Archive for the ‘Interactive Fiction’ Category

Ludus Novus 017: The Rules of the Game

Sunday, May 17th, 2009

In this podcast episode, I present and discuss my definition of the word “game.” In short, a game is an interactive simulation that provides metrics which allow a user to track progress toward a goal. Listen on to hear why Microsoft Paint is a game and why winning and losing are really the same thing.

I’d love to hear what you think! Comment if you have any opinions on the things I discuss in this episode.

 
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On The Bryant Collection

Monday, April 13th, 2009

I learned an important lesson a week or so ago: don’t release games on April Fool’s Day. I thought that April 1st would be a fun day to release The Bryant Collection, with its hard-to-believe premise and odd approach. The result? I think a lot of folks saw the post, said “ha, ha!” and assumed the whole thing was a joke. The biggest reaction I got was a flame from someone who’d evidently had one too many websites change up their CSS stylesheets on him.

It’s a shame, because despite the premise and backstory, The Bryant Collection is a real game, and one that I poured a lot of effort and heart into. But I haven’t gotten a single review, game entry on an IF site, or even a comment from someone who’s played the game. The only e-mail I’ve gotten about it is from my parents.

In retrospect, I shouldn’t be surprised. Mixing truth and fiction is risky enough when it’s not on a day dedicated to lies, and the games from the Spring Thing were released at almost the exact same time. The Spring Thing is probably the second or third biggest IF event of the year, so naturally Bryant would be overshadowed by those games, especially if it’s dismissed as a joke.

This post isn’t a cry for attention or anything. I just wanted to share my reactions when a game doesn’t get very well-received, since I always post when a game gets positive reactions.

The Bryant Collection Released

Wednesday, April 1st, 2009

Right on the heels of my last release, here’s my April game, The Bryant Collection. This one is a bit of a cop-out; it’s not actually my game. Instead, it’s a translation of someone else’s work into interactive fiction.

An excerpt from my release post on RGIF:

A few months ago, I found an old strongbox at a garage sale. The box was full of papers written by a woman named Laura Bryant. The majority of the stuff in the box was a collection of what she called “story worlds.”

These story worlds are akin to interactive fiction or roleplaying games; they’re designed for one player and one mediator who serves as the parser or the game master. The earliest date on a story world in the box is 1964, which means these works predate Crowther and Woods’s Adventure, Dungeons & Dragons, or Wesely’s Braunstein. The Bryant Collection contains the five stories that I found the most interesting and feasible to convert to IF:

  • “The End of the World” is a story about lunch.
  • “Morning in the Garden” is a story about dealing with annoying people.
  • “Tower of Hanoi” is a rather interesting little puzzle, but not what you think. It came with a sort of feelie in the strongbox, which is included as an IF object.
  • “Going Home Again” is a story about growing up.
  • “Undelivered Love Letter” is a story about airports.

Download The Bryant Collection.

For more information, including links to interpreters that will run the game, see the game page.

Majesty Wins JIG Art Game Audience Award

Thursday, January 29th, 2009

Casual Gameplay/Jay Is Games has released their Best of Casual Gameplay 2008 awards, and my game “(I Fell In Love With) The Majesty of Colors” won the Audience Award for the Best Interactive Art or Webtoy (Browser) category! I got 15.9% of the popular vote, beating out such awesome games as “I Wish I Were the Moon” and Coil. Those two games shared the editors’ award for the same category, which was entirely deserved.

Other games in the awards that caught my eye:

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Hope for the Future

Friday, December 12th, 2008

Premier video game industry news site Gamasutra just released their top 5 indie games of the year. Number one is Daniel Benmergui’s wonderful “I Wish I Were the Moon,” which I’ve mentioned before. Number two is “Everybody Dies,” third-place winner in the 2008 Interactive Fiction Competition and a game I’ve yet to play. These two selections give me a great deal of hope for the future of interactive entertainment.

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The Terror of Choice

Wednesday, November 19th, 2008

As I sat at my desk sketching out a puzzle structure for my next game and listening to the latest episode of Radiolab, “Choice,” I started to think about complexity in goal trees. Just about any game’s structure can be represented as a tree (a partially-ordered set, really) of goals, some of which are required before others.

For the simplest of games, this tree consists of a straight line of nodes labeled something like “Reach Checkpoint 1,” “Reach Checkpoint 2,” and “Beat Boss.” Games with a hint of nonlinearity, however, can often have rather complicated goal trees. The simple tree has a branching factor of one. Each action, or node, has only one successor action. The game Planescape: Torment, on the other hand, has a branching factor of more than ten in some places, such as just after the player reaches the Clerk’s Ward. There are many the player can go or quests she can pursue, each separate and rather complex in its own right.

I’ve been playing The Elder Scrolls IV: Oblivion lately, and that is a game with a branching factor. Each town has four or more quests connected to it, in addition to the main quest, which itself sometimes branches into subquests. Add to this the guilds, of which there are at least four, and the game gets a bit intimidating for me. I hesitate to even mention the plugins and expansions. I walked through the door to the Shivering Isles, a whole new country with its own central plot, towns and sidequests. I think I lasted about fifteen minutes before I retreated back to Cyrodiil, overwhelmed. Oblivion’s branching factor is a bit too large for my tastes. So what, then, is the optimal branching factor? Let’s look at some examples.

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The Most Important Games

Monday, October 27th, 2008

“The 99th” over at Play This Thing! posted a list of the top ten most important games in history. It includes such things as family, fiat money, and Passage. I’ve got issue with a lot of things about this list.

First, as with most top ten lists, there is an issue of definition. What is a game? The much-lauded Chris Crawford has claimed that a game must be made for money, must have a goal, and must allow you to attack your opponent, among other things. By this definition, The Sims, Tetris, and the original release of Cave Story are not games. Many other definitions of games include “fun,” “play,” or “artificial,” although mathematical game theorists would vehemently argue otherwise. Let’s see if we can come up with a definition in the spirit of The 99th’s list.

For the purposes of this post, a “game” is a goal-oriented activity with artificially-established rules that are shared among multiple participants, called “players.” Players need not play simultaneously or adversarially. By “historically important,” I choose to mean “most significantly contributed to and/or were most necessary for the existence of the sort of games I discuss on this site.” As an initial disclaimer: I am not a historian. Now, for my version of The 99th’s list.

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Morbus 3 – The Dizzying Tower

Wednesday, October 8th, 2008

The third episode of my D&D 4th Edition game is done. In this adventure, the party is waylaid by illusions emanating from a mysterious tower occupied by a deceitful gnomish wizard.

This adventure is designed for four 3rd-level characters, and should provide them with half of a level’s experience, or take them to fourth level if you double experience as I do. Note that because I double experience, this adventure contains a full level’s worth of treasure. GMs using this adventure will want to adjust accordingly. The full adventure is after the break.

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The Interactive Fiction Genre

Monday, September 8th, 2008

In my last podcast, I didn’t even bring up interactive fiction, which suffers from genre staleness as much or more than other types of games. If you have a text game, you’re almost guaranteed that you’ve got a nonviolent, turn-based game where you solve puzzles in a game with a specific sort of world model. Sure, there are a few exceptions: C.E.J. Pacian’s Gun Mute, Robb Sherwin’s Necrotic Drift, and Adam Cadre’s Lock & Key, to name a few. But by and large, interactive fiction is cerebral and derivative of the seminal works: Colossal Cave Adventure, Zork, and Graham Nelson’s Curses.

Where is the interactive fiction that simulates colonizing space? Where are the text games that have the same playful feeling as Katamari Damacy? Why are text adventures always either puzzle-filled exploration games or highbrow, slow-paced stories?

I’m being a bit cruel, I think. But I still can’t think of a single piece of interactive fiction that I’d pick up and play for fun after finishing it once. There’s no gameplay to most IF except puzzle solving and figuring out what happens next. A good friend of mine once pointed out that in interactive fiction, you never really do stuff.

I’d like to see that change.

Phyta: Games As Poetry

Thursday, June 12th, 2008

A dark vine climbs toward a dark sun, with a golden creature fleeing its approach.

In Episode 5, I discussed the difference between short form and long form video games and interactive fiction. I compared certain games to short stories and novels, but I didn’t discuss the third well-known form of artistic writing: poetry. A poem is a work of language where the properties of the language itself — rhythm, sound, and imagery — are as important (or more important) than the words’ literal meaning and the narrative content of the work.

When I think of “poetic” games, where the form is as important as the content, I think of Tetris. Tetris is a game with a very simple narrative: pieces are falling, and must be organized or else the game ends. The story isn’t very important. What stands out about Tetris is its feeling and gameplay: the imagery and form of the game. The excitement of the race against time, the satisfaction of clearing a row, and the imagery of building a wall and tearing one down, where any hole is a flaw.

Phyta,” by Abraham Parangi, is a poetic game.

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