A Plea to IF Authors (which I’ve probably made before)

It’s easier for interested third parties to promote your stuff outside the community (e.g., on indie game blogs) if your game has some cover art that can accompany the review/article. Screenshots of pure text are usable, but not as much fun, and it takes a little more time to set them up and crop them to be the right shape.

The cover art doesn’t have to be fancy, and it doesn’t have to have a picture. The title of the game in an appropriate font, with appropriate colors, still catches more attention than a) no picture or b) a screenshot of text.

Pigeons in the Park

Pigeons in the Park is a conversation piece (game is probably the wrong word) by Deirdra Kiai, somewhat in the mold of interactive fiction conversation works, but designed in the Wintermute engine and accompanied by graphics and sound. (I gather. I played it with the sound muted because I needed to avoid disturbing people around me, but others have mentioned that there’s a soundtrack.)

Pigeons in the Park is at the extreme hypertext-like end of the interactive conversation genre. There’s no text parser, just a short menu of options to speak, and since the amount of content is relatively small, you can run through most of the interesting options in the dialogue tree in ten minutes or so of play. It also reminds me of some of my own earlier work in that it’s quite self-referential: most of the actual content of the conversation is about story-telling in games. The protagonist is also a bit of a blank slate.

Embedded in the conversation is a question: how do we make these exchanges emotionally affecting? How do we write interactive conversation that is moving as well as amusing or arty?

I still think the answer has to do with not starting from scratch, but beginning with characters who already have some history. But I’m really intrigued to see this kind of problem being addressed in other media than textual IF.

Narrative in Casual Gaming: Miss Management

For some time I’ve been arguing that the way forward for interactive storytelling is to heal the long-standing breach between narrative and puzzle, and make the interactive parts of a game reinforce and enhance the story. The player’s action should in some way help him better understand the characters, explore the constraints of the circumstance in which they find themselves, or intensify his feelings towards the participants and the outcome. (There are probably other possibilities too, but those are the obvious ones that present themselves.)

The casual game Miss Management accomplishes all that surprisingly well.

Continue reading “Narrative in Casual Gaming: Miss Management”

Mystery in London, and Incompetence as a Design Goal

Recently I tried Mystery in London, a search-for-lost-objects game. I’m not sure what possessed me to do this; possibly it was the pretty screen shots, or possibly it was curiosity about what this genre involved.

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