GDC Highlights, Monday

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Today got off to an excellent start with the Narrative Innovation Showcase, which included Samantha Gorman on PRY; Aaron Reed on the Ice-Bound Concordance; Katie Chironis on Elsinore, a time-looping Hamlet game that you play as Ophelia; Nina Freeman on Cibele; and Richard Rouse on The Church in the Darkness. There’s a Polygon article about the panel, though that leaves out TCitD and may also give the impression that the discussion was mostly a tired rehash of the Authorial Intent Vs. Player Agency battle. It wasn’t.

The showcase was curated by Clara Fernández-Vara and Matthew Weise, and it made for a really great overview of some of the current experimentation in interactive narrative. There was new information even about the projects I knew a fair amount about: for instance, that Ice-Bound Concordance contains only 50K words of text, a surprisingly small total considering how richly varied the experience seems when you’re playing; that one single text passage of PRY contains about 45 minutes’ worth of video, accessible if you pull apart the text at the right places; that The Church in the Darkness randomizes the motives of the cult you’re investigating, so that in one playthrough it might prove to be sinister and in another, perhaps, well-meaning or at worst a bit misguided.

Aaron Reed talked about conceptualizing Ice-Bound’s narrative in terms of a sculptural interaction — the player working with clay to shape the story, rather than moving through it as a maze or customizing it as though it were a car with selectable colors. And he referred to Ice-Bound’s use of props as “Chekhov’s dollhouse,” in which the player gets to decide which items take on the role of the gun on the mantelpiece, guaranteed to have an effect later on in the story.

Nina’s talk about Cibele was focused more on the shape of the story: that Cibele is intentionally a vignette, capturing one moment in the emotional development of the characters, and that the abruptness of the conclusion is intentional and designed to create part of the emotional effect.

Anyway, really good talk; well-attended; and it was gratifying looking around from where I was sitting and seeing old parser hands as well as folks from inkle, Choice of Games, and Failbetter in the audience.

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You Can’t See Any Such Thing (Matt Sheridan Smith)

 

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You Can’t See Any Such Thing is a curious parser work that riffs off standard parser behavior; the opening explains that it is the descendant of a previous game that the author used as part of a gallery show.

The interface is enhanced with fancy typography and elements such as photographs you can mouse over to expand: an unusual degree of elaboration, given that this is Inform under the surface. Screen Shot 2016-03-09 at 12.10.04 PM(Certain library responses are familiar, and if you delve into the source, there’s a telling Release/play.html URL for the playable content. If, however, you type VERSION to verify this, your command vanishes silently into ether, unacknowledged. Asking about the machine producing this text is apparently forbidden, which is consistent with its themes and aesthetic intent [even if also a bit of a license violation].)

[Edited to add: Juhana Leinonen remarks that it is using a Vorple interface.]

The piece focuses on the way that the parser experience lets you control different sensory approaches to a scene. It’s as overt as possible about the interactive elements — interactive nouns are in bold; verbs are specified and particular verbs go with particular rooms.

The writing is literary, and the interaction is about exploring rather than about solving a puzzle or causing certain actions to occur in the plot. Though we are allowed to LOOK, SMELL, TOUCH, and so on, we are still readers rather than actors, and our reading function is reinforced by the narrator’s manner of clarifying things, and by responses to parser errors.

When I played, I was immediately drawn northward, to the Widow’s perspective, and was immediately satisfied with lavish descriptions of perfume notes and a Proustian trip into her girlhood recollections.

In another room, the room for examining, each examination carries the player over to another location, in deepening vistas reminiscent of Lime Ergot.

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Enter the Oubliette Room Escape

oubliette.jpgSunday a group from the London IF Meetup got together to tackle the Enter the Oubliette escape room. This was my first contact with escape rooms, though I’ve heard about a number from friends who’ve either played or worked on creating them. (If you’re in Seattle, here’s Sam Ashwell on the work of Puzzle Break. In London, I’ve also heard good things about Time Run; in fact, here’s a whole blog about escape rooms, biased towards but not exclusively focused on London, with a review that gives Oubliette five stars.)

Enter the Oubliette was put together by project members who have Punchdrunk experience, and indeed a number of things about the props did remind me of Punchdrunk things I’ve seen: the meticulous documents with retro design, paper types, and illustration; the functioning retro technology; the inventive use of sound, film, lighting, and smoke effects as well as space and objects to create a particular experience. The room wasn’t as crammed-full-of-stuff as the setting of a Punchdrunk stage production, but that was a mercy: we already had plenty to search and already had to have some strong hints to guide our attention to some missed items.

With something like this that thrives on novelty and where each person who sees spoilers is a person who can’t realistically be a customer, it seems actively hostile to give too much away. So I want to be extra careful not to do that.

If you’re just looking for advice about whether this is worth doing: we liked it. We had a great time with a mixed group; most of us hadn’t been to any kind of escape room before. We had different degrees of self-confidence about our puzzle solving ability, but we did fine and everyone got to contribute in meaningful ways. And although you might try to place it by saying it’s a bit like a cross between immersive theatre and a graphical adventure game, in practice it is still really, really different from either of those things.

Below are some fairly general comments about how this experience worked as an interactive story experience, which I will still cordon off in case you don’t want to see even those.

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GDC 2016 for IF Enthusiasts

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This post contains three things: a list of talks I think are probably interesting to IF people, if you’re an IF person attending GDC this year; some thoughts about where to look for GDC-related content even if you are an IF person who cannot go; and finally some general strategies for first-time GDC-goers.

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Love Stories for High-XP Characters

Scully“I’m here.”

It’s the fourth episode of the new revived X-Files season. Scully is keeping a sad vigil in a DC hospital. Mulder has been in Philadelphia working on a series of vividly gruesome murders. But he drops that and goes to the hospital and calls her from outside the ward and says just “I’m here.” — but it calls back all the times he was there for her before, and all the times he wasn’t, and it’s one more move in a very long game.

This is a couple that had one of the longest, most artificial Unresolved Sexual Tension arcs in television history, including multiple fake-outs from unrepentant writers. They kissed but it was only a dream. They kissed but it was a hallucination. They kissed (or nearly so) but one of them was really a shape-shifter or possessed/body-swapped by another entity. (That one happened multiple times.) They were about to kiss but one of them was coincidentally just at that exact moment stung by a hybridized bee carrying an instantly-debilitating alien virus.

And just when, as a couple, they were finally moving past that, Duchovny left the show, so Mulder and Scully’s relationship went into another kind of limbo where they never saw one another.

Then there was the second X-Files movie, of which defiantly I liked the first half. No one else liked any of it, as far as I can tell. The movie skipped any further will-they-won’t-they shenanigans and went straight ahead to Mulder and Scully as long-term cohabiting partners. And now, in the new series, they’ve come through partnership and lust and mortal peril and a child they had to give up, through living together and then not living together. They are in another place now, a place that television rarely visits and where video games pretty much never go at all.

If you’re thinking that this doesn’t sound like a very well constructed show, I hear you. The writers have quite a bit to answer for, and I haven’t even gotten into how silly and inconsistent the main plot arc is. But back in the day, I used to watch it because I found Scully riveting, especially after the first couple of seasons when she stops seeming quite so nervous to prove herself. In her self-containment and determination, I saw a rare model of how to be a professional adult woman with a partially technical job. She wasn’t a Stone-Cold Female Executive, and she wasn’t defeminized or dehumanized by her nerdy knowledge. She also wasn’t doing all the emotional labor, bringing brownies to the FBI building or listening to the woes of other agents. She had connections and relatives and feelings, but also boundaries and agency and ethics. She could perform femininity but she didn’t seem to be trapped by it. And for all the tension with Mulder, for all the times she was in mortal peril, she was never, ever just the girlfriend or woman-in-a-fridge or a prize for anyone. She seemed lonely — I always wanted a larger community than Scully seemed to have. But in a lot of other respects, when I pictured what I wanted for my future self, I pictured Scully’s assurance, her absolute competence, her combination of empathy and self-preservation.

Now that she’s older and I’m older too, she’s even more of a rarity on TV: a woman who is allowed to be, and appear to be, over 35; a woman with a functioning and evolving professional life; a woman in a relationship with strata.

She and Mulder together have a relationship that is similarly uncommon, a relationship that is not about young love or bodies in their 20s but also not a cutely condescending Denny’s-ad caricature of elderly lovers.

And as so often when starving for a certain kind of story or a certain kind of representation, I’m willing to forgive flaws (perhaps a lot of flaws) in order to hear this story at all.

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Lunation Series (JJ Gadd)

LunationcoverDisclosure: this review is part of the IF Comp review exchange. J.J. Gadd was kind enough to review Cat Manning’s Crossroads, and to supply me with copies of her Lunation series for review.

Lunation is a five-book series about a fantasy land in which, five hundred years before the beginning of Book 1, the moon was magically constructed as a prison for the queen Marama. In the present day, her descendants include a yellow-eyed boy with powers of sorcery who dreams (literally) of finding a way to free her. He soon meets up with a young female relative who is able to see the future by gazing into smoke and then, trance-like, weaving or embroidering an image that represents what she saw.

lunationThe first three books in the series are technically CYOA-structured, though in the very lightest sense: book 1 contains no branches until chapter 6, when you can pick which of two characters to follow, into 6A or 6B; at the end of 6A, you’re invited to read 6B as well if you’re interested. Book 2 works similarly, with a few sections following each of the two main characters. Book 3 jumps backward to tell the story of Marama herself: the “initiation journey” in which she is cast out of the castle where she grew up in order to familiarize herself with her people. In Book 4 (diagrammed), we reach the point where all the characters so far are reunited — Marama, now released from the moon, joins the fight of her descendants 500 years later. And at this point the structure becomes slightly more complicated than before, though it is still a matter of choosing which character we most wish to follow. Book 5 is roughly similar in complexity to Book 4.

Compared to something like Arcadia, the which-character-to-follow? choice structure in the Lunation series is still tightly constrained. Sometimes we have an option of which chapter to read first out of a set of two or three parallel adventures, but the tracks soon rejoin; there isn’t the dizzying sense of having to piece together the mysteries of the narrative ourselves from numerous complicated components. Instead, in Lunation, this feels like an attempt to mediate for the volume of text: to let the reader choose favorite elements of a story that perhaps runs long, but that is too dear for the author to let any of it go.

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