Readerly Experiments in Narrative Form

Sometimes people write to me asking for suggested lists of interactive fiction that fit particular criteria. When that happens, I like to publish the results to my blog rather than just answer by email — both in order to establish a resource for other people in the future, and in case commenters here have additional thoughts that might be useful.

Yesterday I was on a panel that included Richard Beard. He is an author of novels (including the OuLiPian Damascus, which constrained itself to use no words not in a specific issue of the Times) and nonfiction, as well as a contributor to PAPERCUT, an enhanced ebook app. Today he wrote to me for suggested IF — perhaps prompted by my vehement assertion during the panel that there’s lots of interactive fiction that is not simply an enhancement of a pre-existing static text:

I’m particularly interested in any experience that is excitingly different from reading a book, but still recognisable as reading (rather than, say, wordy gaming). This would seem to mean experiments with narrative, with new ways of enfolding form and content and new ways of enlivening conventional storytelling techniques.

“Recognisable as reading rather than wordy gaming” seems to me to exclude parser-based works, since those require typed input: probably not a “reading” activity. Otherwise I would include last year’s Map and Midnight. Swordfight., both of which are certainly experimenting with allowing a plot to be radically reshaped (but within a predictable system) by the reader’s actions. I’d also mention Analogue: A Hate Story for its compelling use of a database narrative structure; Lime Ergot for evoking the reader’s curiosity and telling its story through telescoping descriptions; What Fuwa Bansaku Found for its reweaving of translated Japanese poetry into a new story. Alethicorp‘s storytelling via a faux corporate website probably also includes too many non-reading actions.

The request suggests that the writer might not be looking for something like 80 Days, which — though very much an experiment in narrative and remixable vignettes — bears enough game markers in terms of scores and goals that it might be off-putting to a readerly audience. Anything from StoryNexus is probably off the table, thanks to the card metaphor and overt mechanics. The emphasis on reading would also seem to exclude interactive film, interactive audio, and interactive comics.

Even the Choice of Games catalog — though almost purely textual — might seem too game-like, given that there are success and failure possibilities and some stats-tracking is expected if you want to get the best outcome. (Otherwise, as a first taste of CoG for someone interested in readerly merits, my picks would be The City’s Thirst for general prose quality and imagery, and Slammed! for its investment in its character arcs.)

And given the desire to actually try the works in question, I unfortunately also cannot suggest anything from the Versu project, since those apps are now unavailable.

So now that I’ve eliminated many many honorable mentions:

Continue reading “Readerly Experiments in Narrative Form”

Incommensurate Wages

One of the sources that influenced The Frequently Deceased is this essay about the lot of maids and nannies in Victorian households, written by a contemporary reformer. It’s longwinded, in Victorian style, but one of the key bits is this:

Money is assumed to confer more than the mere power to buy the time and labour which others have to sell. It is assumed to buy the whole being–liberty, affection, mind, freewill, and creed.

And this also:

Even in the case of a nurse who stands nearest to the family, and who has to give more than mere time and professional deftness–a loving care that wages cannot buy nor repay–if she is to the mind of her mistress she is kept during the baby years when she is wanted, but no sooner is the nursery empty than she is found superfluous and dismissed… With what conscience then can we demand, as we do, energies, devotion, self-sacrifice beyond the stipulated tale of tasks, when we give on our side absolutely nothing but the bare bones of our enforced obligations?

Loyalty can’t effectively be measured, or bought—or, for that matter, sold, even if one has run out of other things to sell. If you want a servant motivated by something other than money, you’re probably going to have to pay in some other currency, too. But in a place like Fallen London, someone would be very likely to try anyway, using their own perverse metrics.

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(The Frequently Deceased is turning out to be a favorite on the Fallen London forums — if you are interested in playing, an Exceptional Friendship subscription for a month is a better deal than buying the story several months from now as a stand-alone unlock.)

February Link Assortment

Upcoming events:

We’ve got a range of things happening in the Oxford/London Meetup: there’s a talk in Oxford on Iain Pears’ Arcadia, including me as a panelist, March 2, as well as meets in Oxford April 3, and in London April 19.

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Spring Thing is happening again this year, and you still have until March 8 to submit an intent if you want to enter. Spring Thing is a counterweight to the big yearly IF Comp, and can be a gentler way of getting your work out there.

A particularly cool innovation: as of last year, Spring Thing’s Back Garden division accepts works that the author doesn’t want to put into the main ranked competition. It’s a good place to share excerpts, unfinished work that you still think might interest someone, and experiments where you’d like feedback. (This is where/how I released Aspel last year, and that proved to be a good experience.)

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Laura Hudson talks to Sean Vanaman about dialogue modeling in Firewatch, and writes more generally about how Firewatch is drawing on inspirations from text-based games, including Infocom but also 80 Days and Lifeline. The dialogue model from Valve that they refer to is the Left 4 Dead model that Elan Ruskin talked about at GDC a few years back. Note the “Prior Art: Inform 7” slide partway through that talk.

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Here’s Naomi Alderman’s interactive documentary about interactive fiction, RPGs, and related forms, executed in Twine with overlaid audio interview snippets. (Quite possibly including some from me: I haven’t explored it fully yet, but was interviewed as part of this project.)

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Carolyn VanEseltine writes about the idea of cover songs as applied to IF.

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Cat Manning (Invasion, Crossroads) with a list of Twine games that demonstrate some of the possibilities of the field.

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Haywire Magazine on why 2015 was the year of IF.

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For those who liked my post on being edited this month, here’s a GDC Vault presentation from Cameron Harris of BioWare, on what editing is for and why games need editors.

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Here’s a Guardian article about several interesting IF/ebook projects. The article mentions Editions at Play, teamed up with Google Creative Lab. Wired also has a take on this development.

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Here’s an article on video game curation for museum and shared spaces, such as No Quarter, Wild Rumpus, and other live displays.

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NaNoRenO is a month-long jam for visual novels, especially those in Ren’Py, which is running through March. If you’ve ever wanted to try your hand at this but not gotten off the ground, now is your chance.

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The Electronic Literature Collection volume 3 is now available; it includes First Draft of the Revolution, I’m happy to say, as well as With Those We Love Alive, The Hunt for the Gay Planet, Quing’s Quest VII, Dwarf Fortress, and many other fine things.

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Failbetter Games has announced Fundbetter, an investment scheme for narrative games and interactive fiction offering amounts in the range of £2000-£20,000. If you have a project you think could benefit from their investment attentions, have a look.

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Vice covers Rob Swigart’s Portal (Activision, 1986); Jimmy Maher has also written in quite a bit of depth about this piece over at Digital Antiquarian. I haven’t had a chance to play it, but a quote from the Vice article –

True to his name, Homer is a story telling AI, with only fragments of his memory intact and a desperate desire to unravel the past. Homer becomes your invaluable ally in the search for the truth. He digs through the system, unlocking new data that you must go through, and with each new file uncovered, Homer begins constructing the story of how the world ended.

– made me think of Ice-Bound, which is freshly out.

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Stout Games has announced Cheongsam, an AI-driven interaction with a character who responds to your gestural input. It sounds vaguely Façade-like, though it’s early days yet; I’ll be curious to see what comes of this project.

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Midnight Stranger was a 1994 FMV game with an interesting control scheme where you could indicate your response to events along an axis rather than with discreet choices. (So maybe a little like The Act, except that as far as I can tell from the description you’re doing this at specific choice moments rather than providing continuous realtime input.) There is now a Kickstarter to make it playable again on current technology. I’m not sure whether it’s likely to be good, but it certainly sounds interesting.

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Speaking of Kickstarter, there’s one to distribute the movie about the making of That Dragon, Cancer.

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IF author Christopher Huang (Muse, An Act of MurderCana According to Micah, Sunday Afternoon) is writing (has written?) a classic-style murder mystery, which is now gaining followers and possible backers on inkshares.

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Mattie Brice writes about Style Savvy: Trendsetters in a piece on aesthetic gameplay.

Imaginary Game Jam

Imaginary Game Jam is an IF community project, run by Jason Dyer, in which participants first contributed reviews of imaginary, perhaps unwrite-able games — in some cases games that plainly require technology we don’t have, or belong to a universe we don’t live in. These reviews were swapped, and then people wrote… something… to correspond with an imaginary game review they’d received.

Structurally this is a bit like ShuffleComps 1 and 2, in which authors wrote games around tracks of music selected by other participants — only way weirder. Sam Ashwell’s game reviews from Tlön were an inspiration here — indeed, one of those reviews (Fire Next Time) was submitted and used in this jam. (See also Speed-IF Jacket for a shorter, less serious take on this idea; for the reason why these posts refer to “Tlön”, see Tlön, Uqbar, Orbis Tertius.)

The games created for the Imaginary Game Jam have now been released, along with the reviews that inspired them. They are fairly extraordinary. Continue reading “Imaginary Game Jam”

New Release: The Frequently Deceased

deceased_promoI have written a new Exceptional Friends story for Fallen London!

A family of promising youngsters have killed their Governess again. This time, she hasn’t come back.

Question servants across London. The chief glass-cleaner at the House of Mirrors. The attendants at a honey-den. Your own staff. Keep the children distracted with Enthralling Tales and your least lethal pets.

Find the Unsinkable Governess.

The Frequently Deceased is a big, chunky piece of content, available to Fallen London players with an Exceptional Friendship subscription. In some months, it will probably also become available for individual purchase. (Here’s its forum announcement, which gives more hints about how to get started if you would like to play.)

 

The Versu Galatea

galatea_quarter_reversed_sad

In addition to Blood & Laurels, in the late days of Versu we built — and came very close to releasing — a Versu remake of Galatea. The idea was that it was a piece that some people were familiar with, but which could be more accessible in this form; and releasing it this way would tell an interesting story.

Doing the conversion was a strange project. For one thing, I myself have a kind of weird love-hate relationship with Galatea at this point — a lot of people love the piece, but it’s pretty much the first thing I wrote that ever got any widespread scrutiny. I would write it differently now, in many ways and for many reasons. Parts of it strike me as flippant, parts clueless, parts overblown. I’ve gotten some great fan mail, art, and even music about that game, and also more creepy and bizarre email than about anything else I’ve written. And I’m also grateful, as that single piece is probably responsible for my career, a lot of my friendships, even my marriage. I remember it fondly but I almost never replay these days. So revisiting it long enough to reimplement all the text in a new context was strange. I disciplined myself not to change too much of the original dialogue, even when it wasn’t what I would now write.

From an implementation perspective, it wasn’t difficult to move the text of the original game into a Versu format. Versu’s conversation implementation is strictly more powerful than the one in Galatea while at the same time being much easier to author; often all I had to do was strip the strings out of the original code and do some minor formatting in order to feed the results into Prompter, Versu’s dialogue-authoring tool.

g_endings_5There were a lot of other considerations, though. This wasn’t, it couldn’t be, the kind of port that preserves the gameplay experience of the original. The original is a parser-based game with a lot of noun-hunting, and people get stuck on it sometimes, not sure what to do next or how to drive things forward. Versu is designed to surface those affordances, not to hide them; to produce forward movement, not a halting sense of difficult discovery. Versu characters talk, a lot, even if the player doesn’t say much.

There were some tweaks I made in order to emulate a little of the original Galatea’s reticence, to provide some pauses. But this Galatea was forthcoming in a way that felt very different. In the early prototyping, Richard Evans remarked that the game felt somewhat less magical because of its increased fluidity, and I did know what he meant.

galatea_profile_reversed_neutralAt the same time — this Galatea felt more active than the old one ever did. And there was also the point-of-view shift. The way Versu works, a protagonist and all the NPCs have to be instantiated as characters in more or less the same way. There was therefore a parity in Versu between the player and Galatea that never existed in the original code base. The original code models topics and things to say about topics; the character Galatea’s emotions and reactions are hung off of those, triggered by the player’s questions and gestures, and only ever very rarely by additional daemons that add one- or two-turn-later follow-ups. In Versu, Galatea and the protagonist were both modeled as agents with a range of social possibilities open to them, and it was a matter of run-time choice which of those agents were driven by the player. What that meant (among other things) was that I could make Galatea a playable character and go through the same scenes and the same dialogue as her, for the first time.

It was an astonishing experience, playing as Galatea. The protagonist came off as this tone-deaf jerk, since so much of his dialogue consisted of endless nosy personal questions.

Continue reading “The Versu Galatea”