Recent Plays

Yesterday I played Mondi Confinanti’s “Little Falls”, a Glulx horror/thriller game. It’s short (less than an hour to play once), with few puzzles, largely relying on atmosphere; it provides full illustration and sound effects. I had mixed feelings — fuller review to follow — but I was impressed by the polish and effort, and probably would have found it more effective if I hadn’t gotten stuck on something stupid for quite a long time. If you enjoy horror or are interested in multimedia IF, it’s worth a look. There’s a page on the game and a download page.

A few weeks back, I played and enjoyed Jon Ingold’s “Dead Cities” from the Lovecraft Commonplace Book Project. I’ve yet to try anything else from that set, partly because “Dead Cities” was so cool I wanted to just let it stand on its own for a while. Wonderfully atmospheric, with some creepy, visionary elements.

Also worth a look: Eric Eve’s “Blighted Isle” (Zip file here). I beta-tested, so will not be reviewing it, and a few things may have changed since I tried it. But it is a sizable historical piece with multiple endings, a large host of characters, and the care and polish you would expect from Eve.

Persuasive Games

Those who follow Grand Text Auto are presumably already aware of this, but Ian Bogost has published a new book on persuasive games. So far, I’ve only read the chapters available in PDF, but this looks like an extremely interesting discussion of the ways in which simulations can argue for a position or an idea about how a system works.

WIP Rescue

I get stuck on WIPs moderately often. So do lots of people, I think. What follows is a list of common problems I’ve run into, and some ways in which they can be resolved to get things rolling again.

No guarantee that this will be of any particular use with any particular WIP.

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Chocolatier; lushness; Dreamhold

The other day, in search of something to do while I was feeling under the weather, I downloaded Chocolatier on a recommendation from Jay Is Games. Despite not thinking it was that brilliant a game, I wound up buying the full version; and thinking about why I did that has led me to some other thoughts about the appealing aspects of IF.

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