Archive for September, 2009

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Speaking of contests

September 28, 2009

“Citizens for Global Solutions” (about which, I confess, I knew essentially nothing until today) has posted a contest for interactive fiction dealing with global concerns and their solutions. (That includes human rights issues, global warming, nuclear proliferation, etc.) Their definition of interactive fiction is a bit different from mine, but it sounds as though text-based IF would count among the things they’re looking for.

There are cash prizes ($2000 first place, $1000 second place, $500 third place, plus a people’s choice award). Submissions are due November 17th.

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Saugus Halloween Contest

September 25, 2009

As in previous years, Saugus.net’s annual Halloween story contest is open to interactive fiction entries. Put your short interactive ghost story together by October 22 to enter.

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Homer in Silicon

September 25, 2009
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Long, in-depth article on Photopia

September 22, 2009

From Jordan Magnuson, over here. There’ve been gazillions of reviews of Photopia over the years, but Magnuson is a thoughtful reviewer with (it appears) a lot of gaming experience in general, but less experience with IF. So I find it interesting what he has to say.

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Clockwords: Prelude

September 22, 2009

Screen shot 2009-09-22 at 12.31.29 AM Clockwords is a word/defense game by Gabob, who previously did Now Boarding (mentioned here). This time, they’re using a story that I wrote to go with their gameplay concept. I’ve really enjoyed this — it’s exhilarating seeing what the artist has done with my suggestions, and fun to work on something a little different from my usual format. The core gameplay lets you build words, but (in contrast with most word games) in a way that doesn’t absolutely restrict you to a set of letters on the board. If you’re the kind of person who gets frustrated by all the great words you can ALMOST make in Boggle or Scrabble, Clockwords might be up your alley. What’s more, as you play you gain the ability to manipulate which letters are available for future use.

This installment is just the Prelude; future installments will contain a lot more of the plot, and more variations on the core play.

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Latest HiS

September 17, 2009

On an iPhone game in which you psychoanalyze Achilles. Clearly I couldn’t leave that alone.

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Jay Is Games does Make It Good

September 16, 2009

Here, and using the Parchment implementation.

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Game Master as parser

September 10, 2009

“Action Castle” is apparently a tabletop semi-RPG where the game-master pretends to be an IF parser. I found this narrative of play amusing and fascinating — especially because, when I was a young teenager, I would often play the parser this way for my own friends. (I always did allow the parser to understand all the commands, but there were annoying mazes and unfair plot arcs.)

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New Homer in Silicon

September 2, 2009

…in which I talk about romance plots in games, including some IF and some other stuff. Partly a response to an article in NowGamer.