CIA: Operation Ajax

CIA: Operation Ajax is an enhanced graphic novel about the 1953 coup d’état in Iran, engineered by the CIA and British intervention.

The story is compellingly told, with the clear intent of both teaching the reader something and establishing a particular attitude towards what happened. CIA: Operation Ajax works to establish its credibility. It is thorough — it runs about a dozen chapters and took me multiple hours to read; this is not a brief pamphlet, and to lay out a story about 1953 it starts with originating events in 1908 and works its way forward. There are also a number of supporting documents that are embedded in the story or accessible through supporting menus. In some panels, a star appears — a kind of visual footnote marker, which will bring up citations or background articles for claims that the story is making. And yet this is also not a documentary. The choice of dialogue, the manner of drawing, the narrator’s plainly expressed horror and regret about what happened, all convey an unmistakable attitude towards events, and the final chapter drives home the point that the effect of American intervention was to destroy a democratic government and create significant future problems in the region.

The production values are extremely impressive, and it makes the most of the idea of a computer-aided comic format: panels slide in and out of frame, speech bubbles pop up and disappear, characters shift positions; but the comic book metaphor never drops away entirely, and the screens never cross the line into the territory of animated movie. The only exception is that old newsreels are embedded at intervals, documenting events such as the arrival of Mossadegh in New York to speak to the UN. There are no voiceovers, but background sound effects and music do a great job of establishing mood. I would suggest being sure to read with headphones or somewhere where you can afford to leave the sound up.

By the standard of most things I review on this blog, CIA: Operation Ajax is only very barely interactive at all. You can tap to advance the story; you can tap stars or look through the character roster to bring up supporting evidence. The affordances are roughly equivalent to turning pages or flipping to a set of end-notes in a conventional book — and if accessing notes is less annoying in this format than it would be on paper, conversely you’ll be tapping to advance many more times than you would turn pages under ordinary circumstances, just because of how many different frames there are. There’s too little connection between reader actions and story events to establish a sense of complicity in what’s happening, much less to leverage some of the more difficult and complex player/story relationships we see in interactive narrative. So I’m not convinced by some of the more breathless blurb-writing about how it represents a revolution in interactive storytelling. What it does do is present a fairly uninteractive story in a very memorable and compelling form.

Female voices in games

Several people have asked, apropos of recent Twitter/Gamasutra/Metafilter/Kotaku discussions, for lists of women whose games they should know about.

So here is a short list of female authors whose work I’ve especially enjoyed, recently or in the past, with links to most-recommended works by each. It’s not even a little bit complete or comprehensive, and it skews towards indie game designers and women who work in narrative, simply by virtue of the fact that those are the areas I follow most closely. In no particular order, then:

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Assorted Items

Failbetter is Kickstarting Below, a StoryNexus piece with rogue-like underground exploration and a Viking-flavored backstory. One of the higher-tier rewards is a physical opportunity deck; I have an earlier version of this from their Silver Tree Kickstarter, and it’s a fun piece. Not sure if this sounds like your thing? There’s a playable prototype already online.

If you’d rather write your own StoryNexus game, you might be interested to know that the Winter World of the Season competition is open; the deadline is 31st December 2012, and the entries will be judged by a panel of various interactive storytelling people, including Jon Ingold.

Meanwhile, “To Be or Not To Be: That is The Adventure”, a choose-your-path version of Hamlet (careful not to call itself CYOA for legal reasons) has steamed through to an astounding $139K raised. This is no doubt due in part to the luscious Kate Beaton illustrations accompanying the pitch. Like this:

Which incidentally looks like it might be prototyped in Twine. (Check out 4:07 in the video if you don’t believe me.)

Evolve (Caitlin Lill)

Evolve placed third in the StoryNexus World of the Season competition, after Samsara and Zero Summer. Unlike the other two pieces, it’s a work of educational non-fiction: you begin as a single-celled organism and make choices that allow your organism to evolve. The author has written about her inspiration: she works in a science museum, and saw the StoryNexus platform as a possible way to convey the educational content she’s interested in.

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Tabletop Storygames: Shooting the Moon

Shooting the Moon is a tabletop storygame about a romantic triangle, which I first heard of on Sam Kabo Ashwell’s recommendation (and indeed played with Sam). The two suitor characters compete to get something (probably love and affection, but conceivably something else) from the third, “beloved” character.

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