February Link Assortment

Upcoming events:

We’ve got a range of things happening in the Oxford/London Meetup: there’s a talk in Oxford on Iain Pears’ Arcadia, including me as a panelist, March 2, as well as meets in Oxford April 3, and in London April 19.

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Spring Thing is happening again this year, and you still have until March 8 to submit an intent if you want to enter. Spring Thing is a counterweight to the big yearly IF Comp, and can be a gentler way of getting your work out there.

A particularly cool innovation: as of last year, Spring Thing’s Back Garden division accepts works that the author doesn’t want to put into the main ranked competition. It’s a good place to share excerpts, unfinished work that you still think might interest someone, and experiments where you’d like feedback. (This is where/how I released Aspel last year, and that proved to be a good experience.)

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Laura Hudson talks to Sean Vanaman about dialogue modeling in Firewatch, and writes more generally about how Firewatch is drawing on inspirations from text-based games, including Infocom but also 80 Days and Lifeline. The dialogue model from Valve that they refer to is the Left 4 Dead model that Elan Ruskin talked about at GDC a few years back. Note the “Prior Art: Inform 7” slide partway through that talk.

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Here’s Naomi Alderman’s interactive documentary about interactive fiction, RPGs, and related forms, executed in Twine with overlaid audio interview snippets. (Quite possibly including some from me: I haven’t explored it fully yet, but was interviewed as part of this project.)

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Carolyn VanEseltine writes about the idea of cover songs as applied to IF.

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Cat Manning (Invasion, Crossroads) with a list of Twine games that demonstrate some of the possibilities of the field.

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Haywire Magazine on why 2015 was the year of IF.

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For those who liked my post on being edited this month, here’s a GDC Vault presentation from Cameron Harris of BioWare, on what editing is for and why games need editors.

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Here’s a Guardian article about several interesting IF/ebook projects. The article mentions Editions at Play, teamed up with Google Creative Lab. Wired also has a take on this development.

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Here’s an article on video game curation for museum and shared spaces, such as No Quarter, Wild Rumpus, and other live displays.

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NaNoRenO is a month-long jam for visual novels, especially those in Ren’Py, which is running through March. If you’ve ever wanted to try your hand at this but not gotten off the ground, now is your chance.

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The Electronic Literature Collection volume 3 is now available; it includes First Draft of the Revolution, I’m happy to say, as well as With Those We Love Alive, The Hunt for the Gay Planet, Quing’s Quest VII, Dwarf Fortress, and many other fine things.

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Failbetter Games has announced Fundbetter, an investment scheme for narrative games and interactive fiction offering amounts in the range of £2000-£20,000. If you have a project you think could benefit from their investment attentions, have a look.

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Vice covers Rob Swigart’s Portal (Activision, 1986); Jimmy Maher has also written in quite a bit of depth about this piece over at Digital Antiquarian. I haven’t had a chance to play it, but a quote from the Vice article –

True to his name, Homer is a story telling AI, with only fragments of his memory intact and a desperate desire to unravel the past. Homer becomes your invaluable ally in the search for the truth. He digs through the system, unlocking new data that you must go through, and with each new file uncovered, Homer begins constructing the story of how the world ended.

– made me think of Ice-Bound, which is freshly out.

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Stout Games has announced Cheongsam, an AI-driven interaction with a character who responds to your gestural input. It sounds vaguely Façade-like, though it’s early days yet; I’ll be curious to see what comes of this project.

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Midnight Stranger was a 1994 FMV game with an interesting control scheme where you could indicate your response to events along an axis rather than with discreet choices. (So maybe a little like The Act, except that as far as I can tell from the description you’re doing this at specific choice moments rather than providing continuous realtime input.) There is now a Kickstarter to make it playable again on current technology. I’m not sure whether it’s likely to be good, but it certainly sounds interesting.

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Speaking of Kickstarter, there’s one to distribute the movie about the making of That Dragon, Cancer.

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IF author Christopher Huang (Muse, An Act of MurderCana According to Micah, Sunday Afternoon) is writing (has written?) a classic-style murder mystery, which is now gaining followers and possible backers on inkshares.

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Mattie Brice writes about Style Savvy: Trendsetters in a piece on aesthetic gameplay.

Imaginary Game Jam

Imaginary Game Jam is an IF community project, run by Jason Dyer, in which participants first contributed reviews of imaginary, perhaps unwrite-able games — in some cases games that plainly require technology we don’t have, or belong to a universe we don’t live in. These reviews were swapped, and then people wrote… something… to correspond with an imaginary game review they’d received.

Structurally this is a bit like ShuffleComps 1 and 2, in which authors wrote games around tracks of music selected by other participants — only way weirder. Sam Ashwell’s game reviews from Tlön were an inspiration here — indeed, one of those reviews (Fire Next Time) was submitted and used in this jam. (See also Speed-IF Jacket for a shorter, less serious take on this idea; for the reason why these posts refer to “Tlön”, see Tlön, Uqbar, Orbis Tertius.)

The games created for the Imaginary Game Jam have now been released, along with the reviews that inspired them. They are fairly extraordinary. Continue reading “Imaginary Game Jam”

New Release: The Frequently Deceased

deceased_promoI have written a new Exceptional Friends story for Fallen London!

A family of promising youngsters have killed their Governess again. This time, she hasn’t come back.

Question servants across London. The chief glass-cleaner at the House of Mirrors. The attendants at a honey-den. Your own staff. Keep the children distracted with Enthralling Tales and your least lethal pets.

Find the Unsinkable Governess.

The Frequently Deceased is a big, chunky piece of content, available to Fallen London players with an Exceptional Friendship subscription. In some months, it will probably also become available for individual purchase. (Here’s its forum announcement, which gives more hints about how to get started if you would like to play.)

 

The Versu Galatea

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In addition to Blood & Laurels, in the late days of Versu we built — and came very close to releasing — a Versu remake of Galatea. The idea was that it was a piece that some people were familiar with, but which could be more accessible in this form; and releasing it this way would tell an interesting story.

Doing the conversion was a strange project. For one thing, I myself have a kind of weird love-hate relationship with Galatea at this point — a lot of people love the piece, but it’s pretty much the first thing I wrote that ever got any widespread scrutiny. I would write it differently now, in many ways and for many reasons. Parts of it strike me as flippant, parts clueless, parts overblown. I’ve gotten some great fan mail, art, and even music about that game, and also more creepy and bizarre email than about anything else I’ve written. And I’m also grateful, as that single piece is probably responsible for my career, a lot of my friendships, even my marriage. I remember it fondly but I almost never replay these days. So revisiting it long enough to reimplement all the text in a new context was strange. I disciplined myself not to change too much of the original dialogue, even when it wasn’t what I would now write.

From an implementation perspective, it wasn’t difficult to move the text of the original game into a Versu format. Versu’s conversation implementation is strictly more powerful than the one in Galatea while at the same time being much easier to author; often all I had to do was strip the strings out of the original code and do some minor formatting in order to feed the results into Prompter, Versu’s dialogue-authoring tool.

g_endings_5There were a lot of other considerations, though. This wasn’t, it couldn’t be, the kind of port that preserves the gameplay experience of the original. The original is a parser-based game with a lot of noun-hunting, and people get stuck on it sometimes, not sure what to do next or how to drive things forward. Versu is designed to surface those affordances, not to hide them; to produce forward movement, not a halting sense of difficult discovery. Versu characters talk, a lot, even if the player doesn’t say much.

There were some tweaks I made in order to emulate a little of the original Galatea’s reticence, to provide some pauses. But this Galatea was forthcoming in a way that felt very different. In the early prototyping, Richard Evans remarked that the game felt somewhat less magical because of its increased fluidity, and I did know what he meant.

galatea_profile_reversed_neutralAt the same time — this Galatea felt more active than the old one ever did. And there was also the point-of-view shift. The way Versu works, a protagonist and all the NPCs have to be instantiated as characters in more or less the same way. There was therefore a parity in Versu between the player and Galatea that never existed in the original code base. The original code models topics and things to say about topics; the character Galatea’s emotions and reactions are hung off of those, triggered by the player’s questions and gestures, and only ever very rarely by additional daemons that add one- or two-turn-later follow-ups. In Versu, Galatea and the protagonist were both modeled as agents with a range of social possibilities open to them, and it was a matter of run-time choice which of those agents were driven by the player. What that meant (among other things) was that I could make Galatea a playable character and go through the same scenes and the same dialogue as her, for the first time.

It was an astonishing experience, playing as Galatea. The protagonist came off as this tone-deaf jerk, since so much of his dialogue consisted of endless nosy personal questions.

Continue reading “The Versu Galatea”

Tales from the Borderlands (Telltale)

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I’m going to talk about the whole season, but the badass vault hunter Athena (pictured) is one of my favorite side characters, so we’ll start with her

This post needs a big, big disclosure message before I say anything else:

1. Though I had no involvement in this series, I have done some paid work for Telltale Games in the past, and it is conceivable that I might do so again in the future. I was consulting with them during the period that Tales from the Borderlands was being made, and I talked with people who were on the team at the time. 

2. I have no prior experience with the Borderlands franchise. Everything I know about it comes from playing the Telltale series and from a little casual Wikipedia-reading.

3. I did not pay for my copy of this game. It was given to me to cover, though by someone who is not affiliated with Telltale.

I haven’t been reviewing (or even really talking at all about) recent Telltale work precisely because of the potential conflict of interest here. However, during last year’s IF Comp I offered to do some review swaps in order to get more coverage of the competition: if the other person would write a review of an IF Comp game, I write a review of some work of their choosing. One of the people who took me up on this was Justin de Vesine, who reviewed Grandma Bethlinda’s Variety Box and Midnight. Swordfight. In exchange, he asked me to cover Tales from the Borderlands and offered to supply a Steam code for it, since it wasn’t freeware. I explained the caveats mentioned above, and he said he was still interested in my take on the series. That seemed cool to me too – Telltale is doing some really interesting stuff, and I’d like to be able to talk about it, as long as I’m not deceiving any readers about my level of distance.

So here we are. Consider yourself warned.

Continue reading “Tales from the Borderlands (Telltale)”

Vesp: A History of Sapphic Scaphism (Porpentine)

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Vesp: A History of Sapphic Scaphism  is a Porpentine game commissioned for Vice. It tells the story of a person obsessed with wasps, desiring to be a wasp, and inhabiting a world where wasps are pestilentially omnipresent. Leaving our apartment requires exiting through a wasplock, lest they get into our flat. (Edit: I originally misunderstood the titling scheme and thought the title was “Wasp”, but I’ve been corrected – sorry!)

There is a lot I might say about this piece if it were the first Porpentine piece I were writing about, but now it feels redundant to tell you that her worldbuilding is surprising and terrifying; that her words come in small servings per page, and that this is as much as you will be able to take at a time, because they are poetically intense; that she is inventive in how she deploys her links and that she is adding to the rhetorical toolset of hypertext with each new thing she releases; that the story concerns a protagonist at odds with the world around her; that it touches on a trans experience in the world even when it is not explicitly about gender (and it is often about gender). These things are true each time, but the effect does not become boring.

Continue reading “Vesp: A History of Sapphic Scaphism (Porpentine)”