Monthly Archives: April 2008

Drama and Choice in Games

An interesting blog discussion is forming between TRC (over at Tales of the Rampant Coyote) and Scorpia (over at her lair) about the apparent conflict between drama and fun in games, and the differences between heroes in movies (who often start off as accomplished heroes) and heroes in games (who typically must work their way up from the embarrassment of “level one”).

Mostly, the two points being made are that (1) conventional stories where the protagonist or hero never suffers setbacks or defeats are dull, and (2) games typically allow players to proceed through the game story without having to suffer these setbacks (mostly via save and reload). The player’s constant desire to win — and the ever-present ability to save and restore — negates any of the story- or drama-building effects of setbacks or defeats.

The result is that game designers must force these defeats upon players [More...]

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Foggy Times at Pastel Games

A new flash game called “The Fog Fall” was recently released by Mateusz Skutnik of Pastel Games. Skutnik, as some of you know, is the incredibly prolific creator of numerous flash-based point-and-click adventure-style games, such as the Covert Front series that earned the #2 spot on indiegames.com’s Best Freeware Adventure Games of 2007. The Fog Fall would appear to represent the start of a new series, although other series (including Covert Front and DaymareTown) are still being produced.

The game has the same haunting look and feel as the Covert Front series, although The Fog Fall takes place later in time, in an alternate post-nuclear history around the Cuban Missile Crisis. The overall series objective is not entirely clear, but the graphics style and the sound effects make for a very typically enjoyable experience. These are simple games, and often it distills down to just hotspot [More...]

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Vespers: The Power of the Bool

One of the things that has always been nagging at me since starting development on Vespers is game performance. We haven’t really been developing with frame rate in mind, our thought being that we would leave optimization until we had most of the content plugged in. Most of that optimization would come from the graphics end — LOD, portals and zones, textures, things like that — but that’s a lot of work for the artist to do, and it’s not terribly exciting work at that.

Still, after trying out the game on a number of different systems, I was not very happy with performance even at this unoptimized stage. Frame rates on the better systems would rarely get to 30fps, even at lower screen resolutions. And in far too many areas, rates were commonly in the teens. In some places with a lot of objects in the field of view, [More...]

Posted in 3D/if, Vespers, adventure games | 6 Comments

Milliways: More IF Archaeology


The interactive fiction world was surprised and excited last summer when Dennis Jerz uncovered a true relic of IF history, discovering the original code to Colossal Cave. Fascinating stuff. Then, more recently, Jason Scott had the chance to view another historical slice of IF when he was able to mingle in Steve Meretsky’s basement, a treasure trove of Infocom antiquity. Now, IF archaeologists have apparently uncovered another prize: a complete backup of Infocom’s shared network drive from 1989, which includes not only design documents, email archives, internal meeting notes, source code, and game files, but also code for a game made by Infocom but never released.

Milliways: The Restaurant at the End of the Universe is the unreleased sequel to Infocom’s (and Douglas Adams’s) The Hitchhiker’s Guide to the Galaxy, and Waxy.org has an incredibly detailed account of its history and development spread over a number of [More...]

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You Want Art With Those Games? (Part 2)

This is the second part of a series of blogs that aim to contribute yet more internet detritus to everybody’s favorite age-old argument: Seriously, are computer games an art form?

Part 2: “Games as Art” = “Games as Storytelling Medium”

In Part 1, I proposed that computer/videogames are not yet a true art form, but are capable of being one. To do so a game will need to come along that has a substantial impact on its players because of its beauty, insight, or emotional power, in the same manner as some of the successful works from other forms of traditional media like film, theater, or literature. Without a form-defining piece, the medium will likely continue to make some advances and convince some individuals, but fail to achieve widespread acceptance by the public as a true art form.

For a game to have this kind of impact on its [More...]

Posted in games as art, interactive fiction, story in games | 11 Comments

Spring Thing 2008 Is On

Just a quick notice that “Spring Thing 2008″ is now underway.

Spring Thing is an annual interactive fiction competition which began in 2002. It is different from the other well-known IF competitions (IFComp and XYZZY’s) in that it promotes medium-sized to long works of IF, and it also has an entry fee. According to the organizer, Greg Boettcher, this is “to encourage excellence in game authorship and discourage shoddiness.” Given the wide range of quality we typically see at comps like IFComp, this is probably a Good Thing.

There are three entrants this year: Pascal’s Wager (by Doug Egan), Without a Clue (by David Whyld), and Blue Lacuna: Sneak Preview (by Aaron A. Reed). The games can be downloaded individually or as one archive at the Spring Thing 2008 web site.

The judging period will end at midnight on the evening of April 28th. Cash prizes (or, interestingly, [More...]

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You Want Art With Those Games?

This is the first part of a series of blogs that aim to contribute yet more internet detritus to everybody’s favorite age-old argument: Seriously, are computer games an art form?

Part 1: Games Are Not An Art Form

By now I would guess that most people with a finger on the pulse of the computer/videogame industry have the sense that there is a growing movement for this medium to be regarded as something more than a hollow, trivial pastime. The “Games as Art” debate has certainly been ongoing for some time now, and unfortunately for everyone I feel the burning need to chime in. Part of the argument that games are not, and perhaps never will be, considered a true art form is that the medium has yet to produce any works of timeless relevance, unlike more traditional media like theater, film, and literature. In other words, the experiences [More...]

Posted in games as art, story in games | 10 Comments

Steve Meretzky’s Basement

As mentioned in my last blog, Jason Scott is the creator of the BBS Documentary and runs a blog called ASCII. He’s currently working on a new documentary project called GET LAMP, about the history of the text adventure game, which I eagerly await.

As part of his work on GET LAMP, Jason has interviewed a number of big names in the history of text adventures, one of them being Steve Meretzky of Infocom fame. This past weekend, Jason spent some time in Meretzky’s basement. As Jason says, “There are worse places to be than Steve Meretzky’s basement.”

Apparently, Meretzky saved just about everything he could — original game boxes, memos, ad copies, correspondences, and so on. For those of us who enjoyed those Infocom games, it sounds like a fascinating experience. Jason was able to photograph some of it for use in his upcoming [More...]

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