Thursday, February 24, 2011

IF at PAX East 2011 -- compleat schedule


Everything IF-related going on at PAX East 2011!

Some of these are official PAX events, on the PAX schedule. Some will be hosted in our capacious Interactive Fiction Event Room, which will be the Alcott room in the Westin Waterfront hotel. (Right next to the PAX convention center.) And yet more will be in the People's Republic of Interactive Fiction Hospitality Suite (the Westin, upstairs, room number 846).

The IF Event Room and the IF Hospitality Suite are open to the public; you will not need a PAX badge to attend our events. So if you're in Boston at all, feel free to drop by.

  • The Hospitality Suite will be open noon-midnight Friday, noon-midnight Saturday, and noon-3pm Sunday. We'll have books, conversation, IF to play, and snacks to snack through the whole PAX weekend.

  • The IF Event Room (Alcott room in the Westin) will be open noon-midnight Saturday only. We'll be running IF events all day; see the "Saturday" events listed below. You'll also be able to marvel at the Automatypewriter.

Sunday, February 20, 2011

The Secrets Game (idea)


A while ago, Emily Short posted an online chat that I was involved in:

zarf says, "(this reminds me that I should write a blog entry about that MMO prototype that I never did anything with)"

zarf says, "the secret plan that I never did anything with was to combine the window dressing with a power law of frequency, so that the room descriptions are random but one particular random room is your home base and you see it more often"

I was referring to a gameplay prototype that I came up with back in September. The idea was for a casual MMO-RPG -- something on the level of Kingdom of Loathing or Echo Bazaar. I didn't create an online demo, though. I just wrote an interactive Python script to try out the gameplay and the text environments.

You have dreamed of this for years -- who has not? But now it's in sight. You're not bogged down in the World any more; you've reached the gates of the City.

"Welcome to Mezzohaus -- the City of Secrets."

...Or that's what's carved over the archway as you approach. You frown; wasn't this place called "Middlehorst" in the old stories? Probably vandalism. Never mind.

Why here? Because you need the City. Why you? Because you belong here: you hold your own secrets. The blood of the Martians flows in you, and that will give you an edge. You know only scraps of Martian lore; but even the smallest secret is coin here.

You pass beneath the arch, and the stink of Mezzohusse's docks rolls over you. Pheugh -- but it's a place to start. You turn, at a thought, for one last look out at the World.

There is no archway behind you. You see only a battered iron door, tight-locked, in the side of a shambled building. Fluttering on the lintel is a note, which you pull free. It reads: "The first secret is to wait and watch."

Wednesday, February 9, 2011

Desktop Dungeons and tiny UI hangnails


I was bored Saturday night (yes, I'm allowed to be bored) and asked around for game suggestions. Someone mentioned that Desktop Dungeons was out for Mac. I had only the vaguest memory of having heard of Desktop Dungeons, but I gave it a shot.

Desktop Dungeons -- screenshot

The dungeon is a little larger in real life, but I've clipped the shot rather than shrinking it.

Turns out it's a microroguelike. Meaning, it's Nethack, only short. That's nifty. The designers say it's aimed at ten-minute game sessions. It takes me twenty or thirty, because of their other nifty idea: the combat is (almost) completely deterministic. You strike for a fixed amount of damage, the enemy strikes for a fixed amount of damage. You can see all the stats in advance, so you know whether you're going to win. Also, the monsters are static -- they sit still and wait for you to pick fights.

Thursday, February 3, 2011

So what does a month look like?


A month has gone by, and it's time for a progress update.

(Clever people will note that there's no causal connection between the halves of that sentence.)

The obvious question is, how is Hadean Lands doing? You might be following my "Progress" tweets, in which I have been bragging about IF API spec updates and interpreter releases and iPhone framework code and business purchases and blog posts, but not a word about Hadean Lands.

Fear not. HL work is getting done. But if I were tweeting about it, you'd see a lot of "Had idea." "Had idea." "Thought about how ideas fit together." "Had idea." "Picked some ideas off the list. Put them on another list."

Wednesday, February 2, 2011

Jane McGonigal talk: "Reality is Broken"


Jane McGonigal is on a book tour for her new book, Reality is Broken. She spoke at the Harvard Bookstore on Feb 1. I took very scanty and context-free notes, but fortunately, the talk was basically "teaser bits from my book"! (As most book tour talks are.) So here are the notes, context-free, and if you think the subject sounds cool, buy the book.

First, the egoboo: Jane started by offering a real-world-achievement-quest award to anybody who could point out "the inventor of my favorite game", sitting anonymously in the audience. Which was me! (She says this, even though I don't consider myself the inventor of Werewolf, but hey. It made me happy. And it caused some people to talk to me afterward about Mafia/Werewolf, which was cool too.)

So, the thesis in this book is that gaming is a powerful activity; it makes us better; and it can be applied to make real life better. This is not just about MMO-ARG games curing poverty in Africa (a stereotype of "serious games"). It covers everything from, okay, that, down to feeling more motivated about your job or your exercise program.