Results tagged “IF” 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.
I find it interesting, as an aside to yesterday’s column, to examine how applied cruelty has fallen from favor across multiple game media over time.
I chose the word “cruelty” quite intentionally, referencing Andrew Plotkin’s famous Cruelty Scale for interactive fiction and adventure games in general, even though that particular yardstick actually hasn’t seen much use lately. Today, adventure games worth playing rarely require players to keep more than one save file. Gone, largely, are the days where players must save early and often, managing an entire tableful of carefully named save-positions for easy — and inevitably frequent — access.
(In fact, the main reason the concept came to mind at all was Sarah Morayati’s excellent but unforgiving Broken Legs, a game that overtly classifies itself as belonging to the thorniest rung of Zarf’s scale, the one where games merrily — and silently — allow you put them into an unwinnable state. The game is an intentional stylistic throwback to certain knotted puzzlefests of yore, leaning against the modern trend that favors narrative over puzzles.[1] The game (which took second place in last year’s IFComp) succeeds because the player character — the irascible, scheming drama princess Lottie Plum — is an acerbic joy to play, and she tells a rollicking story, even if she herself is more interested in sabotaging all her peers than actually performing on-stage. But it’s a story you’ll need to patiently play though several times, if you want to give Lottie the best ending.)
Board games, too, have largely become a stranger to cruelty. When we filmed Diplomacy last year, I initially felt disappointed that no players got eliminated from our game — an ever-present possibility in this game from the 1950s. Not only would that have added easy drama to our unscripted, televised narrative, but we could have capitalized on the very concept of a board game that can “kill” players, forcing them to stop playing while their friends keep going — something that seems flatly outrageous by today’s tabletop design standards. Never mind certain shambling zombie-games that still manage to keep up this pretense…
And when’s the last time any of you with a tabletop RPG bent have ever had a character die — or, at at any rate, die without your full consent as a player? A few years ago, some local friends decided to play a game of first edition Advanced Dungeons & Dragons, taking the circa-1975 rules literally as written, with the GM making no exceptions. This was back when phrases like the character must make a saving throw versus poison or die could be found dozens of times in any given rulebook or adventure description.
The result, of course, was a massacre, with individual players sometimes ripping through several character sheets within a single session, as their powered-up superheroes succumbed in a heartbeat to unlucky die rolls around falling-rock traps or venomous spiders. Nobody tried terribly hard to develop their doomed characters’ abilities, nor was there much call for inventing a completely new persona for each of their mayfly alter-egos. Clearly, these rules fit much better to a time when the game still had one foot in the category of miniatures-based wargaming.
So, the next time you’re playing a game of any sort that recognizably punishes failure without diminishing your level of fun, thank all those before you who have gave their in-game lives — over and over and over again — for the sake of inspiring better game design.
[1] Sarah reminds me about Jon Ingold’s delectably evil Make it Good, another capital-C Cruel game of recent vintage that is far larger and more difficult than her own work. The key point for me, though, is that I played Broken Legs more recently, and my memory is weak. So there’s that!↩
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.
It's been a crazy couple of weeks in IF, and we're expecting several more months of crazy on the horizon.
Aaron Reed's book Creating Interactive Fiction with Inform 7 has gone to the printer. You can pre-order it through Amazon. This is an I7 tutorial which concentrates on -- well, as the title says, on creating interactive stories. It's not a programming reference manual, and it assumes no knowledge of programming. I haven't seen this yet but by all reports it is fantastic.
Jason Scott's movie GET LAMP has gone to the printer and come back. You can order on the web site. He says that they'll start shipping out next week.
The Gameshelf's own Jason McIntosh posted his own IF video... oh, wait. You already saw that.
We invited people to get together at MIT and play Zork (the original MIT mainframe version). A whole lot of people did! It was a bunch of fun and we will be continuing the IF-playing series.
Please enjoy Episode 8 of The Gameshelf’s video series. It’s about modern interactive fiction.
Interactive Fiction (a.k.a. text adventures), a curious cross-medium blending videogames and literature, defined computer entertainment at the start of the PC era. While it’s been decades its commercial heyday, the web has allowed passionate fans and creators to revive the medium through a resurgence of groundbreaking new work.
However, few gamers — even fans of more mainstream adventure games — know that this movement even exists.
In this ten-minute video, Jason McIntosh demonstrates some examples of modern interactive fiction, ponders the challenges that the medium faces in today’s digital-game landscape, and offers some starting points for players first discovering this unique kind of game.
Download it as a high-quality Quicktime file.
Additional credits, links and notes below:
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.
I can never resist the chance to follow up on two Gameshelf posts at once, so here you are:
The Silver Lining is a fan-made King’s Quest game that, as Kevin noted back in March, found itself cease-and-desisted earlier this year by the company that owns that IP. Rather than vanishing quietly, the project’s fans got the word out, bringing global attention not just to its legal plight but to the fact that the project existed at all. Certainly, the first I’d heard of Silver Lining was its “Sorry, we’re shutting down now” announcement page, concluding with a heartbreaking image of game-protagonist King Graham’s trademark cap lying abandoned in the dust. And somewhere nearby lay a link to a petition…
Today, I learn via a review by John Walker in Rock Paper Shotgun that the project has ridden the resulting wave of new fan support to overcome its legal disputes, and has also followed through and made its first episode available for play. It’s a short review, but then, it sounds like a very short game. It does make clear that the game attempts to pack a lot of narrative into tight quarters in novel ways:
Look at a vase in the halls of the castle and you won’t hear, “It’s a vase.” You’ll instead hear a tale about the Queen when she was young, playing in these hallways. Look at the floor and rather than being dismissed you’ll likely listen to lines and lines about how King Graham feels about the situation he’s in - his son and daughter-in-law’s wedding being interrupted by a mysterious, cloaked figure, who has put the pair into an undisturbable sleep.
(Rather reminds me of IF games like Bronze, actually, but that’s another rack of bells.)
I consider this news a twofer because Gameshelf reader JayDee offered up the site as a source of solid game reviews, one of several great responses I got to my previous post asking for exactly this.
I note with interest that the site seems to divide its reviews into two categories: “An Hour With”, providing initial impressions soon after a game is released, and (as is the case with this piece) “Wot I Think”, essays written after the reviewer has spent enough time with the game to fully digest it, perhaps weeks later. Many titles eventually get representation in both categories. I find this dichotomy an interesting tactic of dealing with the fact that games can often take a long time to absorb well enough to properly comment on, while acknowledging the reality of the pressures a review-based publication faces to react quickly to the appearance of new works.
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 have a new theory about IF. Okay, no. It's an analogy. It's not even much of an analogy, but let me change the subject. Pacing!
Let's talk. About pacing.
(Time passes.)
IF authors think about pacing all the time -- in a sense, everything an IF game is pacing. Why is there a puzzle at that point? Because you want the player to stop and engage with the story at that point. Why is some object in a closed (not even locked) chest? Because you want the player to slow down and take in the environment before proceeding. Why did you set up an implicit open action for that door? Because you don't want to slow down the player as he dashes through. Every decision about what to implement, what to split out, and what to bundle together, is a decision about how much attention you want the player to invest at that point.
This sort of pacing has its analog in the world of traditionally-written fiction. When writing a novel, you decide how many words to spend describing each plot event, each character and detail. That's familiar ground.
But then there's the broader sense of pacing: when is the character running for his life, and when is he catching up with his friends? When is she manipulating a hostile alien god, and when is she in the burn ward recovering from the consequences? In other words, how do you arrange different kinds of story action?
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.
Two recent bits:
- Following the success of the IF summit at PAX East, the Seattle IF group is organizing some IF content at PAX Prime in Seattle this September.
- IF newcomer Neophyte has teamed up with IF veteran Juhana to build a game that will act as an IF trainer, teaching people what they need to know to play other IF games. They're collaborating on a wiki for everyone to see. Right now they have some of the initial concept done, and they're hoping to have the game done by September 1 (just in time for PAX Prime, although I think their timing has more to do with the annual comp than PAX).
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.
The opening cinematic of ACE Team's Zeno Clash shows a towering and unearthly creature -- cowled, hunchbacked and literally bird-legged, yellow eyes glowing like lanterns over a beaklike proboscis -- tenderly caring for some chubby, babbling babies. We see it helping one learn to walk, letting the child grasp its absurdly long, bony finger, leading it along gently.
The scene is not played as a shocking reveal; the entire, bizarre tableau is displayed at once, as soon as the game loads. The game knows damn well that you downloaded it after reading a blurb, either on Steam or on Xbox Live, that led you to expect an action-adventure about beating people up. And then it shows you this.
That, my friends, is a hook.
Here is another hook:
Mrs. Sloan had only three fingers on her left hand, but when she drummed them against the countertop, the tiny polished bones at the end of the fourth and fifth stumps clattered like fingernails. If Judith hadn't been looking, she wouldn't have noticed anything strange about Mrs. Sloan's hand.
"Tell me how you met Herman," said Mrs. Sloan.
This the opening of "The Sloan Men" by David Nickle, whose work I discovered via Pseudopod, a podcast of new short stories in the horror genre. I started listening to the show a couple of years ago as a change of pace from Escape Pod, the trailblazing SF podcast that became popular enough to spawn a handful of subgenre-specific shows, Psuedopod among them. I quickly came to prefer it over its parent show -- to my surprise, since I have never identified as a horror fan. And while I don't love every story it features, it manages to air a real winner with sufficient frequency that I look forward to each week's new show.
I quote Nickle because his stories, and the experience of having them read to me by Psuedopod's varied but consistently fine vocal talent, came to mind as I started to play Zeno Clash. From my perspective, the game appeared without warning or fanfare on Xbox Live Arcade last week. (It's been on Steam for a year, but, not much of a PC gamer, I hadn't noticed.) By coincidence, I'd purchased Nickle's collection Monstrous Affections earlier that same day -- after hearing and loving, for the third time, a story of his on Pseudopod -- so stories like "The Sloan Men" were fresh on my mind.[1]
The two stories' openings share the tactic of taking something familiar and domestic -- one parent lovingly caring for its infant children; another, enthroned in her kitchen, casually grilling her son's new girlfriend -- and mixing in something very wrong, letting it jut out in plain sight, as obvious as an exposed fingerbone. The disconnect, when executed correctly, produces a thrill in the audience, a recognition of the normal world gone horribly (aha!) awry somehow, and generates a hunger to learn more.
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.
Proving the notion that few things breed creativity like constraint, the TWIFcomp - a challenge to write a work of interactive fiction in 140 characters or fewer (modulo whitespace) - just posted its sixty-one (61) entries online. In contrast, this year's Spring Thing, a themeless IF contest meant to provide an antipodal counterweight to October's annual IFComp, was cancelled due to receiving zero entries.
Many of the TWIFcomp games (particularly those programmed in Inform 7) can be played online; just follow the links. Don't expect to get much joy out of these little games if you're not already well acquainted with the medium; 140 characters means all punch and no context.
Speaking of playing IF online, Andrew Plotkin has just made all his games playable in-browser. This is possible by way of a modified version of Parchment, complemented with layers of handrolled, game-appropriate CSS he wrote to make them pretty.
I am very happy to see this happen. Interactive fiction needs to ditch its reliance on downloads and confusing third-party interpreter programs in order to reach all the people who ought to experience it, and it's great to see a major author of modern IF get this boulder rolling.
This week I complete my writeup of the stuff I hoovered off the merch tables outside the very first PAX East expo hall last month. As I mentioned last time, almost everything I bought at this game expo was some kind of printed matter.
Meanwhile, by Jason Shiga
I don't understand how I haven't run into Jason Shiga's work before last month[1], where two of his self-published books lay among the Printed Works of Interest on display at the PAX IF Suite. One of them, a black-and-white, intriguingly dogeared comic book called Meanwhile, caught my attention immediately, and I was delighted to discover that a brand-new full-color hardcover edition had not only just been printed but was for sale at the expo. For my money, it is a best-case scenario of print-based interactive fiction.
Here is the video my Flip camcorder shot of three of the IF-related PAX East-ish events. I apologize for the wobbly quality; I didn't arrive at PAX with plans to record anything, but found myself deputized into a videographer role after I was noticed fooling around with my brand-new camera-toy. As such, I (and other individuals I roped in to help me) struggled to figure out how to best use the device even while shooting these videos.
Two of these videos cut out prematurely, because it turns out that the Flip doesn't offer much in the way of a battery-life indicator. On the plus side, the audio is as good as you can hope to get from a little box located yards away from the subject. So: not very good at all, actually, but at least it's audible. Next time I do something like this, I'll plan ahead and bring both a real camera and mic setup, and more of a clue as to their use. (Taking, perhaps, a page from Ben Collins-Sussman, who took some great photos of PAX's IF activity.)
Nonetheless, these videos are filled with smart people saying interesting things about interactive text games, so please do enjoy them! If you're well-behaved I'll end this post with related videos shot on better equipment by someone more skilled.
Dispelling the Invisibility: IF Outreach
IF Outreach panel - PAX East 2010 from Jason McIntosh on Vimeo.
This took place in the IF Hospitality Suite (a.k.a. Zarf's room in the Hilton) on Saturday evening.
Panelists, from left to right, include Andrew Plotkin (author), Chris Dahlen (journalist), John Bardinelli (critic), and Jason McIntosh (me). The moderator, seated in the middle, is Harry Kaplan. Fellow PR-IF member Jake Eakle operated the camera. The video ends abruptly when the camcorder runs out of storage (it's a long discussion), but the panel wound down soon after.
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.

