A quick reminder: today is is the last day to register for NarraScope 2025 if you want to attend in person. (Remote attendance will be open until June 18th.) If you want the conference rate at the University City Study hotel, you need to grab that today also.

Friday workshops are up on the schedule, too. As always, workshops are free, but you must be registered for the conference (remote or in person) to sign up for the workshops.

See you in Philadelphia in, yikes, four weeks!


Counting the wreckage

Thursday, May 22, 2025

Tagged: promotion, web, search, history

It happened that I was looking back on my old game reviews, and I hit a link to a game web site, and the site was gone.

Not a shock. Web sites vanish. It made me sad, though. I like those single-game, single-message web sites!

I doubt anybody loves building them. There's this sense of capitalist obligation. If you're shipping a game, you need to grab a vaguely suited domain name and put up (a) screenshots and (b) links to all the store platforms and (d) a press kit in case a journalist notices. Once the game ships, you go back and fill in (c) adulatory press quotes. That's how you get any google juice there is to get.

I did this for Hadean Lands, and now every time I mention Hadean Lands on my blog I can link to hadeanlands.com. That's great. Search engines dig it.

But of course I am on board with keeping my web site alive over decades. I registered eblong.com in 1997, I believe. It will run as long as I pay the bills. When I registered hadeanlands.com in 2010, I put it on the same hosting service and the same bill. No extra effort.

(Yes, my will allows my beneficiaries to keep my web sites running. I said decades, I meant decades.)

Not everyone can; not everyone does. How many sites have we lost?


Here's a bunch of reviews that have accumulated! Gotta push them out before the stack falls over.

There's no common theme here except I played them all since GDC.

  • South of Midnight
  • Old Skies
  • The Horror at Highrook
  • Lab Rat

A graph of Myst

Saturday, May 10, 2025

Tagged: myst, cyan, hypercard

A few weeks ago, Guillaume Lethuillier posted "The Myst Graph: A New Perspective on Myst":

Upon reflection, Myst has long been more analogous to a graph than a traditional linear game, owing to the relative freedom it affords players. This is particularly evident in its first release (Macintosh, 1993), which was composed of interconnected HyperCard cards.

It is now literally one. Here is Myst as a graph:

A node diagram showing a swirl of hundreds of colored nodes connected by arrows. The diagram is scaled down too far to read the nodes, but there's a zoomed-in popout showing a few of them. One is labelled "Myst:3604 Woodpath2-N", for example. From Guillaume Lethuillier's post (March 29). Click for link to his poster-sized PDF.

The second part of his post digs into his findings, including unreachable states which were left in the game.

That was awesome, and I twooted about it at the time. Now Guillaume has posted a third article, describing how he did it. Also the source code of the tool he used to make the graph!


Seriously, even MORE Worldcon drama?

Wednesday, May 7, 2025

Comments: 3   (latest 11 hours later)

Tagged: if, interactive fiction, hugos, worldcon, ai, llms

Worldcon is the apex annual convention for a certain stratum of science fiction fandom. My stratum, to be precise. It's also the conference whose members vote the annual Hugo Awards.

Sadly, Worldcon the conference is becoming less notable than the semiregular scandals and political kerfuffles that happen at Worldcon, or around it, or around its organizers.

Ten years ago there was the "Sad Puppies" mess. (Basically GamerGate for sci-fi awards. I wrote a bit about that in 2016.) There were arguments around the Hugos and their ceremonies in 2019 and 2021 as well. Then in 2023, Worldcon was held in Chengdu, China, and that year's Hugos had a deeply suspect nomination process. (I didn't write about that, but I sure read a lot.)

The 2024 Worldcon seemed to go smoothly, and fandom breathed a collective sigh of, well, optimism if not relief.

Last week the Cloister Bell thrummed ominously:

We have received questions regarding Seattle’s use of AI tools in our vetting process for program participants. In the interest of transparency, we will explain the process of how we are using a Large Language Model (LLM). [...] The sole purpose of using the LLM was to streamline the online search process used for program participant vetting, and rather than being accepted uncritically, the outputs were carefully analyzed by multiple members of our team for accuracy.

-- Statement From Worldcon Chair, Kathy Bond (Apr 30)

Shouting erupted.

That statement was followed by a rapid clarification:

First and foremost, as chair of the Seattle Worldcon, I sincerely apologize for the use of ChatGPT in our program vetting process. Additionally, I regret releasing a statement that did not address the concerns of our community. My initial statement on the use of AI tools in program vetting was incomplete, flawed, and missed the most crucial points. [...] We will release a response by Tuesday of next week that provides a transparent explanation of the process that was used, answers more of the questions and concerns we have received, and openly outlines our next steps.

-- Apology and Response From Chair, Kathy Bond (May 2)

The further explanation dropped just a few minutes ago. (After I started writing this post!)

As promised last Friday, I am publishing this statement, in conjunction with a statement below from our Program Division Head, to provide a transparent explanation of our panelist selection process, answer questions and concerns we have received, and openly outline our next steps. As a result, it is a long statement. [...]

-- May 6th Statement From Chair and Program Division Head, Kathy Bond (May 2)

I am about to sit down and read that, and then I'll get back to writing this.


IF Archive search feature

Saturday, April 26, 2025

Comments: 4   (latest 9 hours later)

Tagged: if, interactive fiction, ifarchive, search, whoosh, pagefind, tinyapp, docker

A many years ago, the IF Archive existed, and it was an FTP site. It lived at ftp.gmd.de. That was a long time ago. (1992, but who's counting.)

Slightly less long ago, the World Wide Web existed, and I said "I bet there could be a web mirror of the FTP site." So I (along with my co-conspirator Paul) built that as a holiday break project. It was just a static mirror of the files, with HTML index pages. I announced it on the rec.arts.int-fiction newsgroup.

A few days later, someone posted "How Do You Find Anything?"

Fair question. The favored answer was "Download the Master-Index text file and search through that." Nobody even mentioned the idea of a web search engine.

It wasn't a very complicated archive at that point, though. If you were looking for a game, you went to games/zcode or games/tads or whatever and all the games were listed. Hierarchical folders; you probably knew where you were going.

More files and more folders were added over the years, but people still mostly knew their way around. Then Google turned up and that helped a lot. And then in 2007, Mike Roberts launched IFDB, which was an extremely searchable database of IF games -- with links to the IF Archive. So that solved the problem completely!

Mostly. Ish.

IFDB is very comprehensive for games, but it doesn't try to cover interpreters, zines, articles, or the rest of the eclectic material which the Archive has collected over the decades. Google is still okay for this purpose (with the "search web" option and site:ifarchive.org). But the idea of a locally hosted search tool kept coming up.

Last weekend I finally said, "Eh, how hard could this be?" Answer: not hard at all! I had a first draft working in about two days. Don't I feel silly now?

Behold: the IF Archive search page.


A few days ago, Kate Willaert wrote:

As much as I love the word "Metroidvania," I dislike people calling these games Metroidbrainias because it makes it sound like their root is in Metroid games when they're just standard Adventure games in real-time. But Adventure is now obscure compared to Metroid, so we have to say it's that? [...] Although I completely admit I might be misunderstanding some essential component of what classifies a thing as a MetroidBrainia. Perhaps the first one would be MYST, which you can beat in 5 minutes if you already have all the knowledge? -- @katewillaert.bsky.social, April 7

Kicking at fuzzy genre boundaries is one of my favorite things in the world, and indeed I had some thoughts there! Let me expand them into a blog post.

First up: genre boundaries aren't defined. I mean, they're not created by definitions. It's a "what I mean when I say X" game. No, worse: it's a "what this community means when they say X" game, and who's the community, anyhow? But I'll lay my own tracks; you can decide whether to follow.

I did not play Metroid or Castlevania because I didn't have Nintendo. My first console was a Playstation. Okay, PS1 had Symphony of the Night, but I didn't play that. I played Soul Reaver, which is where I encountered the gameplay model that people would later start calling "metroidvania".


How long will Intel Mac software work?

Wednesday, April 9, 2025   (updated 23 hours later)

Comments: 1   (latest straightaway)

Tagged: apple, ios, macos, backwards compatibility

When Apple shipped the first ARM ("Apple Silicon") Macs, they came with Rosetta 2: a tool which allowed existing Intel apps to run on ARM.

One day, Rosetta 2 will go away, and Intel apps will die. (Just like 32-bit apps died in 2019.) When?

This is a boring question. You don't need to read this post. I'm only writing it because I've put together this chart at least twice. Maybe three times. Next time I wonder, I'll just re-read this post.

TLDR: The answer is probably 2028 or 2029.


Dustborn is a queer punk-band secret-agent road trip with campfire singalongs plus beating up fascist cops with an electric baseball bat. What else is there to say? C'mon.

About twenty years ago, a mysterious Broadcast freaked out most of North America and gave a few people vocal superpowers. Now it's 2030. You've just stolen a Macguffin from the Puritans (Silicon Valley fascists); you have two weeks to cart it across the American territories ('Murrican-style fascists) to Nova Scotia (Canadian librarians, therefore the good guys). "You" are Pax, rowdy (super-)trash-talker and lead singer. Then there's Sai (your best friend, a brick) and Noam (your ex, a snot) and Theo (notional grownup, the boss but not of you). You've each been dragged into this heist because -- well, the money's good. But each of you has their own motivations as well. Time and campfire dialogue will tell.

(The "lesbian road trip" genre is so strong that I had to count protagonists to verify there weren't any. The cast list is variously queer, black, trans, Latino, robot, Asian, disabled, and Muslim; but no lesbians per se.) (As main characters, I mean. No disrespect to Pax's moms in chapter 2.)

Oh, I didn't even mention "comic book". The presentation is comic book, with an expressive spare line-art style and lovely coloring.


Layoffs at Cyan

Saturday, March 29, 2025

Comments: 4   (latest 1 hour later)

Tagged: cyan, myst, layoffs, ryan warzecha, greydragon

Layoffs at a game studio aren't news any more, but I guess I'm on this beat. If nothing else, this blog has a longer searchable history of Cyan history than Cyan does.

Yesterday Cyan posted one of those all-too-familiar dark-mode press releases:

Today we would like to share with you some very unfortunate news. Despite our best efforts to avoid it, Cyan has made the difficult decision to reduce our overall staff size—resulting in the layoff of twelve talented staff members, roughly half the team—effective at the end of March. Industry conditions have forced us into a tricky spot where we are having to weigh the future health of our studio against the month-to-month realities of game development in 2025. Throughout the past year, we have been ultra-transparent with the entire Cyan team about the choppy waters we find ourselves in, as well as the dangers ahead. While the news of a layoff was not a surprise to the team, it was (and is) still deeply saddening for all of us. Although we have done our best to pad the landing for those affected with severance packages, we would implore any fellow developers looking for world-class talent to reach out. For now, our number one priority is to secure financing for our next project, and to restabilize the studio. We've been around for a very long time, and have been through tough times before. Our sincere hope is to continue to be around, and to provide the types of experiences that only Cyan can deliver. As always, we are grateful for all the love and support from our amazing player community. Sincerely, Cyan Leadership

--@cyan.com, March 28 (also Instagram and probably other forums)

(Cyan people confirmed on Discord that this was discussed in advance within the company.)