A tangent about marketing

This is a spin-off from the post about Jon Blow’s remarks on the IF parser, but it goes in a different direction, so I wanted to take it back to the front page.

I’ve been having a comment exchange with a commenter named Veridical Driver, who suggested a number of possible improvements to the IF interface (automapping, journaling events as they happen, bolded words to show what’s interactive, etc.). I pointed out that there are games that try most of those things; Veridical Driver responded that it’s not enough because IF should be standardized on those features.

So this post started as a response to Veridical Driver’s last comments, especially these bits:

These are things that the IF community may have experimented with, but not things that are any way standardized in the IF interface. The standard IF interface has barely changed from the Infocom days.

Adrift may have mapping, but Inform and z-machine is the standard for IF and do not. Some games might have custom note systems, but this is really something that should be standard, just inventory is standard in all IF. Sure, there is a keyword interface extension… but this kind of functionality should be a standard part of all modern IF.

…The problem is, you are thinking as an IF author, not as a gamer. You don’t like the ideas/features I mentioned, or suggestions other have made, because they constrain your artistic vision. But as a gamer, I don’t care, I just want some fun.

Nnno, I don’t think that’s quite it. Two of the examples I pointed to (Floatpoint, Bronze) are my own games; other projects of mine (especially Alabaster and City of Secrets) include graphical sidebar content that’s nonstandard but is designed to ease player experience and communicate game state better. So it’s not that I dislike these features categorically.

Where I’m pushing back is on the idea that we can or should enforce these features as a standard.

There I’m speaking not just as an artist, though I can think of several of my works for which the features you describe would be a bizarre and awkward prosthesis on the text — what’s automapping for in a one-room conversation game? what’s journaling for, in a game that runs for five minutes and is designed to be replayed?

But setting that aside, I’m also coming to this as someone who’s handled a lot of feedback on one of the most-used tools in the IF community for the last five or six years. People want to do a lot of different things with their interactive fiction, and they should have the opportunity to try their various visions. Some specific use cases, other than the artistic concerns I already mentioned, where your suggestions might be an active hindrance include

  • games intended for mobile platforms or small screens, where screen real estate is at a premium
  • works for the visually impaired, which need to be simply accessible with a screen reader
  • works written with a heavy narrative focus, which may put aside the concept of “rooms” entirely in favor of a different style of presentation; these aren’t always even intended for a gaming audience at all

These aren’t hypothetical; they’re things that people are actually working on and are the basis of real support requests.

So the issue is, tools that force too many features run a big risk of narrowing the creative range to just the projects that work well with those features. Inform has tried to err on the side of making a lot of things optional — through extensions — while not imposing too many constraints through core library decisions. This is always an area of compromise, and there are some features we’ve added that have made Inform games larger, to the chagrin of those optimizing for very small, low-processing-power machines. So these things are always on our minds.

I’m happy to say that a lot of progress has been happening, and continues to happen, on the extensions and interpreters side. The desire to foster collaboration, conversation, and creative thinking about IF interfaces is a major part of the impetus for the IF Demo Fair we’re putting together for PAX East.

Still, this opt-in stuff is obviously more work, and it’s not going to force authors to include the features you’re looking for — and the novice authors are the ones least likely to put in the extra work if the tool doesn’t make them do so. I typically consider it a good sign — not always but often — if I start up a competition game and find that it has cover art, a splash screen, a non-standard status bar, etc. That’s not because I think those are universally important, but because it means the author put some time into generating non-default content. Which means he thought about it. Which is good.

From a game consumer’s point of view, I think what would help the most is curated collections and branding.

Continue reading “A tangent about marketing”

You can also see some marketing here.

So Jonathan Blow’s recent criticism of the IF community has been getting a lot of attention (Aric Maddux, Chris Klimas, Robb Sherwin, Stephen Granade, indiegamer, metafilter), and that may be why we got a spin-off Metafilter thread on the topic of parsers today.

I have a couple of thoughts about this.

1. This is Jonathan Blow. He tends to be outspoken — what he has to say about adventure games in this article is nothing compared with what he has to say about social games, which he labels as outright evil. There’s some content backing both points, but it’s been generalized and strongly stated for effect. While I disagree with a lot of the substance and think it could stand to be quite a bit more nuanced, he’s giving an interview about a future product, in which he has successfully said a lot of provocative things, generated a buzz, and positioned himself memorably with respect to a couple of other schools of gaming. To a reader less sensitized than we are, this might come off as no more than “this game will be content-rich, not work like social games, and will have some of the appeal of an adventure game, but more accessible.”

2. That said, the examples that he’s using suggest that he’s not really responding to the latest and greatest. So I feel free not to take them especially seriously as criticism of the latest community output.

2a. Yeah, the hat tip to the awesome plot device that is amnesia — that’s worth a snicker, but so what? Someone sufficiently skilled could still do a cool game about amnesia. Whether that person is Jonathan Blow remains to be seen.

2b. It looks like he is taking a specific potshot at Telltale’s episodic adventure games. I haven’t played by any means all of them, but I find them relatively free of maddening adventure game logic, pleasantly accessible, and really funny. That said, they are closer to graphical adventure roots than much modern IF is to its roots. IF has made forays into the puzzleless, the systematic/simulationist (where puzzles are based on a standard set of learnable rules and multiple solutions are available for most problems), and the tactical (where there is a whole scale of possible win/loss via randomized combat, etc.) I do occasionally wonder what would happen if there were more graphical adventure games that explored some of that territory — though I’m sure there are more than I’m currently aware of. See also Life Flashes By.

3. The idea Blow repeats here is a standard meme. On the big scale of Cluelessness about the Thing He Is Critiquing, this rates only about 5 picoEberts. And that’s our problem to solve. There will always be a serious barrier to sharing and marketing IF as long as the standard perception is that it’s about fighting the parser.

Part of the problem is that lots of people haven’t really played much IF since 1980-odd; another part is that the way IF has developed isn’t in the direction that they think it should have developed. There are good reasons why the parser hasn’t (and shouldn’t!) become a chatbot that pretends to understand all player input, but that’s a natural direction to wonder about; see this old chat with Brian Moriarty, who, I think we can agree, has more of an insider view on the problem than Blow ever has.

Meanwhile, we’ve made some progress on teaching the player IF affordances — which I think is the real solution here — but it’s not a finished process. We’re working on these issues, in a lot of different forms and projects.

Anyway. Long story short: yeah, I agree Blow is incorrect about what we’re doing and about our evolution. But I don’t think his being off base is really anything more than a reminder of something we all already knew: IF has PR problems. Our best steps forward aren’t visible enough. They don’t do enough to supplant what people already think about interactive fiction.

Hadean Lands

I was going to post here about Hadean Lands, the new game Andrew Plotkin is writing, and how you can contribute via Kickstarter to get this thing fully funded.

Events have outrun me, and it’s already fully funded — which is awesome. But it’s not too late to contribute anyway! And here’s why you should:

  • Contributing is the only way to get yourself a PC/Mac version of the game when it comes out. It’s otherwise going to be released for iOS only. There’s a short, playable trailer available, so you can see for yourself what kind of a thing this is going to be.
  • The more Andrew’s funding goes over minimum, the more time he’ll be able to devote to being a full-time IF author and tool-maker. And that’s important because, in addition to releasing the game, he’s planning to share the tools for other people to release iOS games.
  • Also on the agenda is to polish up the browser-based Quixe interpreter, adding CSS support, javascript integration, and graphics.

If you’re keen to see more accessible IF on more platforms, this is a great way to help make that happen.

Homer in Silicon: “Making Mr Right”

My editor refers to this week’s column as “ever so slightly outraged,” which suggests that I don’t really have this whole outrage thing down and need more practice with the flecks of spittle.

However. It is about a game called “Making Mr Right,” which I really really did not like. I don’t know exactly what the makers were trying for, but I suspect their response to my complaints would be along the lines of “it’s just supposed to be fun,” or “it’s just a game!”

But the trick about working in an artistic medium is that you typically wind up saying something whether you mean to or not. So it’s probably a good idea to go ahead and think about what that is.

Bissell, Braid, and the Use of Words

A colleague recently loaned me Tom Bissell’s Extra Lives: Why Video Games Matter.

I knew it existed, but wasn’t planning to buy it immediately. Since I’ve been freelancing in the field, I’ve been focusing on books specifically about writing for games, rather than broader criticism.

This is a stodgy process, requiring self-discipline. There’s much I feel I need to know, but it’s often sandwiched in between things I consider too obvious to be worth saying and things I consider insanely wrongheaded.

The latest book on the pile is Lee Sheldon’s Character Development and Storytelling for Games, which is apparently designed for those game writers who have never written anything before and came in from some other part of the production team.

Sheldon’s book dutifully describes many, many basic aspects of story-building; offers an introductory view of plot structures for video games, while deftly avoiding any really hard problems or really interesting solutions; and takes care to remind the reader every few pages of Sheldon’s credentials not only as a professional writer but as the sort of person who has shared a limo with Dick Clark.

The prose is breezily good-natured and would not tax the vocabulary of a fourth-grader, but it gets through its material slowly, with many explanations per concept, so that it becomes boring in aggregate. It is the mental-nutrition equivalent of buttered macaroni. I don’t feel respected by this book, though it is probably fairest to say I am not its intended audience. If I were, I might find it a thorough, not-too-hard introduction to many of the core concepts of the craft.

Bissell’s book, therefore, was refreshing. For one thing, it’s very well-written, in the sense that individual sentences give pleasure. After reading a bit, I find my own writing turning into half-conscious, third-rate Bissell pastiche. This is annoying, but also a sure indicator of prose whose rhythm has got into my head like a hooky song.

Extra Lives is observant. It reads like the kind of travel narrative that is as much about the traveler’s inward journey as his outward one. It captures many of the things I find compelling about games as an expressive medium, and also identifies many of the aspects that are hard to defend. If you’re reading my blog because you’re interested in the problems of narrative/mechanic interface I often write about, then Extra Lives might well appeal to you.

It is pyrotechnic in its wording—I said it was well-written, not that it is modest, and I was not surprised by Amazon reviewers who said they had come to personally dislike the author on the basis of his narrative voice. That wasn’t my own reaction, but I can see where it comes from.

Anyway, here is a guy who turns such phrases as “ozonically scorched” to describe the atmosphere of a room after a disturbing presentation; “thermonuclear charisma” for a personality; “Bachelor Futurist” for a decor style. It is characteristic of Bissell to take an idea that would take most of us a prepositional phrase or a whole clause to express, and condense it to one adverb. If he has to invent that adverb himself, so much the better. Sharp observations in small spaces, that’s Bissell.

It is probably for this reason that Bissell’s chapter on Braid struck me so forcefully.

Continue reading “Bissell, Braid, and the Use of Words”

So, Do We Need This Parser Thing Anyway?

…or: What does it mean to be writing interactive fiction?

When asked about outreach prospects for IF at PAX East, I said this:

We have a two-part accessibility problem.

One part is the interpreter: people don’t want to download separate files and don’t want to have to figure out file formats. That structure is unattractive and increasingly out of step with the way casual players play games — and especially with the way that they’re persuaded to try new work. We (as a community) are working on that by developing better browser-based interpreters and making it easier for people to publish material to websites. It’s not true that there’s been no Java Glulx terp at all, but it required its own downloading and does not offer the option of creating an attractive game display within a browser window. Just the last couple of months have seen major strides on this front, with both Quixe and ZMPP reaching the point where they can play Glulx games in a browser window. Zifmia is a project to present games from a server interpreter, while FyreVM is an experiment in letting authors customize their output with channel IO. For TADS 2 there is Jetty, and Mike Roberts is actively working on changes to TADS 3 that would make it possible to do web service of those games. So we’re making a lot of progress here.

The other problem is the parser. When you look at novice reactions to IF — found in responses to IF games posted on indie gaming sites, or in student reactions to playing IF for the first time — the initial reaction is often enraged frustration with the parser. The first few (or few dozen) moves of a new player’s interaction with the game often consists of many many failed attempts that do not move the game forward in any way.

This is alien to most gamers these days. These days, even fairly difficult console games usually guarantee that at the beginning of the experience it’s just about impossible for the player to do something wrong or to fail meaningfully. Interaction options are introduced gradually. By contrast, most IF games are not designed with any kind of tutorial mode or game-opening section, instead offering (at best) a lengthy menu of instructions. There are exceptions (Dreamhold, Blue Lacuna). My own recent games have included an optional tutorial mode (which I think of like training wheels) that give turn-by-turn contextual advice to the player based on what’s currently happening.

It’s not clear to me how well those games have worked in attracting novices and making them comfortable with IF, however. (I just don’t know: I’d love to hear about it if, e.g., there were a bunch of Blue Lacuna players who got acclimatized to IF through that approach.)

Fundamentally, however, we’ve got a bigger problem, which is that the command prompt is a lie. It tells the player “type something, and I’ll understand you.” Which it won’t.

Continue reading “So, Do We Need This Parser Thing Anyway?”