Inform 6L02

Panel15A good deal of my IF-related time in the last couple of months has gone into Inform, and I’m pleased to say that the new build is available today for Windows and Mac (and other apps to follow shortly). There’s an introductory blog post here that gives an overview of what the new build does; there’s also a change log, which is absolutely mammoth, here.

There are loads of new things going on, but I’m particularly excited by Inform’s new adaptive text, which I see as a partial step towards making the system more capable of doing interesting things with procedurally generated text output. The adaptive text allows Inform to inflect verbs according to the current tense and viewpoint of the story, automatically turning “[We] [walk]” into “You walk” or “He walked” or “We will walk” according to the current settings.

But it goes considerably beyond this. The new example “Narrative Register” shows how to associate verbs with different actions, then have the narrator automatically describe what has just happened with a verb that is appropriate to a current “diction” setting. The “Relevant Relations” example associates verbs with relations as well, and shows a way of doing room descriptions in which the author tells Inform which relations ought to be described to the player, leaving the system to assign appropriate verbs and construct sentences around them.

These are all fairly early-days things; there’s a lot that would still need to be done in order to get from here to the kind of text generation I would one day like to see, including (especially) some code designed to do a good job of sorting and concatenating related sentences before printing them.

But Inform can now track the meaning of its output more deeply than it did before, and perform more grammatical functions automatically, and that’s a helpful step.

Spring Thing 2014 continued: The Price of Freedom, Surface, Through Time

Spring Thing 2014 continues, and you can play and vote here if you like. Brief reviews of The Price of Freedom, Surface, and Through Time follow.

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Transcript up from April 5 Discussion Club

Sorry for the delay in posting this, but the transcript from our April 5 meeting is now up. The next meeting will be on CYOA structures and is set for 8 PM British time, May 10. Suggested reading and other information can be found here.

Note also that at the end of the transcript, zarf proposes a speed-IF about time and action-scale modeling:

zarf says, “mess with these ideas we’ve been talking about for two weeks”
eu says (to zarf), “Good idea.”
zarf says, “post a link in the intfiction.org forum post about this chat”
zarf says, “and we can (on the forum) discuss in two weeks what we’ve come up with”

ULTRA BUSINESS TYCOON III (Porpentine)

Once at GDC I heard someone give a talk in which the speaker said, in essence, “Don’t show your audience anything that isn’t already a common trope in a movie or another video game of the same genre.” Which is amazing if you think about it. Invent nothing. Observe nothing. Bring no original truth to your piece. Do not teach your audience anything, and do not imbue your work with anything of yourself. This is probably the worst writing advice I have ever heard. If it has any even notional justification, it’s that it gives the audience what they want, assuming they don’t want to be challenged or think new thoughts (and the marketing department has concluded that they don’t).

The opposite failing is author-service work: stuff that’s so personal to the creator that it’s inaccessible or overwhelming. To tell someone your secrets can be an intensely manipulative act. Certain emotions may be required in exchange: pity, surprise, a suitable horror. This isn’t always a bad thing, but I brace myself when I come across a piece that seems primarily designed to make me feel something about the author, or to exorcise the author’s distress.

But it’s not as though the mean is an easy space to occupy. It demands both craft and heart, and the discipline to sit with something you feel deeply and keep working on it over and over until it is also comprehensible and valuable to someone else.

ULTRA BUSINESS TYCOON III both describes and exemplifies how art drifts back and forth in that huge space between creator and audience, occupying different positions, carrying different meanings. It shows how art can become a vessel for an intimacy that hasn’t otherwise been earned.

The following discussion contains spoilers, so be warned.

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