Planet Interactive Fiction

July 23, 2008

Grand Text Auto

Things We Think About Games

Things We Think cover

In the past, when Pat Harrigan and I both contributed to a book, it was always as the editors. But now Will Hindmarch and Jeff Tidball (from gameplaywright) have announced Things We Think About Games. Pat and I each shared a little of what we think with the book’s author/editors, as did such folks as John August, Fred Hicks, Kenneth Hite, John Kovalic, Michelle Nephew, Philip Reed, S. John Ross, and Mike Selinker. Robin D. Laws calls the result an “unholy mixture of helpful guidebook and jabbing provocation.” I’m looking forward to holding one in my hands!

by Noah Wardrip-Fruin at July 23, 2008 08:28 PM

The Monk's Brew

Embracing My Inner (Now My Outer) Nerd


So what, I couldn't stand my state-issued license plate. Could never remember it. I know it's hard to believe, but this was the first thing that came to mind when I thought about a new one, and it was available. I think I was actually surprised to learn it was still available, although in hindsight, I realize how additionally nerdy it is to admit that.

The puzzled looks I get, of course, far outnumber the acknowledgements.

In fact, I hadn't had any acknowledgements, tacit or otherwise, until about a week ago. I was walking back to my car after a meeting and saw from afar an envelope under my wiper blade. Naturally, I thought it was a parking ticket, and was annoyed. But up close, I saw it was just an empty envelope someone put there onto which was scribbled:


I thought that was kinda cool. And by cool, I mean exceedingly nerdy.

Naturally, my car was parked outside the campus engineering building at the time. I'm just saying.

by Rubes (noreply@blogger.com) at July 23, 2008 03:06 PM

July 22, 2008

Grand Text Auto

New TIRW: Instruments and Playable Text

TIRW special issue, Instruments and Playable Texts The latest issue of The Iowa Review Web, volume 9, number 2, is out. This is a special issue on “Instruments and Playable Texts,” guest-edited by long-singing hypertext star Stuart Moulthrop, author of the 1991 Victory Garden and winner of the 2007 Vinaròs prizes in both narrative and poetry. One of his prize-winning pieces, “Under Language,” is included in the new TIRW number.

The issue also provides “Concerto for Narrative Data,” a new work by another hypertext fiction pioneer, Judy Malloy. John Cayley’s “riverIsland,” another prizewinner (in the 2001 Electronic Literature Organization awards) appears in a recent interactive QuickTime version. There are two offerings from Shawn Rider, “So Random” and “PiTP.” You may know of Ryder from his wry piece in the Electronic Literature Collection, volume 1. Elizabeth Knipe’s “activeReader,” which is something of a response to Bruce Andrews’ essay in the 2003 Cybertext Yearbook, is also featured. And, there’s a contribution of mine, “The Purpling,” a computation-free poem in purple hyperprose and, alas, probably the least playable and most minimally instrumented work of this lot.

It’s great to see TIWR back after almost a year. I hope you’ll enjoy the new issue.

by Nick Montfort at July 22, 2008 12:08 PM

July 21, 2008

The Monk's Brew

Conversation: They're All Talking (About It)

I guess conversation is where it's at these days. Recently I began a series of blogs on conversation mechanics and how interactive fiction games can perhaps show the mainstream game industry how to do better dialogue (starting here, continuing here, and most recently here). Others have also recently jumped in on the action.

Over on Gamasutra, an article written by Brent Ellison popped up not long ago to define dialog systems because, as he says, "very little literature has addressed the mechanics behind character interaction in games."

Ellison essentially covers the basic mechanics of different dialogue systems in games, including branching and non-branching dialogue, hub-and-spokes dialogue, and even parser-driven dialogue. He does a fair enough job of summarizing the more common systems, although he seems to focus primarily on interface and doesn't quite venture into the more interesting territory of the mechanics required to produce smooth, immersive, dynamic dialogue. It's more of a top-level view, which is fine, but I'd really like to see more people talking about how to make dialogue better through more carefully designed mechanics. It's kind of like describing Galatea as simply an example of an ASK/TELL dialogue system, without getting into the finer details under the hood that make the game shine.

Speaking of which, I found it especially disappointing that his description of parser-driven systems never made any mention of interactive fiction; his only two examples of this type of system were Eliza and Façade. It's fair enough to discuss Eliza as a pioneering example of parser-driven interaction, but Façade, while a fascinating experiment, did not exactly come across as a shining example of the power of parser-driven input. I found Façade to be a success in many aspects, although the parser was not one of them. It's unfortunate that Ellison failed to mention any of the great examples of dialogue in interactive fiction in an article like this since, as I've said, I think a lot of mainstream games could learn some important lessons about conversation from IF.

Around the same time, over on the Iron Tower Studio forum, Vince D. Weller tossed some ideas around with Gareth Fouche and came up with an interesting post that summarized dialogue systems in RPG games (thanks to Scorpia for pointing it out). It starts out with a nod to the adventure game genre (its current 'comatose husk' notwithstanding) and the use of keyword (or topic-based) interaction, and proceeding from there to describe typical dialogue tree structure. What's nice about the post is that he goes into some detail about the strengths and weaknesses of the different approaches, including a familiar discussion about the different shortcomings of topic-based and dialogue tree systems. He also includes a mention of a system that incorporates expressive tone with keywords, such as was tried with the game Daggerfall (which I have not played). Although it sounds like it did not fully succeed at this, it is interesting how this mirrors the approach used in some IF games, like Adam Cadre’s Varicella from 1999. Although it would have been nice to see some cross-genre discussion, it was nevertheless a nice discussion of dialogue as it relates specifically to the RPG genre. With some additional research, it would make a nice complement to the Gamasutra article.

Dialogue systems are an interesting aspect of computer games that, for the most part, use similar interfaces and follow similar mechanics across different genres. I think developers and players are beginning to long for systems that produce more dynamic, nuanced conversations, and yet IF is a genre that continues to be largely overlooked. Although the adventure game genre (and IF in particular) is perhaps not what it used to be, I wouldn't quite call it "comatose", as there are still some creative authors out there making games that push boundaries and test new systems. Some work well and some don't. One of the main reasons for this series of blogs is to explore some of those experiments in IF, including how authors have taken the basic systems and tinkered with them to generate more dynamic conversations that flow smoothly and account for changing context. These systems can easily work in genres outside of IF, as long as the skill and effort are there.

by Rubes (noreply@blogger.com) at July 21, 2008 10:55 AM

July 20, 2008

Renga in Blue

bluerenga


Joe Dever (of Lone Wolf fame) also wrote a short post-apocalyptic series (4 books).

The first book has now been put online by Project Aon.

You are Cal Phoenix, the Freeway Warrior, champion and protector of Dallas Colony One. A murderous gang of HAVOC clansmen, led by the psychotic Mad Dog Michigan, are bent on destroying your fragile colony as it crosses the wastelands of Texas on the first stage of a life-or-death exodus to the California coast. These bike-riding clansmen are a formidable enemy: armed, cunning, and extremely dangerous, capable of launching a lightning raid at any time, day or night. You will need all your wits about you if you are to defend your people and reach your destination intact!

by Jason Dyer at July 20, 2008 06:33 PM

July 18, 2008

Grand Text Auto

A Meeting in Austin About the Future (of Story in Games)

This September will be the third Game Writers Conference, now called the Writing for Games Track, part of the annual Austin GDC. The theme this year is “The Future of Storytelling in Games”, and includes intriguing lecture titles and topics such as “Galatea 3.0: Designing and Writing Great Game Characters”, “New Interfaces, New Gamewriting Opportunities”, “Writing for Socially Networked Games: Blending User-Generated Content with Storytelling”, “The Play is the Thing: Interactive Storytelling from the World of Improv Comedy”, “Special Ops: The Writer of the Future”, and many more.

I’m looking forward to giving a talk called “Linearity is Hell: Achieving Truly Dynamic Stories in Games”, where I will probably say things the audience will not want to hear, and generally challenge the mindset behind the term “interactive storytelling”.

Also, speaking of game companies as machines, I see that Ken Perlin is in the Online Games track talking about “Interactive Actors That Express Emotion”, with his assocations listed as Actor Machine and Noise Machine.

by Andrew Stern at July 18, 2008 08:20 PM

The Gaming Philosopher

Violence in my Games

A moment of insight: I think one of my obsessions in game design is to de-familiarise violence.

Most computer games involve violence, but it's almost never presented as something problematic. You kill, because killing is what you do in a computer game. Who cares about all those bandits you slay in Baldur's Gate? If reasons for violence are given at all, they just serve to hide te problem of violence even further. You fight the NOD, because they are evil, and surely you must fight those who are evil. You fight the GDI because you are evil, and when you're evil, you fight. No problem. Even in a more sensitive game like The Witcher, most of the killing is not made into a moral problem: you're just killing monsters, right? ("Monster" now has the moral value that was erstwhile carried by the word "brute".)

So what I have been trying to do is to take violence, put it in my games, and yet make it a problem. Nothing is more standard in a roleplaying game than having to kill a wild wolf when you travel through the forest; but when you attack the wolf in The Baron, you must leave her child to die of hunger. (Well, there are some other options, none of them pretty.) In the game as a whole, violence reveals itself as self-destruction.

In Fate, violence is an answer; but it is not therefore morally justified, and much is made of this. Also--all the problems that exist are the result of either past violence or intended violence.

In my roleplaying game Vampires, violence is the only way to survive. What is more: the only way to survive is by doing violence against defenceless women that actually disturbs your audience--the best wat yo secure your continued survival is to make the other players think "I don't want to play this game any more!" when they hear you describe what you do. In Vampires violence is so ugly and unredeemed that the game probably cannot be played. (Except in the way I described in my spoilery essay on the game.)

In my (not ready to play) roleplaying game Stalin's Story, one of the players is given the authority to arbitrarily command the other players, and he is put into a situation where doing fictional violence is necessary. Here, violence is problematic because you do it against the other players and there is not even the semblance of a fair contest.

In my best roleplaying game, Shades, violence is less foregrounded; but it is always there in the background. This game is about reflecting on past violence, about coming to terms with it, resolving it It wouldn't be much of a simplification to say that all the rules have a single aim: to make the social situation of play as free from violence as possible, while making the player think about how violence could enter their lives and how they can overcome it. The Baron and Vampires are about kicking people in the groin while they are sleeping; Shades is about reconciling people with their awakened state.

by Victor Gijsbers (noreply@blogger.com) at July 18, 2008 10:00 AM

Emily Short

Aqua Forest review


The iPhone’s Aqua Forest game is another of those inventive rarities that could only exist on this platform. It’s simulation for simulation’s own sake: you draw on the touch screen a configuration of physical substances — from fixed walls and pivoted gears to water and fire and explosive powder — and it all begins interacting. Tilt the screen, and you change the effective direction of gravity. It’s a miniature laboratory with sufficient complexity that you can implement everything from your own marble labyrinth to a mesh of gears to something resembling a steam engine — at least in theory.

It really is pretty jaw-dropping. There are some cute little puzzles that are designed more to teach you the way the simulation works than to stump anyone for very long; it’s clear that the designers mostly wanted you to go out and play in the sandbox yourself.

The flaw is — and I regret I have to mention this because the system in general is so cute and cool — that there isn’t really quiiiite enough control in the touch-to-draw aspect to do everything the physics engine is obviously capable of. You can make a setup the size of your screen, or indeed a bit larger (since you can scroll around), but you can’t zoom in and out to produce a Rube Goldberg device of really mammoth proportions. And the tip of a finger just isn’t precise enough to draw some of the more finicky items, such as gears, in sufficient detail.

This is annoying, because the puzzles that come built into the system are drawn with fair precision and demonstrate what could be done if one only had a little more control. Here’s hoping for a future revision of the game that lets you zoom in (to work on your project at finer resolution) and out (to view a large masterpiece in its entirety) and also lets you place the pivots of gears in such a way that they stand firm.

But this is sort of nitpicking. “Aqua Forest” is terrific fun, especially once you’ve gotten past the learning curve of remembering what all the different material icons mean.

Likely to keep children occupied for hours and hours on boring car rides, too.

by Emily Short at July 18, 2008 02:18 AM

Grand Text Auto

IGDA in NY state: A Call for Action

There is apparently “anti-video game legislation” happening in New York state. Check out the letter from our own J.D.R. to NY developers, and if you are a New Yorker, decide to help if you can.

” Dear IGDA member/user,

Unfortunately, the anti-video game bill “S 6401 A/A 11717″ has passed both the House and Assembly and is now in the hands of Governor Paterson. We need your help to stop this bill from taking effect (see below).

Discussion and details on this bill are available at:

http://www.gamepolitics.com/2008/07/15/esa039s-vgvn-urges-members-fight-toothless-ny-video-game-bill

http://www.gamepolitics.com/2008/06/24/ny-video-game-bill-moving-towards-passage

http://www.joystiq.com/2008/06/30/the-political-game-ny-video-game-bill-barks-doesn-t-bite/

http://assembly.state.ny.us/leg/?bn=A11717&sh=t

NY is an emerging cluster for game development, as recently profiled by the Center for an Urban Future (specifically noting the lack of government support). FYI:

http://www.gamedaily.com/articles/news/study-new-york-citys-game-industry-shows-potential/?biz=1

http://www.nycfuture.org/images_pdfs/pdfs/GettingInTheGame.pdf

Will the Governor send a signal to help NY game developers by vetoing this bill? Or, will he hinder the state’s potential?

Please take action now and send a letter asking him to veto the anti-video game bill. Grab the sample letter (feel free to tweak to your liking):

http://www.igda.org/censorship/NY_A11717_letter.rtf

Then fax it to (or mail directly to the Governor):

Mr. Timothy B. Lennon
Assistant Counsel
Fax Number: 518-486-9693

This bill would waste NY residents’ hard earned tax dollars, and would set problematic precedents and constitutional challenges that may bite us down the road. We have much higher priorities for our resources and dollars than this kind of crusade.

Thanks for your help.”

by Mary Flanagan at July 18, 2008 01:47 AM

July 17, 2008

Grand Text Auto

Second Person a Diana Jones Award Finalist

Diana Jones Award: For Excellence in Gaming

I’m honored to announce that Second Person is a finalist for the Diana Jones Award! Pat and I are very pleased to be in such great company, ranging from a major RPG (Grey Ranks) to an innovative festival (Come Out and Play), a worthy charity (Child’s Play), a popular podcast (Canon Puncture), and an innovative publishing model (Wolfgang Baur’s Open Design). We’re also impressed to have our book characterized as a “necessary, seminal volume” in the statement on the nominees.

Finally, it’s great to have an interdisciplinary project like Second Person recognized by different audiences. Earlier this year we were finalists for the Front Line Awards and semi-finalists for the Origins Awards. The Diana Jones award will be given August 13th.

In further developments, much more of Second Person is appearing online at ebr. More on that before too long.

by Noah Wardrip-Fruin at July 17, 2008 11:24 PM

The Gaming Philosopher

Useful Psychology

Can something like character attributes or psychological states be useful in interactive fiction? Last time, I argued that a certain implementation of this will not be useful, namely, an implementation whereby after some time you are only allowed to take actions that are like the actions you took earlier, and thus forbidden to do actions that are unlike those actions. But keeping track of what a player has done, and basing the responses of the game on that, can also be implemented in ways that are at least prima facie more interesting.

Affect actions, not commands

We don't want situations like this:
> attack john
No, you are not violent enough.
where whether we are allowed to attack John or not depends on whether we have behaved violently earlier. Even if I'm not a violent person (by nature, by inclination, by habit) I can still decide to attack John, and this kind of response rings false. But we should not forget that the interactive fiction author has to interpret the commands given to the game, and that she can base this interpretation on the character traits of the protagonist, rather than basing the list of allowed commands on these traits. What I'm getting at is this. Suppose the protagonist has been behaving violently earlier in the game:
> attack John.
You smash his nose and send him sprawling on the floor. "If you ever touch my girlfriend again, I'm gonna kill you!", you scream.
Suppose, however, that the protagonist has not been behaving violently earlier in the game.
> attack John
"Seriously, John, I thought you were my friend. But now I see that you are nothing but another lying, hypocritical ass who takes advantage of his fellows as soon as he thinks that they're not looking. Have you no shame at all, kissing my girlfriend in my fucking house? I don't ever want to see your face again, John. Now beat it."
What happens here is that the very same command is interpreted in different ways--as a command to do physical violence in the first case, as a command to do verbal violence in the second.

The possible advantage of this is that it allows for dynamic characterisation. The protagonist really takes on the character traits that the player puts into him during the course of play. This might be cool. I'm not sure whether it will be, but it might be; I would like to see it tried.

Now one could say--rightly--that it should be possible for someone who hasn't done physical violence before to start doing physical violence now, and that a game like this would artificially bar him from doing so. True. But--this kind of limitation is inherent in all interactive fiction all the time. It is a feature of the medium. You can always only take those actions that have been provided for you, and this does not feel artificial, precisely because it is the essence of IF. (It is the same way, say, that it doesn't feel artificial that people in opera's sing all the time.)

One potential problem with this approach is that all happens behind the scenes. The player will not notice it on a first play-through, unless you find a way to draw her attention to it. So you'd better make sure that you're okay with that, and that you want your game only to reveal its possibilities on subsequent playthroughs. (Hidden cause-effect structures are always tricky in IF; they tend to go unnoticed and not affect the player at all.)

Affect NPCs, not PCs

An interesting suggestion made by Jimmy Maher is to take the approach criticised and then apply it to NPCs. So basically, the NPCs would keep doing what you had learned them to do earlier. Jimmy suggests a child-rearing scenario, but there are other possible applications: training your combat team before you take them into the Afghanistan mountains, for instance.

There certainly is artistic potential here. What about this: there is an NPC around who looks up to you and has a tendency to copy your behaviour. This would make you a role model, and that lends an entire new dimension of morality to your actions. (You are the cynical policeman who has neither family nor friends, doesn't care about his own survival, and likes to take on the gangsters in a very dangerous shoot-first-ask-questions-later mode. Now you've got this young recruit in tow, who has a two-year old child and her whole life before her. Are you even willing to show her the effectiveness of "your" way when you know it might lead her to do the same thing and get killed?)

Things would get even more interesting if the NPCs can, at a certain point, decide to rebel against what you have taught them--now there is a game I want to see made.

Tracking how the protagonist is perceived

Another good idea, due to Aaron A. Reed, is to use character traits not to limit the behaviour of your character, but to track how the world views him. So if you have been raping and pillaging your way through the land, people will run away from you as soon as they see you and bar their doors. If you have been kind to people, others will confide in you.

This is, of course, simply one way of confronting you with the effects of your actions. As such, the author of a piece will have to make a careful assessment: is it better to implement an abstract system of character traits, or is it better to track the outcomes of specific events? Do you want people to fear you because you ahve taken violent actions, or because you have slain Ralph the Merry in a bar fight? I take it that the former option becomes more useful as the game becomes larger and more episodic, while the latter is more useful for games that are shorter and more coherent.

The difficulty of growth

Tom Hudson remarks that changing is difficult; there really is such a thing as an ingrained habit--and an author might want to reflect this. True--but how is this best done? I am not convinced that the original proposal (making certain actions unavailable) is the way to go. Emily Short has a system in Metamorphoses, if I read it right, whereby some actions become more difficult if you have shied away from that kind of solution earlier; she does this by having the game suggest that you might not want to do that, but allow you to do it anyway if you try again. If it were well-clued that you can do it if you really want (which is not always the case in Metamorphoses), this might work. It highlight for a moment the fact that it's an action you hesitate to perform.

However, Emily does point out that people just don't notice that which actions they are allowed to perform depends on what they've done before. I suspect that you need to ensure that player understand this; for why else are you implementing it? This might be done in a thematic way: for instance, if the protagonist has access to a performance-enhancing but very addictive drug, it makes perfect sense that there is a lot of hesitation when you try to do it for the first time, and no hesitation at all when you it for the tenth time.

Taradino C. suggests, and I like this suggestion, that the difficulty of growth can be shown without modelling it. How? Because when the protagonist falls into a habit, so does the player. That's a really interesting thought. If you fought your way past the first five guards, you'll probably attack the sixth one as well, without thinking about it. Games might be based around this concept.

(Indeed, these kinds of patterns of behaviour even persist beyond the games where they are learned. Here is a fragment of an actual review of The Baron:
[...] I didn’t know how else to approach the problems that came in front of me. For example, with the wolf, I just figured I had to kill it. Yet, the detail of everything was grueling and frightful. I did not enjoy it. I wish for the game just to have said, wolf killed, and to be able to move on with the story. The gargoyle was not so much trouble, however, I did not listen to his story, and as I sit here now I wonder if I would have heard some solution to speaking and negotiating with the Baron in order to get my daughter back. Yet, I thought I need to press on and keep going. Then, I met the baron and I thought it was my duty to kill him. [...]
A game where the player has to break out of her habits--now that's an interesting design aim.)

I am sure there are more possibilities, so let's discuss.

by Victor Gijsbers (noreply@blogger.com) at July 17, 2008 09:59 PM

Grand Text Auto

Business Casual

I haven’t posted for the past few months, a big reason being that I’ve been consumed by starting up a new game production studio in my home town of Portland. In May I founded Stumptown Game Machine, a sister company to Procedural Arts. SGM’s first project is to build a substantial collection of web-based 3D casual games for a major reality-television show, to go live in the fall with the new TV season.

This all came about because a producer friend of mine in town needed to build these games in a short amount of time, and asked if I could put together a team to do it. Within a few weeks and with some seed money, I opened an office in a really sweet building, hired several local coders and artists, and began production. Instant company!

The proceeds of my efforts at SGM will help fund my Procedural Arts work, and serve as additional human resources for it as well. I plan to peel back from SGM in a few months to get back to working on my primary development goals, building commercial interactive comedies and dramas, an effort I’ve spent a great deal of time on since Façade launched three years ago now (!).

When SGM’s games launch this fall, I’ll post about them. This does mean a further delay in getting those Procedural Arts products done, but it brings in some helpful funding for them.

by Andrew Stern at July 17, 2008 06:48 AM

Scope This Out

Tennis for Two Rebuilt Ian Bogost just pointed me to a page on building your own modern version of Tennis for Two, the proto-Pong, proto-Odyssey game that Willy Higinbotham devised in 1958. It’s just the thing to do with that oscilloscope you have lying around. Interesting that the game is in side view and has a net, unlike the first wave of digital tennis games that were to follow.

by Nick Montfort at July 17, 2008 01:02 AM

July 16, 2008

Grand Text Auto

Values, games, and learning

The Games, Learning, and Society conference v. 4.0 this year in Madison Wisconsin gathered an insightful group of educators and designers who are intent on making a difference in the domain of learning and play. I ran a workshop there for Values at Play, and many of the panels during the full two days of conference-going were amazing. mary flanagan at gls

Among the best of the panels was “Creating a Culture of Critical Game Designers in Elementary Classrooms and Clubs” which showcased Yasmin Kafai’s study on how particular schools and clubs were fostering criticality among students. Some teachers in the study used the programming environment Scratch to facilitate kids making creative projects, but then surveyed them (how many projects used red? etc) and did statistical analysis that could be used in the middle school math classroom. I thought the approach used by the researchers and the amazing teacher working with the researchers was a very positive direction in the integration of technology, play, and learning, and I will certainly go read their research results after the presentation.

The Tiltfactor folks ran a Grow-a-game workshop. Read more about that at the V@P blog.

I would recommend this conference. The organization, discourse, social events, and ambiance was conducive to great discussion.

by Mary Flanagan at July 16, 2008 11:56 PM

Welcome Back

Sorry, our blog went south for the summer. We’re back now.

by Nick Montfort at July 16, 2008 11:30 PM

Emily Short

A Match-3 Game I Don’t Hate


The opening of Apple’s iPhone App store is a depressing demonstration of how much imagination the assembled developers don’t have. There are lots of re-implementations of old standards like Tetris. There are a gazillion to-do list applications, and a gazillion-plus-one Sudoku collections, which will I guess be handy if the world’s magazine stands and airport bookstores succumb to Dalek invasion. There are half-assed social networking things which will let you broadcast mindnumbing trivia about your day to everyone you know, but only if you get your fifty closest friends to use the same system. There’s even a little application to make it look as though your phone is a glass of beer, and it tilts when you tip it. Ha ha ha. I mean, I suppose if I were a developer for the iPhone I’d probably write some dumb prank applications for it too, but I’d like to think I would then have the sense not to market them. It’s a little sad how high a proportion of the offerings fall into that category.

However. There are also a small handful of items that make me think, the way the Wii did, that I’m encountering a genuinely new set of game possibilities.

The accelerometer is the big selling point here. One of the best demonstrations I’ve found so far — not of the accelerometer’s subtlest behavior, but of its ability to transform game mechanics — is the freeware module “Aurora Feint”. Aurora Feint offers some fantasy-RPG trappings around a series of quests that you can accomplish by playing a Match-3 game.

That doesn’t sound like a description of anything I want to play, ever. Blocks enter from the bottom of the screen, and you swap them to make combinations of three. Blocks fall back down when there’s nothing beneath them. If a stack reaches the top edge of the screen, you lose. So far, so uninventive. But “down” is negotiable! Turn the screen and the blocks fall in a different direction. Slam layers together. Tip blocks into one another to form combinations.

What’s amazing is how intuitive this becomes after a little while — enough that you start thinking of new ways to interact with it, and they turn out to work. On one mode of the game, you’re not just trying to match any blocks; you’re specifically trying to maximize your combinations of certain colors, and you have a limited amount of time in which to do it. The hard part here is that you don’t always get enough components on the screen in the time available. But if you shake the phone a few times, you can rattle a few extra rows onto the screen before they were due to show up — providing more building materials. This isn’t a technique that the game explains: it’s just there, a natural and discoverable piece of the game-physics at work.

“Aurora Feint” is not a perfect piece of design, especially when it comes to the RPG aspects. With enough match-3, you are supposed to level up and gain new abilities, mostly to do with controlling the clock and making more powerful combinations (at least as far as I’ve discovered so far). But the tutorial is a little opaque, and though I’ve now supposedly constructed several magical tools to help me in my quest for match-3 dominance, I don’t see how to use them.

Still, it’s a nifty object lesson. Miserably weary, overused game mechanic + new platform capabilities = interesting again.

The only game my last phone could play was Snake.

by Emily Short at July 16, 2008 05:19 PM

The Gaming Philosopher

A Comment on Psychology

Several times recently, I saw discussions of a certain way in which dynamic characterisation of IF protagonists can take place. The idea is this: the game keeps track of several variables that describe the psychology of the protagonist. Actions early in the game have an effect on those variables, such that, say, stealing a purse will decrease your trustworthiness but increase your ruthlessness, while solving a puzzle through violence will increase your "violent" variable. Then, later in the game, certain actions will be made available or unavailable to you based on the value of these variables. If you have been very violent throughout the game, then you are allowed to be (or are required to be) violent at the end. Thus, a personality is established and reinforced through play, which would purportedly bring us to new heights of characterisation.

I very much doubt that it would.

Let me quickly note the explanatory barrenness of the psychology that is presented here to us. Could there be a more unconvincing explanation of somebody's acting violent than the statement that he has often acted violent before? (Compare: "This stone falls because all previous stones have fallen as well." Explanation and prediction have been confused.) And the explanation hardly becomes better when we introduce the notion of a "character trait" called "violent" and say "This person is violent, and that is why he has acted violently in the past and will act violently now."

But worse, for its use in interactive fiction, than the explanatory barrenness of this psychology is its existential and therefore artistic barrenness.

We must deal with the consequences of our past actions, and therein lie possibilities for profound existential tragedy. ("Because I have been violent in the past, this girl has no father anymore. How do I cope with that?") We must even deal with the consequences of things we have not done but have been subjected to, and therein lie even more possibilities for profound existential tragedy. ("Because I was an orphan in the slums of Mexico City, I had to rely on violence to survive. Things got out of hand, and now I am on death row. How can the world cope with that, and how can I?") But there just are no moments in our lives where we must face the fact that we cannot take a certain action because we have created in ourselves the wrong character traits. "If only I had been more courageous earlier on in my life, I now would have the courage to join the Resistance--but alas!" That is not a possible fact that we have to face; that is simply bad faith (and I totally mean this in the Sartrean sense).

Quite in general, our possible actions are not constrained by our "character traits"; that would be to make ourselves into things rather than persons. An interactive fiction that constrains my possible actions by only allowing me to do things which are like the things I did earlier cannot but reinforce the myth that we are determined beings, and that we therefore do not have to try to change. Can we seriously believe that good characterisations in interactive fiction will be achieved by denying one of the most fundamental facts of what it means to be a person? I do not think so.

Let me end by saying that anything that can be used to reinforce a myth can also--by subtle reversals--be used to cast doubt on it. So there might be some subversive uses of the technique described here, and they might be worth experimenting with. But as for the general usefulness of character traits--I doubt whether anything good will come from it.

by Victor Gijsbers (noreply@blogger.com) at July 16, 2008 12:29 AM

July 15, 2008

Emily Short

July 14, 2008

The Gaming Philosopher

City of Secrets - Hints

I just finished Emily Short's City of Secrets, which is an impressive work. In fact, I am tempted to call it her best yet.

Strangely enough, nobody has made a walkthrough for the game, even though there are a couple of points where you can get stuck.There are some hints on various places on the web (newsgroup postings, fora), but there's no central resource. So as a help to future players, I've decided to write down some solutions to potential problems here. If you get stuck in some other place, feel free to leave a comment, and maybe I can help you out.

In order to avoid spoilers, I'll encrypt all solutions with ROT-13. To decrypt, just paste the text into a ROT-13 decrypter like this one. (Or do it by hand: it's just a 13 place rotation in the alphabet.)

I've explored the city, but I can't get through the walls of force that block my way to the west.

Lbh'yy arrq n fcrpvny cnff, juvpu lbh pna trg sebz gur zna va gur ubgry. Whfg tb gurer naq gnyx gb uvz.

I need to get past a gate, but I don't have the password.

Lbh pna svaq gur cnffjbeq va gur onpxebbz bs bar bs gur gurngref (whfg svqqyr nebhaq jvgu gur fghss lbh svaq gurer). Lbh pna bayl trg va gurer jvgu na vaivgngvba--gel ybbxvat sbe fghss va gur cnex.

I want to go past the gate, but I still have a bug in my wrist. How do I remove it?

Lbh xabj ubj ybat V gevrq gb trg gur fvyire xavirf sebz gur nagvdhr fryyre? Jung lbh ernyyl arrq vf gur enmbe sebz gur ubgry onguebbz, naq n cynpr jurer gurer'f ab pnzren--gur pnfgyr gbvyrg.

Okay, I've found the gnostic temple, but I can't figure out what to do there.


Svefg bs nyy, lbh'yy arrq gur frecrag evat. Lbh fubhyq unir unq n ivfvba nobhg gung, naq vs fb, tb qvt sbe vg va gur cynpr jurer lbh fnj vg ohevrq. (Vg'f orlbaq gur cnex.) Gura gbhpu gur balk juvyr lbh ner jrnevat gur evat.

Nygreangviryl, V guvax lbh pna whfg zbir fbzr fghss va gur xvgpura naq gnxr na nygreangr ebhgr.

I need to get arrested, but how do I do that?

Qvqa'g trg fghpx gurer zlfrys, ohg fnj fbzrbar nfxvat nobhg vg ba gur arg. Whfg tb onpx gb gur cbyvpr fgngvba naq xabpx ba gur qbbe.

How do I get the winning ending?

V fnj fbzrbar nfx guvf nf jryy. Onfrq ba jung V'ir frra, V guvax lbh trg gur orfg rqavat ol: phefvat gur Pelfgny orsber Fvzba vf qrnq; urnyvat Rinvar jura gung vf fhttrfgrq ol gur perngher; gura fgbccvat jura lbh srry vg'f abg tbvat gb jbex.

by Victor Gijsbers (noreply@blogger.com) at July 14, 2008 09:47 PM

Emily Short

New Homer in Silicon column


about Ciao Bella, which if it were a book would have a bright pink cover with a cartoon woman going shopping.

by Emily Short at July 14, 2008 04:06 PM

The Monk's Brew

No More Slamdance

Overheard from Jonathan Blow, he of Braid development fame, via Sam Roberts: the Slamdance Games Festival is cancelled, and appears likely to be no more. No big surprise there, but it's unfortunate nevertheless. What a startling and swift fall into oblivion, triggered entirely by one little controversial entry.

It's a shame because, as one commenter noted, it was a good way for indies to get exposure outside of traditional gaming circles. Aaron Reed's report of his experiences there pushing his interactive fiction game "Whom the Telling Changed" was great stuff, especially the game transcript analysis he provided. Other shows are picking up the slack, like IndieCade, but there was still something about Slamdance being in Park City along with the Sundance festival that made it seem bigger than "just" a gamer's event.

by Rubes (noreply@blogger.com) at July 14, 2008 02:30 PM

Conversation Sophistication


I used to think that the only way we will see good, satisfying conversations in games is if some developer comes up with a combination of a highly advanced parser, capable of accepting a broad range of user input, and sophisticated AI code that can dynamically respond to this input. However, a more careful examination of some recent interactive fiction games has led me to believe that most of the tools already exist, and that what's really needed are skill and patience. Skill to write well and to construct systems that account for dynamically changing conditions, and the patience required to do so.

Last time out, I discussed the conversation system used in Emily Short's Galatea, a game that focuses on a single conversation with an NPC using a modified ASK/TELL topic-based conversation system which handles mood, flow, and context in a fairly sophisticated fashion. While the resulting conversation has a nice structure to it, there are still some limitations to the system, notably the inability of the player to choose the specific aspect of the topic to discuss, and the distinct one-sidedness of conversations that resembles an interview more than an exchange. Given the quality of the game and the writing, though, I think most people are able to look past these limitations and appreciate the achievement.

Addressing these limitations, though, is a complicated matter. How do you allow players to ask more specific questions of NPCs, and how do you allow players to answer questions from NPCs, given the broad range of player input that this invites? The primary answer with many non-interactive fiction games (as well as some IF games) is to control input through multiple choice selections. It's a method that spans nearly all genres, from old LucasArts adventures to BioWare RPGs to first-person shooters like Deus Ex and beyond, and for the most part players of these games seem to be satisfied with this approach. But often the implementation (at least to me) just doesn't satisfy as a conversation, coming across as perhaps too simple and algorithmic with little dynamics or appreciation for changing context.

An interesting example of a piece that combines elements of different systems is Short's Pytho's Mask, a game that is more extensive than her previous Galatea but which still focuses on conversations between the player and the various NPCs. It was a finalist in many categories in the 2001 XYZZY Awards and won for Best NPCs, which I think is an exellent reflection of the synergy between the writing and the unique conversation system.

I think it also bears mentioning that this game's "Order of the Phoenix" pre-dates the Harry Potter incarnation by three years. There. That's out of the way.

In Pytho's Mask, the conversation system is topic-based, although it is not triggered by the usual ASK/TELL commands; instead, the TOPIC command is used to initiate discussion about a particular topic of interest. However, instead of the player-character then asking a single pre-determined question about that topic, the player is instead presented with multiple-choice options of questions or comments related to that topic. So for instance, if the player types >TOPIC PRINCE, a menu might appear with three options: "How long have you known the prince?", "You are close to the Prince?", and "Any idea where the Prince is?"

The system is also designed to handle answers to questions presented to the player by NPCs, which provides more of an opportunity for back-and-forth conversation. The end result is effective, although I would have liked to see a bit more of this than was implemented in the end -- unless I missed a number of exchanges. Still, the presence of both questions and answers made the conversations feel much more natural.

Of course, there are some minor aspects of the implementation that perhaps did not work quite that well. Some conversations proceed with the multiple-choice system even though only one choice is available; while this has the effect of allowing the player the option of not asking the available question if so preferred, the player must give the one available response when it occurs during one of the back-and-forth exchanges. The result is that it provides what amounts to a brief pause in the conversation, and it ends up feeling very similar to the classic TALK TO system. Which is not to imply that it is bad -- it just left me on occasion with the sense that the conversation didn't fully take advantage of the system used.

There are also situations where topics are brought up and multiple question options are listed, but they are often not exclusive (i.e., asking one does not eliminate the possibility of asking the others). So you end up with a list of questions that you know you're going to flip through one-by-one just to make sure you don't miss any important information, and that ends up feeling a bit like a chore.

On the surface, this type of conversation system is a nice idea, and it's actually very close to a system I had thought about implementing a while back. But as with Galatea, Short's implementation really shines because of her attention to detail under the surface, which helps it achieve more of its real potential for generating smooth, natural conversations that account for dynamic complexity and context.

As Short describes in her article on conversation systems, Pytho's Mask fiddles with the underlying conversation mechanics just enough to produce choices and output that fit together and flow smoothly. For instance, player input options are marked when used so they don't get repeated later on, unless it is desirable to allow it -- and in those cases, often the option is different the first time it is displayed than on subsequent displays. Player inputs can also have the effect of changing the topic of the conversation, such that the conversation options for the new topic are displayed after the previous one is processed, producing a sort of branching structure. Player inputs can also affect the emotion of the NPC, which can modify the conversation options that follow. Finally, the same topic can bring up different input choices depending on the context, such as the point in the narrative, the topics that have been addressed previously, and the actions that the player has previously performed.

Pytho's Mask, of course, is a conversation-based game that relies on smooth, dynamic, contextually appropriate conversations to be successful and satisfying, so it stands to reason that for a game like this one, the effort put into the conversation mechanics is worthwhile. But even if a game doesn't necessarily focus heavily on conversation, I have to think that the implementation of a more sophisticated system like this can only enhance the playing experience. It takes a lot of effort, sure -- but as I've said before, if developers put the same effort into conversation mechanics that they put into graphics and physics technology, we might just have some mainstream games that are a lot more interesting to play. The tools are there, all it takes is creativity and a bit of skill and patience.

by Rubes (noreply@blogger.com) at July 14, 2008 02:06 PM

July 13, 2008

Emily Short

iPhone IF and CYOA


Two applications in the new iPhone App store caught my attention particularly: an implementation of Advent (already discussed some on RAIF), and what looked like an educational Choose Your Own Adventure book (or similar) called “The Battle of Waterloo” (from TouchTomes, by Graham Perks and Elizabeth Jones).

They’re both seriously disappointing. Advent is, I think, basically a case study in how to do an interactive fiction interface wrong on the iPhone. There’s no scrollback. The background images (of cave interiors, your feet, whatever) are distracting. The creators haven’t leveraged the game dictionary to provide helpful autocomplete for commands — something that should be possible and would make command entry considerably less laborious on this platform. Overall, yuk.

“The Battle of Waterloo” is indeed a Choose Your Own Adventure book, and is as unpredictable and surreal as the original series. Some of the outcomes lead to swift military outcomes (so swift, in fact, that it’s hard to get a clear sense of what is going on in the battle). But there are also inexplicably horror/paranormal outcomes, which make it seem more arbitrary and less like historical re-enactment. Add to that an assortment of typos and punctuation errors, badly written dialogue, maps too tiny to read (but which you can’t zoom into), and a maze for pity’s sake — and what you get is essentially a mess, something that reflects almost none of what we’ve learned in the last several decades about interactive storytelling or multimedia education.

On the positive side: I do find the iPhone screen big enough to read comfortably. There’s room for good stuff to be done for this platform. It just hasn’t happened yet.

by Emily Short at July 13, 2008 01:53 PM

July 12, 2008

The Textfyre Times

David C.


East Commerce Street

The east end of Commerce Street winds through an upper-class residential neighborhood before winding up at Lord’s Market. Behind spiked, iron fences stand the “city cottages” of Toresal’s wealthy merchants and nobility, built tall and narrow to make the best use of limited real estate.

Three stately houses are built close together on the north side of the road: Black Gate Estate to the northwest; Red Gate Estate to the north; and the Jacobs family mansion to the northeast. The street itself continues east and west, and the City Park lies to the south.

There seems to be some sort of spectacle going on in Lord’s Market; pedestrians are crowding the streets, pressing east.

>east

Lord’s Market

Lord’s Market is packed with people from every part of the city, all of them pressing in, blocking the streets. You’ve never seen it this crowded before.

There is some sort of wooden structure erected in the center of the square.

>examine structure

It’s a raised platform, with some sort of scaffolding built over it, and a rope dangling from…

Suddenly your mouth goes dry. It’s a gallows.

>wait

Time passes.

A man steps up onto the wooden platform. By squeezing between two spectators and craning your neck, you can just make out that it is Baron Fossville addressing the crowd.

“Citizens of Toresal,” he shouts, “as Lord of this City, it is my duty to administer justice within its gates, and punish those who transgress against the Queen’s Law. More often than not, this duty is a heavy burden. Though I may wish to be lenient, consideration for the sanctity of the law and the safety of the Queen’s subjects must always outweigh my softer instincts. Today, this burden weighs particularly upon me, for today I must administer the most stringent punishment allowed by the law.”

Soldiers prod a second man up onto the platform. The black bag covers his face, but you recognize him by the clothes he’s wearing - it’s Bobby!

>wait

Time passes.

“This man before you stands accused of plotting high treason against the city of Toresal,” shouts the Baron. “The evidence against him has been weighed, and he has been found guilty by the Honorable Magistrate Hester Rudup.”

Fossville gestures to a third man standing on his other side, a gaunt man wearing crimson robes - the man who captured you last night at the fountain.

>wait

Time passes.

“Despite the grief it causes me, the penalty for this most heinous crime is clear.” Fossville pauses; the crowd is hanging on his every word. “By the power vested in me and in accordance with the Queen’s Law… I hereby sentence this man to hang by the neck until dead.”

The Baron turns to one of his soldiers at the platform’s base and nods his head.

Later, you cannot remember whether you really heard the clunk of the trapdoor falling open, the rope snapping taut, or whether you only imagined it. You remember screaming, clawing at the spectators in front of you, and being pushed back by rough, angry hands. You stumbled and fell onto the cobblestones; you never saw his body drop.

Everything goes black.

 

by David Cornelson at July 12, 2008 11:30 PM

July 11, 2008

The Textfyre Times

David C.


A few changes are happening within Textfyre. First, we’ve transitioned Graeme off of Secret Letter and Mike Gentry is taking the I7 programming reigns. This is simply because we’re almost entirely focused on grammar and bug fixes and not functionality. Mike can take Jacqueline’s test scripts and just knock them out on his own.

The next big announcement is that the first game design of the Giant Leaps series, A Path to Empathy, is completed and is now being reviewed for the writing portion. It’s a big game too, with 80 rooms. Paul just disappeared after giving me the rough outline and then poof, a full design. It’s magic!

I put out a few job ads for a Flash developer and even met with one, all to no avail. It seems there are plenty of Flash developers, but none of them understand how to talk to the FyreVM .NET Assembly. And after looking at the technical aspects, I can see that Flash really wasn’t meant to do this sort of thing. So it’s all up in the air right now. I don’t care if we finish the UI in WPF, Flash, Flex, or C++. I just need to find someone willing to do the work on a start-up friendly contract.

I don’t have any real news on the investor front, but I do have a couple of great leads.

That’s about it for now. I’m not pulling the launch from September yet, but we’re running pretty thin at this point. If I don’t have the UI done by August, well, then it will be obvious. Let’s hope it doesn’t come to that.

Oh yeah..I’m hiring a part-time assistant. I’ve been working through dozens of resumes and have interviewed several people. This should help smooth a lot of the business side communications out.

by David Cornelson at July 11, 2008 03:26 AM

July 10, 2008

Emily Short

July 08, 2008

Emily Short

Sonny


Sonny is a flash RPG, mostly tactical fighting with level-up abilities. It’s a pretty nice piece of work, in that the design is smooth and there’s some nice voice acting and it starts out with a narrative hook in which it’s not clear that the protagonist knows who/what he is, though the player does.

The game totally irked me, though, because about 1/3 of the way through the putative plot, the gameplay stops pursuing it. There stop being narrative interludes. The rest of the play is hack-and-slash stuff with no framing. There isn’t really an explanation for why this happens.

From looking at the comments on Krinlabs’ forums, it looks as though the designers just ran out of time writing the original, and intend maybe to come back and address some of the loose ends in Sonny 2. But grr. I feel as though the first game cheated me of what it promised — and didn’t even offer a good explanation about why the story cuts off where it does — so why should I trust that Sonny 2 will make up for these sins?

Instead, I made up an interpretation of the game which makes it make sense on its own. I find it aesthetically pleasing. It’s not the canonical reading, and I’m sure Sonny 2 will blow my interpretation out of the water. But if you’re interested, spoilers after the tag.

The game begins with Sonny waking up as a zombie on the White November. Unlike other zombies, though, he can still speak and think like a human. It appears that this might be the result of some government science experiment gone wrong. (Always a favorite explanation, I find.) Blind Louis, the character who finds Sonny and might know something about his background, does not survive, but he leaves Sonny with a tape which “will help you”.

Later, Sonny gets into more fights with government forces, and winds up with a sidekick, who turns out also to be a zombie. (It seems at the outset that he might still be human, but in fact, no. It’s important to bear in mind, though, that both Sonny and the sidekick are covered with concealing armor that makes it unclear how undead they are.)

At one critical point, Sonny and his sidekick fight alongside the human “Paladin” (a souped-up soldier) against the “Baron”, the chief zombie. But when that battle ends, the sidekick turns on the Paladin, offering Sonny the explanation that it’s us or them: the humans can’t accept our zombie shapes, so we have every reason to protect ourselves, etc.

The story peters out after that big battle. Sonny has a tape which he can’t listen to, which is supposed to contain more of the background for his mysterious plight. Blind Louis is gone. Sonny has a companion of uncertain moral compass (and has gone along with him in killing the Paladin, because he didn’t have much choice).

The zombie heroes also, at this stage, made several comments that their minds are going, that they feel confused.

There’s a bunch of gameplay after that, but it’s all about training and powering up and fighting a bunch of boss characters. The story portion is over.

So far, those are the facts. I think the official reading is supposed to be that the mental confusion was a result of attacks from Devourers, a particular kind of enemy.

I find it more interesting if we imagine that the mental degeneration is something else, more permanent. Sonny and his side-kick may have started out as unusually aware zombies, but — either through natural causes or as a result of their decision to fight and kill humans — they’re losing what makes them human-like themselves. The fact that the story stops midway isn’t a mistake or the result of poor planning; it’s intentional. The story stops because here, at that point, Sonny has sufficiently degenerated that he is no longer interested in working out how he got to be this way. He spends the rest of the game mindlessly fighting because that is all he is now good for.

Pretty sure that’s not what Krinlabs intended, though. Oh well.

by Emily Short at July 08, 2008 07:41 PM

Jolt Country

Thomas M. Disch, R.I.P.

Thomas M. Disch, author of the 1986 text adventure Amnesia (published by Electronic Arts) passed away on July 4th. He took his own life.

Every May my friend Greg returns to Colorado, and we go out and have a drink or play some Xenophobe or something, and funnily enough, this game came up in our conversation. Amnesia, the game, was the first thing I had ever tried to buy over the Internet.

Back around 1998 someone offered it for sale on one of the newsgroups. I wrote them saying that I would buy it. Everything was agreed upon and I just forgot to, ah, actually send the check. I was “that guy.” I ended up being a more responsible Internet buyer, and got the copy depicted above. You know the big box of computer manuals that every PC gamer has? Yeah, the manual to Amnesia was on top and one of our cats decided to sleep in said box and then scratch it all to make itself cozy. Whoops.

I know that in 2008, having a game that says AMNESIA on the cover is like making a game called MAZES or MY COLLEGE DORMROOM. I don’t quite think it was this terrible cliche, but Amnesia gave you plenty to do - my main gripe with interactive fiction that features amnesia on the part of the protagonist is that it requires an enormous leap of faith to keep playing. Amnesia - Disch’s game - wasn’t like that.

But why it will always be special to me is because it was the first game that I played that seemed “infinite.” Elite did that for people, and Starflight and a few sandbox-style games as well. Amnesia said it had much of Manhattan available. You were wandering around New York City (!!!) in a video game! Sure, it was all text, but we didn’t care!

Of course, later you learn that while much of the city may have been represented, it was not in a meaningful way. You learn about the limitations of computers and further games can’t trick you like that. But for me, Disch’s Amnesia was the one that gave me pause as a kid and wonder about what kind of universes could be created in a floppy disk.

Amnesia had one direct influence on my own IF work. My original plan for Pantomime was to have the entire Phobos colony represented. I wanted the player to be able to go to any door and maybe break it down and explore inside and get sub quests from there. With only a few people left behind on the colony, it would be doable. I ultimately had to scrap it. I left a little bit into it, however - all the hallways and doors are there for the apartment that Raif, the protagonist, lives in. Someday I’ll try to revisit that. Given enough time, I think the dreams that Thomas Disch had for his text game could be a reality.

One last thing. Jason Scott, who is working on a text game documentary, wrote Mr. Disch a while ago to see if he would be available for an interview. The exchange is here. Disch says, “[M]y memory of the particulars of Amnesia are foggy after all this time–and the genre I worked in never took off: interactive fiction, text only. “

And this is sad, to me. I have made so many friends through interactive fiction and had so many good times. I have created things that I am truly proud of, and received the kind of useful criticism that has helped me grow and mature as a writer. But yeah, mostly the friends thing. It’s very sad to me that he didn’t remotely get the same pleasures out of it. I can accept IF being irrelevant to the wide majority of the population, I mean, you have to come to grips with that or you are not living in reality, but to see a very talented individual create the fiction of what was a very playable game and end up with that take on it… that’s depressing.

I hope he found the peace he was looking for. If I can figure out how to play Amnesia in DOSbox or something, I’ll pass this info on. As a PC Booter game, I think those are somewhat difficult to emulate.

UPDATE: I have since learned that Disch was worried about losing his rent-controlled apartment in NYC, as it was in his partner’s name. Speculation is that he ended his own life at least in part due to these circumstances. Whoever the landlord is, whose greed in squeezing some extra money out of a place lived in by a 68-year old man came to light:  way to fucking live up to the cliche, slugger.

by Ice Cream Jonsey at July 08, 2008 05:02 AM

July 07, 2008

The Monk's Brew

A Short Review of Vespers

Emily Short has finally had the chance to play the original IF version of Vespers, and has a nice review of it up on her blog.

Short, of course, has tremendous experience playing, writing, and writing about a wide range of IF pieces, and her reviews are insightful and well-informed. I was a bit surprised to learn a while back that she had never played Vespers, and I wondered if she would get around to it one day. Gladly, that day has come. Her review is a good read, focusing largely on the game's effective use of plot construction:

"To my surprise, what I found most interesting about Vespers was its construction, its success at arranging events and making characters take action; it has a lot of plot, but avoids the excessively linear feel of many high-plot-content games. The way it works is mostly neat sleight-of-hand."


In the comments, I prompted her to say a few words about the game's conversation system and its multiple endings, which brought up some interesting points about the role of coercion in the game, its relationship to sin, and its impact on both the player and the protagonist (the Abbot). As well as I know the game at this point, I have to say I learned a bit more about it today.

by Rubes (noreply@blogger.com) at July 07, 2008 10:32 PM

July 06, 2008

Grand Text Auto

Intelligent Narrative Technologies Reloaded

Three of us (Andrew, Michael, and yours truly) attended the first AAAI Symposium on Intelligent Narrative Technologies in November of last year just outside Washington D.C. Andrew provided a summary of the talks and mentioned that the gathering was a productive and interesting one. I found the talks and discussion to be very stimulating, and some new collaboration has developed from contacts I made at that gathering. Now, the call for submissions is out for the sequel: the AAAI Symposium on Intelligent Narrative Technologies II, to be held at Stanford University on March 23-25, 2009.

AAAI Symposium on Intelligent Narrative Technologies II

Narrative is a pervasive aspect of all human societies. Human beings make sense of the world by constructing stories and listening to the stories of others. In addition, stories as a form of entertainment play a central role in our social and leisure lives. As a result, story and narrative have become a key interest for Artificial Intelligence researchers. The role of narrative as a primary mechanism for organizing human experience has been recognized in many fields, spawning multidisciplinary research that encompasses philosophy, art, psychology, cultural and literary studies, drama, and other domains.

This symposium aims to advance research in narrative technologies by bringing together relevant research communities to discuss innovations, progress and development in the field. Topics of interest include, but are not limited to:

  • Story understanding/generation
  • Narrative structure in interface design
  • Narrative structure in the design of autonomous agents
  • Believable agents
  • Interactive storytelling
  • Narrative in commonsense reasoning
  • Narrative in intelligent learning environments
  • Narrative in serious games and edutainment
  • Intelligent narrative authoring tools
  • Narrative psychology
  • Emergent narrative
  • Virtual cinematography
  • Emotion modeling
  • Natural language generation/understanding for narrative

There will be at least two panel discussions on topics such as “Challenges for NLP in narrative research,” “New challenges in developing novel authoring paradigms,” or “Integrating research advances for building complete narrative environments.” If you are interested in hosting a panel discussion, please contact the organizers at int2@cc.gatech.edu.

The symposium will include three categories of papers: full papers of no more than eight (8) pages; extended abstracts of no more than four (4) pages; and demo and poster papers of two to four (2-4) pages. To foster more small-group discussions, every accepted paper will be presented as a poster regardless of length. Depending on the number of accepted papers, the full-length accepted papers will be invited to give 20-30 minute talks in addition to their poster presentation. The remaining accepted papers will be given five minute “spotlight” talks designed to advertise their poster. The full-length talks will be selected to illustrate the breadth of research in this area, and are not meant to indicate a higher ‘ranking’ among the proposals submitted. All forms of participation in the Symposium are highly valued!

For more information contact the organizers at int2@cc.gatech.edu or visit the symposium’s supplementary web site at http://www.cc.gatech.edu/conferences/aaai-int2/.

by Nick Montfort at July 06, 2008 03:32 PM

July 03, 2008

James Jolley

For those using VoiceOver and Zoom


I have already discussed good solutions for those wanting to read the screens of Zoom with VO, rather than the TTS built in to the program. The difficulty is that in some situations, and I can’t put my finger on how to reproduce this, VO decides to crash and speech is lost entirely. After consulting with Andrew on this, it seems that VoiceOver has difficulties navigating in a long stream of text.

to get around the problem, go into Zoom’s preferences, Select General, then move the amount of scrollback to retain slider to something low like 25 per cent. This seems to have solved the issue for now.

The only thing to be aware of is that once the buffer for scrollback is full, VO will zip you to the top of the screen if using the strategies already mentioned here. There isn’t an easy workaround for this at present. the best thing to do is navigate to the bottom of the screen with VO Shift End, work up to the room name/text of your previous command and read back down. VO can get stuck sometimes, so the best thing to do is move left one character and then up again. This is a known issue and will be looked into for the future.

by James Jolley at July 03, 2008 07:45 PM

July 02, 2008

Emily Short

Vespers, some years late


I’ve been meaning for a long time to play Jason Devlin’s “Vespers”, and today is the day I got around to it.

It wasn’t quite what I expected. From various references to it, I had thought it was going to be a game about moral choices in a Christian (or coherently anti-Christian) framework, when in fact it’s pretty theologically dubious; it’s perhaps better described as a horror story with morally-framed puzzle solutions.

But more after the cut.

To my surprise, what I found most interesting about Vespers was its construction, its success at arranging events and making characters take action; it has a lot of plot, but avoids the excessively linear feel of many high-plot-content games. The way it works is mostly neat sleight-of-hand:

The trigger: give the player something to do. (A nice, non-linear if simple puzzle solution goes here.) Just as he accomplishes it, ta da! There is a surprise coincidental plot event that moves things forward!

Variant trigger: put the coincidental plot event on a timer so that it happens just a few moves after the player solves the first puzzle, so it doesn’t feel so much like a cause/effect relationship, but the player doesn’t have much time to wonder, “So now what?”

Touchier, more dangerous variant of the trigger: have the trigger be the result of the player exploring or discovering something, so the plot event happens only when the player has learned some needed exposition. The problem is that the player doesn’t always know what he’s supposed to look at (this is problematic even in such generally well-constructed games as Shade). Vespers gets by in part by having a great deal of focus — there are surprisingly *few* things here — so that it’s usually pretty clear what we’re supposed to be looking at. And some of the time we’re explicitly sent off on expeditions to find out what happened to X or Y.

The geography force: give the player something to do. Make sure that he can’t get to the puzzle solution without stumbling across a character/thing that creates a scene or provides exposition.

The sleep force: give the player an urge (the need to eat or sleep, typically) which must be fulfilled fairly soon and which provides a natural reason for time to ratchet forward, bringing new plot into view.

Vespers hardly invented any of these, but it uses them to good effect. The player always feels like he has a specific goal, but rarely (as far as I saw) like the game was nudging him to do a specific action — which is the point where linearity really takes over. The characters help with this, because their conversation often suggests new directions of exploration without the game having to be too explicit. The multiple puzzle solutions also help, because they provide a sense of openness and choice (even though in many respects the game is fairly constricted).

In other respects, Vespers overplays its hand. The madness, gore, and isolation would have been more effective if they had been less pervasive; if there had been moments where the player dared to like the other characters more, and to have more hope about the outcome. As to the theology, I’m not going to take it on, because the about text more or less instructs the player not to try to take that seriously. So, well, fair enough. Even with those caveats, though, this is an ingenious piece of work, and deserves study from people interested in IF plot construction.

by Emily Short at July 02, 2008 11:34 PM

June 30, 2008

The Monk's Brew

A Conversation with a Work of Art

Simulating true conversations in a computer game is tough stuff. We're still some way away from effectively applying computational linguistics to game playing in a way that allows a wide range of natural language input, and I'm not even sure that's an entirely desirable goal given the enormous complexity that this would introduce into game design. So for now the general approach is to restrict the range and format of player input using a system that is easily interpreted and applied, such as a "click to talk" or multiple choice dialogue tree system.

The question, however, is this: when you play a game that implements conversation, do you feel that playing through the conversation contributes in any way to gameplay? Or does the conversation feel like more of an afterthought that requires little attention or skill on the part of the player (or the developer, for that matter)?

The answer, I think, largely has to do with the goal of conversation in the game. It can be a method of providing character or game backstory, or maybe a break in the action to advance the storyline. It is also used to present the player with a choice, such as a side quest or a broad game pathway. But more often than not, the conversation is brief and shallow, without requiring a great deal of thought from the player, and without considerable effort put into things like conversation flow, structure, or context. For the most part, given the limited role of conversation in the game, these things are unnecessary and not worth the added developmental effort.

Conversation doesn't have to be limited to these kinds of functions, however. In many interactive fiction games, conversation takes on a much larger role: it directs the narrative; it offers challenges to the player; it contributes to deeper character development -- within player and non-player characters and between them. Conversation might not be nearly as much fun as actions requiring fast-twitch hand-eye coordination which are rewarded with explosions and rag-doll physics, but I have to believe that there are some methods and mechanics in IF games that could translate to non-IF games to enhance the experience, so why not conversation?

I think any discussion of conversation in games, using IF as a foundation, would have to start with Emily Short's Galatea. Of all the IF games of the past decade or so, Galatea is, I would guess, the one most played by people who would not identify themselves as IF players, perhaps because of its visibility and renown. But interestingly, it is also one of the only games I know that consists entirely of a conversation, one that takes place between the player and the one non-player character in a single room.

It's a deceptively simple construct for a game which does an excellent job of hiding the sophisticated mechanics underneath.

Galatea primarily uses the traditional ASK/TELL system for conversation with the NPC, although the majority of the time is spent ASKing rather than TELLing. Because ASK HER ABOUT and TELL HER ABOUT can be shortened to A and T, respectively, most of the player's efforts are essentially thinking up and entering topic words to discuss. Other occasional interactions are allowed, such as HELLO and GOODBYE, which are interesting inclusions; while they do help newer players get started into the game, they also represent direct statements to the NPC (as opposed to commands for the player-character), which might throw off some players into expecting other direct statements to work. Nevertheless, the basics of the ASK/TELL system are familiar to most current IF players and are not difficult, I expect, for newer players to pick up, which is one reason why I think this game succeeds in attracting a broad audience.

Still, if the game consisted only of the basic ASK/TELL system, even with its impressive range of topics to discuss, it would likely fail to keep players interested for long.

Where Galatea succeeds is in Short's dogged attention to the underlying mechanics of the conversation. The NPC in this case is not your typical information vending machine which spits out its one preprogrammed response to each topic. Here Short has taken into account things like mood, flow, and context, such that the same question about one particular topic has a different effect and response depending on the current established relationship with the NPC, what questions were just asked immediately prior, and what topics had already been discussed to that point. It's a mechanic that sounds entirely logical to a normal conversation but one that is rarely attempted in games, probably due to the complexity of design.

But does creating complexity of conversation such as this really come across as far more daunting a task than the prospect of creating hyper-realistic graphics and physics systems?

As a very simple example, in the game you note that the NPC--a statue that has become animated--moves as though she is breathing. If you ask her about her breathing, she will tell you that she taught herself to breathe, and although not necessary she does so because it is soothing. Later on, if you then ask her about sleeping, the question (not the answer, but the question from your player character) is then worded: "And do you have to sleep? Or did you teach yourself, the way you taught yourself to breathe?" But if you hadn't previously asked about breathing, the question is worded only: "So do you sleep?"

The effect on the narrative, in this case, is quite minor. But there is an elegance to it, a quality that makes the conversational narrative flow more smoothly and naturally and that shows that the game isn't merely spitting out canned text but rather is constructing context-sensitive and appropriate responses that give the impression that the game is reacting dynamically to what the player is doing and has done.

The mechanics, of course, extend far beyond decorative adaptations.

In her essay on conversation systems in IF, Short describes Galatea's system as "topic quips with mood tracking and quip-tagging," where quips are the actual snippets of dialogue used in the game. So here we have single topic quips like with most ASK/TELL systems (one predetermined player character snippet for each ASK or TELL command, instead of multiple-choice options), but she includes quip-tagging, so that once quips are used they are not repeated. In addition, some quips can be used only after other quips; in fact, the same command (e.g., ASK HER ABOUT THE ARTIST) can produce different player quips and NPC responses depending on what other topics had been discussed previously.

Mood tracking is also fascinating, in that the mood of the NPC is tracked and changes in response to certain questions and answers, which can then impact responses to subsequent questions later on. The NPC's mood is also reflected in different ways, including gestures, expressions, and tones of voice, and the system was apparently designed to accomodate these dynamically into the text of the response.

There are, of course, some limitations of this type of conversation system. As mentioned in a previous blog, the ASK/TELL topic quip system can be frustrating at times, because the player is only allowed to specify the topic of discussion rather than the specific aspect of the topic to discuss; ASK HER ABOUT THE ARTIST is an extremely broad command that could result in asking her what the artist's name is, what he looks like, or what her relationship with him is like. Generally, Galatea does a nice job keeping the questions within the current context, but there remains a degree of helplessness on the part of the player.

Another limitation is that conversations with this type of system are notoriously one-sided; the NPC in Galatea is almost entirely reactive, rather than active. This makes the resulting conversation seem only like an interview, with the player asking one question after another, but therein lies one of the difficulties of designing a conversation with a system that uses topic quips rather than multiple-choice dialogue trees: how can we easily allow the player to answer questions, in addition to asking them?

Nevertheless, this game is a notable achievement that allows players to have a conversation with an NPC that reads like, and has the feel of, a very dynamic, responsive interaction with a character that is far more three-dimensional than any character from a mainstream game. The amount of effort that Short must have put into this is frightening, although since the source code was never released, most of this is based on interpretations and assumptions in addition to her writings. Still, with all of the effort and money already put into various complicated aspects of mainstream, AAA-quality games these days, I have to wonder: what might a team of Shorts create with a AAA engine, a fistful of investment capital, and a couple years worth of effort, just by utilizing some of the basic mechanics that already exist in games like Galatea?

by Rubes (noreply@blogger.com) at June 30, 2008 03:58 PM

Emily Short

Time Management, meet Tower Defense


At least six months ago, lured in by the Chocolatier and Tradewinds games, I joined Big Fish Games’ Game Club, and now I get a game credit every month. The last few months, I’ve been at a loss for how to spend it. That’s partly thanks to the relative dearth