Results tagged “Boston” from The Gameshelf
The last PR-IF playing event was very successful, so we’re trying it again, this time with a more modern piece of interactive fiction: Lost Pig. Come join us this Sunday, September 12, from 2-5 pm at MIT in Building 1, Room 135. For more information, including live stream information, check out the PR-IF website.
Our August meetup will be on Monday, August 30, at 6:30 in 14N-233 at the MIT campus. See our website for more details about the group. This month’s agenda:
- We’ll be the first to check out a new adventure game from GAMBIT.
- We may check out a few bits of GET LAMP.
- If it’s out in time, we’ll likely flip through some of the new book on writing IF, Creating Interactive Fiction with Inform 7.
- We’ll play the IntroComp 2010 games that we didn’t get to last month, and we’ll discuss the results of the competition (which came out this past weekend).
- If our Tufts contingent is represented, we’ll talk about how planning for IF month at Tufts (October) is coming along.
All are welcome, and please feel free to come with your own suggestions for things to do/discuss.
For the Zork-playing event I mentioned earlier, there has been a slight change. It turns out that the room we were going to use didn’t have a projector, so we’ve acquired a new, better, easier-to-find room. It’s still at MIT, but it’s in Building 1 Room 135. Hope to see you there.
Sorry for the short-ish notice. This is our second attempt at an IF playing group to complement our IF writing group.
The People’s Republic of Interactive Fiction Presents: ZORK
July 25th, 2 - 5 pm
MIT Campus: Bulding 1 Room 135. NEW ROOM!
Come and play Zork where it all started. We will be venturing together into the dungeons of the Great Underground Empire.
Inspired by Adventure / Colossal Cave, Zork was one of the first text adventure games, developed by a team of students at MIT back in 1977 on a PDP-10. If you’ve never played a text adventure game, this is your chance to experience the joys of playing through the command prompt by joining others in the adventure. If you’re an old Zork hand, help us track down in-jokes and historic references.
Also, we’ll be trying to broadcast the session on Ustream: http://www.ustream.tv/channel/people-s-republic-of-interactive-fiction-zork.
It’s that time again. We’ll be having our monthly meetup at 6:30 on Monday, July 26, at the MIT campus in 14N-233. See our website for more details about the group. On the agenda so far we have:
- Talk about how Zarf’s Readercon talk went and what we might want to do regarding other local conventions.
- Take a look at some of the IntroComp games.
- Talk about what we might want to do for PAX East 2011 (it’s been confirmed for Boston for the next 3 years).
- Watch the latest Gameshelf episode! We’ll be watching the YouTube-sized Gameshelf #8: Modern Interactive Fiction.
And as always, everyone is welcome, even if you don’t know anything about interactive fiction and just want to sit and observe.
I went to a game night this past week at my FLGS (friendly local game store). One of the new games I played was Anomia. It’s a fun little quick-thinking social word game. It’s pretty similar to Jungle Speed but with words instead of grabbing. If that doesn’t tell you everything you need to know, read on.
In Anomia, there is a face-down draw pile of cards. Each card contains one of 8 or so symbols and a category (“Shampoo Brand”, “Restaurant”, “Radio Station”, etc.). On your turn, draw a card and place it face up on top of a pile in front of yourself. If at any time the symbols on two players’ top-most face-up cards match, those players race to name something from the category on their opponent’s card. Whoever manages to get something out first gets to take their opponent’s card as a point. Play continues until the decks run out.
There’s a nice tension between your turn and everyone else’s turn. When it’s someone else’s turn, you know what symbol is face up in front of you, so you’re just looking to see if that one symbol turns up. But on your turn, once you turn up the card, you have to see if your new symbol matches any of the other three. Switching back and forth between those modes, especially if everyone is playing quickly, is very mentally stimulating. And there are a couple of twists thrown in, in the form of wild cards (where it declares two different symbols as matching in addition to the normal matching rules) and lower cards being revealed when a card is taken for scoring (we had a chain of three scores in one of the games we played).
There was quite a bit of laughter in the game, and I think everyone had a good time. The game comes with two different decks, and after we played two games in a row with the same deck and found some of the same answers coming up, we made the rule that you couldn’t say something that had already been said, which made it even more interesting. And I can’t pass up the opportunity to mention that one of the points I scored with the category “Palindrome” was “Able was I ere I saw Elba” (generally, the shorter the response, the more likely you are to score a point, since we were awarding the point to the person who finished first, not started first).
And since I’m known as the person who hypes local things on this blog, I’ll mention that the game was self-published by someone living in Boston.
As we enter midsummer, the interactive fiction landscape continues its long thaw out of a decades-long winter of deep obscurity. This is an exciting time to be a fan of the medium one could call indie games’ indie games, and I feel privileged to live in one of its geographic activity centers.
To my eye, much of this motion comes from the continuing fallout from PAX East and the unexpectedly potent meeting of the minds that happened that weekend — not just among established IF authors and critics, but with lots of interested newcomers as well, many of whom help sustain the medium-transforming conversations begun in March.
The last few weeks alone have seen a rich mix of IF-related activity and discussion, which I shall now attempt to summarize:
The most recent SPAG leads with Harry Kaplan’s “How Suite it Was”, a lengthy retrospective of the goings-down at PAX East’s IF Hospitality Suite last March. Beyond Harry’s reporting, the piece collects and recounts various attendees’ memories of the event, and the impressions it left upon them.
The story also served to remind me of my own excitement about the possibilities of writing and publishing serialized interactive fiction, an idea I floated during the IF Outreach panel’s lengthy digression into the thorny topic of the medium’s commercial potential. Just a spitballed notion at the time, the idea grew on me quickly, and I filled several notebook pages with thrilled scribbles on the topic before PAX ended and therefore wiped the whole thing from my brain-cache. Rediscovering it months later, I find it just as thrilling of an unexplored area. Look for a column-length bloviation on the subject later.
Emily Short and Nick Montfort led an interesting exchange about IF interfaces on their respective blogs last month. Emily — one of the lead developers of Inform 7, which I will risk calling modern IF’s most popular language — wondered out loud if the bare-naked command-line prompt, while iconic to IF’s form, might have outlived its usefulness. Working from her notion of the command prompt as false promise (one of my own favorite takeaway notions from PAX), she explores many experimental player-input routes that other text-based games have investigated over the years, and proposes some new directions to try.
On his own blog, Nick — a champion of interactive text by profession — provides some pushback, defending pure-text input as being a natural pairing for pure-text output, and offering skepticism that any other system would ultimately prove easier for a new player to learn. The discussion bled out onto various other blogs and fora from there, and remains ongoing — see, for example, Horace Torys’ alternate interface mockups, and Sarah Morayati’s critique of IF’s library responses, the (in)famous I don’t see that here-type messages that are also, unfortunately, iconic to IF.
Our current guest blogger here on the Gameshelf came to visit the Boston area several months ago to do some guest lecturing. On his plane ride over, he read in an in-flight magazine about Eames Demetrios and Kcymaerxthaere (or Kymaerica). Kymaerica is “a global work of three dimensional storytelling,” wherein plaques are placed throughout the world and give little bits of story related to a parallel universe.
It turns out that there is a plaque not far from Boston, and as our visitor also wanted to see some graves nearby, we decided to make a trip of it.
The third annual Boston GameLoop is set to happen on Saturday, August 28 at the Microsoft NERD center in Cambridge. GameLoop is a self-organizing “unconference” based on the BarCamp model, led by local videogame mavens Darius Kazemi and Scott MacMillan.
I’d loosely define the audience as professionals with a vested interest in digital games. Most attendees have been folks directly involved in the videogame industry, but the event has also included journalists, educators, and others interested in (and participating in!) games’ rapidly growing role in modern culture.
No matter their background, all attendees are free to pitch 30-minute session ideas onto a centrally-positioned whiteboard, as well as support others’ pitches by drawing tick-marks beside them. Topics with enough ticks get moved onto the day’s schedule.
Last year, I led a roundtable discussion on the state of game journalism. This year, time permitting, I’d like to arrive prepared with a short presentation or two on wholly different topics, and then find out if anyone actually wants to hear them. Either way, I certainly look forward to seeing both new and familiar faces again, and soaking up an entire day of intelligent game conversation with a lot of really smart people.
Both Zarf and I have ponied up the $40 registration fee for this year. Gameshelf readers who’ll be joining us should feel free to leave a shout-out in comments!
Distant early warning for our June meetup, since we (read "I") have been a bit late lately getting the meeting time settled. So, our next monthly meetup will be on Monday, June 28, at 6:30 in Nick Montfort's office at MIT, 14N-233. Agenda to be determined, but we'll likely talk about a couple of June conferences/meetings that will have taken place, the ELO_AI conference and @party. All are welcome, regardless of your experience with or knowledge of interactive fiction. Afterwards, usually around 8:00 or 8:30, we head over to the CBC for food and/or drinks.
I'm sure we'll also be talking about two PR-IF splinter groups that will have met for the first time. This Sunday is Grue Street, the first meeting of an IF writer's group. And then on the day before the meetup, Sunday June 27, we'll have the first meeting of an IF reader's/player's group. Links to information on both of these (as well as a link to our mailing list) can be found on our website.
Time again for the monthly PR-IF meetup. We'll be meeting on Monday, May 3, at 6:30 in Nick Montfort's office at MIT, 14N-233. On the agenda for this month is talk about the new release of Inform 7 (if it is out by then) and some play of the TWIFcomp entries (for which voting will be over by then), some of which are by people who will be in attendance at the meeting.
As usual, we'll head over to the CBC for food and/or drink afterwards (we usually head over there around 8 or 8:30).
All are welcome. If you've got something you'd like to show off or suggest that we all play or look at or discuss or whatever, please feel free.
I have lived in Boston for ten years, but I had never seen the swan boats before Saturday.
The event that got me exploring my own burg was DASH, an annual puzzle competition that takes place simultaneously (time zones be damned) across several American cities. In typical puzzle-hunt fashion, the event's structure comprised several thematically linked printed puzzles whose answers fed into a metapuzzle, and a team completes the event once they can provide the resulting single final answer.
Appropriate to an event meant to be solved in a single afternoon by folks working outdoors and away from their PCs, the hunt focused on "groupsolves" -- lighthearted puzzles that don't require any research or heavy cogitation, instead inviting a small group of friends to bash through as a team via their overlapping areas of common knowledge. This year's DASH chose television as its theme, providing a rich mine of cultural trivia for puzzles to draw their wordplay from. The offhand-knowledge requirement never got more obscure than an early puzzle that involved assembling constellation names from a jumble of phonemes. (As with all good hunt puzzles, as tricky as the wordplay-work was the sussing out what one was meant to do with the starting materials; naturally the clue text for that puzzle involved the show Dancing with the Stars.)
DASH's props included a map of (in our case) Boston's South End and Back Bay neighborhoods, with a couple dozen or so spots marked, and you did have to figure out the correct route for proceeding through them. Once you answered a puzzle, you consulted a lookup table to learn where to head next. There, you'd receive that location's puzzle-materials from a DASH organizer idling nearby (and helpfully demarcated by their wearing a pair of TiVo costume-antennae), and you'd set to work anew. Despite the map, however, the puzzles were not tied to location; that is, none required you to take the third letter off the second word of the nearby statue's plaque, or somesuch. Entirely self-contained, the puzzles could therefore be safely identical in every DASH-participating city.
It would be reasonable to ask why the hunt bothered with the run-around element, then. Why not take the more traditional puzzle-hunt route and have teams stay put throughout the event?
For those who can make it to the Kendall Square area on Friday, GAMBIT is hosting Jeff Howard for a talk on magic systems. Here's the synopsis:
GAMBIT Talks: Magic Systems in Theory and PracticeGAMBIT does various game-related things on many Fridays, but they usually start at 4:30, a bit early for me to make it from work, so I'm happy to see this one starting at 5.Friday April 9th, 5-7 pm.
Singapore-MIT GAMBIT Game Lab
5 Cambridge Center, 3rd Floor (near the Kendall Sq T Stop)Magic Systems in Theory and Practice
In his talk, Jeff Howard discusses ideas for creating magic systems that are more fun, meaningful, and interactive than those typically seen in many role-playing games. Weaving together examples such as the operatic magic systems of Demon's Souls and the multi-sensory magical language of Eternal Darkness, Howard suggests that the magic systems of the future should draw upon the occult teachings of the past in order to create magical grammars that take input from a variety of sensory modes, including gesture, music, voice, and color. Drawing on many concrete gaming examples, including his game-in-progress Arcana Manor, Howard argues that the total art of opera and the enacted symbolism of contemporary occultist "workings" provide a model for a magical grammar that is connotative rather than purely denotative, i.e. in which gameplay enchants players on multiple levels of emotion and idea.
Jeff Howard is Assistant Professor of Game Development and Design at Dakota State University in Madison, South Dakota. He is the author of Quests: Design, Theory, and History in Games and Narratives. He received his B.A. from the University of Tulsa and his M.A. and Ph.D. from the University of Texas at Austin. He is currently working on a game-in-progress, Arcana Manor, and related research about magic systems.
This is the story of a five-day weekend, a parhelion, two mazes, mortal terror, a cheese sandwich, magnets, and joy.
Not in that order, though.
We're post-PAX, and we should all be fully recovered by Monday, April 12. Come join us at 6:30 in Nick Montfort's office at MIT, 14N-233.
The big news is that we're now officially the People's Republic of Interactive Fiction, and we have a cool new website, thanks to the efforts of Michael Hilborn and Andrew Plotkin. Mostly what's there now are meeting announcements and a big red "PLAY" button where you can play a sampling of IF games on the web.
Right now, it looks like the meetup will mostly focus on PAX and the website. Here's a tentative agenda:
- Talk about PAX. Lots of good stuff happened there, so there will be lots to talk about.
- Talk about the PRIF Hospitality Suite. This was the focus of IF activity at PAX, and it was certainly the best part of PAX for a lot of us.
- Play some of the PAX Speed IF games. There was a Speed IF run at PAX, where 9 games were made in a short amount of time.
- Discuss the PRIF website. Now that we've got our spiffy new website, what do we want to do with it? There was a lot of talk at PAX about IF outreach, and maybe we can find a way to fit into that.
As usual, we'll head to the Cambridge Brewing Company after the meetup to continue the conversation over food and/or drink.
Everything IF-related going on at PAX!
Some of these are official PAX events, on the PAX schedule. The rest will be in the People's Republic of Interactive Fiction Hospitality Suite, open noon-midnight in the Back Bay Hilton. (Across the street from the Sheraton.) Come by any time and say hi to IF people!
Storytelling in the world of interactive fiction
(Friday, March 26th, 5:30pm-6:30pm, Wyvern Theatre (312))
Text adventures have been quietly experimenting with narrative gaming for thirty years. Five authors from the amateur interactive fiction community discuss the design ideas in their games -- reordered storylines, unreliable narrators, deeply responsive NPCs -- and how they apply to other kinds of games. (Rob Wheeler (mod.), Robb Sherwin, Aaron Reed, Emily Short, Andrew Plotkin)
GET LAMP Panel/Screening
(Friday, March 26th, 9:30pm, Naga Theatre (210))
The premiere of Jason Scott's documentary on IF history and culture. Approximately 90 minutes of film, followed by a panel discussion. (Jason Scott (mod.), Steve Meretzky, Dave Lebling, Brian Moriarty, Nick Montfort, Andrew Plotkin, Don Woods)
PAX Speed-IF
(Saturday, March 27th, 1:30pm-2:30 pm, IF Suite)
Write a short IF game in two hours! Actually, we'll give you until 10pm, so you can attend the rest of the convention too. Work alone or in groups. The game theme will be a surprise; I7 and TADS 3 templates will be provided. (Hosted by David Cornelson)
Dispelling the Invisibility -- IF Outreach
(Saturday, March 27th, 7:00pm-8:00pm, IF Suite)
What's working? What's not working? Why? What hasn't been tried? (Harry Kaplan (mod.), Andrew Plotkin, Jason McIntosh, Chris Dahlen, John Bardinelli)
PAX Speed-IF wrap-up
(Saturday, March 27th, 10:00pm-11:00 pm, IF Suite)
Everybody shows off the games they wrote.
Action Castle!
(Sunday, March 28th, 10:30am-11:30am, Wyvern Theatre (312))
"Action Castle" is a goofy role-playing game where the GM pretends to be an IF parser, and the players must speak in IF-ese.
No Hints Please -- Adaptive Difficulty Strategies
(Sunday, March 28th, 1:30pm-2:30pm, IF Suite)
Jim Munroe, Aaron Reed, Dave Gilbert.
Purple Blurb
(Monday, March 29th, 5:30pm-7:00pm, MIT 14E-310)
This is not a PAX event, but it's happening in town the day after PAX. Emily Short and Jeremy Freese speak at MIT on the subject of interactive fiction and electronic literature. Hosted by Nick Montfort for his Purple Blurb lecture series.
It's that time again. Boston IF Meetup at Nick Montfort's office at MIT, 14N-233. Tuesday, March 2, 6:30. After chatting and whatnot, we'll head over to the Cambridge Brewing Company for food and/or drink.
Two specific things we're likely to talk about:
- PAX East plans (PAX is less than a month away).
- The recently finished Jay Is Games IF competition (where our very own Andrew Plotkin tied for second!).
We took a little break in January, but we're back. All are welcome at the Boston Interactive Fiction Meetup on Monday, February 8, 6:30 PM, in Nick Montfort's office at MIT (14N-233). We have a few things on the agenda:
- We'll be discussing our participation in the upcoming PAX East.
- We'll be having a student present a prototype of a current work.
- We'll likely check out some of the entries in the Jay Is Games interactive fiction competition.
Further PAX excitement: I have reserved a large suite on the top floor of the Back Bay Hilton. (Room number TBA.) When PAX begins, this will become the People's Republic of Interactive Fiction Hospitality Suite.
The People's Republic of Interactive Fiction is the label we've adopted at the Boston IF meetups. We intend to make games and such under this label, someday; but our first offering will be this room, where we will welcome all PAX attendees on behalf of Boston and its rich IF history.
(Hopefully, not all PAX attendees at the same time...)
If you know the IF community online, come by and meet us in real life. (See the PAX page on IFWiki for the list of familiar names who will be at PAX -- it's a long list, and I promise several of us will be hanging out in the room at any given time.) If you're curious about IF, come by and ask us about it. If you want to play some IF, or learn about how to write it, come by and see the software demos we'll have running. If you want to eat potato chips, we can provide those.
(Really, you don't need to be a PAX attendee to visit the room. If you're in Boston and you missed getting a ticket -- we hear they're selling out fast -- you can still come hang out. But you're going to be sad on Friday night when we all leave to do the IF panel, and then watch Get Lamp.)
The current plan is for the doors to be open noon to midnight Friday, noon to midnight Saturday, and maybe noon to 3pm on Sunday. (Excepting those two IF event times on Friday.)
Further details will be organized on the wiki page. We'll probably have a SpeedIF event (write a complete IF game in two hours -- bring your own laptop), maybe some less-formal panel discussions, maybe show clips from Get Lamp that didn't make it into the Friday evening showing.
One other event I forgot mention in the last post: Emily Short and Jeremy Freese will be speaking at MIT on Monday, the day after PAX. This is for Nick Montfort's Purple Blurb series, and the details aren't officially out yet, but recent Purple Blurb events have been 6pm in MIT room 14E-310.
We now have confirmation of two IF events at PAX:
Storytelling in the world of interactive fiction
(Friday, March 26th, 5:30pm-6:30pm, Wyvern Theatre)
Text adventures have been quietly experimenting with narrative gaming for thirty years. Five authors from the amateur interactive fiction community discuss the design ideas in their games -- reordered storylines, unreliable narrators, deeply responsive NPCs -- and how they apply to other kinds of games. (Rob Wheeler (mod.), Robb Sherwin, Aaron Reed, Emily Short, Andrew Plotkin)
GET LAMP Panel/Screening
(Friday, March 26th, 9:30pm, Naga Theatre)
The premiere of Jason Scott's three-hour documentary on IF history and culture. Will he show all three hours? Who knows? (Noted via twitter.) (By the way, check out his awesome cover art for the DVD set.)
Purple Blurb
(Monday, March 29th, details TBA but I believe 5:30pm at MIT 14E-310)
This is not a PAX event, but it's happening in town the day after PAX. Emily Short and Jeremy Freese speak at MIT on the subject of interactive fiction and electronic literature. Hosted by Nick Montfort for his Purple Blurb lecture series.
We also have confirmation that PAX East will be sold out and no badges will be available at the door. Preregister or stay home. (By which I mean, "preregister"!) If the cost is a problem for you, they're looking for volunteers, who will get free admission.
EDIT-ADD: I forgot to mention the Purple Blurb presentation on Monday! See above.
EDIT-ADD again: We are going to be hosting an open IF hospitality suite where you can come see IF people and talk and try our games and stuff. See this post!

