January Link Assortment

Upcoming events:

Thanks to a burst of focused planning, we have a bunch of forthcoming meetings scheduled for the Oxford/London Meetup. They are

London, February 16. We will be playing a variant of San Tilapian Studies, along with other short card and boardgames focused on storymaking with other people. I’m psyched about this – San Tilapian Studies takes a fair amount of prep to put together and I don’t run it frequently, so if you want to play, this is an unusual chance. We’re using a different setting and sticker set than in the original.

Oxford, April 3. Sunday afternoon pub meet-up; you may bring WIPs or other items to share if you like, though we’re not set up for actual projection or anything like that. Consider this one a really late March meeting, because SXSW/GDC/Easter weekend use up all of my actual March.

London, April 19. Exact activity TBD, though I have some interesting prospects I’m looking into.

London, June 14. Exact activity TBD, though I have some interesting prospects I’m looking into.

Thanks to Failbetter Games for their on-going willingness to co-host!

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If you are planning to be at GDC, here’s some IF-related content for you:

I will be talking in a short format about visualization and design, with many examples from interactive narrative contexts (as well as some from elsewhere).

inkle studios folks will be talking about their tool ink that is used for 80 Days and the Sorcery! series, and which they will be open-sourcing. (!)

Meg Jayanth is speaking twice, once about writing NPCs with agency and once about diversity.

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Morality and Diegetic Agency in IF (via Radio K on Slouching Towards Bedlam)

Radio K screenshot

Adam Cadre’s Radio K podcast, continuing its coverage of IF games from the early to mid 2000s, now covers Slouching Towards Bedlam, Gourmet, and The Dreamhold.

Part of Adam’s discussion of Slouching riffs on what he says was my view at the time, that this was one of the first IF games to seriously address moral choice. He objects to that view because the player is very likely to explore all the possible endings, and therefore it’s unlikely that they’ll feel much weight in their decision, and also because he doesn’t consider the final question morally all that interesting.

It’s possible I did characterize Slouching that way at some point in a newsgroup discussion – I don’t now recall precisely. It’s not really quite what I would say now, though — and actually it’s not exactly what I say in my contemporary review.

I bring this up not to nitpick Adam’s generally excellent podcast, but because thinking about Slouching Towards Bedlam from the perspective of the current IF scene sent me off on something of a tangent of further thoughts.

So with apologies to Adam, here’s what I would say about it now: Slouching is an early, and still relatively rare, example of parser IF that makes diegetic outcomes depend on a complex set of world model machinations on the part of the player. First you have to figure out how the world model affects the story, and then you have to use that information to bring about the ending you want. You’re likely to luck into several endings you don’t want at the same time.

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