This week I complete my writeup of the stuff I hoovered off the merch tables outside the very first PAX East expo hall last month. As I mentioned last time, almost everything I bought at this game expo was some kind of printed matter.
Meanwhile, by Jason Shiga
I don't understand how I haven't run into Jason Shiga's work before last month[1], where two of his self-published books lay among the Printed Works of Interest on display at the PAX IF Suite. One of them, a black-and-white, intriguingly dogeared comic book called Meanwhile, caught my attention immediately, and I was delighted to discover that a brand-new full-color hardcover edition had not only just been printed but was for sale at the expo. For my money, it is a best-case scenario of print-based interactive fiction.
First of all, it's great comics, mixing Shiga's delightfully chunky, cartoony art with a loopily recursive SF story, delivered through dialogue that's a charmingly correct mix of goofy and poignant. But what really defines the book is its game element: the panels are read not sequentially, but rather by following colored pipes that connect them. These pipes snake in all directions, often abruptly directing the reader onto a new page entirely. Crucially, panels often have more than one "outflow" pipe, and sometimes the pipes themselves branch; these represent decision points faced by the main character, leaving it up to the reader to decide which action he takes. (The story's first page serves as a friendly tutorial, setting the protagonist in an ice cream shop and having the reader decide his fate in the form of which flavor he chooses. Things rapidly get more interesting after that.)
So far, it sounds like an indie-comics homage to Choose Your Own Adventure books. And while Meanwhile most certainly is such an homage -- Shiga is on-record as a tremendous fan of that book series, and two of the hardcover's back-cover blurbs are from classic CYOA authors -- it transcends mere adaptation of form through a subtle twist of its own. The book's front matter contains, in small print, a brief developers' note from the author, which reads in part:
Once the outline of the story was structured, a computer algorithm was written to determine the most efficient method to transfer it to book form. However, the problem proved to be NP-complete. With the use of a V-opt heuristic algorithm running for 12 hours on an SGI machine, the solution was finally cracked in spring of 2000. It was another six months before layouts were finished, again with the aid of homebrew computer algorithms.
The author (who, helpfully, holds a degree in mathematics) is too humble here. Mechanical algorithms may have generated the book's complex graph of panels and pipes, but the final physical layout is clearly the result of painstaking creative work. As you play through the book, you start to realize that the various other panels on the pages you travel through, most inaccessible from your current path, don't share the page merely for efficiency's sake; they are meant to be seen, and read. You will see unusual symmetries on apparently unrelated pages that defy coincidence and demand explanation. Appropriate to the story's theme, these glimpsed path-fragments suggesting alternate pasts and possible futures start to feel like echoes of parallel timelines spookily flitting by, totally unreachable -- or are they?
I must also note that the book contains its own version of a text adventure game's "AMUSING
" post-play segment. Once you reach the most complete ending (it's not explicitly marked as such, but the story is sufficiently well written that it you'll still know when you get there), there's not much left to do but start deconstructing the book yourself, flipping around freely and seeing what happens. Wonderfully, the book anticipates this, and responds appropriately. To say more would spoil it. All thinking playful persons should experience this book.
Incidentally, the other Jason Shiga book in the IF suite, Knock Knock, was a related but entirely different example of mad genius that I would also very much love to own. In this story, the player-character has three moves to deal with an unwelcome visitor to his tiny home. To make a move, the reader choses which of the many objects in the one-room apartment that the character should interact with. Every object is "useable", in the IF sense, at the end of every turn. The comic contains every possible four-page story that can results (all but one of which come to a disastrous end), and thus the whole work is the size of a phone book. Sadly, I am told that it is out of print. I strongly encourage this situation to amend itself.
Calvin & Hellen's Bogus Journey, by Calvin Wong and Hellen Jo
This minicomic by titular cartoonists Wong and Jo is the alleged instruction manual to a real but very silly downloadable Windows game. Standing alone, the book is a giggly parody in both format and content of the very earliest Nintendo game instruction booklets, such as the one that accompanied the original Super Mario Bros. (and therefore most every NES sold, at least in the US). It nails everything from the unsettling safety warnings at the start through the disconnectedly worded background story, arriving inevitably at the pages and pages of enemy-character depictions and understated micro-biographies that always constituted the bulk of the old manuals.
The downloadable game is by Derek Yu, who with both Spelunky and TIGSource under his belt is one of the world's most prolific and respected indie-game auteurs. So my discovery of this project feels like, I dunno, coming across an obscure pamphlet linking to a short-film adaptation of itself that Quentin Tarantino burped out on a lark and stuck on the web without further commentary. I love the world of indie games.
Twisty Little Passages, by Nick Montfort
I have not yet read Montfort's 2003 treatise on the history and form of interactive fiction. Nor did I have the author autograph it at PAX, even though I bought it amidst a running gag of Jason Scott, selling the book at his table, repeatedly calling Nick over to sign other people's copies every time he tried to enter the nearby expo floor. But I couldn't just let it sit there unpurchased, especially since I did manage to last year read and enjoy Racing the Beam, the excellent examination of the Atari VCS's technology and societal impact co-authored by Montfort and follow game-studies scholar Ian Bogost.
Digression: It is a good time to be an independent ludologist in Boston. In the typical mold of a Cantabridgian techno-slacker of no particularly noteworthy academic pedigree, I frequently find myself knocking about the MIT campus for one thing or another, which increasingly involves interesting events in the vein of game studies. I run into Nick fairly often in that context, hence my not vying for an autograph. A one-man agitator of everything that has to do with creative new applications of digital writing, Nick hosts the Boston IF meetups in his office there, and he also organizes the Purple Blurb seminar series. He's also kindly sat twice for filmed interviews with me, though I've yet to actually apply any of this footage to a finished project. So, on that note, I'll wrap this column up and slink back to my Final Cut workstation.
I empathized with Paul O'Brian's lament, in his own PAX writeup, of feeling like he'd been in suspended animation for years as far as interactive fiction went. That's quite similar to how I felt paging through Reinventing Comics for the first time in a decade, albeit from the other direction: this material was ten years old, yet still felt novel to me.