A few days ago I asked people in several forums to tell me what IF tools they wished existed. Here is a collation of the major themes. (This misses out a handful of very specific requests about what specific existing systems should do — it’s more an attempt to put together some general patterns.) I also got some interesting feedback about tools that do exist but aren’t widely known or used, so I’ve written that up too.
This Sunday (March 30, 2:15 PM) the Oxford/London IF Meetup group is having a meetup with guest presentations by Graham Nelson (Inform) and Eric Eve (TADS 3′s adv3lite library), and general discussion about what kinds of tools and toolsets we’d like to see in interactive fiction.
In prep for that, I’d like to open this question more generally: what do you wish you had an IF tool to do? What are you longing to write if only you had the right toolset to do it?
…is now available. This version extends the game’s vocabulary by over a hundred items, provides better feedback on several puzzles that were causing player difficulty, fixes dozens of bugs and introduces a few additional solutions. It includes Dannii’s Ultra Undo extension, which may extend UNDO functionality to additional interpreters. Some spoilery highlights after the jump.
Love is Zero is a Twine piece about vampire high school girls in a tennis school on the moon. It’s not really a piece with plot, per se: instead it’s a sort of meditation on how identities are formed. You have a series of choices — usually “STUDY”, “PLAY TENNIS”, and “BULLY”, though sometimes specialized other choices as well. Every time you make a decision, something new is added to the long sentence that describes who you are. And despite how it may look, all of those choices are rather harsh ones. Bullying is obviously problematic, but playing tennis is about winning and beating other people down, about getting hit with rackets and hurting and not minding. And studying is about kissing up to teachers and gaining knowledge that sounds frightening and dangerous. So the STUDY / TENNIS / BULLY choice is not a PET PUPPY / KISS PUPPY / KILL PUPPY style of moral choice. They’re all sort of KILL PUPPY options.
Sometimes things happen to you outside of your control and those can affect your description too. You belong to a randomized clique with a randomized uniform. The vampirism and the tennis are signs for something else — for the bloody and out of control violence of teen emotions, for the ubiquity of blood in puberty, for competitiveness. The game touches also sometimes on the relationships girls have with their bodies — there are some randomized events that touch on and talk about eating disorders.
That all sounds pretty heavy, but the game is very stylized and cartoony. It manages to talk about the real emotions that underlie teenage female experiences while at the same time not overwhelming the player with hyperrealism. Porpentine’s gift for capturing significant feelings and experiences in single sentences is once again on display here.
Choice of Games is seeking more authors, especially authors with previous experience writing for interactivity. They pay royalties of 25% or, in some cases, work-for-hire fees amounting to $10K.
Fungus is a recently-announced free Unity plugin for building interactive fiction. As far as I can tell it’s aiming for something closer to Ren’Py or
AGT AGS than text-based IF experiences, but I haven’t had time to actually play with it yet.
My breasts were heaving, literally, like in a novel. (The Night I Wore a Mask, silkwords.com)
SilkWords is a new website for interactive romance and erotica — a commercial one, paying authors $500 and up. Unlike a lot of the other recent experiments in paid interactive fiction, it runs on a subscription model: pay for a month at a time, read as much as you’d like. It’s a model that presumably needs a steady stream of new content to keep readers engaged. There are currently nine stories available, and three more listed as coming soon; they are rated by hotness, from “mild” to “very hot” and “BDSM”.
Structurally, the pieces I tried are really straightforward CYOA: choice points typically give only two options (and occasionally only give one, a Continue choice). There’s no visible world-state tracking. My playthroughs were typically two to four choice points long, with very large amounts of text in between. When I asked about retained variables via twitter, the response was that the engine was capable of more, but that the site is initially focusing on story over gameness. This is of course a perfectly fair response, but I often felt these would have worked better as interactive stories (not, necessarily, games) if they had allowed a few more choice points, more carefully selected.
Some comments on specific stories follow.