January Link Assortment

Sam Kabo Ashwell has some wonderful posts on the experience of This War of Mine (1, 2) and The Long Dark: the atmosphere, the emergent narrative, the experience evoked by their systems. This bit from his review of The Long Dark particularly struck me:

Having been lost in the Northwoods before, I can say with all confidence: the biggest, scariest threat you face is that you will walk for days and days and never, ever see a single trace of human influence. Never encounter anything shaped by humanity into something that facilitates transport, shelter or food. As moderns, we are hugely, continuously dependent upon the work of other hands. That fear, the fear of a totally non-anthropic environment, is something that is almost impossible to make interesting in the purely human-made context of a game.

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David Welbourn is one of the quiet heroes of the IF community: for years he’s been helping to maintain ifwiki, assembling the eligibility lists for the XYZZY awards, and creating loads of high quality walkthroughs and maps. He has an enormous amount of patience and an encyclopedic knowledge about many corners of IF history. If you have any regular contact with the IF community, you’ve almost certainly made use of some of his work, even if you’re not aware of it. I’m delighted that he now has a Patreon, which will help him with scanning and internet costs and make it easier for him to continue.

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Rowan Kaiser, Austin Walker, and Alex at While !Finished wrote a series of articles on choices in Dragon Age: Inquisition, and in particular about which of those choices are emotionally resonant:

Alex writes:

One of the most difficult choices in the game, for me, happened in the Solas romance storyline, which is only available to female elf Inquisitors and therefore a minority of players. Near the end, Solas reveals the true meaning behind the Dalish elf’s face tattoos: they were originally slave markings, from when elves enslaved other elves. The Inquisitor can let Solas remove hers, or she can keep them. Does the knowledge of their origin taint them? Or are they a part of her and important to her, no matter what their original meaning? What does she believe?

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The discussion of IF fanfiction brought up that there actually is some on archiveofourown: I found an alternate ending for Galatea and a prequel to Alabaster (which digs even deeper into some of the mythology around Eden and Adam’s wives before Eve). There’s also a wonderful story set in the 80 Days universe that explores some of the background of automata with souls, and the lion-like automaton of Burma, one of my favorite figures in the game. And here is an Inform game about a Fallen London character.

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Spoken IF: Codename Cygnus, Multi Path Audio, Mayday: Deep Space

cygnusCodename Cygnus is interactive radio drama: there are voice-acted scenes with music and sound effects. The premise is that you’re a secret agent, and you can download several missions; each mission is itself divided into smallish episodes, so when you start something, you’re not committed to a long session. It’s highly genre-determined, trope-y stuff, where you’re meeting bad guys with foreign accents across a gaming table, or slipping truth serum into someone’s drink.

Periodically the narrator asks you which of two options you’d like to pursue in order to continue your mission, with specific keywords for you to speak (“Athletic? Or Clever?”). You can either speak the next word or tap the option on-screen, but the system is designed so that you can play entirely hands-free, without holding or looking at your device. As with Choice of Games titles, your actions may determine character stats rather than causing immediate narrative branching; and in fact in Codename Cygnus a lot of your choices (“Athletic / Clever?” “Hostile / Charismatic?”) are explicitly asking which of your stats you want to use and enhance. Because you’re not viewing the text, the screen consists purely of a stats readout, plus controls to scrub or replay audio sections you’re currently listening to. It’s simple but attractive.

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The Feasts of Tre-mang (Eli Brown)

Screen Shot 2014-12-30 at 3.58.41 PMThe Feasts of Tre-mang is a fictional cookbook. That is, it contains recipes that you can actually cook, but they claim to be a variety of holiday dishes from an obscure Atlantic island called Tre-mang that was destroyed by volcanic eruption in 1914.

As you might expect in a cookbook, there are lists of ingredients, methods, and measurements; there are pictures of finished dishes, and editorial notes about safe substitutions. There are also explanatory articles about Tre-mang history and culture, the contexts in which these foods would be presented, and the life of Theodora Peterson, an anthropologist’s daughter whose diaries are the chief source of surviving information about Tremanner cuisine. Brown intersperses these with “old” photographs, maps, portraits, the Tre-mang flag and currency, and even Tre-mang-style erotic postcards. (It seems that Tremanners were very much aroused by ears.) It is narrative-of-objects stuff, though supported by lots of straight written text as well as well.

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Choice of Robots (Choice of Games)

Robots

Choice of Robots is a recent large-scale Choice of Games piece: you take the role of a gifted young graduate student in robotics, about to make significant breakthroughs in your field, generating a line of robots that might become surgeons, soldiers, companions, factory workers. Your choices include design decisions for the robots and business decisions about how to manufacture and sell them, but also personal decisions about how to relate to your robot creations, and what you think it all means. The scope of your activities is such that you may find yourself flying to Shanghai to take meetings, or spending months in a military jail, or preventing the invasion of Taiwan — and along the way it’s pretty likely that you’ll also make a considerable personal fortune, which you can choose to spend on luxuries, philanthropy, or a mix of things.

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Games of Co-Authorship

Someone recently asked me about games in which the player is involved in the story as a co-author rather than as a protagonist, and this is the list I came up with (plus a few others that I thought of after answering the initial request):

witchs

Witch’s Yarn — a graphical point-and-click rather than text-based, but you’re picking which props/characters you want to bring on stage next. Eons ago I did a review of it here. I think there are interesting procedural narrative things they could have done with this premise, but mostly in practice it came out as a series of puzzles instead. (Still interesting and unusual, though.)

Screen Shot 2013-04-03 at 6.50.26 PM18 Cadence — players rearrange objects and narrative elements to construct their own stories. I talk about it more here.

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Choice: Texas (Carly Kocurek, Allyson Whipple, Grace Jennings); The Spare Set (Rob Sherman)

Screen Shot 2014-12-31 at 1.48.00 AM

Choice: Texas is a game about options for women in Texas who are facing unwanted or problematic pregnancies. It’s carefully researched and non-generic: there’s lots of information about costs, complications that apply to different situations, the rules for open and closed adoptions, the legal requirements that determine access to abortion, and quite a bit else.

There are five different protagonists, each with her own unique and branchy tale: a Hispanic mother who already has three children, a career-oriented black woman who faces a loss of opportunities at work if she stays pregnant, a teenager whose parents are anything but supportive, a victim of sexual assault, and a woman whose planned and longed-for pregnancy has turned up serious fetal abnormalities. Some of these characters have loving partners and good health care options. Some don’t, so much.

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