Category Archives: interactive fiction

Musings

Question: Can high drama be produced from a wide-open simulation?

Creating a game that tells a story is one thing. Creating a game that tells a dramatic, moving story is quite another.

Can you really get a dramatic, moving experience from a game that is not tightly scripted or linear? Can high drama truly emerge from an open, unbounded simulation-style game?

Everyday life is a wide-open sandbox. Clearly, there is high drama in real life. But, as mentioned a while back on rec.arts.int-fiction, “Most people’s lives are not filled with high drama all the time. Some events will be dramatic, but creating a dramatic story from those requires editing out all the mundane parts.” (greg)

That editing, in game terms, is what I imagine is the scripting, restriction, or forcing of linearity onto the game narrative.

Isn’t high drama really the product of the manipulation of people’s emotions through selective [More...]

Also posted in game design, story in games | 3 Comments

Shamus Does IF

If you’re into RPGs (the tabletop or computer variety), or video games in general, you’re probably already familiar with Shamus Young and his blog, Twenty Sided. You’re probably also familiar with his excellent webcomic series, DM of the Rings. You certainly should be.

But, if you’re more of an interactive fiction person than an RPG or FPS person, maybe not.

Shamus does a great job with his blog, and I really enjoy his writing. There are only a handful of blogs I enjoy following because of the writing, and his is one of them. Whether it’s a skillful disemboweling of a popular AAA title, a recounting of his role-playing experiences, or his tireless raging against the evils of DRM, it’s always an enjoyable read with the right mixture of insight and humor.

I’ve always suspected he had a soft spot for text games. He’s spent some time [More...]

Category labels: interactive fiction | 3 Comments

“Get Lamp” Discount Deadline Approaches

A gentle reminder for those interested enough in text adventures to be eagerly awaiting the arrival of Jason Scott’s sure-to-be-singular documentary on the matter, GET LAMP: the pre-order discount ends on January 1st.

According to Scott, the documentary will be priced at $40 for a 2-DVD set that will reportedly include additonal “wrap-ins” in the package, although no word yet as to what those are. It’s set to be released in March 2010, around the same time as the PAX East convention, where the movie will be premiered alongside (hopefully) a host of other interactive fiction-related panels and presentations, which is pretty neat.

But if you know you’re going to buy the documentary, you can pre-order it now for 25% off, or $30 (plus shipping).

Ordering now is helpful for Scott because, as he says, it “helps build up the money to do a [More...]

Also posted in adventure games, text in games | Leave a comment

Touché, aaronius

Occasionally I surf around the IFDB looking for goodies. I really like the way it is set up, as it takes a number of cues from other community sites that encourage engagement and social interaction. Often I’ll find myself weaving my way through games, reviews, and lists before realizing how much time has passed, and typically I’ll come out with a couple of new games to add to the play list. I also absolutely love how it is so smoothly integrated with Zoom (and others, like iPhone Frotz), which so effectively feeds the immediate gratification beast. Anyway, I digress.

I was flipping through some IFDB pages the other day, looking for some choice information on this year’s IFComp winner, Rover’s Day Out, when I noticed that it had already made someone’s online IFDB poll:

“Games with Impossible-to-film moments”, by aaronius.

Okay, I [More...]

Also posted in 3D/if, Vespers, game design | 2 Comments

IFComp, I Hardly Knew Ye

Rovers Day OutAnd, there we go. Another IFComp come and gone, with the winners announced this past week. It sounds like the 15th Annual was on par with most, although there appeared to be significantly fewer games overall than in the past (24, compared with 35 last year, 43 in 2006, and 36 in 2005). An ominous sign? Not the way I see it. As others have pointed out elsewhere, this year could be considered an excellent year for IF — in particular, non-comp pieces. We saw quality, ambitious works such as Aaron Reed’s “Blue Lacuna” and Jimmy Maher’s “The King of Shreds and Patches”, not to mention Textfyre’s release of their first two commercial pieces, “Jack Toresal and the Secret Letter”, and the acclaimed “The Shadow in the Cathedral”. So there was certainly no shortage of good IF this year.

This year’s Comp had one relatively clear-cut [More...]

Also posted in adventure games | Leave a comment

Austin GDC Slides

I know a couple of people were interested in seeing the slides I presented at the Austin GDC, so I’ve (finally) made them available for download.

There are two versions available. The slides are available in their native PowerPoint (.ppt) format, as well as in PDF format for those who don’t have access to PowerPoint. The PPT version is preferable, since it contains some of my notes for each slide. I sometimes include slides without much descriptive text on them, so having the notes available will help others to know what I was trying to communicate. For some reason there’s something a little denuding about putting my notes out there with the slides, but so be it.

The PDF file does not contain the notes, since I couldn’t figure out an easy way to do that. But there is this option available for those who cannot open PPT files. (Of [More...]

Category labels: interactive fiction | 4 Comments

Steve’s Cell Phone Number

So one of the cooler things that happened at GDC Austin took place at the Speaker’s Party, a nice rooftop patio party for all of the speakers at the conference with, happily enough, an open bar. I was there in Austin by myself, and I’m not the most extroverted person by nature, so mingling at a social event where most people seem to know each other and I know zero isn’t exactly my comfort zone. But hey, open bar.

So I got my precious free drink, scanned the crowd, and tried to figure out what the hell I was going to do next.

I finally saw someone I recognized, but only barely; Tom Abernathy, one of the advisors of the Writers’ Summit. I knew a little of him, but I only recognized him because he introduced me at my talk. I approached him and thanked him for his intro, and [More...]

Also posted in miscellaneous | 5 Comments

Wrapping Up At the GDC Austin

I’m finally getting some time to put some thoughts together on this year’s GDC Austin, as I sit in the airport waiting for my flight back. Luckily, it’s still possible to put some thoughts together, after dumping half a beer on (and in) my laptop last night. I thought for sure that was the end of the line for the MacBook Pro, but it seems to have survived the scare.

It was an impressive amount of beer dumped directly over the power button and right half of the keyboard, and I wasn’t exactly the swiftest to respond. But after giving it some time to dry upside down, it did start up the first time I tried. After that, though, on subsequent power-ups it would only cough and gasp before shutting down. It looked bleak. I’m not sure what did the trick. I gave it one last shot by holding down [More...]

Also posted in Vespers, characters in games, game design, text in games | 3 Comments

A Moment To Pause and Catch My Breath

Well, that was a bit longer hiatus than I was expecting, but there you have it. It was quite a July and August. Mixed in with an impossible workload, particularly in August, was a couple of vacations (including an awesome backpacking trip to Yosemite National Park, which required more preparation than I had expected) and a big deadline. Yeah, that deadline. It’s amazing, particularly without having children, how easily free time can get sucked away before you realize it. So just about every spare minute I could find was spent working on my presentation, which has left very little time for any Vespers work recently.

I’ve given a lot of scientific talks and lectures before, and it’s pretty rare to have to prepare my talk well in advance. On only a handful of occasions can I remember having to turn in my slides before I gave the talk, which [More...]

Also posted in game design | 4 Comments

Gulp

This, to be perfectly honest, isn’t something I ever expected to see.

It certainly does make it real. I was hoping to put together something like a panel discussion to take some of the pressure off, but that turned out to be more complicated than I thought. So there it is, and here I am, all jittery and uneasy two months in advance and hoping that I can come up with enough interesting material to justify this trust I’ve been given.

The AGDC Game Writers Summit web page has been updated with most of the sessions, so I have been able to glance at some of the company I have been placed in. Looks like there are some big designers and writers from Valve, Eidos, Sony Online, Red Storm, and Ubisoft. Wonderful. And there are some really interesting talks planned, such as Mary de Marle’s “Redefining Our Role [More...]

Also posted in game design | 5 Comments