Last month I posted about the idea of a videogame category for the Hugo awards.
A few days later there was a discussion thread on File770 (a prominent SF fandom news blog). The discussion was a good snapshot of community response to the idea.
The biggest objection was that there aren't enough good games to make a category worthwhile. People cited 15 to 25 as a desirable minimum. (The Hugos have a two-stage voting process. So you want at least 25-ish plausible suggestions for "best game of the year", which then get narrowed down to five finalists, which then get narrowed down to one winner.)
The petition that sparked that discussion thread went nowhere. However, I think it's worthwhile to put up a concrete list. The subject will certainly come up again, and I want people to be able to point and say "Yes, look, there are that many games every year!"
I'm going to focus on indie and amateur interactive fiction titles, because that's my field. I've got nothing against big-budget SF games, but you can get a list of those off any game-industry news site. This is the wider field of games which might not be familiar to the non-gaming SF fan. Most, though not all, are short games -- two hours playtime down to ten minutes.
I'm not saying that all of these games are, in fact, Hugo-worthy. I haven't played most of them! I'm gathering highly-rated titles from a variety of sources, including IF competitions and game-jams of 2015. (Special thanks to Emily Short's mid-2015 roundup post.)
(I do not yet include games from IFComp 2015, the big IF competition of 2015. That's still in progress and will be for another month. When it ends, it will certainly add another handful of titles to this post. I'll update then.) (Also still in progress: the Windhammer Prize for Short Gamebook Fiction.)
In the footsteps of Zarf’s news about Seltani, I can announce that The McFarlane Job, a free mobile game I created earlier this year for House of Cool, will be part of the WordPlay 2015 showcase. WordPlay’s rather a more modest affair than IndieCade, but I had a great time there last year, and I’m proud to have my work on display this time around.
Per the previous post in this blog, I plan on attending the festival on November 7, in Toronto, among all sorts of excellent creators and fans of contemporary text-driven games. The event is open to the public, so do come join us if you can!
Yes, I've been running quiet for the past couple of months. I've been working away on various projects. But soon I will enter a season of furious public activity! While also still working away, because the projects aren't done yet.
First, as I recently posted, I will be at IndieCade to show off Seltani. That's Oct 23-25 in Los Angeles. Extra thanks to Carl Muckenhoupt (Baf of the fondly-remembered Baf's Guide) who will be helping me demo Seltani that weekend.
There's also an IF meetup on Saturday night at the IndieCade Night Games festival. I'll be attending that too.
The WordPlay festival of narrative games and IF is back in Toronto on Nov 7th. I'll be there, along with other stalwarts of the IF scene including Emily Short, Sam Barlow, Christine Love, and (our blog-host) Jason McIntosh.
(Is "stalwarts" an okay thing to call people? I don't always know.)
Let me also mention the Boston IF meetups (at MIT) on Oct 12 and Nov 11. Emily Short will be visiting for the November meeting.
(Among many other recent indie wave-makers such as Her Story, Kerbal Space Program, Plug & Play, and Prune.)
This means I will be in Los Angeles for the IndieCade festival. (October 23 to 25.) I will be showing off Seltani. Showing off a MUD in the middle of a modern games festival! I don't even know what that means!
(Well, I've demoed Seltani in public before, so I have an idea what it means. But never on this scale.)
I am proud, humbled, and not a little freaked out. Further details to follow.
This post is not about nomination slates.
The recent excitement around the Hugos has led to record-breaking levels of public discussion and voting. That's good! It's also led to an early start to the "what's worth nominating next year?" discussions. Also good (and I've noted down some recommendations for my own to-read list). But that's not what this post is about either. This is a game blog, so we're going to talk about the possibility of a "Best Videogame" category for the Hugos.
To catch up: the Hugo Awards are the annual awards for best science fiction and fantasy of the year. They originated in 1953. There are a bunch of categories, including Novel, Short Story, Short Dramatic Presentation (TV episodes), and Long Dramatic Presentation (movies). But the categories have shifted over time; for example, a Graphic Story (comics) category was added in 2009.
So how about a videogame Hugo category? Many games are science fiction and fantasy. (I could argue that most videogames have at least some SF or fantasy elements.) (I could also argue that "sci-fi videogames" do not form a genre the way sci-fi books or movies do, but I won't get into that argument here.)
Looking back in history, I find that an "Interactive Video Game" category was experimentally added in 2006. It received very few nominations and the category was dropped before the final round.
But, I venture to say, times have changed and fandom has (slowly, cane-wavingly) changed too. Comics are in -- probably because lots more fans read comics. (I suspect this is because of web-comics.) Are games as widely appreciated by SF fandom? I'm sure they are, because the field of gaming has become so variegated and spread to so many audiences. Not everybody is playing Metal Gear Solid this week -- I'm not -- but an awful lot of people have played a casual web-game or an online board-game or some form of IF or an indie Steam game or, or, or... something.
So I'm willing to say it's time.
Been a while since I cranked this machinery, hasn't it?
Mysterium was in Boston this year. It was fun! There isn't a whole lot of news out of Myst fandom, but I can point at a few things.
Obduction development continues. Cyan had a special preview trailer for fans attending the convention. Looked great, albeit very still-in-production. Yes, they want to release a trailer for everybody to watch, once they've got things more polished. ("Later this summer".) The game itself is running "a little late" and doesn't have a ship date yet.
There is no news on the Myst TV show front. (We recall that back in May, Hulu expressed interest pending script approval. Nothing has been announced since.) Rand Miller offered a lot of optimism but no details.
(For a liveblog of the Q&A session with Rand and the Cyan staff, see this Tumblr post.)
The convention built a "room escape" game in one of the hotel rooms! This was a fantastic construction, with journals and audio recordings and motion detectors and Arduino-controlled consoles. Cyan even contributed some audio of Atrus (Rand Miller) speaking. And... the game didn't really work. This is a darn shame. There were hardware bugs, software bugs, puzzle solvability issues. Several teams attempted the game; none solved it.
Disclosure: I was invited to help out with the puzzle design. Further disclosure: I got too busy and flaked out. Sorry! I contributed some ideas to the original brainstorming session, and I commented a bit during the design process, but that's all. Major props to Tonbury for the puzzle design, Taniith for heroic construction work, and Riv for a light-up linking book (the way out, which nobody reached). I wish we had had four more weeks for playtesting and polish.
And finally... well, not finally but pretty late on Saturday... I was on a panel about narrative games. I was joined by Ichiro Lambe (Dejobaan Games) and Dean O'Donnell (professor at WPI). This was a hoot, although somewhat unstructured; we bounced around topics and generally attempted to sound smart. Do we have video? Er... not yet. (Everything went out over Twitch but it hasn't all been wrapped up for Youtube yet.) I will update this post when that's available.
That is the news. (Or lack thereof.) Next year, hopefully, much more concrete information on Obduction and the TV show.
A few months ago I posted "I am a person who will buy a Steam Machine". This month Valve put up a pre-order page, allowing us to pre-order the controller, the streamy widget, and the first two SteamOS boxes (from Alienware and Syber).
It would be narratively satisfying to title this post "I am a person who has bought a Steam Machine!" Sadly, it's not true. Yet! I will -- I figure I'll order in time for the headline launch date of early November. Pre-ordering might get me a console by mid-October, but am I that excited? Not really. Also, I have a whole lot of work to do this summer and fall.
(I'll have a whole lot of work to do this fall and winter, too. But I will at least have been paid for the summer work!)
The Steam Machine hasn't gotten a lot of good press -- not in comparison to the rapturous E3-load of promises from Sony and Microsoft. A quick news scan turns up headlines like "Don't buy a Steam Machine" (The Verge) and "Microsoft is building the Steam Machine Valve can't" (TechRadar). Well okay.
(On top of that, The Last Guardian really is shipping. Nothing Valve can do about that, obviously.)
I agree with the common criticism: Valve needs to push the "buy this and it works" console brand. Their pre-order web page touts customizability, not simplicity, and then it launches me into a pair of OEM product pages. (I credit Syber for showing me a clean good/better/best sales page, although they then ruin it with pop-up alphanumeric spew. Alienware's page is a mess; four models at the bottom of the page, just above the Beats headphones. Not even ordered by price.)
Just point me at a machine and explain why it's great. Marketing, people!
So. I'll still give it a shot. Valve and its partners are, unsurprisingly, bullish on the coming SteamOS game lineup. (See this quote from Alienware.) That's half the target they need to hit. The other half is to avoid a swamp of hardware-configuration noise which is indistinguishable from PC-land.
Another technical question from Twitter: the integration of Hadean Lands with its iOS app. How did I set up iOS UI features like the dynamic map and the recipe index?
(Warning: if you don't think C code is interesting, this post is not for you! Sorry.)
The iOS version of HL uses my standard iOS IF interface, extended. I've added two tabs to it. The map tab shows your current location, and you can tap to travel to any room you've visited before. The recipe tab shows an index of recipes and other information you've learned. These work just like the "GO TO..." and "RECALL..." commands, so they don't make the game easier to solve, but they're convenient shortcuts.
I'm not going to post the iOS UI code I used. If you know iOS programming, it's very basic -- textbook UITableView and UIImageView stuff. Instead, I'll talk about the general problem: transferring information between the Glulx VM and your native (C) interpreter.
I should put "general problem" in quotes. There are several Glulx interpreters, after all. But let's assume that you're building a native app for your Glulx game, incorporating the glulxe interpreter engine (in C), and you want to customize it with game-specific features. You've implemented the UI part; now you just need to extract game state information. Say, the player's location to show on the map.
A few days ago my idle twitter-browsing was upended:
Huh. I just checked the Greenlight page for @zarfeblong's Hadean Lands... I somehow missed the news that Valve had started the GL process (@andetkaihetera)
Really? I, um, missed the news too. But a quick glance at the HL Greenlight page showed:
This game has been Greenlit by the Community!
The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.
I was off at Balticon, so I couldn't dig into the matter right then. (Which is why everybody else announced the news before me.) But now I'm back and more or less caught up on life. So here's what I know.
If Valve reached out to me, I missed it. The Greenlight page says "Updated: May 12 @ 7:24pm", and the voting stats stop on May 11. So I guess the game was officially greenlit two weeks ago and nobody noticed until this weekend? O the embarrassment.
The site now offers me a link to "become a Steamworks partner". So I have begun that process. I have filled out a great many forms' worth of tax and banking info, the usual excitement. (And the usual confusion about whether I should use Zarfhome LLC's EIN or my personal SSN, a question which I will never, ever get right on the first try.)
Bureaucracy aside, what does this mean for Hadean Lands? I wish I could just push a button and launch the thing onto Steam. But no -- not that simple.