SFWA, the Science Fiction and Fantasy Writers of America, has announced that game writers will soon be eligible to join. (The rule change goes into effect on August 1.) This applies to writers who work on videogames, RPGs, and tabletop games.
SFWA is a professional society for SF writers (and fantasy, yes, and no you don't have to be American. The acronym is way out of date). Their membership page gives an overview of what they do: support and professional/legal advice for authors, particularly authors just starting out. Also a newsletter and so on. Also SFWA runs the Nebula Awards (the SF awards that aren't the Hugos).
The notion of admitting game writers has been floating around SFWA for a while now. Last September they added Choice of Games to their qualifying markets list, and they've also reported that a broader rule change proposal has been in the works. Apparently it was voted in, so here we are.
- Sell a game containing at least 40000 words to a qualified (paying) market.
- Or sell three games of 10000 words to a qualified market.
- Or sell (to players) a game of at least 40000 words that makes at least $3000 in a year.
- Word count includes the narrative content, not instructions or game mechanics.
- To count, games must have a narrative element, be in English, and be SF, fantasy, or horror.
- Work done for hire is not eligible.
Rambo notes that the rules are subject to further discussion and change (particularly on that last point). They're feeling their way forward on this.
To compare, the SFWA criteria for prose authors are "one novel of at least 40000 words, or three short stories of 10000 words." Or screenplays or stuff of equivalent lengths. Or a self-published work that makes $3000. So these rules are a direct translation, with the caveats about game mechanics and work-for-hire.
(I get the impression that when they say "not game mechanics", they're thinking of an RPG sourcebook which contains both narrative scene-setting and instructions for playing the game. For a videogame, it would make sense to separate user-displayed text from source code.)
Turns out there's some history to this, which Brian Moriarty mentions on Twitter:
It happened before, briefly, in the late 80s. Only three people (Meretzky, Lebling and me) joined before it was disallowed. (-- @ProfBMoriarty)
I don't know the story behind that. Brian points a finger at Greg Costikyan but I couldn't find discussion from that era. Anyway, it was long ago and no doubt the fannish furor has been forgotten.
(Meaningful pause for someone to recount fannish furor in horrifying detail...)
We'll see. In the meantime, I did a quick word-count and verified that, yes, I qualify for membership! Hadean Lands has about 73000 words of displayable text (out of about 240000 words of Inform source code). For a more accurate number I'd want to discount credits, tutorial, and parser messages, but it will still be comfortably over 40000. And I have passed the $3000 minimum for a self-published work.
So... I'm still thinking about this. The $100/year SFWA dues aren't high, but they're not completely trivial either. But, on the other hand, there are benefits. Plus I'm doing this non-profit thing; I want to keep a toe dipped into all the relevant professional circles, and SFWA now counts as one. And... there's a following-in-the-footsteps aspect which is awfully attractive.
(I should note that many, many game writers are already SFWA members! It's perfectly common for people to have game-writing credits and write novels or short stories. I just happen to be someone who is well-known as a game designer without also having professional writing credentials.)
(This post will be generally spoilery for the setting and background of Soma. I will avoid specific plot details, however.)
I've had Soma on my stack for several months. Last month I pulled it off the (virtual) shelf to take a look.
Contemporary-world prologue: good setup. Transition to the creepy future undersea base: excellent. Creepy undersea base: admirably creepy. I pushed through the first bit of the base, moving very cautiously -- though, from a design standpoint, this was clearly the "shadows in the corner of your eye" phase. The monster was not yet on screen.
So then I get to the room where the Frictional monster comes on screen. "Oh," I said, "look, it's the Frictional monster."
I've played through Amnesia: Dark Descent and A Machine for Pigs(🐷). They have the same monster. It shambles towards you and kicks your ass. And I remember specifically, in Pig Machine, that the monster is fundamentally harmless. If you just stand there and wait, it shambles up and whomps you and then disappears. I mean, you die -- or almost die, or the game gives you another shot, or something -- but the monster is gone and you can get on with the plot.
I can see how the designers got there. Getting stuck isn't particularly good for the game flow, and the threat of sort-of-death is a still a decent incentive to sneak around and play the game "right". For most people. I guess. Not me. "Face your fear!" I shouted, and let the monster walk up and pop like a soap bubble.
In that light, the Frictional monster is hapless and pitiable. Poor poor fleshy monstrosity.
So, Zarf, how did that launch go?
Pretty good! Hadean Lands has been on sale on Steam for sixteen days now. And three hours. (Am I counting the minutes? Not really, but it's fun to check.)
In that time it garnered several articles about the DLC certificate, notably from Kotaku and Eurogamer.net. (Those two articles interviewed me a bit on the subject.) Emily Short posted a stellar writeup of the game on Rock Paper Shotgun, and I also got a very nice review on ExtremeTech. And of course many other people said positive things.
Extra props to RayganK, who is leading a crew through HL on his Twitch channel. This is very cool! And... Twitch works very badly for me, for some reason, so I've only seen bits of it. They're two sessions in. Good hunting, folks.
But really, how is it selling?
I won't get into hard numbers, but... HL sold a fair number of copies in the first three days. Then the Steam summer sale started, which took the wind out of the sales. Or maybe it was just a three-day launch spike; it's about what I expected either way.
Then the nice reviews appeared, which led to several more days of good sales. Yay! At this point we're settling back down to the long-term tail rate, but I don't yet have an idea what that is.
And yes, to answer the obvious question, I've sold some certificates. A few. Not nearly as many as I've sold copies of the game. That's fine; I worked a lot harder on the game.
This past weekend I posted a small update. (Also available on Itch and Humble.) It doesn't affect the game content, but adds some UI features:
- "Full Screen" menu option. (F11 on Win/Linux, cmd-ctrl-F on Mac.)
- "Find..." and "Find Next" menu options (ctrl-F/G or cmd-F/G). These let you do a simple text search in the story window. Note that the scrollback is not infinite -- sorry.
- In the "Preferences" dialog, there is now an option for "Other Font..." This lets you enter the name of any font installed on your system. (Although you have to type it in rather than looking through a list. Enter the name as you would see it in a CSS file -- the game's display engine is HTML, after all.)
- In the Alchemy Journal window, the list of rituals now shows "(*)" to mark rituals that you've learned but not yet tried. (Same as the RECALL RITUALS command in the story window.)
- Fixed a bug where a formula description in the Journal window might not be updated when it should be.
(Due to the nature of Inform 7, I will probably never update the game content of the Steam release of HL. Any change would inevitably wipe everybody's save-game positions, and that just isn't acceptable for a Steam game.)
And that's the current color of the ritual bound, as it were. At this point I've done everything to Hadean Lands that I ever planned to, and more; it is entirely and completely shipped.
(Except for that bit of the KS reward that I still owe a few backers... yes, I know.)
I'm finishing up a contract project this month, and then it's back to thinking about Designing A New Game. Since I'm a game designer and all.
Here's something new!
Today we are announcing the Interactive Fiction Technology Foundation (IFTF), a new 501(c)(3) nonprofit organization dedicated to supporting the software and services that underlie modern IF.
The web site (iftechfoundation.org) has all the information. But the quick overview goes like this:
For the past 25-ish years, IF has been primarily a free hobby supported by free-time volunteers. This is great; it's organized around a community (or communities) rather than being pinned to one company's fate. But it's also a weakness. People's free time varies. Services and tools go unmaintained.
The goal of IFTF is to support these efforts; to provide an umbrella organization that can manage projects when the original creator doesn't want to; and to be a visible donation point for benefactors who want to support IF.
(To be clear, IFTF does not plan to directly support creators or become a paying market for IF. The "technology" in the title means tools, services, and web sites.)
Our first project involves assuming stewardship of IFComp, lending the event (and its website) the legal and financial backing of a formal organization. Jmac will still be in charge of IFComp, but he will now do it wearing an IFTF hat. And IFComp will now (through the parent organization) own its own web-site code and copyrights and so on.
Who are we? A bunch of IF fans, authors, and people generally known in the community:
- Chris Klimas (Twine, Blue Chairs)
- Flourish Klink (Muggle Studies)
- Jason McIntosh (IFComp, The Warbler's Nest)
- Andrew Plotkin (Glulx, Hadean Lands)
- Carolyn VanEseltine (ParserComp, Ollie Ollie Oxen Free)
We also have a large advisory committee drawn from across the various IF worlds.
I could burble on about this project, because we've been swinging at it for several months and the ideas are flowing rapidly. But today's the day we announce it, so I'll stand back and let the news percolate.
- PCs are a horrid swamp of choosing hardware parts with model numbers a mile long and people calling you an idiot for picking the wrong third letter. Plus, I don't want to maintain Windows. But they run all the games.
- Macs have a few easy-to-choose models, which is good, but they don't get all the games. Some of the games, but not all the games.
- Consoles have just one model (per decade) and run all the games. But I don't want to do business with Sony or Xbox (Windows).
I've been getting along all-Mac for a long time. But, well, The Witness. And other cool-sounding indie titles. And then there's Obduction, which will be available for Mac, but... the recommended graphics hardware just isn't cheap on the Mac side of the universe.
SteamOS looked like a tolerable compromise. It's not Windows. (I know how to maintain Linux.) But it's as cheap as Windows. There are too many models, but if I pick one brand it's only about four models and I don't have to read about graphics cards until my eyes bleed. I figured Valve was a big enough gorilla to corral the game studios into Linux/SteamOS support. Maybe not top priority, but some support.
So, last winter I bought a Steam Machine. Alienware, one of the middle models, I don't remember the letters and numbers. It arrived in December.
(Long embarrassing pause...)
You can buy HL on Steam. That is the whole blog post.
A few weeks ago Emily Short declared the Bring Out Your Dead game jam, an event dedicated to sharing our abandoned projects and failed experiments.
The jam opened this evening; submissions remain open until the 24th. I see 31 entries already, including works from Alan DeNiro, Bruno Dias, Adri, Cat Manning, Sam Ashwell, and this honorable blogger.
I posted... the first prototype of The Flashpaper War! And the second prototype too. (Playable on web pages. I've also done iPad prototypes of the game, but posting those isn't really possible. You're missing some cute animations, is all.)
I said a year ago that Flashpaper would be my next IF project. And I still intend that to be true! I built these prototypes last year and demoed them in private; I showed a version at Boston FIG as well. But they just didn't work out, so I scrapped them and started from scratch.
(And then I had to spend some time on paying work, and some more time working on the Steam release of Hadean Lands... which is this Monday, by the way. Just thought I'd say.)
The start-from-scratch plan is still marinating. I have plans. They may even see daylight this year... but for the moment, enjoy these Flashpaper prototypes.
Hey! I am back from Balticon, and so it's time for the HL release train to rumble into motion. Here's the first stage:
I have posted a new release of Hadean Lands to my Humble Store and Itch.IO pages. This is the new Lectrote-based app, for MacOS, Windows, and Linux, with autosave and integrated map and journal windows.
Bug reports are very welcome. Any bug I fix before the Steam launch is a win.
This release includes both a native app and the bare
HadeanLands.gblorb game file, so you can play HL on any Glulx interpreter. (But you don't get the dynamic map and journal if you play that way.)
If you have saved games from the original (2014) release of HL, they are not compatible with this release. Sorry! I've stuck the original
HadeanLands-2014.gblorb in the package too, so if you really want to go back to your old save files, it's possible.
(The differences between the current 2016 release and the old 2014 release are small. A few typos, a couple of fixes for obscure ritual corner cases, some improvements to parser disambiguation.)
Here's the important announcement: On June 20th, the price is going up! When HL launches on Steam -- that's June 20th -- it will launch at a price of $12 US. On that day, I am raising the price on the Humble and Itch stores to match. (The iOS version will remain at $5.)
This means that you have three weeks to buy the new version of the game at the old price. Think of it as a secret preparing-for-Steam sale.
Obviously, it's not a secret secret that the game is still available for $5. This is the Internet and you're reading it. But it's a fine line between "I underpriced HL when I originally released it" and "you're jacking up the price on us, you jerk." I don't want to get into that argument on the Steam store page for HL. My position there is "This is a $12 game." Keep it simple, keep it focussed on the Steam launch.
Okay, what else is going on...
If you've looked over the Steam store page you've probably noticed the DLC! Yes, Hadean Lands will have DLC, and no -- I'll spill the joke right away -- it's not extended game content. It's the Hadean Lands Solo Adventurer Pledge Certificate. That is, you can pay extra money for a certificate that you sign promising not to look at hints. Purely optional, I assure you.
The certificate will only be available through Steam. I've put up a detailed explanation on the DLC page. So far, comments are running 100% for "clever idea"... okay, that's 100% of one comment. Still, a positive response. Might even make me some extra money.
Speaking of commentary, Hadean Lands was discussed in three Xyzzymposium posts recently:
- Caleb Wilson on Best Setting
- Aaron A. Reed on Best Use of Innovation
- Joey Jones on Best Implementation
(These posts discuss the nominees for the XYZZY Awards in those categories for 2014. HL won all three of those categories that year, along with Best Puzzles.)
(Cases that are "curious" are as overdone as things "considered harmful". This one is just a nuisance, but I still have to solve it.)
When I started planning HL for iOS, I figured that I'd charge $5. It wasn't a casual-tiny price, it wasn't full-on-desktop-game. (2010 was early in iOS history but we could already see what "race to the bottom" meant.) I wrote up the Kickstarter page and offered $3 as the basic backer pre-order level -- "a $5 value!" So that was pretty well locked in.
During development I decided to release the game for Mac and Windows as well, but I kept the $5 price point. I'm not sure I had any hard logic for this beyond "I don't want to think about it." With a dash of "nobody will complain if it's the same price everywhere." I've had a couple of limited-term sales, but HL has basically been $5 since it launched.
Now I'm (slowly) approaching a Steam release. Scary! And worth revisiting my old assumptions. Should I raise the price?
(I'm not lowering the price, don't be silly.)
The good example on everyone's mind this week is Stephen's Sausage Roll, which launched with a $30 price-tag and an equally brazen attitude of "I'm worth it". Or, more, precisely: "Do you want this particular kind of puzzle? Are you going to jump up and down on it until your knees catch fire? If so, I'm worth $30 to you. Everybody else, just walk on by."
Also, as my friend Chris noted: "if this was a $5 game i'd just put it down and say 'whatever, too hard' [...] but being invested means i have to play it." Buying a game is buying into the game. We all know this, but the difference between $5 and $30 really throws it into the spotlight.
So maybe this all describes Hadean Lands too? Parser IF is niche appeal in a nutshell. Maybe I should kick it up to $7 or $10 on Steam. Or more?
I asked around my IF friends, and several of them said sure, they'd pay $10. Of course, they all own the game already, so it's not exactly a useful sample!
Many factors collide here.
- What price? Dare I go beyond $10?
- Do I also raise the iOS price?
- Do I also raise the Mac/Win price? (On Itch.IO and the Humble Store.)
- I'm adding the journal and map features (which exist on iOS but have never been seen on Mac/Win). I could say it's an "enhanced version" because of that.
- I'm also fixing some minor but long-standing bugs. It's probably asinine to call it "enhanced" on that account, though.
- I really don't have time in my schedule to extend the game in any way (beyond the journal and map UI).
- When it comes down to it, will Steam users come after me in a torch-bearing mob for raising the price of an already-released game? Or is "new to Steam" good enough?
(But one major point of the "I'm worth it" strategy is to signal to the torch-bearing mob to go elsewhere, because they wouldn't be interested in the game to begin with! SSR has a delightfully high rating on Steam, because it's only purchased by people who want it.)
We just got a new issue of SPAG. (The Society for the Promotion of Adventure Games, a long-historied zine of the IF community. It's old enough that it was originally "Society for the Preservation of Adventure Games" because we thought IF might die out or something. 1994, right?)
I want to respond to Ted Casaubon's article, "Safeguarding Your IF Voting From Animal Attack". The author looks at our IF voting traditions (IFComp and the XYZZY Awards) and puts them in context with last year's furor around the Hugos, the (much more famous) annual awards of the science fiction and fantasy community.
This is an excellent article overall. Ted's comparison is absolutely one that weighed on my mind last year, and still does today. The 2016 Hugo nominations were last month, and XYZZY nominations just started. Does the videogame world have a radical-angry faction analogous to the Sad/Rabid Puppies? Why yes. So it could happen here and we should worry about that. The article talks about that possibility and it does a good job.