More about yesterday’s post

I’ve gotten a lot of email about yesterday’s post, and it’s clear that at a minimum I need to say a few things to clarify what I meant by it.

I intended to say:

— when I hear about things like the hate mail people receive, my instinctive reaction is to say something like “we would never do that!” “we are all far too decent!” or “that is not at all my experience!”; but this is not true, and I know it is not true. There are people in our community who would and do write threateningly to women. For me, because I know the community as a whole much better, it is easy to say “this person is a jerk, but not representative”; that is not always so obvious for recipients in a different position, and it gives us the reputation that the community is an unsafe place. I have had enough conversation with Porpentine about this situation to feel certain that it was neither invented nor from some random non-IF person.

— I feel shame at being associated with a community known for such behavior, even if the reasons are not under my direct control and were not caused by me. Shame is not the same as guilt, and deals in perceptions and associations, not in technical justice.

— to the extent that I do harbor any blame towards someone other than the author of said email, that blame is directed first toward myself, not toward “everyone” or “the men of the IF community” or another nebulous group. I do believe there is some collective responsibility for the trends of communities we’re part of, and that sometimes it’s not enough not to endorse something; it’s necessary to explicitly call it out as unacceptable.

I have known for a long time that women in the IF community sometimes get threats or inappropriate romantic advances or inflammatory rants, because I’ve received them and heard from others who received them. But I’ve avoided talking about my own because it seemed self-dramatizing and self-centered; I’ve avoided talking about other people’s because conveyed privately. Porpentine’s public statement about her experience provides a context in which to explicitly say “this happens and is not okay” without betraying anything said to me in confidence about anyone else’s experience.

Here are some things I did not intend to express, but that other people have thought I did:

— that I agree with everything Porpentine wrote in the rest of her article. We’re different people with different experiences and views
— that I think most of the IF community would endorse this email-sending, or that I regard most of the IF community with animosity
— that I have the exact same take on Porpentine’s reviews that she did. I didn’t quote that bit for a reason. Most of nastiest feedback I saw about howling dogs came from sources outside the traditional community; but I’m not sure I’m interpreting the reviews in the same way that Porpentine does, and am not sure I’m drawing the lines of the IF community in the same place she would.

At the same time, I know there are things about IF community reviewing and expressions of community standards that do cause hurt and alienation, and I am fairly routinely told about bad experiences by people who bounced off the community; it seems like every time I go to a game dev conference, I’m guaranteed to have at least one of each of these conversations:

1) I love the concept of IF but hate the parser!
2) IF is the reason I got into writing my own games! (sometimes there are surprise hugs here)
3) I tried to engage with the IF community and I felt totally excluded/everyone was mean/no one was interested in me.

Over time, that adds up. You’d be surprised how many game designers are in the business because of IF or partly inspired by IF. And you might also be surprised by how many people have found themselves on the outside, looking in sadly, for reasons that I at least didn’t ever detect. Porpentine, again, is unlike most of the people I’ve talked to about this in that she’s articulated some reasons and issues aloud.

I am not sure what to do about this aspect of things. I am still learning to hear people when they tell me about this, because my instinct to say “oh no we are incredibly nice really” or “that’s not what happened to me (so therefore I don’t think it really happened to you)” is so powerful. I don’t know what to do, but I am trying at least to listen when people tell me about these encounters with the community and not dismiss them even when they come in forms I find painful.

Assorted Releases and Events

Sorcery! header

inkle has been posting for some time about their Sorcery! project with Steve Jackson, and it’s now available for iOS. I haven’t had a chance to try it out yet, but it looks gorgeous, with fun gamebooky play, a revamped combat concept, and a really attractive map. Here’s more about the making of, including discussions of the combat system and the creation of the user interface. It looks gorgeous, however, and is getting rave reviews at the app store, as well as positive coverage at Pocket Gamer. One unfortunate note: it’s not (yet?) really playable with VoiceOver.

The People’s Republic of IF in Boston is organizing another IF meetup this year, September 14-15, coordinated with the NoShowConf and the Boston Festival of Indie Games. This is an opportunity to hang out with other IF authors, share in-progress concepts, demo to the public (at Boston FIG), and attend game design talks (at NoShowConf). There may be some IF-specific programming there, though this isn’t finalized.

I’ve mentioned this before here briefly, but I’m speaking next week at the Inventing the Future of Games conference put on by UC Santa Cruz. That’s in Mountain View May 10. I’ll be talking about tools for interactive narrative creation, drawing on experience with Inform, Versu, and (to a lesser degree) various other IF tools.

XYZZY Award voting is ongoing through May 7. If you want to participate, check out the nominees and voting page.

XYZZY Awards 2013 Eligibility

I’m reposting this, with permission, from the intfiction forum. I did not write this announcement; it is by Sam Kabo Ashwell. But it is about how the XYZZY Awards are changing to attempt to incorporate works that weren’t promoted to or didn’t originate inside the traditional IF community, and to avoid imposing unnecessary formal barriers to people who might be interested in having their work considered.

If that’s something you’re interested in, read on.

Continue reading

Assorted News and Events

First round voting in the XYZZY Awards is open through April 15. This is a nomination round, and a list of eligible games, interactive fiction, CYOA and choice-based games of other types can be found on the website. There will be a second round to pick winners from the nominees. Anyone may vote, though you’re encouraged to have played several eligible games (ie, not to vote tactically just for one or two special favorites). But please don’t think you need to have covered all the eligible options to vote; it’s a really really long list and no one’s played all of it. The XYZZY Awards also now recognize innovation and technical tools released during the previous year, so if there’s a great interactive fiction language, tool, or piece of documentation you would like to recognize, feel free to write in your nominees.

Screen Shot 2013-04-03 at 12.21.12 PM Second: now available are the three games entered in Spring Thing 2013. This year includes “Encyclopedia of Elementals” (Adam Holbrook, Quest); “A Roiling Original” (Andrew Schultz, Glulx); and “Witch’s Girl” (Mostly Useless, Twine). If you want to vote in Spring Thing, you’re encouraged to make a good faith attempt to at least try all three games, but there are no other requirements, and if you can’t get something to work on your platform, that’s fair enough. Voting is open through April 28.

Third: there now appears to be an interactive storytelling meetup group centered in Ottawa, looking at various types of content including hypertext, IF, and tabletop games.

GDC 2013

…starts Monday! I will be there:

I’m giving a game design postmortem about Versu Friday morning (10 AM, Room 3005 West Hall). I’ll be talking about several aspects of the design, including some UI issues with presenting text games that I haven’t previously blogged about here.

Richard Evans and I will be showing Versu gameplay off at the Experimental Gameplay Workshop (Friday, 2:30-4:30 PM, Room 2014 West Hall). As that’s always one of my favorite sessions, I’m especially happy to be doing it. The EGW always features a surprising and cool collection of gameplay styles and concepts.

And finally

I will also have a shorter stint at the Indie Soapbox, where I will talk some about text games. (Tuesday, 4:30-5:30 PM, Room 2005, West Hall.)

Several other sessions caught my eye as potentially interesting for IF folks:

Clara Fernandez-Vara, a Boston PR-IFer and IF outreach advocate, is part of the Game Educators’ Rant session.

Porpentine (howling dogs et al) and Terry Cavanagh (Don’t Look Back, Super Hexagon) are talking about indie game curation and outsider voices.

There is a poster session by Mordechai Buckman about the potential of interactive fiction using “a tool for turning story scenarios into intuitive gameplay.” I’m not sure what to expect from this one, but we’ll see.

Jake Elliott and Tamas Kemenczy talk about the evolution of Kentucky Route Zero from a largely puzzly graphical adventure game to its somewhat more mysterious current form.

Sean Vanaman and Jake Rodkin on Telltale’s The Walking Dead also sounds very much worth a look (I’m especially vexed it’s scheduled opposite the Game Design Challenge session, which I typically make a point of attending — but hey, it’s all about presenting the player with hard choices, right?).

I usually enjoy the GDC Microtalks, a brain-dazzlingly rapid presentation by numerous speed-talking speakers. This year the lineup includes Anna Anthropy, Leigh Alexander (a games journalist who, among other things, has written extensively about IF and text gaming), and Tom Bissell.

And, of course, there’s the entire Game Narrative Summit, moved to San Francisco GDC this year. Formerly it was a feature of GDC Online in Austin.