Storydeck: Steampunk and Ella

Storydeck is a system by Ian Millington and Emily Bembeneck, using the concept of Doodle God as a mechanism for storytelling. You play by accumulating story elements and combining them to unlock new storylet events, which in turn give you new elements to combine. In Doodle God those elements were things like “fire” and “water” combining to make a “steam” element; in Storydeck elements are instead characters, locations, artifacts, and so on. There are two Storydecks in current release, a Steampunk deck about a clockwork Victorian mystery and an Ella deck that appears to be a recasting of Cinderella. They’re prettily-made things, too, with evocative, mysterious illustrations for each of the story element cards.

This sounds great. I enjoyed Doodle God. I’ve enjoyed other games that were to some extent about combining narrative elements in inventive ways, often using some kind of card mechanism: Once Upon A Time, Gloom, Daniel Benmergui’s recent Storyteller game (not to be confused with his earlier game of the same name).

But the Storydeck games aren’t really clicking for me as interactive experiences, and the reason is — paradoxically — that they’re not generic enough.

Continue reading “Storydeck: Steampunk and Ella”

Angal Tentara; inkle’s Frankenstein

Periodically I check out interactive narrative projects on Kickstarter, whether they’re by people I’ve heard of before or not. Angal Tentara and The Root of All Evil is an “interactive animation” for iOS. It looks like it’s working with a fairly standard fantasy premise about a young person who has a destiny tying her back to an ancient civilization. Two things struck me about it, though. First, it comes with a backer reward consisting of a “storybook kit” with what look like some pretty nice-quality feelies:

Second, check out the video on the Kickstarter page — no, not the main video, the one a little lower down that’s titled “Story Telling 2.0”. The “you become the editor” model, with a conscious attention to the reader’s ability to expand or advance the narrative, is reminiscent of stuff the IF community sometimes talks about. Though the video is brief and doesn’t go into a lot of detail, this strikes me as a more mature/considered description of how the story is going to be interactive than I’ve found in a lot of interactive project proposals. Remains to be seen whether the project will actually deliver on that model, but hey.

Meanwhile inkle studios — the company formed by Jon Ingold and Joseph Humfrey — has just announced that it’s working on an interactive version of Frankenstein for iOS, published with Profile Books. Their press release is not so specific about the theory underlying the project (perhaps intentionally). Nonetheless, I’m keen to see what Jon and company come up with here.

Meanwhile for iPad and iPhone

Jason Shiga’s choose-your-own-path comic Meanwhile has been around in book form for a while now. There’s even a copy in my household, but I haven’t ever gotten to the point of reading it properly (and there is a “properly”, as one soon discovers). Now, thanks to Andrew Plotkin, it’s available as an iPad/iPhone application, and in that new format I finally finished it last night.

Meanwhile is a puzzle story: there are many endings, but you’ll know when you’ve reached the point where you finally understand. Structurally it has more in common with Möbius, Rematch, or other replay-puzzle IF than it has with, say, the Choice Of series. Going through the choices with the right knowledge puts a new spin on the things you see, and equips you for a couple of combination lock puzzles that otherwise would be laborious to guess your way through. And — like many games of this ilk — it uses time travel and parallel universe tropes to explain its loops of repetition and discovery, so that you can if you wish rationalize all your playthroughs as belonging to one(ish) reality.

Meanwhile is self-graphing CYOA — you don’t just jump pages, you actually see the lines of narrative — and it plays with that fact frequently and intentionally. Embedded in the story are many witty moments: places where you find yourself stuck in an infinite loop, points where two paths reconverge for comic effect, panels that mirror or summarize other panels in surprising ways. Sometimes the lines connecting panels spiral or tangle or knot, indicating narrative complication or a breakdown of causality.

As a book, it’s a pretty cool artifact — lines running out from the comic panels to the edge of the page, leading to tabs leading to new pages.

As an iPad app, it’s more solvable. All the elements of the story are assembled on a single infinite canvas, making it easier to see how panels relate to one another. A trace records where you’ve been on the current playthrough, so you can easily jump backwards to the last choice or to an earlier segment of the story if you want to try taking a different route. There’s even voiceover functionality for the visually-impaired, though I didn’t experiment with this myself.

If you’re inclined to read Meanwhile, I highly recommend the app version. The crazy, mindboggling outcome is worth getting to — and worth getting to honestly — and it’s easier to do that with those helps.

Charlotte: Prowling For Enchantment

“I’m a vampire. It’s very boring.”

Thus Ryder, one of the love interests in the CYOA Charlotte, Prowling for Enchantment (Take Control) (also available for iOs). Personally I think it a little risky lamp-shading the tedium of your own characters, but Charlotte doesn’t have much fear on that front. Or how about this:

The bubbling sexuality eating at her flashed into steam.

This is one of those metaphors that’s not so much mixed as fatally mangled at the blender factory. How can a liquid both bubble and eat? Are we talking about a flash-boiled acid here? Or, speaking of hot things you don’t want to be dipped into:

Lava tickled the tender skin between her thighs.

Such a tease, lava. Or

She needed a drink. Of skin.

You just don’t really want to think about that too hard.

The prose is not good — not keenly observed, not stylish or lyrical, not surprising — but it has a glossy professional assurance. And, indeed, the author, who works under the name Mima, has apparently published a whole series of non-interactive paranormal erotic romances.

The premise is that the protagonist has gone on a cruise, not realizing that (a) the cruise is a singles cruise for fantastical beings and (b) she has paranormal powers herself. At once she is being fought over by a vampire and a werewolf (where have I heard this before?). The first choice, therefore, is about which of the two she’s going to spend the night with. From there, many of the additional choices are about whether she is going to use her power, as it turns out she can command people to do her bidding. You would think she would have noticed this before the age of 29, but apparently the power is activated by proximity to bodies of water, and she was raised to avoid them all her life.

Some of the paths have a fair amount of plot; others are almost entirely porn, the kind of porn consisting largely of boggling euphemisms. (“The pleasure roared past like the blue line metro had missed its stop.”)

As CYOA, it’s structurally unusual. The passages between choices are long — the app calls these chapters, and it’s not wrong to do so — and there can be only three or four choices in a complete play-through. This makes the choices seem more surprising when they appear, because there’s so much that Charlotte decides to do of her own accord that getting agency back is a little startling. It is also a bit of a drag on replay (at least, I thought so), because there’s necessarily such a lot of previously-seen text to reread before one gets to any new branches.

It does offer a fairly polished interface, though, and the credit text on the iOs version is interesting: it invites published authors or professional writers to contact Branching Path Books to get their adventures out there.

The tactic of approaching static-fiction authors with an established fan base and getting them to write various types of interactive fiction has been discussed before, but I don’t know of a lot of cases (post-80s, anyway) where it’s happened. Mima isn’t exactly Stephen King, but there are those 19 published erotic romances; and the result is a CYOA that feels fairly different from the average example of the genre, both because of its subject matter (mostly the “silken bar” the vampire has in his pants) and its structure (choice points are rare and feel arbitrarily placed, with the emphasis of the experience still mostly being on the author’s story vision).

The King of Shreds and Patches for Kindle

Jimmy Maher’s The King of Shreds and Patches is now available for Kindle. That makes it to the best of my knowledge the first piece of stand-alone parser IF to appear for sale on that platform. (There are choice-based stories by Choice Of Games, a piece or two by Jon Ingold, and Inheritance, which apparently offers a menu-driven approach to an IF-style world model, but I believe this is the first release that offers a standard command line.)

What’s more, Jimmy’s blog post on the topic seems to suggest that the underlying engine may be able to present other Glulx games on the Kindle in the future. This is a relief to me. I’m constantly being asked why there isn’t IF for sale on the Kindle. Now there is! Look! See!

I haven’t had a chance to play the Kindle version myself — I can read Kindle books on my iPad but not play the interactive Kindle games. But I have played the original, and can say that it’s a massive, meaty, plot-rich piece of work. (Review here.) Recommended.

My Secret Hideout

A secret treehouse
Treehouse with observatory
“My Secret Hideout” is a new iPad application from Andrew Plotkin, which bills itself as interactive art or poetry or a toy. Technically it’s a bit easier to describe: it’s a text generator manipulated by an intentional cryptic and evocative graphical UI. You drag and drop new nodes onto a tree, and the text on the lefthand side changes in response to what you’ve just done. The structure you build maps to a random seed that determines the textual output. Move nodes, and content changes. What it creates is a description of a location or a string of linked locations: IF-like room descriptions, only without the ability to manipulate the objects directly. Consequently it shares some of IF’s appeal — the visionary access to a place of someone else’s imagination. There are a lot of zarfian ideas here. The secret hideout you produce will likely feel like a Myst-like place, a dwelling for mystical inventors, combining machines and instrumentation with natural materials.

For instance, the tree image here produced the following description:

My secret hideout is a ring of beautifully-ornamented cubbies hanging in a pine stand. A doorway, engraved with territorial diagrams, opens out to a core room, overgrown with ivy.

The hideout is powered by a miniature steam boiler, rattling cheerily on a side platform, in a small cabinet.

An observatory is on the left side. A high-powered telescope is set up by a smoky grey beanbag chair. An antique mechanical clock stands on a pile of blocks. A bookshelf of astronomy reference books stands to the side.

This isn’t in any meaningful sense a game: there aren’t any goals, scores, win/loss states, etc., and it’s hard even to see how one might project such things onto the structure.

It’s also not a story. I’ve often argued for the power of setting as a story-telling mechanism, and the significance of objects as conveyors of narrative, My Secret Hideout doesn’t entirely respond to that kind of treatment. The descriptions are too flexible, the whole output too mutable and dreamlike. While it’s possible to make up theories about why the narrator built this particular hideout and what it all means, there’s too little control over content — or opportunity to select and label favorite content yourself — to encourage that mode of thinking for very long (I found, anyway).

To the extent it is a toy, the toy-nature is about figuring out how it does what it does and how much agency you can reasonably exercise over the output. As you may want to work that out for yourself, the rest of the discussion might be considered moderately spoilery, hence the cut.

And then I’ll talk about what I think it is, and to what extent it’s good at being that thing.

Continue reading “My Secret Hideout”