Assorted IF-related News and Links

Black Crown is a forthcoming Random House project by Failbetter. It’s not playable yet, but there’s a sign-up page here and Wired gives some additional background.

Dave Morris (Frankenstein) weighs in on whether randomness is really a help to interactive fiction, tying the question in with gamebooks and computer adaptations of gamebooks.

Deirdra Kiai gives an interview on the claymation point-and-click adventure Dominique Pamplemousse in “It’s All Over Once the Fat Lady Sings”, discussing the gender roles, inspirations from Fallen London, the claymation process, and various other features.

The XYZZY Awards are now in second-round voting, with the nominees chosen. This year’s crop includes Twine and StoryNexus content as well as parser-based IF. You can vote here; authors may not vote for their own games and are discouraged from posting “vote for me” sorts of messages, but otherwise the voting process is open to anyone through May 7.

Various people, including Warren Spector, Kevin Bruner (Telltale), Stéphane Bura (Storybricks) and me, will be speaking about interactive storytelling at the IFOG symposium May 10 in Mountain View.

Recent Interactive Reading

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No-one Has to Die is a fairly easy puzzle game, framed with a textual story about time travel, secrets, revenge, and family loyalties. To my taste the puzzles are a little too easy — there weren’t that many serious “aha” moments for me — but the structure is clever, as puzzle solutions require you to experiment with which characters you’re willing to sacrifice, and understanding the story fully requires working through several variant possibilities. As to the writing, it could have been both briefer and more effective; character dialogue is very on-the-nose, and they argue exhaustively about who should be saved next and why. (Contrast all the long-winded, sterile argumentation about who should be saved here with the sparer and much more moving writing in Hide&Seek’s James Bond game.)

What’s most interesting about No-one Has to Die is the structure: puzzles used to represent significant and morally charged decisions, inventive reuse of the same puzzle levels with slightly different parameters depending on the time-travel, etc.


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Alan DeNiro’s Corvidia is a brief, surreal piece in Twine, more interactive poetry than story. A man looks at a tree and sees… well, it’s hard to explain, really. Due to some CSS work, the linked words appear first, and boldest; the rest of the words, the sentences that give the links context, fade in slowly. It’s a fitting effect given that “Corvidia” seems to be describing someone fixated on a few particular images or ideas (the words linked), with only a vague and fantastical notion of what’s going on in the rest of the world. Or maybe what he imagines is true, but in that case, he lives in a universe very unlike our own.


StarWenchWS

Star Wench is a Choose Your Own Death book by Anna Anthropy. Not Choose Your Own Adventure, because (aside from the whole trademark issue) you don’t get to pick what leads up to the death:

How does the story end? Only YOU can find out! Your one choice: which page to open up to. Keep reading until you’ve suffered not one but MANY terrible fates.

The genre is lurid pulp SF, the same sort of thing parodied in Leather Goddesses of Phobos and in Anthropy’s Twine adventure The Hunt for the Gay Planet. The endings conform to genre expectations: you spend a lot of your time being tied up, or sacrificed, or eaten, or made the slave and plaything of the sinister Queen of Space. Endings are no more than a page long, in large type, though a few are doubled up with line-drawings by guest artists. Many of the endings are solid ultra-short stories in themselves. Others imply things about the story that must have led up to this point, or play on CYOA or genre expectations. (If you read ending 1, you get a stern telling-off about reading non-linear narrative in a linear way.) There’s no narratively meaningful agency, since you’re really only picking an ending by number — it’s not like you get to make in-context choices for your protagonist — but that fits as well, celebrating the arbitrary nature of both pulp fiction and old-school CYOA books.

Entertaining, if not especially work-safe.


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Castle of the Red Prince is parser-based gothic horror IF by CEJ Pacian. Lots of Pacian’s past work in some way sets aside a standard aspect of the IF world model: Gun Mute puts the player on a linear forward/back movement track, Walker & Silhouette can be driven largely by keyword, Rogue of the Multiverse uses auto-generated grids of space for its exploration sequences. “Castle of the Red Prince” participates in that tradition by eradicating the usual distinctions of IF space. Everything in the game can be interacted with at any time; if you try to put an object in a container many rooms away, you will move there automatically. You can look at any place on the map, any room, at any time. If you’ve ever seen something, it remains in scope for you to refer to.

The protagonist is a student of arcane arts who is able to gain new knowledge in sleep and who first came to know of this place through dreams. There are some characters, but we so easily move in and out of their space that it’s hard to feel they are equals of the protagonist, or that we’re really in any kind of ongoing social context with them. Because there’s no need to remember directions, I didn’t build up a strong sense of relative space, of where things were in comparison with other things. I also found that the lack of local description unmoored me a little, because I’m so used to moving through rooms and LOOKing if I think I might have missed something. That’s probably just my IF-playing habit fighting against the new mechanisms, though.

Narratively, the surface story is fairly trivial — collect needed objects, solve a couple of puzzles, have minimal personal investment — while the backstory remains complex and largely mysterious. There are hints of significant past battles, of entities both evil and Faery, of generations of heroes trying to put things right, but only a few outlines of their struggle become clear in the course of the game.

The whole game, therefore, feels a bit gauzy and distant, reminiscent of Ebb and Flow of the Tide or The Guardian. There’s something intriguing and pleasurable about it, and I enjoyed seeing the experiment in IF world model, but it wasn’t a very intense or compelling experience. I am likely to remember Pacian’s other work longer.


Screen Shot 2013-04-10 at 12.33.51 PM The Pulse Pounding, Heart Stopping Game Jam was a weekend-long game jam for dating sims, producing over 80 works, many in Twine, about dating or relationship situations.

Among the entries (and obviously, with 80+, I didn’t get to try nearly all of them):

Porpentine’s “UNTIL OUR ALIEN HEARTS BEAT AS ONE” is a two-player Twine game about communicating through symbol and image.

Christine Love’s “Magical Maiden Madison” (shown) is an interactive texting conversation about a Magical Maiden’s evening adventures (which I know maybe just barely enough tropes to understand).

Mattie Brice’s “Blink” tells the story of dates that go wrong, over and over, in several different ways. If there’s a way to make things go right, I never found it. Possibly that’s the point. Possibly I’m just bad at these sorts of dates.

Joseph Miller’s “Dating Folksims” is a series of rules for live-action games to be played around the idea of dating faux pas and successes.

Mike Joffe’s “Benthic Love” explores the dating options of a young male anglerfish. It is surprisingly touching and also contains a surprising number of biology facts.

Elizabeth Sampat and Loren Hernandez’s “How to Be Happy” is a rather grim metaphorical puzzle game in which you can try to find other blocks to fit with your own, but are likely to fail, sooner or later, in keeping them with you.

Leon Arnott’s “Dining Table” is a creepy story about the dating lives of dolls. The end is, I think, a little overexplained, but the premise is genuinely disturbing; my main complaint is that I might have liked to see more of the story told interactively rather than through straight exposition.

Valentine’s “Greek Mythology PPHSJam game” is a Ren’Py piece that lets you cavort with various gods, though I’ve yet to find an outcome that was really positive for me. Hermes became my dating wingman, though, which has got to be worth something.

wattomatic’s “Life on Hold” is a Depression-Quest-like exploration of a relationship in a messed up holding pattern, where the more options you get, the less you seem to be able to change anything really important about the protagonist’s lifestyle.

Leigh Alexander has also written about the PPHSJAM here, with notes about some of the games that I didn’t cover myself.

Spring Thing 2013: A Roiling Original

A Roiling Original is a wordplay game by Andrew Schultz, a sequel to 2012’s Shuffling Around (my review). It uses a similar mechanic of changing one object into another via anagrams, and is an entrant in Spring Thing 2013.

More detailed thoughts after the break. If you’re planning to play and vote on Spring Thing games yourself, you may want to wait before reading this.

Continue reading “Spring Thing 2013: A Roiling Original”

GDC 2013

…starts Monday! I will be there:

I’m giving a game design postmortem about Versu Friday morning (10 AM, Room 3005 West Hall). I’ll be talking about several aspects of the design, including some UI issues with presenting text games that I haven’t previously blogged about here.

Richard Evans and I will be showing Versu gameplay off at the Experimental Gameplay Workshop (Friday, 2:30-4:30 PM, Room 2014 West Hall). As that’s always one of my favorite sessions, I’m especially happy to be doing it. The EGW always features a surprising and cool collection of gameplay styles and concepts.

And finally

I will also have a shorter stint at the Indie Soapbox, where I will talk some about text games. (Tuesday, 4:30-5:30 PM, Room 2005, West Hall.)

Several other sessions caught my eye as potentially interesting for IF folks:

Clara Fernandez-Vara, a Boston PR-IFer and IF outreach advocate, is part of the Game Educators’ Rant session.

Porpentine (howling dogs et al) and Terry Cavanagh (Don’t Look Back, Super Hexagon) are talking about indie game curation and outsider voices.

There is a poster session by Mordechai Buckman about the potential of interactive fiction using “a tool for turning story scenarios into intuitive gameplay.” I’m not sure what to expect from this one, but we’ll see.

Jake Elliott and Tamas Kemenczy talk about the evolution of Kentucky Route Zero from a largely puzzly graphical adventure game to its somewhat more mysterious current form.

Sean Vanaman and Jake Rodkin on Telltale’s The Walking Dead also sounds very much worth a look (I’m especially vexed it’s scheduled opposite the Game Design Challenge session, which I typically make a point of attending — but hey, it’s all about presenting the player with hard choices, right?).

I usually enjoy the GDC Microtalks, a brain-dazzlingly rapid presentation by numerous speed-talking speakers. This year the lineup includes Anna Anthropy, Leigh Alexander (a games journalist who, among other things, has written extensively about IF and text gaming), and Tom Bissell.

And, of course, there’s the entire Game Narrative Summit, moved to San Francisco GDC this year. Formerly it was a feature of GDC Online in Austin.

Versu and Jane Austen

This is one of several design articles about the new interactive narrative platform Versu, which Richard Evans and I have been building with a team at Linden Lab.

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The first several stories implemented for Versu are written for a generally Regency-period sensibility, influenced heavily by Jane Austen, and less-heavily by several of her contemporary authors, as well as more recent writers such as Georgette Heyer and Patrick O’Brian. We did not pull quotes from the more recent authors whose work is still in copyright, but we were aware of some of the tropes that those authors have brought into reader consciousness.

That wasn’t at all an inevitable choice. Versu as a platform is up to representing lots of possible periods, genres, and sub-cultures, and the next content we release will introduce material from another genre, so I’d like to talk a little about why we started where we did.

Why Austen?

We chose Austen’s world as a starting point for Versu because — though the system is up to all kinds of possible content and genres — Austen’s work takes place in a world of precisely defined manners that is nonetheless fairly familiar to contemporary readers.

The focus on manners, and the relatively large body of prose all referring to the same social milieu, meant that Austen gave us a lot of different examples of characters reacting to one another, speaking with subtext, and following (or failing to follow) implicit social rules. This made for terrific sample material on which to test and robustify Versu’s system. We reasoned that if we could make something strong enough to account for many Austen situations, we would be able to use that same system to describe the wide range of other socially focused stories we wanted eventually to be able to tell.

Other highly mannered societies would also have been great fun to model — Heian Japan came to mind. But it seemed like a dangerous idea to start with something where the average reader would have so very much to learn about the society in question just in order to anticipate the results of her actions. We wanted a reader’s first encounter with Versu to be one in which she experienced a sense of agency because she did know how to influence other characters. (For the same reason, the second Versu genre is a modern office setting — again, to establish accessibility.)

Down the line, we can imagine Versu being used educationally to do precisely this — introduce a particular historical period with its unique concerns, allow students to create models that represent the results of their research, or teach players about social expectations in specialized contexts. We can also imagine stories about alien worlds with vastly different manners that the reader needs to learn to navigate: socially focused speculative fiction.

How Austen?

From Austen, we drew a lot of particulars of what to model in a shared genre-specific library. We read through Austen’s novels, unfinished works, and letters, and extracted information to feed into Versu’s model.

In Austen, what do characters evaluate about one another? About themselves? Propriety, attractiveness, intelligence, and social status came up a lot.

What relationships are important? Various stages of romantic connection, from Frank Churchill and Emma’s light flirtation to Jane Fairfax and Frank Churchill’s serious (but secret) engagement came into play; family relationships were important, and so was the question of who was destined to inherit from whom.

Marking up Austen this way also turned our attention to some things that the Versu model didn’t originally include, or didn’t handle in a sufficiently flexible way. Austen characters spend quite a lot of time speaking explicitly about their values and beliefs, from Lady Catherine pontificating about the importance of musical accomplishment to Elizabeth talking about whether she thinks a man’s poverty would be enough to dissuade her from marrying him. From the outset, we had modeled the idea that different characters would care about different issues, so one character might be status-conscious while another was more susceptible to a pretty face. But we hadn’t modeled the ability for characters to explicitly discuss these values, argue about them, and change their minds. Drawing from Austen, we added dialogue elements that handled these types of conversations; and characters who, if persuaded to change their minds about a particular value, would then act slightly differently as a result. Characters in Versu who care strongly about propriety will have a different set of available reactions than ones who don’t care about it at all, for instance.

Several anecdotes from Austen’s letters became fodder for dialogue, such as her description of a storm that damaged several of the trees in the neighborhood. The letters also supplied a number of generalized moral and ethical statements that we pulled as dialogue when characters are talking about their beliefs.

From Austen and Austen-related research materials we also derived a lot of information about common contemporary entertainments and social scenarios, which set up the background for scenes in which characters are getting to know one another or resolving social states. There are a number of songs that characters can perform in the Regency Versu scenes, for instance, whose lyrics are drawn straight from Jane Austen’s songbook. Fordyce’s Sermons, mentioned in Pride and Prejudice, becomes a text from which characters may read aloud genuine snippets.

Sometimes these researched treatments surprised us a bit: for instance, the order of presenting dishes at a Regency dinner was quite a bit different from the course-by-course handling we’re used to. Far from starting with a soup or salad course and working through fish and meats, Regency tables often featured a wide selection of dishes simultaneously — so that’s what we described in “A Family Supper.”

How NOT Austen?

One of our early playtesters reacted with a pretty harsh “hey, I love Austen, and this IS NOT AUSTEN” response. And that’s a completely fair remark. There are a lot of things about Austen that we could not emulate or chose not to include.

Prose Cadence and Viewpoint

Perhaps the most obvious is the texture of Austenian prose. Austen writes a lot of very long paragraphs, and frequently summarizes the events of long periods of time, or overall impressions that characters take away from multiple encounters. Because we wanted to focus on moment-to-moment action, we deliberately moved away from Austen’s prose cadence. We were more invested in the idea that the player would be allowed to make large or small social moves: it was that Austenian sense of cumulative small details as well as grand gestures that we focused on most.

Similarly, Austen has a very distinctive style where she subverts the supposedly dispassionate third-person and uses it to reveal a character’s interiority. The very first sense of Pride and Prejudice (“It is a truth universally acknowledged…”) is not a truth universally acknowledged — it is from the perspective of a particular character: Mrs Bennett.

(Richard notes: This technique is not just a cheap stylistic trick, but is arguably [according to Bharat Tandon at least] at the heart of her vision: there is no dispassionate third-person external view from nowhere: we are always already seeing the situation from a particular, value-laden perspective, always already engaged, committed, etc.)

We don’t do this at all in Versu. Once we committed to the play-format, we couldn’t. Committing to the play format was the right decision for us for a ton of reasons, but it does mean we can’t do free indirect style.

Playability Concerns

Despite the research that came into play, history fans and Austen buffs will find many many ways in which we ignore or contravene period conventions. Versu’s Regency genre file doesn’t, for instance, rigorously enforce the different titles characters use for one another. Properly speaking, characters in Austen address one another in ways that are very much dependent on their relationship states, with the use of first names typically being acceptable only between intimates. In practice, what we found was that trying to use this system uniformly made gameplay confusing: now the reader was expected to track interactively not only all the characters in the scene, but also all the things they might call one another. So we dialed this back. It is possible to specify direct address methods between two characters, so that a lady might address her husband as “my dear,” but Versu doesn’t aggressively manage this.

Another point is that Austenian plots tend to focus heavily on character problems rather than on striking events. What will happen between Elizabeth and Darcy? Will Anne Elliot ever reconcile with Captain Wentworth? Can Fanny Price ever obtain happiness, when her horizons are so limited?

These are terrific stories, but a literal adaptation of them makes for directionless gameplay, especially in the opening moves. We found that just setting the reader down in a ballroom with some emotional malaise didn’t make for strong engagement. Instead, we needed something where the protagonist’s problem was more clearly defined, more immediate, more demanding.

That’s why we pulled in mystery and gothic plot elements for two of our longer stories, even though Austen herself engaged with the gothic primarily in order to make fun of and subvert it, in Northanger Abbey. We probably could have explored a more Austenian genre-subversion, but we felt that at the beginning of the project, genre expectations were positively helpful to us, because they give the player hints about what to expect to be able to accomplish in the story.

(And to be fair, even Austen sometimes made use of a strong precipitating incident — the unfinished Sanditon begins with an overturned carriage and a wounded protagonist.)

Another significant playability point is that Austen’s characters practice quite a bit of deception, from Frank Churchill’s fake flirtation with Emma to Edward Farrars’ silence about his engagement. This makes for fun reading, and to a limited extent Versu characters can also practice deception. But we had to tread a fine line here. Versu doesn’t (currently) implement very deeply the question of what characters believe about the knowledge states of other characters — this quickly becomes a very very complicated and recursive business — and that ruled out certain treatments of deception. We were also concerned that if characters did too much lying and other deceptive behavior, perfectly correct simulator output would look like a mistake to the player, because characters would be responding based on information the player didn’t have.

This question of character deception is one I’d love to come back to and address more systematically, but we felt that both from a modeling and a gameplay perspective, we first needed to nail the honest social interaction, reach a point where the player had a strong sense of social agency, and earn some reader trust. Only after that will we be ready to model complex secrets and lies.

Thematic Challenges

Austen’s world is rigorously heteronormative, and all her characters are presented as straight. We wanted to avoid building those assumptions into the engine. At the same time, we wanted to avoid startling readers who were trying to keep to canon by having an AI-driven NPC Mr Darcy unexpectedly hook up with an AI-driven NPC Mr Bingley, contrary to their canonical behavior.

So the compromise we settled on was this:

  • characters can be defined to be interested in zero, one, or multiple genders (and the system is able to acknowledge genders besides male and female, though there are no Austen characters who embody this)
  • a character driven by a player can ignore their character’s pre-defined sexual preference and make advances to others; so a player controlling Elizabeth may make advances to another woman
  • a character driven by the AI will by default adhere to their specified preference, so an AI-driven Elizabeth will not make advances to another woman by default
  • if a player character makes advances to an AI character, that will automatically make that AI character open to the player character’s gender
  • any characters who can reach a state of strong romantic involvement may become engaged, though engagement and marriage are not acknowledged for non-straight couples in Regency England; the only way this can happen in the simulator is for a player character to take action in that direction

There are still a lot of situations this doesn’t cover: it’s obviously possible that an author will want to write a story about the protagonist’s fruitless crush on a person who isn’t interested in her gender, for instance. Some ways to address this are in the works.

A related point is that there’s a lot of gender-role policing inherent in the manners of the Regency. Men are expected to behave one way, women another, and characters tend both to talk about these differences in essentialist ways, but also to give strong feedback to those who stray beyond their “appropriate” gender presentation.

Here again we took a route of trying to constrain the AI characters but not necessarily the player. Non-player women can’t challenge one another to duels; player women can, if they choose.

Another 19th-century vs. 21st-century challenge came from the treatment of mental illness in “House on the Cliff.” The mad person is a staple of the gothic novels from which we were pulling tropes. On the other hand, 19th century treatments of mental illness don’t align very well with our 21st century knowledge of those conditions, and a growing desire not to stigmatize them or spread misinformation.

The compromise we made here — and I don’t know whether this was the right approach or not, honestly — was to try to make the story’s “madness” as obviously trope-madness as possible: a representation of a story feature from a particular period and genre, not a representation of the way mental illness works in the real world. “House on the Cliff”‘s “mad” people contract madness almost as a Lovecraftian disease.

In all of these cases, I’m very conscious that we’re walking an uncomfortable line, and it’s because there are so many different ways to engage with the mores of the past:

  • represent accurately and uncritically (and even this raises some issues: Austen’s omission of gay characters obviously doesn’t mean that no one in the Regency was gay, so “Austen’s Regency” and “the actual Regency” are different creatures — which do we want to present “accurately”?)
  • represent accurately but with criticism (e.g. by showing negative outcomes of historical expectations)
  • represent inaccurately, treating the period as a fantasy dressing for some subset of modern mores (since “modern mores” doesn’t even refer to a single set of beliefs)

…and ideally I would like Versu to be a platform that allows people the full creative spectrum — to fantasize, to create escapist literature in which their Mary Sue self seduces Mr Darcy, to build crossovers and slashfic to their heart’s content; to create fun experiences for their friends, grounded in in-jokes and private connections; to write serious critiques of the past or the present; to put the player in a hard situation and use that to teach a particular, personal reality; to share what their own lives are like.

We’re a long, long way from handling all of those possible uses of the system — but that’s part of the reason that user content is so vitally important. And is why the next thing we’re working on is opening up the user tools.

Introducing Versu

Versu is a new interactive storytelling platform Richard Evans and I have been working on at Linden Lab. Some of you may have seen lead-up presentations about it at GDC (possibly long enough ago that it was still called Cotillion).

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Today, the first four Versu stories are available for iPad. Clients for Kindle and Google Play will follow, as well as stories in other genres and by other authors, and both character- and episode-authoring tools will be made available to the general public in the future.

whist_game01Versu focuses on character interaction as its primary form of play. The Versu platform can do rooms, objects, movement, and the “medium-sized dry goods” interaction of a typical interactive fiction engine, but it’s primarily designed for interactive stories about people: how they act, how they react to you, how they talk to you and talk about you, the relationships you form with them. The social landscape in which you act is constantly changing.

Versu uses an AI engine designed by Richard Evans, the lead AI designer for Sims 3, which allows each character in a story (and in some cases a drama manager AI) to act autonomously or be played by a human player.

Because there’s a strong social model at work in Versu, it’s possible to form relationships with characters that the story author did not explicitly create. In play, you can decide you want to pursue a romance or make an enemy, and that outcome can occur even if the author did not write an arc specific to those two characters.

Versu has a choice-based interface, but it’s very unlike standard CYOA. At any moment in the story, you can choose to act, or wait for others to act. If you choose to take action yourself, you’re offered a set of options drawn from the world model at that moment, from taking a bold stand to giving someone a significant sideways glance. Just about everything you can do affects your character’s opinion of the other characters, and theirs of you, altering the playing field for what’s to come. Inaction can be a powerful choice.

lucy_happyVersu offers moments of narrative emergence. Late in testing, one of my characters was talking to another in confidence when a third party wandered in. Because the speaker didn’t feel comfortable around that third person, he fell silent and didn’t continue the conversation — there was an awkward pause and dialogue moved on to other things. I’d never written the “awkward pause when X walks in on a private conversation” outcome — just an engine that knew when the characters would be willing to discuss those topics, and also that it was awkward for someone to stop talking about a conversation topic when others were expecting them to go on.

This can happen elsewhere too, in large and small ways. The degree to which emergent character behavior affects large story outcomes depends on how flexibly the author has written the overarching plot. “The Unwelcome Proposal” is an example of Versu being used very conservatively, capturing as much as possible of the story text from a scene in Pride and Prejudice, and allowing for few deviations from that story. “House on the Cliff” and “A Family Supper” have a much broader spectrum of possible results, depending on character choices and relationships. Even more sandbox-like experiences are in the pipeline.

brown_inspiredVersu allows for characters who act distinctly. A social model is only interesting for building fiction if it doesn’t make everyone act like identical automata. In Versu, different characters are built with different abilities and parameters — not a handful or a few dozen character traits, but a potentially infinite range of quirks and habits. It is possible to craft social behaviors that are unique to just one character — giving one guy the ability to get under people’s skin more than anyone else, say — or to make a character who hates being in a crowded room.

In addition, because characters are defined as separate entities in this way, they could be transferred from one story context to another, and even cast in stories that weren’t specifically written for them.

The stories we’re releasing today are just a taste of what is possible with this engine. I’ll post more of my usual analysis content over coming weeks — what it’s like to write for Versu, the difference between authoring characters and authoring stories, details of the conversation modeling system, and more about what we’re expecting to see in the future.