Yesterday’s ifMUD discussion on testing is now available.
Following our current schedule, the next IF discussion should be Saturday, Sept. 13. I am going to be unavailable at that time, but that doesn’t mean that others cannot meet up! I am happy to hand off the baton to someone else who would like to run the session, which means picking a topic (there are some possibilities among the unused topics here, or you can propose something else of your own), then showing up on the day and MCing the conversation a bit, and finally keeping a transcript of the discussion so that it can be posted later. (You don’t have to do the transcript cleanup and posting if you don’t want to — it’s fine to email that to me and I’ll do the usual formatting work on it myself when I get back from my trip.)
Anyone wish to take that on?
Some thoughts follow on the IntroComp 2014 games I’ve tried so far. IntroComp is a long-running interactive fiction competition in which authors submit the beginnings of games and invite feedback and information about whether players would like to see more.
If you would also like to vote, you have through August 15 to try the entries and rate them.
80 Days is a gorgeous iOS game from inkle studios and a script by Meg Jayanth, who (among other things) did the StoryNexus Samsara project. 80 Days takes off from the Jules Verne novel about Phileas Fogg’s round-the-world race; but it adds steampunk elements to the setting (I realize that some people feel about steampunk the way I feel about zombies) and allows the player to set the route, casting him in the role of Fogg’s valet Passepartout. Different routes take different amounts of time and have different costs associated with them; money and health are both resources that must be replenished periodically. The player can also buy (or more rarely acquire through narrative events) various inventory items that make the trip more comfortable, reveal new routes, or sell for fantastic profits in distant cities. It’s also slightly more constrained than the big open map might initially make it seem: you can’t really backtrack in some cases, even if there’s a nominally valid route in a particular direction and even if you the player think it would be a good idea.
You’ve been kidnapped, confused, and trapped in a factory to do labor far beneath your true level. The friends you once knew think you’re dead, if they think about you at all. But you’re equipped with NV-level nanomite implants, meaning that you can disassemble and reassemble the world around you in surprising ways. It’s up to you to escape, confront the people who put you away, and complete the world-changing project you had begun.
Ultimate Quest is a new IF game — written by me, gorgeously illustrated by Silvio Aebischer — that opens today and runs in five episodes through the 22nd, as part of a new product launch by NVIDIA. The first players to complete the game will win actual prizes. If you’re reading this blog, you probably have a head start on the competition: this is classic parser IF with plenty of puzzles and exploration.
Note that this is a game with Twitter connections: you will need an account to sign in, and to tweet during play.
Choice of Games has brought their Heroes Rise series to Steam, making it the first all-text game distributed that way. (Steam also carries
a few other things I would consider interactive fiction, such as Depression Quest, and IF’s relative Sunless Sea. But those games are somewhat more visual.)
CoG would like to bring more text games to Steam in the future, but the possibility of that will depend on sales, so they can use some support from Steam-using IF fans.