Showing posts with label Interactive Fiction. Show all posts
Showing posts with label Interactive Fiction. Show all posts

Jul 5, 2016

Eye^Game^Candy: Wonderland

Being one of the most ambitious text adventures ever created, and making a brave attempt at thoroughly modernizing interactive fiction interfaces, Wonderland by Magnetic Scrolls is one of those few games that should be considered important. It also happens to be one I really do love. Somewhere between the fact that I never managed to finish it, the childhood memories of opening its big box with all those 5.25" floppies, the amazing little visual vignettes, and those incredibly appropriate and very whimsical puzzles I absolutely struggled with, I may have created a mental image of Wonderland that might just be too good to be true. I know. And even though I don't want to spoil the memories, I know I'll eventually have to revisit it.

You can play the game online here (albeit not in its full glory; you'll be needing DOSBox for that), and find out more about it on Mobygames and the Magnetic Scrolls Memorial

Mar 16, 2016

Progress Harder with Workers In Progress: Special Edition

I announced it a while back and it finally happened. Huzzah! Just like that and in the most magical of ways possible the brand new WIP is here and it's no longer a WIP, so, please, do take a moment to welcome and several to play Workers In Progress: Special Edition - Progress Harder. The definitive be-the-working-class-of-Greece simulation and, thanks to the amazing twine-powers of lectronice, a truly beautiful and polished text-based game.

But looks and fancy typography are not all that's changed. I've actually edited and partly re-written most of the game which, handily, can now be played in English, French (translated by EnsembleVide), Turkish (translated by Işık Barış Fidaner) and Spanish (translated by Pablo Martínez). Oh, and there's still a book suggestion for every ending you reach!

WIP:SE-PH can be played online on philome.la or downloaded from a variety of sources to be enjoyed off line and in the browser of your choice.

Reminder: I could really use your support via Patreon in order to survive long enough to make more indie gaming (and gaming in general) words and, of course, actual games and things. Thanks! 

Oct 14, 2015

Strolling through the texty fields of 2015 IF Comp

The 21st Interactive Fiction Competition, the aptly named 2015 IF Comp, has opened its virtual doors (to its titular virtual fields obviously) and you can now either download a single .zip archive containing all 55 --I think-- texty entries, or simply follow this link to the comp's games to download and play stuff individually. 

Many will work better online, some might require you type words, others will come with digital feelies and most parser-based ones should probably be played using an interpreter like the excellent Gargoyle, but, I know, you care not for the details.

You love your interactive fiction, crave text adventures and deeply appreciate CYOAs. You are my precious reader and it's this texty time of the year when you get to play, discuss and judge an excellent selection of i-f offerings. A selection that's so far proven so amazingly good, I couldn't help but think that an exhibition might be a better idea than a competition after all.

As for the games I've already played, well, I've been writing about them over at the Impish Words, Spirited Games page on facebook, though I do suppose I could edit and post some of those mini-reviews here. Actually, I just did:

Aug 4, 2015

Internationalism In Progress

Well, I may be in a mood for exaggerations and delays, but I do think you'd be interested in finding out that my little political twine, Workers In Progress, has been translated in both Turkish and Spanish. Also, that I'm really glad about this, would wildly celebrate if Greece hadn't already been turned into a tidy little debt colony and that said translations did happen quite some time ago. And I love them. Really do.

Anyway, without further ado, here you go:

İşçiler İlerlemekte
Trabajadores en Marcha

Oh, and should anyone feel the need to translate the game into any other language, do please free to do so. Here are the source files for you to play around with.

May 5, 2015

Let's Tell A Story Together

Words can do amazing things. Beautiful things. Ageless things. And though interactive words haven't yet managed to surpass the things static, printed words have accomplished --which is only natural for a particular sort of words that has been around for mere decades-- they have managed to create a more literary, more engaging and, usually, more demanding genre of gaming: interactive fiction. Or text adventures, but let's not argue terminology here.

Jimmy Maher does after all cover terms and definitions brilliantly at the beginning of his 2006 book Let's Tell A Story Together (A History of Interactive Fiction). Actually, Mr. Maher does an impressive job of getting you all excited about interactive words, introducing you to the many charms and idiosyncrasies of the parser, the intricacies of designing text adventures and even a more or less complete history of interactive fiction and its evolution.

From the late seventies and Adventure to Infocom's golden era and contemporary interactive fiction, Maher's book really does save me the trouble of doing anything beyond suggesting you read it. Read it even you've never dabbled with a parser in your life, read it if you have always loved the genre and, by all means, read it if you are an interactive fiction author. 

Let's Tell A Story Together, besides being well written and thoroughly researched, offers unique insights into defining text adventures and a comprehensive approach that covers over 30 years of parser driven gaming. Handily, it's also generously available for free both as an online hypertext and downloadable ebook.

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Jun 10, 2014

Avaus Text Adventure -- So you wish to become a mighty software developer?

Certain cautionary tales do have to be circulated it seems, if only to save those poor starry-eyed children from a dark and desperate future. But, let's not start by discouraging those young, creative people, shall we?

Better have a go at the free, browser-based Avaus Text Adventure instead; the one subtitled "So you wish to become a mighty software developer?". It's simple, highly enjoyable, plays like a proper piece of interactive fiction and sports some delightfully lighthearted dev stereotypes. Oh, yes, and several extremely well-designed puzzles that are definitely worth your time. Also, after spending over an hour with the thing, I haven't finished it yet, so please do let me know if it's as good as it seems.

Jun 8, 2014

Workers In Progress: The Source Code

Assuming you have found my simple Twine-powered political simulation Workers In Progress interesting enough or would like to give Twine a go, I believe you will appreciate having a look at the source code of WIP -- just download it here in one handy .zip file containing the html, twee and twine story files.

I haven't done anything fancy with the game, mind you, but you will get to see how Workers In Progress has been designed, maybe find some useful CSS code and see an example of variables usage. Hopefully, it will be quite helpful for people who haven't twined anything yet.

Reminder: I could really use your support via Patreon and survive long enough to make more indie gaming (and gaming) words and things. Thanks!

Apr 1, 2014

Workers In Progress - a work in progress

The first months of 2014 have been the worst in my life and that, dear reader, was the main reason I haven't been able to write on Gnome's Lair and let you know about my latest game: Workers In Progress. A political simulation set in Greece that plays like a choose your own adventure.

Workers In Progress is part of the Fear of Twine exhibition, which was organized and curated by Richard Goodness; an exhibition sporting 14 games created with Twine and includes such varied masterpieces as TWEEZER, The Girl In The Haunted House, The Matter of the Great Red Dragon, Abstract State-warp Machines,  Zombies and Elephants and Truth is Ghost. Fear of Twine will be live until April 18, 2014.

As for my game, Workers In Progress, it is still not really finished and thus appropriately WIP. The basic skeleton of the political simulation is there and you do get to play as the Greek working class and make big, meaningful choices, but things really have to be done. It still lacks in characterization, needs quite a bit of writing and could certainly do with more choices. Hopefully, I'll have a final version ready within this very month.

[UPDATE :] With Fear Of Twine over, here's a temporary version of Workers In Progress.

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Mar 19, 2013

The Cerebral Bundle! It's Alive! It's Indie! It's CLEVER!



Yes, dear reader, the stars have been perfectly aligned and a new Bundle In A Box has been spawned. A very clever bundle. A cunning bundle. A Cerebral Bundle! Also, a bundle sporting a selection of 9 excellent indie games for the rather sensible price of “pay-what-you-want”. And it supports Windows, Mac and Linux!

Anyway, on to the games!

Paying anything above $1.99 will get you:

  • deep, retro-esque and utterly elegant RPG Phantasmaburbia (Windows/Desura)
  • artful, being-stood-up-sim Dinner Date (Windows/Steam)
  • undead infested puzzler Vampires! (Windows/Mac)
  • illustrated interactive fiction exclusive debut Necrotic Drift Deluxe (Windows /Mac/Linux)
  • beautiful puzzler exclusive debut Dédale De Luxe (Windows/Mac/Linux/Desura)

Beating the always humble (heh) average price will earn you those lovelies:
  • sci-fi puzzle exploration adventure J.U.L.I.A. (Windows)
  • hilarious boring-job-sim I Get This Call Every Day (Windows/Mac/Desura)
  • Jane Jensen powered point-and-clicker Cognition, Episode 1: The Hangman (Windows/Mac/Desura)
  • just released dystopian adventure Reversion: The Meeting (Windows/Desura)

As is the Kyttaro Games tradition, for every 100 bundles sold $15 will be added to our Indie Dev Grant and the whole sum will be awarded to a developer selected by the vote of the bundlers. Also, 5% of all revenues will be shared with the Hellenic Centre for Mental Health and Treatment of Child and Family.

What’s more, for every 1000 bundles sold new extras will be unlocked for everyone who grabbed the Cerebral Bundle. Said extras include the source code of Necrotic Drift, the Cognition soundtrack and prequel comic, Phantasmaburbia’s Deluxe Digital Box, Dédale De Luxe wallpapers and more.

Finally, and as an added bonus, all who purchase the bundle will get access to exclusive content for Droidcape: Basilica; you know, that game I've been working on for the past year or so.

PS. Uhm, helping spread the word on this new bundle would indeed be fantastic. We are, after all, at a pretty crucial turn for Bundle In A Box... Thanks a ton!

Apr 9, 2012

J.U.L.I.A. Review

I am so glad I decided to not provide you with review scores reader dear; so absolutely delighted. Summing up J.U.L.I.A. in a simple score would have been utterly impossible. Even deciding on what I really thought about it turned out to be pretty taxing. Better though to start at the beginning.

J.U.L.I.A. is a science-fiction game, casting you as Rachel Mannors, the sole survivor of a space expedition gone spectacularly wrong. Rachel, an awkwardly 3D modeled yet decently voiced character,  is woken up from cryo-sleep by J.U.L.I.A., the spaceship's AI, only to discover she's all alone in a malfunctioning ship light-years away from Earth and apparently stranded in a solar system with dully named planets. What's more, something has gone spectacularly wrong on said planets. Something that eventually led to the death of the rest of the crew and the endangerment of alien life.
Truth be said, J.U.L.I.A., and that's the last time I bother with these fullstops, has a very interesting, if slightly melodramatic, plot. A proper science fiction story to be precise, that isn't afraid to touch upon important matters and never fails to be atmospheric. What's more, JULIA is one of those very rare games you can't simply describe with a screenshot and a genre categorization. You'll have to go on and play it (its demo at the very least) in order to fully understand its gameplay; you know, just like back in the old days, when reading a review and looking at some pics in a magazine simply left you bewildered...

At its core though the game can be described as a choose-your-own-adventure styled piece of interactive fiction with an interesting graphical GUI and a ton of mini-games thrown in. Needless to say, the text adventure-y parts of the game are by far the best. They are well written, brilliantly supported by the graphics and cut-scenes and -especially towards the end- by a fantastic map system. The problem though is that these section are pretty short and essentially without any challenge to speak of.
Most of the challenge is to be found in the aforementioned mini-games and, sadly, this is where JULIA's main problem lies. The vast majority of mini-games on offer are ridiculously easy and feel largely unconnected to the game's setting and the situations at hand. What's more, the difficult ones are usually both too hard and badly explained, making for a gaming experience that ranges between dull and frustrating.

On the other hand, I am really glad I played JULIA. Despite its shortcomings, it's a very brave, very ambitious and definitely innovative game with a strong focus on telling a story that's actually worth sharing. I do believe it's the first step in the right direction; a diamond in the rough, an impressive new way of approaching interactive fiction and an idea that has to be nurtured and supported, if only to give the devs a chance at perfecting their formula.

Verdict: A flawed but unique gem.

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Feb 21, 2012

Discover Incursion with the help of an interview

This picture should tell you everything you'd need to get all excited about forthcoming indie game Incursion by Cube Noir, but bits of extra info never hurt anyone. For starters and after having already played an early (and short) demo of the game I can't help but be deeply intrigued about this ambitious, text-based, story-heavy offering. Then there's an interview with designer Peter Moorhead to further enlighten you: 

Who are you, oh people of the ominous Cube Noir?

I'm Peter Moorhead, typically going by the online alias "gazornonplat", and I'm a British seventeen-year-old studying Computer Science, English Literature, and Film Making. I'm the programmer and creative director for Cube Noir, and started it up single-handedly and with no funding whatsoever about eight months back, although I originally started working on Incursion about a year and four months ago independently. People were asking me about whether or not the project was going to cost money, and that they'd happily pay a few bob for it, so I decided to turn it into something more ambitious, and since then I've brought a few talented people on-board to help make it a reality.

What else is there to say? I love electronic music, anime, Converse All Stars, and ramen. That's me.

And what is Incursion?

Incursion is what we're calling a "new-age text-based adventure game"; it's a story-driven, text-heavy game set in a classic Sword & Sorcery universe. It also features beautiful pixel art from Brian Callahan, and an enchanting soundtrack by Nick Borrego.

Will it be a commercial game?

We're planning to charge around $50, and then release a few $15 DLCs over the following six months.

No, haha. We're planning to charge very little for Incursion, around $5 or so. We might release a few limited edition copies that cost more than that, but they'll have some really awesome content to make the extra dough worthwhile.

We're also planning to release the game's soundtrack, some original artwork, and hey, maybe I'll print out a little bit of the source code and sign it if people are interested, haha.

The first demos of the game seem both refreshingly innovative and very promising. What are you aiming for?

We're aiming to streamline the classic text-based adventure game mechanics into something that is much more accessible, while still reminiscent of those amazing titles. The final game should be a satisfying non-linear experience, with several interconnecting story-arcs, and multiple endings.

Many people will hate it, but some will love it.

How did you decide on a text-based, narrative-rich game? How will it play?

Well I was a writer and critic before I was a developer, so I had a lot of criticisms about how most games handled non-linear storytelling, as well as some ideas about how they could go about it better. I feel like most games tell a story that is far too focused on wholly good or bad events, and that this isn't realistic or engaging. Shakespeare said; "All the world is a stage, and all the men and women merely players", and he couldn't have been more right; anyone who has been alive long enough to be reading this will know that life is full of good and bad experiences, and in fact, what is life if not our own little collection of unique experiences? There is no karma, no payback, your happiness or misfortune are not always a direct results of your actions, and so an engaging story should reflect this.

Thus is the aim for Incursion's gameplay; you'll have some good and bad experiences, but there will be no predictable and unrealistic moral compass that determines the proportion of each. Just because you followed Lassie and rescued the little boy who fell down the well, that doesn't mean that in the next level you'll find a pot of gold at the end of the rainbow.

Where did Incursion draw its inspiration upon?

Oh man, all over the place. It's different for each team member, but my biggest inspirations in gaming were Zork, Unreal II: The Awakening, The Legend of Zelda, Jordan Mechner's Prince of Persia, Superbrother's: Sword & Sworcery, Half Life, Super Meat Boy, and many, many others. I can't possibly name them all.

Christine Love's Digital: A Love Story was probably my most significant inspiration to make a game like this, even though the similarities aren't all that obvious. That game made me cry, man. Incursion is even developed with the same technology that she used, since I began teaching myself Ren'Py right after I finished her game. Everyone who cares about story or player immersion in games at all needs to play it.

Could you tell us a bit more on those lovable chunky and pixel-arty graphics of the game?

Brian can take full credit for the amazing art. He says he likes the original artwork I did while I was working on my own, but it's really not even comparable. If I had to put an estimate on it, I'd say his was about a few million times better.

He was a perfect fit for the project; he'd always wanted to make a game but lacked the coding knowledge, whereas I'd was capable with code but crap at making art. He's really, really passionate about his work, and spends a lot of time perfecting and animating each piece.

He was inspired largely by Superbrother's: Sword & Sworcery, and also by Salvador Dali, and Eyvind Earle, in fact, at one point the artwork of Incursion was heavily reminiscent of Eyvind Earle's 1950s work, but we had to reign it back in because, while unique and beautiful, it didn't really mesh so well with the rest of the game, and there was only so much you could do with that style.

He also has a blog at househeadstudios.wordpress.com which he updates pretty regularly, mostly with Incursion artwork, so be sure to follow him there if you want to get a sneak peak at new art assets.

When should we expect the released of Incursion?

I can't make any promises, but we're shooting for some time around December 2012 or January 2013 for PC, Mac and Linux. We might also do an Android port if the demand is there.

What other unique traits will the game sport?

The soundtrack is fully dynamic! Nick does a great job of separating and transitioning pieces, so that the changes in tone of each level are smooth and unique to the player's pace. This means that it doesn't matter whether it takes you ten minutes or thirty seconds to progress to the next scene, the changes in soundtrack will still fit perfectly.

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Jan 30, 2012

Et in Arcadia ego

Jonas Kyratzes can do much more than design innovative games; he is a brilliant writer and, well, writers do actually tend to write well and even tend to not be afraid of making games with lots and lots of glorious text. And, apparently, no puzzles either. Or anything that could stand in the way of leisurely exploring a fresh version of 19th century romanticized Arcadia, while avoiding each and every design commandment ever put to paper (or, more appropriately, posted on them internets). That game is none other than Arcadia: a pastoral tale.

Arcadia: a pastoral tale is quite a bit like a choose-your-own-adventure and you can play it for free over at that link I just posted. Though I wont be spoiling what it's all about, I have to admit I was impressed with its rich setting, its subtly subversive ideas, its whimsical creatures and the sheer quality and quantity of its words. Words are much trickier than polygons you know. And as the in-game choices provided by Arcadia are mostly concerned with aesthetics, those Jonas-crafted words do some amazing tricks. You'll see them all if you play through Arcadia twice.

It is, after all, supposed to be a stroll, an afternoon walk, and two walks are always better than one. There’s no challenge, no puzzles, no wrong choices. There’s just the path that you take and the things that you see. Oh, and it's all crafted with the excellent Twine, mind.

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Nov 29, 2011

Zenobi presents Behind Closed Doors 5

Zenobi has been a truly independent text adventure developer and publisher that has miraculously survived for over 20 years know, as any ZX Spectrum -and, indeed, Atari ST- adventurer will most probably tell you. Though it hasn't published a game in over 10 years, it is still offering its dozens of classic games on a DVD packed with interactive fiction, graphic adventures, one action game, scans of reviews and every emulator you could ask for. Quite a departure from tapes and disks apparently, and, what's more, its brave founder and creator of brilliantly surreal fantasy adventures, the Balrog (who was interviewed on Gnome's Lair some time ago), is still at the company's helm, and, incredibly, back to designing games too!

Yes, it's very much true, there's a new Zenobi text adventure available and it has been coded by the Balrog himself: Behind Closed Doors 5. You can download it for free over at the Balrog's Bits section of zenobi.co.uk or follow this rather handy direct link. The game was created with Twine and is thus a point-and-click, choose-your-own-adventure type of affair, that brilliantly continues the proud tradition of the Behind Closed Doors series that began back in 1988. It is thus an elaborate, humorous, fantasy, toilet-centered affair and a tribute to Zenobi Software; to play it, you'll have to open the downloaded file with your browser. Oh, and there are some actual puzzles in there too.

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Nov 16, 2011

The Cryptozookeeper Interview

Robb Sherwin, the man behind the excellent and lavishly illustrated Cryptozookeeper interactive fiction offering talks about designing text adventures, his latest creation, horribly mutated beasties and gaming. He also talks about his previous games and, well, you should really read on. And play this.


After more than ten years of creating quality interactive fiction, care to introduce yourself to the Gnome's Lair audience?

I'm Robb -- I live in Denver, Colorado with three cats and an Asteroids machine. I've been making text games for over ten years, and have won a couple awards here and there for them.

And how did you get into this most text-based form of digital entertainment?

Graham Nelson, who gave us Inform and the ability to make games for Infocom's Z-machine, wrote an introduction to programming Inform 6 that was the clearest and most approachable book on creating software that I had ever experienced. It all just clicked for me thanks to that book. I always had a fondness for text games, although I suppose if Graham had written a book on COBOL I'd be a ten-year veteran of payroll systems that have lots of dialogue.

Any favourites? Also, any favourite games that aren't text adventures / interactive fiction?

My favorite text games are Zork, Interstate Zero and something called Knight Orc, which modeled the awful, despicable behavior of players of an MMORPG long before there was such a thing. The non-text game I most wish I made is Mr. Do!, the arcade game from 1982 by Kazutoshi Ueda. I mean, I own a beach ball, night cap and problematic garden, but never thought to solve the latter with the first two.

So, why design interactive fiction?

To be honest, I don't have the math chops to be a very good solo programmer at other kinds of games. You know how in Asteroids, there is a 'mathematical' way to determine if the player's shot hits the jagged edge of an asteroid, instead of the programmer just putting an invisible rectangle around the rock and counting a hit when it's "close enough?" Me either, which is why I have been failing at making the simplest game possible with graphics for like a decade.

But one thing I can do is try to leverage the interactive stories I want to tell in front of a literate, tough audience, all within a genre I have nostalgia for. I can also do all the coding and art myself (which at times has its drawbacks) but still gives me the chance to present a world for players to experience. I love working in interactive fiction, and haven't felt I've approached all that I can do with it.

You have had more than a few successful and (very) well reviewed games such as Necrotic Drift and Fallacy of Dawn; care to briefly let us know what their unique features are? Besides great writing, that is.

I've tried to put at least one unique graphic in place for every single character and room that those games have. When I was playing early Infocom games, they were on a floppy disk with a single red light. And in some ways, just getting to new areas and seeing the disk light up was a reward in itself. Nobody uses floppy disks any more, but by giving each newly-discovered area a visual component, I've tried to mirror that feeling of exploration.

I've also tried to put some jokes in each game, which other text adventures definitely do, but my hope is that someone would want to play one of my games so they can also experience whatever comedic bits I've been working on the last few years, if that makes any sense.

Is there a game you've created and feel it's your best? Your proudest achievement perhaps?

I was flattered to win a couple XYZZY Awards for Fallacy of Dawn. I am still very much into the cyberpunk genre, and I think that cyberpunk has an amazing ability to still be relevant if the technology advances we see every few weeks are incorporated.

There was one thing that happened a couple years ago that made me proud, and it's not because I'm so great or anything; I only mention it because it meant a lot. I was at a vendor table with GET LAMP's Jason Scott at the Boston Penny Arcade Expo, and a guy, this stranger, bought a copy of Fallacy of Dawn. He told me that he really enjoyed the game. There was something about it happening in real life that really made it stick with me. It was like, I was able to get something *lasting* at PAX instead of avian flu.

On to your latest release then: Cryptozookeeper. How would you describe it?

I tried to put together a dialogue-rich, character-driven comedy that included every major beastie in the pseudo-science of cryptozoology. If the potential player really enjoys any of the jokes or lines in the first few moves, my intent is that the game will speak to them throughout on that wavelength. It also has graphics featuring these various crytpids that -- while looking completely made up -- tend to look more genuine than what's normally used as actual proof for them.

What would you say makes it special?

While there's standard adventure game things to do, like DNA to gather and people to talk to, there's also a mini-game in the middle that lets you fight and train the cryptids that you created. You can eventually venture forth with your own army of fantastic creatures. But really, the one thing I tried to do with Cryptozookeeper is design it with the intent that every small decision the player makes is defensible for the particular situation, while leaving it quite clear from a bird's eye view that the player character is going to a really dark place after those decisions add up.

It also has a number of extremely cute girls.

Any particular influences -gaming or otherwise- you'd care to mention?

There is a time in Colorado, from about the middle of October until the first week or so of November, where all the leaves start to fall and the temperatures start to drop. I usually put off getting any real exercise in the summer, so I try to make up for it in autumn. The air at this time gets very still, and the good people of the state are inside, for the most part. I'm a transplant -- I moved from New York in 1998 -- and this stillness, combined with the long stretches of flat land (to the east) and mountains (to the west) just fascinated me. What would it be like if, within this silence, there was all this terrible stuff going on? The game takes place in the dark, over three days, and I was really influenced by walking around this gorgeous state I live in at a time of year where the earth starts to go silent.

Why did you go for those lovably b-movie-ish graphics?

Well, cryptids are all mostly fake-looking when they hit the news, so I felt it was "in bounds" for the theme. But most of the actors in the game lived in far-away places. Gerrit Hamilton (who plays the player character) lives in Georgia. Alex Gray lives in Scotland, Jon Blask lives in Wisconsin... these are quality, but far-away places. The actors are therefore in front of a "green screen" or (more realistically) a "living room wall." I have to then put the actors in backdrops I shot in New Mexico and Colorado. I thought the best way to approach this was to embrace this with heavy outlines and custom Photoshop filters, as it let me work around competing light sources and such. But yeah, it was done out of necessity. Kevin Smith has said that "Clerks" was in black and white only because he couldn't afford to shoot it in color. I have to admit that if I could afford to fly the actors out to my city I would do so, heh.

Did you expect its popularity in the wider indie scene? Where would you attribute it?

Well, I think there has been a certain number of indie-only game blogs that I have yet to interest or get the attention of. I'm trying to get better about promoting my own stuff, but I am sure the e-mails I sent out came out as awkward or unprofessional. I'm all for demonizing marketing on forums like anyone else, but then, every few years, I finish a game and find I'm lacking the know-how to properly promote it. So that Crypto has received the attention it has -- I really am thankful. People have been kind to talk about it and review it. 

How did the boxed version do? I would love to see more interactive fiction commercially available in deluxe versions, mind. How come you decided to go for it?

Well, I had done boxes for Fallacy of Dawn and Necrotic Drift, and I personally wanted the third game in the series to exist as a physical item. I also really loved the music of Clint Hoagland (the guy behind Bachelor Machines) and I thought that teaming up, with one disc being Crypto and the other disc being selected tracks that he's created would make for a fun package. But really, I just needed something tangible to act as a proxy for all the time I spent making Cryptozookeeper. I had hopes that it would connect on the same level with people who like having a game they enjoyed in their hands. It's a shrinking set of people who like that sort of thing, and I don't know if I could justify doing a similar run for a game in the future.

Would you say that text adventures need to update their visuals and/or interfaces in order to approach a wider audience?

I think the biggest advance text games can make is in delaying the moment the player starts typing in swear words out of frustration, and getting games onto the web. I did neither of those things, so I naturally feel particularly qualified to speak as to how valuable they'd be.

For whatever reason, a modern game player will accept that his rocket launcher will not destroy the wooden door in front of him, but not accept that a text game hasn't implemented a Turning test-passing, natural language processor for talking to minor characters. That's OK - what text game developers might be able to do in the future to decrease frustation is to look at as many experiences as possible. Juhana Leinonen placed his latest game (Starborn) on the web and automatically recorded what people did as people played it. He ended up with hundreds of transcripts. It was brilliant. He then revised his game so that it was as smooth as possible for a new player who maybe isn't that into IF to play. I think if we can all learn how a game player's interest starts to fade from the illusion of a text adventure, it would really advance the genre more than better graphics or UIs would.

(Though I would love to make a game at some point that required those old red and blue 3D style glasses.)

Finally, is it text adventure or interactive fiction?

I like both terms, although I'm really more partial to just calling them "warez" because that makes us all sound like we belong at the cool kid's table. =)

Related @ Gnome's Lair:

2011 Interactive Fiction Competition: The Results

All good things have to come to an end, though not necessarily to a vote proceeding said end as was the case with the 2011 Interactive Fiction Competition. Still, end it did, and you can now have a look at the results as voted by the stalwart text adventurers that selected the very best entries for our gaming pleasure. Apparently Taco Fiction, Six, The Play, Escape from Santaland and PataNoir were the five games that were rated the highest and probably the first you should play. You can download them all here.

Nov 2, 2011

Dead Hotel (on a lonely highway)

As I am semi-randomly and very slowly going through the 2011 Interactive Competition entries, I couldn't help but notice that Dead Hotel is the only game that has been specifically programmed to run as a proper executable for Windows using its very own engine. Out of respect for the extra and, for all I know, difficult effort I decide to give it a look. Didn't regret it, mind.

The game itself is a menu-driven affair, not dissimilar to Snatcher (sans graphics of course), that puts gamers (or should I say interactive readers?) in the shoes of a former policeman trapped in a hotel and facing a zombie apocalypse. Rather banal, I know, but it is pretty well written, though admittedly very short and obviously not quite complete. It's more of a demo really. A demo with some interesting and i-f compatible combat mechanics.

More importantly, it's like a demo of something really promising. The engine, you see, sports a lovely, retro-esque, chunky font, looks fine, can support such things as hit-points, combat and inventories, is fast and already features sound. With a few modifications and additions such as maps and graphics, it could end up being able to produce something really amazing, and I'm definitely looking forward to this. Not that I didn't enjoy the 15 minutes I spent with Dead Hotel...

You can download Dead Hotel, as well as the other IF Competition games, for free over here. Actually, you really should. There are more than a few gems waiting for your attention.

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Oct 11, 2011

Calm and postapocalyptic serenity

The world has come to an end. Following the spores' invasion humankind is all but extinct, yet you are feeling calm. Almost at peace one might say, and that's why you and a handful of fellow humans have so far survived. Being tense in this new world is the same as being dead. And you seem to have also earned the gift of eternal youth as an added bonus, though apparently there are still things to be done. If it weren't thus, playing through the lovely Calm 2011 Interactive Fiction Competition entry wouldn't make much sense now, would it?

Happily playing Calm, a text adventure brilliantly described as a game of postapocalyptic relaxation, does actually make a lot of sense. It is a hefty, well-written and well-polished adventure sporting some interesting puzzles, an excellent setting, splashes of humour, more than a few intriguing characters, a subtle yet effective calmness-management mechanic, a postapocalyptic scenario that doesn't involve aliens, zombies or nuclear weapons, and loads of interactivity. Merely selecting your character's initial history, for example, will let you begin the game with a different inventory, different abilities and a different set of tasks, whereas I did also discover two puzzles that allowed for alternate solutions. And there's the choice of three difficulty settings too. I'm frankly impressed!

What's more, the game's world is both believable and a joy to explore, as its authors have wisely decided to show the ways in which nature would reclaim a human-less world. The vegetation is out of control, the infrastructure is crumbling, corrosion has taken its toll and one of my favourite scientific subjects has finally made it to a game. Now, to cut a long story short and avoid spoiling things (and, say, telling you, you'll even run into a bloody queen), let me just strongly recommend you try this one out. It's definitely worth your time and is accessible enough for i-f first timers, while also providing for those that care for such matters as a decent challenge. 

You can play Calm both online and locally on your PC, provided of course you download it from the ifcomp site or use this handy direct link. The archive comes with some hints that should be more than enough for anyone to unravel Calm's story. Oh, and the game has been authored by Joey Jones and Melvin Bangasamy, who most definitely did not come up with the lovely piece of artwork this post features; this was made 20 or so years ago for another postapocalyptic game: Wasteland.

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Oct 6, 2011

Deirdra Kiai presents: The Play

Kicking off my coverage of the 2011 Interactive Fiction Competition is The Play. An online choose-your-own-adventure type experience by the incredibly talented indie game designer Deirdra Kiai, and thus a quality piece of interactive fiction you can immediately play in the comfort of your own browser without having to type a single word. Come to think of it, it's an excellent and definitely gentle introduction to the world of text adventures, what with its elegant and intuitive interface and very simple puzzles. Anyway. Here is the link you'll be needing to, err, play The Play.

Interestingly and rather appropriately considering its tittle, The Play has gamers assume the role of a slightly frustrated theatrical director trying to save a dress rehearsal and, hopefully, a premiere, while juggling a tight budget, a trusted co-worker and three actors capable of arrogance, stupidity and sexism (among other commendable traits), though not necessarily talent. Keeping them moderately satisfied and off each others throats seems like the key to a better result, but winning is not what really matters in a game like this one. Enjoying the interesting and very well-written story, on the other hand, is.

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Oct 3, 2011

2011 Interactive Fiction: The Games

The Interactive Fiction Competition has been going on for 16 years now and I still consider it one of the best things that ever happened to that digital and at times tasteless behemoth that is the internet. Silly prose aside, the IF Competition has been tirelessly encouraging the development of text adventures and interactive fiction  for all these years, while simultaneously helping advance and popularize the medium. Oh, and providing hundreds of quality freeware games too.

This year's competition has been one of the most impressive ones yet, what with its nearly forty interactive fiction authors, over two hundred judges and the variety of authoring/programming tools used. There are even a few games including graphics and sound. And at least one that doesn't require any typing whatsoever.

You can -and most probably should- play the 2011 competition games in a refreshing variety of ways; yes, they have indeed been finally made available. You can download the complete archive including every competition game, you can grab each game individually and even play most of these lovable text adventures online. Further info on each entry can be found here and you should probably get around to downloading an interactive fiction interpreter (a program that will let you play the games; they do come in their very own file formats) like the excellent, dead simple to use and obviously freeware Gargoyle.

After playing a few games you will apparently be more than welcome to your opinion on said games, meaning that you will indeed be allowed to vote for your favourites by following this highly democratic link. As for me, I know I will not be voting. I rarely do so when it comes to competitions. I will instead be playing and writing about those entries that intrigue me the most. Stay, uhm, tuned?

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Sep 28, 2011

The Case of the Vanishing Entree

I was writing the other day that video game porn can be done, that it hasn't been done properly yet and that the best way to probably do it would be via a text adventure; a piece of interactive fiction if you prefer. Someplace else Anna Anthropy was busy creating those lovely indie offerings you can find over at auntie pixelante and was apparently wholly unaware of my writings. Can't blame her really...

Anyway. Thing is, despite being oblivious to my dream game, Anna Anthropy just released Encyclopedia Fuckme And The Case Of The Vanishing Entree, a game one could definitely describe as the first major step to quality porn, though she -the lovable dominatrix of indie gaming- does prefer to humbly call it a dirty game. Then again, an explicitly pornographic text-adventure game of the choose-your-own adventure sort and one that's handily playable for free in your browser, would be a more precise way of putting it.

Happily and very conveniently, as I actually am from a part of the world that never had Encyclopedia Brown books, I apparently don’t have to even sweat the title. Anna came up with it when almost the entire game was written and it really works on more than a few levels. Oh, and though definitely pornographic Encyclopedia Fuckme is far from arousing. It's tense and rather disturbing instead, though it does sport a few actually erotic scenes, which is, well, really nice indeed. Now, go play it; don't let me spoil it for you. Mind you, this could be considered NSFW in more than a few places.

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