April 15, the UC Santa Cruz Center for Games and Playable Media is hosting a one-day symposium on the future of games, where I’ll be speaking on characters and conversation. I’m very much looking forward to it; and if any of you are in a position to come, you’ll also get to hear from Jordan Mechner, Will Wright, Rod Humble, and all these people.
Category: interactive fiction
IF Demo Fair themes: interface
I should have posted about this more immediately, but I came home from PAX East with a bad cold and I’m just now getting really over it. However: the IF Demo Fair went off with a minimum of fuss and a lot of great entries. (And if you’re curious what the physical setup was like, there is a stream of photos by Mark Musante here.) I’m planning to cover the full list more thoroughly in SPAG — a little more official and permanent than my blog, as the entries deserve. But I did want to look at a few trends and examples.
The Demo Fair specifically invited people to experiment with the interface and/or UI, and we saw several experiments in dealing with the parser challenges that have been so frequently discussed lately.




Vorple is still a long way from completion, as I understand it, and the tooltip concept is only one of a number of things it can do. But I’m currently quite enamored of the possibilities.
Finally, this wasn’t part of the Demo Fair at all, but Jon Ingold’s recent experiment in a parser that error-corrects in the command line is worth a mention too, as it’s approaching many of the same problems from a different perspective.
Ebert & Moriarty Addendum
A couple of things keep coming up in the discussion about Ebert and Brian Moriarty’s defense of him, which let me take one at a time.
1) “I don’t see what’s great about Moriarty’s argument. Why is it better than Ebert’s original statement?”
Moriarty offered a much more coherent argument about why, exactly, choice might be a problematic thing to have in a game. Of course, coherent doesn’t mean “right” or even “compelling,” but I am sick to death of the argument that a choice-based work entails the absence of the artist and therefore the absence of meaning and artfulness. That is obviously nonsense, and if it’s not clear why, try Home or Photopia or Rameses or The McDonalds Game or Judith or Don’t Look Back or Passage or The Path or Treasures of a Slaver’s Kingdom or any of a gazillion other works that convey meaning in the gap between what the player wants and what the player is allowed to choose.
Moriarty’s defense did not rely on this argument, but looked at some other possibilities that do hang together intellectually, even if in the end I don’t agree.
2) “Why do we care what Ebert says?”
I mostly don’t, but he’s got immense cultural clout. When he says things that dismiss games as a cultural product, that enables others to do so comfortably without further investigation. This isn’t the end of the world, but it’s unfortunate.
3) “Why do we care whether games are art? Is it even worth arguing about this?”
Maybe not, but in Ebert’s argument and in many other people’s, “games aren’t art” is shorthand for saying that games don’t and can’t convey anything important, can’t meaningfully enrich the lives of players, can’t be a valid mode of expression for game designers. Ebert himself makes this explicit.
But possibly the secondary argument (“what is art? are games that thing?”) is just obscuring the original question, and we can and should go back to that. Can games say things that matter? To me this is an obvious yes. But once we embrace this seriously, maybe we can have more conversations about what they’re saying and how. There’s not enough game criticism of this kind and I would like to see more of it.
Four talks at GDC
Well, GDC is officially over for the year. This conference was a powerful one for me in a lot of ways, exhausting and inspiring. Thumbnail sketches of some memorable talks from the last two days:
(1) Chris Crawford spoke on the history of computer game programming, complete with lots of fun pictures of positively ancient machines, and ending with his pitch for games to be about people. I’d heard a lot of it before, but it was an enthralling and well-delivered talk, and even though we disagree on some fundamental approaches to the problem, I sort of love hearing the point made over again. Afterward we met up in the hallway and there was a curious playground-fight vibe from some of the onlookers as we discussed our different approaches to the gameplay-about-people problem. Which isn’t what I intended — I just wanted to say hi to him after assorted emails and comments exchanged over the years. But whatever the surrounding circle may have thought, I have no beef with Chris, nor I think does he have any with me.
Anyway, one of the points Chris made in our unfortunately brief discussion was that he felt the parser in IF doesn’t do a good enough job of taking in information from the player — that it doesn’t listen well enough; it doesn’t allow the player to make a big enough part of the conversation between game and machine. I’m not quite sure what this indicates: is the input not granular enough, or the output too wordy, or the range of things that can be said via parser too narrow, or…? I’m not sure whether I’ll agree once I figure out what this means, but it’s an interesting statement.
(2) Brenda Brathwaite talked about her series of tragedy-focused games, the series to which Train belongs. The core of her talk that stuck with me was this: “Whenever there’s human-on-human tragedy, there’s a system.” So her approach is to explore that system in rules, and make the player complicit. There was a lot else in the talk, about the personal nature of her work and about her own feelings in creating it. I don’t really feel comfortable trying to summarize here, but it was a brave talk to give, and fascinating.
In fact, quite a lot of this GDC has felt unusually personal for an industry conference, from Michael Todd’s talk (which I didn’t see but heard praised by many many people) about designing games while clinically depressed, to the rawly open content of the rapid-fire indie talks, to conversations with Deirdra Kiai and Terry Cavanagh about the motivations behind my own work and/or theirs.
(3) Ernest Adams gave a talk on spec’ing out an interactive narrative, in which he discussed a lot of standard problems: the freedom/agency/story problem, the question of whether the player should be able to change outcomes (and the fact that an interactive narrative doesn’t have to be one in which the player changes the plot), etc. It wasn’t as flashy a talk as the others, and it didn’t contain a lot of information that was new to me, but it was cool to see these issues organized in one place. You can see it too, since he has put the slides (odp) and storytelling template materials (odt) online.
(4) Brian Moriarty gave the most coherent and philosophically interesting argument in support of Ebert’s “games can’t be art” dictum that I’ve ever heard. (This gets long.)
Edited to add: there is a set of point by point notes from Moriarty’s talk here, which covers some details my analysis doesn’t discuss.
Highlights from the first two days of GDC
So tired, so very very wired. But some of my favorite moments from GDC so far:
The weird, wired, super-fast Rapid-Fire Indie Game session. Chris Hecker’s speech at 250 miles an hour about getting your game out there and getting it known. Hearing about the genesis of pOnd, a game that made me laugh so hard I had trouble breathing. (Or have so much trouble breathing that I had to laugh? One of those.) Anna Anthropy’s talk on the indie game scene being so much about the same set of nerds making games for the same set of nerds… followed by a hilariously in-crowd-y performance during the Q&A session. Getting to meet Anna.
Seeing Aaron Reed’s book in the GDC bookstore:

The AI Summit, in just about every particular. Content-wise, even the stuff that has no bearing on my own work, like the talk on influence maps, has been fascinating. People-wise, they’re cool, brilliant folks, and tremendously approachable.
Eric Zimmerman and Naomi Clark’s talk on the Fantasy of Labor, which postulates that people play time management games and their ilk — games that are more or less impossible to fail and largely decoupled from skill — because they like believing persistent work will get them somewhere. I wanted to ask whether they thought this fantasy has become more powerful and more pervasive as the economy has tanked, but that seemed like too much of a downer even for a fairly serious talk. I think there might be some psychological terrain to be mapped that goes even deeper and to even stranger places: namely, a sense of virtue from doing large amounts of busy work that someone else has bidden you to do. I can’t say that has motivated me in real life very much as an adult, but it’s what got me through the first few years of elementary school for sure.
Not favorite: I didn’t get my speaker t-shirt! They asked me what size I wanted, but then it was not in my bag. I am sad. Childishly sad. I don’t wear my shirt from last year much, but I like having it, you know?
The IF Theory Reader is available
This news is a little old because of my being at GDC, but it’s worth amplifying the signal anyway: the IF Theory Reader, aka the IF Theory book, now exists, thanks to Kevin Jackson-Mead’s dedication in reviving it from an undead state. It can be downloaded as a free PDF, or purchased in physical form for about $14 American.
Some of the articles in it have been revamped. I substantially rewrote my article on IF geography to talk more about route-finding across a map, status line compass roses, and other navigation and UI elements that have come much more into vogue since the article was written. My piece on conversation I rewrote less extremely, but still adjusted here and there.
That’s not to say that old = useless. The book opens with Roger Giner-Sorolla’s article Crimes Against Mimesis, posted years ago on the rec.arts.int-fiction forum. That series of posts formed the starting point for many, many long discussions about game design, storytelling, and simulation in the years to follow. Other selections include a lot of coverage of different areas of IF craft — writing room descriptions, designing puzzles, coming up with NPC dialogue — as well as some more theoretical discussions.