The Game Narrative Kaleidoscope

Wednesday, March 4, 2026

Comments: 1   (latest 1 hour later)

Tagged: zarf, jon ingold, books, narrative, game design, game narrative kaleidoscope

The Game Narrative Kaleidoscope is a collection of lightning articles (I just made that term up) about narrative design. It's out today! I'm in it! Along with approximately a zillion other authors and designers.

The Game Narrative Kaleidoscope: 100+ Essays on the Craft of Game Writing / Collated by Jon Ingold

You may recognize: Sharang Biswas, Naomi Clark, Paris Buttfield-Addison, Bruno Dias, Jason Dyer, Gwen C. Katz, and you know what a list of names is silly. Also I don't know half of them as well they deserve, and less than half of them half as well as I should like.

The book sprouted from a chat between Lynn Cherny (who I worked with briefly at SpiritAI) and Jon Ingold (of Inkle). A self-published anthology by writers about writing? Sounds easy! Just ask around! Jon did, and a few days later he had hundreds of people expressing interest.

The essays are cheerfully disorganized. They're connected by "see this related topic" links, but by his own admission Jon added the links in a hurry. You can follow them on a networked walk through the book, or ignore them and read in order, or -- my recommendation -- open to a random page and say "'Ere, what's all this then?"

As for my contribution, here's a sample line from my essay:

often I learn a game’s chapter count from the achievements list on its Steam

Pick up your own copy to learn how that sentence begins and ends!

You can buy The Game Narrative Kaleidoscope from Lulu in paperback or hardback form. Probably other online book outlets too. I don't know how that works.

Oh, and Jon's doing a podcast series with some of the authors. See link above. I'm not currently scheduled but who knows.

Oh, if you're at GDC, I'll have a copy at the IFTF table.

(Note: I will receive a small share of the revenue from this book. If it makes enough to be worth distributing.)


1989 in context

Tuesday, February 24, 2026

Comments: 4   (latest 2 days later)

Tagged: if, interactive fiction, infocom, zil, steve meretzky

One of my goals with this project is to put the Infocom games, and the code, into context. Context is the fun part.

Some of my friends got into it about this quote:

The other four tokens—ON-GROUND, IN-ROOM, HELD, and CARRIED—are incredibly confusing, and no one really understands them except Stu, so he should probably write this bit.

-- Learning ZIL, chapter 9.6

Or, from Appendix A:

CONTFCN: I never use this, why should you?

Or Appendix B:

Frankly, I think the SEARCHBIT is a stupid concept, and I automatically give the SEARCHBIT to all containers.

Several other sections say "Stu should write this" as well.

Let's set aside what these ZIL terms mean. The question is, how is this flippin' useful? In a reference manual? Who writes documentation like this?

The title page says "Comments to SEM" -- Steve (Eric) Meretzky. So that answers who. "Stu" is clearly Stu Galley, one of the original Implementors and the architect of the "new" (V6) parser.

But that's the author, not the context. For the context, let's take a look at the entire title page:

Learning ZIL - or - Everything You Always Wanted to Know About Writing Interactive Fiction But Couldn't Find Anyone Still Working Here to Ask / Copyright ©1989 Infocom, Inc. For internal use only. Comments to SEM / Conversion to Microsoft Word -- SEM -- 8/1/95 Learning ZIL, title page

Suddenly we know a lot more! What happened in May of 1989? (Aside from me passing my first college programming course.) That's right -- the shuttering of Infocom as a Cambridge studio.

Quoting from Jimmy Maher's article on the fall of Infocom:

The axe fell over the course of that long afternoon and evening [May 4th]. Infocom would be “moving” to California, where it was to be reconstituted and re-imagined as a more closely coupled subsidiary of Mediagenic [aka Activision], under a “general manager” named Rob Sears. Just 11 of the 26 current employees were offered positions at this new version of Infocom. [...] Suffice to say that those Mediagenic decided were desirable to retain often weren’t the pivotal creative voices you might expect, and that only 5 of the 11 accepted the offer anyway. [...] For the other old-timers, it was all over. Another six weeks or so to finish a few final projects and tidy up the place, and that would be that.

-- "Moving to California", Digital Antiquarian, July 2016

The five who stayed on definitely did not include Meretzky:

Steve Meretzky had been scheduled to attend the Computer Game Developers’ Conference that very weekend in Sunnyvale, California. He was still allowed to fly out on Infocom’s dime, but replaced the company’s name on his badge with “Make Me an Offer!”

(That would have been the third CGDC, which reached the stunning total of 300 people in 1989. The event I'm attending next month will be probably 100 times that size... give or take...)

So. We have a manual which was written either a couple of months before the axe fell, or a couple of weeks after. Nothing exactly says which, but my sense is "before". This is a document written for an incoming writer who wants to make a game. It's not a historical document written for posterity.

However, there's clearly a sense of resignation hanging over the whole endeavour. The document's subtitle gives you that up front. Infocom was already down to a quarter the size of its 1985-ish heyday, with no recent hits and no real prospect of a new one.

EXERCISE THREE Design and implement a full-size game. Submit it to testing, fix all the resulting bugs, help marketing design a package, ship the game, and sell at least 250,000 units.

-- Learning ZIL, chapter 16

So.


Footnote 1: Is it possible that the document was written earlier, and was just updated through 1989?

Some of it, possibly. But the "Stu?" sections give the sense that this was interrupted in mid-draft, not written as a complete document and then later updated.

Also, it mentions YZIP (Z-machine version 6), albeit not in a great deal of detail. (One line just says "see YZIP Spec for more details".) The first YZIP game was Zork Zero in October 1988; the YZIP Spec document is dated "11/30/88". The design work would have started earlier, but this still puts a pretty sharp lower bound on the writing span for Learning ZIL.


Footnote 2: The document is also tagged as "Conversion to Microsoft Word -- SEM -- 8/1/95". In 1995, Meretzky was off at Boffo Games, his new studio. What prompted him to pull a six-year-old text file out of his (copious) archives and update it into a "modern" format?

I have no idea, actually. Maybe the assembly of the Masterpieces of Infocom CD-ROM collection, which had a number of bonus items on it. (Including my first IFComp entry!) The Learning ZIL document wasn't among them, but it might have been part of a round-up of resources.


Three weeks ago I announced the Visible Zorker Patreon. At that time I said:

If we reach the $500/month goal by Feb 14th, I will start cranking on Zork 3. The aim will be to have a playable version ready for Patreon supporters on March 1st.

As you can see, we have not reached $500/month. The Patreon saw an initial wave of interest, but it leveled off after a few days at about $200.

But, you know what, I chose this project because it was fun! I want it to work. So we are officially in go-mode. Zork 3 is now in progress. I have a working build right now. Bare-bones, minimal, but working.

Contributor-level donors will get access to the Zork 3 page later tonight. Participant-level donors will get access on March 1st, by which time it will be feature-complete.

(Well, probably mostly complete. The map always takes longest.)

I'll be touting the project at GDC in March. I imagine that will bring in some more supporters. How many? No clue.

Regardless, I am now committing to finish Zork 3, Deadline, and Starcross by the end of May. June is NarraScope month, so I'll take a break to concentrate on the event. After that we'll take stock and see what the prospects are.

Sound good? Great.

See you around the Discord.


GDC plans, 2026

Friday, February 13, 2026

Comments: 3   (latest straightaway)

Tagged: zarf, gdc, iftf, if, interactive fiction, conferences

Once again I will show my face in San Francisco for GDC. (My masked face, if you see me inside the convention center. That's how I roll now.) I'll be wearing the Green Hyperspace Jacket as usual.

I've attended GDC on and off since 2012. This year is a first, though: I'll be helping represent IFTF! We'll have a table in the new "GDC Commons" space, promoting the tools and art of interactive fiction. Come visit us during show-floor hours: 10-6 Wednesday, 10-6 Thursday, 10-3 Friday.

The Common will also host a bunch of other regional and interest-based game-dev nonprofits. Including the Global Game Jam, Black in Gaming, Latinx in Gaming, and groups from SF, Seattle, and my own homies from Boston Game Dev. Who I would totally be helping out if I weren't booked with the IFTF crew. And others.

I won't spoil our booth surprises... well, maybe a little. My Visible Zorker project is a great example of an open-source resource for game history education, so it'll be up and running somewhere. Assuming we get all the laptops set up the way we want.

No, I am not hijacking an IFTF event to promote my own Patreon. That would be tacky. But I should have Visible Zork 3 up and running as a special GDC sneak peek...

I won't be in the IFTF space every minute, but I'm signed up for a bunch of table hours on Wed/Thu/Fri. The rest of the week -- you know, the usual GDC cycle. Go to a talk, decide that talks are silly, hang out in Yerba Buena Park with all the other game-dev nerds. (Spoiler: the park doesn't require a conference badge. Drop by whether you're registered or not! It's always a crowd, unless it's raining, and even then.)

Oh, and I'll also be at the IFTF table at the Opening Night Event down at Oracle Park. Monday night, 6:30 until... actually I don't know how late it runs. We will find out!


When is a bug not a bug?

Tuesday, February 10, 2026

Comments: 7   (latest 14 hours later)

Tagged: if, interactive fiction, zork, z-machine, infocom, zil, zarf, visible zorker, patreon

In my last post, I asserted that it was not a bug that the cyclops did not fight. (Not according to the combat rules that govern the troll and the thief, anyway.) There was some Patreon and Discord discussion about that; I'm pulling it out into a new post.

(Is my blog going to just be a stream of Infocom trivia for the next two years? Maybe! I'm winging it here.)

Why doesn't the cyclops fight? Well, it's these lines of code:


Everybody knows that you KILL TROLL WITH SWORD until he vanishes in a greasy black fog. If he kills you first, big deal; RESTORE and try again. It's too random to be a real obstacle. But do you know the math behind the randomness?

I didn't! But some folks got to talking about it on the Discord, and I realized there was room to add some visualization. So Visible Zork 1 now has a "Combat" tab. You can try it now, or just read it right here.


The Beacon is lit

Saturday, February 7, 2026

Comments: 2   (latest 7 days later)

Tagged: zarf, art, beacon, leds, pixelblaze

Here's the back wall of my home office -- a.k.a. my videochat background. It used to be boring. Now it's colorful!

An LED strip runs along the top of a wall, above some wire-rack shelves of CD-ROMs and assorted junk. The strip glows in irregular segments of deep blue and bright cyan. The colors are bright enough to blow out the image somewhat; they shine up the wall and reflect off the ceiling. Pattern: slowflies. The lights are bright enough to saturate my phone camera; that's why the blue looks weirdly dark.

That's a programmable LED strip running a pattern that I designed. In a pattern language that I came up with. The source code for that pattern is here: slowflies.pbb.

As you can see, it's a declarative syntax which describes waves. Roughly, this code says "Generate some sine-wave pulses that move slowly back and forth; add them; draw them in green ($0F0) with a blue ($02C) fade-down."

Here's another one, in pinks and oranges:

An LED strip runs along the top of a wall. The strip glows in irregular segments of yellow, orange, and magenta. Pattern: fireblobs. I turned off the room lights to bring out the colors.


Chronological order

Tuesday, January 27, 2026

Comments: 3   (latest 19 hours later)

Tagged: if, interactive fiction, zork, starcross, deadline, infocom, zil, zarf, visible zorker, patreon

Of course the first thing that happens is someone corrects my chronology. (Thanks dukdukgoos!)

In my original post, I wrote "March: Zork 3; April: Starcross; May: Deadline." In fact Deadline was released before the other two.

Back when I put together my Infocom catalog index page, I copied off Paul David Doherty's venerable Infocom Fact Sheet. Except I think I copied the wrong section. Or something. Anyhow, I got them out of order -- and then failed to recheck my own list when I planned the Patreon.


The Visible Zorker Project (and Patreon)

Monday, January 26, 2026

Comments: 10   (latest 24 hours later)

Tagged: if, interactive fiction, zork, infocom, zil, zarf, visible zorker, patreon

I posted Visible Zork 2 a few ago. What about Zork 3, you might ask? My post ended with a cryptic note: "...Let's say the chances are high. But I'll save that announcement for a bit."

(How do you keep a Wumpus in suspense?)

Here we go. Announcing! And inviting you to support!

A stylized dungeon door, swinging open. Golden light shines from beyond.

The Visible Zorker Project (and Patreon)

I intend to do all 31 of Infocom's text-mode adventures in Visible style. I intend to do one per month in chronological order. And I would like you to be part of this historic project. Yes -- you, in back, with the skirt and funny helmet.

And all the rest of you as well.

Visit the Patreon page to sign on.


Oh gosh! The IGF finalists are up.

I played a bunch in the first judging round. Many of these are already in my review list, including The Drifter, Öoo, Strange Jigsaws, Type Help, The Roottrees Are Dead, and Mini Mini Golf Golf.

I am amused that four games in that IGF post wound up in my review post titled "Weird little games, summer edition". I didn't know they were IGF entries when I wrote that; I just knew they were little and weird. It's great to see the appreciation of weird little games is shared among the discerning game-playing community.

Of course I am happy to see that Roottrees and Type Help continue to get recognition. I can't wait for Incident at Galley House, the Type Help remake.

Games which I have not yet played but I clearly need to: Perfect Tides: Station to Station, Blippo+, Angelina Era, and all the other titles that I haven't mentioned but in no way mean to slight.

Extra shoutout to Titanium Court. I have not played this and I do not know a damn thing about it, but as soon as the IGF post dropped, my social circles were flooded by awesome game-design folks saying "Titanium Court! I can talk about it now! Titanium Court! You gotta play it!" (As soon as it's out -- no release date yet.) So, I guess I gotta play it.

Anyway, here's what you want: games that I have played but not yet discussed. This includes both IGF finalists and entries that didn't get an official mention but they're worth a word anyhow.

  • Arctic Awakening
  • Promise Mascot Agency
  • The Haunting of Joni Evers
  • Carceri
  • Prší
  • Kid Cosmo
  • and Roger
  • Jane