Monthly Archives: January 2014

Zarfplan: Welcome to the new age

(I have that song stuck in my head, sorry about that.)

It is the end of January; it's been six weeks since my last update. Merry 2014! The holidays are over and I ate a lot of cookies. You've probably forgotten what my voice sounds like. Welcome back. Or welcome me back, I'm not sure which way it runs.

January was a weird month for Hadean Lands development. I said it would be "story bits". What does that mean?

Way back when I was sketching out this storyline, I outlined a set of characters who would appear throughout the game. I sketched out their roles, and how they would relate to each other and to you. One appears at the very end of the teaser, if you recall back that far:

You can see a figure caught behind the fracture. You peer closer in the gloom... That's Lieutenant Anderes, apparently frozen mid-step. What's she doing down here? And why is she carrying a crumpled alchemical recipe?

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Arisia: IF and gaming panels

I spent this past weekend at Arisia, an SF convention. Like many conventions, it's diversified its topics to SF (and fantasy) in comics, TV, movies, and gaming. So I wound up at a whole series of nifty panel discussions that mentioned interactive fiction.

Okay, it was the deadly trifecta of gaming discussions: Are games literature? Are games art? And what the hell are games anyhow? But the moderators all ditched the cliche questions and got on to interesting stuff.

(I was not on the panels -- just sitting in the audience. I got to throw in some comments, though.)

I do not have transcripts of these. I tried to take notes, but at some point in each panel I got caught up in the discussion and spent my time thinking of comments rather than writing down what people were saying. So you get a rather disjointed view of all of this. Sorry! I think it's worth copying my jottings anyhow.

Quotes are guaranteed not accurate. I attempted to get down what I thought people meant; errors are mine. I've also thrown in some of my responses that I wasn't able to get out loud in the panel. Editor's privilege.

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PoTL #8: A certain amount of arrogance

Matt and Jason return after a long break intending to talk top-ten lists. Instead, beginning with a digression about the Interactive Fiction Competition, they discuss the changing face of game development away from monotonous triple-A dominance and towards something more inclusive to other voices and styles.

But: no revolution passes bloodlessly.

Enjoy.

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Canceling my stamp on correspondence play

I still love Hero Academy from a design standpoint, and nothing will undo all the fun and fascination I had with it in 2012. I bagged the 40-wins achievement towards the end of that year and I still feel good about it. Once iOS-exclusive, the title now makes itself available across all significant desktop and mobile platforms, and I continue to encourage folks interested in the overlap of tabletop and digital games to check it out, for all the reasons I wrote about back then.

I last month dipped back into it and ended with only disappointment, though — not with the work itself, but with my own failure to see a single game through. I happily launched myself into four simultaneous games, much as I would have a couple of years ago. After a flurry of initial activity in each, though, I allowed all to lapse into default over the holidays. By not registering any moves during the 14-day limit, I automatically and tacitly sent my friends home with rather toothless victories.

Time was I loved games that moved at the pace of correspondence, taking days or weeks to play out, but I don’t believe it true any longer. I’d like to try examining why this may have come about.

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Random historical "treasure"

Here's a thing I found in a box: the records of my solving Infocom games.

(click for bigger and larger)

Back when I was first playing these things, I would generate these transcripts. Not while I was solving them -- oh, what a waste of paper that would have been -- but when I finished. I'd start from the beginning and play through to the end, reeling out all my hard-won game expertise in one swoop.

Well, maybe not one swoop. You can see that one of the transcripts starts in the middle of Planetfall. Probably I came to the end of a ream of paper and had to feed in a new one.

This is fan-fold dot-matrix printout from an Apple 2. It was an Okidata printer. Microline model 92, I think?

I have no idea what to do with this stuff, other than put it back in a box. It doesn't encode anything interesting about my play experience, since I was aiming at a clean "speed run". I guess you could analyze my typos.

If I get sufficiently famous, I guess one day I can donate my papers to a literary foundation. Something to look forward to.

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I'd be coy about it, but the above title is what Stephen Granade posted, so I'll stick with it.

Stephen has been running IFComp since 1999. In that time... you know what, a recap of the IF world in the 21st century would be messy. Put it this way: stuff keeps changing. We all try to keep up. Stephen's patience and good humor have kept the Comp steady through all these years.

Now Stephen is stepping down to concentrate on his career as a serious rocket scientist. Jason McIntosh has volunteered to take over and helm the ship. Jmac needs no introduction here -- because it's his blog -- but you can poke at the links if you want.

2014 will hold the 20th IFComp, and I sincerely look forward to steering this institution SG has helmed since 1999, even while aware that I find myself with shoes of a certain magnitude to fill. A lot's changed over the last few years -- to say nothing of the last fifteen -- and I see the Comp as more important to the continuing development of text-based games than ever before, both as a body of work and as an increasingly diverse art form.

-- Jmac's comment on the announcement

Is he hinting at changes to come? Only the Shadow knows!

(I am not the Shadow.)

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Lego Batman 2: the best interactive essay on Superman

BruceBeyond being a surprisingly well-written entry among Traveler’s Tales’ more recent Lego-Whatever titles, Lego Batman 2 may contain the most poignant expression I’ve seen of Superman’s perhaps most obvious narrative problem: how does one make a literally omnipotent character dramatically interesting? What does it mean when there’s this one guy always front-and-center who can outdo any individual, super-powered or otherwise, at whatever thing they feel makes them special?

Lego Batman 2 shines a spotlight on these questions in the very best way a videogame can, purely through play mechanics, and with reserved brilliance. Much like the first (much weaker, far buggier) Lego Batman game, the first few acts of the story mode lend Players One and Two the unsurprising respective roles of Batman and Robin. At the start of the second act, the plot twists in such a way that the latter finds himself bumped into the wings when Superman swoops into the Player Two spot. And then things get interestingly weird.

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A hypothesis on the life cycle of combat RPGs

A question from the blog-topics backlog which I’d now like to throw out to the readership: If you have ever played a combat-oriented tabletop role-playing game like Dungeons & Dragons, did you ever actually use miniatures on a grid, as the rulebooks generally assume of their players, with each square representing a 10’-by-10’ area? Or did the combat, as with the rest of the gameplay, stick to an entirely verbal format?

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