Neo Cab (Chance Agency)

Neo Cab tells the story of Lina, a gig economy driver about ten years in our future and in a slightly-alternate reality. In that world, a company called Capra — part Uber, part Teslahas rolled out a fleet of self-driving cars that make human drivers largely obsolete. Lina can just about make ends meet, barely, but she’s been invited to Los Ojos to live with her old friend Savy, and that seems like a very welcome life change.

Surprise surprise, though: when she gets there, Savy’s situation is not quite as straightforward as she’d hoped.

The story plays out passenger by passenger: the loop consists of deciding what passenger to pick up next, having a conversation with them in the car, and dropping them off. There’s some light gameplay around trying to keep your passengers happy enough that your driver star rating remains above 4, and not spending so much money that you can’t afford to recharge your car or get a bed for yourself at night.

Some of the passengers are a little more out there than others. Agonon here runs a cult worshipping the Pain Worm that lives beneath the city.

But mostly, the substance of the game is conversation, very lightly animated. The things you’re allowed to say depend partly on the mood you’re in, with conversation options tinted different colors if they happen to be unlocked by your current frame of mind:

…and on the rare occasions when you’re not talking to a passenger in your car, then you’re probably talking to someone by chat.

It’s not always obvious how your conversation choices are going to drive your mood, and occasionally my passengers reacted to me with less than a 5-star rating when I thought I’d treated them just fine. But the system is forgiving enough that I didn’t find that aspect too frustrating; it felt more like it was representing the reality of a gig economy situation, namely that you don’t always know or control exactly how someone is going to respond to you, and there’s a little bit of arbitrariness in the experience.

Continue reading “Neo Cab (Chance Agency)”

Narrative States

Understanding how player stats map to story outcomes can be a challenge. This article looks at some strategies for simplifying and visualizing complex state spaces, including the use of ternary plots.

Last week I tweeted about the concept of narrative states and how to plot and think about them. This post is a bit of an expansion on that tweet thread. Thanks to everyone who responded there. I’ve answered some of the questions I received, and added some extra resources and images.


Suppose we have a dating sim where outcome is decided by the player’s relationship stats to three characters, and the player has loads of chances to increase relationship with any/all of them. It can be tricky to reason about the design of this.

However, we might choose to make the outcome of our story depend on which suitor we currently like best. Now we can collect a score every time we do something that indicates liking a particular character, and then calculate percentage of interest in each character, thus:

darcy_percentage = darcy_likes / (darcy_likes + wickham_likes + collins_likes)

Needless to say, this value is undefined until the player has expressed an interest in at least one character. Do not divide by zero.

Darcy’s percentage, Wickham’s percentage, and Collins’ percentage have to add up to 100%, which means that we can plot these three variables in two dimensions, with a ternary plot. Three suitors, four story outcomes.

We have four outcomes — one for if the player is more than 50% invested in each suitor, and a fourth outcome if they’ve not given a majority preference to anyone.

Immediately this chart shows us where the player might get confused or frustrated about why they got the outcome they did — because there are some points of really abrupt state transition.

At the corners between states, a single player action could flip the outcome to another suitor or to the solitude action. This can feel abrupt and confusing.

We can tweak this a couple of ways.

Continue reading “Narrative States”

Mid-November Link Assortment

Events

November 23 is the next Baltimore/DC meetup.

Dec 7 is the next SF Bay IF Meetup.

The Oxford/London IF Meetup does not get together during the festive season, so we’ll not be together again until 2020.

Crowdfunding

Aaron Reed’s horror novel Subcutanean, where each copy is unique, is now available for backing on IndieGoGo.  This is a cool procedural text project, and Aaron has also created a number of making-of posts that explain what he’s doing and why.

Competitions

IF Comp has just ended, and the winners should be announced shortly. (In fact, if you click that link, they may already have been announced — though they have not been at the time of this writing.) Meanwhile, there’s a huge spreadsheet tracking the various reviews written for the Comp, if you’re feeling like you’d read about some of the games.

Ectocomp, the Halloween-themed IF jam, received 22 entries this year. Voting is open through the end of the month, if you’d like to participate and rate the games.

ProcJam, the jam for making things that make things, is also recently over, having brought together 134 entries.

If the thought of all these competitions makes you want to write and share some IF, SubQJam is open now through December 16 for submissions of short interactive fiction, and winners will be featured in SubQ Magazine next year.

If you’d rather compete with something a bit more long-form, or just need more time to put it together, Spring Thing 2020 is accepting intents from authors now, and through March of next year.

Finally, Green Stories is a competition for stories about building a sustainable future. The competition includes an interactive fiction division, which has been described to me thus:

The Interactive Fiction competition is looking for entries from both individuals and creative teams, consisting of a complete story or demo of a longer piece, no longer than 30 minutes worth of gameplay in total. It may be the whole piece, the opening section, or a subsequent chapter or scene.

Winners will receive cash prizes and editorial feedback. Entries are due February 3, 2020.

Mailbag: IF and game writers

As you studied IF for a long time, would you think IF writers are videogame professional writers, or those are 2 separated groups of people ? And would you be able to estimate the number of IF writers ? 

[I’ve edited out a number of side points, but the longer letter also made clear that the writer is interesting in building a tool and/or platform, and is curious about the possible market for this tool and the ways people might use it. — Ed.]

Headcount is a very hard question to answer, because there is no longer one single “IF Community” — I mean, really there never was, but lately there has been much more of a diaspora. The Twine space or the Choice of Games space don’t always overlap and aren’t even always that visible to people working with the parser interactive fiction tradition (and vice versa); and then you’ve got huge, huge numbers of people who are doing interactive story of some kind but only within an app like Episode.

As for the skills you might find among IF writers, that’s again a spectrum. If you went back to 1998 and looked at who was writing IF then, you’d have found a community that was somewhat-to-very technically skilled, since writing code was necessary for almost all the projects that called themselves IF; but also pretty much entirely amateur, since almost no one had ever done any IF writing for pay. 

Now by contrast you would find that there are

  • gig-economy creators who have created technically simple projects and sold them on platforms (like Episodes or Kindle ebooks) that are designed for low barriers to entry; or who have built up some following on Patreon
  • technical inventors and academics who have built very complex and ambitious projects but never worked in the game industry at all; 
  • successful authors in linear media like Cassandra Khaw and Max Gladstone who have made a crossover to working with interactivity;
  • grant-funded interactive media artists who are often experimenting with form or subject matter features that wouldn’t necessarily work as for-market projects
  • well-known professional game writers and/or designers like Liz England, Meghna Jayanth, Jon Ingold, Brendan Hennessy, or Leigh Alexander; these may have background experience with interactive fiction or might still create some text-focused projects at times

So some of those people might be drawn to a new platform. Others, though, already have plenty of venues to publish, or on the other hand are engaged in IF precisely because it gives them a space where they can experiment, build weird science projects, or create personally meaningful art.

Then the question becomes: what could a new platform offer that would appeal to the largest possible subset of the above?

  • the ability easily to deliver experiences that people currently want to build but for some reason cannot — but then you have to figure out what there’s the most thirst to do — I haven’t done this in a few years so the answers are no doubt very out of date, but in the past I’ve run some informal interviews and surveys to find out what people found most vexingly absent from current platforms. Those surveys come from 2014, so there’s definitely room for new research here
  • an audience
  • money — but money typically follows from the audience, and if you had a space were new works got thousands or tens of thousands of readers, you’d definitely find at least some IF authors bringing their work there even if no cash were exchanged.

The Unknown (1999) and Polyphonic Hypertext

The Unknown is a multi-author hypertext about the three creators going on a book tour.

A screen of The Unknown, explaining as a dialogue between the authors what the project of The Unknown will be.

The Unknown (1999) begins with a page in which its authors are arguing with each other about how to write their new project.

Next, the authors offer a tutorial for interaction, by stating that they don’t want the kind of reader who would require such a tutorial.

Then we discover that the content of this book is a series of vignettes from an imaginary drug-fueled tour in which they’re terrorizing bookstores around the country by reading from their work, The Unknown. A lot of the specific incidents involve getting drunk, or taking drugs, or having a bit of a Hunter S. Thompson ramble; making sure, also, to instruct the reader that this is what they are up to:

A variant of this work, sort of, is now available in print form, as a bound book, thus bringing to life the thing they claimed to have been hawking all over the country. This fact is also documented inside The Unknown, because the documentary about The Unknown is incorporated into The Unknown as part of its substance.

A clickable map of all the places the protagonists speak on their book tour.

This particular piece is available to play, free, online, and you can link into any page of it, which is a convenience.

It’s also a bit friendlier to play than many of its contemporaries. Aside from the links between lexia, the authors offer several indices to the work: a map, a list of the bookstores around the country at which (fictionally) they presented The Unknown, a list of people who are mentioned somewhere in the work. Then there are also six colored “lines,” thematic organizations of material, which bear names like “Parts of Their Story” and “Metafictional Bullshit”.

Perhaps this makes me precisely the sort of reader too amateur for their work, but I was grateful for the structural help.

So in fact, for me, The Unknown does succeed — albeit perhaps in the most self-conscious way imaginable — at being more accessible than many other literary hypertexts of the 1990s. I feel like I understand where this hypertext comes from and what it was trying to do, and I have several available strategies for reading it and theorizing about it. At the same time, it remains very very very inside baseball.

Continue reading “The Unknown (1999) and Polyphonic Hypertext”

End of October Link Assortment

Events

IF Comp is live now! You can visit the site to play and judge the games. The competition is also still accepting prize donations, in the form of cash or interesting objects, until the end of the judging period. Judging closes on November 15.

Also currently running, Ectocomp features games with a spooky or Halloween theme.

AdventureX runs November 2 and 3 at the British Library — I think it’s already sold out, however, so if you’re attending, you probably already know that.

The London IF Meetup does not do an activity separately in November in order to avoid competing with AdventureX for people’s time. We also don’t do a December meetup at all because people are usually slammed with other activities, so regular London IF Meetups will resume in January of 2020.

Also November 2 is the next SF Bay IF Meetup, which will feature more playing of IF Comp games.

November 7-8 is Code Mesh 2019 in London.  The conference focuses on promoting useful non-mainstream technologies to the software industry.

Wordplay in Toronto runs November 9-10 this year, showcasing games focused on words, text, and language.

November 12 is the next meeting of the People’s Republic of IF in Boston/Cambridge.

November 13 there is a Twine workshop at the University of Manchester Library.

November 15, Dan Hett is running, also at the University of Manchester Library, a workshop session on writing compelling interactive fiction in general.

November 23 is the next Baltimore/DC meetup.

OldGamesItalia is running a game jam for Italian-language games; that’s already in progress, with created games due December 15.

Crowdfunding

Aaron Reed’s horror novel Subcutanean, where each copy is unique, is now available for backing on IndieGoGo.

Upcoming Competitions

Green Stories is a competition for stories about building a sustainable future. The competition includes an interactive fiction division, which has been described to me thus:

The Interactive Fiction competition is looking for entries from both individuals and creative teams, consisting of a complete story or demo of a longer piece, no longer than 30 minutes worth of gameplay in total. It may be the whole piece, the opening section, or a subsequent chapter or scene.

Winners will receive cash prizes and editorial feedback. Entries are due February 3, 2020.