Archive for May, 2008

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Gun Mute review

May 28, 2008
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Homer in Silicon

May 27, 2008

Thanks to Simon Carless, I have a biweekly GameSetWatch column now. I’ll be using it to talk about games and storytelling — sometimes drawing on IF, sometimes not.

The column title (besides the obvious) is a reminder that storytelling hasn’t always primarily taken the form of written text on a page, even though that’s what we currently tend to revere most (with books getting more respect than movies, and movies more than video games). Oral narrative was flexible but sometimes formulaic, and the teller shaped it somewhat to fit the audience.

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Bespoke IF

May 25, 2008

Greg Costikyan recently ran a post about GMing as bespoke tailoring — the idea that having your game run by an individual human with an interest in your tastes is the ultimate high-end in gaming experiences, with digital RPGs and MMO games as the equivalent of ready-to-wear stuff.

I don’t GM, but this interested me because I do enjoy what you might call bespoke IF authorship: writing a game (usually tiny, though not necessarily joky) for a specific person or small group of friends. Obviously, there’s usually no expectation that what I create is going to be of value or interest to anyone else; it’s more like writing a letter than like a literary exercise. The reason I find it so satisfying, though, is that it’s much easier to get the balance right if you’re addressing the game to a particular person’s play style.

Does anybody else do this? Or is it my own private form of crazy?

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Make it juicy!

May 24, 2008

Often in IF design I think back to an old Gamasutra post on rapid game prototyping. (For a while I couldn’t find it again, having sort of sketchy memories of when it ran or what a good search term would be. But now I have, I thought it might interest other people as well.) I particularly like this bit:

“Juice” was our wet little term for constant and bountiful user feedback. A juicy game element will bounce and wiggle and squirt and make a little noise when you touch it. A juicy game feels alive and responds to everything you do — tons of cascading action and response for minimal user input. It makes the player feel powerful and in control of the world, and it coaches them through the rules of the game by constantly letting them know on a per-interaction basis how they are doing.

IF doesn’t do wiggles and squirts much, but it has its own kind of juice — fun and unique responses to as many commands as possible. And to judge by the success of Lost Pig and Suveh Nux on JayIsGames, I think this is part of what gives IF its appeal with newbies and people who aren’t hardcore IF fans.

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Unpersuasive Games

May 21, 2008

Budget Hero is a game in which the player gets to select a series of policies on spending in the US: taxation policies, social security management, defense, health and human services, housing, education, research, and the ever-popular miscellaneous. In structure, it reminded me a bit of Red Redemption’s Climate Challenge game (where you similarly play cards to affect European policy and budgeting), but Budget Hero is more streamlined and playable.

That said, I had some issues with it.

Read the rest of this entry ?

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A meta-post

May 17, 2008

There are various good ways to announce projects and cool stuff to the IF community, such as:

  • Posting to rec.arts.int-fiction or rec.games.int-fiction — these get a lot of posts daily and are the main point of contact in the community. If you’re not an IF regular but you want to get the word out about a contest, program, or event to people who are, your best bet is to post there.
  • Sending an announcement to SPAG (which comes out every few months and includes community news) or Brass Lantern (which runs an RSS feed updated much more frequently but with briefer content)
  • Having your own blog which you arrange to have picked up by Planet IF
  • Listing events, tools, or projects at ifwiki
  • Listing new games at IFDB

I mention this because I kinda want to discourage the trend of people asking me to mention/promote things on this blog.

I hope this doesn’t seem curmudgeonly, but there are already places to keep track of IF news. I’d prefer to keep this space for (a) stuff I’m working on myself or (b) stuff I have an opinion about and think is worth sharing. I’m not going to post announcements without looking at what they’re announcements for, but I don’t always have enough time to immediately check out everything that winds up in my inbox. And of course sometimes I look at something and don’t think it’s that interesting. (Bad judgment on my part, I’m sure.)

So… yeah. If you want to email me about something you think is cool, that’s terrific, but you should realize there’s a fair chance that I won’t have time to look it over right away, or that I won’t be moved to talk about it here.

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Fatal Hearts

May 11, 2008

Fatal Hearts calls itself a “visual novel adventure”: a kind of relative of IF which involves huge amounts of character dialogue (largely uninteractive), interspersed with set choices (go to the mall, or do your homework?) and puzzles (such as Theseus-and-the-Minotaur-style maze escapes to see whether you get away from your pursuers). It belongs (as far as I can tell) to a tradition of Japanese adventure games and the sort of thing done in Ren’Py (though Fatal Hearts is not itself a Ren’Py game). Play This Thing! reviewed it a short time ago, and I’ve been curious since.

Read the rest of this entry ?

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A Very Exciting Announcement

May 9, 2008

Some small bugs that were preventing the Inform 7 extensions RSS feed from appearing quite right under Firefox and Safari (two different bugs) have now, we think, been resolved.

I knew you’d be thrilled.

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Conventional reading for IF

May 8, 2008

Recently someone emailed me with the following question:

Going on the assumption that if you like to write, you must also like to read, I was wondering if you would be willing to share any books/short stories/writings — anything non-IF — that you really enjoyed or perhaps even inspired your style of story-telling.

I’ve had a pretty busy week and haven’t gotten around to answering, but I thought it might be an interesting one to throw out here, and see what other people think about IF-inspiring conventional writing.

So, a couple answers of my own:

  • Borges. His stories are often thought experiments about memory, narrative, or language, with implications that are evocative for interactive storytelling. For related but not identical reasons, Italo Calvino.
  • Donna Tartt’s The Secret History. Tartt has a special gift for choosing evocative details — little sights or sounds that capture a whole mood or carry a wealth of connotation.
  • Annie Dillard’s essays (not the fiction, which I’ve never been able to get through). Dillard writes deliciously musical prose, and describes landscape beautifully. The opening of An American Childhood remains one of my favorite passages of English prose.
  • John Crowley, mainly Little, Big, for the symbolic weight and metaphysical power it gives to simple objects; this was a non-trivial influence on Metamorphoses.
  • Plato’s Symposium. Often dry or archaic in translation, in Greek it is witty, sly, sweet, sad, sexy and beautiful; it describes vividly and presently people now millennia dead. The dialogue that is both intellectual and personal has great resonance with me.
  • Copenhagen, by Michael Frayn. Again: dialogue both intensely intellectual and intensely personal. And, I would also observe, dialogue that is not very naturalistic. I tend to write somewhat stylized dialogue for IF, and I think in this I’m influenced a bit by my diet of plays (both ancient and modern) and my sense that an interactive dialogue needs to be more compact than our rambling conversations in real life. (Not, I hasten to add, that I imagine myself on Frayn’s level, or anywhere near it. Copenhagen I consider one of the masterworks of the past century.)
  • Mote in God’s Eye. I just finished this a few weeks ago, so it’s not so much a longterm favorite as something I recently have been thinking about. What impressed me about this one was how intensely compelling I found it. Which got me thinking more about how to inspire and use the player’s curiosity as a motivating force to get him to keep playing.
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More on that Guardian project

May 6, 2008