starting something in the UK, though, if there were interest. This could be something along the lines of PR-IF, the Seattle IF group, or the SF Bay IF meetup: a chance to get together and talk about craft, share tools and works in progress, possibly play games together, and whatever else seemed interesting to the members.

There are some indications of curiosity on Twitter, but I know not everyone follows there. So:

Halloween IF

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Fallen London has some new content for Halloween, and as I haven’t been back in a while, I headed over to check this out.

Fallen London has changed a good bit since I last spent significant amounts of time there. Some of the more grindy bits now let you just pay a larger number of actions all at once (5, often) in order to get an immediate effect. The Bazaar has new goodies in it that I haven’t seen before. The game of Knife and Candle has been completely redesigned.

What really excites me about “Hallowmas”, though, is that they’re trailing some of their end-of-story content, and also some in-game tie-ins to their forthcoming, much-anticipated Sunless Sea. I’ve been curious for a long time to see how they wrap up some of the strands of this story, especially since what I do know about it is pretty awesome.


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Mike Snyder released a Twine game for Halloween, Hallowmoor, about an epic battle between witches and skeletons in a fantasy kingdom. I haven’t finished it myself, but it’s substantial and highly polished. It’s also an interesting one for people who care about the formal relationship between Twine and parser games, since it’s got a bunch of features — a dynamic, updating map; a compass rose that shows exits; an inventory with usable objects; state that tracks the location of NPCs — that I associate more with parser pieces. There are also definitely puzzles, including a clever body-swapping mechanic.

(Full disclosure: I’m stuck about halfway in, at the moment.)


Ectocomp is a yearly IF competition with games written about a Halloween theme, with three hours or less allowed for development time. This year there are a startling twenty-four entries, many from authors you may already have heard of.

So far I’ve only had a chance to try a small handful of them, but there are some entertaining bits here, and most will only take a few minutes to play.


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Anna Anthropy has a CYOA out called a very very VERY scary house. It’s highly-branching, low-state stuff, telling the story of a couple of pre-teens breaking into a suspicious mansion, in the spirit of early CYOA haunted house books crossed with Encyclopedia Brown. (Also, as far as I can tell, family-friendly.)

Various Projects

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Microdot Reimagined is a parser IF game for sale from Potassium Frog. The starting premise is that your brain has been colonized (sort of) by a professor from the recently destroyed alternate-universe land of Microdot. He needs you to help him reimagine the place in order to bring it back into being, which means exploring a lot of spaces and solving some puzzles.

Stylistically, this is IF of the old school. Microdot Reimagined is executed in Inform 7 and playable with Glulx, and it’s got some nice tweaks, such as stylesheet improvements and cover art. In respect of gameplay, though, it retains the aesthetics of 90s or even 80s IF. There’s a short bit of narrative introduction, but the story such as it is does not seem overly pressing during at least the first part of the game. The map starts with lots and lots (and lots) of rooms accessible at the outset, and a variety of objects to collect from different rooms. I’ve played enough IF that I’m usually able to hold a layout of several dozen rooms in my head, especially if those rooms are introduced (as they usually are in modern IF) in clusters rather than all at once. So I almost never make maps any more. Microdot Reimagined, though, was big enough and thematically varied enough that as I wandered around all its opening space, I soon began to regret not taking notes.

The jokes are wacky-satirical — sort of Douglas Adams lite. Here’s a sample, which will probably give you a pretty good idea of whether the sense of humor matches yours:

>x magazine
It’s Celebrity ROFL Magazine! This is just so amazing. I cannot understand why anyone would not want to feature in this fabulous celebrity catalogue of doom. Let’s take a look at the epic stories in this week’s issue:

Lard-packing with the Basingstoke Twins – “Celebrity Twins Elsie and Vera Basingstoke go on a Lard-packing expedition to sun-drenched Spudthorpe!”

Sir Abacus Timmy’s society wedding – “Kneepad Magnate Sir Abacus Timmy weds his Social Media Advisor, Jennifer Twitterbook-Davies!”

Plus there’s a sixteen page photo spread on the Monks of Ecstatic Gloom and their new swimming pool. This is so awesome!

I confess I got stuck after about 60-80 minutes of play, which is one reason this isn’t a full-scale review; but as far as I saw, the puzzles were mostly of a get-X, use-X style, except that the items in question were widely spread all over the map, so this was still nontrivial.


Enrico Colombini — one of the early greats of Italian text adventures — has released a short book about how to create an ebook with puzzles, given that the ebook’s only state is the page number and puzzles often require tracking some variable state.

This is a very specific purpose, but the explanations are clear and detailed, and may be relevant to anyone who is planning such a project. Another approach, of course, might be to use inklewriter’s Kindle conversion software, but that’s only useful if you are using exactly the right platforms; Colombini’s advice applies more broadly. It is published in both English and Italian, and comes with a short sample of a puzzle — a wolf/goat/cabbage cross the river puzzle — executed in ebook form.


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Strip ‘Em All is an interactive comic strip puzzle, in which the player can reorder frames of the strip and sometimes alter the content of specific frames. Any change you make in one puzzle frame can have ramifications for the rest of the strip, as well. The puzzles ramp up in difficulty very quickly, and I found some of the later ones very difficult indeed. In several cases it’s not really obvious what order two panels need to follow because the dialogue really makes sense either way; in some, a complex series of panel changes and strip rearrangement is required.

This may sound reminiscent of Dan Benmergui’s Storyteller, but in practice it’s quite different: the text of speech bubbles is written out in advance, and the storylines are much more specific. Where Storyteller is backed by a generalized engine for working out the possible meanings of juxtaposed symbols, Strip ‘Em All is really about hand-rolled puzzles with one right answer.

That said, one of the interesting aspects of this puzzle is that it’s about exploring the interior space of the characters and the way they think as much as it’s about plot events and actions. Often one can hover over characters’ heads in order to see additional thought bubbles, which may be functionally hints about what is really going on. Sometimes a character changes states of consciousness, and all the panels change too as a result. So while I think it could have been better hinted, I found this fairly interesting.

One word of warning: the page includes quite a few ads.


Finally, a couple of interesting things to read: Jon Ingold gives a good interview in Haywire magazine on text gaming and in particular Sorcery!, and Liza Daly recommends some of her favorite interactive fiction from the last year.

A Few Underplayed Pieces from the Archive

Recent discussions got me thinking about some rather substantial games that rarely get mentioned, and that I suspect a lot of people may not have played. Here are a few I liked but rarely hear people talk about:

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First Things First, J. Robinson Wheeler. Many years in the making, this is a time-travel story — but unlike Moebius, All Things Devours, Vicious Cycles, and many other examples, it runs on a long loop rather than a short one. Instead of jaunting a few minutes back and forth at a critical time, you’re taking a leap of decades, seeing trees be planted and grow, seeing the building of a house and then what it looks like when completed, and so on.

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Adventurer’s Consumer Guide, Øyvind Thorsby. One of my favorite games that not very many people seem to have played. An unabashed puzzlefest, but a highly enjoyable one: not too linear, with several interesting objects that have multiple uses. Thorsby has a theory about IF that doesn’t need the player to overuse the EXAMINE verb, which means that the feel and pace of this one is a little atypical — but it’s a strong design and well worth trying out.

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Return to Ditch Day, Mike Roberts. A puzzle fest, and an extremely polished one, with lots of conveniences built into the gameplay. It was a flagship example of what TADS 3 could do, and its quality still outshines a lot of what’s out there.

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Blighted Isle, Eric Eve. An expansive game about a shipwrecked man and a strange isle that seems somewhat out of time. There’s a lot to do in this one, and several possible paths through major plot points.

Want to see (or suggest) others? This IFDB poll for “forgotten gems” has more.

Save the Date (Paper Dino / Chris Cornell)

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Save the Date is a Ren’Py game where you learn from repetition. The date you’re going on, with a woman named Felicia, keeps going wrong (to say the least), and you need to keep replaying in order to try to make it come out better. Felicia starts off as a bit of a cipher, but she develops a more interesting character over the course of the game, much of which consists of conversation between the two of you.

This is a replay game on the order of Shrapnel or (to a lesser degree) Rematch: some state from earlier playthroughs is preserved, which means that the game actually offers you new opportunities for action after you’ve played through certain branches.

It sort of has to work this way because it’s Ren’Py; you don’t have the parser’s opportunity to conceal commands whose use will only be obvious after a couple of playthroughs. Contrast Lock & Key or Make It Good, where a “winning” playthrough is theoretically possible even the first time you open the game, but would require phenomenal luck for anyone to accomplish without foreknowledge. Parser-based versions of this concept tend to be substantially harder than Save the Date.

Underneath the date concept, Save the Date is actually a piece about interactive storytelling, and I will talk more about how after the spoiler space. You may want to play it yourself; it’s not a large time commitment, and I am about to spoil it very thoroughly in order to discuss it.

Continue reading “Save the Date (Paper Dino / Chris Cornell)”