feelies.org and other odd recollections

Tonight (June 20), the London IF meetup is going to play In Case of Emergency, a game delivered mostly through the format of physical props.

The prospect of this has me thinking again about narrative told through objects, a topic I sometimes come back to here: everything from the work of the Mysterious Package Company through to the story-in-a-suitcase designed by Rob Sherman.

Infocom, of course, had its tradition of “feelies,” part copy-protection device and part souvenir, distributed with games: these consisted of printed manuals, letters, evidence dossiers, coins, pills, letters, and whatever else they could think of. Wishbringer came with a plastic glow-in-the-dark “stone” which represented the eponymous magic object of the game, and let me tell you that when you are eight years old a glowing plastic rock is pretty special. Jimmy Maher frequently mentions them in his Digital Antiquarian writeups on these games. For a while in the 90s there was a tradition of sending people feelies as a reward if they registered shareware interactive fiction, but shareware also died out as a way of distributing IF.

This captured my imagination, and for Savoir-Faire, I made a limited feelie run just for people who pre-ordered via rec.*.int-fiction:

feelies02

It consisted of some supposedly historical documents and some modern ones:

  • a customized-to-the-recipient letter about the history of the objects, from a modern professor at the University of Pennsylvania (where I was at the time supposed to be finishing my PhD, but was actually procrastinating with projects such as this one);
  • a reprinted pamphlet about the Lavori d’Aracne, the magic system in the game;
  • a letter from one of the game’s characters to his daughter, sealed with sealing wax and designed not to be read until the end of the game; and
  • a scrap of paper carrying what was supposedly a magic machine design by another character:

Screen Shot 2017-06-12 at 11.09.36 PM.png

By the standards of, say, Punchdrunk, these weren’t impressive objects (you can see a scan of the full set in this PDF), but given my skills and abilities at the time, they were the best I could do. The pamphlet was based on some reprints I’d found of little etiquette manuals from the late 18th and early 19th century. The letter was handwritten with a fountain pen that I bought for the purpose — an expensive investment given my grad student poverty — and I tried to school myself in contemporary handwriting styles, though as you can see, I am not destined for a career in forgery any time soon.

As for the machinery design, for the very earliest purchasers, that was written on actual period paper that I bought from an online ephemera reseller, and I’ve always felt slightly bad that I tainted real 18th century paper, a limited resource no doubt salvaged from some antique desk drawer, with my very much 21st-century scribbling. (Later on, I handwrote on more boring paper, and later still I digitized and printed the thing with a suitable font.)

Continue reading “feelies.org and other odd recollections”

Mid-June Link Assortment

Events

June 15 in London (tonight) I am speaking at Strange Tales to introduce interactive fiction to the group there.

June 20, the London IF Meetup is gathering at the Eaton Square Bar to play In Case of Emergency, a mystery storytelling game assembled and run by A Door in a Wall. Atypically for our events, there is a small fee of £5 to participate.

June 28-30, I will be speaking at Gamelab XIII GAMES & INTERACTIVE ENTERTAINMENT CONFERENCE in Barcelona, about artificial intelligence and games.

IntroComp is under new management but is still running this year, an opportunity to share the opening section of an IF piece with players and get feedback. Intents to enter are accepted through June 30, with the intros themselves to be due July 31.

July 1, IF Comp 2017 opens for intents-to-enter.

The British Library is running an Interactive Fiction Summer School as a weeklong course in July, with multiple instructors from a variety of different interactive narrative backgrounds. More information can be found at the British Library’s website.

July 6-9 is the convention of the national puzzler’s league in Boston; this is kind of peripheral to IF, but might be of interest to some readers.

July 13 is the next meeting of Hello Words in Nottingham.

Polar Jam continues through July 15, if you feel like creating some adventure IF and/or implementing a room with multiple SOUTH exits. (See also The Northnorth Passage.)

July 19, the London IF meetup will get together and talk about writing IF for money, with speakers on both side of the “looking to sell” and “looking to buy” divide.

August 14-17, Cape Cod, MA is the Foundation of Digital Games conference, including a workshop in procedural content generation. The PCG workshop has a theme this year:

What do our generators say about the underlying systems we have designed and the designers who create them?  Our theme aims to explore the biases inherent in PCG and the potential with which to subvert it.

Registration will continue to be available through August, but the ticket price goes up to “late registration” rates on July 4, so participants will save $100 by booking before that deadline.

Competitions

The XYZZY eligibility list for 2016 is now available. (Yes, this is a bit late in the year — often the XYZZYs are wrapped up in the first few months of a year — but the process is now coming together.) Now is the time to mention to the organizers any concerns you may have about things on or off the list before first round voting officially opens.

Fundraising

As already mentioned, PROCJAM 2017 is Kickstarting funds for supplies: reusable art, tutorials, documentation, and other features that support the event. Those who support the campaign for at least £10 will receive a mixtape of various procedural goodies, including an Annals of the Parrigues-related treat from me.

New Releases

ChoiceScript is getting a new IDE, providing authorship support in a centralized way. In fact, it might even be available already now. (I put these link assortments together in advance, but the announced date is June 15.)

Demon Mark is a new release from Choice of Games, focusing on Russian folklore.

Articles

Here’s an interview with Porpentine about her recent work.

Here’s a take on iOS games about archaeology. There’s a small amount of IF included, Choice of Games’ To the City of the Clouds, but mostly I enjoyed the survey and the general sense of WHY ARE WE SO MISUNDERSTOOD.

Atlas Obscura has a piece on the structures of the original Choose Your Own Adventures series, with lots of lovely diagrams made by ChooseCo itself, and interview input from Nick Montfort.

Christophe Rhodes wrote about the most recent Tool Innovation session at the London IF Meetup.

Kevin Snow writes about design choices in Southern Monsters, including how he responds to and handles failure states.

Hidden Folks is a very cool, though not IF-related, game about exploring an intricate environment, and there’s now a making-of series of articles in progress.

Other Things

Nick Montfort gave a presentation on computer generated books (as seen in NaNoGenMo). The slides are online.

Twine Garden is not new, but I wanted to point it out again: there’s so much cool stuff there.

Twine Gardening

I haven’t published much in Twine on IFDB, but I actually use it a great deal: it’s become a prototyping tool of first resort for a wide range of professional projects, the format in which I deliver content to be converted into some other final presentation. A not-trivial amount of pro-level game story prototyping happens in Twine these days.

Which reminds me to mention that Chris Klimas has a Patreon for Twine maintenance and development, and it would be great to see that get some more support. Twine is usefully free to creators who might not be able to afford it, and long may it remain so — but I use it for industry purposes, so I pay for mine. (He’s also reachable via Unmapped Path, and has developed an engine to bring Twine pieces to mobile.)

One of the most characteristic things about writing in Twine is the business of curating the narrative map. Twine generates this map automatically, making a new passage for content every time you create a link that doesn’t refer to an existing passage, and placing that box somewhere near the originating passage. Which is fine, to a point, but very soon several things happen.

  1. performance drags and Twine takes its own sweet time inserting the box
  2. Twine’s idea of where to auto-place the box doesn’t correspond to my idea of how the contents should be visually arranged
  3. I can never zoom out as far as I want to, because even the smallest-box depiction of the Twine map doesn’t show me the whole monstrosity I’m working on

A really large portion of my time working in Twine consists of clicking back to the map view and dragging boxes around to better convey the story structure I have in mind. Pruning. Gardening. Rebalancing. Trying to make clusters of content stick together and make critical moments visible at a glance. Structuring so that I can recognize certain standard mini-structures.

For instance, both of these passages belong to a narrative that is, at the large scale, a standard branch-and-bottleneck, but the lower-level structure is actually very different:

The first diagram describes an “are you really sure you want to commit to this disaster” sequence: if the player heads down the left-hand path, they have several opportunities to opt out and rejoin the main storyline; but past a certain point, they’ve lost the game and are committed to a losing epilogue. And then, if the player survives that and traverses to the lower right portion of the diagram, there’s a big delayed-branching result with many different outcomes customized to what the player’s done so far: a narrative payoff for earlier choices. There’s some clustering to those delayed-branch results, which the diagram also tries to convey.

Continue reading “Twine Gardening”

A few more corpses from BOYD

Last year, I ran a little itch.io jam called Bring Out Your Dead, for which people could submit unfinished projects and weird concept experiments. And I started doing some write-ups at the time of the pieces that caught my attention, but in some kind of meta keeping with the jam, I didn’t finish and publish that project. So here are a few of the other things I was meaning to cover.

The Doorman, Emily Boegheim: “Proof of concept for an animate door.” The premise here, awesomely, is that there is a door that is also a person, and it will take commands, such as positioning itself in a new wall. From a gameplay perspective, that affords some changes not wildly different from, e.g., putting the player in an elevator that can open on different rooms, or the Carousel Room in Zork II, but there’s something pleasingly surreal about the idea. (The proof of concept does not prevent you from opening and closing the door without its permission, but I did feel I was being rather rude by doing this.)

Screen Shot 2016-06-27 at 6.27.17 PM.pngThings That Happen Behind Closed Airlocks, Kitty Mirror: though slightly buggy and erratic in spots, this is one of the few actually finishable games I ran into in BOYD. It sort of frames itself as interactive erotica, but there’s very little actual sex. The fantasy it really offers is that of being able to ruthlessly mock — and then ruthlessly carve to bits — a thoroughly obnoxious and self-satisfied man named Zeckery. The writing is snappy. I smirked.

Kulhwch, Nate Taylor: a puzzle Twine presented in rhyme, and one that mimics a parser game’s room description and inventory layout — meaning that every room description has to be one or more verses, followed by a maybe-rhyming-or-not description of which objects are present currently. (The puzzle is not too terribly difficult, and the main actions are hinted by the text.) There are a few other executions of a similar idea in IF history: Valentine Kopeltsev’s A Night Guest, XanMag’s Into the Dragon’s Den; at least one other whose name I’m currently forgetting.

I generally find that the author has struggled a bit to get the meter to work, and that’s true here as well. I think this may be one of those constraints that is particularly challenging for IF, because the need to mention only specific nouns, hint at possible actions, and faithfully depict a world space runs at odds with the kind of control required for rhyming verse. Still, I admit there’s something appealing about the idea, even if most of the executions I’ve seen have made me wince here and there. I think it’s partly that it foregrounds the difference between world model layer and discourse layer, and there’s some appeal in the idea that you might influence how the poetry worked by changing the underlying model to which it refers.

See also: Graham Nelson’s difficult to play but interesting The Tempest, the work of B Minus Seven, A. DeNiro’s Doggerland. Nick Montfort’s I Palindrome I meanwhile turns its constraint into the main point of its (very brief) gameplay.

Screen Shot 2017-04-27 at 7.46.14 AM.png

Form and Void, Lea Albaugh, comes with a really beautiful map, in multiple colors or black and white. The conceit is that you are a creator at the loose on a fresh planet, and you must first gather together various objects that let you access verbs (the Goer, the Taker, etc), then make things out of the mud you find at the shore.

I immediately, instinctively did what I think the game intended, namely to make a man; satisfyingly, the man started wandering around and doing things. But he also got hungry very quickly, so I had to make him a fish, and then another fish, and then another fish, and so on. This was exasperating, and I started to look for a Teacher object so that I could teach the man to fish for himself. When that failed, I tried giving him his own ball of mud so he could make his own fish. He was clueless about what to do with the mud, so I had to give him my Maker object. It went downhill from there.

The author notes for this game suggest that Lea thinks it needs more of a story. I think, actually, that it makes an amusing (if brief) arc more or less as it is: it’s less narrative than many another form of IF, but as a quick little parable about the risks of creating autonomous intelligence, not bad. The only thing I ran into trouble with was that I did some foolish things at the end and consequently reached a game-state I couldn’t get out of, without an actual ending.

I bet it would look cute in Vorple, too.

Procedural Generation in Game Design

Screen Shot 2017-06-08 at 7.10.14 AM.pngProcedural Generation in Game Design is out! Kate Compton of Tracery fame writes about generative art toys; Mike Cook (PROCJAM, Games by Angelina) writes about ethical generation and also about the procedural generation of game rules; Harry Tuffs (A House of Many Doors) writes about procedural poetry generation. Jason Grinblat and Brian Bucklew (Caves of Qud) each have a chapter. Gillian Smith (Threadsteading, plus lots of cool research) writes about evaluating and understanding what’s been generated. Ben Kybertas (Kitfox Games) covers procedural story and plot generation.

The whole volume is edited by Tanya X Short (Moon Hunters) and Tarn Adams (Dwarf Fortress). And I am leaving out a lot of cool people and chapters here, but you can check out the full table of contents on the website.

My contribution — drawing on experiences from Versu, my character-based parser IF, and assorted other projects — is a chapter on characters: how generating dialogue and performances can help realize an authored character; approaches to generating characters; considerations about what is even interesting to auto-generate.

*

And in a related update to a previous post: I’m happy to say that the PROCJAM Kickstarter has succeeded and has now put out a call for artists to make art packs for procedural work, together with a call for tutorial authors. If their funding goes even higher, they’ll be able to commission two art packs; translate the tutorials they build into additional languages; and hit some other cool stretch goals.

Stats and Narrator Viewpoint

coglogo2.pngI’ve written a few times before about handling stats in ChoiceScript games, and making particular choices available. But in writing my own WIP, I also wanted to make sure that the story felt distinctly different if the player gave the protagonist a different personality — not just in terms of which choices they were able to make (or make successfully), but also in terms of the inner narrative.

With that in mind, I set for myself the following (silly) goal: when I ran randomtest, after the very first segment of play, none of the narrative output should be repeated across more than 4000 of the randomized playthroughs. That means that

  • many plot beats are reached only on 1/3 playthroughs (or fewer)
  • those plot beats that do occur every playthrough are narrated in at least three different ways, depending on the player’s stats and relationships

This speaks more to the fiction than to the mechanics, but the aim was to make the moment-to-moment texture of the story feel malleable, not just the plot structure.

This was also a good time to do more with the extreme ends of my choice spectrum: as discussed previously, I wanted to give some acknowledgement to players who managed to work their way into the top (or bottom) 10-15% of particular stat ranges, because that demonstrated a commitment to playing a particular way and should probably be understood as representing more deliberate agency than other approaches. So a lot of my alternate narration is designed to capture those high-end or low-end variations in how people view the world.

As I’ve often found before, it often enriches an interactive fiction to approach that story with some mechanical disciplines in mind.

Continue reading “Stats and Narrator Viewpoint”