Mailbag: New Game Versions

I sometimes print letters I’ve received and what I wrote in response. This is usually for one of two reasons: I’d like to pass on what the writer had to say, or the writer asked a question that requires a long detailed answer, and I think other people might benefit from seeing that as well.

I am experimenting with doing this in a more formal way, with a regular mailbag post. Reprinted letters may be edited for length; if so, I will note that editing has occurred. I do not do this without the permission of the letter-writer, so if you write to me and would be open to seeing your email appear as a blog post, feel free to mention that fact. On the other hand, I do not guarantee to print every letter that grants permission.

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Dear Emily,

You’ve once included our game “Code 7” in your article about parser-based games (https://emshort.wordpress.com/2016/01/02/experimentation-in-the-parser-domain/). Thank you very much for that, I appreciate your constructive observations, which we have considered when redoing the game. We have released the remade version (that now features a professional actress for Sam’s voice) again for free. We would be very happy if you would play it again (it takes approximately 1 hour to play through) and let us know what you think about it: http://gamejolt.com/games/code-7-episode-0-allocation/53924

The game has been created on a very tight budget, so we have decided to launch a Kickstarter Campaign to fund the upcoming five chapters. We plan to have more non-linear/multiple solutions for puzzles in the future. You can find the campaign here: http://kck.st/2cUGMID

Thank you very much for your time,

Sincerely yours,

Zein

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Dear Emily,

I’m reaching out to you because you wrote some very thoughtful feedback about our game, Timecrest  in your blog post about Lifeline 2 in October of last year. I wanted you to know that we took your feedback to heart, and we’re hoping that with the improvements we’ve added over the last year, you’d give our game another chance.

Continue reading “Mailbag: New Game Versions”

End of September Link Assortment

Events:

IF Comp is upon us! The games will be available tomorrow, and authors and Comp organizers have been hard at work putting things together. I encourage folks to judge, review, comment and discuss. As previously announced, I will not be doing full comp coverage on this blog this year, but I look forward to seeing the new crop.

October 1, which is to say, tomorrow, the SF Bay IF Meetup is playing through some of the newly released Comp games.

October 10 in Oxford I’ll be talking at the Oxford AI meetup about AI and narrative.

October 11 in London, Holly Gramazio is talking about public play and playful installations in physical space: not an IF topic per se, but probably of adjacent interest, and I always enjoy Holly’s talks a lot.

October 16 the Oxford/London IF Meetup is getting together to play a bunch of newly released IF Comp games. I have a couple of volunteer readers, but could use more, and/or snack-bringers, so if you would like to come and do one of those things, please let me know. And of course if you do not want to bring anything except yourself, that is also welcome.

October 21 is PROCJAM Talks Day, a day of talks about procedural generation (of text and of other things). I will be speaking, as will many cool folks. The Talks Day takes place in Falmouth, but the sessions will be streamed, so you can catch them even if you’re not there in person.

October 22 is the deadline for the yearly Saugus.net Halloween story competition, which includes an interactive fiction section.

October 28, I’ll be speaking in Vienna at Subotron arcademy.

The weekend of November 19/20 is a double treat for IF and word game enthusiasts in London: the 19th is the one-day WordPlay event held at the British Library, and the 20th will see IF-related content featured at AdventureX.

Sadly, the Windhammer Prize for short gamebook fiction isn’t happening this year, due to an insufficient number of entries. This is a real pity — I was looking forward to checking out the contestants.

Finally, if you had a game you wanted to submit to IF Comp and you missed the deadline, you could register it for Spring Thing 2017 instead.

Continue reading “End of September Link Assortment”

Bowls of Oatmeal and Text Generation

In a comment on my recent post on text generation, Dryman wrote

I was wondering if you’d been following some of the recent games criticism discussing where procedural content has ultimately failed to be very interesting or engaging (in games such as Spore or No Man’s Sky), and might have some general thoughts about how procedurally generated text content can potentially be made to resonate more strongly than was the case for the largely graphical reskins in those games. Much of the discussion has focused on what Kate Compton has called the problem of “procedural oatmeal” – i.e. it is very easy to pour 10,000 bowls of plain oatmeal, with each oat being in a different position and each bowl essentially unique, but it is very hard to make these differences *matter* to an audience, and be perceived as truly different in any memorable or thought-provoking way.

(“Some of the recent games criticism” also includes this article from Mike Cook on changing how we talk about procedural generation.)

In response to which, I partly want to point to Bruno Dias’ recent Roguelike Celebration talk, which addresses exactly this point: that procedural generation is not a way to get large amounts of content from small amounts of input, and that procedural generation requires an appropriate design approach.

But to speak for myself: I think the key question in oatmeal-avoidance is whether the generation is connected to anything mechanical. I might be able to generate haiku, or funny food names, or imaginary constellations, or names of funny English-sounding towns, but all that generation is purely decorative unless it is tightly correlated with gameplay — and the player will soon realize that it is decorative and start looking past it.

But what kind of mechanical connection is required? It would be a lot to ask that every procedurally generated variant needed to correspond to different gameplay affordances — that procgen is only interesting if having 10K output states means 10K different verbs or verb clusters or play strategies that could be unlocked.

That’s a very demanding design problem. It’s not completely inconceivable to have elements that work together to generate fresh mechanics: Dominion‘s longevity comes from the fact that the cards play off one another in really interesting ways and make each other useful (or not useful) quite quickly: Peddler might be pointless in a game without +Action and +Buy cards, but in a game with a good action/buy engine and, say, Bishop, it might become a massive source of victory points. There are entire blogs devoted to pointing out productive Dominion card combos and strategies. But that’s a challenge in mechanics design, and if every application of procgen text had to be that mechanically rich, we wouldn’t need it very often.

But there are other applications as well, happily. In The Mary Jane of Tomorrow I wanted pretty much everything the robot said to serve as a reminder of her current training state: it acts as both status information and as a perceivable consequence of what the player has done with her. Show her a book about cowgirls, and she’ll start speaking in a funny accent. Teach her about botany, and suddenly she’ll get really specific about the types of apple she can bake in an apple pie.

Procgen methods are great for this kind of low-levellayered consequence: representing how the player has changed the world state persistently in a small way, rather than massively in a way that forked the narrative.

Continue reading “Bowls of Oatmeal and Text Generation”

Short, Friendly Parser Puzzle Games

From time to time I post lists of games that do particular things. This time the criteria are: the game is a relatively short, not overwhelmingly difficult parser piece, which should be playable in a couple of hours (and often less); it has definite puzzles, a game-like arc, and a win state; and it’s old enough, new enough, or under-discussed enough that you might not have already heard of it.

I almost put Oppositely Opal in here, as that is just the kind of game I’m talking about, but its healthy batch of XYZZY nominations mean you probably know about it already.

RaRLargeReference and Representation: An Approach to First-Order Semantics. This is a fairly new Ryan Veeder game, and it reveals its Veederishness first by using a title that fakes you out into thinking you are about to download someone’s thesis. It is, in fact, an entertaining short puzzle game about being an early human, someone who doesn’t yet understand the concepts of language and symbol. It is not just a game with a protagonist who knows less than the player; it is actually exploring how we understand what see when we see it, and models the transformation of the protagonist’s understanding. If you like the idea of cave man communication as game, you might also want to check out The Edifice.

seeksorrowStarry Seeksorrow (Caleb Wilson). From last year’s ShuffleComp. The protagonist is a magical doll that comes to life when necessary to protect the main character: this is gentle fantasy with a few hints of something darker behind the scenes.

Ka (Dan Efran). An escape game themed around the Egyptian afterlife, in which you have to perform rituals in order to make progress as a soul. It’s solemn and dreamy, and sometimes a bit reminiscent of Zarf’s work: a landscape full of partially metaphorical objects, an absence of other people or the pressure of time.

fragileshells.pngFragile Shells (Stephen Granade). Escape from a damaged orbiting space station. Granade is a physicist who has worked extensively with NASA and on communicating scientific concepts to a general audience; Fragile Shells presents a realistic, near-future setting, in contrast with a lot of space games. Speaking of which:

Piracy 2.0 (Sean Huxter). Your spaceship is attacked by pirates; can you get out and save yourself? This one is particularly rich in alternate solutions and story outcomes, and is longer than most of the others on this page, while still being roughly the length for IF Comp. I really enjoyed it at the time, but it hasn’t been discussed as much afterwards as I might have expected, especially given the rich array of possible outcomes the story provides.

Tex Bonaventure and the Temple of the Water of Life (Truthcraze). As the name implies, this is an Indiana Jones-style adventure with a couple of unexpected puzzles. The comp version had a few tricky moments, but I generally enjoyed it.

beetmongerIf you like the archaeology angle but don’t want to spend the whole game on that, The Beetmonger’s Journal (Scott Starkey) has an archaeological frame story and some fun experimentation with narrative and viewpoint.

Sparkle (Juhana Leinonen) offers mystical, transformative magic puzzles, from the original ShuffleComp. The internal logic of those puzzles is a bit silly, but the game clues them well enough to make it all work.

 

Looking for something longer? Here’s a list of substantial, high-quality, but underplayed large parser games.

Mid-September Link Assortment

Events (some of which I mentioned last time, but are still in the future):

September 28, Boston area, PR-IF is holding its next meetup.

September 28 is also the deadline to submit games to be shown at WordPlay London, a November event centered on interactive text and held at the British Library. You may submit your own works or nominate works by other people.

IF Comp launches at the beginning of October. If you’d like to donate prizes, that option is still open to you.

Sept 30-Oct 2 in Santa Clara, CA is GaymerX, where Carolyn VanEseltine will be running a workshop on modern interactive fiction.

The Los Angeles IF Meetup has been making twitching, not-quite-actually-dead-yet movements, so might be worth joining if you belong to that area and would like to be notified of LA area events.

AdventureX is running a Kickstarter to support its London event November 19-20. With luck, this money will help do things like fund travel for additional speakers and cover venue costs. Wordplay London is also happening November 19, which is a little unfortunate, but the two events are working together to try to minimize overlap, so you could go to Wordplay on the 19th and AdventureX on the 20th for a full weekend of texty, adventureful goodness.

Meanwhile, October 16 is Comp Game Party Day in London, when we will get together on a Sunday afternoon to play a bunch of newly released IF Comp games. I have a couple of volunteer readers, but could use more, and/or snack-bringers, so if you would like to come and do one of those things, please let me know. And of course if you do not want to bring anything except yourself, that is also welcome.

Continue reading “Mid-September Link Assortment”