Author Archives: Andrew Plotkin
After only a couple extra weeks of work (and non-work -- oh, PAX, you great distraction) I am declaring my iOS IF interpreter ready for beta-testing.
Again, this is not Hadean Lands. The first game I will distribute this way will be The Dreamhold, a tutorial IF game. It will be a free download. (Really, The Dreamhold is already a free download -- you can play it on my web site or in iPhone Frotz. I will be packaging it as a standalone IF app with my new interpreter code.)
As I said, I'm doing this for buzz, and to get feedback on the UI design. But as a bonus, this release of The Dreamhold will contain a brand-new dynamic map. I figure that mobile IF players don't want to draw their own maps. (I mapped all the IF I played when I was a kid... stacks of scrap paper all over the computer room. When you're standing on the subway in rush hour, it's not so simple.) So the game will track your progress, and fill in a map for you as you play.
I hope testing won't run too long, and The Dreamhold will be out by the end of April. (I know, last update I said "early April". Turns out that was wrong.)
A very quick note, as Kevin has gone to bed:
The Apollo 18+20 IF album is now live. Most of the games are playable in your web browser; they can all be downloaded and played in your IF interpreter tool of choice.
This after ten minutes of work by me and three months by Kevin. So benificence upon him and all the album contributors. Also thanks to Ryan Veeder for the cover artwork.
Tags: games, IF, interactive fiction, prif, tmbg, tribute album.
As I have alluded in some blog post or other, I've been working on an iOS port of the board game Fealty, designed by R. Eric Reuss. For the project, I chose to use the "turn-based game" API which is built into iOS 5.
(This is part of the GameCenter toolkit, aka GameKit; but not the whole thing. The original GameKit, in iOS 4.1, supported achievements, leaderboards, and peer-to-peer games, but it didn't have a system for turn-taking games. That came along in iOS 5. Just to be clear about the background.)
Building a game using Apple's API was kind of an adventure, which I may document on this blog someday. But the thing is, Jmac and I spent 2005 and 2006 building a platform for these sorts of games, with servers and APIs and everything. It was called Volity; it was very clever. (We weren't nearly so clever about PR, which is why nobody used it, which is why we took it down a few years later, which is why I'm not linking to it.)
We are not Apple, but we are gamers, and our Volity system is more general than Apple's toolkit. It can be used for more kinds of games. This blog post is my attempt to rattle off the differences. Not for bragging rights (Volity is down today, GameCenter is up, end of story) but to point at features that GameKit will (I hope) adopt in future releases.
Tags: fealty, gamecenter, gamekit, ios, volity.
I commented on Monday that I would get an update posted "in a couple of days". That wasn't procrastination; I wanted to be able to say I'd hit an interesting milestone before I headed off to a week of GDC. Didn't happen! Sorry. So, here's the somewhat-less-than-a-mile marker of progress I've got.
First, the game: the game is progressing. That is all I have to say about it. (Yes, there will be more detailed reports before the "It's done" report. But not right now.)
First and a half: Let's assume that if I had a release date to announce, I'd announce it, okay? (I wish I didn't have to explain that every time.)
But here is what I can say, because this is the open-source part: I have made great progress this month on the technical end of the project. That is to say, the iOS port of the IF interpreter.
Tags: dreamhold, hadean lands, if, interactive fiction, zarf, zarfplan.
by Miyuki Miyabe; translated to English by Alexander O. Smith
I suppose I should write two reviews here: one for folks who love Ico the videogame, and one for folks who have never heard of it. (If you're in between, flip a coin and read both.)
Ico was a 2001 videogame (for the Playstation). I loved it; I still love it. It remains a landmark in atmospheric, engaging videogame storytelling. Notably, it was almost entirely wordless. Everything was conveyed through architecture, lighting, the body language of the protagonists, and -- most important -- the physical struggle of the game's challenges. If you haven't played the game, this makes no sense to you. Let me put forth that the most important button on the game's controller, the one about which the story revolves, is "hold hands".
So how does this experience translate into a novel?
Tags: book, ico, miyuki miyabe, review.
Today I dropped by MIT to see a demo of Spacewar, the Very First Videogame -- originally written for the PDP-1 in 1962; now reconstructed by GAMBIT for the Arduino.
My photos aren't terrifically clear, but you can see the two spaceships maneuvering around a central sun (and its gravity well). They shoot at each other, and that's a videogame. The starry background, famously, is based on actual star charts.
The original source code to Spacewar has long been available (here, for example) but it is minimally-commented PDP-1 assembly code and not very accessible. The GAMBIT folks have worked for several months to reverse-engineer the code and figure out what's going on. See their blog posts on the project.
GAMBIT has promised (nudge, nudge) to post their marked-up copy of the original assembly, to document what they've discovered. I'll add a link when that happens.
If you missed Spacewar today, you should drop by the MIT Museum this Friday evening (5:30 pm); the game will be demoed again.
More photos below the dotted line.
I've just released an update to Meanwhile. Is this exciting? I hope it is, because this release contains new high-definition artwork. Digitally remastered from Jason Shiga's original files!

(I've always wanted to say "digitally remastered". One has fewer and fewer opportunities these days.)
On iPhone 4 (or other retina-scale displays, such as the newer iPod touch) you will see a sharper, clearer Meanwhile. You can also zoom in farther than before, a full 2x, to see this art in all its detail.
Older devices (such as iPad 1 and 2) cannot display the sharper artwork at normal zoom. But you can still zoom in to 2x to see the high-resolution art.
To celebrate this, I am offering Meanwhile for a impulse-buy-delighting $0.99 -- for today only. Jason and I think that the app is its own best advertisement -- everyone who plays with it is immediately in love with the design. So, we want more people to play with it. Pass the word around to your friends.
I just got back from a preview showing (I think the first public preview showing?) of Lorien Green's documentary Going Cardboard. It was pretty great.
The movie covers the modern era of board games, what Green calls "designer" and I call "Euro" games -- Settlers of Catan and its genre-descendants. Jason Scott did the editing, so Get Lamp fans will recognize the style: lots of interwoven interview clips, giving an overview of a community and then several takes on particular aspects of it. We get some history (and an amusing sequence of gamers being ambivalent about Monopoly); we get a view of Spiel Essen, the mightiest of board-game conventions. (Fascinating to me, as I've only been to the relatively puny Origins.)
Going Cardboard has a bit more narrative than Get Lamp, I'd say. It follows a couple of people through full-circle story arcs. We see Don Vaccarino taking Dominion from a homebrew prototype, through publication at Rio Grande Games, to winning the Spiel des Jahres in 2009. And we watch Bryan Johnson recounting his tribulations publishing a game called "Huang Di" from 2006 to 2011. (Johnson just got a version of the game funded through Kickstarter, so that story has a happy ending -- the final cut of the film will likely mention that.)
I am peripheral to the board-game universe, but I recognized plenty of names of interviewees -- Vaccarino, Alan Moon, Klaus Teuber, Friedemann Friese, and others. Reiner Knizia, of course. I know a few of the faces as well. (Nice to see Kory Heath being typically enthusiastic about game design.)
Plus, I saw myself! One of the crowd shots at Unity Games distinctly shows the back of my head. I was wearing a Werewolf t-shirt. So, you've got that to look forward to also.
Tags: board games, documentary, get lamp, jscott, movie.
A new (tiny) IF work -- Key Features! This was commissioned by MakerBot Inc. in honor of their upcoming product announcement, which will be at CES on Monday.
MakerBot is a nifty 3D printer company, and that's what's neat about this game: you can literally print out the feelies as real-life objects as you play! If you have a 3D printer. (If not, you can still look at the model renderings to see what they'd look like. The links will appear as you play.)
You can play Key Features online or download the game file. (Use your browser's "download" option to do that, as the game file may come across as text.)
Tags: if, interactive fiction, makerbot, zarf.
(This is an experimental foray into Zarf Not Talking About Games At All. It may be a confusing new direction here on the Gameshelf, or it may just be a mistake. Be assured that we will continue talking about games too, particularly since Jmac has finished his semester of assistant-teaching and will soon have enough live brain cells for blogging again.)
Several months ago I posted about software patents as they relate to my life. I continue to keep an eye on the subject -- not that there's anything I can do about it -- and so I see the same depressing patent news articles that you do.
A couple of days ago I condensed the following tweet out of the usual whirling filamentous thought matter:
The patent system is based on the premise that ideas are rare and precious, but implementation is easy. No wonder it's failing for software! (-- me, 9-Dec-2011)
This has unexpectedly turned into a minor twitterstorm, with a large handful of retweets, several approving comments, several disagreeing or disdainful comments, quite a bit of threaded discussion in my @mentions, more going on in G+, and at least one person who's already sick of the quote. (Sorry! Nobody plans these things!)
I'm happy with that tweet as a tweet -- but 140 characters is not a legal argument. It's an oversimplification! Of course it is. So, here's a blog post, which will hopefully provide some firmer ground for discussion.
(Note: I am not a lawyer of any sort, nor have I any real-life experience with the patent system. This post will not break new ground in the intellectual-property wars. I just want to connect my little slogan with the real world, and say where I'm coming from -- Twitter can't handle that.)
Tags: amazon, compression, gif, not games, patents.
Tomorrow will be the oneth anniversary of the Hadean Lands Kickstarter project. One year of this new lifestyle.
(Technically it's eleven months of this lifestyle, because I quit for Christmas. Also eleven months since I took possession of the donated money, due to processing delays and business schedules and thinking about taxes and all the other absurd things attendant on self-employment. I could also mark it as thirteen months and five days since I decided for sure to quit my industry job; thirteen months and four days since I reached my Kickstarter funding goal. But enough with the dreamy reminesce.)
Tags: design, hadean lands, if, interactive fiction, meanwhile, zarf, zarfplan.
Somewhere back in my Ascension post, I mentioned that nobody uses the official terminology "runes" or "power" or "honor" in my group. Similarly, when we play Catan, do we talk about "clay" and "ore"? No. You build a city out of rocks and wheat. Sheep are a structural element. That's how the game works.
This is an obvious consequence of purely nonverbal game design. Board games often do this out of a desire to save money on translation -- they don't have to rework the card art in every country to say "moutons" or "πρόβατα" or "Schaf" or whatever. (Or rather, "laine" or "μαλλί" or "Wolle".) (Or rather, "wool", because the game was originally in -- no, never mind.)
Anyhow, videogames tend to do the nonverbal thing too -- sometimes for the same reason, but sometimes for artistic effect. Look at the Lego movie game series, which has endless fun with wordlessly grunted, growled, and groaned cut scenes. (Did you know that Lego Star Wars: The Clone Wars uses many of the same voice actors as the TV show? Even though they never say a word? That's awesome.)
Sorry, what was I talking about here? Right. Ico. The original US release had half its lines in unknowable-language, and the rest in Japanese. Wordless as far as I was concerned, although the current PS3 version has English subtitles. (I'm not sure it's an improvement.) Then came Shadow of the Colossus, which was always subtitled, but only uses text when introducing the story and each chapter. The sixteen Colossi are never named.
They have names, although you have to look through supplemental material to find them. I never did, and I bet you didn't either. And that leaves open the question: what did everybody call them, when playing through SOTC that first time?
Tags: ascension, catan, epistemology, ico, shadow of the colossus.
I spent the weekend hanging out at Dangerous Readings, a small-scale (un-)conference about hypertext, interactive literature, and all that sort of thing.
The event was hosted by MIT, and organized by Eastgate, a publisher of hypertext and hypertext tools. They originally envisioned a BarCamp-style event, with sessions proposed and scheduled on the fly. But we didn't wind up being even that formal; it was just eight-to-twelve of us hanging out at MIT, talking about hypertext-like things for a weekend. Afterward there was pie.
I do not have a detailed report for you, I'm afraid. I had a really good time; the group was small enough to drill through my usual reticence. (At least by the second day...) So I was, for once, in the conversation rather than sitting back taking notes.
I'll note a few things, though:
Tags: boston, eastgate, hypertext, if, interactive fiction.
IFComp is over, and it turns out I entered this year! Cold Iron placed fifteenth of 38 entries. It's a tiny little game -- so if you're hungry for Zarf IF, you can either be disappointed that it's so small or happy that it only took a few days of my time to write. But I think it's pretty good, and reviewers seem happy with the quality of work (if not the quantity).
But there's more to the story than that. I collaborated with three other Boston IF authors to create a secret, cross-game bonus puzzle.
The idea was originally suggested by Kevin Jackson-Mead at a PR-IF meetup. He thought it would be cool if several of us entered IFComp with games that shared a metapuzzle. We talked over ideas, and then I wrote a small puzzle structure and passed it around. I set it up to fit into four games. Doug Orleans and Mike Hilborn volunteered to handle the other two parts, and we charged off on our quest.
Tags: cold iron, if, ifcomp, interactive fiction, metapuzzle, zarf.
Last week, I wrote:
In other news -- or rather, the news I started with: Meanwhile has been sent off to App Store review. If nothing goes wrong, it will be available Tuesday, November 8th...
Nothing went wrong, and so Meanwhile is available, right now, in your local iOS App Store.

Full press release is below the cut.
And Hadean Lands? It's on my "make progress every day" list now. I should have the puzzle structure completely outlined by the end of this week. That's a small step, but comforting to me.
A week ago I tweeted: "With Meanwhile stable, my Next Damn Project Slot is open as of Monday. And that means Hadean Lands (aka the Previous Damn Project)."
Perhaps you read that with a detached, urbanely ironic skepticism. Or not. Maybe Twitter can't tolerate that much irony. Who knows. Anyhow, last Monday, I opened up my HL design notes file. I brushed the dust and dinosaur vertebrae off it and read through. Here's what I quickly realized:
Two months ago (gad!) I said:
After I ship Hideout, I will be concentrating on [Secret Project] M37, because it too is just about finished. (And the paperwork is just about settled...) Even though M37 isn't IF either, I promise you will be excited and you will understand why I made time for it this past spring.
My Secret Hideout shipped last month, and the secret project remained secret. Because sometimes it really does take a month for the last contract details and then another month to get all the paper signed. So it flows. But now it is October, and I can finally say...
Meanwhile for iOS will be released this fall. It is a collaboration between Jason Shiga (the author of Meanwhile) and myself. And it will be awesome.
(Footnote: these are production screenshots. There will be some changes before release, particularly in the buttons.)
This post is not about me. It is about Jason Scott.
Tags: 6502, arcade, bbs, documentary, get lamp, jason scott, kickstarter, tape.
I am delighted to say that My Secret Hideout -- first mentioned here a couple of weeks ago -- is available right now on the App Store. Runs on iPad and iPad 2 (iOS 4.2 or later).
Really, it's been available for most of a day -- in some time zones. You may not know this, but Apple treats its App Store as a separate store for each country (or a bunch of countries, anyhow). Apps appear in a given store at midnight in that store's time zone. So from my point of view, My Secret Hideout was released to the New Zealand App Store at 8 AM on Monday. It's been cruising across the hemispheres all day, and it just hit the US a few minutes ago. (Maybe up to an hour. Don't worry, you can get it even if you live in California.)
The down side is, I don't have any sales reports yet, so I don't know how it's doing. But the up side is that I don't have to figure out tax compliance in 90 countries.
I'm glad I don't have to organize everything, is what I'm saying.
No; strike that. What I'm saying is:
My Secret Hideout is a wacky, creative thing set in a treehouse. It’s not like any app you’ve seen before. Buy it! Play around with it!
My Secret Hideout has no goal, no score, no trophies. Explore it, or play with it, until you find a result you like. Will your treehouse be simple or complex? Can you guide it? What will you discover inside?
That's the blurb. There's the link. Go for it.
And as always, please rate the app if you try it out. Ratings are what keep the sales going, and income is what keeps me going. (I mean, yes, the hacking and the laughs are what keep me going -- but also the income.)
Thank you for your continued generosity. More project news soon.
Tags: ios, ipad, my secret hideout, zarf, zarfplan.
I never got around to playing Echo Bazaar, despite a weltering wave of friends who washed through, happily tweeting little fragments of louche Victorian storyline. I had a day job at that point, and I didn't want any addictions that could embarrassingly sneak up on me at the office. (The brownie bars from the cafe down the block were bad enough.)
Now the company has released The Night Circus, a smaller -- I assume smaller -- game in the same model, as a licensed promotional thing for an upcoming book. The boss is no longer looking over my shoulder (his head is now firmly positioned on top of my neck) so I figured it was time to give the thing a try.
Tags: casual mmos, casual rpgs, echo bazaar, fail better, night circus.




