I am pleased to announce The McFarlane Job, a short interactive caper story that I developed for House of Cool late last year. I built it with Massively, their new platform for creating and distributing IF that resembles SMS conversations.
While Massively has commercial aspirations, this game is free for all to enjoy. To play the game, download Massively onto your iOS or Android device, create an account, and then search for “McFarlane Job”.
Keeping to the pattern of IF I have written before, this game is quite short, so I shall say no more about the story. I shall instead say that it benefitted from Katherine Morayati’s expert QA, and enjoyed additional development by House of Cool’s Dylan McFadyen. I would very much welcome bug reports and other feedback!
Shout-out to Jim Munroe and the Hand-Eye Society of Toronto for organizing WordPlay, the November event which allowed me to cross paths with House of Cool, leading in turn to this work.
For the past few weeks, my partner and I have been striving to get out of house more, a tonic against the crushing isolation of Newport in winter — made all the worse on us as newcomers with few local friends. A couple of weekends ago we attended a board game meetup at my favorite local coffee house, our first such event since leaving our Boston-based circle of tabletop-loving friends. We didn’t know anyone there, and had a great time.
In the same vein, and at the same time, I decided to finally try Ingress. More than one friend of ours treats this game as a significant personal pastime, and I’d felt curious to examine it for months just from my usual semi-pro game-studies perspective. Ingress presents itself as an augmented-reality game that gets you exploring your neighborhood in a new way, and I imagined something like Geocaching: the RPG. It seemed like just the thing to escape a wintertime rut, at the cost of stomping around through snow and sub-freezing temperatures.
Well: the game is ostensibly like that. I had terrific fun for the span of a single weekend, but it ended up souring on me quickly. Before a week had passed, I had deleted the game from my phone, and found the willpower to keep it off. My problems with Ingress stemmed from how I found myself unable to stop playing the game. I don’t refer to addictive, repetitive play, here, even though it does involve a bit of level-up grinding. Rather, I mean that I felt literally unable to enter a state where I was not playing Ingress. I would put my phone away, I would get back to work, and yet I was still playing Ingress. I found this total bleed-through of game and life initially novel, then uncanny, and finally uncomfortable, especially once I started interacting with other local players. This culminated in an angry and cowardly action my part, the last thing I did within the game world.
Before describing this negative effect any further, I shall describe three inarguably positive experiences I enjoyed via Ingress during that first weekend.
In case you're wondering, nobody hassled me about how long the rewards took. Apparently you folks really were in it for the game -- or to support me, which is even nicer.
However, I bet there are people out there who are working on Kickstarters. And they should be warned: it always takes longer than you think. To substantiate this, here's a timeline of Hadean Lands work that came after the game shipped.
Note that I did lot of reward design in December, but didn't order the stuff until early January. That's because I knew I would be out of town for the last week of December. I didn't want expensive parcels arriving when I was gone.
Yesterday Valve lit up their Steam Machine store page, offering previews of the upcoming Steam-based gaming consoles. (All "available November 2015".) It's a somewhat preposterous range of hardware -- sub-$500 boxes up to $5000.
I am not and never have been a connoisseur of graphic-card model numbers. ("More digits is better, right?") Come November, I'm going to have to browse a lot of tech-rag web pages to figure out which way is up.
I did a little of that browsing today. Naturally it's all handwaving at this point, and this post will only throw more hands in the air. But here are the first two articles I found:
- Steam Machines Are Back (Sean Buckley, Gizmodo)
- The PS4 and Xbox One Have Nothing To Fear From $500-$5,000 Steam Machines (Paul Tassi, Forbes)
You can read the articles if you want, but the headlines sum it up. Either the Steam Machine is a rising force in the console market, or it's a laughable dead end. Journalism!
I can't speak to the market appeal of these things. But I was excited by the original Steam Machine announcement of 2013, and I still expect to buy one this fall. Why? Many factors converging.
The season of GDC-and-PAX is upon us, which means more gaming news than any one human can hope to digest. And yet, I will burden you with a couple more snippets.
The AdventureGamers.com site, which has been reviewing adventures in various forms since 1998, has opened a web storefront specifically for adventure games. Hadean Lands is in the launch lineup, as are several other indie highlights: Dominique Pamplemousse, Lumino City, stacks of Wadjet Eye and Daedalic titles, etc.
(AdventureGamers.com gave Hadean Lands a super-nice review back when I launched.)
Note the Adventure Gamers Store currently only offers Windows versions of these games. (They say they hope to add Mac/Linux in the future.) Also, everything is currently priced in Euros. (You can buy from the US or anywhere else, don't worry.) I've set the HL price at €4.39, which makes it a fractionally better deal than the $4.99 price I've got everywhere else. Snap it up before the winds of currency conversion shift!
And in other news about places that sell HL...
Unlike most platforms, they are going to let the game author decide what cut Itch takes of their games. They suggest 10%, but the author can move that slider anywhere between 0% (author keeps all the loot) up to 100% (donating all revenue to support Itch).
This is a sweet idea, and very much in the spirit of the Itch service. I am happy to support it by offering them the same 30% taken by Apple, Steam, and (for that matter) the Adventure Game Store. You can buy HL via Itch here.
Occasionally someone asks me about porting System's Twilight to a modern platform, because setting up a Mac emulator is a pain. I figure that someday the Internet Archive's Software Library will have it, and I'll just point there.
(In fact JSMESS already supports early Macs, but I don't know how to set it up for a single game on my web site.) (No, this is not a task I intend to tackle right now.)
Anyhow, I started checking the status of the Software Library last night, and got distracted looking through the Apple 2 section. I played a little of this and that -- games I remembered from my childhood -- and then my attention was snagged:
Yes, that's me.
This is not a detailed review of Infocom's Trinity, because Jimmy Maher has just finished that job. His sequence of posts (1, 2, 3, 4, 5, 6, 7, 8, 9) puts the game into its context in Infocom's history and, more broadly, in the history of the Atomic Age (remember that?) and the Cold War. Go read.
Inevitably Maher comes around to the question of the ending -- the "...what just happened?" denouement. (You can read just that one post if you're familiar with the game.) It's not the first time, of course. Maher links to a Usenet thread in which we went 'round this topic in 2001.
It's generally agreed that the plot logic of the ending doesn't really hold together. In fact, my teenage self was moved to write a letter of complaint to Infocom! I received a gracious response -- I think it was written by Moriarty himself -- which basically said "The game ends the way we felt it had to end." Which is unarguable. (This letter is in my father's basement somewhere, and one day I will dig it out and scan it with great glee.)
But today I am moved to be argumentative. If I were the author of Trinity, what would I have done?
(Oh, sure, I'm being presumptuous too. All due apologies to Moriarty. But we're both thirty years older; we're different people than the author and player circa 1986. It's worth a rethink.)
(I will assume that you've played the game and read Maher's post. If not, massive spoilers ahoy.)
One of my limited, high-level Kickstarter rewards was "The Hadean Lands source code, in book form". I had these printed in January, I mailed them out last week, and some of my backers have already received them. They're a hit!
@zarfeblong Hadean Lands source book looks fantastic. If I7 source is readable in book form, this is about as good as I'd expect it to look. (-- @dan_sanderson)
My Hadean Lands Source Codex book arrived. Wow - really nicely done. I'm in love with this strange artifact. Thanks @zarfeblong! (-- @telehack)
@zarfeblong Book received, really nice! What service did you use? Did I7 output source that nice-looking or did you post-process a lot? (-- @dan_schmidt)
That last is an excellent question. Everybody deserves nicely-printed source code, so here's how I did it.
(Spoiler: here's my Python script.)
I've been bemoaning the slightly run-down state of IF interpreter software. (The confusing font preference system in Gargoyle is just one example.) The fact is that the big surge of open-source IF activity was the late 90s and early 00s. Since then, coders have been drifting out of the community, and the ones still around have gotten lazy. (I include myself in that indictment, for damn sure.)
As a community, we do not have a tradition of mentoring and fostering new contributors to IF projects. All of our projects were made by people (most often solo developers) who got excited and wrote a whole application or library.
I like to think that we've got a good software stack, which smooths the path a little. You can write an Inform extension or a Glk library port or a Glulx engine core or a Parchment web service, and it will fit into the ecosystem. But it still starts with a person showing up with enough energy to start, build, and finish an idea. If someone shows up who is curious but not committed, we nod companionably and wait to see what happens. The results, over time, are predictable: activity slows down and stops.
With that introduction, you'd expect me to go on and talk about mentoring. But I don't know anything about mentoring. I'm one of the control freaks! I'd rather work on my own projects than collaborate.
Anybody want to think about community-building? (Hopeful look around...)
(Of course a lot of my projects are specifications and tools that interoperate with other people's code. So I kick myself in the ass and make it happen. But my natural talents do not lie in management.)
In this post, I'm going to talk about my plans as a solo IF tool developer. Warning: I will also talk about money.
I thought this was the boring part of the release process. Hadean Lands has been out for a couple of months, I've done a couple of iOS updates, time to settle down and work through the Kickstarter rewards. Plan for more distribution platforms, like Steam and the Humble Store. Boring stuff.
Wrong! It's crazy excitement time.
First thing this week, two fantastic reviews appeared:
"The best video game I played last year is a science-fiction thriller about alchemy, and it has no graphics or sound effects." -- David Auerbach, Slate
"Hadean Lands is an endlessly clever experience." -- Sean Clancy, Pocket Tactics
Suddenly the sales rate is going nuts, Twitter activity is buzzing, and my head is spinning.
When a wave of publicity hits, that's when you want a Steam Greenlight page, right? (Greenlight is the voting system that Steam uses to gauge public interest in new indie games.) So I have spent the past day constructing one. Here it is:
This isn't a purchase; it just indicates to Steam that this is the kind of game you want them to offer. When enough "yes" votes accumulate, I get a slot on the Steam storefront. (No, I don't know how many votes is enough.)
(Speaking of Greenlight, I note that two other parser IF games went up this month: Jack Toresal and The Secret Letter (Mike Gentry and David Cornelson) and The Shadow in the Cathedral (Ian Finley and Jon Ingold). There's also Her Story, which is not a text game, but is by IF author Sam Barlow. And that must only scratch the surface; I haven't even tried to survey the Greenlight world.)