The Red Strings Club is a cyberpunk narrative experience about fate and happiness featuring the extensive use of pottery, bartending and impersonating people on the phone to take down a corporate conspiracy.
The Red Strings Club was recommended to me by a reader who explained that this was a game that used mixology as its conversation interface. If you want someone to talk to you, you make them a cocktail.
That does really sound like my kind of thing, I have to admit. I have written multiple prototype games, all of them sadly occupying dusty corners of my hard drive, that were based on some variation of “you have to mix evocatively-described liquids together in order to elicit information.” In one, it was a form of scrying with magical ingredients. In another, you were going to custom mix perfumes for yourself to wear to social events in order to subtly influence the conversation of the nobles around you. In a third, your choice of how to weight components in the mixture was going to drive the probabilities in generated descriptive text, so if you used a lot of one liquid you might become more perceptive about physical qualities, or a lot of another liquid would reveal memories.
None of these projects ever got finished. The perfumes one didn’t get further than an “oh I think I see how I’d do that” level of spec. But what appealed to me was a combination of challenge, physicality, and expressiveness.
The challenge would have to do with the mixing rules: you might find that the ideal potion to scry out the murderer was one requiring ingredients that reacted horribly together, and you’d need to find a way to mix them safely.
The expressiveness would arise from the fact that you’re combining several elements into a single choice, and they could carry different axes of information. Imagine a perfume in which the top and heart notes express the noun and verb of action, the “what are you doing” portion of the command, while the base note expresses how you feel about it, a touch of protagonist characterization. Patchouli for the earnest, unguarded, irony-free. Sandalwood if you’re old enough to know better but not quite old enough to be genuinely subtle. Myrrh for bitterness. Vetiver for an inscrutable smirk.
It’s too rare in games that we’re allowed to say whether we take an action eagerly, or joyfully, or with reservations, or because we can think of no alternative.
Anyway. That is a very long preamble to say: that is not how The Red Strings Club works at all.
Continue reading “The Red Strings Club (Deconstructeam) and Minigame Conversation”