by Nick Montfort at October 07, 2008 02:43 PM
Proposals for Networked: a (networked_book) about (networked_art) are now being sought. The deadline is 15 December 2008.
Five writers will be commissioned to develop chapters for a networked book about networked art. The chapters will be open for revision, commentary, and translation by online collaborators. Each commissioned writer will receive $3,000 (US).
Networked Committee: Steve Dietz (Northern Lights, MN) :: Martha CC Gabriel (net artist, Brazil) :: Geert Lovink (Institute for Network Cultures, The Netherlands) :: Nick Montfort (Massachusetts Institute of Technology, MA) :: Anne Bray (LA Freewaves, LA) :: Sean Dockray (Telic Arts Exchange, LA) :: Jo-Anne Green (NRPA, MA) :: Eduardo Navas (newmediaFIX) :: Helen Thorington (NRPA, NY)
Networked Partners: New Radio and Performing Arts, Inc. (NRPA) :: newmediaFIX :: LA Freewaves :: Telic Arts Exchange
Check the Networked page at Turbulence.org for all the details.
by Rubes (noreply@blogger.com) at October 07, 2008 01:04 PM
Capture Score: 1. "Can Death be cheated?" I'll give it a try.
Capture Score: 3. Might end up having some good puzzles, but I'll likely pass.
Capture Score: 3. Could have been a 2 with some more polish, although I still might give it a go for the subject matter.
by Emily Short at October 07, 2008 12:06 PM
by Rubes (noreply@blogger.com) at October 07, 2008 08:59 AM
Server room, second floor.
Here is an old disused desk with a terminal on it.
To the north is the storage room. To the south is the
exit door.
==WHAT ARE YOU GOING TO DO?==
>about
Not possible.
Server room, second floor.
==WHAT ARE YOU GOING TO DO?==
>search desk
Not possible.
Server room, second floor.
==WHAT ARE YOU GOING TO DO?==
>examine terminal
Not possible.
Server room, second floor.
==WHAT ARE YOU GOING TO DO?==
>hint
Not possible.
Server room, second floor.
==WHAT ARE YOU GOING TO DO?==
>quit
Not possible.
Capture Score: 3. "WHAT ARE YOU GOING TO DO?" the game asks. The answer: play something else. I know that's possible.
Capture Score: 1. This one deserves some attention.
Capture Score: 2. Worth at least a few more turns.
by Nick Montfort at October 07, 2008 05:12 AM
Dear Pod people, I’ve been interviewed by Trevor Dodge and Shane Hinton and am on the latest First Wall Rebate, a podcast “focusing on games and the cultures that spawn them.” If this sounds keen, drink it in through the earbuds and let me know what you think, either here or on the First Wall Rebate site.
by Aric (noreply@blogger.com) at October 06, 2008 08:41 PM
by David Cornelson at October 06, 2008 02:56 PM
I stole that title form a NY Times Article on using video games to teach reading to school-aged children. Of course the title of that article is right out of the marketing playbook we plan to use when we sell our games to school systems and parents. It’s great to see that we’re not the only ones that see the value in providing children with technological solutions to educational themes.
In other news, we have hired Paul Belanger as our formal financial advisor. We see him as a sort of “CFO” in waiting. Paul will be squaring up the books, providing financial advice and forecasting and budgetary reports, and helping us move from start-up to funded company. Welcome aboard Paul!
The UI design is progressing, the UI development has taken some sharp leaps ahead, and Secret Letter is being heavily play-tested. Progress is being made on all fronts.
I just picked up an iPhone the other day as my T-Mobile Wing’s touch screen sort of flaked out on me. I love the iPhone although I wish its development platform were open to things like Mono or .NET. Objective C isn’t exactly the simplest platform in the world and it’s always been my contention that simplicity is what wins platform mindshare. But the iPhone is great and I’m looking forward to designing the UI for our games on the platform.
We’re still making slow progress towards our launch goals. Everyone works full-time and only spends a few hours per week on Textfyre business so until we get funded and can hire people full-time, it’s going to remain a very slow process. On the bright side, that deliberate slowness is helpful in that we have been able to make adjustments without any major chaos.
Stay tuned…

by Rubes (noreply@blogger.com) at October 06, 2008 02:45 PM
>look
Calefactory
Positioned directly between the dormitory and your own room, the calefactory warms both, although lately it is less than adequate. While the calefactory itself is stiflingly hot, its heat stays confined. Your brow grows damp: your body, feverish. Slightly melted snow creeps in from the cloister to the northwest.
Nothing on the shape of the room, its contents, if it has any windows, even the source of the strong heat in the room. Is it a fireplace? A stove? Any chairs or tables? Jason is essentially giving us freedom to improvise, but it's a little tricky -- on the one hand, we need to figure out what a calefactory normally would look like and what would appear inside, while on the other we don't want to start adding a whole set of objects that the player would want or expect to be able to interact with and which might mess with the established game structure and mechanics.
It brings up one of those interesting differences between textual and graphical interfaces: with text, authors have the freedom to paint with broad strokes and allow the reader to fill in many of the details, while with graphics, designers are forced to provide those details. With respect to setting, this can work well both ways. In the text version of Vespers, for instance, Jason provides little detail in the descriptions of locations such as the calefactory and the kitchen, but it doesn't diminish their impact on the player's mental model of the game setting; despite not knowing what was actually in those rooms, they still felt real and not at all empty -- and Jason didn't have to worry about implementing all of the different items that would probably be there. But there's also something magical about recreating a setting visually down to the last detail and providing the audience the opportunity to experience that setting in ways they couldn't otherwise. To me, that is one of the pleasures of watching historical (fiction or non-fiction) movies.
Of course, that also means we have to go and figure all of this stuff out, and to try and retain some semblance of historical accuracy. I've done some rudimentary research on calefactories, but as I said it's surprising how little information is readily accessible. About all I know for certain is that there should be a fire source and probably some places to sit.
This is about as far as we've gotten so far. Look, a firepit!
Until next month...
by Emily Short at October 06, 2008 01:48 PM
by Rubes (noreply@blogger.com) at October 06, 2008 09:14 AM
Capture Score: 2. Would have been a 3 without the "About the Author" screens.
"The Lighthouse", by Eric Hickman & Nathan Chung.
The opening of this game contains this passage: "You walk up to the lighthouse. It's large wooden frame creaking in the wind. You then step in front of the door and knock. Silence. Then the door opens and reveals the face of Mr Webster."
Not to mention this gem: "With that comment he mounted his trusty steed and rode off into the rainy abyss."
It took two people to come up with that. Typing ABOUT returned "That's not a verb I recognise." 'Nuff said.
Capture Score: 4. Mount your trusty steed and head the other way.
by Emily Short at October 06, 2008 03:17 AM
by Victor Gijsbers (noreply@blogger.com) at October 06, 2008 01:02 AM
by Victor Gijsbers (noreply@blogger.com) at October 04, 2008 08:54 PM
by Victor Gijsbers (noreply@blogger.com) at October 04, 2008 08:07 PM
by Victor Gijsbers (noreply@blogger.com) at October 04, 2008 08:06 PM
by Emily Short at October 04, 2008 04:19 PM
by Emily Short at October 04, 2008 03:59 PM
by Emily Short at October 04, 2008 02:52 PM
by Aric (noreply@blogger.com) at October 04, 2008 01:25 PM
by Emily Short at October 04, 2008 09:00 AM
by Aric (noreply@blogger.com) at October 03, 2008 10:55 PM
by Aric (noreply@blogger.com) at October 03, 2008 09:50 PM
by Victor Gijsbers (noreply@blogger.com) at October 03, 2008 09:33 PM
by Emily Short at October 03, 2008 03:59 PM
by Nick Montfort at October 03, 2008 03:20 PM
For those in or near Cambridge, MA:
STEVE MERETZKY
Monday (Oct 6) at 6pm
MIT’s Stata Center, 32-141
Award-studded “game god”* Steve Meretzky will speak on Monday (Oct 6) at 6pm in MIT’s Stata Center, 32-141.
Steve Meretzky’s first job in computer gaming was at the Cambridge company Infocom, which was the leading interactive fiction developer. Meretzky became the company’s most prolific author, writing Planetfall, A Mind Forever Voyaging, and Leather Goddesses of Phobos and co-authoring The Hitchhiker’s Guide to the Galaxy with Douglas Adams.
Meretzky has since worked at Legend Entertainment, Boffo Games (which he co-founded), and WorldWinner. He is currently at Blue Fang Games.
Meretzky won the 2008 Game Design Challenge at GDC and recently starred in the MC Frontalot video “It Is Pitch Dark.”
Meretzky will speak, have a public conversation with Purple Blurb host Nick Montfort, and then take questions from the audience. The event is free and open to the public. To learn more about the Purple Blurb series of which this talk is a part, see: http://nickm.com/if/purple_blurb
* According to the magazine PC Gamer.
by Christopher Armstrong (noreply@blogger.com) at October 03, 2008 07:50 AM
by Nick Montfort at October 03, 2008 03:57 AM
Moon Stories, The Trials and The Storyteller are three delightful miniature games (perhaps the last is a toy) by Daniel Benmergui. It takes a few seconds to start playing them, and they take a few minutes to master - or, you can check the walkthroughs. Whatever the case, check out the games, in which simplicity and uncanniness of presentation and play are combined in particularly pleasing ways.