Planet Interactive Fiction

August 19, 2008

Grand Text Auto

Digital Media & Learning Competition 2008

The deadline is October 15, 2008 for the second HASTAC/MacArthur Digital Media and Learning Competition, which has participatory learning as its theme. Apply for big bucks - or, if you’re an upstart but don’t have a gigantic digital learning project to fund, apply for smaller but quite helpful bucks:

Innovation in Participatory Learning Awards support large-scale digital learning projects
$30,000-$250,000

Young Innovator Awards are targeted at 18-25 year olds
$5,000-$30,000

Check the site for all the details.

by Nick Montfort at August 19, 2008 09:13 PM

Slide Scroller

Detail from Honorarium with lecturer and screenIan Bogost’s game Honorarium is now available on EA’s Sims Carnival (direct link to the game). In it, you pick up puzzle pieces and match them to give a lecture or to answer the occasional question of an urchin-like character - presumably a student, who emits a heart after a correct answer to express either enlightenment or having on a crush on you. If you do well, you get invitations to go elsewhere and give lectures with famous landmarks visible out of the window of otherwise identical classrooms. I have not gotten to the level where you get to be on The Colbert Report.

by Nick Montfort at August 19, 2008 04:02 AM

August 16, 2008

Emily Short

Further reading on narrative construction


After recent RAIF discussion and the Gamasutra article on Far Cry 2, the rest of the world is also talking more on the question of how narrative can be constructed in games — out of what pieces, and in what sense it can be narrative.

A lot of the discussion comes back to traditional issues we’ve seen before: people re-discovering, for instance, the conflict between freedom, agency, and story. A lot of the techniques suggested (sandboxes where the player has to make his own story; branching narratives; narratives constructed in partial reaction to the player’s behavior, by some sort of drama manager) have already been floated a bunch of times.

For myself, I actually feel like I’ve talked out this topic for the time being, but it’s interesting seeing what everyone else is saying.

by Emily Short at August 16, 2008 02:53 PM

August 15, 2008

The Monk's Brew

Vespers on the iPhone


Now that would be cool. But not this Vespers, the original text game.

So I hear Frotz, a popular Z-machine implementation used for playing interactive fiction, is now available for free on Apple's iPhone App Store. Apparently there was some question about whether Apple would allow it in the store, probably because it is an interpreter used for playing separately downloaded game files. But it looks as if, for now at least, it is approved for downloading.

The software comes pre-packaged with a number of good IF games, and it looks like Jason's original text version of Vespers is one of the ones included. Very sweet. Even better, the program can connect directly to the IFDB, allowing users to easily download and play any of the hundreds of games in the collection. From the screenshots, the interface looks nice and clear, and appears to be quite customizable.


Combined with the potentially vast user base for the iPhone/iPod Touch, this package might very well prove to be a great way of expanding the IF audience. I think a lot will depend on the speed, implementation, and interface. As soon as I can get my paws on a Touch, I'll be trying this right out. For now, though, it looks very promising.

In the meantime, I'll have to start daydreaming about how I'd do movement on this thing...

by Rubes (noreply@blogger.com) at August 15, 2008 10:07 PM

Emily Short

August 14, 2008

Emily Short

Further Challenges in Pacing


I talked a lot here about scenes and plotting, and a little in the comments here about pacing problems in games with a lot of conversation (or highly-scripted scenes in general). I noted that a conversation-heavy piece of work can get to feeling really stolid, and I’ve been thinking a lot about why that is in order to try to come up with better leavening.

I’m not looking here for the large-scale strategic pacing issues (when are new twists introduced, how fast does the plot move) but at small-scale pacing. Does the game seem to be flowing quickly or slowly at any given moment? Is it sufficiently engaging?

Text generated per move is one possible metric. Research puzzles, conversations, anything that involves the player reading a book or computer screen in game: these tend to produce lots of text for any given player action. The more text the player has to read before typing something new, the more space there is between actions.

Moves required to reach interesting outcomes is another. A fifteen-puzzle you have to manipulate for twenty-five turns before getting to an interesting or unique output may feel slow, while a puzzle that can be solved more quickly feels fast. The more moves are required to reach a new outcome, the slower the narrative moves.

Difficulty of planning the next move (or planning a sequence of moves) is a third. In conversation, especially conversation that uses menus or TADS 3-style prompts, the player never knows in advance what he is going to want to type next. Menu-based moves at least require the same type of input (a number); prompts are worse, from a play perspective, because for each move the player has to process something like

(You could ask where to find the diamond necklace of Queen Warthammer.)

into a new action

>ASK WHERE TO FIND THE DIAMOND NECKLACE

…which may not be a huge strain on the cognitive facilities of most players, but does introduce some processing time on the player’s end. It’s not creative-thinking processing, either — not “what do I do now to solve this?” — but dull read-and-repeat processing. In general, I nonetheless prefer this kind of conversation for a host of reasons — it’s more flexible than menu-based conversation and more accessible than pure ASK/TELL, and it can be heavily customized. So I need to find a way to work around the pacing issues. (Of course, prompted conversation does not mean that there has to be a prompt every turn, which can have a particularly numbing effect which makes the game feel little different from a CYOA. I think my compromise position is to prompt the player about important conversation that would be at the forefront of the protagonist’s mind, but leave optional conversation strands unprompted; also, to have a reasonable leavening of cases where, e.g., the NPC asks a yes/no question where no additional prompt is really necessary.)

In any case, in conversation scenes, we have lots of narrative development, but two slowing effects: each action produces lots of material to read, and it’s impossible to plan sequences of actions. There’s no flow. The player may not be able to get stuck (since there are no puzzles), but he may run out of energy.

People critique compass movement in games — especially when the player must repeatedly traverse a large map — as unrealistic, boring, and confusing to novices. But one thing I will say for it: it allows interludes of automatic play, where the player can essentially go on autopilot. That may not sound like much of a commendation, especially if the IF in question is trying for literary value, but I think from the perspective of pacing it is valuable for the player to be offered interludes of relatively quick, low-intensity play to cleanse the palate before another bout of conversation.

So challenge is to come up with styles of interaction that are complementary to conversation interaction — smaller amounts of text output, more opportunity for the player to anticipate future moves — but which are still interesting enough to belong in a heavily narrative game.

A good combat system might actually fit that description, which is one of several recent developments making me a little more friendly to the idea of simulated combat in IF. (Not purely randomized, though! Possibly not randomized at all.)

That doesn’t solve the problem if all your characters are peaceable or your plot doesn’t have scope for violent conflicts, though.

Hm.

by Emily Short at August 14, 2008 03:33 PM

August 13, 2008

The Monk's Brew

Pirate Adventure

Indie Developer Cliff Harris ('cliffski') of Positech Games has been running an interesting experiment of late. In his search to answer the question, "Why do people pirate my games?", he decided to take the question directly to the pirates themselves. A public, genuine request for opinions, posted on his blog. The request was also submitted to slashdot and the Penny Arcade forums, and made its way to other sites like ars technica, digg, and bnet. The response, as it turned out, was huge -- hundreds of comments on the blog, hundreds of e-mails, and many more responses at the other sites. And, interestingly, it seemed as though people really did have something they needed to get off their chests.

cliffski's summary of the results is posted here.

As expected, a number of people pirate because of a serious dislike of DRM. As cliffski says: "If you wanted to change ONE thing to get more pirates to buy games, scrapping DRM is it." No argument there. As a result, he removed all DRM from his games, and will not use it on any future projects. Cheers.

Money, of course, was cited as one of the big reasons. I didn't find that to be a huge surprise, since pirating is (among other things) a way to avoid paying money for something. What I did find interesting is what people seem to think of as a reasonable price for a game. Sure, there was plenty of ire directed at the $60 games, but people even seemed to think that $20, roughly what he charges for his games, was far too high. I had always thought of $20 as a "cheap" price for games.

It's an interesting observation in light of the recent discussions of money and game pricing I brought up earlier. There's a fascinating interplay between cost and perceived value, particularly when placed in the context of a game developer seeking to achieve a certain level of return to stay afloat. If the game is cheaper, will more people buy it? Maybe more pirates will — and maybe not — but then factor in the number of people who might pass on it based on the perceived value of a cheaper game, who knows what the final tally would be. And of course, it's much more complicated than that.

by Rubes (noreply@blogger.com) at August 13, 2008 07:28 PM

Emily Short

Frotz in the iPhone App store


After all the various discussion of whether Apple would or would not allow it: it’s there. Craig Smith has a free-download version of Frotz available, which comes preloaded with a bunch of games (9:05, An Act of Murder, All Roads, Anchorhead, Balances, Being Andrew Plotkin, Bronze, A Change in the Weather, Child’s Play, Christminster, Curses!, Dreamhold, For a Change, Heroes, Jigsaw, Lost Pig, The Meteor, the Stone, and A Long Glass of Sherbet, The Act of Misdirection, Photopia, Slouching Towards Bedlam, Spider and Web, Varicella, Vespers, The Weapon, and Zork (MIT version)).

It also has a button that taps straight into IFDB, and downloading a new game adds it and its cover art to your game collection.

Plays a little slowly with Bronze, but faster than the reports I’ve heard of the game on other PDAs (and Bronze does whacking lots of pathfinding all the time). Older I6 games are faster.

IF cover art looks really nice on the iPhone screen, too.

by Emily Short at August 13, 2008 09:35 AM

August 11, 2008

The Gaming Philosopher

Deadborn from the Press

Emily Short points out a problem that is certainly not unique to interactive fiction, but which is more of a problem for us since we cannot afford to lose as many authors as (say) the community of novelists can. She writes:
There are lots of good games that don’t get reviewed nearly as much as they should, and authors have drifted away because the amount of response their work received was not enough to keep them interested. IFDB helps a bit, because it provides a low enough barrier to entry for review writing that more people seem to be interested in writing more reviews, and that’s terrific. But there are also still quite a few works that have not gotten the reception they probably deserved.
I think this is a serious problem, and it would be very good for our community if we could keep this from happening as often as it presumably does. (If we can, that would also lessen the grip that the IF Competition has on our community.)

So, as a very small step in that direction: here is today's question. Which recent IF games do you know of that did involve serious effort, but then fell deadborn from the press? If we can make a list, we can then start remedying this problem.

My candidate is Macrocosm, by Shaun W. Donaldson. From the website, it seems like a lot of work was involved, and yet I haven't heard anything about it. Problem for me is: it's a Windows executable, and it won't run under Wine.

What are your candidates?

by Victor Gijsbers (noreply@blogger.com) at August 11, 2008 08:17 PM

The Monk's Brew

The Money Factor

Seems that money is on people's minds lately.

Jay at The Rampant Coyote recently published an article on The Escapist about mainstream developers going indie. It's a good read that involves a number of interesting folks from around the indie scene, including Steven Peeler from Soldak Entertainment, Steve Taylor from NinjaBee, and one of my Torque heroes, Andy Schatz of Pocketwatch Games, among others. The article nicely summarizes many of the issues driving and confronting indie game developers -- creative freedom, independence, marketing and publicity, piracy, and distribution. Of course, underlying most of these issues is the money factor. It is, of course, the focus of the main question ("Why give up a steady paycheck in order to labor in relative obscurity?"), and from the article you get a good appreciation of how money impacts so many different aspects of development on the indie side. One particular insight, made by Taylor, is that the reality of maintaining a business often overshadows the dream of creative freedom:
"If you want your game to make money, you have to consider what will sell, and this means adapting your pure creative vision to match the real world. Besides, do you really have the resources to achieve your ultimate creative vision?"


Nevertheless, for most it's still about the freedom to succeed or fail on their own terms.

How much does it cost to make an indie game? It's one of those questions (along with "How much can you make on an indie game?") that always seems to be on the minds of indie wannabees. Jonathan Blow, the developer of one impressive indie game that appears headed toward big success (Braid), hinted at his development cost in the Wall Street Journal online. Although it may not be reflective of the game's total costs, he estimated his own personal investment to be around $180,000 over the three years of development.

It's interesting to see that number, and I wonder what kind of responses it might produce. My own personal reaction is that it's a pretty big number -- not the millions that most big studios budget for their games, of course, but that's a lot of coin for an individual to pony up for their big chance. Still, it certainly looks like the money was well spent -- I want to play it for the awesome stylish 2D visuals more than anything else -- and Blow stands to make a good return on that investment, having received excellent reviews (including "highest rated XBLA game ever"). It's aso already the 10th highest rated Xbox 360 game of all time -- and that includes many of those AAA high-budget games like GTA4 and Bioshock -- and sales appear to be very good so far, with 28,500 units sold, making it the second-fastest selling XBLA game in its debut week. As Blow says, "an indie game made by a very small team can compete with giant games that had huge budgets at their disposal."

As for profitability, Blow has been quiet so far, stating it would have to sell "a lot more than it has so far." But as with many indie developers, he knows it has to keep selling in order to afford making the next game.

With Vespers, I've invested only a small fraction of what Blow invested, but up until now I thought even that was an extraordinary amount. In the world of game development, $180,000 is small change, but my eyes grow big when I think of all the progress I could make with that kind of investment. Then again, I'm not targeting the potentially large market of XBLA, and on top of that, I'm not even sure yet if selling it is the best approach, so the expected return is still very questionable. But then again, I didn't initiate this project to make money; I'm not a full-time indie developer, so I don't need a certain number of sales to stay in business. I don't have to make money off of it, although it would be helpful in order to potentially finance a future project.

Along those lines is a blog discussion that started a little while ago with another article in the same issue of The Escapist by Anna Anthropy, on "The Rise of the Videogame Zinesters." I hadn't previously heard of the term "zinester", which in the context of videogame developers refers to individual non-professionals who make creative, artistically risky games and give them away for free simply to make their voices heard. As she says:

"These are people for whom game development is not a primary profession; whose background is not in computer science or 3-D modeling; who build games in their spare time out of a curiosity and love for the medium and a desire to make the games that no one else will. Hobbyist game developers, self-published authors. Videogame zinesters."


Interactive fiction is the prime example used in the article, specifically Victor Gijsbers's piece The Baron. In response, on his blog, Gijsbers makes the observation that not having to earn money is important, but that "people could still actually make money out of their games, and that wouldn't hurt their artistic value." But perhaps more importantly, mirroring Taylor's comment above:

"It's just that when you know you have to earn at least X with this game (or otherwise your company will go bankrupt, or you yourself will not be able to pay the rent) that art must be compromised and that it may seem a much better idea to make a game about shooting space aliens than about the moral options left to someone who recognises the monstrous within himself."


But as Gijsbers notes, it also brings up the issue of money as validation within the gaming culture, and the pervasive idea that free games are not worth the effort, that a game can only be taken seriously once it is for sale, as indicated by the comments for the Escapist article. Although I think that's a fair summation of the culture, there are certainly games, like Galatea, The Baron, and Façade, that prove that this is not altogether true. Yet this cultural perspective persists.

In "Money and Ambition", Emily Short adds her compelling thoughts on the subject, commenting on "that curious phenomenon that some players want the games they play to be commercial." The reasons for this have to do with things like perceived value and invested resources, but Short also notes a less-discussed reason: the perceived contract between player and game designer, and that some players "want to know that the game’s creators are making a living by their efforts, as a sign of good faith." Compounding this, at least for interactive fiction games, is the lack of enough insightful game reviews to give new high-quality games the reception they deserve. As a result, as Short observes:

"In the absence of money, or even a guarantee of reviews — without either the market forces or the critical cadre — it can be difficult to maintain serious ambitions in creating a freeware project. Especially a large one."


I can tell you that what Short says extends beyond the boundary of freeware game development, and I think her words ring true for many indie developers, myself included, particularly in describing so perfectly (elsewhere):

"...the sense that I had long since passed every conceivable *sane* reason to be doing what I was doing. The creeping fear that what I was doing could not possibly be worth the time and energy I was putting into it. The sense of being reduced, as a person, to a single purpose, since normal hobbies and enjoyments and work had all been set aside."


I can certainly relate to that, but I can only imagine how it feels for the individuals in Jay's article, the ones who gave up the steady paycheck for a shot at making it as an indie developer pushing the boundaries of game design. But I guess it's all about pushing boundaries, I suppose. New creative territories. Making your voice heard, like the zinesters, whether it's purely for expressive purposes or for earning a living.

Fascinating, though, the way money is so pervasive and influential in gaming, even when discussing freeware.

by Rubes (noreply@blogger.com) at August 11, 2008 06:37 PM

Christopher Armstrong

Planet Interactive Fiction

I just set up a Planet site for the community of Interactive Fiction bloggers. It's at http://planet-if.com/ and it's called Planet IF.

Don't know what Interactive Fiction is? Emily Short explains it succinctly.

I'm not really a regular in the IF community, but I am a long-time reader and wanna-be author of IF. I want to see the medium grow in popularity and so I'll do what I can to help it out. So there you have it.

by Christopher Armstrong (noreply@blogger.com) at August 11, 2008 03:15 PM

Emily Short

Money and Ambition


Victor Gijsbers recently posted about the peculiar comments “The Baron” has received: viz., that an independently designed, morally thoughtful game isn’t “feasible” in the present market conditions — even though “The Baron” exists and therefore has passed the feasibility test in the only meaningful sense.

For a long time I, like Victor, have been annoyed by the “market forces tell all” mentality that says that projects are only successful when they earn money and that artists prove their artistic credentials by selling their material widely. This tends to be contrasted with the “critical success” method of determining the value of material: something is good if it elicits the praise and admiration of a small cadre of those whose opinions matter. Bonus points if cat-fights arise between competing groups of critics.

There are pretty obvious problems with both of these approaches. Markets often value pulpy, least-common-denominator crap that gratifies some momentarily-trendy urge, which is why Dan Brown sells so many books and the commercial video game industry has such spasms about its own creativity (or lack thereof). Critics, on the other hand, can be extremely inward and academic, valuing formal innovation and meta-genre features even to the exclusion of meaningful content. Marie-Laure Ryan has written about the gap between highbrow and lowbrow interactive storytelling, suggesting that stories in videogame form are almost always targeted to one end of that scale or the other, leaving an undeveloped middle ground of thoughtful but still-accessible material.

Even if we shave away the argument about how to decide whether a piece of art is Good or Bad or worthy of canonization (an argument, by the way, that has never been satisfactorily resolved with respect to any art form), we are still left with the curious phenomenon that some players want the games they play to be commercial. Some of this has to do with perceived value — if I’ve looked forward to and forked over money for a game, I may be more excited about playing it and less likely to give up quickly. Some of it has to do with resources: a game with a sufficient budget may be up for a more thorough testing and better production values than one without. We’ve occasionally talked about these issues before.

A less-discussed part of the problem is the perceived contract between player and game designer. If I write a game and give it to you, you have no power to affect the content of the game. You can like the game or dislike it, play it or throw it out, write a positive review or give it the thrashing of a lifetime on IFDB, but there’s no force other than my possible interest in your good opinion to make me write a game that you’ll like. You have no reason to trust me.

In other words, I think some players don’t just (semi-perversely) want to fork over money for a game rather than receiving it free. I think they want to know that the game’s creators are making a living by their efforts, as a sign of good faith. The creator’s hypothetical concern for his artistic integrity or his reputation are not necessarily enough — there’s all sorts of junk on the internet, and it takes some kind of organized system of feedback to separate the wheat from the chaff.

Then the feasibility argument starts to sort of make sense again. It goes something like this: there isn’t enough of an audience for games of type X to establish a meaningful feedback loop between creator and fan base, in which the fan base supplies rewards in the form of money or reputation (the latter regulated in some way). The thing about big open source software projects is that they have gazillions of users — which means not only support, but response, and a relationship between the people who create/revise/improve and the people who use. (In some cases, a relationship known as “identity”.)

Historically, the player/author contract has been more of a problem than we would like in IF. There are lots of good games that don’t get reviewed nearly as much as they should, and authors have drifted away because the amount of response their work received was not enough to keep them interested. IFDB helps a bit, because it provides a low enough barrier to entry for review writing that more people seem to be interested in writing more reviews, and that’s terrific. But there are also still quite a few works that have not gotten the reception they probably deserved.

Conversely, every year there are a handful of games in the IF competition that are plainly there to irritate the judges (see: Sisyphus, Breaking the Code, Fat Lardo and the Rubber Ducky) and a larger number where the author contributed the game on a lark even though aware that it was junk, because, hey, what did he have to lose? This accumulation of garbage is dispiriting to judges and contributes to the external perception (from people who dip into the IF community once a year to try competition games) that it’s all amateur hour over here. The player/author contract is broken.

In this respect I agree with Jimmy Maher’s recent SPAG editorial, even though I disagreed with his comments on comedy and on the relative value of formal experimentation. We do have an ambition shortage.

But I understand completely. In the absence of money, or even a guarantee of reviews — without either the market forces or the critical cadre — it can be difficult to maintain serious ambitions in creating a freeware project. Especially a large one. Doing so often requires a deliberate rejection of perspective. Crunch time at Electronic Arts sucks, I’m sure, but at least the employees are getting a paycheck whose value the rest of the world will acknowledge. Putting major time in on a project that doesn’t pay and may not even get reviewed much, well, that can be kind of rough — especially if your significant other or your boss have other ideas about how you should be spending your energy. And besides, what are we doing that matters so damned much?

Here’s my answer, but then I deliberately got rid of my perspective on this point some time ago:

Interactive story-telling is the next great art form. It may not end up looking much like text-based IF, but some medium based on player/reader feedback will become (and remain) culturally relevant and widely-valued. I say this not out of homage to the technology — the computer is widespread, but so are cars and telephones, and they haven’t engendered any great enduring art forms as yet — but because there is potential for sorts of communication and forms of audience experience in interactive storytelling that are not mirrored in any of our existing media.

What’s more, the dynamic of interactive storytelling is especially suited to our difficult and questioning age, when — especially but not uniquely in the US — there is no uniformity of culture or values, and most of us live side by side with neighbors with vastly different views on religion, politics, sex, manners, etc. Interactive stories are strongly effective at communicating constraints and boundaries, and allowing the player to explore how those constraints differ from his expectations. They’re good at providing optional exposition, where the player can choose to explore issues that interest him or that are new to him. They allow for the development of a position that (at least partly) takes the reader/player’s views into account, rather than preaching the same message to all comers.

So I do think that it’s worth being ambitious about IF.

That said, I’m not always sure what ambitions are the most productive ones to embrace next, if you see what I mean. Writing the work I want to write, as well as I can possibly write it: yes, fine. I’ve got plenty of ideas about what I want to try next. But the external metric stuff is also important, both because it provides guidance for the development of craft, and because it’s worth contributing to a larger dialogue about interactive narrative, which we can only do if works get a certain amount of attention. But what attention? From whom? Where should we be trying to go, once we look beyond our own community?

I’m not always sure of the answer.

by Emily Short at August 11, 2008 10:50 AM

August 10, 2008

Toolness

Parchment on the iPhone

I recently spent time making Parchment work properly on my new iPhone 3G.

The iPhone has been my first foray into the world of the mobile web, and getting Parchment to work well on it was an interesting experience. Some of the challenges I faced involved getting the iPhone’s on-screen keyboard to display properly—Parchment doesn’t actually have any text input fields on it, so by default the iPhone didn’t think that users had to enter text—and modifying some processor-intensive JavaScript code so that the iPhone didn’t think that Parchment had gone into an infinite loop.

Another interesting challenge was figuring out how best to display content so that it would be viewable in a way that didn’t require the end-user to perform unnecessary panning and zooming. By default, the iPhone assumes that pages it views were made to look good on a page that’s about 980 pixels wide, so that’s how big the “virtual viewport” is; this default seems to make sense, since most pages were made with desktop screens in mind, and the ability to zoom and pan makes it relatively usable. However, when a developer is creating a rendering of a site specifically for smaller screens, they can force a particular viewport size—thus minimizing or entirely obviating the need to pan and zoom—by inserting a viewport meta tag in the HTML and using some iPhone-specific CSS properties like -webkit-text-size-adjust. All of these sorts of issues were documented nicely in Apple’s Safari Web Content Guide for iPhone. Though they’re not “standards” per se (at least as far as I know), nonetheless I think that tailoring pages for an incredibly small, zoomable screen could be viewed as little different from tailoring them for print—something CSS already supports—so I hope that these extensions can eventually be turned into standards and supported by other mobile browsers like Fennec.

Right now my biggest criticism of the iPhone, despite all its enormous benefits, is the fact that its native platform is quite sterile, or at best contingently generative. I was hoping that the open web would be one way to get around this, and getting Parchment to work on the device was my way of testing these waters.

Parchment’s ultimate goal, as outlined on its Google Code project page, is to serve as a compelling replacement for desktop-based Z-machine interpreters. Among other things, this implies that it should work fine when disconnected from the internet, and it does: once you’ve started a game, it’s entirely loaded into the browser and no further network connections are made. In Firefox 2 or above, selecting “Work Offline” from the “File” menu will allow you to still access the game and play it even if you don’t currently have it loaded in a tab (why Firefox can’t automatically detect whether you’re offline is being worked on). You can even save and load games while offline because the game state is appended to the URL hash—put in DOM Storage too, if support is detected—and Damien Neil has a patch that uses PersistJS to provide even better support.

The thing is, Safari on the iPhone doesn’t seem to have any kind of “offline mode” like Firefox does. Further, it only keeps one web page loaded at a time, even though it has something resembling tabbed browsing; so if you switch from Parchment to another website and back to Parchment, the entire page is reloaded—something that not only consumes network bandwidth but also processor time. This hugely limits Parchment from becoming a compelling replacement for a native iPhone app that does the same thing. And thanks to Apple’s gate-keeping, there’s serious doubt as to whether the latter is even a possibility.

I also have no idea if Apple is even likely to introduce an offline mode for the iPhone, because there appears to be a clear conflict of interest between their closed platform and the open web: it makes sense for Apple to “gimp” the web as much as it can so that application developers are forced to develop for the platform that Apple controls. So I’m really looking forward to both Fennec and Android supporting generativity in the mobile space.

In any case, if you have an iPhone, feel free to play a story on Parchment and let me know what you think.

by Atul at August 10, 2008 08:57 PM

August 09, 2008

Emily Short

August 07, 2008

The Gaming Philosopher

Am I a Zinester?

In an article in The Escapist, Anna Anthropy talks about how the makers of big commercial video games can't take any artistic risks and are thus doomed to make more or less the same game forever; and how we are currently seeing the "rise of the video game zinesters", that is, single, non-professional people who are making video games and giving them away for free just because they do wish to take artistic risks and make themselves heard. Anna Anthropy has chosen me and my game The Baron as poster childs for this movement, which is of course very kind of her and much appreciated.

I doubt that it is an honour I really deserve. As Jason Dyer points out, it is hardly new that people use interactive fiction to produce very individual works that would never make the cut as commercial products. Indeed, I think it is accurate to say that of games like Photopia, Galatea and Shade had not existed, I would not have been intrigued by IF and I would never have written The Baron.

I also doubt that we are accurately described as "zinesters". I'm basing myself on the Wikipedia definition here, since I did not previously know this word, but it seems as if zinesters are people who publish their work in very small, often hand-made editions, for the perusal of a small group of individuals. This does not seem to me a useful term to apply to works that are distributed digitally through open-to-all server like the IF Archive. There is nothing inherent in our publishing methods that stops our works from being downloaded and read a million times.

But this criticism aside, I very much agree with Anna Anthropy's sentiments, and especially with the link she sees between making interesting, innovative, risky, artistic, relevant games and not having to earn money doing so. Not having to earn money: of course people could still actually make money out of their games, and that wouldn't hurt their artistic value. It's just that when you know you have to earn at least X with this game (or otherwise your company will go bankrupt, or you yourself will not be able to pay the rent) that art must be compromised and that it may seem a much better idea to make a game about shooting space aliens than about the moral options left to someone who recognises the monstrous within himself.

Still - more independent designers making games for money might not be such a bad thing either. A one-man commerical project can take more risks than a 200-man commercial project, even if it can take less risks than a one-man non-commercial project. And since commercial projects might be able to ensure better resources for quality control, and so on, they might actually produce very interesting and very good works. So I don't want to say that "non-commercial" is the only way to go; but it is certainly a way along which we can expect much interesting work being done. And we, as the IF community, are certainly moving along this way and benefitting from it.

Which leads me to my final point: the obsession with money as validation that seems to be pervasive in the gaming culture. I noticed this when I was involved in making indepent pen & paper RPGs at The Forge: it often seemed that people only started taking a game really serious once it was for sale, while freely distributed games were not taken quite as seriously. Some people even had an argument against selling games cheaply: "If you think it's good, show so in your price!" This baffled me, and still baffles me.

But it's no different among people who are interested in computer games. Read the reactions on the Escapist forum, and especially this one:

Games like The Baron just don't seem feasible to me. Games are an escape from reality. Something like that makes us deal with problems in the real world. We should do this, of course, but games like that aren't going to sell as well as drugged up space marines shooting dildos out of rocket launchers. It's a simple fact of right now. Maybe in the future, the small niche of cultured gamers (Not me, I love gore and blood and I want to kill sexy space aliens.) will gather and make a game that will reset the bar for video games. Until then, we'll just have to play our Halo and love it (We do, right?).
In what possible sense can The Baron not be feasible? It exists, which should make all questions of its feasibility totally moot, shouldn't it? Unless, that is, you believe that a game only really exists when it's earning people money, and that it exists more the more money it generates. But that's just bizarre. The Baron is no less real than Grand Theft Auto IV; it's no less feasible; it is out there and you can play it.

And its author doesn't care at all that it's not generating money for him. That too shouldn't be such a hard concept to grasp. My entire computer runs on software that people have made without expecting to get paid for it. Why would games be any different?

So let's drop once and for all the idea that a game is only real if people buy it; or that interactive fiction (say) will only have become a valid medium again when people are making money selling IF. That's just nonsense. Interactive fiction will be a valid medium when people are making great works in it, and whether these are published for a fee or distributed for free doesn't make a whit of difference.

by Victor Gijsbers (noreply@blogger.com) at August 07, 2008 10:53 AM

Grand Text Auto

the annual jobs post 2008-2009

Like holiday decorations in your favorite retail outlet, faculty positions are being announced earlier and earlier every year!! Looking back on 2007’s post by Noah on available spots in the digital arts and humanities, game studies, and other positions related to those who might read (and post on) this blog, and seeing what a valuable asset to the community such postings are, I thought I’d start a “2008-2009″ academic application year by beginning with an opening at Dartmouth College in Music.

The folks in music are highly interdisciplinary and the department has a rich history. Larry Polansky was a student of Jim Tenney’s and is both an archivist and participant involved in Fluxus. He is one of the three co-authors (with Phil Burk and David Rosenboom) of the widely used computer music language HMSL, and his other software includes helping to implement his spectral mutation functions in the popular computer music application Soundhack, authored by Tom Erbe. He also directs
the composer’s collective Frog Peak Music and was the founding guest editor of the Leonardo Music Journal. His colleague, Michael Casey, recently came to Dartmouth from Goldsmith’s. He investigates large-scale music indexing, new media, and real time music systems. Colleague Ted Levin teaches ethnomusicology, world music, sacred music in East and West, and an interdisciplinary course on the Silk Road. There’s more…this is an innovative department to be reckoned with!

I’m told the position is ideal for self-directed scholar/artists with a background in music and a vision for how music might meet and transform with contemporary culture, language, the arts, and sciences…

Assistant Professor of Music, tenure-track, beginning fall 2009
Dartmouth College
Dartmouth’s Music Dept. seeks an outstanding faculty member committed to innovative teaching in an undergraduate liberal arts curriculum that integrates composition, performance, theory, history, world music, and jazz studies. Teaching assignments will also include graduate seminars in Dartmouth’s M.A. program in Digital Musics. Ph.D., D.M.A., or equivalent professional qualifications. Teaching experience at the college or university level desirable. Send letter of application and CV to:

Search Committee
Dept. of Music
Dartmouth College
Hanover, NH 03755

Evaluation of applications begins October 1.

by Mary Flanagan at August 07, 2008 03:51 AM

August 06, 2008

Renga in Blue

bluerenga


Robb Sherwin is the author of Fallacy of Dawn, Necrotic Drift, and other works. His new game coming out soon is called Cryptozookeeper.

RS: I am a 34 year old J2EE Developer originally from Rochester, NY. I attended Syracuse University, and moved to Colorado ten years ago. I live with three cats, Frobozz, Reggie and Boggit.

JD: First off, I want to quote some reviews as a way of discussing your prior work.

Chicks Dig Jerks: Begins in seedy bar, moves swiftly to cemetary.
A Crimson Spring: Begins in seedy bar, moves swiftly to cemetary.
Fallacy of Dawn: Begins in sushi bar, moves swiftly to morgue. [Source]

RS: I think I skipped bars in Necrotic Drift? But that all comes from how I used to DM games of AD&D growing up. I honestly couldn’t think of any logical reason why five people of different class and race would get together, so I just used the excuse of them all being at a bar.

JD: The mysterious stranger in a tavern fixation?

RS: Right, exactly.

JD: Sounds plausible. Since you embraced your inner psyche with Necrotic Drift you sort of got past that.

RS: Yeah, and at the same time, I have tried to ask myself if it’s really necessary for everyone in the game to be friends.

JD: Could you expand on that?

RS: A lot of fiction benefits from people arguing, and there is a little more of that in ND [Necrotic Drift], but I try to take it to an extreme in CZK [Cryptozookeeper], where there is more or less open hostility between everyone. Also, with the earlier games, I very much wanted there to be a side kick character. But it started to get ridiculous, because for a lot of the game, I didn’t have them react too much.

JD: Do you think the “cooperative party” mentality of AD&D has influenced game plots in general?

RS: I would say, yes, I think there is a common reference from D&D that game developers just naturally get, growing up. And in text, I think you get it even if you didn’t play D&D, because Adventure and Zork and such have D&D elements. So there is, like, no escaping it.

JD: Let me give you another quote

The oddness won’t come as a surprise to anyone who knows Sherwin’s previous work. His games often incorporate eccentric characters, difficult or dysfunctional romantic relationships, crude material handled so deftly that it comes out not being offensive after all, and many, many references to modern pop culture. [Source]

RS: It does sort of bug me that the great majority of games live in this vacuum when it comes to pop culture.

JD: You would prefer more pop culture references in general?

RS: I would assume that there is legal trouble if someone tries to quote a “Lost” reference, so I guess I understand why. But at the same time, I know I spend a lot of time talking about various forms of media with people, and to completely close that out from the kinds of things that your character can talk about seems to restrict things.

JD: You’re saying IF authors in general don’t capture “real” conversation very well?

RS: No, I think that their conversations are great, and in fact, being able to stay on target and stay focused is something I could probably do more of.

Also, it is tough - for instance: I was looking at a bug in FoD recently, and I saw a reference to something being more restrictive than “a Greek cafe”. I didn’t know what the hell I was talking about at first. I did some searches, and apparently like 7 years ago, Greek cafes were cracking down on MMORPGs games, or something. Which was fine at the time, but man, did that get dated. So I am definitely not doing things perfectly or anything.

I remember one review about ND where the reviewer was wondering why the first edition of D&D was referenced. And my reaction was just, well, I am in my 30s still talking about games from 20 years ago, so it was OK that in the future they might do that.

JD: Let me go on to my last quote.

I’m totally fascinated with Robb Sherwin’s evolution as an IF author. The standard progression seems to be to start out with some lousy puzzles and a weak story and so-so writing and cardboard characters, and gradually the author improves to producing pretty good puzzles and slightly less cardboard characters and an occasional nifty one-liner in the writing. Robb Sherwin, on the other hand, has basically had lousy puzzles and gameplay for all his previous games, but they’ve still been great to play because of the high-quality writing and characters. I’m pleased to say that Necrotic Drift, while not actually having good puzzles, has definitely reached the “not annoying” stage, puzzle- and gameplay-wise, and the overall package is really quite nice. [Source]

RS: Puzzles are very tough for me! I actually don’t put them into the initial design doc at all. But I go and add them afterwards, to try to help out the pacing. Sometimes, one might develop while writing a scene, but that is rare.

JD: Does that make it easier or harder to make them organic to the plot?

RS: I think a little easier, only in that, since I am never in a situation where I have this great puzzle I need to insert, they can all spring from the games themselves. But I am in awe of the puzzles other IF authors make.

JD: Have you thought of writing something without puzzles at all, given your initial design docs don’t have them?

RS: Yeah, that wouldn’t be so bad. There are very few puzzles in Pantomime, for instance, until the end. There was not a place where I think it necessarily suffered for it. But, the problem for me, in doing completely puzzless IF, is that I am asking myself, “Should this be a straight fiction story?” And that intimidates me, so.

JD: So you need some justification for nonlinearity, and exploration.

RS: Yeah. That is a good way to put it! I mentally think of the transcript in a puzzleless game, and I’m like, “All this guy did was go west a lot.”

JD: There’s also conversation that does “do something” and conversation which is just sitting chatting.

RS: Exactly - I try to make up for the bad or non-existing puzzles with requiring conversation between everyone.

JD: Is there some magical technical solution that might help? I mean help with the ‘go west’ transcript idea. If there’s some threshold of AI or something that would break it open.

RS: Yeah, having better AI (I guess what I mean by that is, AI that I can pull from libraries and plug-ins, so I don’t have to do it, badly, myself) does allow the author to mix things up, as well. Instead of having the antagonist take various steps that get everyone to the end game, he might better be reacting to the player, which would make for a more interesting run-through of the game. Of course, I am completely unqualified to make that stuff, so it’s not like I am issuing a demand or anything.

JD: What’s a puzzle you wished you had written?

RS: I am going to have to go with the wings puzzle in Photopia. It is the only one I can remember that actually had me grinning as I typed it in. I just *knew* what I typed was going to work. That is the ideal, as far as puzzles go, in my opinion. There have been many where I looked at it in the walkthrough and said, “Brilliant!” put that one was easy enough for me to figure out, but easy enough for me to actually, er, do.

JD: So your ideal would be something where the reader/player takes some action beyond the normal enough to be called a “puzzle”, yet is so intuitive they’ll know it will work?

RS: Yeah, I think that is right.

JD: What’s something in IF that you’d like to see — a trend or just a particular type of game? Something you yourself might not feel able to write but have been hoping someone else will.

RS: I would love to see one of the imps make a sequel to one of the games that could really benefit from it, like Spellcasting 401, or something.

But at the same time, along the same lines, games that do a lot with NPCs are really intriguing to me. I do have The Elysium Enigma by Eric Eve ready to play once I finish CZK.

JD: Ok, let’s get into your new work.

RS: Cryptzookeeper is basically a cross between Monster Rancher, Zork, and a good call on Coast-to-Coast AM.

Basically, I am hoping to put together a game that lets the player assemble various DNA snippets that they pulled out in a Zork-style treasure hunt, into the various monsters of legend and cryptozoology. At the same time, I am hoping to have character interaction in the game that makes it familiar to people that have played some of my other wares.

JD: Snarky, irreverent, pop culture, etc.?

RS: Yes! I am also going to try to experiment with selling it. I have no idea how that will sort out, but still. There were a few indie game sites that seemed to close people off if their games were not for sale, so that got me thinking.

I will try to make the direct download very cheap, definitely less than $10 and probably closer to five. I am not sure about the physical copy, as that will depend on the manufacturers and such.

JD: But you’re planning feelies? I remember the “pills” with Fallacy of Dawn and the really curiously colored d20 in Necrotic Drift.

RS: Yeah, I am definitely going to make a version that has a CD and a DVD style container. I am hoping to do some kind of instruction manual as well.

There should definitely be one more thing. I had considered chocolate animals, after getting some molds, but that might be difficult if someone chokes on the creme-filled hydra?

JD: Is there anything else significantly different from your prior work?

RS: CZK is a little different in that I am changing the conversation system.

I have been using the Photopia-style menus for a long time. And while I don’t like strict “ask about x” and “tell about x” I am trying to use a system that I first saw in Ultima 6, where keywords come up in a different color, and those relate to activated conversational topics. Also, the think verb gets used for a list of topics you can ask an NPC about.

JD: So the TADS 3 underlining essentially?

RS: Right.

JD: What about the puzzles in Cryptozookeeper? Do you consider them better than your previous ones? Why?

RS: I think that CZK gets around it, because you are always looking for more animal DNA. So, let’s say you see a moth - your goal, even if you are working on something else, might also be to get that moth.

JD: So the puzzle mechanic is well built into the plot this time?

RS: Right, exactly. So, the goal is to make the game not too ridiculous in getting that moth. Because, honestly, four of them fly into my home every time I go into the garage.

I also want to get away from something that David Welbourn said in the Get Lamp interview. He said something to the effect of, “If you see a bone in a text game, you know you’ll eventually have to give it to a dog. I am trying to avoid that sort of thing.”

JD: Simply objects that imply their utility, or is there a larger issue?

RS: Right - it seems very cliche to see objects that just get filed into the mental category of, like PUMA PACIFIER or whatnot. Plus, there is like a 40 year range in placating animals.

JD: What do you mean by that?

RS: A 4 year old knows that the cat likes catnip, and someone that has studies zebras their whole life might know that they like a certain kind of grass (which I co-opt by hopping onto the wiki) so to avoid all that would be the ideal for a text game.

JD: What’s the multimedia like on this one?

RS: I have character and NPC face pics up, when you are talking to people. There is also a location graphic. And then, to the right of the screen, is inventory. The screen gets modified when animals are fighting each other, but for most of the game, it’s very PC-centric.

I am going to try to make the graphics matter more, but at the same time a good friend of mine (who also tests) is blind, so I need to secretly add text to the game that will describe the necessary photos, through the screen reader.

There is music, but only during chapter title breaks. I found that music during the game itself was kind of awkward.

JD: There was some in Necrotic Drift, wasn’t there?

RS: Yeah, in ND, a song would start, and then just end. So if you took a while to solve a particular scene, there would be silence.

I think people also like listening to their own music for text games.

JD: What would be the suggested playlist for Cryptozookeeper?

RS: I develop it listening to “pop punk,” but I don’t recommend that genre of music to anyone. I know it is wildly unpopular.

But I guess, the mood I am trying for, are just those songs you play in the middle of the night. If a song would have worked for All Alone, by Ian Finley, I think it would work here.

More about Robb Sherwin’s past work can be found at the Jolt County website.

by Jason Dyer at August 06, 2008 10:38 PM

Grand Text Auto

Digit Art and Scholarship in Residence

It’s good to see expanding and continuing opportunities for residencies in digital media - for both scholars and artists.

At Cornell, there’s a chance for six to eight people to earn Society for the Humanities Fellowships to study “Networks/Mobilities” - relating to the theme of the recent HASTAC II conference in Irvine and Los Angeles. Those selected will work with two senior scholars in residence. In Fall 2009, this person will be Keller Easterling, Associate Professor of Architecture, Yale University. The Spring 2009 scholar will be Brian Massumi, Professor of Communications, University of Montreal. Application procedures, requirements, and terms. The hard deadline for receipt of all application materials is 1 October 2008.

The Digital Technology & Culture Program at Washington State University Vancouver, directed by Dene Grigar, has just named those who will take part in its 2008 Artists in Residency Program, “Sensing Bodies: Physical Computing for Interactivity & Innovation.” Steve Gibson and Justin Love of Canada will be the first artists in the program this year, leading a workshop “Sensor Technologies for Creating Interactive Art.” Will Luers from nearby Portland, Oregon will then teach “Walk Art.” Finally, Julie Andreyev and Simon Lysander Overstall from Canada will offer a workshop “VJ Fleet.” WSU’s DTC program is not accepting applications yet for next year, but look for the call in the future, as these residencies just announced continue a program started last year.

by Nick Montfort at August 06, 2008 01:32 PM

Shadows Phone Home

'The strange, strange shape is the shadow of a something' - image from Shadows Never SleepAya Karpinska has just published a piece for the iPhone and iPod Touch, Shadows Never Sleep. You can get it for free from the iTunes App Store - just search for it by title. Aya writes:

the piece uses a combinatory structure and the rhetoric of children’s literature to tell the story of a restless shadow on a nighttime adventure. I describe it as a “zoom narrative” which takes advantage of the multi-touch interface of the iPhone and iPod Touch to allow readers to swipe their fingers across the screen and zoom in and out of images instead of turning pages.

There are Web-based demos and videos of the piece for those (like me) who lack iProducts. (Luckily, I did get to see Aya show off the piece at her MFA thesis reading this past May, and enjoyed it. Sure, I didn’t rush out to buy an iPhone afterwards, but I’m stubborn.) The application is programmed by Nick Dalton; Roxanne Carter modeled to provide the shadow silhouettes.

by Nick Montfort at August 06, 2008 04:30 AM

August 05, 2008

Renga in Blue

bluerenga


Rise of the Videogame Zinesters written by Anna Anthropy

The only thing that bothers me about this article is that the notion of using interactive fiction for an independent view is somehow new.

Maybe the title of the article should be Discovery of the Videogame Zinesters?

by Jason Dyer at August 05, 2008 08:32 PM

IFReviews

Rendition

hermes wrote a 10 Stars ifreview of the game 'Rendition' (nespresso; 2007; Inform7; English; 10 IFReviews.org Stars).

You too can add your own ifreviews, simply register yourself at www.ifreviews.org and share your opinion, with the rest of the IF Community, on this or any other of the 4242 IF games listed.

Thanks for reading the IFReviews.org RSS feed,
RootShell

by rootshell@ifreviews.org (hermes) at August 05, 2008 09:14 AM

August 04, 2008

The Monk's Brew

One Step Forward, One Step Back

Such is the life of an indie developer, or at least it seems to be when it comes to character animation.

So far, the experiment with our student animators has gone...well, slowly. With five students on board, things were bound to take extra time. It's tough to move forward while making sure everyone is on the same page, setting up their model skeletons the same way, making sure their model heirarchy is consistent for exporting to Torque format, and so on. There was also the added delay in moving our models from 3DS Max to Maya, which introduced a whole variety of issues. As I've learned, there is a long lead-in period when starting with a new modeling program making sure your models play nice with Torque. Add to that a group of students who are new to the models and new to Torque, not to mention the fact that it's summertime, and you've got a recipe better suited to a slow cooker than a short-order grill.

Still, this week we reached a small milestone, when we finally got our first character set up properly in Maya with the right skeleton, the right textures, and the right object heirarchy for proper Torque export. The character is set in his correct "root" pose, and the exported model imports properly into the game engine. Now all we need to do is set up a facial skeleton for expressions and lip sync, and the model should be ready for animation.

The nice part about that is that we can easily apply these advances to our other models, so a few more character models should be animation-ready within a short time, I expect.

Nevertheless, as these things go, it's not all sunshine and butterflies.

One of the student animators never really made any progress with his character, and something always came up preventing him from attending any of our weekly meetings. As his communications became fewer and fewer, I recognized the telltale signs of yet another animator silently heading for the exit doors. After bringing it up with him, he did finally admit to being overcommitted, so now we're back down to four animators.

Which is still good, of course. Four is a good number to have, and right now most are working together nicely as a team. We're still in the slow stages, but I think we've reached the point where things will start picking up again.

by Rubes (noreply@blogger.com) at August 04, 2008 09:03 PM

August 02, 2008

The Gaming Philosopher

Rethinking Combat

In Idols of War 0.1, I followed what could be called the "standard model" of text-RPG combat. That model is thus:

1. Pick a character.
2. Have that character take an action.
3. Calculate and apply the results of that action.
4. Pick the next character, and repeat.

However, I now think that this might not be the most satisfying form of combat for an interactive fiction. What seems more interesting, both from a gameplay perspective and from the perspective of generating prose, is this:

1. Pick the character with "initiative".
2. Have that character declare an action.
3. Have the other character(s) declare an action.
4. Calculate and apply the results of all these actions.
5. Repeat.

The basic scenario I am thinking of is one where you are attacked by the enemy, and then must make one of the following choices:
  • Dodge the attack, minimising the risk of being damaged but also minimising your chance of taking initiative.
  • Parry the attack, moderately decreasing the chance of being hit but also increasing the chance of winning initiative.
  • Counterattack, taking a big risk but also opening the possibility of both damaging the attacker and winning initiative.
It seems to me that this model would make fights more dynamical, would increase the feeling that you are actually interacting with an NPC rather than just optimising a number, and would allow for more interesting interactions with the environment and more interesting tactics. You definitely want to duck away when the trooper throws a fragmentation grenade, to kick the table when the guard rushes you, to cast Disrupt Spell the very moment that the necromancer intones the chant of Unholy Blasting, to dive into the water when the dragon breathes fire.

In such a system, "initiative" would be something that you want to have but can't easily get. Getting initiative is always a bit of a risk; alternately, some particularly good actions will have the negative side effect of giving initiative to your enemy. There are actions that can only be taken when you have initiative (attack, throw fragmentation grenade, cast summon imps) and actions that can only be taken when you do not have initiative (dodge, parry, counterattack).

The only thing that would be really complicated is fights with more than two combatants. But it will be worth it; think of how cool it would be to throw yourself between your team mate and her attacker so she can concentrate on casting that healing spell she badly needs.

by Victor Gijsbers (noreply@blogger.com) at August 02, 2008 11:22 PM

Spag 52

The 52nd SPAG has just appeared, and it contains three articles written by me: reviews of Gun Mute and Hors Catégorie, and a long article about Emily Short's Metamorphoses and how it fits into her work as a whole. You can read SPAG here.

by Victor Gijsbers (noreply@blogger.com) at August 02, 2008 10:54 PM

August 01, 2008

Grand Text Auto

Another Media in Transition Conference is in Store

The next Media in Transition conference (see reports from the last one: 1 2) will focus on storage and transmission - a hot topic in digital media that continues to heat up. Note that although the deadline is not until January 9, submissions are accepted on a rolling basis, so those with ideas for the conference should submit now.

Media in Transition 6: stone and papyrus, storage and transmission

International Conference
April 24-26, 2009
Massachusetts Institute of Technology

CALL FOR PAPERS

In his seminal essay “The Bias of Communication” Harold Innis distinguishes between time-based and space-based media. Time-based media such as stone or clay, Innis agues, can be seen as durable, while space-based media such as paper or papyrus can be understood as portable, more fragile than stone but more powerful because capable of transmission, diffusion, connections across space. Speculating on this distinction, Innis develops an account of civilization grounded in the ways in which media forms shape trade, religion, government, economic and social structures, and the arts.

Our current era of prolonged and profound transition is surely as media-driven as the historical cultures Innis describes. His division between the durable and the portable is perhaps problematic in the age of the computer, but similar tensions define our contemporary situation. Digital communications have increased exponentially the speed with which information circulates. Moore’s Law continues to hold, and with it a doubling of memory capacity every two years; we are poised to reach transmission speeds of 100 terabits per second, or something akin to transmitting the entire printed contents of the Library of Congress in under five seconds.

Such developments are simultaneously exhilarating and terrifying. They profoundly challenge efforts to maintain access to the vast printed and audio-visual inheritance of analog culture as well as efforts to understand and preserve the immense, enlarging universe of text, image and sound available in cyberspace.

What are the implications of these trends for historians who seek to understand the place of media in our own culture?

What challenges confront librarians and archivists who must supervise the migration of print culture to digital formats and who must also find ways to preserve and catalogue the vast enlarging universe of words and images generated by new technologies?

How are shifts in distribution and circulation affecting the stories we tell, the art we produce, the social structures and policies we construct?

What are the implications of this tension between storage and transmission for education, for individual and national identities, for notions of what is public and what is private?

We invite papers from scholars, journalists, media creators, teachers, writers and visual artists on these broad themes. Potential topics might include:

* The digital archive
* The future of libraries and museums
* The past and future of the book
* Mobile media
* Historical systems of communication
* Media in the developing world
* Social networks
* Mapping media flows
* Approaches to media history
* Education and the changing media environment
* New forms of storytelling and expression
* Location-based entertainment
* Hyperlocal media and civic engagement
* New modes of circulation and distribution
* The transformation of television — from broadcast to download
* Cosmopolitanism backlashes against media change
* Virtual worlds and digital tourism
* The continuity principle: what endures or resists digital
transformation?
* The fate of reading

Submissions

Abstracts of no more than 500 words or full papers should be sent to Brad Seawell at seawell@mit.edu no later than Friday, Jan. 9, 2009. We will evaluate abstracts and full papers on a rolling basis and early submission is highly encouraged. All submissions should be sent as attachments in a Word format. Submitted material will be subject to editing by conference organizers.

Email is preferred, but submissions can be mailed to:

Brad Seawell MIT 14N-430 77 Massachusetts Avenue Cambridge, MA 02139

Please include a biographical statement of no more than 100 words. If your paper is accepted, this statement will be used on the conference Web site.

Please monitor the conference Web site at http://web.mit.edu/comm-forum/mit6 for registration information, travel information and conference updates.

Abstracts will be accepted on a rolling basis until Jan. 9, 2009.

The full text of your paper must be submitted no later than Friday, April 17. Conference papers will be posted to the conference Web site and made available to all conferees.

by Nick Montfort at August 01, 2008 01:57 PM

Foundations of Digital Games Getting Ready to Ship

FDG 2009 Logo FDG ‘09, the International Conference on the Foundations of Digital Games is a focal point for academic efforts in all areas of research involving computer and console games, game technologies, game play and game design. Previously known as the Conference on Game Development and Computer Science Education (GDCSE), this year’s conference broadens its scope to cover the breadth of game research and education. The conference is targeted at researchers making contributions that promote new game capabilities, designs, applications and modes of play.

The conference is sponsored by Microsoft Research, will take place on the Disney Wonder cruise ship, and will feature Starbucks coffee exclusively. Actually I’m not sure about that last one, but since it’s de rigueur these days … The other two are, indeed, true. The conference ship departs from Port Canaveral, Florida and the event runs April 26-30, 2009. The deadline for papers is this December 19. There’s plenty of information up at the site, including a full call for papers.

by Nick Montfort at August 01, 2008 01:55 PM

July 31, 2008

The Textfyre Times

David C.


I’m sure anyone reading the blog and interested in the progress of Textfyre is wondering when we’re going to publish our first game. As I have said from the beginning, “We’ll get there when we get there.” and that statement still holds true today. We make progress in spots and we’re learning a lot about the business and artistic needs of the company as we go. Here are some of the things that have happened recently…

I did indeed hire an assistant, Sara Lieberum, to help with the internal business processes. Sara is an expert at helping start-up companies get organized and she’s a welcome addition to our team.

In the search for an assistant, I also found Justin Greene. He didn’t fit the assistant position, but he has a a great understanding of school systems and so we’ve hired him as our educational consultant. Justin is busy learning about Interactive Fiction, our products, and will be developing the lecture and lesson plans for middle school language arts classes. This coincides with our plans to develop an institutional version of each game.

In the process of looking for a UI developer, two people approached me that may well solve many problems going forward. The first, Will Capellaro, is a brand design developer. He’s taking on the role as part-time Art Director for Textfyre and has already proven to be an excellent partner in helping me understand the business side of managing artwork development.

The second was Thomas Lynge from Tenteo in Denmark. Thomas is a big fan of Interactive Fiction and has already started to help with the UI programming. They’re experts with WPF and Silverlight and have suggested that they would be very interested in developing a Silverlight version of the UI. Since having an online playable version of our games is important, this is a fantastic development.

On the game side of things, Secret Letter is nearing completion with its testing, Klockwerk is in the final writing stages and I7 programming is in-progress, and Giant Leaps has just begun its writing phase.

I’m hoping to have teaser online playable version of Secret Letter ready the next time I post. Stay tuned.

by David Cornelson at July 31, 2008 02:53 PM

Emily Short

The Monk's Brew

An Interview With SPA*

Earlier this year, Spanish IF author and aficionado Urbatain asked to do an interview with me on Vespers. Over about three months, we exchanged a number of e-mails and covered a variety of topics, mostly on different aspects of the 3D adaptation of interactive fiction. It turned out to be a really long interview in the end, but it probably could have gone on much longer. He asked a lot of challenging questions, and I think his enthusiasm for the project really shows, which made for an enjoyable interaction.

Urbatain's intention was to publish the interview in the Spanish-language web-zine SPAC (Sociedad para la Promoción de Aventuras Conversacionales), and also to share it with Jimmy Maher and SPAC's English inspiration, SPAG (Society for the Promotion of Adventure Games). I lost track and didn't realize the interview was put up on SPAC's web site last week, translated into Spanish.

The fun part about the interview is using a web page translator, like Yahoo's Babel Fish, to translate it back into English. So I get to see my responses go from English, to Spanish, and back into English. So something that started like this:
Urbatain: When did you first decide to develop a "graphical IF" game?

Rubes: Well, as I mentioned a couple of years ago I got the itch again to make a game. I really didn't anticipate being able to make a 3D game, though, since I had no interest in the complexity of those engines and the steep art requirements, but I somehow stumbled across the Torque Game Engine from GarageGames and suddenly it seemed like a 3D game was a possibility.

...gets translated there and back to look like this:

Urbatain: You throw the presentations, we go to the grain. When the idea came to you to realise an Interactive Fiction game (3D or 2D) with graphs?

Rubes: Good, since I have mentioned, it does a few of years again gave gusanillo me to match. It really did not anticipate to match in 3D, I create, because it did not have interest in the complexity of the graphical motors in 3D and the pronounce graphical requirements, but somehow encountered the motor “Torque Game Engine” of GarageGames, and it seemed suddenly to me that to match in 3D it was a possibility.

Fun times, man.

Anyway, now, with the release of the latest issue of SPAG, the interview is now available in its original English. The direct link to the interview is here, although I encourage reading the whole issue. There is an interesting editorial by Maher, who wonders, as many of us have:

Lost Pig probably was the best game of 2007. But why was it the best game? Where are the IF games that, to paraphrase a famous old Electronic Arts ad, make us cry?

There is also a good continuation of this discussion on RAIF, as well as a good rebuttal and discussion on Emily Short's blog.

Plus much more.

by Rubes (noreply@blogger.com) at July 31, 2008 11:47 AM

Grand Text Auto

Replaced and Displaced Places

From the first screen of in absentia Rilke turned to writing poems in French because there was no good word for “absence” in German. J. R. Carpenter’s in absentia presents place and the lack of place in English and French, mashing up a Google map (or, actually, a satellite view) of Montréal with rental and real estate annotations by herself and others. (The standard schmear of mash-up gaudiness is not present here, I should note.) “The guy upstairs cross-dresses; his unsteady stiletto gait traipses heavily over my head. The girl next door turns tricks, for cash or beer or kicks I couldn’t say; five in the morning, five in the afternoon, her headboard bucks at the wall behind mine.” Even those interested in video games will find something to pursue in these locational texts, as Ubisoft’s involvement with the local community is one of the subjects of discussion.

It’s a writing project on the Web. “in absentia est un projet d’écriture sur le Web. Nouvelles oeuvres de fiction signées J. R. Carpenter avec auteurs invités: Lance Blomgren, Andy Brown, Daniel Canty, Alexis O’Hara, Colette Tougas.” Those are the invited authors. “Présenté par DARE-DARE Centre de diffusion d’art multidisciplinaire de Montréal.” Enjoy.

by Nick Montfort at July 31, 2008 01:13 AM