…to be found here.
Local Groups
I’ve added links for the Seattle and Boston area IF groups, both of which meet roughly monthly (sometimes more often) to discuss IF, share works in progress, and generally cheer one another on. Are there others out there that I should be mentioning?
[ETA: some discussion in comments about getting a Bay Area meet going.]
Linkage
Recent reading:
In the Company of Grues seems to be a very recently-started blog about playing and writing IF, not currently included at Planet-IF.
A three part series (1, 2, 3) on narrative structures used by Echo Bazaar (about which I’ve previously written).
Apropos of recent discussions of adaptive difficulty in IF, there’s an interesting post over at GameSetWatch about challenge levels in mainstream gaming. It mostly focuses on scaling enemy difficulty, but the idea of making a challenge easier after it’s failed the first time is not something we talked about very much at the PAX East panel.
Act 1 of Clockwords is out
Clockwords is a casual wordplay/defense game by Gabob, for which I contributed story content. It’s coming out in acts. Act 1 is now available, with more of the story, more kinds of letters, and various gameplay refinements. For those who played the prologue version, there’s now a more staged structure to the gameplay, and no microtransactions are required. (Yay! I don’t like microtransactions.)
Hard mode is really genuinely hard, too, which leads to more interesting tactical play.
More post-PAX
Some more accounts of IF conversations at PAX East, covering a wide range of things that came up in discussions and panels:
Paul O’Brian
Sam Kabo Ashwell
Iain Merrick
Sarah Morayati
Andrew Plotkin
The question of outreach was especially dominant — how do we get IF to more people, how do we make it easier to pick up and play, and can we earn money from it?
That last point doesn’t feel as pressing to me as the others. I’d like to see a wider audience; I’m not sure that selling is hugely important. I care most about some other forms of IF evangelism. I gave my pocket manifesto more than once at the convention, but here it is again, for those who weren’t there:
IF has a lot to teach about interactive storytelling, and we should be sharing the discoveries of the last 10 or 15 years with mainstream gaming and interactive literature communities. I was much struck — and a little depressed — at GDC to find that many writers talking about their work for commercial games still very much framed the discourse around what storytelling options are not possible in videogame format.
There seemed to be less focus on what can be done with interaction that is unique and effective: the value of player-controlled pacing to manage exposition; the interesting effects to be gotten from the player/protagonist distinction; the pleasure (for the player) of being essentially an improv actor with a set character; the rhetorical capacity of a rule-based system, as explored by Ian Bogost but applied by him mostly to political and advertising games; the narrative possibilities of short games intended to be replayed (as opposed to the lightly-branching long games the commercial sector typically creates).
The good news there is that there’s an active thirst in the commercial game industry for what IF has to offer. My experience at GDC was that a surprising number of developers had heard of us; a lead at one company even told me that they really want to recruit experienced IF authors and would be interested in interviewing anyone I could recommend. (If you want to know more about that one, email me.) The packed and overflowing IF panel at PAX may be another kind of indicator.
I don’t mean this to sound defeatist, and I think there are a lot of ways we could make classic text-based IF more accessible to new players, and that we’d draw in a lot of folks that way. On the other hand, I don’t expect that IF as such will ever be mainstream in the sense that movies are.
On the other hand: I do think we have a potential role to play in the bigger arena of developing interactive storytelling as a field, and the cultural impact of that will be huge.
PAX, closed.
More details and thoughts will doubtless follow in a more orderly fashion, but I wanted to say now: this weekend has been made of dense-packed AWESOME. Seeing our panel make an audience of hundreds with extra people outside? Well, I feel bad about the guys that didn’t get in, but whoa, that was awesome. Having Don Woods hang out with us and suggest cogent new ideas for IF in the present day? Awesome. IF suite absolutely packed, all weekend long? Awesome. Having intense discussions with many people I knew only as internet entities? Awesome.
So yeah: if you were here, thanks for coming. Even if I didn’t get a chance to say this to you individually, it was great to meet you all. I had a wonderful weekend.