IF Comp 2012 is now open

It is That Time of Year again: IF Comp games for 2012 are now available: 28 games this year, which any non-author may judge, assuming they submit their votes before November 15. Many of these can be played online directly through the IF Comp site.

Assorted reviews are already beginning to appear on various IF blogs as well. Links to many review sites may be found here, for the interested. I have also posted my own overview.

First Draft of the Revolution Released

First Draft of the Revolution is now out, available to read through the browser or as an epub. (This is the project trailed here and here.)

First Draft is an interactive epistolary story I built with Liza Daly, with subsequent design work by inkle. Set in the universe of the Lavori d’Aracne, it tells a story from the beginnings of that universe’s French Revolution, when certain anti-aristocratic forces are finally discovering how to break the magical power that has kept the nobility in power for so long.

For those interested in the concept of interactive epistolary story, there’s a fairly long author’s note on the website. This bit may suggest how First Draft compares with choice-based narrative:

[I]nteractively revising text involves multiple simultaneous choices which influence one another. Instead of asking the reader “then what did the character do?” or “what happened next?”—as choose your own adventure stories do—First Draft of the Revolution asks the reader to consider a number of simultaneous decisions, try them out, take some of them back, and finally settle on an acceptable version before moving on.

inkle’s blog also contains some discussion on the technical implementation.

The Holographic Story

…this illusory experience of living the story in time is not the only thing that is going on dynamically as we read. All the while, we are simultaneously building up a mental model of the story as a whole. And unlike the first model, this image of the story is timeless: it includes everything that ‘has happened’ and a great deal that ‘is going to happen’. At the point we have reached in our journey through the text, there are still large areas of the map that are blurred or blank. We know some, but not all, of the events already ‘past’ — who found the body, perhaps, but not yet who committed the murder…

This narrative model does not develop in the timelike way that the text does — as if a curtain were rolling back and exposing everything to view an inch at a time. Rather, its linear development is holographic: from an initial blur to increasing focus and clarity. From the start of our reading, it is a total picture of the story, with successive details filled in as we go along. It is finally complete only when the story is ‘over’ — that is, when we read the last word of the text.

Thus N. J. Lowe, in The Classical Plot and the Invention of Western Narrative, p. 23.

Lowe is a classicist, and a good deal of his book is concerned with the way that story works in specific ancient works and genres, but he is interested also in how stories work in general. One of his points is that, while reading a story, the player is constantly building up an understanding — a gamelike understanding — of the rules that pertain to this story world, what to expect next, and what sum total of information or event would make the story feel complete.

I find Lowe’s concept of the holographic story model constructive because it presents a way to think about plotting without reference to a taxonomy of temporal structure: stories told in linear order, mysteries that are about discovering what happened at an earlier time, stories with foreshadowings and flashbacks, braided narratives looking at multiple points on the timeline simultaneously, and so on. Such taxonomies describe a range of craft techniques all serving a common goal: to bring the story into focus for its reader or player in an order that will be maximally satisfying.

The holographic concept makes it easier to understand a variety of interactive story models that don’t map well to static fiction: works that are given meaning by their losing endings, works that need to be replayed several times to be understood fully, works whose authors expect their players to compare notes to arrive at a communal understanding of the story. Indeed, a number of interactive story techniques are about letting the reader/player control the focus knob in some way. What do you want to look at? What is the final point that will bring the story into focus for you? How slowly or quickly do you want to reach that understanding?

(And an aside: the whole discussion made me think about an interactive story concept where the whole plot is presented in a sentence or two and then elaborated by the player choice, rather than unfolding in time. I made a small sketch of what that might look like in inklewriter, which I’ve mentioned elsewhere: Holography.)

Choice-based Narrative Tools: inklewriter

A little while back I did an interview with Rock Paper Shotgun which included, among other things, a question about what I thought of inklewriter, the branching narrative tool from inkle studios. That interview was published in a funky CYOA format, which was cool, but it means that it’s hard for me to point people at my answer to that question. And people ask me pretty frequently about different branching-narrative tools that might be out there.

Fortunately, Cara Ellison who did the interview was kind enough to say that I could reprint my answer here. It is attached below, along with some extra thoughts based on a little more work I did with inklewriter after the interview. (Also, if you’re here because you’re interested in checking out a variety of related tools, see the list in the interview as well as my previous thoughts on writing for Varytale.)

Continue reading “Choice-based Narrative Tools: inklewriter”

San Tilapian Studies (a casual narrative entertainment for 30-40 players)

Last week I had a party for about forty friends, many of whom didn’t already know each other but most of whom know me through some sort of game or story-related interest. A few others were people I thought didn’t know much about storygaming of any kind, but might enjoy an accessible, casual taster.

So I put together a small narrative game for the occasion. The design goals were to create something that would get people talking to strangers; that would take just a few minutes to participate in, but let people invest more time if they wanted to; that was playable even if you had a plate of food in one hand; that wouldn’t be ruined if some people arrived late or weren’t into playing; and that would produce a souvenir after the party.

The result of this project was San Tilapian Studies.

Continue reading “San Tilapian Studies (a casual narrative entertainment for 30-40 players)”

Several Interesting Projects

The Silver Tree is a new, Kickstarted project by the Failbetter people: it’s to be short and self-contained, and explore what happened to the 13th century Mongol city of Karakorum in the universe of Fallen London. Since I remain hugely fond of the Fallen London/Echo Bazaar universe and lore, I’m excited about getting a peek in at another piece of it, this time in a slightly more focused gameplay form. The project site has some preview art and an interview with Yazmeen Khan, who is doing the writing.

I not-very-secretly hope this represents a successful approach for Failbetter, as I am not crazy about the way Fallen London generates revenue (make gameplay grindy, then charge players micro-amounts to make it go faster). I would much rather see stories funded through direct purchase and/or prefunding. It’s been a very successful campaign, which is encouraging. Also, they’re offering one of my all time favorite types of backer reward, a deck of custom cards. I am a total sucker for those for some reason.

Dominique Pamplemousse in “It’s All Over Once the Fat Lady Sings!” is a stop-motion musical adventure by Deirdra Kiai (The Play, Life Flashes By, assorted other projects). The whole concept is pleasingly off the beaten path.

Finally, if you’re interested in what Chris Crawford is doing these days, he also has a project on Kickstarter, a Balance of the Planet simulator that asks you to set tax prices for various types of pollution and then calculates a final score based on 58 years of result. It’s a curiously uninteractive experience, in that you set some sliders and then wait to see what happens (or, alternatively, read through the many pages of explanatory articles on different environmental factors).

Chris’ own description suggests that this is meant to be a forensic experience: run the simulator, then stare at the graphs to work out what went wrong, then try again. And you can, indeed, backtrack a bit through the graphs, breaking them down into components and checking out the things that contributed to those components and so on, in a way that is much more in-your-face about numbers than, say, Electrocity or some of the other educational or persuasive energy-policy games I’ve looked at in the past: it’s trying to make the argument quantitatively and crunchily.

And it’s quite hard to get things to balance, so I come away thinking, “hrm, we’re all dooooomed,” not “here’s how to save the planet.” (Except that I also don’t buy some of the game’s premises, such as the baked-in assumption that whatever taxes we set in year 1 we then cannot change at all for the next decades, other than to phase them in gradually.)

All that said, I like the concept of mathematically rigorous simulations to teach these problems; I also like the implication that the player will be able to experiment with different assumptions about the world model. I do wish that there were a more appealing front end and that the challenges were taught gradually, however.