Introcomp 2011: ChoiceScript entries

Introcomp 2011 is now on, and it has a record 13 entries. Five of those are ChoiceScript games, best played online, but usually taking a bit less individual time commitment than a parsed game might. So I had a look at them together: Of Pots and Mushrooms, Exile, Gargoyle, Choice of the Petal Throne, and Choice of Zombies. Mildly spoilery remarks follow the jump.

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Mini-Ludum Dare 27

Last weekend there was a mini Ludum Dare — an online game jam — focusing on conversational games and encouraging people to try Inform, Undum, Ren’Py, and other text-heavy engines. There were thirty entries and I haven’t tried all of them, but some thoughts on the ones I sampled:

Leaks is an Undum piece that presents the backstory to a poem. Technically it’s doing something rather cool: new stanzas of the poem appear in the sidebar as the reader makes progress through the story. The story itself could use quite a bit of polish, as there are a bunch of non-native English errors, and it is initially somewhat confusing what is going on and how the different passages of text relate to one another. It’s also extremely linear. All the same, it’s an interesting example of what Undum can do with juxtaposing and reordering text. (See also The Matter of the Monster.)

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Interactive Prose

I have already tweeted about this, but it’s worth bringing up again, especially for people who aren’t twitterers:

Failbetter’s blog has a couple of cool posts on writing prose for interactive narrative: Part 1 and Part 2. Some of the discussion is specific to the setting and interactivity issues that affect Echo Bazaar particularly; some of it is just good advice. There’s not enough of this kind of discussion out there, and plenty of bad prose in games, so it’s nifty to see someone doing a good job and then discussing the craft of it.

(Extra cracker jack prize: here’s an old article of my own on prose style for IF.)

Wunderkammer: The Fiction of Physical Things

Typically a shryng, or altar, was set up in the home with commemorative articles from lost family members. Typical articles were a scrap of clothing, a lock of hair, an amulet, or a favorite razor. Pictures of loved ones were rare and treasured, brought out only on these occasions… For ancestors about whom little was known, Tre-manners used a custom they called “Ricing the Soup.” The unknown relation was given attributes common to all of humanity but in such a way as to make him or her sound individual. In this way the thin back-story of the ancestor’s memory was thickened. — Eli Brown, Excerpt from the forthcoming The Feasts of Tre-Mang

The Feasts of Tre-Mang is a cookbook with real recipes from a fake cuisine and a fake history. “Pamatala Jad-zum”, or “Storm Chowder Pie”, is a seaweed-laden dish served traditionally in memory of those lost at sea, appropriate to the memorial services of the Tre-manners described above.

Storm Chowder Pie. Image rights reserved to Eli Brown at Tre-mang.com; used with permission.

This interview with the author reveals an enthusiastic love of world-building for its own sake. In addition to the context-rich recipes, he has also created currency, propaganda posters, and a flag for Tre-Mang. Even though the book isn’t finished yet, the concept has already poked through into the real world in the form of a Tre-Mang evening at a local restaurant.

A History of the Future in 100 Objects is a project by Adrian Hon of SixToStart, imagining the world to come by highlighting specific items that might be invented or imagined in the future. His project is mostly to take the form of images and essays, but he has promised his Kickstarter funders a few physical rewards, including a newspaper of the future (which tells us, I suppose, that he envisions a future that includes paper-based news) and several 3D modeled objects.

Retropolis is a world envisioned by Bradley W. Schenck, built up around art and images, though the website does also feature some branching CYOA-style fiction. Even in the stories, there’s a feelies-rich delight in physicality, however: inventory items are pictured and have their own descriptions, encouraging the reader to take some time off from the narrative progression to check out the tokens that come with it. Retropolis takes the “do art for free, make your money on t-shirts” concept to the maximum, allowing you to buy everything from clocks to blank journals with Retropolis designs on the cover — it’s the most obviously merchandising approach of these three — but they include tourist postcards and similar objects that are meant to “belong” to their world of origin rather than to our world.

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Romance, Hold the Choices

Here’s a Homer in Silicon on Don’t Take It Personally, Babe, It Just Ain’t Your StoryChristine Love’s follow-on (of sorts) to Digital: A Love Story. I had various issues with it, which I discuss in the article, but overall I did like it, especially for the vivid characterization of the anime-obsessed teens. (Also, Love manages to do things with Ren’Py that I wouldn’t have guessed possible and that make it feel much less static than the average visual novel.)

Added bonus: Dirolab has some thoughts on the piece also.

More on Seven Fables: Planning a Conversation Model

The Seven Fables project I covered a week or so ago is now successfully Kickstarted and then some. With more resources available than they initially expected, the authors are thinking about how they might add conversational characters to the project, using some chatbot technology they’ve worked with in the past.

Here Mark Stephen Meadows and I talk through some of the design and tech issues involved.

ES: Why are you looking at adding chatbot technology to this piece?

MSM: Stories are almost always about people. Narrative’s core is about personalities: people, interactions, society, desire, fear, love, weakness. These are the building blocks of narrative and without people in a story it becomes more an exploration of architecture than a drama or adventure. That’s what IF is often about. Sure, it’s fun to poke around in a dungeon and discover doors that open and close. But I find that hearts that open and close are far more interesting.

Gollum? Princess Leia? Kung Fu Panda? Brothers Karamazov? Even great adventures like that are about the people, and what drives and limits them.

ES: Tell me what excites you about the chatbot technology you’re planning to use.

MSM: The problem with most chatbots these days is not the technology. Even simple systems like AIML have enough hooks and gears to work in a piece of IF as a believable character. The problem is design.

Usually chatbots lack context. They’re like abandoned people, homeless wanderers, that awkwardly roam the streets, looking for conversation. “Hi! My Name Is Bob! How Are You Today?” a chatbot might say. I dont want to talk with these chatbots. They’re drek, informational bums. Just like a person walking up to you on the street saying the same thing. “Hi! My Name Is Bob! How Are You Today?” I would do my best to politely brush him off and just keep walking down the street. But if there’s a design and narrative component to this then it starts to get interesting. If, for example, I see a small green man with dragonfly wings sitting on a post office box, asking me to open it because his faerie-wife is trapped inside, then I’m far more inclined to talk with him than the guy named Bob. Chat is not interesting simply because it is chat. It has to have a context. Chatbots are boring largely because they lack that context. NPCs / NPGs and chatbots should be given a context that allows them to serve a function. Give the bums a job.

This kind of design is, like writing, as much about psychology as anything else.

Once upon a time, in 2007, my company HeadCase had developed some technology that showed how a personality could be distilled from a conversation. We did it with Arnold Schwarzenegger. We were using ‘scrapers’ – an automated system that would traverse websites, search for first-person interviews, drag those back into a
database, snap off chunks of the interviews that were relevant to similar topics, ideas, and categories, and then rank that stuff according to frequency. Then we asked the system a question. So, for example, we asked the Arnold Schwarzenegger system, “What do you think of gay marriage?” and it answered, “Gay marriage should be between a man and a woman, and if you ask me again I’ll make you do 500 push-ups.”

It was Arnold. Like a photo, it was his likeness. This was, really, an authoring technique for NPCs. The goal was to take interviews and be able to generate NPCs from them.

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