Mask demo!

This month’s link assortment is a few days later than usual; that’s because I was focused in the first half of February on launching the demo for Mask of the Rose, the new game I’ve been working on at Failbetter.
Mask of the Rose is set in the Fallen London universe, but decades earlier than the other games in the series: even if you don’t know the game universe, it would be a safe place to jump in. It’s also much more focused on relationships (romantic and otherwise). I spoke about the project with Fraser Brown for PC Gamer, and that article captures a lot of our thinking about what the game should do.

Even if you’re not a fan of the Fallen London universe, if you are interested in my procedural narrative work, Mask might interest you. The fundamental narrative arc is designed rather than generated, and the vast majority of the text is also hand-written. But in between those layers are a host of systems that handle different aspects of
- NPC responsiveness – from how they decide whether to honour your requests to how they pose and move during a scene
- Protagonist characterisation, allowing the player to build out a social persona with different social “moves” available
- Selection of narrative chunks (scenes and sub-scenes that happen automatically, and those that are offered to the player to explore)
- Procedural text generation to describe the outfit you’ve chosen each day, or stories that you invent as part of gameplay
I’ll be going into more depth about Mask‘s internal features, and especially the way it makes NPC reasoning into part of the storytelling, for the AI Summit at GDC next month.
Continue reading “Mid-February Link Assortment”