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  <title>Planet Interactive Fiction</title>
  <updated>2010-03-09T22:00:32Z</updated>
  <generator uri="http://intertwingly.net/code/venus/">Venus</generator>
  <author>
    <name>Christopher Armstrong</name>
    <email>radix@twistedmatrix.com</email>
  </author>
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  <entry xml:lang="en">
    <id>http://eis-blog.ucsc.edu/?p=1513</id>
    <link href="http://eis-blog.ucsc.edu/2010/03/epic-game-design-tour/" rel="alternate" type="text/html"/>
    <link href="http://eis-blog.ucsc.edu/2010/03/epic-game-design-tour/#comments" rel="replies" type="text/html"/>
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    <title xml:lang="en">Grand Text Auto: Epic Game Design Tour</title>
    <summary xml:lang="en">This surprisingly broad lecture on game design was given by Noah Wardrip-Fruin to help students review for the final exam in our Foundations of Interactive Game Design class. However, if you are not one of the 300 students in the class, you might find...</summary>
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<p><a href="http://vimeo.com/9989216">This surprisingly broad lecture on game design</a> was given by Noah Wardrip-Fruin to help students review for the final exam in our <a href="http://www.soe.ucsc.edu/courses/course?cmps080k">Foundations of Interactive Game Design</a> class. However, if you are not one of the 300 students in the class, you might find it quite interesting to share with a friend. Perhaps you know someone who is very serious about games but is a little too attached to their fanboyism to see the bigger picture. Tell them to skip past the first two minutes of class business and jump right into the real intellectual meat.<br/>
<span id="more-1513"/></p>
<p>If nothing else, it’s some tasty 0-day pirated education.</p></div>
    </content>
    <updated>2010-03-08T23:44:20Z</updated>
    <published>2010-03-08T23:44:20Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>Adam M. Smith</name>
      <uri>http://eis-blog.ucsc.edu</uri>
    </author>
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      <title xml:lang="en">Expressive Intelligence Studio Blog</title>
      <updated>2010-03-08T23:54:29Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:gameshelf.jmac.org,2010://1.415</id>
    <link href="http://gameshelf.jmac.org/2010/03/dual-transform-at-jayisgames.html" rel="alternate" type="text/html"/>
    <title>The Gameshelf: IF: Dual Transform at JayIsGames</title>
    <content xml:lang="en">Last month I mentioned the IF Competition at JayIsGames. What I didn't mention at the time was that I entered -- under a pseudonym, which is how I usually enter IF competitions. Turns out I tied for second place! I...</content>
    <updated>2010-03-08T22:01:33Z</updated>
    <published>2010-03-08T22:01:33Z</published>
    <category label="dual transform" scheme="http://www.sixapart.com/ns/types#tag" term="1046"/>
    <category label="if" scheme="http://www.sixapart.com/ns/types#tag" term="757"/>
    <category label="jayiscomp" scheme="http://www.sixapart.com/ns/types#tag" term="966"/>
    <category label="jayisgames" scheme="http://www.sixapart.com/ns/types#tag" term="967"/>
    <category label="zarf" scheme="http://www.sixapart.com/ns/types#tag" term="239"/>
    <author>
      <name>Andrew Plotkin</name>
      <uri>http://eblong.com/zarf/home.html</uri>
    </author>
    <source>
      <id>tag:,2010:/mt4//feed/if</id>
      <link href="http://gameshelf.jmac.org/mt4/mt-search.cgi?search=if&amp;Template=feed&amp;IncludeBlogs=" rel="self" type="application/atom+xml"/>
      <link href="http://gameshelf.jmac.org/mt4/mt-search.cgi?IncludeBlogs=&amp;search=if" rel="alternate" type="text/html"/>
      <title>Search Results for if</title>
      <updated>2010-03-09T22:00:04Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://eis-blog.ucsc.edu/?p=1490</id>
    <link href="http://eis-blog.ucsc.edu/2010/03/global-game-jam-recap/" rel="alternate" type="text/html"/>
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    <title xml:lang="en">Grand Text Auto: Global Game Jam recap</title>
    <summary xml:lang="en">The Global Game Jam 2010 concluded over 30 days ago, but the treasure trove of indy creations it left behind remains largely unexplored. Then again, how is anyone supposed to review some 1000 games created specifically for an event that shuns any glob...</summary>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://eis-blog.ucsc.edu/?attachment_id=1479" rel="attachment wp-att-1479"><img alt="global game jam 2010" class="aligncenter size-large wp-image-1479" height="64" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/ggj_logo1-500x64.jpg" width="500"/></a></p>
<p>The <a href="http://globalgamejam.org/">Global Game Jam 2010</a> concluded over 30 days ago, but the treasure trove of <a href="http://globalgamejam.org/games">indy creations</a> it left behind remains largely unexplored. Then again, how is anyone supposed to review some 1000 games created specifically for an event that shuns any global judging? Who has that kind of time anyway? Certainly not overworked grad students!</p>
<p>But I’m here to tell you, you should try! Among these games you can find some of the most innovative zero-budget designs ever devised in the span of 48 hours and you can see the source code that produced them. I’m writing this review partly in hope of inspiring similar reflections from GGJ enthusiasts and partly in anticipation of our <a href="https://www.cmpevents.com/GD10/a.asp?option=C&amp;V=11&amp;SessID=10550">upcoming talk</a> at the GDC Education Summit on this year’s Global Game Jam.</p>
<p><span id="more-1490"/></p>
<p><strong>THE 2010 EVENT</strong></p>
<p><a href="http://ggj.soe.ucsc.edu/"><img alt="" class="alignleft size-medium wp-image-1491" height="180" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/IMG_1071-300x225.jpg" style="margin: 5px; border: 1px solid black;" width="240"/></a>We kicked off the inaugural GGJ back in 2009 with 53 sites in 23 countries. At the end, we had over 330 games produced. At this year’s event we had <a href="http://globalgamejam.org/Locations">138 jam sites</a> in 39 countries and nearly tripled the number of project submissions. In addition to the expected jam powerhouses, Nordic Game Jam (Denmark) and Dutch Game Garden we had big participation from Israeli Game Developers, METUTECH-ATOM (Turkey), NYU Game Center, Tumbleweed Game Jam (Norway),  and Game Jam Sydney. In the US we had 55 jam sites in 30 states which accounted for 40% of total sites. There was great representation from Canada (10 sites), UK (8 sites), Germany (5 sites), Brazil (5 sites) and Finland (4 sites). Participation in Japan was not as high as it could have been due to bad timing with Japanese University schedules. We also approved first-timer sites in Colombia, Russia, Poland, India, Pakistan and Philippines and Malaysia. See the <a href="http://globalgamejam.org/Locations">whole list</a>.</p>
<p>There were many incredible stories from the jam sites. Only one actual jammer showed up to the site at the Johnson County Community College in Overland Park, Kansas. But he and the organizer worked all weekend and together submitted <a href="http://globalgamejam.org/2010/bacterial-invasion">Bacterial Invasion</a>. It’s actually a decent, polished game with at least 3 levels (that’s as far as I got). I personally spent the weekend with the <a href="http://ggj.soe.ucsc.edu/">jammers at Santa Cruz</a> who contributed 9 games. An audience choice vote was held with the “2D bullet hell shmup” <a href="http://globalgamejam.org/2010/robopunk">RoboPunk</a> narrowly beating the online virtual boardgame <a href="http://globalgamejam.org/2010/sinistrum">Sinistrum</a>.</p>
<p><strong>MY LIST OF INTERESTING GAMES</strong></p>
<p>Big disclaimer. I have probably played only about 50 games which is barely 5% of the total! I’m certain I left out great gems that I will have to get to later, but I’m sure great games will emerge on their own. So don’t take this as anything other than a personal favorites list in progress. As a reminder, the 2010 global constraint was “deception.” This actually make it harder to review these games because quite a few of them implement the constraint as a surprise which you don’t want to spoil.</p>
<div class="wp-caption aligncenter" id="attachment_1501" style="width: 510px;"><a href="http://eis-blog.ucsc.edu/2010/03/global-game-jam-recap/kawaii-maximum-overkill/" rel="attachment wp-att-1501"><img alt="" class="size-large wp-image-1501" height="375" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/kawaii-maximum-overkill-500x375.jpg" width="500"/></a>
<p class="wp-caption-text">Kawaii Maximum Overkill</p>
</div>
<p>If you’re looking for cute, fuzzy, Mac friendly game of “love leading to death”, look no further than <a href="http://globalgamejam.org/2010/kawaii-maximum-overkill">Kawaii Maximum Overkill</a> from the <a href="http://globalgamejam.org/sites/paris">Paris Game Jam</a>. It’s a full 3D rendered game with beautiful art work. You play some kind of a limbless pig-like devil incarnate. Smaller creatures follow you around, express affection and try to touch you (which actually kills you). Your job is to lure them to a designated area so they can eaten! Yea, it’s a little dark, but brilliantly executed with just the right degree of difficulty, 3 nice levels and great music/sound.</p>
<p>One of the games making the biggest buzz, (if web hit rates are any indication) is <a href="http://globalgamejam.org/2010/gnilley">Gnilley</a>, from Game Jam Sydney. Advertised as “a thing with a microphone”, the game makes use of the mic as a controller in an otherwise routine 2D dungeon explorer game. The instructions are simple: “Yell –&gt; Succeed”. The team made a great demonstration video on their <a href="http://www.gnilley.com/">website</a>. This game is certain to be developed further and be published for real. Great job guys!</p>
<div class="wp-caption alignleft" id="attachment_1492" style="width: 160px;"><a href="http://globalgamejam.org/2010/limonus"><img alt="" class="size-thumbnail wp-image-1492" height="150" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/limonus_team-150x150.png" width="150"/></a>
<p class="wp-caption-text">Limonus</p>
</div>
<p>Let me now ask you a question. What was the last game you played that featured suicide-bombing citrus fruit? That’s right, somebody went there! A team from <a href="http://globalgamejam.org/sites/igda-recife">IGDA Recife</a> (Brazil), to be exact. In <a href="http://globalgamejam.org/2010/limonus">Limonus</a> you deploy self-sacrificial lime-soldiers against insects who want to kill your lime-king. Your soldiers either blow themselves up taking an ant hill with them, or perform a <em>harakiri</em> and spread their acidic juices on to oncoming wasps. As you might have guessed, it’s not serious and it would be a real stretch to find any social commentary in this game. So, <a href="http://www.newsgaming.com/games/index12.htm">September 12th</a>, it’s not, but  it does have great animation, engaging game-play and its own level designer. The latter is especially useful because the first level is rather difficult. It’s also web based. Always a plus in my book. <a href="http://www.midiaseducativas.com.br/ggj">Play it online</a>.</p>
<p>In contrast to Limonus, <a href="http://globalgamejam.org/2010/mirror">The Mirror</a> is designed to evoke some kind of social commentary, even if it is the “do it yourself” kind of commentary. The game is the latest work of Swedish experimental game developer <a href="http://www.cactus-soft.co.nr/">Cactus</a> (Jonothan Soderstrom) and his teammates at the <a href="http://globalgamejam.org/sites/nordic-game-jam">Nordic Game Jam</a>. Cactus is known for disturbing imagery and this game is no exception. You are interacting with what look like facial features on a vaguely phallic surface.  There are things that look like pimples with well known religious symbols on them and can pop them and move them around.</p>
<p>From <a href="http://globalgamejam.org/sites/retro-affect-studio">Retro Affect Studio</a> in Gilbert, Arizona come the game <a href="http://globalgamejam.org/2010/depict1">Depict1</a>. The graphics and text instructions definitely pay homage to many things “retro”. The game play starts out like a familiar platformer but takes a deceptive turn. I can’t say much more, except it would be worth your time to check it out.</p>
<p><img alt="" class="alignright size-medium wp-image-1502" height="163" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/432_0-300x163.gif" width="300"/>Author / Professor <a href="http://www.jesperjuul.net">Jasper Juul</a> of <em><a href="http://www.jesperjuul.net/ludologist">Ludologist</a></em> fame, currently at <a href="http://globalgamejam.org/sites/new-york-university-game-center">NYU Game center</a>, submitted what has to be considered the first “response” game in Global Game Jam’s short history. This “conceptual game” is called <a href="http://globalgamejam.org/2010/432">4:32</a> and it is a response to Petri Purho’s 2009 GGJ submission <a href="http://www.kloonigames.com/blog/games/4mins33secs">4 Minutes and 33 Seconds of Uniqueness</a>. That game itself was a reference to John Cage’s postmodern “musical” composition,<a href="http://en.wikipedia.org/wiki/4%E2%80%B233%E2%80%B3"> 4′33″</a>. In the spirit of the original Cage piece which pushed the boundaries of “music”, Purho’s 2009 submission pushed the boundaries of “game.” His submission lacked any interaction whatsoever beyond just starting the program. Now Juul’s response promises a boundary push of its own. Again, I won’t spoil it for you but a <a href="http://www.jesperjuul.net/ludologist/?p=887">spirited discussion</a> has started already. Try playing it first, though. Start <a href="http://www.jesperjuul.net/4.32/">here</a>.</p>
<div class="wp-caption alignleft" id="attachment_1503" style="width: 160px;"><a href="http://eis-blog.ucsc.edu/2010/03/global-game-jam-recap/rrrj_ss1/" rel="attachment wp-att-1503"><img alt="" class="size-thumbnail wp-image-1503" height="150" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/rrrj_ss1-150x150.png" width="150"/></a>
<p class="wp-caption-text">RRRJ</p>
</div>
<p>Another game that gets downright philosophical is <a href="http://globalgamejam.org/2010/runrunrunjump">RunRunRunJump</a> by <a href="http://globalgamejam.org/2010/runrunrunjump">Singapore-MIT Gambit Game Lab</a>. You play a giant capital letter “I” traveling along a (mostly) 1D line made up of what looks like “Magnetic Poetry” tiles, each with a word written on it. The word is the thing you have to do like “run” or “jump.” If you land on “fail”, you promptly lose. I don’t know if the designers intended for this but playing this game immediately reminded me of Kian Bashiri’s <a href="http://en.wikipedia.org/wiki/You_Have_to_Burn_the_Rope">You have to Burn the Rope</a>. If the comparison is valid, then RRRJ is like YHBR on steroids. This work takes performative deconstruction in games to a whole new level. Whereas YHBR gives you explicit instructions in the title and the initial screens, RRRJ gives them to you on every single step of the game! Whereas Henrik Nåmark’s “Now You’re A hero” is music that makes meta-references to the player in the game, Daniel Perry’s music in RRRJ makes meta-references to the music itself by literally singing “bass” and “melody” the whole time. More could be said of this, I’m sure. Just play it. You won’t be sorry.</p>
<p>Well, that’s all I have for now. I might follow up with more reviews later. I hope it was wroth your time.</p></div>
    </content>
    <updated>2010-03-08T13:51:11Z</updated>
    <published>2010-03-08T13:51:11Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>Foaad Khosmood</name>
      <uri>http://eis-blog.ucsc.edu</uri>
    </author>
    <source>
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      <link href="http://eis-blog.ucsc.edu/feed/atom/" rel="self" type="application/atom+xml"/>
      <title xml:lang="en">Expressive Intelligence Studio Blog</title>
      <updated>2010-03-08T23:54:29Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=2150</id>
    <link href="http://emshort.wordpress.com/2010/03/06/latest-pax-east-stuff/" rel="alternate" type="text/html"/>
    <title>Emily Short: Latest PAX East Stuff</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Due entirely to the efforts of people who are not me, PAX East has even more IF content than expected.
– The Get Lamp screening will be accompanied by a panel featuring Andrew Plotkin, Brian Moriarty and Steve Meretzky.
– The recently-announced PAX schedule also includes a session of ACTION CASTLE, an RPG where the GM plays [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=2150&amp;subd=emshort&amp;ref=&amp;feed=1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Due entirely to the efforts of people who are not me, PAX East has <a href="http://ifwiki.org/index.php/PAX_East_2010">even more IF content than expected</a>.</p>
<p>– The Get Lamp screening will be <strong>accompanied by a panel featuring Andrew Plotkin, Brian Moriarty and Steve Meretzky</strong>.<br/>
– The recently-announced PAX schedule also includes <strong>a session of ACTION CASTLE</strong>, an RPG where the GM plays a human IF parser.<br/>
– The IF hospitality suite will host a panel on <strong>IF outreach</strong> to the indie and casual gaming communities featuring Jason McIntosh and Andrew Plotkin with Chris Dahlen (who has written up some IF for the Onion AV Club) and John Bardinelli (regular contributor to Jay Is Games coverage of IF)<br/>
– There will also be an unofficial panel on <strong>adaptive difficulty strategies</strong>, featuring Jim Munroe and Aaron Reed talking with Dave Gilbert of Wadjet Eye Games. Gilbert’s work includes a number of excellent graphical adventures, including <a href="http://www.gamesetwatch.com/2009/03/column_homer_in_silicon_1.php">Emerald City Confidential</a>.</p>
<p>I’m especially pleased about the latter two events: it’s cool to revisit IF’s roots, but we want to look forward as well as back. Thanks to everyone who’s worked on putting this together.</p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/emshort.wordpress.com/2150/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/emshort.wordpress.com/2150/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/emshort.wordpress.com/2150/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/emshort.wordpress.com/2150/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/emshort.wordpress.com/2150/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/emshort.wordpress.com/2150/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/emshort.wordpress.com/2150/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/emshort.wordpress.com/2150/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/emshort.wordpress.com/2150/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/emshort.wordpress.com/2150/"/></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=2150&amp;subd=emshort&amp;ref=&amp;feed=1"/></div>
    </content>
    <updated>2010-03-06T21:00:13Z</updated>
    <category term="interactive fiction"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
      <logo>http://www.gravatar.com/blavatar/88e464462e04b8329906c19c9072bf29?s=96&amp;d=http://s2.wp.com/i/buttonw-com.png</logo>
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      <link href="http://emshort.wordpress.com/?pushpress=hub" rel="hub" type="text/html"/>
      <subtitle>Interactive stories and games; essays, reviews, and how-to suggestions</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2010-03-06T21:00:13Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://eis-blog.ucsc.edu/?p=1487</id>
    <link href="http://eis-blog.ucsc.edu/2010/03/cfp-artificial-intelligence-and-interactive-digital-entertainment-aiide-2010/" rel="alternate" type="text/html"/>
    <link href="http://eis-blog.ucsc.edu/2010/03/cfp-artificial-intelligence-and-interactive-digital-entertainment-aiide-2010/#comments" rel="replies" type="text/html"/>
    <link href="http://eis-blog.ucsc.edu/2010/03/cfp-artificial-intelligence-and-interactive-digital-entertainment-aiide-2010/feed/atom/" rel="replies" type="application/atom+xml"/>
    <title xml:lang="en">Grand Text Auto: CFP: Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2010</title>
    <summary xml:lang="en">AIIDE 2010 has posted a call for papers, just in time to advertise the conference at GDC. The deadline for papers and the industry track is May 16, 2010.
This year AIIDE will also be hosting a StarCraft AI competition!</summary>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><p/>
<p>AIIDE 2010 has posted a <a href="http://www.aiide2010.org/">call for papers</a>, just in time to advertise the conference at <a href="http://www.gdconf.com/">GDC</a>. The deadline for papers and the industry track is May 16, 2010.</p>
<p>This year AIIDE will also be hosting a <a href="http://eis.ucsc.edu/StarCraftAICompetition">StarCraft AI competition</a>!</p></div>
    </content>
    <updated>2010-03-06T20:32:02Z</updated>
    <published>2010-03-06T20:32:02Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>Ben Weber</name>
      <uri>http://eis-blog.ucsc.edu</uri>
    </author>
    <source>
      <id>http://eis-blog.ucsc.edu/feed/atom/</id>
      <link href="http://eis-blog.ucsc.edu" rel="alternate" type="text/html"/>
      <link href="http://eis-blog.ucsc.edu/feed/atom/" rel="self" type="application/atom+xml"/>
      <title xml:lang="en">Expressive Intelligence Studio Blog</title>
      <updated>2010-03-08T23:54:29Z</updated>
    </source>
  </entry>

  <entry xml:lang="en-us">
    <id>http://twitter.com/brasslantern/statuses/10080237353</id>
    <link href="http://twitter.com/brasslantern/statuses/10080237353" rel="alternate" type="text/html"/>
    <title>Brass Lantern: brasslantern: Rumor: Lucasarts Releasing Monkey Island http://kotaku.com/5486393/ #lucasarts #thesecretofmonkeyisland2specialedition</title>
    <summary>brasslantern: Rumor: Lucasarts Releasing Monkey Island http://kotaku.com/5486393/ #lucasarts #thesecretofmonkeyisland2specialedition</summary>
    <updated>2010-03-06T17:00:15Z</updated>
    <source>
      <id>http://twitter.com/brasslantern</id>
      <author>
        <name>Brass Lantern</name>
      </author>
      <link href="http://twitter.com/brasslantern" rel="alternate" type="text/html"/>
      <link href="http://twitter.com/statuses/user_timeline/17762257.rss" rel="self" type="application/atom+xml"/>
      <subtitle>Twitter updates from brasslantern / brasslantern.</subtitle>
      <title>Twitter / brasslantern</title>
      <updated>2010-03-09T22:00:13Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://eis-blog.ucsc.edu/?p=1453</id>
    <link href="http://eis-blog.ucsc.edu/2010/03/game-developer-conference-current-tv-features-eis-podcast/" rel="alternate" type="text/html"/>
    <link href="http://eis-blog.ucsc.edu/2010/03/game-developer-conference-current-tv-features-eis-podcast/#comments" rel="replies" type="text/html"/>
    <link href="http://eis-blog.ucsc.edu/2010/03/game-developer-conference-current-tv-features-eis-podcast/feed/atom/" rel="replies" type="application/atom+xml"/>
    <title xml:lang="en">Grand Text Auto: Game Developers Conference: Current TV Features EIS Podcast</title>
    <summary xml:lang="en">Intro: "When I was 5 years old, I had a crush on Super Mario"

EIS was featured on current.com
The Game Developer’s Conference is less than a week away, and for those who don’t get to see what goes on during this amazing week, we,...</summary>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><div class="wp-caption aligncenter" id="attachment_1455" style="width: 510px;"><img alt="" class="size-large wp-image-1455  " height="306" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/podcastintro-500x306.png" width="500"/>
<p class="wp-caption-text">Intro: "When I was 5 years old, I had a crush on Super Mario"</p>
</div>
<p style="text-align: center;">
</p><div class="wp-caption alignleft" style="width: 290px;"><img alt="" class=" " height="198" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/podcastdeature-500x355.png" width="280"/>
<p class="wp-caption-text">EIS was featured on current.com</p>
</div>
<p>The Game Developer’s Conference is less than a week away, and for those who don’t get to see what goes on during this amazing week, we, at the Expressive Intelligence Studio, put together a mini documentary about the “<a href="http://current.com/items/92251445_video-games-the-people-behind-the-products.htm">People Behind the Products</a>.” Now, we aren’t film-makers at EIS, but in addition to doing some awesome research, it’s important to make the things we do accessible to especially those who only experience games as consumers.  To be honest, the best part of what I do, isn’t that I get to “play games,” but that I’m able to be part of creating games.  The creating process involves so many talented and creative people, and some of the best parts of video gaming is a bit hidden from those outside our community. I’m not sure what stops people from knowing more about us, but the purpose of this mini documentary is to invite those who appreciate being on the audience side of games into our community.  My hope is that we can enable more and more people to embrace the technology in ways where they aren’t merely consumers and grow the community around this inevitably magnificent technology.</p>
<p><span id="more-1453"/></p>
<div class="wp-caption aligncenter" style="width: 510px;"><img alt="" height="380" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/current-500x380.png" width="500"/>
<p class="wp-caption-text">Interview with LittleBigPlanet on the red carpet after the Game Developers Choice Awards</p>
</div>
<p>The producers at <a href="http://current.com/">current.com </a>chose our video to be featured in the tech section, and we were instantly voted up to the #1 spot in tech and #7 spot overall.  Thanks to all those who helped make this possible.</p>
<p>So, here’s our video into the unseen world of video games (watch, vote, comment, enjoy!):</p>
<p/>
<p>Credits:</p>
<ul>
<li>Sherol Chen</li>
<li>John Dalessi</li>
<li>Russ Fan</li>
<li>Fernando Galvan</li>
<li>Ken Hullet</li>
<li>Godric Johnson</li>
<li>Tim Kim</li>
<li>Kathleen Kralowec</li>
<li>Ron Liu</li>
<li>Bill Manegold</li>
<li>Mark Nelson</li>
<li>Adam Smith</li>
<li>Anne Sullivan</li>
<li>Jim Whitehead</li>
</ul>
<p>Special Thanks:</p>
<ul>
<li>Digital Media Factory</li>
<li>United Business Media</li>
<li>Expressive Intelligence Studio and Supporting Members</li>
</ul></div>
    </content>
    <updated>2010-03-04T23:15:55Z</updated>
    <published>2010-03-04T23:15:55Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>Sherol Chen</name>
      <uri>http://eis-blog.ucsc.edu</uri>
    </author>
    <source>
      <id>http://eis-blog.ucsc.edu/feed/atom/</id>
      <link href="http://eis-blog.ucsc.edu" rel="alternate" type="text/html"/>
      <link href="http://eis-blog.ucsc.edu/feed/atom/" rel="self" type="application/atom+xml"/>
      <title xml:lang="en">Expressive Intelligence Studio Blog</title>
      <updated>2010-03-08T23:54:29Z</updated>
    </source>
  </entry>

  <entry xml:lang="en-us">
    <id>http://twitter.com/brasslantern/statuses/9985839638</id>
    <link href="http://twitter.com/brasslantern/statuses/9985839638" rel="alternate" type="text/html"/>
    <title>Brass Lantern: brasslantern: Transmatte is Andrew Plotkin's new alpha-level tool for creating excerpts of IF for a webpage: http://eblong.com/zarf/transmatte/</title>
    <summary>brasslantern: Transmatte is Andrew Plotkin's new alpha-level tool for creating excerpts of IF for a webpage: http://eblong.com/zarf/transmatte/</summary>
    <updated>2010-03-04T19:00:15Z</updated>
    <source>
      <id>http://twitter.com/brasslantern</id>
      <author>
        <name>Brass Lantern</name>
      </author>
      <link href="http://twitter.com/brasslantern" rel="alternate" type="text/html"/>
      <link href="http://twitter.com/statuses/user_timeline/17762257.rss" rel="self" type="application/atom+xml"/>
      <subtitle>Twitter updates from brasslantern / brasslantern.</subtitle>
      <title>Twitter / brasslantern</title>
      <updated>2010-03-09T22:00:14Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://orangeriverstudio.com/monksbrew/?p=397</id>
    <link href="http://feedproxy.google.com/~r/TheMonksBrew/~3/u3DIwCQkjHQ/" rel="alternate" type="text/html"/>
    <title>The Monk's Brew: Sweet, Sweet Posters</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Every once in a while you come across something that reminds you how awesome the intertubes can be. <a href="http://www.zazzle.com/" target="_blank">Zazzle</a> is one of those things.</p>
<p>Sure, more people probably know about <a href="http://www.cafepress.com/" target="_blank">Cafepress</a>, and this sort of thing has been around for a while already. Making a custom T-shirt or mug with your own artwork is no revelation, for sure. But over the years it has developed into a pretty slick process, and it’s pretty cool how easy and fast it is to whip up a prototype of something, order it, and have it delivered to your door. The process has basically become how people imagined it <em>should</em> be. Pick the item you want, upload your artwork, fiddle around with it until it’s just right, and order that sucker right up. And the fact that these places allow you to order even a single copy of your item, [More...]</p><img height="1" src="http://feeds.feedburner.com/~r/TheMonksBrew/~4/u3DIwCQkjHQ" width="1"/></div>
    </summary>
    <updated>2010-03-04T07:00:36Z</updated>
    <category term="Vespers"/><feedburner:origLink xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://orangeriverstudio.com/monksbrew/2010/03/sweet-sweet-posters/</feedburner:origLink>
    <author>
      <name>Rubes</name>
    </author>
    <source>
      <id>http://orangeriverstudio.com/monksbrew</id>
      <link href="http://orangeriverstudio.com/monksbrew" rel="alternate" type="text/html"/>
      <link href="http://feeds.feedburner.com/TheMonksBrew" rel="self" type="application/atom+xml"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <subtitle>Anecdotes on the adventure of indie game development</subtitle>
      <title>The Monk's Brew</title>
      <updated>2010-03-09T13:00:35Z</updated>
    </source>
  </entry>

  <entry xml:lang="en-us">
    <id>http://twitter.com/brasslantern/statuses/9932355779</id>
    <link href="http://twitter.com/brasslantern/statuses/9932355779" rel="alternate" type="text/html"/>
    <title>Brass Lantern: brasslantern: Al Lowe's Sam Suede possibly back on track: http://www.allowe.com/Sam/index.htm (which doesn't have the info yet)</title>
    <summary>brasslantern: Al Lowe's Sam Suede possibly back on track: http://www.allowe.com/Sam/index.htm (which doesn't have the info yet)</summary>
    <updated>2010-03-03T18:00:17Z</updated>
    <source>
      <id>http://twitter.com/brasslantern</id>
      <author>
        <name>Brass Lantern</name>
      </author>
      <link href="http://twitter.com/brasslantern" rel="alternate" type="text/html"/>
      <link href="http://twitter.com/statuses/user_timeline/17762257.rss" rel="self" type="application/atom+xml"/>
      <subtitle>Twitter updates from brasslantern / brasslantern.</subtitle>
      <title>Twitter / brasslantern</title>
      <updated>2010-03-09T22:00:14Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://eis-blog.ucsc.edu/?p=1449</id>
    <link href="http://eis-blog.ucsc.edu/2010/03/wow-armory-data-mining-the-next-generation/" rel="alternate" type="text/html"/>
    <link href="http://eis-blog.ucsc.edu/2010/03/wow-armory-data-mining-the-next-generation/#comments" rel="replies" type="text/html"/>
    <link href="http://eis-blog.ucsc.edu/2010/03/wow-armory-data-mining-the-next-generation/feed/atom/" rel="replies" type="application/atom+xml"/>
    <title xml:lang="en">Grand Text Auto: WoW Armory Data Mining: The Next Generation</title>
    <summary xml:lang="en">The clustering of WoW Feral Druid forms (Bear on top, Cat on bottom)
Over at the Armory Data Mining blog, a plucky computational biology PhD student under the name of Darush has taken a look at some World of Warcraft Armory data and run some fascinatin...</summary>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><div class="wp-caption aligncenter" id="attachment_1450" style="width: 510px;"><a href="http://eis-blog.ucsc.edu/2010/03/wow-armory-data-mining-the-next-generation/image004/" rel="attachment wp-att-1450"><img alt="" class="size-large wp-image-1450" height="375" src="http://eis-blog.ucsc.edu/wp-content/uploads/2010/03/image004-500x375.png" title="Bears vs Cats in WoW" width="500"/></a>
<p class="wp-caption-text">The clustering of WoW Feral Druid forms (Bear on top, Cat on bottom)</p>
</div>
<p>Over at the <a href="http://armorydatamine.wordpress.com/2010/03/02/druid-cats-and-bears-again/">Armory Data Mining blog</a>, a plucky computational biology PhD student under the name of <a href="http://go2.wordpress.com/?id=725X1342&amp;site=armorydatamine.wordpress.com&amp;url=http%3A%2F%2Fwww.wowarmory.com%2Fcharacter-sheet.xml%3Fr%3DCairne%26cn%3DDarush">Darush</a> has taken a look at some World of Warcraft Armory data and run some fascinating transformations to analyze the number of Druid players that favor bear form vs cat form when they play World of Warcraft. Note that this is <em>inferred </em>from statistics choices, it is not a simple flag that is set in the data itself.</p>
<p>I’ve been looking forward to seeing someone move beyond the common averages and deviations that are commonly performed on WoW Armory data; there’s so much more there than that!</p>
<p>A highly recommended read for anyone interested in the golden nuggets buried in that data set.</p></div>
    </content>
    <updated>2010-03-02T18:20:02Z</updated>
    <published>2010-03-02T18:20:02Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>Chris Lewis</name>
      <uri>http://eis-blog.ucsc.edu</uri>
    </author>
    <source>
      <id>http://eis-blog.ucsc.edu/feed/atom/</id>
      <link href="http://eis-blog.ucsc.edu" rel="alternate" type="text/html"/>
      <link href="http://eis-blog.ucsc.edu/feed/atom/" rel="self" type="application/atom+xml"/>
      <title xml:lang="en">Expressive Intelligence Studio Blog</title>
      <updated>2010-03-08T23:54:29Z</updated>
    </source>
  </entry>

  <entry xml:lang="en-us">
    <id>http://twitter.com/brasslantern/statuses/9883417007</id>
    <link href="http://twitter.com/brasslantern/statuses/9883417007" rel="alternate" type="text/html"/>
    <title>Brass Lantern: brasslantern: Dr. Van Leavenworth's doctoral thesis on "The Gothic in contemporary interactive fictions": http://is.gd/9xyKh</title>
    <summary>brasslantern: Dr. Van Leavenworth's doctoral thesis on "The Gothic in contemporary interactive fictions": http://is.gd/9xyKh</summary>
    <updated>2010-03-02T18:00:18Z</updated>
    <source>
      <id>http://twitter.com/brasslantern</id>
      <author>
        <name>Brass Lantern</name>
      </author>
      <link href="http://twitter.com/brasslantern" rel="alternate" type="text/html"/>
      <link href="http://twitter.com/statuses/user_timeline/17762257.rss" rel="self" type="application/atom+xml"/>
      <subtitle>Twitter updates from brasslantern / brasslantern.</subtitle>
      <title>Twitter / brasslantern</title>
      <updated>2010-03-09T22:00:14Z</updated>
    </source>
  </entry>

  <entry xml:lang="en-us">
    <id>http://twitter.com/brasslantern/statuses/9876155706</id>
    <link href="http://twitter.com/brasslantern/statuses/9876155706" rel="alternate" type="text/html"/>
    <title>Brass Lantern: brasslantern: $6 nets you A Puzzle of Flesh: http://www.gog.com/en/gamecard/phantasmagoria_2</title>
    <summary>brasslantern: $6 nets you A Puzzle of Flesh: http://www.gog.com/en/gamecard/phantasmagoria_2</summary>
    <updated>2010-03-02T15:00:12Z</updated>
    <source>
      <id>http://twitter.com/brasslantern</id>
      <author>
        <name>Brass Lantern</name>
      </author>
      <link href="http://twitter.com/brasslantern" rel="alternate" type="text/html"/>
      <link href="http://twitter.com/statuses/user_timeline/17762257.rss" rel="self" type="application/atom+xml"/>
      <subtitle>Twitter updates from brasslantern / brasslantern.</subtitle>
      <title>Twitter / brasslantern</title>
      <updated>2010-03-09T22:00:14Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://amethystgames.wordpress.com/?p=212</id>
    <link href="http://amethystgames.wordpress.com/2010/03/02/realm-of-obsidian-reviews/" rel="alternate" type="text/html"/>
    <title>Amethyst Games: Realm of Obsidian Reviews</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Here are a few reviews of Realm of Obsidian. I’ve taken the liberty of pasting in the original text, plus providing a link to the site/blog it came from. Read on…
SPAG
 http://www.sparkynet.com/spag/backissues/spag55.html#obsidian
I really ought to hate this game. After all, it’s an expansive old-school dungeon crawl featuring a large, mostly empty map, combat, heaps of learning [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=amethystgames.wordpress.com&amp;blog=6566599&amp;post=212&amp;subd=amethystgames&amp;ref=&amp;feed=1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Here are a few reviews of Realm of Obsidian. I’ve taken the liberty of pasting in the original text, plus providing a link to the site/blog it came from. Read on…</p>
<h2 style="text-align: center;"><span style="color: #333399;">SPAG</span></h2>
<p style="text-align: center;"> <a href="http://www.sparkynet.com/spag/backissues/spag55.html#obsidian">http://www.sparkynet.com/spag/backissues/spag55.html#obsidian</a></p>
<p>I really ought to hate this game. After all, it’s an expansive old-school dungeon crawl featuring a large, mostly empty map, combat, heaps of learning by death, and the sort of campy B-movie horror atmosphere that hasn’t exactly been scarce in IF in this Age of Irony. Somehow, though, this game manages to be more than the sum of its parts. It’s not what I’d call a good game, mind you, but I can’t quite bring myself to hate it either. It just has a certain charm about it.</p>
<p>So, then… Realm of Obsidian is “the story of a guy named Nick” whose father has been indulging in some dreaded Satanic Rituals, and has managed to get himself carried off to the infernal realms. There’s thus nothing for it but for Nick — meaning you — to follow in dear old dad’s footsteps and kick some infernal dweller ass. Here we can begin to see what raises this game a cut above most in its genre: we may be stuck in an old school dungeon crawl, but at least we have a name and a personality. The Painful Death cassette we find on the floor of our bedroom — games like this always start in our bedroom; that’s simply sacrosanct — that features song titles such as “Spinal Munch” and “Bayonet Douche” is worthy of a chuckle. Heck, just the fact that old Nick is still listening to cassettes in 2009 I find oddly charming and hilarious.</p>
<p>So, eventually we make it to the eponymous Realm and start fighting monsters and mapping large swathes of empty space. I’d be lying if I said the game manages to be a consistently compelling play, but that gonzo charm carried me further than I ever would have expected it to. There’s lots of cheesily dramatic music, because music in a text adventure is cool! There’s occasional sound effects, because that’s cool too! And there’s some borderline offensive gore to go with the borderline offensive cassette I just told you about, but that’s par for this particular course, isn’t it?</p>
<p>Realm was written in a dreaded New IF Development System. This one is called the thinBASIC Adventure Builder, and while it falls down in some of the usual areas — supporting Windows only, having a generally garish and unprofessional appearance — it actually does demonstrate awareness of what we as players expect in 2009. There’s a working SCRIPT command and even a working VERSION command, and the parser — not that this game ever really taxes it — never gave me any problems. Even the expected abbreviations (X for EXAMINE, etc.) are in place. And hey, a garish and unprofessional appearance kind of suits this game. Overall, I’d say thinBASIC is already sits a notch or two above ADRIFT, at least from the standpoint of the player.</p>
<p>I don’t want to give the wrong impression here. The game certainly had worn out its welcome with me by the end, and maps consisting mostly of empty corridors are never, under any circumstances, what I would call a wise design choice. Nor can I say that I’m waiting with bated breath for the full version (this release, while being fairly sizable by modern standards, is just a preview). Still, in the end it is what it is, and certainly could have been a whole lot worse. Ms. Kerns does have a deft writing touch when she’s not describing empty rooms. I’d like to see more IF from her, but preferably without the endless corridors and the instant death.</p>
<h2 style="text-align: center;"><span style="color: #333399;">The Gaming Philosopher</span></h2>
<p style="text-align: center;"><a href="http://gamingphilosopher.blogspot.com/2009/04/spring-thing-realm-of-obsidian.html">http://gamingphilosopher.blogspot.com/2009/04/spring-thing-realm-of-obsidian.html</a></p>
<p>This is a review of the Spring Thing 2009 game Realm of Obsidian. So before going any further, here is some spoiler space for RSS feeds. Some spoiler space. Some spoiler space. Some spoiler space. Some spoiler space. I have been playing way too much Supreme Commander: Forged Alliance lately. Some spoiler space. Some spoiler space.</p>
<p>Right, here we go.</p>
<p>First thing we notice is that this is a Windows executable, which is not good. Luckily, it ran almost perfectly in Wine, but unluckily, there was a bug (in Wine, obviously) which turned all text black. That may seem like a minor problem, until you realise that the background colour was also black. However, with some help of the author, I managed to turn the background white and I could play the game.</p>
<p>Realm of Obsidian is a weird mix of the outdated and the newfangled. It is apparently made using a new IF authoring system that is not finished, but already works pretty well. (Although, for instance, “blue” was not recognised as referring to the “blue token”, which could either be a fault of the game author or of the development system.) It also comes with sound and music, which is interesting, although I quickly turned off the music because it was not to my liking. I also turned off the sound, because the game was not willing to share my sound card with other programs, and I did want the play some of my own music–but this unwillingness to share the sound card might well have been a result of me running it in Wine.</p>
<p>On the outdated side, however, we have:</p>
<ul>
<li>Little characterisation and almost non-existent story.</li>
<li>Lots of puzzles of the “find object X and then use object X against monster Y” variety.</li>
<li>Spells which you can only cast after collecting an entire list of seemingly random items.</li>
<li>Monsters which kill you if you don’t solve the corresponding puzzle quickly enough.</li>
<li>Very sparse descriptions.</li>
<li>Unwinnable situations.</li>
<li>Lots of empty rooms (that really should have been removed from the game).</li>
</ul>
<p>So that doesn’t sound very good, and in fact, it is true that Realm of Obsidian is not a very good game. It’s not just that puzzle-based, deadly dungeon crawls are out of fashion; it is also that if you do make a puzzle-based, deadly dungeon crawl, we now expect you to minimise what is boring (for instance, walking through lots of empty rooms), to ensure that we never get in an unwinnable situation (at least not without some warning), to write good prose, to create a believable environment, to have puzzles that are a bit more complicated and fun to solve.</p>
<p>Also, is releasing non-finished games a new trend?</p>
<p>Still, I did enjoy playing Realm of Obsidian. Despite its failings, it just bubbles with enthusiasm. I like being able to carry around a tape recorder playing really bad death metal. (It inspired me to listen to Death’s The Sound of Perseverance almost my entire play-through, though that is of course a great album.) And while I don’t like being killed ten times by the first monster I meet (and having to go through the complicated reloading process), I do appreciate that this monster is a skeleton carrying a buzz saw and riding a wheelchair.</p>
<p>There is a real difference between being killed by a skeleton with a rust sword and a wooden shield, and being killed by a skeleton with a buzz saw in a wheelchair. The first tells you that the author is lazy and unimaginative; the second that she was actually having fun thinking this up and writing it. That makes me have more fun as well.</p>
<p>All in all, a first effort with many weaknesses, but with an amount of enthusiasm and care that gives me high hopes for future games by this author.</p>
<h2 style="text-align: center;"><span style="color: #333399;">Self as Fractal</span></h2>
<p style="text-align: center;"><a href="http://selfasfractal.blogspot.com/2009/04/spring-thing-2009-reviews-realm-of_11.html">http://selfasfractal.blogspot.com/2009/04/spring-thing-2009-reviews-realm-of_11.html</a></p>
<p style="text-align: left;">Next up is “Realm of Obsidian” by Amy Kerns, of <a href="http://amethystgames.wordpress.com/">Amethyst Games</a>.</p>
<p>Remember how I said A Flustered Duck was old-school? I lied. This is old school. It’s a separate executable file. It has a nonstandard parser – the game’s built with TAB (ThinBASIC Adventure Builder) by Philip Richmond. The text is in Fixedsys. All of these things are red flags, traditionally, in the comp (well, maybe not the Fixedsys.)</p>
<p>The setting’s old-school too: a lot of underground corridors, sparsely-described, and various objects to find. There’s a spellbook with ingredients to gather. It’s a horror game, so there are various monsters – locked doors, in essence – blocking paths until you find the right object/key with which to dispatch them.</p>
<p>Yet once again, I kind of liked this. It’s surprisingly well-implemented – not just for a nonstandard parser, but for a comp entry in general. I only found one major bug, and it’s for something you really shouldn’t be doing. Just to illustrate, one of the classic implementation tests is whether &gt;FLUSH TOILET works. Not only does it work, but it comes complete with sound effect! Which reminds me…</p>
<p>The game does some cool things with multimedia – not graphics so much, but definitely color and sound. Recently, Kerns <a href="http://amethystgames.wordpress.com/2009/04/07/sound-effects-and-music-in-interactive-fiction/">posted</a> about the use of sound effects and music in IF, so it isn’t all that surprising in retrospect.</p>
<p>I hadn’t played the game when I commented, but for the most part I stand by my post. The sound effects are hit-and-miss; some are effective (the death noises in particular) but others less so (the chomping noise when Troy eats the Spam is way too cartoony, and the various dialogue noises lose their luster when you hear the exact same thing with the exact same inflection for the tenth time.) But the background music’s pretty damn good. It sets the scene perfectly and what’s more, I’d listen to it outside of the game.</p>
<p>Although the parser’s surprisingly robust, a lot of synonyms are missing. The tape player got me, as did the colored tokens that you can’t refer to by color. There’s an inventory limit. Between this and Flustered Duck, it’s a trend I’m not all that enthused to see return. And then there’s the slight matter that the game isn’t finished, and from the amount of loose threads left hanging at the end, there’s going to be quite a bit of game to go. (I never even used the spellbook, except for evidence.)</p>
<p>There were a few interface choices I wasn’t thrilled by, though. The hint system too – most of the time when I resorted to hints it was less “How do I deal with this thing that’s about to kill me?” (and in most cases, you’re pretty much dead anyway if you have to do that) than “What do I do now?” With location-specific hints, there’s not much you can do about that except wander about until you run across an unsolved puzzle.</p>
<p>But honestly, more than anything, I wanted those loose threads to be resolved, which has to be a good thing. I’ll be interested to see the final release.</p>
<p>~*~*~</p>
<p>On a side note, the game implements a command called “redescribe” (or “redesc” or “r”.) I’ve grumbled a few times before about how nobody uses “look” in its literal sense (looking around the room) and how it really should just be made a meta-command. Here is that it isn’t technically a meta-command – if something’s trying to kill you, they’ll take another turn just as if you typed in &gt;L – but the idea is fantastic and I wouldn’t mind seeing it become an IF convention.</p>
<p>On another side note, there’s a changelog bundled with the game, which is pretty interesting in itself if you like poking around people’s changelogs.</p>
<h2 style="text-align: center;"><span style="color: #333399;">Another Mr. Lizard</span></h2>
<p style="text-align: center;"><a href="http://anothermrlizard.wordpress.com/2009/04/05/if-realm-of-obsidian/">http://anothermrlizard.wordpress.com/2009/04/05/if-realm-of-obsidian/</a></p>
<p>Members of what you or I might think of as the IF hardcore can somtimes seem to get a little snotty about them, but it’s true that you never know <a href="http://anothermrlizard.wordpress.com/2008/10/18/if-search-for-the-ultimate-weapon/"><span style="text-decoration: underline;"><span style="color: #0000ff;">what you’re going to get</span></span></a> with an IF game that comes as a Windows executable. Will the parser be almost, but not quite, fit for purpose? Will there be garish and ill-matched icons everywhere, including right over the bit of text you’re trying to read? Will you catch a virus from it? Will your computer? To play such a game is step heedlessly into the unknown, which is why Realm Of Obsidian found itself right on top of my non-randomised Spring Thing play queue. The opening warning that the game “contains scenes of horror, violence and gore” was only the icing on the tasty-looking obsidian cake. And like <a href="http://en.wikipedia.org/wiki/Steppenwolf_(novel)"><span style="text-decoration: underline;"><span style="color: #0000ff;">Steppenwolf</span></span></a>, it’s “not for everyone”. Needless to say, neither is this review.</p>
<p>Public service pre-spoiler tag spoiler: “Everyone” in that opening disclaimer can be considered to include “People with photosensitive epilepsy.” The game, not the review. Although I have taken advantage of this blog’s shiny new home at WordPress by embedding a YouTube video.</p>
<p>This is where the spoiler tag goes.</p>
<p>The good news: Realm of Obsidian is not ugly, and has a decent parser which understands all the commands you’d expect it to, or at least all the commands it needs to.</p>
<p>Right, technical evaluation out of the way. The game.</p>
<p>What I heard of the soundtrack, before my wife politely requested that I turn it down, I liked. It starts off all minimalist and unsettling like Philip Glass remixing the theme from Psycho, then – woo – here comes the BPM cavalry. I note with some pleasure that the music actually loops and changes with the location rather than just playing the next track when this one’s finished. Score one multimedia point.</p>
<p>&gt;EXAMINE COMB</p>
<p><em>This looks like every other cheap plastic comb.</em></p><em>
</em><p><em/></p>
<p>Don’t do yourself down. “A cheap plastic comb”, would suffice, then the game wouldn’t sound quite as much like it’s berating its author for lack of imagination.</p>
<p>“I’m waiting for your command(s)” is intriguing, with its implication that multiple commands will be considered. And they are. Hallelujah!</p>
<p>I see I’m looking for a second job. I wonder what my first job is.</p>
<p><em>The cover is a truly repulsive montage of corpses, fetuses and slabs of meat.</em></p><em>
</em><p><em/></p>
<p>Thanks for that image, game. Well it’s my own fault. It did say it contained scenes of violence, horror and gore. I just wasn’t expecting them quite so soon. I hope you put as much effort into the game as you did thinking up song titles.</p>
<p>The game crashed when I tried to play the tape. I hope it does not repeat this behaviour or I shall be inclined to judge it harshly.</p>
<p>Restart. Ignore the tape player. Read the book. Stop reading the book. Leave the room.</p>
<p><em>You emerge into the hall. To your surprise, you see what looks to be a shimmering blue force field to the west! It looks like this will be an interesting day. The hallway continues to the east. Your bedroom is to the south.</em></p><em>
</em><p><em/></p>
<p>Now some players, at this point, would try to trick the game. They would go somewhere else, then come back and see if they were still told they were surprised by the shimmering blue force field. I’m not going to do that. Not deliberately, anyway. This is what Joseph Campbell would describe as the Call to Adventure. The crisis of the unknown imposing itself on the main character’s everyday experience. How I, young adult male Nick, respond to this situation will determine my own personal growth. I’m going to proceed to the next stage of Campbell’s monomyth. I’m going to Refuse the Call.</p>
<p>Ah. There’s no way to leave the house. The force field must be blocking the stairs. Maybe if I have a shower it will go away.</p>
<p>Hmm, there’s no shower and the tap is dripping blood. This isn’t good. Let’s just taste it – there was an episode of Hammer House of Horror where faulty plumbing spewed blood all over a children’s party, but it turned out to be just red paint. Yup, it’s blood all right.</p>
<p>And this is an adventure game, so I’ll be picking up anything that’s not nailed down. The nose of a bear??? I’m having that. GET NOSE. There’s no angrier bear than a bear with no nose. How does he smell? Terrible.</p>
<p><em>By the virtuosity of Sacrogus<br/>
Whose delight it is to drink bat’s pee<br/>
With the eye of a murdered corpse<br/>
The truth I wish to see</em></p><em>
</em><p><em/></p>
<p>Whenever I think of bat’s urine, my thoughts turn to this:</p>
<p>(embedded Monty Python video)</p>
<p><em>I call upon the God of Dread<br/>
Who eats nothing but gore</em></p><em>
</em><p><em/></p>
<p>There’s a pattern developing here. Elsewhere I observe that the Decapitate spell requires a severed head. Well, they do say that violence begets violence.</p>
<p><em>The force field in the hall may be a link between worlds. You wonder if you could perhaps enter it and be brought to Auron’s realm. That seems to be the only alternative, other than just waiting for something to happen</em></p><em>
</em><p><em/></p>
<p>&gt;WAIT.</p>
<p>I am delighted to report that having left the hallway and returned I am now no longer surprised to see the shimmering blue force field. However I do find myself wondering if it’s all a little too easy, and if the author wishes to drag out the game and make it longer for a future revision she could do worse than require the player to conjure his own dimensional gateway rather than just leave one lying around, provided of course that he was clearly and unambiguously motivated to do so.</p>
<p>Aargh! Cut down in my prime by a skeleton in a wheelchair!</p>
<p>Hey, a note! Wow, it’s a death threat! Maybe it’s from Auron. Nope, it’s from Xodak. I have no idea who that is, but I can see I’ve got him scared. So scared he wrote a note about how he was going to kill me, then ran away. Pussy. Hey Xodak, I don’t know what bodily fluid you like to drink, but why don’t you SUCK MY BALLS!</p>
<p>Sorry about that. I don’t know what came over me. I’ve been watching too much <a href="http://en.wikipedia.org/wiki/Generation_Kill_(TV_series)"><span style="text-decoration: underline;"><span style="color: #0000ff;">Generation Kill</span></span></a>. Still, if the author was trying to motivate me at this point, she’s succeeded.</p>
<p>Not so much in the Anchorhead tradition of otherworldly Lovecraftian horror, Realm Of Obsidian is a child of the blood-and-guts zombie-flick school of horror, which is a lot further removed from the stuff that really gives people nightmares, and is therefore a lot harder to write seriously. Writers, especially less confident ones, therefore tend to adopt a semi-jocular tone without actually committing to being comedic, which, thanks to the influence of Zork and Douglas Adams among others, is pretty much the default for interactive fiction anyway, so the horror stylings become nearly irrelevant and the repeated references to blood and guts are like driving 200 miles to your Mum’s house expecting a Sunday roast and when you get there she gives you a bag of <a href="http://www.dooyoo.co.uk/food/walkers-roast-chicken-flavour-crisps/1125677/"><span style="text-decoration: underline;"><span style="color: #0000ff;">roast chicken flavour crisps</span></span></a>. It’s amazing what you can tell from a description of a comb.</p>
<p>Rereading, I’ve just realised that that paragraph made it sound like Zork and Douglas Adams were a couple. Also I’ve solved the stylistic riddle of this blog, which comes as something of a relief, to be honest. Don’t get the impression that I didn’t enjoy reading some of the prose in Realm Of Obsidian, because I did, I really did. Bat’s pee, indeed.</p>
<p>Entering a “special preview edition” (or as the rest of the world calls it, a playable demo) in a competition is another way to elicit contemptuous stroking of beards from sections of the interactive fiction community. From the author’s point of view the potential benefits – get something out, generate a bit of interest in your game – can often be outweighed by the disadvantages inherent in releasing something for public consumption that’s not polished to its absolute best, which could actually make people less inclined to take a punt on the final version – which if it was entered in Spring Thing would likely pick up a similar number of players anyway, and which you’ve just disqualfied from entering in most popular IF competitions. It seems like releasing it in this way is a recipe for more harm than good, and that’s before you factor in that some people might be, let’s say, disinclined to view the finished game favourably as a consequence. Which might not be ideal if you’ve been working on the game, off and on (hopefully more off than on) since before 1991, which is when Amigas stopped coming bundled with AmigaBasic, as everybody knows.</p>
<p>Still, here’s a playable version of Realm Of Obsidian, begging to be assessed, even if it is two acts short of a tale. So let’s assess it. The opening “house of horror” section is a lot more promising than the bigger main section of the game, which is a very traditional Zork-em-up complete with caves, abandoned machinery and wandering, seemingly motiveless NPCs, some of whom will attack on sight. It seems to be possible to finish the game, or at least get to the location where the fourth wall breaks, without solving all of the puzzles or casting a single spell, which looks like a design oversight from where I’m standing. And being killed is a right hassle, what with making the screen flash bright orange while you scrabble about looking for the mouse so you can restore your saved game. At least it doesn’t play the death march.</p>
<p>Does anybody know if Gathered In Darkness was ever finished?</p>
<h2 style="text-align: center;"><span style="color: #333399;">Inky.org</span></h2>
<p style="text-align: center;"><a href="http://inky.org/if/springcomp.html#obsidian">http://inky.org/if/springcomp.html#obsidian</a></p>
<p>This is one of those in-from-the-cold games you get sometimes, where somebody who is totally outside the community in terms of system and style and genre shows up out of nowhere and enters a game in a comp. Like, ok, the game is written in some BASIC IF system (and if you look at the author’s notes, you can see this is like the third or fourth version of the game, as the author has ported it between different BASIC flavors). It’s a homegrown system<a href="http://inky.org/if/springcomp.html#obsidiannote">*</a> so no UNDO and blah blah, but generally speaking the parser isn’t too bad and you open doors automatically and stuff. Style-wise it’s a pseudo-RPG in the sense that you’re wandering around a dungeon collecting treasures and encountering monsters, but I say “pseudo-” because there’s no hit points or random combat or anything. Still, this style has rather dropped out of fashion in recent years and it feels a little archaic. And, finally, genre — it’s a horror game. And I mean Tales from the Crypt kind of horror, where there are various gory death sequences and then the game says “Torn apart by hungry wolves? That really .. bites.” Also, at the start you are attacked by a skeleton in a wheelchair holding a chainsaw.</p>
<p>So, uh, all in all I don’t really know how to rate this. It is amusing but it is probably not going to be to a lot of people’s tastes. (Also, I should probably note it’s not a complete game; it stops at about the one-third mark, since that is all the author has implemented.)</p>
<p><a name="#obsidiannote">*</a>Ok, technically it’s <a href="http://tab.thinbasic.com/">ThinBASIC Adventure Builder</a>, which isn’t by Kerns, but it’s got the same vibe. A homegrown system grown in somebody else’s home, maybe.</p>
<h2 style="text-align: center;"><span style="color: #333399;">Pissy Little Sausages</span></h2>
<p style="text-align: center;"><a href="http://pissylittlesausages.wordpress.com/2009/04/08/spring-thing-09-amy-kerns-realm-of-obsidian-part-one/">http://pissylittlesausages.wordpress.com/2009/04/08/spring-thing-09-amy-kerns-realm-of-obsidian-part-one/</a></p>
<p><em>This is the story of a man named Nick.<br/>
</em>A poor mountaineer came and kicked him in th- wait, no, sorry.  (Did anyone else use to watch Beverly Hillbillies all the time as a kid and now they’re not sure why?)</p>
<p>Okay, premise is that Nick had to move back in with his dad, who is acting strangely.  Somehow this makes him different from <em>everybody else’s dad in the whole world.</em></p>
<p>Got a laugh from the Painful Death track listing, particularly Bendy-Straw Enema.  Call me crass, but that’s <em>funny.</em></p>
<p><em>You emerge into the hall. To your surprise, you see what looks to be a shimmering blue force field to the west! It looks like this will be an interesting day.</em><br/>
Time to change my anticipation of what sort of game this is!  Also, this will not be of interest to anyone but me, but whatever it’s running on supports copy-paste.  I <em>love </em>that.</p>
<p><strong>&gt;x black object</strong><br/>
<em>Looking at this strange object, you realize that it’s the nose of a bear! You can look through the nostrils to the other side.</em><br/>
Whoa!  Weird!</p>
<p>Oh, sad, Riff just pointed out that I am thinking of crazy straws, not bendy ones.  I’m docking this game at least four points now.</p>
<p>My father’s notebook has five spells in it, each with an ingredients list, a required location, and a set of instructions for casting.  This no doubt indicates that I’ll need to find all of these ingredients and locations, and cast each of these spells at least once.  I really enjoy this kind of thing, which is fortunate, because it’s got a lot of ground to make up after the bendy-straw debacle.</p>
<p><em>Incantation: Off with your head,<br/>
As I eat lead.<br/>
Off with your head,<br/>
Now you are dead.</em><br/>
You’ll have to come up with your own witty commentary for this one, since I’m having some paralysis-of-choice issues.  Extra points if you work in a reference to the Algonquin Round Table.</p>
<p><em>Now you realize that your father must have constructed the pentagram to summon Auron! Only he must have met eyes with Auron and been hypnotized by him. Who knows where Auron could’ve taken him? The force field in the hall may be a link between worlds. You wonder if you could perhaps enter it and be brought to Auron’s realm?</em><br/>
Some games you are so much smarter than your character.  “The chamberlain is evil!” you scream at the monitor.  “Evil!  Also that’s a bomb!  Put it dow- no, not in your mouth, put it down on the… oh, for Chrissakes, let’s go find your damn leg again.”  This is shaping up to be the exact opposite of one of those games.</p>
<p>Implementation so far is pretty sparse.  There is not much in the way of room or object descriptions.  Thinking this is going to be more of an old-school puzzler, but there’s no reason those can’t have some ambience.</p>
<p>Yeah, just got my shit ripped up by a skeleton in a wheelchair.  Definitely old-school.  There should maybe be an epileptic warning on this mofo and I should maybe save my game a lot.</p>
<p>Points to this game for amusing randomized post-death messages.  I appreciate that if I’m going to die often.</p>
<p><strong>&gt;lasso zombie</strong><br/>
<em>I don’t understand the verb, “lasso”.</em><br/>
Some glorious day I will find a game that understands the verb “lasso,” and that game and I will skip merrily off to find some zombies.</p>
<p>I realize this is a text adventure and not an interactive fiction, but what do you <em>think </em>I want to insert the green token into?  Could it maybe be the machine with the slot labeled “Insert Token Here” that is in fact the only thing in this room one <em>could</em> insert a token into excepting one’s own bodily orifices?  I suppose it’s possible I meant something in my inventory.  What would be the negative consequences for assuming I meant to put the token into the token machine and not up my bum, though, if the token machine is right the fuck there?  My free will would be impinged upon?  I’d miss a valuable opportunity to screw up and lose the token forever, rendering the game unwinnable?  And do I realize the ridiculousness of typing this entire paragraph to protest having to type INTO MACHINE?</p>
<p><em>Stab the Demonic Wolf with what?</em><br/>
A small piece of fairy cake, and definitely not this knife.  Which, it turns out, works about as well to stab something with as a small piece of fairy cake.  Also I need to stop picking up Britishisms, ’cause now I’m hungry for fairy cake without actually knowing what it is.  S’like angel food?</p>
<p>I’m having fun so far.  I just thought I’d mention that.</p>
<p><em>What good would attaching the soap to the rope do (even if you could)?</em><br/>
Ask <a href="http://www.urbandictionary.com/define.php?term=soap+on+a+rope">Urban Dictionary</a>.  (Not safe for work.  Wait, actually, why am I thinking it’s less safe for work than this very blog?  It’s got a big ol’ FUCK right at the top of it!)</p>
<p><em>You can’t cut the soap with the knife.</em><br/>
Wow, they weren’t kidding about this knife not being very sharp.</p>
<p>I’m stuck and the hint system has nothing for me.  Realm of Obsidian, I see you on the laters, schmokey-dokey?  Schyall right.</p>
<p>(twelve years later)  It’s been a few days since I touched Realm of Obsidian, days that have been primarily spent MyBruting.  (There is nothing wrong with that and I do not have a problem and I can stop any time I want and and and your <em>mother</em>.)  Oh, and except for my lone pupil TV’s Frankenstein you all suck for not loving me enough to join my dojo.  Who got to you first?  Was it Plotkin?  I blame Plotkin.</p>
<p>Where were we?  Stuck in some tunnels?  Sounds about right.</p>
<p>Sorry, Realm of Obsidian, I’m cheating a little.  Where’s the walkthrough?  Oh, hey, there’s a manual?  This is a nice manual.  Every time you die Bill Pullman screams.  I learned that from the manual.  It all comes together.</p>
<p>Seriously, there’s a walkthrough, right?</p>
<p>There’s really no walkthrough?  Sigh.  All right, let’s see if this zombie strangles.</p>
<p>Nope, no such verb as “strangle.”  What do you mean I can’t hit it with the tape player?  Shit.  What else have I got?</p>
<p>…I didn’t try playing it death metal?  I could’ve sworn I tried playing it death metal.  Thanks, hint system, for teaching us to laugh about love again!</p>
<p>My very own vampire bat!  Wesley Willis would be proud.</p>
<p><em>The bladder looks familiar to you, so you remove it.</em><br/>
I used to date its sister.</p>
<p>I’m a little worried about leaving this tape running because I’m not sure whether or not the game’s keeping track of the batteries.  It would be the evil old-school thing to do, for sure.</p>
<p>The Worm wants to see me in court?  This can’t be good.  Noooo, my items!  My Holy Spam!</p>
<p><em>The ogre bailiff retreives your things with another wave of his truncheon. All your items are then returned to you.<br/>
Yellowed Spell Scroll: You drop that as your hands are full.<br/>
</em>And now it’s locked inside the courtroom.  Awesome.  Good thing I’m twitch-saving.</p>
<p>Well, there’s the end of the preview.  I don’t really understand why people release preview games.  Is advance hype somehow necessary or desirable for IF?  Why not just, you know, wait to release it until it’s done, and I’ll get excited about it then?</p>
<p>Let’s see, how to feel about Realm of Obsidian?  I’ve got no beef* with old-school puzzlers, and this one had some nice personality.  The environments were so sparsely implemented, though, that minor differences between cookie-cutter bits of tunnel seemed like massive clues (oh my God, there are <em>pebbles! </em>This means something, I know it!) and the game had nothing really <em>special </em>about it, if you get me.  I will probably play it again when it comes out for good and proper, though, if I can be arsed.  Maybe it’ll have something special in it by then.</p>
<p>Hmm.  The last and only demo game I judged did not get a score (there was a lot less of it, granted) and I think it’s going to make my life easier if I just never score demo games and call it a policy.  And a taxi.  I don’t even know what I’m saying anymore.  I’m so wasted.**</p>
<p>* This is slang meaning one is fine with something, as opposed to “got no truck” which is slang meaning one is not fine with something.  Beef is the opposite of truck, which means if you ever see a beef truck, it’s undergoing a massive identity crisis and you should be nice to it.  Actually your instincts should tell you to be nice to it anyway, in hopes that it will give you beef.</p>
<p>** I’m not, in actuality, but that’s so very much the logical next sentence I couldn’t resist typing it.  Also, Barack Obama has a Twitter.  I keep thinking he should tweet “Dude, I don’t even know what I’m signing right now.  I am so wasted.”  He won’t, though.  It’s sad.</p>
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    </content>
    <updated>2010-03-02T06:00:31Z</updated>
    <category term="Interactive Fiction"/>
    <author>
      <name>amethystgames</name>
    </author>
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      <title>Amethyst Games</title>
      <updated>2010-03-02T06:00:32Z</updated>
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  </entry>

  <entry xml:lang="en">
    <id>http://nitku.net/blog/?p=245</id>
    <link href="http://nitku.net/blog/2010/02/raising-the-flag-on-mount-yo-momma-released/" rel="alternate" type="text/html"/>
    <title>Undo Restart Restore: Raising the Flag on Mount Yo Momma released</title>
    <summary>Here the game finally is. Once again what was supposed to be a short distraction between "more serious" projects turned out to be more work than called for. It started its life as an idea to a speed-if, so forgive the rather silly premise. Puzzler enthusiasts will hopefully get some enjoyment out of the game as it has a good bunch of more or less traditional IF puzzles (no mazes!) As usual the Inform 7 source code is available.</summary>
    <updated>2010-02-28T22:00:38Z</updated>
    <category term="Games"/>
    <author>
      <name>Juhana</name>
    </author>
    <source>
      <id>http://nitku.net/blog</id>
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      <subtitle>Interactive Fiction reviews and musings</subtitle>
      <title>Undo Restart Restore</title>
      <updated>2010-02-28T22:00:38Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-19575546.post-3272082117079450687</id>
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    <title>The Gaming Philosopher: PC Gamer Top 100 of all times</title>
    <summary>Did I miss this? Or is this news? PC Gamer's top 100 PC Games of all times contains an interactive fiction game at spot 97. And the good news is: it's not Zork. It's not even Trinity or A Mind Forever Voyaging or anything else by Infocom.

It's Anchorhead. And so it should be. Congratulations, Michael Gentry!

My own favourite PC game of all time is at number 8, which shows that the people at PC</summary>
    <updated>2010-02-28T21:07:00Z</updated>
    <published>2010-02-28T21:07:00Z</published>
    <author>
      <name>Victor Gijsbers</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/12770054233775973753</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-19575546</id>
      <author>
        <name>Victor Gijsbers</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/12770054233775973753</uri>
      </author>
      <link href="http://gamingphilosopher.blogspot.com/feeds/posts/default" rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml"/>
      <link href="http://www.blogger.com/feeds/19575546/posts/default" rel="self" type="application/atom+xml"/>
      <link href="http://gamingphilosopher.blogspot.com/" rel="alternate" type="text/html"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <link href="http://www.blogger.com/feeds/19575546/posts/default?start-index=26&amp;max-results=25" rel="next" type="application/atom+xml"/>
      <subtitle>Musings on the theory and practice of roleplaying games and interactive fiction. Feel free to muse along!</subtitle>
      <title>The Gaming Philosopher</title>
      <updated>2010-03-01T15:57:31Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://chicagodave.wordpress.com/?p=196</id>
    <link href="http://chicagodave.wordpress.com/2010/02/28/if-in-school-libraries/" rel="alternate" type="text/html"/>
    <title>The Textfyre Times: IF in School Libraries?</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Last week I went to a job fair event that tried to match start-up businesses with job seekers. They allowed 24 of the companies to do a 60 second pitch, of which Textfyre was one. There were at least several hundred people at the event which was held at John Barleycorn’s second floor in Wrigleyville [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=chicagodave.wordpress.com&amp;blog=1246926&amp;post=196&amp;subd=chicagodave&amp;ref=&amp;feed=1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Last week I went to a job fair event that tried to match start-up businesses with job seekers. They allowed 24 of the companies to do a 60 second pitch, of which Textfyre was one. There were at least several hundred people at the event which was held at John Barleycorn’s second floor in Wrigleyville in Chicago.</p>
<p>They called me up third and I got up on the stage and did my pitch. Needless to say I was pretty nervous, but explained who I was, what we were doing, what products we had already published and how we competed with other types of gaming and reading material. I wanted to say I was looking for market research, sales, and investor help, but it slipped my mind at the moment. I probably didn’t even use my entire 60 seconds.</p>
<p>So then I went back to my spot, which was actually a pretty good spot in the venue. Low traffic and the other two companies that were supposed to share my booth didn’t show.</p>
<p>For the next two and a half hours I had a line of people wanting to talk to me about Textfyre.</p>
<p>I had several people tell me that I should read Neal Stephenson’s Diamond Age because of a sort of living book a female character interacts with within the story. I told them I was currently reading Quicksilver and would get to Diamond Age eventually.</p>
<p>I had a few people really just looking for work and I chatted with them to either figure out if we could use them in the future, if I could direct them on a better path, or if they might be interested in working for free.</p>
<p>I had one guy come up and say, “You’re the only company I want to talk to.” He was a big fan of Infocom and we chatted a lot about Interactive Fiction and how it impacted our early lives.</p>
<p>Then I had a guy come out of the crowd and asked me if I knew anything about Follett publishing. If you know anything about the educational publishing market, you know who Follett is and why they are so important. Follett is a major pipeline into school libraries and they have a digital division that handles software. This means that when schools are looking for digital content, they do searches through the Follett computerized catalog. It also means that schools will ask Follett for recommendations on software. Needless to say, Follett has been a very important part of my business plan all along. This guy was a product manager and he referred me to another guy in Follett Software and we’re at the beginning stages of discussions on a partnership.</p>
<p>So if this partnership moves forward, we will have three products to list in their system, including the upcoming Empath’s Gift.</p>
<p>I’ve always said that I would partner with any of the hobbyist authors and this is where I can help. If I can work the deal with Follett Software, I would also ask them to include the hobbyist titles. To do this, we would probably have to publish games under the Textfyre name and produce ISBN numbers. There would be some minimal amount of overhead and depending on that and what Follett expects in compensation, I would offer to publish anyone’s games for free or at cost or if people are interested, for profit.</p>
<p>Exciting news in the land of Textfyre. There were other hopeful signs at the event and I’ll share those when I have more details, but the Follett meeting was really great news.</p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/chicagodave.wordpress.com/196/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/chicagodave.wordpress.com/196/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/chicagodave.wordpress.com/196/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/chicagodave.wordpress.com/196/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/chicagodave.wordpress.com/196/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/chicagodave.wordpress.com/196/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/chicagodave.wordpress.com/196/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/chicagodave.wordpress.com/196/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/chicagodave.wordpress.com/196/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/chicagodave.wordpress.com/196/"/></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=chicagodave.wordpress.com&amp;blog=1246926&amp;post=196&amp;subd=chicagodave&amp;ref=&amp;feed=1"/></div>
    </content>
    <updated>2010-02-28T03:00:06Z</updated>
    <category term="Blogroll"/>
    <category term="Textfyre"/>
    <category term="interactive fiction"/>
    <category term="follett"/>
    <category term="libraries"/>
    <category term="library"/>
    <category term="publishing"/>
    <category term="school"/>
    <category term="software"/>
    <author>
      <name>David Cornelson</name>
    </author>
    <source>
      <id>http://chicagodave.wordpress.com</id>
      <logo>http://www.gravatar.com/blavatar/37bfd42cf9f15b9f0cbb30e55da57531?s=96&amp;d=http://s2.wp.com/i/buttonw-com.png</logo>
      <link href="http://chicagodave.wordpress.com/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://chicagodave.wordpress.com" rel="alternate" type="text/html"/>
      <link href="http://chicagodave.wordpress.com/osd.xml" rel="search" type="application/opensearchdescription+xml"/>
      <subtitle>Notes from the President of Textfyre, Inc.</subtitle>
      <title>The Textfyre Times</title>
      <updated>2010-02-28T03:00:06Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://nickm.com/post/?p=765</id>
    <link href="http://nickm.com/post/2010/02/passage-in-10-seconds/" rel="alternate" type="text/html"/>
    <link href="http://nickm.com/post/2010/02/passage-in-10-seconds/#comments" rel="replies" type="text/html"/>
    <link href="http://nickm.com/post/2010/02/passage-in-10-seconds/feed/atom/" rel="replies" type="application/atom+xml"/>
    <title xml:lang="en">Grand Text Auto: Passage in 10 Seconds</title>
    <summary xml:lang="en">If you never found the five minutes to play Jason Rohrer’s Passage, previously discussed, you can now play Passage in 10 Seconds as interpreted by Marcus Richert. Thanks to Jason Scott for the link.</summary>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><p>If you never found the five minutes to play <a href="http://hcsoftware.sourceforge.net/passage/">Jason Rohrer’s <i>Passage,</i></a> previously <a href="http://www.etc.cmu.edu/etcpress/node/281">discussed,</a> you can now play <a href="http://www.kongregate.com/games/raitendo/passage-in-10-seconds"><i>Passage in 10 Seconds</i></a> as interpreted by Marcus Richert. Thanks to Jason Scott for the link.</p></div>
    </content>
    <updated>2010-02-28T01:27:35Z</updated>
    <published>2010-02-28T01:27:35Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>Nick Montfort</name>
      <uri>http://nickm.com/post</uri>
    </author>
    <source>
      <id>http://nickm.com/post/feed/</id>
      <link href="http://nickm.com/post" rel="alternate" type="text/html"/>
      <link href="http://nickm.com/post/feed/" rel="self" type="application/atom+xml"/>
      <title xml:lang="en">Post Position</title>
      <updated>2010-03-09T01:00:20Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.wigdahl.net/quern/?p=1548</id>
    <link href="http://www.wigdahl.net/quern/2010/02/27/keyword-interface-for-conversation-package/" rel="alternate" type="text/html"/>
    <title>The Quern - IF: Keyword Interface for Conversation Package</title>
    <summary>Following up on my previous articles on integrating Aaron Reed’s Keyword Interface extension with Eric Eve’s Conversation Package system for conversations (part 1 and part 2), I’ve packaged up the interface code as an extension and submitted it to the archive, so it should be showing up there shortly.
The code is a bit different from [...]</summary>
    <updated>2010-02-27T16:00:17Z</updated>
    <category term="Computer"/>
    <category term="Games"/>
    <category term="Interactive Fiction"/>
    <category term="Inform 7"/>
    <author>
      <name>Matt Wigdahl</name>
    </author>
    <source>
      <id>http://www.wigdahl.net/quern</id>
      <link href="http://www.wigdahl.net/quern/category/interactive-fiction/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://www.wigdahl.net/quern" rel="alternate" type="text/html"/>
      <subtitle>It's All Grist for the Personal Mill</subtitle>
      <title>The Quern » Interactive Fiction</title>
      <updated>2010-03-08T20:00:16Z</updated>
    </source>
  </entry>

  <entry>
    <id>http://www.allthingsjacq.com/intfic_clubfloyd_20100203.html</id>
    <link href="http://www.allthingsjacq.com/intfic_clubfloyd_20100203.html" rel="alternate" type="text/html"/>
    <title>ClubFloyd Updates: Transcript: Slap That Fish</title>
    <summary>A Club Floyd transcript has been posted for Slap That Fish, by Peter Nepstad.</summary>
    <updated>2010-02-26T06:00:33Z</updated>
    <source>
      <id>http://www.allthingsjacq.com/</id>
      <author>
        <name>ClubFloyd Updates</name>
      </author>
      <link href="http://www.allthingsjacq.com/" rel="alternate" type="text/html"/>
      <link href="http://www.allthingsjacq.com/cf-feed.xml" rel="self" type="application/rss+xml"/>
      <subtitle>Be notified when transcripts are posted, scheduled games are announced, and general ClubFloyd news.</subtitle>
      <title>ClubFloyd Updates</title>
      <updated>2010-03-05T08:00:12Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.tiltfactor.org/?p=1446</id>
    <link href="http://www.tiltfactor.org/?p=1446" rel="alternate" type="text/html"/>
    <link href="http://www.tiltfactor.org/?p=1446#comments" rel="replies" type="text/html"/>
    <link href="http://www.tiltfactor.org/?p=1446/feed/atom/" rel="replies" type="application/atom+xml"/>
    <title xml:lang="en">Grand Text Auto: Metadata Crowdmining</title>
    <summary xml:lang="en">We need to tag 64,000 photographs with expert data.
Thousands of people are going to come and help us, some for hours at a time, and we will attract them through the pleasure of play.  How can tagging an archive of old photographs ever be an enjoyable experience?
Contemporary designers are more and more mixing play [...]</summary>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><p>We need to tag 64,000 photographs with expert data.</p>
<p>Thousands of people are going to come and help us, some for hours at a time, and we will attract them through the pleasure of play.  How can tagging an archive of old photographs ever be an enjoyable experience?</p>
<p>Contemporary designers are more and more mixing play with work, and at Tiltfactor, we’re interested in how this happens, and how one can foster expertise in the process. We’re also interested in how values manifest in these data-driven systems. In making games for the social good, and games that result in real-world contributions, the designer must rely on ideas beyond innovative game mechanics and  good old-fashioned playtesting.  The data entry system for repositories such as databases need to be so enjoyable, well-organized, and instantly rewarding that people approach the tasks with motivation <strong>playfully</strong> like… a game.</p>
<p><img alt="spelunker" src="http://wpcontent.answers.com/wikipedia/en/f/f3/Spelunker.gif"/></p>
<p><a href="http://en.wikipedia.org/wiki/Crowdsourcing">Crowdsourcing</a> is already being done successfully in a few other games. Particulary inspiring for us is the work of Luis von Ahn and his <a href="http://www.gwap.com/gwap/">“ESP Game”</a> that is reportedly played by some users more than 40 hours a week!  But there are obvious issues with crowdsourcing that such work suggests need fixing. Simple match mechanics inspire players to provide only the most common, obvious tags regarding a given image.  The key problem is that <em>archives</em> are <strong>specific</strong>. They require specialized, precise information in order for their contents to remain relevant or useful to the people who wish to use them. </p>
<p>Professor Mary Flanagan has said that “Crowdsourcing is great for lowest common denominator data. But we also need to go beyond crowdsourcing and tap groups from each group’s base of expertise.” Our design team is thus challenged to encourage  students, researchers and common users to be able to search for ridiculously specific items inside a given archive by traveling <a href="http://4.bp.blogspot.com/_LHMnZ1LYT18/S2sYeFHKqAI/AAAAAAAAAj4/zicgyCKG59M/s1600-h/Picture+1.png">paths</a> laid out by our players.</p>
<p>“Computer, show me happy pictures containing any species of duck in Florida before the year 1954.”</p>
<p><img alt="duck" src="http://www.bbc.co.uk/gloucestershire/content/images/2007/09/27/happy_duck_250_250x300.jpg"/></p>
<p>Boom.</p>
<p>Our designs for our metadata research are presented within a small suite of enjoyable games that encourages players to think harder and to dig deeper into the depths of human knowledge. More on these designs to come.  </p>
<p>~Tiltfactor Team Member Brendan S, who is using a mental-mapping program called x-mind that is insanely useful (and free!). Check it out at www.xmind.com.</p></div>
    </content>
    <updated>2010-02-25T23:05:20Z</updated>
    <published>2010-02-25T23:05:20Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>brendan</name>
      <uri>http://www.tiltfactor.org</uri>
    </author>
    <source>
      <id>http://www.tiltfactor.org/?feed=rss2</id>
      <link href="http://www.tiltfactor.org" rel="alternate" type="text/html"/>
      <link href="http://www.tiltfactor.org/?feed=rss2" rel="self" type="application/atom+xml"/>
      <title xml:lang="en">tiltfactor</title>
      <updated>2010-03-09T01:00:20Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-19575546.post-4770214957877635148</id>
    <link href="http://gamingphilosopher.blogspot.com/feeds/4770214957877635148/comments/default" rel="replies" type="application/atom+xml"/>
    <link href="https://www.blogger.com/comment.g?blogID=19575546&amp;postID=4770214957877635148" rel="replies" type="text/html"/>
    <link href="http://www.blogger.com/feeds/19575546/posts/default/4770214957877635148" rel="edit" type="application/atom+xml"/>
    <link href="http://www.blogger.com/feeds/19575546/posts/default/4770214957877635148" rel="self" type="application/atom+xml"/>
    <link href="http://gamingphilosopher.blogspot.com/2010/02/xyzzy-awards-2010-first-round.html" rel="alternate" type="text/html"/>
    <title>The Gaming Philosopher: XYZZY Awards 2010, first round</title>
    <summary>Don't forget to vote for the first round XYZZY Awards, people! Here is the link.

The two categories I found hardest were "Best individual PC", because there was no one PC which really grabbed me; and "Best individual puzzle", because there were too many individual puzzles which did.

I decided to go for an underdog in the latter case (Tower of Hanoi in The Bryant Collection), but even that meant</summary>
    <updated>2010-02-25T12:38:00Z</updated>
    <published>2010-02-25T12:38:00Z</published>
    <author>
      <name>Victor Gijsbers</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/12770054233775973753</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-19575546</id>
      <author>
        <name>Victor Gijsbers</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/12770054233775973753</uri>
      </author>
      <link href="http://gamingphilosopher.blogspot.com/feeds/posts/default" rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml"/>
      <link href="http://www.blogger.com/feeds/19575546/posts/default" rel="self" type="application/atom+xml"/>
      <link href="http://gamingphilosopher.blogspot.com/" rel="alternate" type="text/html"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <link href="http://www.blogger.com/feeds/19575546/posts/default?start-index=26&amp;max-results=25" rel="next" type="application/atom+xml"/>
      <subtitle>Musings on the theory and practice of roleplaying games and interactive fiction. Feel free to muse along!</subtitle>
      <title>The Gaming Philosopher</title>
      <updated>2010-03-01T15:57:31Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://nickm.com/post/?p=760</id>
    <link href="http://nickm.com/post/2010/02/nickm-on-paloma-tv/" rel="alternate" type="text/html"/>
    <link href="http://nickm.com/post/2010/02/nickm-on-paloma-tv/#comments" rel="replies" type="text/html"/>
    <link href="http://nickm.com/post/2010/02/nickm-on-paloma-tv/feed/atom/" rel="replies" type="application/atom+xml"/>
    <title xml:lang="en">Grand Text Auto: NIckm on Paloma TV</title>
    <summary xml:lang="en">Here’s an interview with me, on YouTube, focusing on ppg256.</summary>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.youtube.com/watch?v=vcNP6KajplI">Here’s an interview with me,</a> on YouTube, focusing on <a href="http://nickm.com/poems/ppg256.html">ppg256.</a></p></div>
    </content>
    <updated>2010-02-25T07:25:51Z</updated>
    <published>2010-02-25T07:25:51Z</published>
    <category scheme="http://grandtextauto.org" term="General"/>
    <author>
      <name>Nick Montfort</name>
      <uri>http://nickm.com/post</uri>
    </author>
    <source>
      <id>http://nickm.com/post/feed/</id>
      <link href="http://nickm.com/post" rel="alternate" type="text/html"/>
      <link href="http://nickm.com/post/feed/" rel="self" type="application/atom+xml"/>
      <title xml:lang="en">Post Position</title>
      <updated>2010-03-09T01:00:21Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://corvus.zakelro.com/2010/02/thats-not-a-subtle-knife/</id>
    <link href="http://corvus.zakelro.com/2010/02/thats-not-a-subtle-knife/" rel="alternate" type="text/html"/>
    <title>Man Bytes Blog: That’s not a subtle knife…</title>
    <summary>All stories teach, whether the storyteller intends them to or not. They teach the world we create. They teach the morality we live by. They teach it much more effectively than moral precepts and instructions… We don’t need lists of rights and wrongs, tables of do’s and don’ts: we need books, time and silence.
Philip Pullman</summary>
    <updated>2010-02-24T19:01:01Z</updated>
    <source>
      <id>http://corvus.zakelro.com</id>
      <author>
        <name>Man Bytes Blog</name>
      </author>
      <link href="http://corvus.zakelro.com" rel="alternate" type="text/html"/>
      <link href="http://feeds.pjsattic.com/pjsattic/mbb/storytelling" rel="self" type="application/rss+xml"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <subtitle>hoc ludite quasi carmen</subtitle>
      <title>Semionaut's Notebook » storytelling</title>
      <updated>2010-03-05T00:00:33Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:gameshelf.jmac.org,2010://1.407</id>
    <link href="http://gameshelf.jmac.org/2010/02/boston-boston-if-meetup-tuesda.html" rel="alternate" type="text/html"/>
    <title>The Gameshelf: IF: [Boston] Boston IF Meetup, Tuesday, March 2</title>
    <content xml:lang="en">It's that time again. Boston IF Meetup at Nick Montfort's office at MIT, 14N-233. Tuesday, March 2, 6:30. After chatting and whatnot, we'll head over to the Cambridge Brewing Company for food and/or drink. Two specific things we're likely to...</content>
    <updated>2010-02-23T23:49:27Z</updated>
    <published>2010-02-23T23:49:27Z</published>
    <category label="boston" scheme="http://www.sixapart.com/ns/types#tag" term="102"/>
    <category label="IF" scheme="http://www.sixapart.com/ns/types#tag" term="758"/>
    <category label="interactive fiction" scheme="http://www.sixapart.com/ns/types#tag" term="32"/>
    <category label="meetup" scheme="http://www.sixapart.com/ns/types#tag" term="921"/>
    <author>
      <name>Kevin Jackson-Mead</name>
    </author>
    <source>
      <id>tag:,2010:/mt4//feed/if</id>
      <link href="http://gameshelf.jmac.org/mt4/mt-search.cgi?search=if&amp;Template=feed&amp;IncludeBlogs=" rel="self" type="application/atom+xml"/>
      <link href="http://gameshelf.jmac.org/mt4/mt-search.cgi?IncludeBlogs=&amp;search=if" rel="alternate" type="text/html"/>
      <title>Search Results for if</title>
      <updated>2010-03-09T22:00:04Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://chicagodave.wordpress.com/?p=193</id>
    <link href="http://chicagodave.wordpress.com/2010/02/23/kickstart-textfyre-2/" rel="alternate" type="text/html"/>
    <title>The Textfyre Times: Kickstart Textfyre!!!</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I started a Kickstarter project to help us purchase space, a booth, and marketing material for PAX East in Boston. This will include having CD’s on hand to sell, posters, coins from Shadow in the Cathedral, and more. Please help us promote Interactive Fiction at PAX!!!

       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=chicagodave.wordpress.com&amp;blog=1246926&amp;post=193&amp;subd=chicagodave&amp;ref=&amp;feed=1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>I started a Kickstarter project to help us purchase space, a booth, and marketing material for PAX East in Boston. This will include having CD’s on hand to sell, posters, coins from Shadow in the Cathedral, and more. Please help us promote Interactive Fiction at PAX!!!</p>
<p><a href="http://kck.st/b5PnRD"><img alt="" border="0" src="http://www.kickstarter.com/projects/textfyre/kickstart-textfyre/widget/card.jpg"/></a></p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/chicagodave.wordpress.com/193/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/chicagodave.wordpress.com/193/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/chicagodave.wordpress.com/193/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/chicagodave.wordpress.com/193/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/chicagodave.wordpress.com/193/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/chicagodave.wordpress.com/193/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/chicagodave.wordpress.com/193/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/chicagodave.wordpress.com/193/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/chicagodave.wordpress.com/193/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/chicagodave.wordpress.com/193/"/></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=chicagodave.wordpress.com&amp;blog=1246926&amp;post=193&amp;subd=chicagodave&amp;ref=&amp;feed=1"/></div>
    </content>
    <updated>2010-02-23T19:00:08Z</updated>
    <category term="Blogroll"/>
    <category term="Textfyre"/>
    <category term="interactive fiction"/>
    <category term="kickstarter"/>
    <category term="marketing"/>
    <category term="pax east"/>
    <category term="promote"/>
    <author>
      <name>David Cornelson</name>
    </author>
    <source>
      <id>http://chicagodave.wordpress.com</id>
      <logo>http://www.gravatar.com/blavatar/37bfd42cf9f15b9f0cbb30e55da57531?s=96&amp;d=http://s2.wp.com/i/buttonw-com.png</logo>
      <link href="http://chicagodave.wordpress.com/feed/" rel="self" type="application/atom+xml"/>
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      <link href="http://chicagodave.wordpress.com/osd.xml" rel="search" type="application/opensearchdescription+xml"/>
      <subtitle>Notes from the President of Textfyre, Inc.</subtitle>
      <title>The Textfyre Times</title>
      <updated>2010-02-28T03:00:06Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.wigdahl.net/quern/?p=1544</id>
    <link href="http://www.wigdahl.net/quern/2010/02/23/hoosegow-wins/" rel="alternate" type="text/html"/>
    <title>The Quern - IF: Hoosegow Wins!</title>
    <summary>Congratulations to Jack and Ben for another win!  The excellent Hoosegow defeated a deep and strong field to take the $1000 prize in the JiG Casual Gameplay Design Competition.  Congratulations to the other top finishers as well!
The top 4:

 Hoosegow — Ben Collins-Sussman and Jack Welch
 Fragile Shells — Stephen Granade
 Dual Transform — Nigel [...]</summary>
    <updated>2010-02-23T15:00:13Z</updated>
    <category term="Computer"/>
    <category term="Games"/>
    <category term="Interactive Fiction"/>
    <author>
      <name>Matt Wigdahl</name>
    </author>
    <source>
      <id>http://www.wigdahl.net/quern</id>
      <link href="http://www.wigdahl.net/quern/category/interactive-fiction/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://www.wigdahl.net/quern" rel="alternate" type="text/html"/>
      <subtitle>It's All Grist for the Personal Mill</subtitle>
      <title>The Quern » Interactive Fiction</title>
      <updated>2010-03-08T20:00:16Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=2147</id>
    <link href="http://emshort.wordpress.com/2010/02/23/homer-in-silicon-8/" rel="alternate" type="text/html"/>
    <title>Emily Short: Homer in Silicon</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">…on the curious and strangely addictive Echo Bazaar.
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=2147&amp;subd=emshort&amp;ref=&amp;feed=1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>…on the curious and strangely addictive <a href="http://www.gamesetwatch.com/2010/02/column_homer_in_silicon_echoes.php">Echo Bazaar</a>.</p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/emshort.wordpress.com/2147/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/emshort.wordpress.com/2147/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/emshort.wordpress.com/2147/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/emshort.wordpress.com/2147/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/emshort.wordpress.com/2147/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/emshort.wordpress.com/2147/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/emshort.wordpress.com/2147/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/emshort.wordpress.com/2147/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/emshort.wordpress.com/2147/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/emshort.wordpress.com/2147/"/></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=2147&amp;subd=emshort&amp;ref=&amp;feed=1"/></div>
    </content>
    <updated>2010-02-23T10:00:13Z</updated>
    <category term="video games"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
      <logo>http://www.gravatar.com/blavatar/88e464462e04b8329906c19c9072bf29?s=96&amp;d=http://s2.wp.com/i/buttonw-com.png</logo>
      <link href="http://emshort.wordpress.com/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://emshort.wordpress.com" rel="alternate" type="text/html"/>
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      <link href="http://emshort.wordpress.com/?pushpress=hub" rel="hub" type="text/html"/>
      <subtitle>Interactive stories and games; essays, reviews, and how-to suggestions</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2010-03-06T21:00:13Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=2143</id>
    <link href="http://emshort.wordpress.com/2010/02/23/more-jigcomp/" rel="alternate" type="text/html"/>
    <title>Emily Short: More JIGComp</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The Jay is Games IF competition is now over, and winners announced. I got to disappointingly few of the games before the end. 
I did play both Hoosegow and Roofed before the end, though, and Dual Transform I beta-tested, so that means I actually lucked into playing the top six games. Some thoughts about those [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=2143&amp;subd=emshort&amp;ref=&amp;feed=1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>The Jay is Games IF competition is now over, and <a href="http://jayisgames.com/archives/2010/02/cgdc7_results.php">winners announced</a>. I got to disappointingly few of the games before the end. </p>
<p>I did play both Hoosegow and Roofed before the end, though, and Dual Transform I beta-tested, so that means I actually lucked into playing the top six games. Some thoughts about those games after the cut (mildly spoilery, but the real specifics are rot13′d).</p>
<p><span id="more-2143"/></p>
<p>Dual Transform is an example of the kind of puzzle I associate with zarf, and I like to think I would have recognized its authorship even if I hadn’t known to start with. There’s a common thread in his games of manipulating concepts or mental states as represented by physical interactions, and Dual Transform makes that all the more explicit — though the lack of a stronger framing story made that less emotionally affecting than in some of his other works. </p>
<p>Hoosegow and Roofed are the last two games I played, and they made an interesting pair, because in a lot of ways they’re quite similar: strong writing and sense of place; comedic strand centering especially on a less-than-brilliant sidekick who nonetheless is both a functional aid in puzzles and a source of hints; tight implementation; physically complex objects to manipulate; a few surprising verbs/actions. Some of the puzzles felt a bit too hard to me, at least for a casual game context — which is to say, I went in expecting something easier (especially in the case of Hoosegow), ran out of ideas, and looked at the walkthrough, then realized that if I’d been playing in a more hardcore way I would probably have gotten the solutions. (By that I mean: at home and expecting to spend an hour or two on the game, rather than from work and trying to fit it into a lunch break.)</p>
<p>I think ultimately I found Hoosegow the more satisfying of the two, though also the more difficult. Satisfying because the story seemed to come together with a louder <em>clunk</em> at the end, whereas Roofed (perhaps intentionally) seemed more like a piece of a larger whole. </p>
<p>But Hoosegow also had a few puzzles I’m not sure were quite fair. There are a lot of cases in the game where you know generally what you want to accomplish, and you’ve got the game pointing out a couple of important items to you via heavy hinting in the text (it all but bold-faces <em>gur ihygher’f gnvy</em>, for instance), but it’s not totally clear how those items relate to the general goal, because the specific thing you need to accomplish is sufficiently baroque. It didn’t help that <em>V gubhtug gur oreel jnf sbe cbvfbavat gur qbt, naq gevrq nyy fbegf bs pbagbegvbaf gb trg vg vagb gur objy, naq fb unq tvira hc ba vg orsber vg bppheerq gb zr gb chg vg va gur phc vafgrnq</em>.</p>
<p>Roofed was in general fairer, but it threw me off with a couple of specific decisions and flaws. An implementation flaw: <em>guebjvat gur irtrgnoyr ng gur tenssvgv unq ab hfrshy erfhyg, fb V nffhzrq vg pbhyqa’g or hfrq ba gur puvzarl ng nyy, naq tbg ba pbzcyrgryl gur jebat genpx</em>. More of a design flaw: <em>gurer jnfa’g dhvgr rabhtu gurer gb fhttrfg V fubhyq or znavchyngvat zl oebgure rzbgvbanyyl; V gubhtug gur ernfba ur jbhyqa’g gnxr gur cynax jnf orpnhfr vg jnf whfg n gval ovg gbb fghpx naq gung V jbhyq arrq gb svaq fbzrguvat gb ybbfra vg jvgu svefg</em>. </p>
<p>All the same, I felt like Roofed was much closer to being a game I could have solved without a walkthrough.</p>
<p>So… yeah. Both fun, but in both cases I would like to have solved more on my own. Some of that had to do with the expectations and time allowance I came in with, but some of it had to do with puzzle structure. They have those things in common, actually, with some other recent games that were rich in NPCs and events. Broken Legs and Party Foul both come to mind here. All these games have strong personality and a clear narrative voice, and a definite sense of story — and I found all of them just a bit too arbitrary with the solutions.</p>
<p>Still, I’d rather glance at the walkthrough sometimes during an otherwise compelling game than glide comfortably through a tedious one. And kudos all around on the memorable settings and characters. Good stuff.</p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/emshort.wordpress.com/2143/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/emshort.wordpress.com/2143/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/emshort.wordpress.com/2143/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/emshort.wordpress.com/2143/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/emshort.wordpress.com/2143/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/emshort.wordpress.com/2143/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/emshort.wordpress.com/2143/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/emshort.wordpress.com/2143/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/emshort.wordpress.com/2143/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/emshort.wordpress.com/2143/"/></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=2143&amp;subd=emshort&amp;ref=&amp;feed=1"/></div>
    </content>
    <updated>2010-02-23T06:00:13Z</updated>
    <category term="interactive fiction"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
      <logo>http://www.gravatar.com/blavatar/88e464462e04b8329906c19c9072bf29?s=96&amp;d=http://s2.wp.com/i/buttonw-com.png</logo>
      <link href="http://emshort.wordpress.com/feed/" rel="self" type="application/atom+xml"/>
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      <link href="http://emshort.wordpress.com/?pushpress=hub" rel="hub" type="text/html"/>
      <subtitle>Interactive stories and games; essays, reviews, and how-to suggestions</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2010-03-06T21:00:13Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-5981040820665230661.post-4342756239657223998</id>
    <link href="http://selfasfractal.blogspot.com/feeds/4342756239657223998/comments/default" rel="replies" type="application/atom+xml"/>
    <link href="https://www.blogger.com/comment.g?blogID=5981040820665230661&amp;postID=4342756239657223998" rel="replies" type="text/html"/>
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    <link href="http://selfasfractal.blogspot.com/2010/02/post-comp-comp-update.html" rel="alternate" type="text/html"/>
    <title>Self As Fractal: Post-Comp-Comp update</title>
    <summary>In which she is revealed to be an utter and complete idiot.As you may or may not have noticed, the link to the Post-Comp-Comp games was down. This probably accounts for the non-activity, but it also makes me look really, really stupid.So here is a new link, which should work.And because of being an utter and complete idiot, I've extended the deadline for votes to March 15. Apologies for any</summary>
    <updated>2010-02-23T02:53:00Z</updated>
    <published>2010-02-23T02:53:00Z</published>
    <category scheme="http://www.blogger.com/atom/ns#" term="interactive fiction"/>
    <author>
      <name>Sarah</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/13548169892834605417</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-5981040820665230661</id>
      <author>
        <name>Sarah</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/13548169892834605417</uri>
      </author>
      <link href="http://selfasfractal.blogspot.com/feeds/posts/default" rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml"/>
      <link href="http://www.blogger.com/feeds/5981040820665230661/posts/default/-/interactive+fiction" rel="self" type="application/atom+xml"/>
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      <title>Self as Fractal</title>
      <updated>2010-03-09T04:53:20Z</updated>
    </source>
  </entry>
</feed>
