Broken Places & Outer Spaces (Nnedi Okorafor)

Broken Places & Outer Spaces is a book about creativity and the personal voice that comes from really difficult things in life; from what Okorafor refers to as “the Breaking.”

In it, she talks about an operation that left her partially paralyzed; about the process of learning to walk again, about learning to write as a result of that, and about the changed abilities that she has lived with ever since; about the integration of her Nigerian heritage into her science fiction writing; about her vision of Africanfuturism; about her embrace of the cyborg as a symbol of a potential self that is both less and more than human.

As the TED symbol might suggest, it’s an inspirational piece rather than one dedicated primarily to craft. I’ve come to regard the TED brand a little the way I regard the Papyrus font: it’s not inherently terrible from the outset, but too many exposures have made me wary of the style — polished, digestible, self-consciously heartwarming.

Nonetheless, I very much liked this particular piece. In particular, the idea of the cyborg self resonates: the idea that one is either currently broken, or currently unequal to the tasks ahead, and therefore it’s necessary to become someone else. And not just to grow gently toward the sun, or to undergo some natural process of evolution, but to take responsibility for crafting oneself, to put time and effort, technique and willpower into redesigning oneself.

End of January Link Assortment

Events

February 1 is the next meeting of the SF Bay Interactive Fiction Meetup.

February 8 will be the next meeting of the Baltimore/DC Interactive Fiction Meetup, discussing Mike Spivey’s Sugarlawn.

February 15-16, Rob Sherman is running an interactive fiction masterclass at the British library. This is a paying event; tickets here.

February 29 will be the next meeting of the London IF Meetup. We’ll be doing a shared gameplay session with a curated list of games — I’ll post a link as soon as the session information is up on the website.

Screen Shot 2020-01-14 at 6.19.15 PMMarch 20-22 in Toronto is Breakout Con, a conference on boardgames and tabletop RPGs. Some great narrative designers are scheduled in as guests.

NarraScope will be May 29-31, in Urbana-Champaign, Illinois.

Competitions

January 31–Feb 3, Ryan Veeder is running the first of three events in his Exposition for Good Interactive Fiction. This one is a short jam for Inform 7 games, currently in progress: this one, intriguingly, has Ryan judging the beauty of the source code first, and then only secondarily making judgements concerning the quality of the game itself.

There are a number of rules about how to participate, so please do check out the fine print.

February 3 is also the closing date for the Green Stories interactive fiction competition, which looks for interactive stories about more sustainable futures.

If you plan to enter Spring Thing 2020, you have until March 1, 2020 to declare your intent to enter. Spring Thing is a long-running competition for interactive fiction that welcomes longer games than IF Comp can accommodate, and features a “back garden” section for games that are unfinished, commercial, experimental, or where the author just wants to opt out of the competitive aspect of the competition. The games themselves will be due March 29.

Also on the topic of competitions: the annual IF comp now draws upwards of 80 games a year. That’s a lot, and it’s stretching judging capacity a bit. The organizing committee would welcome input and discussion about how best to handle this.

Releases

If you’re into the more procedural side of narrative, the latest Dwarf Fortress release includes some very cool narration of simulated events. You may also enjoy reading others’ wild tales.

Articles and Podcasts

The Ludology podcast interviews Andrew Plotkin, starting from “what is interactive fiction?”

inkle’s podcast, meanwhile, recently covered the difficulty of dealing with fail states.

Mark Marino has been leading a code critique of a passage of Infocom’s Hitchhiker’s Guide to the Galaxy, and inviting participants to comment.

Talks

I gave a talk about storylet design at the London IF Meetup. The session was (atypically) recorded, and we’ll be able to share the recording when it’s been edited, but there is also a tweet thread about the event for those who are curious. The talk included a workshop component where the group brainstormed possible story events, worked out what the prerequisites and effects should be, and then collectively played through the resulting game.

So You Want a Pantheon For Your Game

A world-building-via-mechanics look at religious pantheons: how might the realities of ancient religious systems enrich your game design?

Pantheons are naturally alluring objects for systems designers. Designations like “Trickster God” or “God of the Sea” or “God of Combat” naturally align with tech tree branches, player classes, categories of dialogue action, or in-game moral stances.

In practice, ancient pantheons weren’t always that tidy. There certainly were interesting oppositions: indeed, a great deal of structuralist theory has been constructed around finding the ways that Greeks distinguished humans from gods, deities of the indoors from deities of the outdoors, and so on. There were also, however, a lot of complications.

Naturally game design often involves tidying up reality to turn it into something even slightly playable. However, there are a lot of interesting things about the construction of ancient pantheons that could help you enrich your mechanics and tell a more interesting story about your in-game universe. That’s what this article is about.

I’m going to focus on Greek and Roman examples because that’s where my own training lies, but I’d also strongly encourage checking out other traditions for inspiration as well.

Continue reading “So You Want a Pantheon For Your Game”

Pacing Storylet Structures

In my recent writing about storylet narrative design, I’ve talked about

I’ve also, at other times, written about how I design for pacing in Twine games and parser IF games (in terms of puzzles, maps, and story blockers).

I use similar methods when working out the large-scale design for a storylet project to do the following things:

  • Represent the story concept from start to finish
  • Distinguish sections of content that are fairly open and player-controlled from sections that are fairly tight
  • Distinguish sections that reuse shared parts of the storylet world from sections that are unique to just this narrative arc

Sometimes storylet passages can be very linear indeed — essentially a straight progression from one storylet to the next.

Alternatively, they can be highly freeform, with a bunch of randomly selected story beats that can advance the player’s goals, move them backwards, or cause/alleviate menaces.

Continue reading “Pacing Storylet Structures”

Counterfeit Monkey Puzzle Chart

The Counterfeit Monkey puzzle chart was one of my major design aids when I was building the thing.

This is a chart of the puzzles in Counterfeit Monkey. It used to be linked from a blog post on the puzzle design, off-site, but it’s no longer at the endpoint of that link.

Instead, let’s put it here. I swear I have a good reason for doing this right now and it is genuinely not just because my blog gets the most traffic if I tweet a colorful diagram.

Don’t look too closely at the fine print if you’re planning to play and haven’t yet.

Mid-January Link Assortment

Events

Narrascope.jpegJanuary 17 is the deadline for proposals for Narrascope 2020.

January 19 is the next meeting of the Seattle/Tacoma Interactive Fiction Meetup, playing Matt Wigdahl’s Aotearoa in honor of its 10th anniversary.

January 21 is the next Boston Interactive Fiction Meetup, in room 14E-304 at MIT.

The Oxford/London IF Meetup next convenes January 29, when I will be talking about (and leading some workshoppy exercises around) storylet-based narrative design.

January 31–Feb 3, Ryan Veeder is running the first of three events in his Exposition for Good Interactive Fiction. This one is a short jam for Inform 7 games. There are a number of rules about how to participate, so please do check out the fine print.

February 1 is the next meeting of the SF Bay Interactive Fiction Meetup.

February 8 will be the next meeting of the Baltimore/DC Interactive Fiction Meetup, discussing Mike Spivey’s Sugarlawn.

February 15-16, Rob Sherman is running an interactive fiction masterclass at the British library. This is a paying event; tickets here.

Screen Shot 2020-01-14 at 6.19.15 PMMarch 20-22 in Toronto is Breakout Con, a conference on boardgames and tabletop RPGs. Some great narrative designers are scheduled in as guests.

NarraScope will be May 29-31, in Urbana-Champaign, Illinois.

Competitions

The Gaming Like It’s 1924 jam runs through the end of the month, and celebrates works that recently entered the public domain. There’s a whole list of possibilities in there that you might enjoy.

dyfuYq.png       springthing-logo.jpg

If you plan to enter Spring Thing 2020, you have until March 1, 2020 to declare your intent to enter. Spring Thing is a long-running competition for interactive fiction that welcomes longer games than IF Comp can accommodate, and features a “back garden” section for games that are unfinished, commercial, experimental, or where the author just wants to opt out of the competitive aspect of the competition. The games themselves will be due March 29.

Articles

Here is a detailed flowchart of Bandersnatch, worked out by Vladimir Panteleev. If you’re curious about how it’s structured, this piece has you covered.

download.pngThe finalists for the Independent Games Festival were recently announced, with the awards scheduled to take place at GDC on March 18. Andrew Plotkin has been on the judging panel for a number of years, and shares his thoughts about some of the nominees here.

This video has some interesting design insight about Disco Elysium. I am told. I haven’t actually watched the video all the way through myself, because I haven’t played the game yet, because I need to borrow a Windows machine. That’s all being looked into and taken care of. I hear the video’s interesting, though.

Tools

YarnSpinner is a tool, in line with Twine or ink, that can be used to write and manage branching dialogue for games. It has now had a 1.0 release, and is available for free, though users are encouraged to support its Patreon.