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  <title>Planet Interactive Fiction</title>
  <updated>2012-05-18T05:00:36Z</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>
    <id>tag:typepad.com,2003:post-6a00d83452e46469e20168eb8f9ba3970c</id>
    <link href="http://www.z-machine-matter.com/2012/05/kickstarter-jumpstarts-retro-adventure-games.html" rel="alternate" type="text/html"/>
    <link href="http://www.z-machine-matter.com/2012/05/kickstarter-jumpstarts-retro-adventure-games.html" rel="replies" type="text/html"/>
    <title>Z-Machine Matter: Kickstarter Jumpstarts Retro Adventure Games</title>
    <summary>With the recent successes of Double Fine and Wasteland 2 on getting multi-million dollar funding on Kickstarter, new graphical adventure games have been popping up on Kickstarter like mushrooms at a Phish concert in Vancouver. Personally, I think this is hugely interesting. Not just because oldschool games are being funded,...</summary>
    <content type="xhtml" xml:lang="en-US"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://zurlocker.typepad.com/.a/6a00d83452e46469e20168eb8f9c00970c-pi" style="display: inline;"><img alt="Twoguys" class="asset  asset-image at-xid-6a00d83452e46469e20168eb8f9c00970c" src="http://zurlocker.typepad.com/.a/6a00d83452e46469e20168eb8f9c00970c-300wi" style="width: 280px;" title="Twoguys"/></a><br/><br/>With the recent successes of <a href="http://www.z-machine-matter.com/2012/02/double-fine-kickstarter.html" target="_self">Double Fine</a> and Wasteland 2 on getting multi-million dollar funding on Kickstarter, new graphical adventure games have been popping up on Kickstarter like mushrooms at a Phish concert in Vancouver.  Personally, I think this is hugely interesting.  Not just because oldschool games are being funded, but because Kickstarter has the potential to disrupt the traditional game publisher who serves as a middleman between creative studios and the buying public.  While publisher fulfill a useful role in many cases, they also work as a gatekeeper that makes it hard for more speculative works to see light of day.  With Kickstarter there's the opportunity to promote create projects that are more specialized and might not have mass market appeal.  </p>
<p>Even <a href="http://www.forbes.com/sites/erikkain/2012/03/30/double-fine-adventures-kickstarter-success-pumps-new-life-into-crowd-funded-gaming/" target="_blank">Forbes</a> commented on this recent trend:</p>
<blockquote>
<p><em>Drawing on the already-participatory relationship between developers and gamers, crowd-funded video games allow fans to become investors in projects they care about from the ground up.</em><br/><br/><em>Customers are always “investors” in a sense since their cash determines whether a game will be profitable or not; but with the rise of crowd-funding, that investment begins long before the game is even developed.</em></p>
<p><em>I think this also says something about piracy, at least tangentially. Since piracy concerns have led to a new DRM regime and plenty of fan backlash, it’s a good sign that gamers are willing to pony up prior to a game’s actual release. It reveals a level of trust and enthusiasm that may not be present in much of the gaming industry.</em></p>
</blockquote>
<p>Of course, there's plenty of risk associated with Kickstarter.  Maybe these games won't live up to the lofty expectations that have been set.  And maybe the buying audience will tire of funding games 9 months or more in advance of seeing the end product.  It's not exactly a model that delivers instant gratification.  Still I think it's a great way to build a community around a game.  And many of the projects being funded are giving people the opportunity to get a peek behind the scenes with design materials, documentary footage etc.  </p>
<p>Here are a few interesting projects currently seeking funding.  (And yes, I've pledged to several of these.  If someone wants to port Frotz to the Kindle, I'll pitch in on that also.)</p>
<ul>
</ul>
<ul>
<li><a href="http://www.kickstarter.com/projects/spaceventure/two-guys-spaceventure-by-the-creators-of-space-que?ref=live" target="_blank">Two Guys From Andromeda</a>:  The developers of Sierra's SpaceQuest series develop a new game</li>
<li><a href="http://www.kickstarter.com/projects/1005365109/jane-jensens-pinkerton-road-2012-2013-csg" target="_blank">Jane Jenson's Pinkerton Road</a>: Two games from the producer of Sierra's Gabriel Knight series</li>
<li><a href="http://www.kickstarter.com/projects/leisuresuitlarry/make-leisure-suit-larry-come-again" target="_blank">Leisure Suit Larry remake</a>: Not my cup of tea, but has its fans</li>
<li><a href="http://www.kickstarter.com/projects/subgames/rob-swigarts-portal-1986-reborn-v20?ref=live" target="_blank">Rob Swigart's Portal Reborn</a>: A sequel to one of the earliest works of interactive fiction</li>
</ul></div>
    </content>
    <updated>2012-05-17T05:16:05Z</updated>
    <published>2012-05-17T05:16:05Z</published>
    <category scheme="http://www.sixapart.com/ns/types#category" term="History"/>
    <category scheme="http://www.sixapart.com/ns/types#category" term="Reviews"/>
    <category scheme="http://sixapart.com/ns/types#tag" term="graphic adventure"/>
    <category scheme="http://sixapart.com/ns/types#tag" term="Kickstarter"/>
    <category scheme="http://sixapart.com/ns/types#tag" term="leisure suit larry"/>
    <category scheme="http://sixapart.com/ns/types#tag" term="portal"/>
    <category scheme="http://sixapart.com/ns/types#tag" term="sierra"/>
    <category scheme="http://sixapart.com/ns/types#tag" term="spacquest"/>
    <author>
      <name>Zack Urlocker</name>
    </author>
    <source>
      <id>tag:typepad.com,2003:weblog-86680913796765451</id>
      <link href="http://www.z-machine-matter.com/atom.xml" rel="self" type="application/atom+xml"/>
      <link href="http://hubbub.api.typepad.com/" rel="hub" type="text/html"/>
      <link href="http://www.z-machine-matter.com/" rel="alternate" type="text/html"/>
      <subtitle>A resource for playing and writing Interactive Fiction</subtitle>
      <title>Z-Machine Matter</title>
      <updated>2012-05-17T05:16:05Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.inklestudios.com/?p=536</id>
    <link href="http://www.inklestudios.com/archives/536?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=visual-design-begins-for-down-among-the-dead-men" rel="alternate" type="text/html"/>
    <title>Inkle: Visual design begins for Down Among the Dead Men</title>
    <summary>With Frankenstein out of the door, we’re now looking ahead to our next inklebook. Again, we’re collaborating with Dave Morris, this time on the swashbuckling adventure story Down Among the Dead Men. Developing a visual metaphor One of the first steps in producing a new inklebook from scratch is to design a visual look and [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><h2><a href="http://www.inklestudios.com/wp-uploads/2012/05/skin3-sand.jpg"><img alt="" class="aligncenter" height="380" src="http://www.inklestudios.com/wp-uploads/2012/05/skin3-sand.jpg" title="Down Among the Dead Men skin design 1" width="500"/></a></h2>
<p>With <a href="http://www.inklestudios.com/frankenstein" target="_blank" title="Frankenstein">Frankenstein</a> out of the door, we’re now looking ahead to our next inklebook. Again, we’re collaborating with Dave Morris, this time on the swashbuckling adventure story <em>Down Among the Dead Men</em>.</p>
<h3>Developing a visual metaphor</h3>
<p>One of the first steps in producing a new inklebook from scratch is to design a visual look and feel for it. As part of this, it’s useful to establish a consistent metaphor. For <em>Frankenstein</em>, the metaphor was that you were looking at Victor Frankenstein’s desk, full of anatomical illustrations, spilt ink, and his notes and journals. The metaphor doesn’t need to be strictly consistent, but keeping it fairly coherent helps make the whole scene glue together nicely. It helps to answer design questions, such as which font to use where, and what to use for graphical flourishes.</p>
<p>So, for <em>Down Among the Dead Men</em>, we’ve started with the scene of being washed up on a tropical beach, along with a set of piratey paraphernalia. We’re still developing the exact metaphor – what should the front “cover” look like? Should it be a book cover, a page, or something else entirely?</p>
<p>We’re also keen to differentiate the visual style from <em>Frankenstein</em>. While the material aesthetic is <em>inkle</em>‘s trademark, we want to make <em>Down Among the Dead Men</em> brighter, and communicate more of the gamey elements in the text. For Frankenstein, it was easy to lean on the beauty of the anatomical illustrations. For <em>Down Among the Dead Men</em>, we’ll have to find a new touchstone.</p>
<p>We’ll post more images as we develop the visual skin further, but see what you think about this initial concept. Also, bear in mind that this is purely a first draft, so the polish and finesse will improve dramatically over the coming days and weeks!</p>
<h3>Help us out!</h3>
<p>Also, feel free to help us out! If you want to suggest ideas for <em>Down Among the Dead Men</em>, either reply to this post, or drop as an email. We have a <a href="http://pinterest.com/inkle/down-among-the-dead-men-design-board/" target="_blank" title="Down Among the Dead Men pinterest board">pinterest board</a> up to help us gather visual resources and inspiration from around the web.</p>
<p><a href="http://www.inklestudios.com/wp-uploads/2012/05/skin3-sand.jpg"><br/>
</a></p></div>
    </content>
    <updated>2012-05-16T16:00:41Z</updated>
    <category term="Uncategorized"/>
    <category term="dave morris"/>
    <category term="down among the dead men"/>
    <category term="inklebooks"/>
    <category term="visual design"/>
    <author>
      <name>Joseph Humfrey</name>
    </author>
    <source>
      <id>http://www.inklestudios.com</id>
      <link href="http://www.inklestudios.com/feed" rel="self" type="application/atom+xml"/>
      <link href="http://www.inklestudios.com" rel="alternate" type="text/html"/>
      <subtitle>interactive literature</subtitle>
      <title>inkle</title>
      <updated>2012-05-18T04:00:36Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.filfre.net/?p=534</id>
    <link href="http://www.filfre.net/2012/05/the-ibm-pc-part-3/" rel="alternate" type="text/html"/>
    <title>The Digital Antiquarian: The IBM PC, Part 3</title>
    <summary>In November of 1979, Microsoft’s frequent partner Seattle Computer Products released a standalone Intel 8086 motherboard for hardcore hobbyists and computer manufacturers looking to experiment with this new and very powerful CPU. The 8086 was closely related to the 8088 that IBM chose for the PC; the latter was a cost-reduced version of the former, [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>In November of 1979, Microsoft’s frequent partner Seattle Computer Products released a standalone Intel 8086 motherboard for hardcore hobbyists and computer manufacturers looking to experiment with this new and very powerful CPU. The 8086 was closely related to the 8088 that IBM chose for the PC; the latter was a cost-reduced version of the former, an 8-bit/16-bit hybrid chip rather than a pure 16-bit like the 8086. IBM opted for the less powerful 8088 partly to control costs, but also to allow the use of certain hardware that required the 8-bit external data bus found on the 8088. But perhaps the biggest consideration stemmed, as happens so often, from the marketing department rather than engineering. The 8086 was such a powerful chip that an IBM PC so equipped might convince some customers to choose it in lieu of IBM’s own larger systems; IBM wanted to take business from other PC manufacturers, not from their own other divisions.</p>
<p>The important thing to understand for our purposes, though, is that both chips shared the instruction set, and thus could run the same software. Everyone wanted to run CP/M on the SCP boards, but CP/M existed only for the Intel 8080 and Zilog Z80. Thus, SCP had the same problem that Sams and IBM would face months later. Digital Research repeatedly promised an 8086/8088 version of CP/M, but failed to deliver. So, in April of 1980 Tim Paterson of SCP decided to write his own 8086/8088 operating system. He called it QDOS — the “Quick and Dirty Operating System.”</p>
<p>The ethicality or lack thereof of what Paterson did has been debated for years. Gary Kildall stridently claimed many times that he ripped off the actual CP/M source code, but this is a very problematic assertion. There is no evidence that he even had access to the source, which Digital, like most companies then and now, guarded carefully. On the other hand, Paterson freely admits that he pulled out his CP/M reference manual and duplicated each of its API calls one by one. On the other other hand, and while it may not have reflected much originality or creative thinking, what he did was pretty clearly legal even by the standards of today. Courts have ruled again and again that APIs cannot be copyrighted, only specific implementations thereof, and that reverse engineering is therefore allowed. (Well, there is patent law, but that’s a swamp we’re going to stay well away from…) Food for thought for open-source advocates and Microsoft haters: if QDOS was ethically wrong, then Linux — largely a reimplementation of the Unix standards — must be equally wrong. Paterson claims that he had a good reason to copy CP/M so closely: he wanted to make it as easy as possible for programmers to move existing CP/M software over to QDOS. He also claims that beneath the surface, where he could get away with it, he substantially improved upon his model, notably in disk- and file-handling. </p>
<p>In the meantime Gates was wondering how the hell he was going to come up with an operating system for IBM in the time frame they wanted. Then one day Paterson called Paul Allen of Microsoft to tell him about QDOS, just in case Microsoft was interested in writing some software for it or using it in-house. Gates, just the man to recognize an out-of-the-blue savior when he saw one, called Sams, asking, “Do you want to get [it], or do you want me to?” Sams’s answer to that question would cost IBM billions and billions over the decades to come. “By all means, you get it,” he said. Recognizing that PC software was far from his realm of expertise, Sams had already pretty much thrown all of his systems-software problems into Microsoft’s lap, and he saw no reason to change course now. “We wanted this to be their problem,” he later said. Microsoft’s “problem” would in a few years become a big, big problem for IBM.</p>
<p>On September 30, Gates, Ballmer, and Bob O’Rear flew down to Florida to make their final proposal to IBM. For Sams, who wanted to essentially foist the software problem on someone else, their plan sounded ideal. Microsoft would take responsibility for providing an operating system, four programming languages (BASIC, COBOL, FORTRAN, Pascal), and a range of other software to be available at launch (including our old friend <a href="http://www.filfre.net/2011/07/microsoft-adventure/"><em>Microsoft Adventure</em></a>). One point Gates carefully stipulated: Microsoft would license all of this to IBM, not outright sell it to them, and would expect to be paid on a per-copy royalty basis. IBM, feeling there was opportunity enough for everyone to do well out of this and that it couldn’t hurt to have Microsoft’s own fate tied so closely to that of the IBM PC, agreed. This huge company, legendarily risk-averse and conservative, elected to place the fate of one of their biggest projects ever in the hands of a 24-year-old. If Microsoft failed to come through, the IBM PC itself would be stillborn. On November 6, Microsoft and IBM officially signed the contract, which immediately paid Microsoft $700,000 to begin porting all of this disparate software to the new architecture. Ironically, by that time both Lowe and Sams, who had played such prominent roles in everything that came before, had been transferred to other divisions. Project Chess may have been an Independent Business Unit, but it obviously wasn’t entirely immune to the fickle ways of the IBM bureaucracy. Don Estridge took over leadership of the project.</p>
<p>While the software deal was being finalized, Project Chess had not been idle. That same November Microsoft received its first two prototype machines. IBM, desperately concerned about secrecy, demanded they keep them in a windowless vault secured with locks they themselves provided. Microsoft and IBM’s Project Chess, just about as physically far apart as two organizations can be and still be in the United States, nevertheless developed a working relationship that seems similar to those of today, when geography matters far less. They communicated constantly through telephone and (especially) a special email system they set up, shuttled packages back and forth via an overnight service, and visited one another frequently — and sometimes without warning. (This became a particular concern for Microsoft; IBM had a habit of dropping in unannounced to see if all of their byzantine security procedures were being practiced.) The IBM team of course had plenty to keep them busy, but Microsoft were truly up against it. Thanks to all of the negotiations, they were according to Gates already “three months behind schedule” the day the contract was finalized. Everyone worked months of seven-day weeks. Most didn’t even take Christmas off.</p>
<p>The first goal had to be to get the machine running in its two modes of operation: BASIC and the disk-based operating system. The former Microsoft could handle on their own, but the latter left them dependent on Seattle Computer Products. Even as Microsoft had been finalizing their deal with IBM and starting to work, Paterson and SCP had been continuing their own work, refining QDOS from a “quick and dirty” hack into an operating system they could sell. Along the way they renamed it, for obvious reasons, to 86-DOS. As 1980 drew to a close, they at last had a version they felt was suitable for the outside world.</p>
<p>Until this point, Bill Gates has basically behaved himself, acting like a hard-driving but straightforward businessman. Now, however, we start to see some of that legendary Gates shiftiness come out. He wanted for Microsoft a royalty-based agreement that would let them share in the hoped-for success of the IBM PC. But he wasn’t ready to share those fruits with SCP, who still had no idea that the IBM project was even happening or that their modest little one-man-authored operating system was key to the plans of one of the biggest companies in the world. Gates wanted to keep them in the dark, but he needed 86-DOS, like, yesterday. He therefore needed to pry 86-DOS out of their hands without letting them know why he wanted it.</p>
<p>Paul Allen negotiated an agreement with SCP owner Rod Brock in January, implying that Microsoft had a whole stable of customers eager to run 86-DOS. The deal would essentially allow Microsoft to act as middleman — or, if you like, retailer — in these transactions. For each customer to whom they sold a license for 86-DOS, they would pay SCP $10,000, or $15,000 if the license also included the source code. They would also pay SCP an initial fee of $10,000 to begin the agreement. For SCP, a much smaller, hardware-focused company without the reach or marketing skills of Microsoft, the agreement sounded great — especially because business lately had not been particularly good. Microsoft seemed convinced that they could sell quite a few licenses, bringing in effortless money for SCP for this operating system Paterson had begun almost on a lark. One clause buried in the contract might have raised a red flag: “Nothing in this licensing agreement shall require Microsoft to identify its customer to Seattle Computer Products.” Brock later said, “That seemed strange to us, but we agreed to go along.” In reality, of course, Microsoft had no stable of eager licensees. They had just one, the biggest fish of all: IBM. Microsoft sold just one license under the agreement, acquiring IBM’s operating system for them complete with source for just $25,000.</p>
<p>In February, Bob O’Rear of Microsoft got 86-DOS to boot for the first time on one of the prototype machines:</p>
<blockquote><p>“It was like the middle of the night. It was one of the most joyous moments of my life, to finally after all the preparation and work, and back and forth, to have that operating system boot up and tell you that it’s ready to accept a command. That was an exciting moment.”</p></blockquote>
<p>IBM was soon requesting a number of changes to 86-DOS. Microsoft thus found themselves in the awkward position of having to go back to Paterson, who of course knew 86-DOS far better than anyone else and whom they had signed to a consulting contract, to request changes without telling him where the requests were really coming from. In the end they convinced him to leave SCP and come to work for them full-time. “It’s IBM!” they told him as soon as he worked through the door on his first day as an employee. Ironically for Paterson, who has spent decades battling critics who claim he ripped off CP/M, many of the changes IBM requested actually made 86-DOS look even more like CP/M. For instance, the command prompt that still remains with us today, showing the current drive — “C:\” today, more likely “A:\” in those days — was the result of one of IBM’s requests, and a carbon copy of CP/M’s. Paterson says it made him “want to throw up,” but of course on this project what IBM requested IBM generally got.</p>
<p>IBM planned to announce the IBM PC in August of 1981 — as per the original plan, which gave Project Chess exactly one year to complete its work. They weren’t interested in postponing, so everyone in Boca Raton and especially at Microsoft just worked harder as smaller deadlines were missed but the biggest one just stayed fixed. They also began confidentially approaching other developers, of software such as VisiCalc and the word-processing package Easy Writer, to add to Microsoft’s lineup of applications and games. They even arranged to make another of our old friends, <a href="http://www.filfre.net/2012/03/pascal-and-the-p-machine/">the UCSD Pascal P-System</a>, available for those who wanted to run it in lieu of DOS-86 or the Microsoft BASIC environment. Incredibly given its expanding scope, the project remained a complete secret for quite a long time. But finally in June <em>InfoWorld</em> printed a detailed article that described the entire plan down almost to the last detail, even mentioning that the operating system would not be CP/M but would be “CP/M-like.” They missed only the planned announcement date, saying it would happen in July rather than August. The Datamaster, the earlier “PC-like” project that had provided technology and personnel to Project Chess, did make its own belated debut that month. Many assumed that the project <em>InfoWorld</em> had scooped was the Datamaster, and thus that the magazine had gotten it all quite wrong. Those better connected, however, knew better by this time.</p>
<p>Then on July 27, 1981, barely two weeks before the planned announcement, Bill Gates made what has often been called the deal of the century.</p>
<p>Rod Brock at SCP was a disappointed man. The legion of 86-DOS licensees he had anticipated following the Microsoft deal hadn’t materialized, and now he had lost Paterson, the one software guy at his hardware-focused company, to Microsoft. It was pretty obvious by now who the one 86-DOS sub-licensee must be, but SCP was strapped for cash and lacked the ability to support an operating system. He started to shop 86-DOS around a bit, looking for someone willing to take over support in return for an exclusive license to it. Gates pounced immediately, offering SCP a much-needed $50,000 for the deal — with one crucial difference. He stipulated that Microsoft would not be buying an exclusive license, but would be buying the software itself, outright. They would then grant the exclusive license to SCP, essentially turning the deal on its head. Brock was uncertain, but he really did need the money, and he didn’t quite know what to do with 86-DOS himself anyway…</p>
<p>He signed the agreement, making Microsoft the sole owner of 86-DOS — or, as it was immediately renamed, MS-DOS. It’s yet another example of the terrible financial decision-making that was so endemic to the early microcomputer industry, as hackers who knew everything about bits and bytes but nothing about business suddenly found themselves running companies. These were the kinds of mistakes that Gates never made, but knew how to exploit and even engender in others. When dealing with innocents like Brock, it was as easy as leading the proverbial lambs to slaughter. MS-DOS, purchased for $50,000, was earning Microsoft more than $200 million per year by 1991. Even more importantly, it was <em>the</em> key building block in the Microsoft monopoly that would absolutely dominate business computing by the mid-1980s, and dominate virtually all computing throughout the 1990s. This decision, more than any other, is the one that made Microsoft the giant it still is today.</p>
<p>But Microsoft (and IBM) suddenly had one more legal hurdle to clear. By this time, with the IBM PC becoming more and more of an open secret in the industry, Gary Kildall had seen a copy of 86-DOS/MS-DOS in action. He was convinced that Paterson had stolen his operating system, that he had somehow gotten a copy of the source code, made only those changes needed to get it running on the Intel 8086/8088, filed off the digital serial numbers, and sold it to IBM. Now he began to threaten legal action, and (perhaps of more concern to IBM) to cause a huge stink in the press that could cast a cloud over the upcoming announcement. He and Gates met for lunch to try to hash things out, but to no avail. “It was one of those meetings where everybody was nice to each other, then everyone shouted at each other, then everyone was nice to each other, then everyone shouted at each other,” recalled John Katsaros, a Digital Research colleague who was also there. And so IBM stepped in to make a deal. They would <em>also</em> offer CP/M-86, the 8088-compatible version of the operating system which Digital were still messing about with, on the IBM PC just as soon Kildall could give them a completed version. Kildall, at least somewhat placated, accepted. The IBM PC, which IBM had from the start envisioned as a true “anything machine,” would now have no fewer than four available operating paradigms: the ROM-hosted BASIC, MS-DOS, CP/M, or UCSD Pascal.</p>
<br/><a href="http://www.filfre.net/?p=534#comments" title="Comments on &quot;The IBM PC, Part 3&quot;"><img alt="Comments" src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?534"/></a></div>
    </content>
    <updated>2012-05-16T11:00:33Z</updated>
    <category term="Digital Antiquaria"/>
    <category term="Interactive Fiction"/>
    <category term="ibm"/>
    <category term="microsoft"/>
    <category term="ms-dos"/>
    <author>
      <name>Jimmy Maher</name>
    </author>
    <source>
      <id>http://www.filfre.net</id>
      <link href="http://www.filfre.net/category/interactive-fiction/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://www.filfre.net" rel="alternate" type="text/html"/>
      <subtitle>Ruminations on the state of some arts by Jimmy Maher</subtitle>
      <title>The Digital Antiquarian » Interactive Fiction</title>
      <updated>2012-05-16T11:00:33Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=4735</id>
    <link href="http://emshort.wordpress.com/2012/05/13/a-small-roundup-of-interesting-things/" rel="alternate" type="text/html"/>
    <title>Emily Short: A Small Roundup of Interesting Things</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Storybricks, now fundraising on Kickstarter, is an AI project to allow users to create generated stories in an MMO environment. The project provides an authoring tool for establishing characters’ desires, relationships, moods, and basic conversation: The engine then brings the … <a href="http://emshort.wordpress.com/2012/05/13/a-small-roundup-of-interesting-things/">Continue reading <span class="meta-nav">→</span></a><img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4735&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Storybricks, <a href="http://www.kickstarter.com/projects/storybricks/storybricks-the-mmorpg-storytelling-toolset">now fundraising on Kickstarter</a>, is an AI project to allow users to create generated stories in an MMO environment. The project provides an authoring tool for establishing characters’ desires, relationships, moods, and basic conversation:</p>
<p><a href="http://emshort.files.wordpress.com/2012/05/ks_corruptkingdom.jpg"><img alt="" class="aligncenter size-medium wp-image-4736" height="241" src="http://emshort.files.wordpress.com/2012/05/ks_corruptkingdom.jpg?w=300&amp;h=241" title="KS_CorruptKingdom" width="300"/></a></p>
<p>The engine then brings the results to life within a 3D fantasy kingdom. The Storybricks team has posted <a href="http://play.storybricks.com/play.php">a public demo</a> that you can try out for yourself. </p>
<p><a href="http://playfic.com/">Playfic</a>, Andy Baio and Cooper McHatton’s website for playing and writing Inform games online, has had a successful three months, with hundreds of new games posted and (collectively) around 85,000 play sessions. Now Playfic has added the ability (crucial, in my opinion) for authors to include extensions from <a href="http://inform7.com/write/extensions/">Inform’s extension site</a>, meaning that supported games can be more complex and make use of a wide range of pre-existing tools.</p>
<p>Cover Stories is a minicomp pairing artists and authors of interactive fiction. The first phase (now over) collected <a href="http://smallwhitehouse.org/gallery2/v/CoverStories/">dozens of pieces of cover art</a>; during the second phase (now running), authors may select one of the submissions and write a short game suitable for that cover. There are still some cool images unclaimed. <a href="http://www.intfiction.org/forum/viewtopic.php?f=23&amp;t=4917&amp;p=36678#p36678">Rules and details may be found here</a>.</p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/emshort.wordpress.com/4735/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/emshort.wordpress.com/4735/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/emshort.wordpress.com/4735/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/emshort.wordpress.com/4735/"/></a> <a href="http://feeds.wordpress.com/1.0/gofacebook/emshort.wordpress.com/4735/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/emshort.wordpress.com/4735/"/></a> <a href="http://feeds.wordpress.com/1.0/gotwitter/emshort.wordpress.com/4735/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/emshort.wordpress.com/4735/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/emshort.wordpress.com/4735/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/emshort.wordpress.com/4735/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/emshort.wordpress.com/4735/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/emshort.wordpress.com/4735/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/emshort.wordpress.com/4735/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/emshort.wordpress.com/4735/"/></a> <img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4735&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
    </content>
    <updated>2012-05-13T02:00:13Z</updated>
    <category term="announcements"/>
    <category term="community"/>
    <category term="Competitions"/>
    <category term="interactive fiction"/>
    <category term="video games"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
      <logo>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"/>
      <link href="http://emshort.wordpress.com/osd.xml" rel="search" type="application/opensearchdescription+xml"/>
      <link href="http://emshort.wordpress.com/?pushpress=hub" rel="hub" type="text/html"/>
      <subtitle>Essays and reviews on narrative in games and new media</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2012-05-18T05:00:11Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.textadventures.co.uk/?p=1454</id>
    <link href="http://www.textadventures.co.uk/blog/2012/05/12/quest-5-2-is-out-now/" rel="alternate" type="text/html"/>
    <link href="https://flattr.com/submit/auto?user_id=alexwarren&amp;popout=1&amp;url=http%3A%2F%2Fwww.textadventures.co.uk%2Fblog%2F2012%2F05%2F12%2Fquest-5-2-is-out-now%2F&amp;language=en_GB&amp;category=text&amp;title=Quest+5.2+is+out+now&amp;description=Quest+5.2+has+now+been+released%2C+and+you+can+grab+it+from+the+download+page+or+use+it+online.+For+full+details+of+what%26%238217%3Bs+new+in+this+version%2C+see+the...&amp;tags=blog" rel="payment" type="text/html"/>
    <title>Quest: Quest 5.2 is out now</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Quest 5.2 has now been released, and you can grab it from the download page or use it online. For full details of what’s new in this version, see the Quest 5.2 Beta announcement. The only things changed since the beta are: a few bug fixes exit links now immediately move the player (unless they [...]</p></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Quest 5.2 has now been released, and you can grab it from the <a href="http://www.textadventures.co.uk/quest/download/" title="Download Quest">download page</a> or <a href="http://www.textadventures.co.uk/create/" title="Create a text adventure game">use it online</a>.</p>
<p>For full details of what’s new in this version, see the <a href="http://www.textadventures.co.uk/blog/2012/04/14/quest-5-2-beta-is-now-available/" title="Quest 5.2 Beta is now available">Quest 5.2 Beta announcement</a>. The only things changed since the beta are:</p>
<ul>
<li>a few bug fixes</li>
<li>exit links now immediately move the player (unless they have more than one verb) – thanks to James Gregory for suggesting and implementing this</li>
<li>the Editor will now not save invalid expressions (with mismatching brackets or quotes) to prevent a problem where this would cause the game file to become unloadable</li>
</ul>
 <p><a href="http://www.textadventures.co.uk/?flattrss_redirect&amp;id=1454&amp;md5=d6e39e7b43c702d8a49badbf0669821f" target="_blank" title="Flattr"><img alt="flattr this!" src="http://www.textadventures.co.uk/wp-content/plugins/flattr/img/flattr-badge-large.png"/></a></p></div>
    </content>
    <updated>2012-05-12T21:00:09Z</updated>
    <category term="Quest 5"/>
    <author>
      <name>Alex Warren</name>
    </author>
    <source>
      <id>http://www.textadventures.co.uk</id>
      <link href="http://www.textadventures.co.uk/blog/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://www.textadventures.co.uk" rel="alternate" type="text/html"/>
      <title>textadventures.co.uk » Blog</title>
      <updated>2012-05-12T22:00:07Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=4733</id>
    <link href="http://emshort.wordpress.com/2012/05/11/gamasutra-feature-by-leigh-alexander/" rel="alternate" type="text/html"/>
    <title>Emily Short: Gamasutra Feature by Leigh Alexander</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">A couple of weeks ago I spoke with Leigh Alexander over at Gamasutra about interactive fiction and related genres, including some of the work I’m now doing as a day job. The results can be seen in this article about … <a href="http://emshort.wordpress.com/2012/05/11/gamasutra-feature-by-leigh-alexander/">Continue reading <span class="meta-nav">→</span></a><img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4733&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>A couple of weeks ago I spoke with Leigh Alexander over at Gamasutra about interactive fiction and related genres, including some of the work I’m now doing as a day job. The results can be seen in <a href="http://gamasutra.com/view/news/167665/Indepth_Is_it_time_for_a_text_game_revival.php">this article</a> about the idea of a text renaissance.</p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/emshort.wordpress.com/4733/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/emshort.wordpress.com/4733/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/emshort.wordpress.com/4733/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/emshort.wordpress.com/4733/"/></a> <a href="http://feeds.wordpress.com/1.0/gofacebook/emshort.wordpress.com/4733/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/emshort.wordpress.com/4733/"/></a> <a href="http://feeds.wordpress.com/1.0/gotwitter/emshort.wordpress.com/4733/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/emshort.wordpress.com/4733/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/emshort.wordpress.com/4733/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/emshort.wordpress.com/4733/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/emshort.wordpress.com/4733/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/emshort.wordpress.com/4733/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/emshort.wordpress.com/4733/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/emshort.wordpress.com/4733/"/></a> <img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4733&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
    </content>
    <updated>2012-05-11T21:00:18Z</updated>
    <category term="IF outreach"/>
    <category term="interactive fiction"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
      <logo>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"/>
      <link href="http://emshort.wordpress.com/osd.xml" rel="search" type="application/opensearchdescription+xml"/>
      <link href="http://emshort.wordpress.com/?pushpress=hub" rel="hub" type="text/html"/>
      <subtitle>Essays and reviews on narrative in games and new media</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2012-05-18T05:00:11Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-7322604.post-512141551847367923</id>
    <link href="http://eamon-guild.blogspot.com/feeds/512141551847367923/comments/default" rel="replies" type="application/atom+xml"/>
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    <title>Eamon Adventurer's Guild Online: Eamon Deluxe for Mac Screenshots.</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="http://1.bp.blogspot.com/-LmMEaFeIXDY/T6uq-ED7ztI/AAAAAAAAAOo/q570UJ3j1AQ/s1600/MacDX01-02.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740870133232684754" src="http://1.bp.blogspot.com/-LmMEaFeIXDY/T6uq-ED7ztI/AAAAAAAAAOo/q570UJ3j1AQ/s400/MacDX01-02.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/><a href="http://4.bp.blogspot.com/-P4yQ1AdQERc/T6uq46ZXBTI/AAAAAAAAAOc/vU4W6GaEDSQ/s1600/MacDX03-04.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740870044738848050" src="http://4.bp.blogspot.com/-P4yQ1AdQERc/T6uq46ZXBTI/AAAAAAAAAOc/vU4W6GaEDSQ/s400/MacDX03-04.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/><a href="http://1.bp.blogspot.com/-48I9azweuUI/T6uqSrE1-4I/AAAAAAAAAOQ/9_hIVB9maE4/s1600/MacDX05-06.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740869387791235970" src="http://1.bp.blogspot.com/-48I9azweuUI/T6uqSrE1-4I/AAAAAAAAAOQ/9_hIVB9maE4/s400/MacDX05-06.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/><a href="http://3.bp.blogspot.com/-dss7_cJcRJg/T6uqMnXLmyI/AAAAAAAAAOE/slf6aCoPwLE/s1600/MacDX07-08.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740869283715193634" src="http://3.bp.blogspot.com/-dss7_cJcRJg/T6uqMnXLmyI/AAAAAAAAAOE/slf6aCoPwLE/s400/MacDX07-08.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/><a href="http://3.bp.blogspot.com/-EBKCPA4AAGo/T6uqGYvE_ZI/AAAAAAAAAN4/xknFFRHODd8/s1600/MacDX09-10.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740869176709676434" src="http://3.bp.blogspot.com/-EBKCPA4AAGo/T6uqGYvE_ZI/AAAAAAAAAN4/xknFFRHODd8/s400/MacDX09-10.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/><a href="http://1.bp.blogspot.com/-fPf7WSh1Z9w/T6up_eZOxUI/AAAAAAAAANs/kY430e6iR-M/s1600/MacDX11-12.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740869057969571138" src="http://1.bp.blogspot.com/-fPf7WSh1Z9w/T6up_eZOxUI/AAAAAAAAANs/kY430e6iR-M/s400/MacDX11-12.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/><a href="http://1.bp.blogspot.com/--Err_rBKmOs/T6up60PY8kI/AAAAAAAAANg/IYIm9FN6hGk/s1600/MacDX13-14.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740868977934529090" src="http://1.bp.blogspot.com/--Err_rBKmOs/T6up60PY8kI/AAAAAAAAANg/IYIm9FN6hGk/s400/MacDX13-14.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/><a href="http://3.bp.blogspot.com/-nOBbTfPKCUo/T6unjtF7o6I/AAAAAAAAANU/GEQDg4QfT10/s1600/MacDX15-16.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5740866381855564706" src="http://3.bp.blogspot.com/-nOBbTfPKCUo/T6unjtF7o6I/AAAAAAAAANU/GEQDg4QfT10/s400/MacDX15-16.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 148px;"/></a><br/>As I have mentioned previously, Eamon Deluxe 5.0 will be cross-platform compatible. The OS X version is just about ready for testing and the beta will be sent out at the same time as the next Windows version. Packages for popular Linux distributions are also in development at this time.<div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/7322604-512141551847367923?l=eamon-guild.blogspot.com" width="1"/></div>
<p><a href="http://feedads.g.doubleclick.net/~a/Qs9vhn5Viek-JhDKbiZetsembzc/0/da"><img border="0" ismap="true" src="http://feedads.g.doubleclick.net/~a/Qs9vhn5Viek-JhDKbiZetsembzc/0/di"/></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/Qs9vhn5Viek-JhDKbiZetsembzc/1/da"><img border="0" ismap="true" src="http://feedads.g.doubleclick.net/~a/Qs9vhn5Viek-JhDKbiZetsembzc/1/di"/></a></p><img height="1" src="http://feeds.feedburner.com/~r/blogspot/VPAjM/~4/FSFq1R_t2qM" width="1"/></div>
    </content>
    <updated>2012-05-10T11:33:00Z</updated>
    <published>2012-05-10T11:33:00Z</published>
    <category scheme="http://www.blogger.com/atom/ns#" term="OS X"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="Mac"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="Eamon Deluxe"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="Eamon adventures"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="New Eamons"/><feedburner:origLink xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://eamon-guild.blogspot.com/2012/05/eamon-deluxe-for-mac-screenshots.html</feedburner:origLink>
    <author>
      <name>Frank - Eamon Deluxe</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/05016434140873556147</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-7322604</id>
      <category term="facebook"/>
      <category term="Eamon Deluxe"/>
      <category term="Eamon adventures"/>
      <category term="http://www.blogger.com/img/blank.gif"/>
      <category term="Joomla"/>
      <category term="Apple II"/>
      <category term="walkthrough"/>
      <category term="OS X"/>
      <category term="Mac"/>
      <category term="New Eamons"/>
      <author>
        <name>Matthew</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/16477311598407527292</uri>
      </author>
      <link href="http://eamon-guild.blogspot.com/feeds/posts/default" rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml"/>
      <link href="http://eamon-guild.blogspot.com/" rel="alternate" type="text/html"/>
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      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <subtitle>The Eamon Adventurer's Guild Online website is designed to be a comprehensive information source and archive for Eamon adventures. This blog consists of both news about Eamon and my random thoughts about Eamon and the Eamon website.</subtitle>
      <title>Eamon Adventurer's Guild Online</title>
      <updated>2012-05-16T02:17:38Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-7322604.post-8524921545213972269</id>
    <link href="http://eamon-guild.blogspot.com/feeds/8524921545213972269/comments/default" rel="replies" type="application/atom+xml"/>
    <link href="http://www.blogger.com/comment.g?blogID=7322604&amp;postID=8524921545213972269" rel="replies" type="text/html"/>
    <link href="http://www.blogger.com/feeds/7322604/posts/default/8524921545213972269?v=2" rel="edit" type="application/atom+xml"/>
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    <link href="http://feedproxy.google.com/~r/blogspot/VPAjM/~3/QXGYxe3uiA4/eamon-website-server-change.html" rel="alternate" type="text/html"/>
    <title>Eamon Adventurer's Guild Online: Eamon website server change</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The eamonag.org website is moving! However, you'll notice two outages to facilitate the move. The first one is currently underway, and the second will take place in the next week or so.<br/>
<br/>
In the meantime, you can keep up to date with the Eamon world through the facebook page at https://www.facebook.com/EamonGuild or through the Eamon blog at  http://eamon-guild.blogspot.com/<br/>
<br/>
Thanks!<br/>
Matthew<br/>
<br/><div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/7322604-8524921545213972269?l=eamon-guild.blogspot.com" width="1"/></div>
<p><a href="http://feedads.g.doubleclick.net/~a/6k11ah72F1S6KqR5u4ll2gQ0cBM/0/da"><img border="0" ismap="true" src="http://feedads.g.doubleclick.net/~a/6k11ah72F1S6KqR5u4ll2gQ0cBM/0/di"/></a><br/>
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    </content>
    <updated>2012-05-10T02:50:00Z</updated>
    <published>2012-05-10T02:50:00Z</published><feedburner:origLink xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://eamon-guild.blogspot.com/2012/05/eamon-website-server-change.html</feedburner:origLink>
    <author>
      <name>Matthew</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/16477311598407527292</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-7322604</id>
      <category term="facebook"/>
      <category term="Eamon Deluxe"/>
      <category term="Eamon adventures"/>
      <category term="http://www.blogger.com/img/blank.gif"/>
      <category term="Joomla"/>
      <category term="Apple II"/>
      <category term="walkthrough"/>
      <category term="OS X"/>
      <category term="Mac"/>
      <category term="New Eamons"/>
      <author>
        <name>Matthew</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/16477311598407527292</uri>
      </author>
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      <link href="http://eamon-guild.blogspot.com/" rel="alternate" type="text/html"/>
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      <subtitle>The Eamon Adventurer's Guild Online website is designed to be a comprehensive information source and archive for Eamon adventures. This blog consists of both news about Eamon and my random thoughts about Eamon and the Eamon website.</subtitle>
      <title>Eamon Adventurer's Guild Online</title>
      <updated>2012-05-16T02:17:38Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.filfre.net/?p=532</id>
    <link href="http://www.filfre.net/2012/05/the-ibm-pc-part-2/" rel="alternate" type="text/html"/>
    <title>The Digital Antiquarian: The IBM PC, Part 2</title>
    <summary>Having been so favorably impressed with Bill Gates and Microsoft, Jack Sams returned to them almost as soon as IBM officially gave Project Chess the green light — on August 21, 1980. After having Gates sign yet another NDA, he was ready to move beyond the theoretical and talk turkey. He explained that IBM was [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Having been so favorably impressed with Bill Gates and Microsoft, Jack Sams returned to them almost as soon as IBM officially gave Project Chess the green light — on August 21, 1980. After having Gates sign yet another NDA, he was ready to move beyond the theoretical and talk turkey. He explained that IBM was planning to make its own PC, something that surprised no one in the room. In keeping with the philosophy of building a machine that could be configured to do anything, he planned to offer the user a choice of using a ROM-hosted BASIC environment similar to that of the Apple II, PET, and TRS-80, or of booting into the disk-oriented operating system CP/M, hugely popular among business users. Microsoft, the premier provider of microcomputer BASICs, was the obvious place to go for the first of these. They had also recently branched out into other, compiled languages like FORTRAN, and Sams wouldn’t mind having him some of those either. Robert X. Cringely and others make much of IBM’s turning to an outside vendor like Microsoft for its software (more of the “slapdash” trope), but this was really not at all unusual. Apple, Commodore, and Radio Shack amongst many others had in fact all done the same, sourcing their BASICs from Microsoft.</p>
<p>Sams was, however, very confused about something else. That spring Microsoft had introduced its first hardware product, the Z80 SoftCard. It was a Z80 CPU on a card which plugged into one of the Apple II’s expansion slots. Once the card was installed, the user could elect whether to give control of her machine to its standard 6502 CPU or to the Z80; the card contained circuitry to allow the Z80 to use the Apple II’s standard memory and other peripherals. Developed in partnership with Seattle Computer Products, a small hardware company with which Microsoft had quite close relations at this time, it was really a marvelous little hack. Because CP/M ran only on Z80 processors, Apple II users had hitherto been cut off from the universe of CP/M business software. Now they had the best of both worlds: all of the fun and educational software that took advantage of the Apple II’s graphics capabilities (not to mention VisiCalc), and all of the text-oriented, businesslike CP/M applications. The SoftCard became a huge success, second only to VisiCalc itself in making the Apple II the only 6502-based machine to be significantly adopted by American business; an Apple II with SoftCard soon became the single most popular CP/M hardware configuration. Based on the SoftCard, which shipped with a copy of CP/M, Sams assumed that Microsoft owned or the operating system. Now Gates explained that this was not the case, that Microsoft had only licensed it from its real owner, a company called Digital Research. </p>
<p>Gates and Gary Kildall, the head of Digital and original programmer of CP/M, had known each other for years, and had developed a mutual respect and sort of partnership. When a new machine came out, Microsoft did the languages and Digital did the operating system. Steve Wood, an early Microsoft programmer:</p>
<blockquote><p>“When we were talking to another OEM, a hardware customer who wanted to run BASIC or any of our products, we got to a point by 1977 or ’78 where we were always trying to get them to go to Digital first and get CP/M running because it made our job a whole lot easier. When we were doing custom things like the General Electric version or NCR version, it got to be a real headache. It made our lives a lot easier if someone would just go license CP/M and get that up on their machines and then our stuff would pretty much run as is. And Gary would do likewise. If someone went to him to license CP/M and they were looking for languages, he would refer people to Microsoft. It was a very synergistic kind of thing.”</p></blockquote>
<p>Gates and Kildall had even discussed merging their companies at one point. As it was, there was a sort of unwritten understanding that Microsoft would stay out of operating systems and Digital would stay out of languages. In late 1979, however, Digital began distributing a non-Microsoft BASIC with some of their CP/M packages, a development Gates and others at Microsoft viewed as a betrayal of that trust.</p>
<p>Still, Gates dutifully called Kildall right there in Sams’s presence to set up a meeting for Sams and his team for the very next day. He told him they were very important customers, “so treat them right.” For his part, Sams was not thrilled. He was so very impressed with Gates and Microsoft, and “we really only wanted to deal with one person” for all of the systems software. Yet he didn’t see a choice. CP/M, you’ll remember, ran on the Z80 CPU. Sams therefore needed much more than to just purchase a license from Digital; he needed them to agree to port the operating system to the newer 8088 architecture, and to do it on his schedule. The next morning he and his team were on airplane bound for Pacific Grove, California, home of Digital Research.</p>
<p>This is where the story gets famously unclear. Both Sams and Kildall were asked many times in later years about the events of August 22, 1980. Their stories are so factually disparate that it seems impossible to attribute their differences to mere shading or interpretation. Someone (or perhaps both), it seems, was simply not telling the truth.</p>
<p>Sams claims that he and his team arrived at the Victorian house that served as Digital’s headquarters right on time, only to be told that Kildall had decided to take advantage of a beautiful day by blowing off the meeting and going flying in his private plane. Sams and company were left in the hands of Digital’s business manager, Kilgall’s wife Dorothy. Shocked but stalwart, Sams pulled out his NDA as a prelude to getting down to business. Now, on the face of it, this was an intimidating and unfair agreement, saying essentially that the other party could be sued if they revealed any of IBM’s secrets, but that IBM had complete immunity from legal action for the reverse. Gates had had, in his own words, “faith,” and signed right away. Dorothy, however, said no, that she would have to consult with her lawyer first. While Sams fidgeted impatiently in the lobby, she and the lawyer, Gerry Davis, dithered until three o’clock in the afternoon, when she finally signed. With most of the day gone and with the technical mastermind who would need to actually do the port not even present, negotiations didn’t really get anywhere. Sams left Digital, frustrated and annoyed, without even the beginning of an agreement, and immediately started casting about for an alternative to dealing with these people.</p>
<p>For his part, Kildall (who died in 1994 <a href="http://www.cadigital.com/kildall.htm">under very strange circumstances</a>) admitted that he was out flying when Sams arrived for his meeting. He claimed, however, that, far from joyriding (joyflying?), he was flying himself home from a business trip. He said it was perfectly okay for the IBM team to have been left in the hands of Dorothy at the beginning of the meeting, as she was much more involved in all business negotiations than he. He nevertheless said that he was back by the afternoon, and that it was in fact him who convinced Dorothy and Davis to just sign the NDA and get on with it. After that negotiations proceeded quickly, and IBM and Digital had a “handshake agreement” by the time the day was over. Further, Kildall claimed that he and Dorothy flew out that night (via commercial airliner this time) to begin a vacation in Florida, and that the IBM group happened to be on the same flight. There they all talked about their plans some more.</p>
<p>Sams says that he did not even fly to Florida immediately after the meeting, but rather back to Seattle to continue to talk with Microsoft, admitting only that perhaps one or two members of the group might have gone directly back to Boca Raton. For years he also adamantly maintained that he never met Kildall at all that day, “unless he was there pretending to be someone else.” Only <a href="http://www.businessweek.com/magazine/content/04_43/b3905109_mz063.htm">in recent years</a> has he softened that stance somewhat, saying it’s “possible” Kildall was there, although he “doesn’t remember it.” He also recently said, “We spun it, Kildall spun it, and Microsoft spun it.” This might be read as the last refuge of a man who hasn’t always been entirely truthful, but who knows really. There are witnesses that partially corroborate each version of events. A Digital executive and friend of Kildall named Tom Rolander says he was on the business trip with Kildall, and that they did indeed meet with Sams that afternoon. Meanwhile Davis, Digital’s lawyer, says that he is certain no handshake deal was reached that day, and other IBM staffers do recall Sams saying immediately after the expedition that Kildall never showed up for the meeting.</p>
<p>So, what to make of all this? We might start by looking at Kildall’s personality in contrast to Gates’s. Popular accounts of these events often boil Gates and Kildall down to caricatures, the maniacally driven East Coast businessman versus the laid-back California hippie. They’re actually not awful as caricatures go. Both were wonderful hackers, but they could otherwise have hardly been more different. Gates was determined to prove himself and to <em>win</em>, over and over. When a bigger fish like IBM came calling, he was perfectly willing to humble himself, even to the point obsequiousness, as long as he needed them as a steppingstone to the next level. (Once he didn’t need them anymore, of course, all bets were off.) It may not have been grounded in the most admirable of traits, but Gates’s ambition made Microsoft beloved by many of their partners. Not only had Gates assembled a very talented team, but they reflected their boss’s personality in being willing to work like dogs and walk through walls to get the job done and outdo their competitors. Kildall, meanwhile, <a href="http://www.gaby.de/ekildall.htm">often didn’t even seem certain he wanted to be running a business in the first place</a>:</p>
<blockquote><p>In one of the darkest of those moments in the late ’70s, Gary passed the parking lot by on his way in to work, and continued around the block, realizing that he just couldn’t bring himself to go in the door. He circled the block three times before he could force himself to confront another day at DRI. </p></blockquote>
<p>One can’t imagine a remotely similar moment of doubt plaguing Gates. </p>
<p>The joy of hacking was what was important to Kildall. Users needed just be patient. While he would be happy to work with IBM, they needed to get in line like everyone else. Certainly he wasn’t interested in groveling to them. Digital’s vice president in 1980, Gordan Eubanks, <a href="http://www.cwheroes.org/archives/histories/Eubanks.pdf">says</a>, “Gary cared a lot more about partying than running a business.” In addition to partying, Kildall cared about software. Gates cared about the software <em>business</em>. Eubanks:</p>
<blockquote><p>The difference between Bill and Gary were just striking. Bill saw an opportunity, he would drive, he’d commit, he’d probably over commit, no problem. Gary was like, “I don’t care, I’m Digital Research. You deal with me, and you deal with me on my terms.”</p></blockquote>
<p>And then of course there’s the personality of Sams, or rather of his corporate parent. IBM was the big dog in computers, and they expected to be treated like it. If they condescended to visit the likes of Microsoft or Digital, they should be treated like the VIPs they were, shown that the company in question really <em>wanted</em> their business. When Digital failed to demonstrate their respect and thankfulness to the same degree as did Microsoft — and whatever else happened that day, it does seem pretty clear that this at least was the case; Eubanks describes Dorothy as constantly “bitchy” to everyone, including potential customers — Sams was angry. “Don’t these people know who I am?” he must have wondered. Further, it’s pretty clear that Sams was unhappy about having to deal with Digital in lieu of Gates before he ever boarded that flight for California. As our mothers always told us, going into something with a bad attitude usually yields a bad result.</p>
<p>What is certain is that, handshake or no handshake and regardless of what impression Kildall might have been under, Sams was not pleased with his experience at Digital. He asked Gates, who had by this time signed an official consulting deal, whether he might find him an alternative to CP/M. Gates said he would see what he could do. In the meantime Sams claims he continued to try to work out something with Digital, but couldn’t get a commitment to develop an 8088 CP/M on the strict timetable he needed. Eubanks says that Kildall just didn’t find the project all that “interesting,” in spite of the obvious, pressing business need for it, and thus worked on it only halfheartedly. </p>
<p>And then Gates came back with QDOS.</p>
<br/><a href="http://www.filfre.net/?p=532#comments" title="Comments on &quot;The IBM PC, Part 2&quot;"><img alt="Comments" src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?532"/></a></div>
    </content>
    <updated>2012-05-10T01:00:30Z</updated>
    <category term="Digital Antiquaria"/>
    <category term="Interactive Fiction"/>
    <category term="ibm"/>
    <category term="microsoft"/>
    <category term="ms-dos"/>
    <author>
      <name>Jimmy Maher</name>
    </author>
    <source>
      <id>http://www.filfre.net</id>
      <link href="http://www.filfre.net/category/interactive-fiction/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://www.filfre.net" rel="alternate" type="text/html"/>
      <subtitle>Ruminations on the state of some arts by Jimmy Maher</subtitle>
      <title>The Digital Antiquarian » Interactive Fiction</title>
      <updated>2012-05-16T11:00:33Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-5111411094922577514.post-4968256349822569981</id>
    <link href="http://lacunagame.blogspot.com/feeds/4968256349822569981/comments/default" rel="replies" type="application/atom+xml"/>
    <link href="http://www.blogger.com/comment.g?blogID=5111411094922577514&amp;postID=4968256349822569981" rel="replies" type="text/html"/>
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    <link href="http://lacunagame.blogspot.com/2012/05/change-at-2012-ucla-game-art-festival.html" rel="alternate" type="text/html"/>
    <title>&gt;TILT AT WINDMILLS: "change" at 2012 UCLA Game Art Festival</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">I'll be presenting <i><a href="http://change.textories.com/">maybe make some change</a></i> at the <a href="http://festival.games.ucla.edu/">2012 UCLA Game Art Festival</a>, which runs this Wednesday and Thursday evenings. My presentation will be on the second evening, at the Broad Art Center. If you're in the LA area, stop by and check out the games: there are several dozen unique projects on display, and it looks to be a spectacular event.<div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/5111411094922577514-4968256349822569981?l=lacunagame.blogspot.com" width="1"/></div></div>
    </content>
    <updated>2012-05-08T20:59:00Z</updated>
    <published>2012-05-08T20:59:00Z</published>
    <author>
      <name>Aaron A. Reed</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/08274464090619923076</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-5111411094922577514</id>
      <category term="sp"/>
      <author>
        <name>Aaron A. Reed</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/08274464090619923076</uri>
      </author>
      <link href="http://lacunagame.blogspot.com/feeds/posts/default" rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml"/>
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      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <link href="http://www.blogger.com/feeds/5111411094922577514/posts/default?start-index=26&amp;max-results=25" rel="next" type="application/atom+xml"/>
      <subtitle>Thoughts about interactive fiction and news about the interactive work of Aaron A. Reed.</subtitle>
      <title>&gt;TILT AT WINDMILLS</title>
      <updated>2012-05-13T11:44:48Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:solutionarchive.com,2010:226</id>
    <link href="http://solutionarchive.com/newsentry/id%2C226/" rel="alternate" type="text/html"/>
    <title>Classic Adventure Solution Archive: CASA Update - 14 new game entries, 65 new solutions, 1 new hints</title>
    <content type="xhtml" xml:lang="en"><div xmlns="http://www.w3.org/1999/xhtml"><p>Today's update includes something that we haven't seen since March last year. So many thanks to Quantum for submitting a review of <i>Cutthroats</i>.</p>

<p><strong>Contributors:</strong> <a href="http://solutionarchive.com/profile/id%2C389/">iamaran</a>, <a href="http://solutionarchive.com/profile/id%2C2/">Gunness</a>, <a href="http://solutionarchive.com/profile/id%2C890/">Quantum</a>, <a href="http://solutionarchive.com/profile/id%2C53/">Alastair</a>, <a href="http://solutionarchive.com/profile/id%2C848/">IstenNyila</a>, <a href="http://solutionarchive.com/profile/id%2C388/">Dorothy</a>, <a href="http://solutionarchive.com/profile/id%2C543/">gamingafter40</a>, <a href="http://solutionarchive.com/profile/id%2C8/">terri</a>, <a href="http://solutionarchive.com/profile/id%2C91/">Alex</a></p>

<ul><li><strong>New Games:</strong> <a href="http://solutionarchive.com/game/id%2C5351/23%3A15.html">23:15</a>, <a href="http://solutionarchive.com/game/id%2C5340/Castle+Adventure.html">Castle Adventure</a>, <a href="http://solutionarchive.com/game/id%2C5343/Classroom+Adventure.html">Classroom Adventure</a>, <a href="http://solutionarchive.com/game/id%2C5341/Deadenders.html">Deadenders</a>, <a href="http://solutionarchive.com/game/id%2C5346/Desert+Adventure.html">Desert Adventure</a>, <a href="http://solutionarchive.com/game/id%2C5347/Enchanted+Castle.html">Enchanted Castle</a>, <a href="http://solutionarchive.com/game/id%2C5344/Kingdom+of+Kull.html">Kingdom of Kull</a>, <a href="http://solutionarchive.com/game/id%2C5352/Lost+Kingdom.html">Lost Kingdom</a>, <a href="http://solutionarchive.com/game/id%2C5342/Pluto+Adventure.html">Pluto Adventure</a>, <a href="http://solutionarchive.com/game/id%2C5348/Prison.html">Prison</a>, <a href="http://solutionarchive.com/game/id%2C5349/Quest+for+the+Holy+Grail.html">Quest for the Holy Grail</a>, <a href="http://solutionarchive.com/game/id%2C5350/Shack.html">Shack</a>, <a href="http://solutionarchive.com/game/id%2C5345/Syzygy.html">Syzygy</a>, <a href="http://solutionarchive.com/game/id%2C5339/V%C3%A9r+Mes%C3%A9i%2C+A.html">Vér Meséi, A</a></li>
<li><strong>New Solutions:</strong> <a href="http://solutionarchive.com/game/id%2C3917/Aayela.html">Aayela</a>, <a href="http://solutionarchive.com/game/id%2C874/Acorn+Adventure.html">Acorn Adventure</a>, <a href="http://solutionarchive.com/game/id%2C1211/Adult+2.html">Adult 2</a>, <a href="http://solutionarchive.com/game/id%2C665/Adventure+200.html">Adventure 200</a>, <a href="http://solutionarchive.com/game/id%2C2473/Alien+City%2C+The.html">Alien City, The</a>, <a href="http://solutionarchive.com/game/id%2C13/Alpine+Encounter%2C+The.html">Alpine Encounter, The</a>, <a href="http://solutionarchive.com/game/id%2C680/Amulet+of+Darath%2C+The.html">Amulet of Darath, The</a>, <a href="http://solutionarchive.com/game/id%2C19/Arazok%27s+Tomb.html">Arazok's Tomb</a>, <a href="http://solutionarchive.com/game/id%2C1501/Atomia+Akorny.html">Atomia Akorny</a>, <a href="http://solutionarchive.com/game/id%2C659/Aztec+Assault.html">Aztec Assault</a>, <a href="http://solutionarchive.com/game/id%2C31/Ballyhoo.html">Ballyhoo</a>, <a href="http://solutionarchive.com/game/id%2C2194/Bandage%2C+The.html">Bandage, The</a>, <a href="http://solutionarchive.com/game/id%2C818/Behold+Atlantis.html">Behold Atlantis</a>, <a href="http://solutionarchive.com/game/id%2C780/Beyond+El+Dorado.html">Beyond El Dorado</a>, <a href="http://solutionarchive.com/game/id%2C2001/Black+Pearl%2C+The.html">Black Pearl, The</a>, <a href="http://solutionarchive.com/game/id%2C48/Blade+of+Blackpoole%2C+The.html">Blade of Blackpoole, The</a>, <a href="http://solutionarchive.com/game/id%2C59/Brimstone%3A+The+Dream+of+Gawain.html">Brimstone: The Dream of Gawain</a>, <a href="http://solutionarchive.com/game/id%2C870/Castle+Adventure.html">Castle Adventure</a>, <a href="http://solutionarchive.com/game/id%2C68/Castle%2C+The.html">Castle, The</a>, <a href="http://solutionarchive.com/game/id%2C80/Cavern+of+Riches.html">Cavern of Riches</a>, <a href="http://solutionarchive.com/game/id%2C660/Celtic+Carnage.html">Celtic Carnage</a>, <a href="http://solutionarchive.com/game/id%2C90/Colditz.html">Colditz</a>, <a href="http://solutionarchive.com/game/id%2C98/Cracks+of+Fire.html">Cracks of Fire</a>, <a href="http://solutionarchive.com/game/id%2C100/Creature+Venture.html">Creature Venture</a>, <a href="http://solutionarchive.com/game/id%2C101/Cricket-Crazy.html">Cricket-Crazy</a>, <a href="http://solutionarchive.com/game/id%2C104/Critical+Mass.html">Critical Mass</a>, <a href="http://solutionarchive.com/game/id%2C116/Curse+of+Volcan%2C+The.html">Curse of Volcan, The</a>, <a href="http://solutionarchive.com/game/id%2C3988/Dalton+Gang%2C+The.html">Dalton Gang, The</a>, <a href="http://solutionarchive.com/game/id%2C122/Danger%21+Adventurer+at+Work%21.html">Danger! Adventurer at Work!</a>, <a href="http://solutionarchive.com/game/id%2C1230/Danger%21+Adventurer+at+Work%21+2.html">Danger! Adventurer at Work! 2</a>, <a href="http://solutionarchive.com/game/id%2C1700/Deadly+Game%2C+The.html">Deadly Game, The</a>, <a href="http://solutionarchive.com/game/id%2C137/Demon+From+the+Darkside.html">Demon From the Darkside</a>, <a href="http://solutionarchive.com/game/id%2C5346/Desert+Adventure.html">Desert Adventure</a>, <a href="http://solutionarchive.com/game/id%2C667/Doomsday+Papers%2C+The.html">Doomsday Papers, The</a>, <a href="http://solutionarchive.com/game/id%2C150/Double+Agent.html">Double Agent</a>, <a href="http://solutionarchive.com/game/id%2C1126/Dragon+Slayer.html">Dragon Slayer</a>, <a href="http://solutionarchive.com/game/id%2C189/E.T.+Comes+Back.html">E.T. Comes Back</a>, <a href="http://solutionarchive.com/game/id%2C5347/Enchanted+Castle.html">Enchanted Castle</a>, <a href="http://solutionarchive.com/game/id%2C186/Escape+from+Traam.html">Escape from Traam</a>, <a href="http://solutionarchive.com/game/id%2C811/Everyday+Tale+of+a+Seeker+of+Gold%2C+An.html">Everyday Tale of a Seeker of Gold, An</a>, <a href="http://solutionarchive.com/game/id%2C1443/Eye+of+the+Inca.html">Eye of the Inca</a>, <a href="http://solutionarchive.com/game/id%2C855/Faerie.html">Faerie</a>, <a href="http://solutionarchive.com/game/id%2C651/Fahrenheit+451.html">Fahrenheit 451</a>, <a href="http://solutionarchive.com/game/id%2C620/Five+Doctors%2C+The.html">Five Doctors, The</a>, <a href="http://solutionarchive.com/game/id%2C212/For+Your+Thighs+Only.html">For Your Thighs Only</a>, <a href="http://solutionarchive.com/game/id%2C219/From+out+of+a+Dark+Night+Sky.html">From out of a Dark Night Sky</a>, <a href="http://solutionarchive.com/game/id%2C225/Ghoul+Manor.html">Ghoul Manor</a>, <a href="http://solutionarchive.com/game/id%2C233/Grange+Hill.html">Grange Hill</a>, <a href="http://solutionarchive.com/game/id%2C1462/Graveyard+Escape.html">Graveyard Escape</a>, <a href="http://solutionarchive.com/game/id%2C5328/Haunted+House%2C+The.html">Haunted House, The</a>, <a href="http://solutionarchive.com/game/id%2C767/Helvera%3A+Mistress+of+the+Park.html">Helvera: Mistress of the Park</a>, <a href="http://solutionarchive.com/game/id%2C979/Hotel+Hell.html">Hotel Hell</a>, <a href="http://solutionarchive.com/game/id%2C284/Island%2C+The.html">Island, The</a>, <a href="http://solutionarchive.com/game/id%2C310/King+Tut%27s+Tomb.html">King Tut's Tomb</a>, <a href="http://solutionarchive.com/game/id%2C5334/Lost+Mountain%2C+The.html">Lost Mountain, The</a>, <a href="http://solutionarchive.com/game/id%2C5348/Prison.html">Prison</a>, <a href="http://solutionarchive.com/game/id%2C5349/Quest+for+the+Holy+Grail.html">Quest for the Holy Grail</a>, <a href="http://solutionarchive.com/game/id%2C1253/Revenge+of+Chaos.html">Revenge of Chaos</a>, <a href="http://solutionarchive.com/game/id%2C463/Scary+Mansion.html">Scary Mansion</a>, <a href="http://solutionarchive.com/game/id%2C2381/Secret+Maze.html">Secret Maze</a>, <a href="http://solutionarchive.com/game/id%2C4964/Secret+Maze+II.html">Secret Maze II</a>, <a href="http://solutionarchive.com/game/id%2C5350/Shack.html">Shack</a>, <a href="http://solutionarchive.com/game/id%2C140/Shadows+of+the+Past.html">Shadows of the Past</a>, <a href="http://solutionarchive.com/game/id%2C489/Ship%2C+The.html">Ship, The</a>, <a href="http://solutionarchive.com/game/id%2C547/Time+Traveller.html">Time Traveller</a></li>
<li><strong>New Hints:</strong> <a href="http://solutionarchive.com/game/id%2C811/Everyday+Tale+of+a+Seeker+of+Gold%2C+An.html">Everyday Tale of a Seeker of Gold, An</a></li>
<li><strong>Updated Hints:</strong> <a href="http://solutionarchive.com/game/id%2C3277/Prisoner%2C+The.html">Prisoner, The</a></li>
<li><strong>Updated Maps:</strong> <a href="http://solutionarchive.com/game/id%2C5046/Cave+of+the+Reaper.html">Cave of the Reaper</a></li>
<li><strong>Updated Solutions:</strong> <a href="http://solutionarchive.com/game/id%2C5046/Cave+of+the+Reaper.html">Cave of the Reaper</a>, <a href="http://solutionarchive.com/game/id%2C2923/House+out+of+Town.html">House out of Town</a>, <a href="http://solutionarchive.com/game/id%2C3277/Prisoner%2C+The.html">Prisoner, The</a></li>
<li><strong>New Reviews:</strong> <a href="http://solutionarchive.com/game/id%2C118/Cutthroats.html">Cutthroats</a></li>
</ul></div>
    </content>
    <updated>2012-05-08T19:30:10Z</updated>
    <published>2012-05-08T19:30:10Z</published>
    <author>
      <name>Alastair</name>
      <uri>http://solutionarchive.com/profile/id%2C53/</uri>
    </author>
    <source>
      <id>tag:solutionarchive.com,2010:0</id>
      <link href="http://solutionarchive.com/atom.xml" rel="self" type="application/atom+xml"/>
      <link href="http://solutionarchive.com/" rel="alternate" type="text/html"/>
      <subtitle>The Classic Adventure Solution Archive</subtitle>
      <title>:: CASA ::</title>
      <updated>2012-05-08T20:15:21Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.filfre.net/?p=531</id>
    <link href="http://www.filfre.net/2012/05/the-ibm-pc-part-1/" rel="alternate" type="text/html"/>
    <title>The Digital Antiquarian: The IBM PC, Part 1</title>
    <summary>What with the arrival of the category-defining Commodore VIC-20 and the dramatic growth of the British PC market, 1981 has provided us with no shortage of new machines and other technical developments to talk about. Yet I’ve saved the biggest event of all for last: the introduction of the IBM PC, the debut of an [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>What with the arrival of the category-defining Commodore VIC-20 and the dramatic growth of the British PC market, 1981 has provided us with no shortage of new machines and other technical developments to talk about. Yet I’ve saved the biggest event of all for last: the introduction of the IBM PC, the debut of an architecture that is still with us over 30 years later. As such a pivotal event in the history of computing, there’s been plenty written about it already, and no small amount of folklore of dubious veracity has also clustered around it. Still, it’s not something we can ignore here, for the introduction of the IBM PC in late 1981 marks the end of the first era of PCs as consumer products as surely as the arrival of the trinity of 1977 spelled the end of the Altair era of home-built systems. So, I’ll tell the tale here again. Along the way, I’ll try to knock down some pervasive myths.</p>
<p>One could claim that the IBM PC was not really IBM’s first PC at all. In September of 1975 the company introduced the IBM 5100, their first “portable” computer. (“Portable” meant that it weighed just 55 pounds and you could buy a special travel case to lug it around in.)</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/5100.jpg"><img alt="" class="aligncenter size-full wp-image-529" height="161" src="http://www.filfre.net/wp-content/uploads/2012/05/5100.jpg" title="IBM 5100" width="220"/></a></p>
<p>The 5100 was not technically a microcomputer; it used a processor IBM had developed in-house called the PALM which was spread over an entire circuit board rather than being housed in a single microchip. From the end user’s standpoint, however, that made little difference; certainly it would seem to qualify as a personal computer if not a microcomputer. It was a self-contained, Turing complete, programmable machine no larger than a suitcase, with a tape drive for loading and saving programs, a keyboard, and a 5-inch screen all built right in along with 16 K or more of RAM. What made the 5100 feel different from the first wave of PCs were its price and its promoted purpose. The former started at around $10,000 and could quickly climb to the $20,000 range. As for the latter: IBM pushed the machine as a serious tool for field engineers and the like in remote locations where they couldn’t access IBM’s big machines, not as anything for fun, education, hacking, or even office work. The last of these at least changed with two later iterations of the concept, the 5110 and 5120, which were advertised as systems suitable for the office, with accounting, database, and even word processing applications available. Still, the prices remained very high, and actually outfitting one for this sort of office work would entail connecting it to a free-standing disk array that was larger than the machine itself, making the system look and feel more like a minicomputer and less like a PC. It’s nevertheless telling that, although it was almost never referred to by this name, the IBM PC when it finally arrived had the official designation of (with apologies to <a href="http://www.youtube.com/watch?v=lPUb4Wsi9kI">Van Halen</a>) the IBM 5150, a continuation of the 5100 line of portable computers rather than an entirely new thing — this even though it shared none of the architecture of its older siblings.</p>
<p>In February of 1978 IBM began working on its first microcomputer — and it still wasn’t the IBM PC. It was a machine called the System/23 Datamaster.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/ibm5322.jpg"><img alt="" class="aligncenter size-medium wp-image-530" height="202" src="http://www.filfre.net/wp-content/uploads/2012/05/ibm5322-300x202.jpg" title="IBM System/23 Datamaster" width="300"/></a></p>
<p>Designed once again for an office environment, the Datamaster was built around an Intel 8085 microprocessor. It was large and heavy (95 pounds), and still cost in the $10,000 range, which combined with its very business-oriented, buttoned-down personality continued to make it feel qualitatively different from machines like the Apple II. Yet it was technically a microcomputer. IBM was a huge company with a legendarily labyrinthine bureaucracy, meaning that projects could sometimes take an inordinately long time to complete. Despite the Datamaster project predating the PC project by two years, the former didn’t actually come out until July of 1981, just in time to have its thunder stolen by the announcement of the IBM PC the following month. Still, if the question of IBM’s first microcomputer ever comes up in a trivia game, there’s your answer.</p>
<p>The machine that would become known as the <em>real</em> IBM PC begins, of all places, at Atari. Apparently feeling their oats in the wake of the Atari VCS’s sudden <em>Space Invaders</em>-driven explosion in popularity and the release of the their own first PCs, the Atari 400 and 800, they made a proposal to IBM’s chairman Frank Cary in July of 1980: if IBM wished to have a PC of their own, Atari would deign to build it for them. Far from being the hidebound mainframer that’s he often portrayed as, Cary was actually something of a champion of small systems — even if “small systems” in the context of IBM often meant something quite different from what it meant to the outside world. Cary turned the proposal over to IBM’s Director of Entry Systems, Bill Lowe, based out of Boca Raton, Florida. Lowe in turn took it to IBM’s management committee, who pronounced it “the dumbest thing we’ve ever heard of.” (Indeed, IBM and Atari make about the oddest couple imaginable.) But at the same time, everyone knew that Lowe was acting at the personal behest of the chairman, not something to be dismissed lightly if they cared at all about their careers. So they told Lowe to assemble a team to put together a detailed proposal for how IBM could build a PC themselves — and to please come back with it in just one month.</p>
<p>Lowe assembled a team of twelve or thirteen (sources vary) to draft the proposal. In defiance of all IBM tradition, he deliberately kept the team small, the management structure informal, hoping to capture some of the hacker magic that had spawned PCs in the first place. His day-to-day project manager, Don Estridge, said, “If you’re competing against people who started in a garage, you have to start in a garage.” One might have expected IBM, the Goliath of the computer industry, to bludgeon their way into the PC market. Indeed, and even as they congratulated themselves for having built this new market using daring, creativity, and flexibility stolid IBM could not hope to match, many PC players lived in a sort of unvoiced dread of exactly this development. IBM, however, effectively decided to be a good citizen, to look at what was already out there and talk to those who had built the PC market to find out what was needed, where a theoretical IBM PC might fit. In that spirit, Jack Sams, head of software development, recommended that they talk to Microsoft. Sams was unusually aware of the PC world for an IBMer; he had actually strongly pressed for IBM to buy the BASIC for the Datamaster from Microsoft, but had been overruled in favor of an in-house effort. “It just took longer and cost us more,” he later said. Sams called Bill Gates on July 21, 1980, asking if he could drop by their Seattle office the next day for a friendly chat about PCs. “Don’t get too excited, and don’t think anything big is about to happen,” he said.</p>
<p>Gates and Steve Ballmer, his right-hand man and the only one in this company of hackers with a business education, nevertheless both realized that this could be very big indeed. When Sams arrived with two corporate types in tow to function largely as “witnesses,” Gates came out personally to meet them. (Sams initially assumed that Gates, who still had the face, physique, and voice of a twelve-year-old, was the office boy.) Sams immediately whipped out the non-disclosure agreement that was standard operating procedure for IBM. Gates: “IBM didn’t make it easy. You had to sign all these funny agreements that sort of said IBM could do whatever they wanted, whenever they wanted, and use your secrets however they felt. So it took a little bit of faith.” Nevertheless, he signed it immediately. Sams wanted to get a general sense of the PC market from Gates, a man who was as intimately familiar with it as anyone. In this respect, Gates was merely one of a number of prominent figure he spoke with. However, he also had an ulterior motive: to see just what kind of shop Gates was running, to try to get a sense of whether Microsoft might be a resource his team could use. He was very impressed.</p>
<p>After consulting with Gates and others, Lowe presented a proposal for the machine that IBM should build on August 8. Many popular histories, such as the old PBS <a href="http://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=video&amp;cd=8&amp;ved=0CFEQtwIwBw&amp;url=http%3A%2F%2Fvideo.google.com%2Fvideoplay%3Fdocid%3D-5444663153778650128&amp;ei=niaoT8bRF4Tc4QTO5pnGCQ&amp;usg=AFQjCNEmPWzaIANtjuok9aj5PHqVOoX2hw&amp;sig2=0RWD8Ypd8b6cq8L_VHyxMg"><em>Triumph of the Nerds</em></a>, give the impression that the IBM PC was just sort of slapped together in a mad rush. Actually, a lot of thought went into the design. There were two very interesting aspects.</p>
<p>At that time, almost all PCs used one of two CPUs: the MOS 6502 or the Zilog Z80. Both were the products of relatively small, upstart companies, and both “borrowed” their basic instruction set and much of their design from another, more expensive CPU produced by a larger company — the Motorola 6800 and the Intel 8080 respectively. (To add to the ethical questions, both were largely designed by engineers who had also been involved with the creation of their “inspirations.”) Of more immediate import, both were 8-bit chips capable of addressing only 64 K of memory. This was already becoming a problem. The Apple II, for example, was limited, due to the need to also address 16 K of ROM, to 48 K of RAM at this time. We’ve already seen the hoops that forced Apple and the UCSD team to run through to <a href="http://www.filfre.net/2012/03/pascal-and-the-p-machine/">get UCSD Pascal running</a> on the machine. Even where these CPUs’ limitation weren’t yet a problem, it was clear they were going to be soon. The team therefore decided to go with a next-generation CPU that would make such constraints a thing of the past. IBM had a long history of working with Intel, and so it chose the Intel 8088, a hybrid 8-bit / 16-bit design that could be clocked at up to 5 MHz (far faster than the 6502 or Z80) and, best of all, could address a full 1 MB of memory. The IBM PC would have room to grow that its predecessors lacked.</p>
<p>The other interesting aspect was this much-vaunted idea of an “open architecture.” In <a href="http://www.amazon.com/Accidental-Empires-Silicon-Millions-Competition/dp/0887308554/ref=sr_1_1?ie=UTF8&amp;qid=1336420350&amp;sr=8-1"><em>Accidental Empires</em></a> and even more so in <em>Triumph of the Nerds</em> Robert X. Cringely makes it out to be a choice born of necessity, just another symptom of the machine as a whole’s slapdash origins: “An IBM product in a year! Ridiculous! To save time, instead of building a computer from scratch, they would buy components off the shelf and assemble them — what in IBM speak was called ‘open architecture.’” Well, for starters “open architecture” is hardly “IBM speak”; it’s a term used to describe the IBM PC almost everywhere — and probably least of all within IBM. (In his meticulous, technically detailed <em>Byte</em> magazine article “The Creation of the IBM PC,” for example, team-member David J. Bradley doesn’t use it once.) But what do people mean when they talk about “open architecture?” Unfortunately for flip technology journalists, the “openness” or “closedness” of an architecture is not an either/or proposition, but rather, like so much else in life, a continuum. The Apple II, for example, was also a relatively open system in having all those slots Steve Wozniak had battled so hard for (just about the only battle the poor fellow ever won over Steve Jobs), slots which let people take the machine to places its creators had never anticipated and which bear a big part of the responsibility for its remarkable longevity. Like IBM, Apple also published detailed schematics for the Apple II to enable people to take the machine places they never anticipated. The CP/M machines that were very common in business were even more open, being based on a common, well-documented design specification, the S-100 bus, and having plenty of slots themselves. This let them share both hardware and software.</p>
<p>Rather than talking of an open architecture, we might do better to talk of a modular architecture. The IBM would be a sort of computer erector set, a set of interchangeable components that the purchaser could snap together in whatever combination suited her needs and her pocketbook. Right from launch she could choose between a color video card that could do some graphics and play games, or a monochrome card that could display 80 columns of text. She could choose anywhere from 16 K to 256 K of onboard memory; choose one or two floppy drives, or just a cassette drive; etc. Eventually, as third-party companies got into the game and IBM expanded its product line, she would be all but drowned in choices. Most of the individual components were indeed sourced from other companies, and this greatly sped development. Yet using proven, well-understood components has other advantages too, advantages from which would derive the IBM PC’s reputation for stolid reliability. </p>
<p>While sourcing so much equipment from outside vendors was a major departure for IBM, in other ways the IBM PC was a continuation of the company’s normal design philosophy. There was no single, one-size-fits-all IBM mainframe. When you called to say you were interested in buying one of these monsters, IBM sent a rep or two out to your business to discuss your needs, you finances, and your available space with you. Then together you designed the system that would best suit, deciding how much disk storage, how much memory, how many and what kind of tape drives, what printers and terminals and punched-card readers, etc. In this light, the IBM PC was just a continuation of business as usual in miniature. Most other PCs of course offered some of this flexibility. It is nevertheless significant that IBM decided to go all-in for modularity, expandability, or, if we must, openness. Like the CPU choice, it gave the machine room to grow, as hard drives, better video cards, eventually sound cards became available. It’s the key reason that the architecture designed all those years ago remains with us today — in much modified form, of course.</p>
<p>The committee gave Lowe the go-ahead to build the computer. IBM, recognizing itself that its bureaucracy was an impediment to anyone really, you know, getting anything done, had recently come up with a concept it called the Independent Business Unit. The idea was that an IBU would work as a semi-independent entity, freed from the normal bureaucracy, with IBM acting essentially as the venture capitalists. <em>Fortune</em> magazine called the IBU, “How to start your own company without leaving IBM.” Chairman Cary, in a quote that has often been garbled and misattributed, called the IBU IBM’s answer to the question, “How do you make an elephant [IBM] tap dance?” Lowe’s IBU would be code-named Project Chess, and the machine they would create would be code-named the Acorn. (Apparently no one was aware of <a href="http://www.filfre.net/tag/acorn/">the British computer company</a> of the same name.) They were given essentially free rein, with one stipulation: the Acorn must be ready to go in just one year.</p>
<br/><a href="http://www.filfre.net/?p=531#comments" title="Comments on &quot;The IBM PC, Part 1&quot;"><img alt="Comments" src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?531"/></a></div>
    </content>
    <updated>2012-05-07T21:00:30Z</updated>
    <category term="Digital Antiquaria"/>
    <category term="Interactive Fiction"/>
    <category term="ibm"/>
    <category term="microsoft"/>
    <category term="ms-dos"/>
    <author>
      <name>Jimmy Maher</name>
    </author>
    <source>
      <id>http://www.filfre.net</id>
      <link href="http://www.filfre.net/category/interactive-fiction/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://www.filfre.net" rel="alternate" type="text/html"/>
      <subtitle>Ruminations on the state of some arts by Jimmy Maher</subtitle>
      <title>The Digital Antiquarian » Interactive Fiction</title>
      <updated>2012-05-16T11:00:33Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-5111411094922577514.post-2814424961929524944</id>
    <link href="http://lacunagame.blogspot.com/feeds/2814424961929524944/comments/default" rel="replies" type="application/atom+xml"/>
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    <link href="http://lacunagame.blogspot.com/2012/05/challenges-of-interactive-narrative.html" rel="alternate" type="text/html"/>
    <title>&gt;TILT AT WINDMILLS: The Challenges of Interactive Narrative</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">A guest blog post I wrote on <a href="http://ooligan.pdx.edu/sharing-authorship-with-algorithms-the-challenges-of-writing-interactive-stories/">the challenges of authoring interactive narrative</a> has recently gone up at <a href="http://ooligan.pdx.edu/">Ooligan Press</a>. Written for an audience not familiar with interactive stories, I focus mainly on the authorial challenges of <i><a href="http://blue-lacuna.textories.com/">Blue Lacuna</a></i> and <i><a href="http://promweekgame.com/">Prom Week</a></i> (with a brief mention of <i><a href="http://almostgoodbye.textories.com/">Almost Goodbye</a></i>). The post proved an interesting challenge in itself, trying to communicate effectively what I find interesting and difficult about the work I do.<br/><div><br/></div><div>I was invited to do the post by Jonathan Stark, former game reviewer and now master's student who wrote <a href="http://www.honestgamers.com/reviews/9109.html">a lovely review of Blue Lacuna</a> (followed up by a <a href="http://www.gameroni.com/posts/331.html">thorough interview</a>) a few years back. Thanks for thinking of me, Jonathan!</div><div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/5111411094922577514-2814424961929524944?l=lacunagame.blogspot.com" width="1"/></div></div>
    </content>
    <updated>2012-05-07T19:35:00Z</updated>
    <published>2012-05-07T19:35:00Z</published>
    <author>
      <name>Aaron A. Reed</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/08274464090619923076</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-5111411094922577514</id>
      <category term="sp"/>
      <author>
        <name>Aaron A. Reed</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/08274464090619923076</uri>
      </author>
      <link href="http://lacunagame.blogspot.com/feeds/posts/default" rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml"/>
      <link href="http://www.blogger.com/feeds/5111411094922577514/posts/default" rel="self" type="application/atom+xml"/>
      <link href="http://lacunagame.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/5111411094922577514/posts/default?start-index=26&amp;max-results=25" rel="next" type="application/atom+xml"/>
      <subtitle>Thoughts about interactive fiction and news about the interactive work of Aaron A. Reed.</subtitle>
      <title>&gt;TILT AT WINDMILLS</title>
      <updated>2012-05-13T11:44:48Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-19575546.post-7254724893419901237</id>
    <link href="http://gamingphilosopher.blogspot.com/feeds/7254724893419901237/comments/default" rel="replies" type="application/atom+xml"/>
    <link href="http://www.blogger.com/comment.g?blogID=19575546&amp;postID=7254724893419901237" rel="replies" type="text/html"/>
    <link href="http://www.blogger.com/feeds/19575546/posts/default/7254724893419901237" rel="edit" type="application/atom+xml"/>
    <link href="http://www.blogger.com/feeds/19575546/posts/default/7254724893419901237" rel="self" type="application/atom+xml"/>
    <link href="http://gamingphilosopher.blogspot.com/2012/05/further-adventures-of-stiffy-makane.html" rel="alternate" type="text/html"/>
    <title>The Gaming Philosopher: The further adventures of Stiffy Makane</title>
    <summary>Herman Schudspeer has released a new game: Nemesis Macana. (Who is Herman Schudspeer? Well, let's just say that careful textual analysis of his works might reveal him to be me, although it admittedly might also reveal him to be William Shakespeare or Herman Melville.) With this game, Herman adds to the growing body of Stiffy Makane games, a genre of interactive fiction that is famous for its</summary>
    <updated>2012-05-07T13:45:00Z</updated>
    <published>2012-05-07T13:45:00Z</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>
      <category term="ATTACK"/>
      <category term="shades"/>
      <category term="IF"/>
      <category term="Kerkerkruip"/>
      <category term="roleplaying games"/>
      <category term="roguelike"/>
      <category term="aesthetics"/>
      <category term="fantasy"/>
      <category term="interactive fiction"/>
      <category term="baron"/>
      <category term="IF-RPG"/>
      <category term="IF comp 2010"/>
      <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>2012-05-14T11:30:33Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:dreamwidth.org,2009-05-01:138811:118897</id>
    <link href="http://cobaltnine.dreamwidth.org/118897.html" rel="alternate" type="text/html"/>
    <link href="http://cobaltnine.dreamwidth.org/data/atom/?itemid=118897" rel="self" type="text/xml"/>
    <title>Game Playing and World Building: Spring Thing 2012 Reviews</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">These are going to be quick reviews since all but one of the games was a quick play.  That's not a value judgement - it's just that I feel a bit silly putting individual reviews in.  <br/><br/>The first two were ≤ 5 and the second two &gt; 5 in my votes.<br/><br/><span class="cuttag_container"><span class="cuttag" id="span-cuttag___1" style="display: none;"/><b>( <a href="http://cobaltnine.dreamwidth.org/118897.html#cutid1">Sleuth, by Scott Greig (Quest)</a> )</b><div id="div-cuttag___1" style="display: none;"/></span><br/><span class="cuttag_container"><span class="cuttag" id="span-cuttag___2" style="display: none;"/><b>( <a href="http://cobaltnine.dreamwidth.org/118897.html#cutid2">The Egg and the Newbie, by Robert DeFord (Glulx)</a> )</b><div id="div-cuttag___2" style="display: none;"/></span><br/><span class="cuttag_container"><span class="cuttag" id="span-cuttag___3" style="display: none;"/><b>( <a href="http://cobaltnine.dreamwidth.org/118897.html#cutid3">The Rocket Man from the Sea, by Janos Honkonen (Z-code)</a> )</b><div id="div-cuttag___3" style="display: none;"/></span><br/><span class="cuttag_container"><span class="cuttag" id="span-cuttag___4" style="display: none;"/><b>( <a href="http://cobaltnine.dreamwidth.org/118897.html#cutid4">The White Bull, by Jim Aikin (TADS 3)</a> )</b><div id="div-cuttag___4" style="display: none;"/></span><br/><br/><img alt="comment count unavailable" height="12" src="http://www.dreamwidth.org/tools/commentcount?user=cobaltnine&amp;ditemid=118897" style="vertical-align: middle;" width="30"/> comments</div>
    </content>
    <updated>2012-05-07T03:29:38Z</updated>
    <published>2012-05-07T03:29:38Z</published>
    <category term="spring thing 2012"/>
    <category term="if"/>
    <source>
      <id>tag:dreamwidth.org,2009-05-01:138811</id>
      <author>
        <name>cobaltnine</name>
      </author>
      <link href="http://cobaltnine.dreamwidth.org/" rel="alternate" type="text/html"/>
      <link href="http://cobaltnine.dreamwidth.org/data/atom" rel="self" type="application/atom+xml"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <subtitle>(mostly interactive fiction reviews)</subtitle>
      <title>Game Playing and World Building</title>
      <updated>2012-05-07T03:35:30Z</updated>
    </source>
  </entry>

  <entry>
    <id>urn:lj:livejournal.com:atom1:maga_dogg:468030</id>
    <link href="http://maga-dogg.livejournal.com/468030.html" rel="alternate" type="text/html"/>
    <link href="http://maga-dogg.livejournal.com/data/atom/?itemid=468030" rel="self" type="text/xml"/>
    <title>paean to wanderings: Cover Stories, authoring round</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">The second round of Cover Stories is open, art submissions are closed, and <a href="http://smallwhitehouse.org/gallery2/v/CoverStories/">the images are available for your perusal</a> (many thanks Mark Musante for hosting them, and to everybody who contributed images).<br/><a name="cutid1"/><br/><br/>Authors: you claim a cover by leaving a comment on it containing the word CLAIMED and your name. You do not need to register an account for this. <br/><br/>Claiming relates one author to one image: you cannot claim an already-claimed image, nor can you claim a second image. First come, first served. (The exception to this rule: if you finish your game early and really want to make another one, you can claim another image after submitting the first game. Before doing this, though, consider whether the time might not be better-spent on improving the first game.)<br/><br/>Then you write a game. You must submit your game (magadog, gmail) on or before May 26. There will be a testing period after this before the games are released, but you should aim to have your game finished by the 26th.<br/><br/><b>Author guidelines:</b><br/><ul><li><b>Don't hog the covers</b> Don't pick an image until you have some idea about the game you plan to make for it. It will be extremely lame if you grab the coolest image before you have any idea about the game, then realise that you're stuck for ideas: then nobody gets to use that image! So be considerate and don't rush in headlong.</li><br/><li><b>Stay undercover.</b> Your cover should be more than a pretty face. The point of having a cover is to give some kind of idea about an important aspect of the game, even if it's just about the general mood rather than content.</li><br/><li><b>Cover your ass.</b> Credit your artist/contributor nicely.</li><br/><li><b>Avoid discovery.</b> Mess around with the image as much or little as you see fit, but keep it recognisable. (Painting your own image in a totally opaque layer on top of it, or zooming in on four pixels, is not really in the spirit of the exercise.) There's no requirement to add a title to the image; in most of the contexts that the cover art will appear, the player will already know the game's title. <b>You don't have to add text to the image</b>; remember, almost everywhere that the cover art will appear, the game's name will be displayed already. If you can't find a way to add text without making it look terrible, consider contacting the original artist, asking for help on the forums, or just not adding a title to the image.</li></ul><br/><br/>(I am pretty sure that every image that was submitted is in there now, but there was a last-minute clusterfuck, so if an image you submitted isn't in the gallery or isn't credited appropriately, please tell me. Also, the gallery decided at the last minute to choke on larger images; these images have been reduced to 1200x1200, and are listed at the bottom of the gallery with a 2 at the end of their filename. If you'd like the larger versions of these, ask.)</div>
    </content>
    <updated>2012-05-06T15:48:30Z</updated>
    <published>2012-05-06T15:48:30Z</published>
    <category term="if"/>
    <source>
      <id>urn:lj:livejournal.com:atom1:maga_dogg</id>
      <author>
        <name>Sam Kabo Ashwell</name>
      </author>
      <link href="http://maga-dogg.livejournal.com/" rel="alternate" type="text/html"/>
      <link href="http://maga-dogg.livejournal.com/data/atom" rel="self" type="application/atom+xml"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <subtitle>a coruscation of impromptu epigram</subtitle>
      <title>paean to wanderings</title>
      <updated>2012-05-06T15:48:30Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-7322604.post-501926342047471609</id>
    <link href="http://eamon-guild.blogspot.com/feeds/501926342047471609/comments/default" rel="replies" type="application/atom+xml"/>
    <link href="http://www.blogger.com/comment.g?blogID=7322604&amp;postID=501926342047471609" rel="replies" type="text/html"/>
    <link href="http://www.blogger.com/feeds/7322604/posts/default/501926342047471609?v=2" rel="edit" type="application/atom+xml"/>
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    <link href="http://feedproxy.google.com/~r/blogspot/VPAjM/~3/h7cptvEs49Q/realm-of-fantasy-upgrade-and-review.html" rel="alternate" type="text/html"/>
    <title>Eamon Adventurer's Guild Online: Realm of Fantasy Upgrade and Review</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="http://1.bp.blogspot.com/-owUq2EgVyjM/T6Xqim_nlGI/AAAAAAAAAMo/3_4gkRjQq60/s1600/ROF1-HELLO_MY_NAME_IS.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5739251180457399394" src="http://1.bp.blogspot.com/-owUq2EgVyjM/T6Xqim_nlGI/AAAAAAAAAMo/3_4gkRjQq60/s400/ROF1-HELLO_MY_NAME_IS.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 250px;"/></a><br/><a href="http://3.bp.blogspot.com/-ZEP83hDuW28/T6XqgCWr5wI/AAAAAAAAAMc/HTUghD6d7yk/s1600/ROF2-TIGERS.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5739251136262301442" src="http://3.bp.blogspot.com/-ZEP83hDuW28/T6XqgCWr5wI/AAAAAAAAAMc/HTUghD6d7yk/s400/ROF2-TIGERS.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 250px;"/></a><br/><a href="http://2.bp.blogspot.com/-wspaqrfuCFg/T6XqaEYGjcI/AAAAAAAAAMQ/JHb0nIxRIw0/s1600/ROF3-ROUS.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5739251033725898178" src="http://2.bp.blogspot.com/-wspaqrfuCFg/T6XqaEYGjcI/AAAAAAAAAMQ/JHb0nIxRIw0/s400/ROF3-ROUS.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 250px;"/></a><br/><a href="http://1.bp.blogspot.com/-ol2I5ltcmRU/T6XqXA4tpmI/AAAAAAAAAME/qpU4NmkPusk/s1600/ROF4-Emerald_City.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5739250981249328738" src="http://1.bp.blogspot.com/-ol2I5ltcmRU/T6XqXA4tpmI/AAAAAAAAAME/qpU4NmkPusk/s400/ROF4-Emerald_City.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 250px;"/></a><br/><a href="http://3.bp.blogspot.com/-RT3RcaS4guQ/T6XqUDCbSEI/AAAAAAAAAL4/jLTK5pZdU50/s1600/ROF5-MM2.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5739250930287331394" src="http://3.bp.blogspot.com/-RT3RcaS4guQ/T6XqUDCbSEI/AAAAAAAAAL4/jLTK5pZdU50/s400/ROF5-MM2.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 250px;"/></a><br/><span style="font-size: 85%;">As promised, here is a review for Realm of Fantasy, an Eamon Deluxe original adventure from 2006 which has been upgraded to the 5.0 system as well as enhanced in many areas. I recently worked with the author on revising this strange but very fun adventure. Watch this blog for the upcoming release of  another EDX original adventure, the very excellent <span style="font-weight: bold; font-style: italic;">A Runcible Cargo</span> by Thomas Ferguson, which is in final development as I write this. It's a good year for Eamon.</span><br/><br/><a href="http://www.eamonag.org/pages/eamondx.htm">A stand alone version of Realm of Fantasy can currently be downloaded from the Eamon Deluxe homepage.</a><br/><br/><br/><span style="font-size: 180%;"><span style="font-weight: bold;">Eamon Deluxe #21: Realm of Fantasy by Jared Davis</span><br/><span style="font-style: italic;">Reviewed by Luke Hewitt and Frank Black</span></span><br/><br/><span style="font-weight: bold;">New Commands: BUY, SELL</span><br style="font-weight: bold;"/><span style="font-weight: bold;">Special Features: Fun and manic pacing in a surreal and (literally) colorful environment.</span><br style="font-weight: bold;"/><span style="font-weight: bold;">Difficulty Rating: 6 (average 5.5 from two ratings)</span><br style="font-weight: bold;"/><span style="font-weight: bold;">Overall Rating: 5 (average 5.5 from two ratings)</span><br/><br/>This is the second adventure that was written specifically for the Eamon Deluxe platform. Though the name "Realm of Fantasy" is somewhat ambiguous, and the initial rescue-a-friend-from-a-cave quest you’re introduced to seems to indicate swords and sorcery, it doesn't take long before it becomes clear that "fantasy" in this case means dreamlike, fantastic or surreal, as you are introduced to a host of companions and situations from Alice in Wonderland, the Oz books, famous films and even the Super Mario Brothers games.<br/><br/>If the idea of having the likes of The White rabbit and Dorothy duking it out with the infamous Bowser doesn't appeal to you, then you will most likely not appreciate this adventure in its entirety. However, if you are the sort who has a surreal or literary mind then there are definitely some nice touches which will add to the fun. e.g. having the Wicked Witch of the West crushed by Dorothy’s house when she dies, or the freeing of a tin man from two evil trees.<br/><br/>One thing I particularly appreciated is that clearly the author was thinking of the Oz books, not the films, as characters like Momby and Tip from The Land of Oz appear. Dorothy also happens to be wearing silver shoes, not the ruby slippers which they are commonly mistaken for due to the popularity of the well known 1930's musical adaption. This deep knowledge however is rather a double edged sword, since there were some references I didn't understand myself.<br/><br/>The writing is adequate to the task at hand and often humorous in places, even though some of the descriptions are a little short. Some characters and places, such as the Queen of Hearts' Palace, might have done with a bit more description. Though certainly the short length of the descriptions in question is no worse than that found in many Classic Eamon adventures. Plus the surreal situations and settings are fun, light-hearted and much of an improvement over the average underground dungeon.<br/><br/>I didn't notice a large amount of specials (i.e. modifications to the standard Eamon Deluxe base adventure program), but the specials I noticed worked fairly well. Although it did seem as if most of the specials were located near the start of the game and the sort of tapered off where they could have been a bit more evenly distributed throughout the adventure. Indeed even the new commands BUY and SELL are only useable in one specific location and then only for a couple of items. Nonetheless, just having the shop there was a very nice touch, as it was nonexistent in the original, 2006 release of this adventure.<br/><br/>This is definitely a fighter's outing as the Realm contains a very large amount of combat, frequently against seemingly random opponents. I would recommend bringing at least a medium strength character into it, even though you do come across some fairly powerful weapons and healing items as you progress throughout the game.<br/><br/>One interesting fact which you will either love or hate are your many companions (sometimes you will find ten or more of them faithfully following you around), who are likewise pitted against large numbers of foes. In fact, it is fairly common in this adventure to find groups of 10, 20 or even 30 enemies at a time (all of whom die usually with a single hit from your trusty allies).<br/><br/>It can be said that this does make for a different style of battle which adds to the unique flavor of this adventure. I often found myself on the sidelines of the battles, playing healer and supporting my companions as they fought it out with my foes. On the other hand, this also means a lot of mindless tapping of the enter key to skip past combat text which can get somewhat repetitive and wearing. In all fairness though, the unusually large number of companions I met up with also meant that battles against groups of 20+ enemies took less rounds then one would initially imagine.<br/><br/>The small army of companions and extra enter hitting did complicate things several times while I was simply trying to go about exploring rooms and reading the full descriptions for everything. I found myself hitting enter one too many times and inadvertently causing new descriptive text to scroll away before it could be read. This can obviously get a little irritating, though it could also be argued that this was actually more of a symptom of my own impatience with reading the screen than a flaw in the adventure itself.<br/><br/>One feature I did enjoy about having an anomalous multitude of companions was having access to the various items they were carrying with them. In fact, you will most likely want to check the inventory of every companion you come across in order to get some of the bonus items that are sprinkled throughout the adventure.<br/><br/>Overall the system of sitting back and playing healer was a break from the standard combat found in most Eamon adventures which was rather fun (as was seeing Dorothy give the wicked witch what for). It might indeed have been nice if more weapons were found throughout the adventure, and also if those weapons were of random and varied types. An axe-wielding Dorothy or an AK-47 toting Princess Peach would have been a fun inclusion and still would have been within the limits of keeping in tune to the somewhat psychedelic feeling that this game presents.<br/><br/>Overall, if you like (in no particular order): combat, literary references, colorful famous characters, surreal settings, light-hearted fun and/or if you just have a sense of humour then you will enjoy this adventure. Likewise, I recommend the experience of at least one trip through the Realm of Fantasy to every fan of Eamon adventures as it is, in several different aspects, a very unique entry into the Eamon library.<div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/7322604-501926342047471609?l=eamon-guild.blogspot.com" width="1"/></div>
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    </content>
    <updated>2012-05-06T02:52:00Z</updated>
    <published>2012-05-06T02:52:00Z</published>
    <category scheme="http://www.blogger.com/atom/ns#" term="Eamon Deluxe"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="Eamon adventures"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="New Eamons"/><feedburner:origLink xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://eamon-guild.blogspot.com/2012/05/realm-of-fantasy-upgrade-and-review.html</feedburner:origLink>
    <author>
      <name>Frank - Eamon Deluxe</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/05016434140873556147</uri>
    </author>
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      <category term="Joomla"/>
      <category term="Apple II"/>
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      <category term="OS X"/>
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      <author>
        <name>Matthew</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/16477311598407527292</uri>
      </author>
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      <subtitle>The Eamon Adventurer's Guild Online website is designed to be a comprehensive information source and archive for Eamon adventures. This blog consists of both news about Eamon and my random thoughts about Eamon and the Eamon website.</subtitle>
      <title>Eamon Adventurer's Guild Online</title>
      <updated>2012-05-16T02:17:38Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-7322604.post-4998380379285902246</id>
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    <link href="http://feedproxy.google.com/~r/blogspot/VPAjM/~3/1Eg-7a0eTNw/short-review-of-outsiders-from-oz.html" rel="alternate" type="text/html"/>
    <title>Eamon Adventurer's Guild Online: A short review of Outsiders from Oz</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="http://2.bp.blogspot.com/-HObZdwiA3QY/T6XYhJP21bI/AAAAAAAAALo/jSKypDOSDWM/s1600/OutsidersFromOz.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5739231364083275186" src="http://2.bp.blogspot.com/-HObZdwiA3QY/T6XYhJP21bI/AAAAAAAAALo/jSKypDOSDWM/s200/OutsidersFromOz.jpg" style="float: left; margin: 0 10px 10px 0; cursor: pointer; cursor: hand; width: 132px; height: 200px;"/></a><br/>Jared Davis, the author of the <span style="font-weight: bold;">Eamon Deluxe</span> original adventure <span style="font-style: italic;">"Realm of Fantasy"</span>, has recently published his first novel which is based upon the mythos of L. Frank Baum's Oz series. I recently ordered a copy from his current publisher, Lulu.com, and received a very nice, professionally printed hardcover edition within a few days.<br/><br/>Even though I had read the entire set of Oz books many years ago, I remembered very little about them when I ordered this book. However, Jared does a good job of compensating for Oz fans and newcomers alike, as he peppers in various pieces of background lore as needed and in an efficient manor which doesn't slow the pacing of the story. I was able to easily understand what was going on right from the first page.<br/><br/>I found Outsiders from Oz to be a relaxing and entertaining read. A lighthearted, yet quite interesting and creative fantasy story from a first time author who knows his subject matter well. All in all, Jared did an excellent job and I would recommend his work to anyone who enjoys reading fantasy fiction or simply wishes to show support for a fellow member of the Eamon community.<br/><br/>Outsiders from Oz is printed to order and available in both <a href="http://www.lulu.com/shop/jared-davis/outsiders-from-oz/hardcover/product-18940430.html">hardcover</a> and <a href="http://www.lulu.com/shop/jared-davis/outsiders-from-oz/paperback/product-18929630.html">paperback</a>.<div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/7322604-4998380379285902246?l=eamon-guild.blogspot.com" width="1"/></div>
<p><a href="http://feedads.g.doubleclick.net/~a/Anmoae5P8WlidGWJ83cmKWv5-BM/0/da"><img border="0" ismap="true" src="http://feedads.g.doubleclick.net/~a/Anmoae5P8WlidGWJ83cmKWv5-BM/0/di"/></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/Anmoae5P8WlidGWJ83cmKWv5-BM/1/da"><img border="0" ismap="true" src="http://feedads.g.doubleclick.net/~a/Anmoae5P8WlidGWJ83cmKWv5-BM/1/di"/></a></p><img height="1" src="http://feeds.feedburner.com/~r/blogspot/VPAjM/~4/1Eg-7a0eTNw" width="1"/></div>
    </content>
    <updated>2012-05-06T01:33:00Z</updated>
    <published>2012-05-06T01:33:00Z</published>
    <category scheme="http://www.blogger.com/atom/ns#" term="http://www.blogger.com/img/blank.gif"/><feedburner:origLink xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://eamon-guild.blogspot.com/2012/05/short-review-of-outsiders-from-oz.html</feedburner:origLink>
    <author>
      <name>Frank - Eamon Deluxe</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/05016434140873556147</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-7322604</id>
      <category term="facebook"/>
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      <category term="Joomla"/>
      <category term="Apple II"/>
      <category term="walkthrough"/>
      <category term="OS X"/>
      <category term="Mac"/>
      <category term="New Eamons"/>
      <author>
        <name>Matthew</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/16477311598407527292</uri>
      </author>
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      <subtitle>The Eamon Adventurer's Guild Online website is designed to be a comprehensive information source and archive for Eamon adventures. This blog consists of both news about Eamon and my random thoughts about Eamon and the Eamon website.</subtitle>
      <title>Eamon Adventurer's Guild Online</title>
      <updated>2012-05-16T02:17:38Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.joltcountry.com/?p=1124</id>
    <link href="http://www.joltcountry.com/index.php/features/endless-nameless-review-by-roody-yogurt" rel="alternate" type="text/html"/>
    <title>Jolt Country: Endless, Nameless Review by Roody Yogurt</title>
    <summary>Endless, Nameless by NamelessAdventurer (Adam Cadre) Official Web Page IFDB Link This write-up doesn’t aim to be a proper review. The first bit is just some hints for people who have already begun the game but are a bit stuck. The second has some thoughts about the game but doesn’t try to cover it exhaustively. [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Endless, Nameless by NamelessAdventurer (Adam Cadre)</p>
<p><a href="http://adamcadre.ac/if.html">Official Web Page</a><br/>
<a href="http://ifdb.tads.org/viewgame?id=7vtm1rq16hh3xch">IFDB Link</a><br/>
</p>
<p>This write-up doesn’t aim to be a proper review. The first bit is just some hints for people who have already begun the game but are a bit stuck. The second has some thoughts about the game but doesn’t try to cover it exhaustively. I’d only recommend the second block to someone who has played most- if not all- of the game.</p>
<p/>
<p><span id="more-1124"/></p>
<p>
<b>Gentle hints</b></p>
<p>
Interestingly, early on, I determined that some of the hints at the “vacation house” were not relevant, and figuring out the replacement solution was one of my earlier (but most satisfying) accomplishments of the game. On the flipside, though, I was too quick to write off many of the other hints (and I didn’t happen upon the correct path on my own), so I’d recommend to anyone who’s stuck to pay closer attention to the hints than I did.</p>
<p><b>Overall thoughts</b></p>
<p>
I think this was a very enjoyable game. It has some nicely distracting gameplay, sure, but I really like ideas it suggests. I love how the other player avatars at the vacation house are hipsters- that as time marches on, a game genre’s earnest player archetype is inevitably replaced by ones jaded by age and experience. In the vacation house, they drink White Russians, the drink indelibly associated with The Big Lebowski, which, given its longevity, is as good to blame for the modern hipster as anything else. Of course, at the house, the White Russian drink is a Rocky IV joke, but that works with the analogy, too, as Rocky IV is the kind of flawed but earnest 80s movie that has aged about as well as a BBS door game, so it makes sense that they’d be there, making fun of that, too.</p>
<p>The other suggested theme that I enjoyed was the importance of creativity. The hipster’s worst offense is that it is a passive, ineffectual force. Especially as represented by Lebowski enthusiasts, it is easy to see how creation gets replaced by sheer consumption (and how the in-game virtual world feels somewhat forgotten and in disrepair). Worse yet, the game suggests creative stagnation can lead to one becoming a community’s worst member, a troll. I enjoyed the sense of loss that these ideas produced.</p>
<p>I’m not the most critical of readers, so I feel like I misinterpret almost all games that do clever literary things. I think <b>E,N</b> had a lot of ideas that I just didn’t fully grasp. I think there were some points made about the imperfections of the medium (and in that regard, the pointlessness of it), and that stuff is okay but eh. The defeatist attitude doesn’t sit well with my worldview.</p>
<p>Mainly, I felt the game was better when it <i>showed</i> these things, but at some points, I felt like I was being <i>told</i> the way things are (in terms of players, creators, and trolls) and my gut instinct is be contrary. Adam’s a genius (compared to me, anyhow), but I’ve had this kind of problem with his games in the past. His game, <b>Shrapnel</b>, just out and asks the player, hey, want me to explain everything to you? I’m not sure if I’m the kind of person who’d ever have the will to say “no” and walk away, so of course, I looked at the explanation first time on my first playthrough. While some elements of the full explanation were cool, it still felt kind of disappointing just the same. The chasm between the explanation and the player’s playing experience was just too great.</p>
<p>Of course, <b>E,N</b> doesn’t explain everything the same way, but just the same, without being able to remember particular lines that irked me, I would’ve liked for the curtain to be held back a bit more. Who knows? Maybe it’s just the way that doom and gloom explanations are just so <i>calculated</i> (you: “&lt;something&gt; is so terrible!”  game (all-robot-like): “Things are terrible because this is the logical conclusion of &lt;other&gt;.”). I dunno. I’m trying to put a finger on something which I figure that comes down to personal taste, so who knows.</p>
<p>Those thing I liked, though, I liked a lot, and in that regard, I think <b>E,N</b> is a nice love letter to creativity and youthful spirit. I’m sure some of these notions will be dispelled as more explanations make their way into the world, but I’m sure that even at the end of them,  <b>E,N</b> will still be a game worth playing.</p></div>
    </content>
    <updated>2012-05-05T08:00:30Z</updated>
    <category term="interactive fiction"/>
    <category term="reviews"/>
    <category term="adam cadre"/>
    <category term="nameless endless"/>
    <category term="text adventures"/>
    <author>
      <name>Roody Yogurt</name>
    </author>
    <source>
      <id>http://www.joltcountry.com</id>
      <link href="http://www.joltcountry.com/index.php/features/category/interactive-fiction/feed" rel="self" type="application/atom+xml"/>
      <link href="http://www.joltcountry.com" rel="alternate" type="text/html"/>
      <subtitle>The Great On-Line Empire</subtitle>
      <title>Jolt Country » interactive fiction</title>
      <updated>2012-05-06T05:00:31Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-7322604.post-3575270693563563374</id>
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    <title>Eamon Adventurer's Guild Online: Beta copy of The PC Eamon Museum released to play testers.</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><a href="http://3.bp.blogspot.com/-Cp5VTahnzTo/T6Sevu6SseI/AAAAAAAAALY/wlUNTBjaWvU/s1600/PC_Museum1.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5738886368060420578" src="http://3.bp.blogspot.com/-Cp5VTahnzTo/T6Sevu6SseI/AAAAAAAAALY/wlUNTBjaWvU/s400/PC_Museum1.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 250px;"/></a><br/><a href="http://3.bp.blogspot.com/-L2N0hbC6i6w/T6SesRerTbI/AAAAAAAAALM/YQ-zMB91JuY/s1600/PC_Museum2.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5738886308620357042" src="http://3.bp.blogspot.com/-L2N0hbC6i6w/T6SesRerTbI/AAAAAAAAALM/YQ-zMB91JuY/s400/PC_Museum2.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 125px;"/></a><br/><a href="http://2.bp.blogspot.com/-UeQ-d1Xx3cw/T6SeprYBzVI/AAAAAAAAALA/cr2Uo5OAoGg/s1600/PC_Museum3.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5738886264032185682" src="http://2.bp.blogspot.com/-UeQ-d1Xx3cw/T6SeprYBzVI/AAAAAAAAALA/cr2Uo5OAoGg/s400/PC_Museum3.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 250px;"/></a><br/><a href="http://3.bp.blogspot.com/-ow1IyOl9lqw/T6SemsMa6-I/AAAAAAAAAK0/KGck6uAFZBM/s1600/PC_Museum4.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5738886212712328162" src="http://3.bp.blogspot.com/-ow1IyOl9lqw/T6SemsMa6-I/AAAAAAAAAK0/KGck6uAFZBM/s400/PC_Museum4.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 150px;"/></a><br/><a href="http://4.bp.blogspot.com/-Y-QY52e3CGY/T6Seiw-aiVI/AAAAAAAAAKo/TiCLcQL7XB8/s1600/PC_Museum5.jpg"><img alt="" border="0" id="BLOGGER_PHOTO_ID_5738886145276283218" src="http://4.bp.blogspot.com/-Y-QY52e3CGY/T6Seiw-aiVI/AAAAAAAAAKo/TiCLcQL7XB8/s400/PC_Museum5.jpg" style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; cursor: hand; width: 400px; height: 125px;"/></a><br/>The PC Eamon Museum is a compilation of the various known attempts at converting the Classic Eamon gaming system from the Apple II series of computers to the PC family. All of the conversion “exhibits” in the museum were originally written for the MS-DOS operating system and took a fair amount of work and technical knowledge to run on modern computers.<br/><br/>The Museum was created to preserve all of these relics of Eamon history in one place as well as allow convenient access to view and even play them on modern computers. By using some of the Eamon Deluxe 5.0 gaming system framework, including a modified version of the freeware DOSBox emulator, the PC ports of Eamon included in the Museum are now accessible with just a few clicks on a variety of modern computers and operating systems.<br/><br/>Those on the Eamon Deluxe 5.0 play tester list who have reported that they are using Windows and testing in Standard Mode (there is no VI Mode available for the Museum) should check their email for a message and download link regarding the Museum. (If you are on the list and do not receive a message, please email me.)<br/><br/>A public download will also be made available very soon, once the Museum has been initially tested and verified. Visit <a href="http://www.eamonag.org/pages/pc_eamon_museum.htm">The PC Eamon Museum homepage</a> on the Eamon Adventurer's Guild site for more details as well as future downloads and updates.<div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/7322604-3575270693563563374?l=eamon-guild.blogspot.com" width="1"/></div>
<p><a href="http://feedads.g.doubleclick.net/~a/LWCcnSITzcaaN5PeqGzTl-Aff6o/0/da"><img border="0" ismap="true" src="http://feedads.g.doubleclick.net/~a/LWCcnSITzcaaN5PeqGzTl-Aff6o/0/di"/></a><br/>
<a href="http://feedads.g.doubleclick.net/~a/LWCcnSITzcaaN5PeqGzTl-Aff6o/1/da"><img border="0" ismap="true" src="http://feedads.g.doubleclick.net/~a/LWCcnSITzcaaN5PeqGzTl-Aff6o/1/di"/></a></p><img height="1" src="http://feeds.feedburner.com/~r/blogspot/VPAjM/~4/SZFmep-toTk" width="1"/></div>
    </content>
    <updated>2012-05-05T03:16:00Z</updated>
    <published>2012-05-05T03:16:00Z</published>
    <category scheme="http://www.blogger.com/atom/ns#" term="Eamon Deluxe"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="Eamon adventures"/>
    <category scheme="http://www.blogger.com/atom/ns#" term="New Eamons"/><feedburner:origLink xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0">http://eamon-guild.blogspot.com/2012/05/pc-eamon-beta-released-to-play-testers.html</feedburner:origLink>
    <author>
      <name>Frank - Eamon Deluxe</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/05016434140873556147</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-7322604</id>
      <category term="facebook"/>
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      <category term="Apple II"/>
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      <category term="New Eamons"/>
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        <name>Matthew</name>
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        <uri>http://www.blogger.com/profile/16477311598407527292</uri>
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      <subtitle>The Eamon Adventurer's Guild Online website is designed to be a comprehensive information source and archive for Eamon adventures. This blog consists of both news about Eamon and my random thoughts about Eamon and the Eamon website.</subtitle>
      <title>Eamon Adventurer's Guild Online</title>
      <updated>2012-05-16T02:17:38Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-1722061418517610572.post-5147653842272753350</id>
    <link href="http://jizaboz.blogspot.com/feeds/5147653842272753350/comments/default" rel="replies" type="application/atom+xml"/>
    <link href="http://jizaboz.blogspot.com/2012/05/i-was-teenage-interactive-fiction.html#comment-form" rel="replies" type="text/html"/>
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    <link href="http://jizaboz.blogspot.com/2012/05/i-was-teenage-interactive-fiction.html" rel="alternate" type="text/html"/>
    <title>Lab of Jizaboz: I Was A Teenage Interactive Fiction Player</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">It was towards the end of 1992, and CD-ROM drives were just then starting to become the bane of my existence as an "IBM Compatible" gamer. I was still running DOS 5 on my first computer that I finally had convinced my parents to buy in 1990 when I was twelve years old; a $1400 <i>Packard Bell</i> 386SX @ 16mhz with 1MB of RAM. It had a 5 &amp; 1/4 floppy drive, a 3 &amp; 1/2 drive, and a 40MB hard disk. Fancy VGA monitor, but no modem and no printer. I eventually had a total of roughly 60 games, mainly graphic adventures. The first few games obtained were <a href="http://en.wikipedia.org/wiki/Ultima_V:_Warriors_of_Destiny" target="_blank">Ultima 4-6</a>,  <a href="http://www.thehouseofgames.net/index.php?t=10&amp;id=31" target="_blank">Eye of the Beholder</a>, and <a href="http://en.wikipedia.org/wiki/X-Men:_Madness_in_Murderworld">X-Men - Madness in Murderworld</a>.<br/><br/><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-P9fTPcQrtwo/T48eTfd4QYI/AAAAAAAAAEc/aUI9qZJMcRo/s1600/2packardbell.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-P9fTPcQrtwo/T48eTfd4QYI/AAAAAAAAAEc/aUI9qZJMcRo/s320/2packardbell.jpg" width="257"/></a></div><div class="separator" style="clear: both; text-align: center;"><br/></div>One day, I'm at the mall with my grandmother, who was my main supplier of video games. At the time, PC games were usually sold for less money than console games due in part to the extra money needed to produce the cartridges. I spot a game called <a href="http://en.wikipedia.org/wiki/Return_to_Zork" target="_blank">Return to Zork</a>, and marvel at the cover. I assume before even picking up the box that the game is CD-ROM only. Looking at the spine expecting to be further frustrated that my system was outdated, (<a href="http://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss" target="_blank">Ultima Underworld</a> had recently come out. I was very disappointed that the game required 2 MBs of RAM and it would probably be very laggy without a 486 CPU) I see that my system can in fact play <i>RTZ</i> correctly! I had heard about the <a href="http://en.wikipedia.org/wiki/Zork#The_original_Zork_Trilogy" target="_blank">original Zork trilogy</a> many times reading <i>PC Gaming World</i> and other things, so the title and the impressive packaging along with screens of real life actors had me very intrigued.<br/><br/><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-B94PLj6RnC4/T48eZIdt5lI/AAAAAAAAAEk/ukMF1jKLqVs/s1600/87626937.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-B94PLj6RnC4/T48eZIdt5lI/AAAAAAAAAEk/ukMF1jKLqVs/s1600/87626937.jpg"/></a></div><br/>When I get the game home and install the twelve 3 &amp; 1/2 inch discs included (using more than half my hard disc), the game fires right up the first time. The next few months will be filled with exploring the game, figuring out puzzles, and generally annoying the rest of my family with "Want some rye? Course ya do." blaring through my 8-bit <i>Sound Blaster</i> card. Somehow, I did sucked into the game despite having not played the original series. Many people I talk to today have a dislike for <i>RTZ</i>. Others mention their hatred for it, but yet told me about watching a walk-through of it on <i>YouTube</i> to see the solutions. I still prefer the floppy version of <i>RTZ</i> over the CD-ROM version due to originally playing off floppies. I also always thought that some things like the geography just weren't didn't seem right to me. Flood Control Dam #3 being depicted too small in the game motivated me to make my <a href="http://home.roadrunner.com/~fragmeister/downloads/fcd3/index.htm" target="_blank">own version of Flood Control Dam #3</a> within the <a href="http://en.wikipedia.org/wiki/Return_to_Castle_Wolfenstein" target="_blank">Return to Castle Wolfenstein</a> (modified <a href="http://en.wikipedia.org/wiki/Id_Tech_3" target="_blank">Id Tech 3</a>) engine a few years ago.<br/><br/>A couple of months after getting <i>RTZ</i>, I read that <a href="http://en.wikipedia.org/wiki/The_Lost_Treasures_of_Infocom" target="_blank">The Lost Treasures of Infocom</a> has been released. Not only did it contain every old <i>Zork</i> game, but it also contained many other <a href="http://en.wikipedia.org/wiki/Infocom" target="_blank">Infocom</a> games I had only heard about and missed. It was pricey.. around 75 bucks. My grandmother bought it for me after assuring her that it was a lot games in one package, and would keep me occupied for a long time. It also came with a card to send off in the mail for <a href="http://en.wikipedia.org/wiki/Leather_Goddesses_of_Phobos" target="_blank">Leather Goddesses of Phobos</a> for 9.95$. Somehow, I managed to get her to send off a check for that too! I still have the discs, books, and all maps that came with <i>Lost Treasures of Infocom</i>. I never did get <i>Lost Treasures of Infocom 2</i>. <br/><br/><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-xhKQPBgpdt4/T48efXpFpQI/AAAAAAAAAEs/GzJ7iHY9GE4/s1600/256px-The_Lost_Treasures_of_Infocom.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-xhKQPBgpdt4/T48efXpFpQI/AAAAAAAAAEs/GzJ7iHY9GE4/s1600/256px-The_Lost_Treasures_of_Infocom.jpg"/></a></div><br/>The first game out of the <i>Lost Treasures of Infocom</i> box I played was <i>Zork I</i>. Instantly, I thought to myself that this was a far better actual "game" than <i>RTZ</i>. While there was more graphically to <i>RTZ</i>, the original Zork text adventure completely filled in any questions I had about the actual Underground Empire environment. The interface was also much better to me, being used to typing in commands into early text adventures such as <a href="http://en.wikipedia.org/wiki/Space_Quest" target="_blank">Space Quest</a> 2 and 3, <a href="http://en.wikipedia.org/wiki/Wonderland_(adventure_game)" target="_blank">Wonderland</a>, and the <a href="http://en.wikipedia.org/wiki/Spellcasting_101:_Sorcerers_Get_All_The_Girls" target="_blank">Spellcasting</a> series. I was amazed at how much better the word parser was in the Infocom games, and played everything within the Lost Treasures box steadily for months.<br/><br/>Before that, I had only played one text adventure in junior high school on, which I think was <a href="http://www.youtube.com/watch?v=urJsqU8sLVw" target="_blank">Mystery House</a> on an Apple II. There was a disk of it laying around in a typing class I had. The only thing I really remember about it though was making the teacher very angry when I printed out the map from an in-game menu. It was seemed huge and I was never able to use it again, which was a disappointment.<br/><br/>I must admit that I used the hint book for<i> Lost Treasures</i> pretty heavily for <i>Zork</i> 1-3 and the <a href="http://en.wikipedia.org/wiki/Enchanter_(video_game)" target="_blank">Enchanter</a> series. However, it's been so long ago that I can remember only fragments of all of those games with exception to <i>Zork I</i>. I will probably be playing the games in that collection off and on for the rest of my life, which is more than I can say for most modern games in my collection.<br/><br/>As mentioned in my first blog <a href="http://jizaboz.blogspot.com/2011/02/my-deadline-approaches.html" target="_blank">post</a>, all of this lead to me trying (and pretty much failing) to create text adventures shortly after. It wasn't until about 15 years later when I was telling a bit of this to story to a friend after mentioning <a href="http://www.getlamp.com/" target="_blank">Get Lamp</a> that I was rewarded with him telling me about <a href="http://www.inform-fiction.org/" target="_blank">Inform</a>, and the whole interactive fiction enthusiast and developer community that I had been missing out on for a large chunk of my life.<br/><br/><div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/1722061418517610572-5147653842272753350?l=jizaboz.blogspot.com" width="1"/></div></div>
    </content>
    <updated>2012-05-04T22:04:00Z</updated>
    <published>2012-05-04T22:04:00Z</published>
    <author>
      <name>Jizaboz</name>
      <email>noreply@blogger.com</email>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-1722061418517610572</id>
      <category term="Inform7"/>
      <category term="Spring Thing"/>
      <category term="dreams"/>
      <category term="IntroComp"/>
      <category term="iPhone"/>
      <category term="nes"/>
      <category term="sci-fi"/>
      <category term="Lunar Base 1"/>
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        <name>Jizaboz</name>
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      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <title>Lab of Jizaboz</title>
      <updated>2012-05-07T21:26:09Z</updated>
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  </entry>

  <entry xml:lang="en">
    <id>http://www.joltcountry.com/?p=1111</id>
    <link href="http://www.joltcountry.com/index.php/features/podcasting" rel="alternate" type="text/html"/>
    <link href="http://www.robohara.com/podcast/YDKF-115-Text_Adventures.mp3" length="116067999" rel="enclosure" type="audio/mpeg"/>
    <title>Jolt Country: PODCASTING</title>
    <summary>Flack and I did an episode of You Don’t Know Flack about text adventures, which you can listen to by going to this link. When Cryptozookeeper came out, I sent a link to its page on the Internet Archive to bloggers, reviewers, journalists, my mother and others. A good number of people said, “That’s great, [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://www.robohara.com">Flack</a> and I did an episode of <a href="http://itunes.apple.com/us/podcast/you-dont-know-flack/id368604225">You Don’t Know Flack</a> about <a href="http://menga.net/15900">text adventures</a>, which you can listen to by going to <a href="http://podcast.robohara.com/?p=75">this link</a>. </p>
<p>When Cryptozookeeper came out, I sent a link to its page on the <a href="http://archive.org/details/Cryptozookeeper">Internet Archive</a> to bloggers, reviewers, journalists, my mother and others. A good number of people said, “That’s great, but can you send me the direct link?” So if you’d rather not see <a href="http://podcast.robohara.com/">a whole bunch of tech and retro podcasts laid out for you</a>… if that’s REALLY going to make the difference here, well, <a href="http://www.robohara.com/podcast/YDKF-115-Text_Adventures.mp3">here</a> is the direct link. </p>
<p>(The You Don’t Know Flack site is in a deep cyan though, so really, the colors between here and there won’t require you to restart your browsers so that your changes take effect next time.)</p>
<p>And look, here’s the thing. I just invoiced Ben Parrish for a new microphone. But even with a new microphone, there is some kind of interference on my side for this podcast. Flack did his best to overcome it, but… well, here’s how I would describe where I was when calling in:</p>
<p>- In Cleve Blakemore’s Fallout Survival Bunker<br/>
- On the surface of <a href="https://www.google.com/#hl=en&amp;safe=off&amp;sclient=psy-ab&amp;q=caltrops+%22(thanks+for+that+awesome+joke%2C+Worm)%22&amp;oq=caltrops+%22(thanks+for+that+awesome+joke%2C+Worm)%22&amp;aq=f&amp;aqi=&amp;aql=&amp;gs_l=hp.3...1314.1314.0.2597.1.1.0.0.0.0.107.107.0j1.1.0...0.0.d-bDdCx_Gi8&amp;pbx=1&amp;bav=on.2,or.r_gc.r_pw.r_cp.r_qf.,cf.osb&amp;fp=5fd8887cc3ebdf49&amp;biw=1920&amp;bih=912">Mars</a><br/>
- Towards the gooey end of the ocean’s mysterious and inexplicable “Bloop”<br/>
- In the process of getting a full body scan from the TSA<br/>
- Fighting the X-Men<br/>
- Desperately trying to build a bomb that will blow up the breadbasket of the United States thanks to the treason and sedition I read from textfiles.com and boy <a href="http://twitter.com/#!/textfiles/status/198067523600662529">FBI you’d better try to &gt;use reason</a><br/>
- In a remote cabin in Belfair, Washington<br/>
- Looking for that icon that lets Atari 2600 E.T. go home<br/>
- Watching Panic Room<br/>
- In a world I never made</p>
<p>So, sorry for all that. </p>
<p>Flack had to sit on it for a while because he was waiting for technology to catch up to where it needed to be to fix the terrible sound from my point. That technology never came, but enough time passed to where Kate Upton got famous for doing the cat dance. So enjoy the future we have instead of the one we thought we wanted, Past-Me. </p>
<p>UPDATE: I have been told that there is a fair bit on The Bard’s Tale in this, for which I apologize. But in our defense, it’s because we were taking savage shots at The Bard’s Tale Construction Set, which has been quietly keeping to itself for 20 years, not hurting anybody. It got a job at a local library and helps under privileged kids study for their LSATs. It thought its time being a game everyone hated was well in its past, but revenge is a dish best served cold though, motherfuckers! </p>
<p>(I also did some segments on <a href="http://www.thedonrogersshow.com">The Don Rogers Show</a>, but maybe all that should be a separate post.)</p></div>
    </content>
    <updated>2012-05-04T06:00:59Z</updated>
    <category term="interactive fiction"/>
    <category term="interviews"/>
    <category term="cryptozookeeper"/>
    <category term="grimoire"/>
    <category term="hangar 22"/>
    <category term="hugo"/>
    <category term="you don't know flack"/>
    <author>
      <name>Ice Cream Jonsey</name>
    </author>
    <source>
      <id>http://www.joltcountry.com</id>
      <link href="http://www.joltcountry.com/index.php/features/category/interactive-fiction/feed" rel="self" type="application/atom+xml"/>
      <link href="http://www.joltcountry.com" rel="alternate" type="text/html"/>
      <subtitle>The Great On-Line Empire</subtitle>
      <title>Jolt Country » interactive fiction</title>
      <updated>2012-05-06T05:00:31Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.robohara.com/?p=4517</id>
    <link href="http://www.robohara.com/?p=4517" rel="alternate" type="text/html"/>
    <title>robohara.com: You Don’t Know Flack Episode 115: Text Adventures</title>
    <summary>Episode 115 of my podcast You Don’t Know Flack went online earlier today for some strange reason. I had actually scheduled the post to go live this Saturday, but something went wonky with WordPress and the post decided to go live on its own today. So, there you go. Episode 115 is all about text [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>Episode 115 of my podcast <a href="http://podcast.robohara.com">You Don’t Know Flack</a> went online earlier today for some strange reason. I had actually scheduled the post to go live this Saturday, but something went wonky with WordPress and the post decided to go live on its own today. So, there you go.</p>
<p>Episode 115 is all about text adventures. This episode is unique in multiple ways. Not only does it feature the infamous Interactive Fiction author Robb Sherwin via Skype … but it features him for approximately two hours. What can I say? Robb and I got carried away talking about text adventures!</p>
<p><a href="http://podcast.robohara.com/?p=75">Here is the link</a> to the current episode. If you’ve been dying to hear Robb Sherwin and myself swap old memories of text adventures and talk about what we like and dislike about current ones, boy did you just hit pay dirt! </p>
<p><i>Similar Posts:
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</i><li><i><a href="http://www.robohara.com/?p=3525" rel="bookmark" title="June 14, 2011">Oklahoma Video Game Expo: June 18, 2011</a></i></li><i>
</i><li><i><a href="http://www.robohara.com/?p=2427" rel="bookmark" title="September 10, 2010">Get Lamp: An Interactive Review</a></i></li><i>
</i><li><i><a href="http://www.robohara.com/?p=3453" rel="bookmark" title="May 27, 2011">Robb Sherwin releases Cryptozookeeper!!</a></i></li><i>
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    </content>
    <updated>2012-05-04T04:00:07Z</updated>
    <category term="Interactive Fiction"/>
    <category term="Main"/>
    <category term="Podcast"/>
    <author>
      <name>Rob</name>
    </author>
    <source>
      <id>http://www.robohara.com</id>
      <link href="http://www.robohara.com" rel="alternate" type="text/html"/>
      <link href="http://feeds.feedburner.com/robohara/if" rel="self" type="application/atom+xml"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <subtitle>The Adventures of Rob, Susan, Mason and Morgan O'Hara</subtitle>
      <title>robohara.com » Interactive Fiction</title>
      <updated>2012-05-15T00:00:05Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=4723</id>
    <link href="http://emshort.wordpress.com/2012/05/04/endless-nameless-by-adam-cadre/" rel="alternate" type="text/html"/>
    <title>Emily Short: Endless, Nameless by Adam Cadre</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Endless, Nameless is Adam Cadre’s latest game. The surrounding text claims that it’s the relic of the bulletin board age, but anyone familiar with Adam’s oeuvre won’t be surprised to know there’s a bit more to it than a retro … <a href="http://emshort.wordpress.com/2012/05/04/endless-nameless-by-adam-cadre/">Continue reading <span class="meta-nav">→</span></a><img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4723&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="https://emshort.files.wordpress.com/2012/05/en-cover.png"><img alt="" class="aligncenter size-full wp-image-4724" src="https://emshort.files.wordpress.com/2012/05/en-cover.png?w=584" title="en cover"/></a></p><a href="https://emshort.files.wordpress.com/2012/05/en-cover.png">
</a><p><a href="https://emshort.files.wordpress.com/2012/05/en-cover.png"/><a href="http://ifdb.tads.org/viewgame?id=7vtm1rq16hh3xch">Endless, Nameless</a> is Adam Cadre’s latest game. The surrounding text claims that it’s the relic of the bulletin board age, but anyone familiar with Adam’s oeuvre won’t be surprised to know there’s a bit more to it than a retro remake. There’s no way to write a substantive review without addressing the ways in which it takes a twist, though; it’s worth playing enough to find out just exactly <em>how</em> it’s going to be not what you think. So please consider giving it a try before reading on.</p>
<p><span id="more-4723"/></p>
<p>So, then. The game begins as a deliberately super-retro recreation of an early text adventure: cod fantasy that starts in a tavern, full of magic spells, incoherent worldbuilding and pointless anachronisms, easy to make unwinnable. There’s an inventory management system involving bulky encumbrances and a pocket that can hold lots of objects but doesn’t stash anything automatically. Trying to go through a door never auto-opens it, trying to open a door never auto-unlocks it, and if you want to manipulate anything you have to explicitly take it first. The whole ecosystem of implicit actions is gone, and you will miss it badly. There’s no conversation system, no giving or showing. There is randomized combat, though, and a hunger daemon (that mercifully doesn’t actually kill you), and a maze, and a big, pointlessly fiddly machine, of exactly the type that Adam has often complained about in games.</p>
<p>The trick is that the writing is good enough, and certain elements polished enough, that you know you are in competent hands anyway. This is no minor trick to pull off, but Adam achieves it.</p>
<p>The first time you die in this world — and it will likely not take that long — you are transported to another plane of existence. This plane is a vacation beach house implemented in excruciating detail (feel free to spend five turns examining carpet and wallpaper in the first room), but with significantly reduced potential. You can’t do anything dangerous. You can’t throw objects. You can’t kill yourself. You <em>can</em> talk to other characters. The implementation is now a parody of new-school IF, though, sadly, it looks like a not-very-good slice of life piece. In the new level, you meet other versions of yourself, other nameless adventurers who have previously tried your quest and given up. You can interact with them for a while. Some have hints about the retro game. When you’re ready, you return to the old-school game world and try again, using the knowledge you’ve gained. </p>
<p>Despite the sometime frustrations, the experience is really pretty good. The magic system is just about complicated enough to be interesting without being overwhelming. The spells are mostly named from verbs in Esperanto, for suitable almost-recognizability (with the exception of OVIDIO, which is presumably named for the author of the Metamorphoses). The <em>Endless, Nameless</em> spells are mostly a silly assortment, but, as in Graham Nelson’s <a href="http://ifdb.tads.org/viewgame?id=x6ne0bbd2oqm6h3a">Balances</a>, they have a few cool interactions as well.</p>
<p>The inner game is unfair in various ways, not so much because solutions are really hard as because there are lots of ways to make things unwinnable, miss objects you had a narrow opportunity to acquire, to screw up a puzzle timing. Getting it all right will take many repetitions. But most of the time, the design hit just the right level of pleasurable frustration to remind me of what was fun about old-style puzzle games (yes, even about replaying them) without making me actually walk away. Most of the challenges are not really terribly hard, and with the hints from the framing story, most are pretty doable.</p>
<p>The beach house environment itself is almost puzzle free, by contrast, but it is full of in-jokey bits (books full of starting lines from Adam’s Lyttle Lytton contest, for instance, or — my personal favorite — randomized cocktails named after IF games). </p>
<p>Gradually as you move back and forth between levels, a broader story emerges. It concerns a game rewritten by multiple authors, not yet fully evolved; it is ultimately a story about the IF community’s struggle to elevate the state of the art, with most of the major characters recognizable as avatars of real people. </p>
<p>Some of the game’s most effective moments for me were the ones about upgrades to the game system: I was relieved and very pleased when, halfway through the retro game, the sorceress endows the adventurer with access to a conversation system, where he’d previously had to be mute or just say whatever the game made him say, and she turns out to have quite a lot to talk about. (More than you can actually see in a single playthrough — I think I restored and played her conversation six or seven times to make sure I got it all.) I’m biased here, given how much this ties in with my own work, but I thought that passage of the game demonstrated really effectively IF’s need for characters; and I think this, and several of the endings, were not anti-IF as an art form.</p>
<p>That said, I am generally not a fan of self-referential pieces that exist chiefly to talk about IF genres and the IF community. There’s nothing fundamentally wrong with that, but I always feel like it’s kind of a missed opportunity. Art that’s primarily about its own medium tends to feel a bit claustrophobic to me, in-joke-y, exclusive, and quick to show its age. Both <a href="http://ifdb.tads.org/viewgame?id=n8c9whn8wjp1y422">Sins Against Mimesis</a> and <a href="http://ifdb.tads.org/viewgame?id=i8rgwxt2m2nf8fco">The Cabal</a> fall into this trap, despite being pretty funny in their way; <a href="http://ifdb.tads.org/viewgame?id=q8y5zup88c9hu499">Being Andrew Plotkin</a> has tinges of it; and the reason I liked the very referential <a href="http://ifdb.tads.org/viewgame?id=etul31tqgl3n22nl">Apocolocyntosis</a> is that it also had something to say about life, and was primarily about that, rather than being exclusively about IF. In my view <em>Endless, Nameless</em> suffers from this somewhat, especially if one doesn’t get the “really won” ending. (More about that in a minute.)</p>
<p>The endgame of <em>Endless, Nameless</em> seems to say that the IF community is most impeded in its progress by a) apathy and b) trolls. While there certainly are some of those things around, I myself have noticed a lot more trouble with c) people having busy lives and d) a lack of active connection with other artistic and gaming communities that would bring in new life and new ideas. What gives <em>anyone</em> — trolls, over-the-top reviewers, authors — a disproportionate significance in the community is when that community is too small and inward-looking, has too little sense of its own place relative to the rest of the world.</p>
<p>Fortunately I also think that things aren’t so dire as <em>Endless, Nameless</em> suggests. On the contrary, the IF community/communities are demonstrably broadening, with more platforms and more types of user and player, and more contact with the literary (see inkle) and indie gaming worlds. Anna Anthropy’s widely read book, <a href="http://www.amazon.com/gp/product/B005K98PTO/ref=as_li_ss_tl?ie=UTF8&amp;tag=latinresource-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B005K98PTO">Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form</a><img alt="" border="0" height="1" src="http://www.assoc-amazon.com/e/ir?t=latinresource-20&amp;l=as2&amp;o=1&amp;a=B005K98PTO" width="1"/>, profiles both Inform as a tool and <a href="http://ifdb.tads.org/viewgame?id=weac28l51hiqfzxz">The Baron</a> as an example of a game that could not have been made by a commercial author, for instance. </p>
<p>I’ve seen a few laments that an emphasis on outreach has resulted in a trend towards super-accessible children’s stuff that doesn’t build on the history of the genre or any expectation of sophisticated literacy about IF past. I get where that’s coming from — though again, I think the solution isn’t to restrict ourselves to just one type of game output, but to try to provide the critical help, in the form of reviews and essays, so that people who want to understand some of IF’s history and the more esoteric games will find them accessible.</p>
<p>In any case, there is a bit more to <em>Endless, Nameless</em> than those points. There are various ways that the conflict in game levels can be resolved, but the best of them — explicitly the best — is the one in which your nameless adventurer avatar is reborn into the real world and is able to appreciate the infinitely greater richness of the universe “without a shaper”. (For a moment Adam’s interest in Carl Sagan seemed to poke through, as the game lyrically praised a world of infinite possibility and natural wonder.) It’s a leaving-the-cave narrative, condemning escapist fantasies not so much because they foster weakness as because those fantasies are pathetically defective compared to the thing from which one is escaping. But at least good art is closer to life than mediocre art.</p>
<br/>  <a href="http://feeds.wordpress.com/1.0/gocomments/emshort.wordpress.com/4723/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/emshort.wordpress.com/4723/"/></a> <a href="http://feeds.wordpress.com/1.0/godelicious/emshort.wordpress.com/4723/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/emshort.wordpress.com/4723/"/></a> <a href="http://feeds.wordpress.com/1.0/gofacebook/emshort.wordpress.com/4723/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/emshort.wordpress.com/4723/"/></a> <a href="http://feeds.wordpress.com/1.0/gotwitter/emshort.wordpress.com/4723/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/emshort.wordpress.com/4723/"/></a> <a href="http://feeds.wordpress.com/1.0/gostumble/emshort.wordpress.com/4723/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/emshort.wordpress.com/4723/"/></a> <a href="http://feeds.wordpress.com/1.0/godigg/emshort.wordpress.com/4723/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/emshort.wordpress.com/4723/"/></a> <a href="http://feeds.wordpress.com/1.0/goreddit/emshort.wordpress.com/4723/" rel="nofollow"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/emshort.wordpress.com/4723/"/></a> <img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4723&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
    </content>
    <updated>2012-05-04T01:00:20Z</updated>
    <category term="interactive fiction"/>
    <category term="Reviews"/>
    <category term="inventory management system"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
      <logo>http://s2.wp.com/i/buttonw-com.png</logo>
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      <subtitle>Essays and reviews on narrative in games and new media</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2012-05-18T05:00:11Z</updated>
    </source>
  </entry>

  <entry>
    <id>urn:lj:livejournal.com:atom1:maga_dogg:467876</id>
    <link href="http://maga-dogg.livejournal.com/467876.html" rel="alternate" type="text/html"/>
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    <title>paean to wanderings: [IF] Spring Thing reviews, part the second</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Reviews (with sketches!) of the two remaining games from <a href="http://www.springthing.net/2012/">Spring Thing 2012</a>, <a href="http://diden.net/~maga/springreviews12#rocketman">The Rocket Man from the Sea</a> and <a href="http://diden.net/~maga/springreviews12#whitebull">The White Bull</a></div>
    </content>
    <updated>2012-05-03T19:34:01Z</updated>
    <published>2012-05-03T19:34:01Z</published>
    <category term="review"/>
    <category term="if"/>
    <source>
      <id>urn:lj:livejournal.com:atom1:maga_dogg</id>
      <author>
        <name>Sam Kabo Ashwell</name>
      </author>
      <link href="http://maga-dogg.livejournal.com/" rel="alternate" type="text/html"/>
      <link href="http://maga-dogg.livejournal.com/data/atom" rel="self" type="application/atom+xml"/>
      <link href="http://pubsubhubbub.appspot.com/" rel="hub" type="text/html"/>
      <subtitle>a coruscation of impromptu epigram</subtitle>
      <title>paean to wanderings</title>
      <updated>2012-05-06T15:48:30Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:blogger.com,1999:blog-5111411094922577514.post-206338464402833675</id>
    <link href="http://lacunagame.blogspot.com/feeds/206338464402833675/comments/default" rel="replies" type="application/atom+xml"/>
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    <link href="http://lacunagame.blogspot.com/2012/05/almost-goodbye-minimalist-procedural.html" rel="alternate" type="text/html"/>
    <title>&gt;TILT AT WINDMILLS: Almost Goodbye: Minimalist Procedural Content Generation in Interactive Storytelling</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-OQwAeThTcZk/T6IcM2YpBMI/AAAAAAAAAZs/lIAMzdosiW8/s1600/almost-goodbye.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-OQwAeThTcZk/T6IcM2YpBMI/AAAAAAAAAZs/lIAMzdosiW8/s1600/almost-goodbye.jpg"/></a></div><div>While in the past I've mostly written parser-based interactive fiction, today I'm releasing<i> <a href="http://almostgoodbye.textories.com/">Almost Goodbye</a>,</i> a parserless, browser-based, short-form experiment in procedural content generation for interactive stories. (It's also science fiction, if none of the rest of that piques your interest.)</div><div><br/></div><div>PCG has been used in interactive stories in the past, but usually in attempts to generate entire stories, plot points, or lines of dialogue from scratch. Rather than doing something so ambitious, instead I'm trying a sort of experiment: what's the <i>minimum</i> amount of a generated text that could be inserted into an otherwise hand-authored story to produce something that's both authorially sound and computationally interesting?</div><div><br/></div><div>My approach with <i>Goodbye</i> is to generate the "satellite" sentences of a story (as opposed to the "kernel" sentences that move forward the plot) during dialogue scenes. These include all of the little bits controlling pacing between speakers (sentences like "He waited" or "There was a pause") as well as the ones re-establishing the setting ("The moonlight shone on his face" or "Traffic growled from somewhere nearby"). While these sentences seem inconsequential at first, they can have a surprisingly strong impact on a reader's perception of a scene. They are also relatively easy to procedurally generate compared to other types of prose sentences, and are amenable to variation based on the current narrative context (time of day, location, current speakers, mood, and the moment-to-moment rhythms of a conversation). The consequences of past player choices (such as changes undergone by the narrator) can also be factored in to the construction of these sentences. The result is (hopefully) a story that is personalized to the way you've been interacting with it in subtle yet constant ways, sentence by sentence... a different model than the large but infrequent consequences often seen in interactive narrative (i.e. getting one chunk of content instead of another).</div><div><br/></div><div>You can play <i>Goodbye</i> at the link above; it takes about ten minutes to read through. The piece is a selection for "<a href="http://dtc-wsuv.org/elit/mla2013/">Avenues of Access</a>," an exhibit of new electronic literature that will be part of the Modern Language Association's next conference, but I've received permission to post it online here early. Comments are always welcome. The curious can also <a href="http://almostgoodbye.textories.com/almostgoodbye-paper.pdf">read more about the technical details</a> in a paper to be presented at the upcoming Workshop in Procedural Content Generation at the <a href="http://www.fdg2012.org/">2012 Foundations of Digital Games</a> conference. </div><div class="blogger-post-footer"><img alt="" height="1" src="https://blogger.googleusercontent.com/tracker/5111411094922577514-206338464402833675?l=lacunagame.blogspot.com" width="1"/></div></div>
    </content>
    <updated>2012-05-03T05:57:00Z</updated>
    <published>2012-05-03T05:57:00Z</published>
    <author>
      <name>Aaron A. Reed</name>
      <email>noreply@blogger.com</email>
      <uri>http://www.blogger.com/profile/08274464090619923076</uri>
    </author>
    <source>
      <id>tag:blogger.com,1999:blog-5111411094922577514</id>
      <category term="sp"/>
      <author>
        <name>Aaron A. Reed</name>
        <email>noreply@blogger.com</email>
        <uri>http://www.blogger.com/profile/08274464090619923076</uri>
      </author>
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      <subtitle>Thoughts about interactive fiction and news about the interactive work of Aaron A. Reed.</subtitle>
      <title>&gt;TILT AT WINDMILLS</title>
      <updated>2012-05-13T11:44:48Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=4710</id>
    <link href="http://emshort.wordpress.com/2012/05/02/hap-aziz-and-colonial-williamsburg/" rel="alternate" type="text/html"/>
    <title>Emily Short: Hap Aziz and Colonial Williamsburg</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Hap Aziz, a doctoral researcher in the use of interactive fiction for education, is creating an educational game about Colonial Williamsburg. The Historical Williamsburg Living Narrative is currently gathering funding through Kickstarter. Hap was good enough to talk to me … <a href="http://emshort.wordpress.com/2012/05/02/hap-aziz-and-colonial-williamsburg/">Continue reading <span class="meta-nav">→</span></a><img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4710&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
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    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://emshort.files.wordpress.com/2012/05/governorspalace.jpg"><img alt="" class="aligncenter size-medium wp-image-4711" height="200" src="http://emshort.files.wordpress.com/2012/05/governorspalace.jpg?w=300&amp;h=200" title="governorspalace" width="300"/></a></p>
<p>Hap Aziz, a doctoral researcher in the use of interactive fiction for education, is creating an educational game about Colonial Williamsburg. The Historical Williamsburg Living Narrative is currently <a href="http://www.kickstarter.com/projects/1743562321/the-historical-williamsburg-living-narrative?ref=live">gathering funding through Kickstarter</a>. </p>
<p>Hap was good enough to talk to me about his approach to the educational aspects of the project: why he chose this particular period, the teaching aims of the game, how it relates to other IF he’s encountered, and his wishlist of IF tools for educational gaming.</p>
<p><span id="more-4710"/></p>
<p><strong>ES</strong>: Why did you pick Williamsburg as your first subject?</p>
<p><strong>Hap</strong>: There are several reasons I decided to go with Williamsburg the first time out. The first is my own childhood connection; it was regular a family vacation spot during my childhood years, and then in late high school and early college, I went several times with my best friend who also shared a fondness for the city. Now as a father I have taken my family there several times over the past few years, carrying on the tradition. </p>
<p>But what makes it so attractive to me as a game environment setting is the almost isolated aspect of its geography. The historical part of the city is “set apart” from the entirety of modern Williamsburg, and the majority of the historical part has been faithfully restored to its 18th century splendor. Because so many of the buildings are open to the public, building accurate maps of the various locations down to every detail of appearance should be a fairly straightforward process. When I considered that aspect of the city, it clicked for me that Williamsburg is an ideal location for an Interactive Fiction period piece based on actual history.</p>
<p><strong>ES</strong>: What age/grade range of students do you imagine as the primary audience for this project? </p>
<p><strong>Hap</strong>: I see the game being something of value for students studying civics content that typically falls around the freshman or sophomore years of high school. Younger students may enjoy exploring the physical layout of the city, but they may not be able to appreciate the narrative aspects of the movement toward American independence.</p>
<p><strong>ES</strong>: What sorts of goals are you giving the player? Do you see this primarily as a game, or primarily as a teaching experience? </p>
<p><strong>Hap</strong>: Originally I had envisioned the project as being primarily a teaching experience based on exploration and discovery, but I realized that without a plot line for engagement (recalling <a href="http://www.papert.org/articles/Doeseasydoit.html">Seymour Papert’s essay “Does Easy Do It?”</a>), it would have limited appeal. So I envisioned a two-phased approach, in which the result of the first phase would be a teaching experience with a good game play foundation. In the second phase, I would add an additional plot line separate from the historical time line, allowing students or game players to focus on the aspect of most interest to them.</p>
<p><strong>ES</strong>: What objectives do you have about the kinds of things students will learn about history? Names, dates and facts? Interpretive strategies? Research skills? Something else?</p>
<p><strong>Hap</strong>: One of the fascinating things to me about the events surrounding American independence is that there was so much disagreement and debate regarding whether or not the colonies should dissolve their bonds with England. Much like today, the political landscape in the years leading up to the Revolutionary War was extremely polarized, and passions were strong on both sides. So while there will be a good helping of names, dates, and other historical facts to provide time line sign posts, the main objective is to provide a context for the richness of the arguments on all sides regarding independence so that students will be able struggle with the issues and use their own reasoning to decide for or against separation from England. In fact, one of the key moments of the game (first phase), will have the player participate in the vote for or against independence. </p>
<p><strong>ES</strong>: How will the game or supporting materials allow teachers to assess student learning? </p>
<p><strong>Hap</strong>: I will be providing a set of assessment materials that will help teachers frame multiple choice or essay tests either around factual data or interpretation or the events that occurred (e.g., “The day of humiliation, prayer, and fasting was organized in support of which colony?” or “What was Lord Dunmore’s intent in offering freedom to the slaves?”). </p>
<p><strong>ES</strong>: One of the things I really liked about <a href="http://ifdb.tads.org/viewgame?id=j6vtd2djn6o97a8b">The Chinese Room</a> (an educational puzzle game about various philosophical topics) was the way it introduced concepts and then made the player prove familiarity with them before moving forward. <a href="http://ifdb.tads.org/viewgame?id=0oa8mv38ui956q1a">Voices of Spoon River</a> did something similar at least some of the time, though I felt some of the puzzles weren’t really about literary interpretation.</p>
<p>Do you envision doing something like this where the student player needs to demonstrate comprehension to make progress and finish the game, or do you see it more as a purely immersive experience?</p>
<p><strong>Hap</strong>: I love the idea of having students demonstrate comprehension before moving forward, but I’m concerned with the time frame of development. So at this point, my first phase development will likely focus on the immersiveness of the experience, and a subsequent release will add comprehension puzzles. I will be soliciting feedback after the initial release from educators regarding the types of puzzles that would be most effective in this regard. I could be surprised by the Kickstarter effort and end up with funding that greatly exceeds my goal, in which case I may be able to add developers to the project and implement those puzzles sooner rather than later. However, I’m not planning on that.</p>
<p>At some point in the future I would like to be able to add reporting metrics that show the areas of the game in which the students spent the most (or the least) amount of time, where they had conversations with NPCs, and what events they witnessed as a part of their game play experience. </p>
<p><strong>ES</strong>: That’s an interesting point, and the desire for those types of assessment tools is something I’ve occasionally heard put forward by other teachers. Have you looked at all into hooking into the functionality of Parchment, which can keep track of player transcripts online, and maybe doing something with extending that?</p>
<p><strong>Hap</strong>: I’m intrigued by the extensibility of Parchment, and I’m curious enough to want to know if I could use Parchment to develop a dashboard of sorts that provides user statistics for the game in order to give teachers some indication as to what’s happening inside the play environment. I could see utility in saving transcripts especially for assignments that might involve having students engage NPCs and “mine” for specific information. </p>
<p>Another possibility that I like is to use Parchment as the framework for a collaborative version of the game. Players could engage other players as well as NPCs, but from an assessment standpoint imagine a mechanism whereby teachers could actually get inside the game and observe what their students are doing or even interacting with the students as part of the assessment process. This sends my thoughts down the path of an IF version of the movie The Matrix.</p>
<p><strong>ES</strong>: Are there extensions or tools (for assessment or for other purposes) that you wish existed that would make it easier to build educational IF or make IF more accessible to teachers? </p>
<p><strong>Hap</strong>: Oh, yes, certainly. I think that one of the great challenges to bringing more gaming into the classroom is the fact that there is such a high barrier to creation in terms of time and expense resources. Teachers need tools that will allow them to create content quickly and inexpensively so that the results can be integrated into the curriculum on an as-needed basis. Few tools allow that now (especially with a low threshold of technology experience on the part of the teachers). Inform 7 is one of the most accessible tools in my opinion, but I’d love to see a GUI front end in which the physical layout of a game, including inventory items, can be laid out in a graphical way, drag and drop. The initial environment set up could go so quickly, and the process of designing the map would actually result in an executable version of the game world.</p>
<p>In terms of assessment, I’d like to see a way of (more) easily mapping in-game puzzles back to particular assignment grades. So for example, if a student were unable to solve the “Hidden Chamber Door” puzzle in a game, a grade might be able to be assigned based on the complexity of the puzzle, the closeness to the solution reached by the student, and so on. This, however, would require a game environment in which none of the puzzles were linearly dependent on any other puzzle.</p>
<p><strong>ES</strong>: Will the results be suitable for self-teaching and/or homeschooled students?</p>
<p><strong>Hap</strong>: Yes, I think so (it’s certainly one of my hopes for the game). If the students are aware of the assessment materials before beginning the game so that they may frame their thinking during play, that will enhance the game’s effectiveness as a teaching tool. However, as long as they follow through with the first phase plot, there will be value in terms of realized educational outcomes. I see the home schooling market as a very good potential audience for the game, using it as supplemental material to a solid American history lesson plan.</p>
<p><strong>ES</strong>: You mention you’re planning to show the students the “events leading up to the Declaration of Independence” — is this something you’re planning to implement as a plot line in the story?</p>
<p><strong>Hap</strong>: The first phase version of the plot will place players in the role of a representative in the Virginia House of Burgesses in the early 1770s, and the game will follow a timeline leading up to July 4, 1776. The key events that occurred in Williamsburg during that period of time, as well as numerous minor events in Williamsburg and news of events from the other colonies will play out with historical fidelity. </p>
<p>Throughout, players will witness and be able to participate in many of the events while interacting with NPCs that provide their interpretation of the significance of everything that goes on. One of the key moments of the game involves players being able to cast their vote regarding the motion for independence (and this is one of the areas in which there could be some deviation from historical accuracy). The depth to which the player wants to become involved with the events of they day will be a matter of preference (and possibly one of assigned requirements). </p>
<p>After having done a fair amount of research already regarding the history of the Revolutionary War and of Williamsburg in particular, I feel strongly that the narrative around the actual occurrences is compelling on its own, and will provide a wonderful foundation for an engaging story line.       </p>
<p><strong>ES</strong>: When you say there might be some deviation from historical accuracy, does that mean you’re going to let the student divert the course of history and explore what might have happened if some linchpin events had gone differently? I can see that potentially being both really appealing and a huge amount of work.</p>
<p><strong>Hap</strong>: Certainly in the first release version, I’m going to tightly control the historical aspects, and there won’t be any outcomes different than what actually occurred, other than the actual vote and the name of the player character. Since I don’t want the player to simply walk through the life of one of the citizens of Virginia, the character played will be entirely fictional, though in keeping with appropriate historical characteristics. However, a pivotal moment in the game will come during the vote of May 15, 1776, in Williamsburg that instructed the delegation at the Continental Congress in Philadelphia to vote for independence. Historically, that vote in Williamsburg was unanimous. But since the player has a choice to vote either way, the game outcome could possibly be one short of unanimous.</p>
<p>The “what-if” aspects are very interesting to consider, though, and if possible, I could see working in what-if outcomes in the possible conversations that the player might have with NPCs. So what the actual outcome of other events would not change, the player could still appreciate the impact of different courses of action. (“What if we don’t have our day of humiliation, prayer, and fasting?” the player asks. The random merchant in the tavern responds, “Why, we must support our sister colony to the north in this way! If the Crown feels the ability to trample on our freedoms unrestrained imagine the potential for even further curtailment of our ability to trade equitably…” and on and on.)</p>
<p><strong>ES</strong>: Are there other works of IF that you see as examples of the kind of educational experience you want to offer, or is this project really distinct from things you’ve seen before?</p>
<p><strong>Hap</strong>: Interestingly, the answer to this question comes back to you to some degree. There was an early version of a game I played called <a href="http://electricarchaeologist.wordpress.com/2007/10/10/northwest-rebellion-early-stages-work-of-an-interactive-fiction-approach-to-writing-history/">Major Charles Boulton and the Northwest Rebellion Interactive Historical Fiction</a> by Shawn Graham that started my mind working in the direction of using IF as a classroom resource. I read an article some time ago in which he stated that he wanted to have his NPCs behave as more than sophisticated chatterbots, and that your title Galatea was a model for him. </p>
<p>Another game that I enjoyed, especially from the historical perspective was <a href="http://ifdb.tads.org/viewgame?id=00e0t7swrris5pg6">1893: A World’s Fair Mystery</a> by Peter Nepstad. The game is pretty impressive in scope and attention to detail, and there is great enjoyment in the exploration of the environment. But I’m hoping that after the addition of my second phase of content (interweaving a second plot line through the historical setting and original objectives) will bring something unique to the marketplace. </p>
<p><strong>ES</strong>: One of the things that really deepened the sense of setting in “1893″ was Peter Nepstad’s use of period photographs. Do you also plan to have illustrations? Supporting maps?</p>
<p><strong>Hap</strong>: While the game itself will be a traditional text-only IF title, I will be providing supplementary photographs as well as a basic map of 18th century Williamsburg stretching from the Governor’s Palace to the Capitol Building. In addition, since a large part of my research materials will be publications from the Colonial Williamsburg Foundation, I will likely provide a list of those materials for educators and other interested parties to obtain copies for their own use.</p>
<p><strong>ES</strong>: Your production schedule looks quite ambitious, and you’ve mentioned you’re looking for collaborators to help you write NPC content. How are you planning to coordinate this process? Will your collaborators be working from outlines of the educational content you want included, or will they also be researching and producing their own content?</p>
<p><strong>Hap</strong>: This is part of the process that I plan on settling during the remainder of the Kickstarter funding period. In terms of research and the development of educational content, I’ll be doing the majority of that directly or working very closely with a small team of people who are familiar with my vision for the game (which might just come down to my lovely wife helping here). For collaborators on NPC behavior and interaction, I may recruit from a pool of game design degree students and graduates that have experience in Inform 7. I’ve built game design courses and programs for several colleges, and I’ve taught game design for quite a few years. As a result, I have a fairly extensive network of eager freelancers that might be willing to contribute their time and talents to the project.</p>
<p><strong>ES</strong>: What are you hoping will come out of this in the long term?</p>
<p><strong>Hap</strong>: Ultimately, if I see some moderate interest in this game, I’d like to expand the idea to other historical locations such as St. Augustine, Florida, Charleston, South Carolina, Gettysburg, Pennsylvania, and so on. Some places may be better suited to specific events and tighter timelines (such as Gettysburg), while other locations might have several events spread over centuries from which to choose. </p>
<p>My attention is on the Williamsburg project now, though, and my hope is that I will be able to do justice to the historical story that’s already there to be told. </p>
<p>—</p>
<p>See more at Hap Aziz’s <a href="http://historicalwilliamsburg.com/">blog for the project</a>, or, of course, <a href="http://www.kickstarter.com/projects/1743562321/the-historical-williamsburg-living-narrative?ref=live">at Kickstarter</a>.</p>
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    </content>
    <updated>2012-05-02T23:00:11Z</updated>
    <category term="education"/>
    <category term="interactive fiction"/>
    <category term="interactive nonfiction"/>
    <category term="gaming"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
      <logo>http://s2.wp.com/i/buttonw-com.png</logo>
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      <subtitle>Essays and reviews on narrative in games and new media</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2012-05-13T01:00:10Z</updated>
    </source>
  </entry>

  <entry xml:lang="en">
    <id>http://www.filfre.net/?p=517</id>
    <link href="http://www.filfre.net/2012/05/micro-men/" rel="alternate" type="text/html"/>
    <title>The Digital Antiquarian: Micro Men</title>
    <summary>For practical purposes, the British PC industry lagged about three years behind the American. It wasn’t that it was impossible to buy a modern American machine. Commodore alone sold some 45,000 PET systems in Britain in that platform’s first three years of availability, and, while they were less common, you could certainly buy imported TRS-80s, [...]</summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p>For practical purposes, the British PC industry lagged about three years behind the American. It wasn’t that it was impossible to buy a modern American machine. Commodore alone sold some 45,000 PET systems in Britain in that platform’s first three years of availability, and, while they were less common, you could certainly buy imported TRS-80s, Apple IIs, and Atari 400s and 800s if you had the money. But it’s that last part that’s key here. At a time when the pound was worth around $2.50, even the most bare-bones PET system would set you back at least £650, while an Apple II system of the type that was pretty much the expected standard in America by 1981 — a II Plus with 48 K, a color monitor, two floppy drives, perhaps a printer — would quickly climb to around the £2000 mark. To fully understand just how out of reach these prices made computers for the average Briton, you have to understand something about life there in the late 1970s and early 1980s.</p>
<p>The British economy hadn’t really been good for quite some years, suffering along with the rest of country from a sort of general post-empire malaise punctuated by occasional embarrassing shocks like the <a href="http://en.wikipedia.org/wiki/Three-Day_Week">Three-Day Week</a> (1974), when chronic energy shortages forced the government to mandate that business could only open three days in the week, and the <a href="http://en.wikipedia.org/wiki/Winter_of_discontent">Winter of Discontent</a> (1978-79), when strikes across a whole range of industries brought the economy and, indeed, daily life to a virtual standstill. The latter events were sufficient to ensure the election as Prime Minister of perhaps the most polarizing figure in postwar British political history, Margaret Thatcher, on a platform that promised to drag Britain into the modern age, if necessary kicking and screaming, by rolling back most of the welfare state that had been erected in the aftermath of World War II. Yet nothing got better in the immediate wake of Thatcher’s election. In fact, as the government imposed harsh austerity measures and much of the country’s remaining industrial base collapsed under privatization, they just continued to get worse. By 1981 unemployment was at 12.5%, entire cities were reduced to industrial wasteland, riots were becoming a daily reality, and Thatcher was beset by howling mobs virtually everywhere she went. It felt like something more than just a serious recession; it felt <em>dangerous</em>. That summer The Specials summed up the mood of the country in the apocalyptic, chart-topping “<a href="http://www.youtube.com/watch?v=i94HHGKml9M">Ghost Town</a>.” Things would get slowly, painfully better after that low point, but it would be nearly a decade before unemployment shrunk to reasonable levels and the modern economy Thatcher had promised really took hold with the beginning of the era of “cool Britannia.”</p>
<p>Suffice to say, then, that most Britons would not have been able to afford American computers even if they were priced in line with what Americans paid for them. While PETs were sold to businesses and TRS-80s and Apple IIs to the handful of wealthy eccentrics who could afford them, a parallel domestic industry arose to serve everyday users at prices they could afford. It began in 1978, three years after the Altair in North America, with a handful of do-it-yourself kits that let hobbyists solder together contraptions of toggle switches and blinking lights. The British equivalent of the trinity of 1977 then arrived, right on schedule, in 1980.</p>
<p>So many characters from the early PC era are larger than life, and their photos seem to say it all about them. You’ve got, for example, Steve Jobs, the glib, handsome charmer whom you wouldn’t quite trust with your daughter.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/jobs.jpg"><img alt="" class="aligncenter size-medium wp-image-518" height="300" src="http://www.filfre.net/wp-content/uploads/2012/05/jobs-173x300.jpg" title="Steve Jobs" width="173"/></a></p>
<p>You’ve got Jack Tramiel, who (Jewishness aside) looks like he should be sitting behind a mound of spaghetti mumbling about breaking kneecaps.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/jack_tramiel.jpg"><img alt="" class="aligncenter size-medium wp-image-519" height="300" src="http://www.filfre.net/wp-content/uploads/2012/05/jack_tramiel-293x300.jpg" title="Jack Tramiel" width="293"/></a></p>
<p>And you’ve got the man history remembers as the first to bring affordable computers to the British public, Sir Clive Sinclair. He looks like a mad genius inventor who should be making gadgets for James Bond — or maybe Maxwell Smart. If you left him alone at your house you’d probably return to find the cat on fire and the daughter’s hair turned blue.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/sinclair.jpg"><img alt="" class="aligncenter size-medium wp-image-522" height="300" src="http://www.filfre.net/wp-content/uploads/2012/05/sinclair-235x300.jpg" title="Clive Sinclair" width="235"/></a></p>
<p>Despite having absolutely no formal training, Sinclair graduated from gigs writing for electronics magazines in 1961 to found Sinclair Radionics, a firm with the perfect name for a mad scientist’s workshop. After years spent selling kits for making radios, amplifiers, test equipment, and the like to hobbyists, Sinclair Radionics started a consumer-electronics line, for which, as (once again) befitted any proper mad scientist, they produced groundbreaking gadgets with absurd design flaws and about the worst quality control imaginable. There was the <a href="http://www.nvg.ntnu.no/sinclair/calculators/executive.htm">Sinclair Executive</a>, one of the first calculators small enough to fit in a pocket, but which had an unfortunate tendency to explode (!) when left on too long. And there was the <a href="http://www.nvg.ntnu.no/sinclair/televisions/tv1a.htm">Microvision</a>, a portable television. Unfortunately, Sinclair had neglected to ask just who the hell really wanted to watch TV on a 2″ black-and-white screen, and it was a commercial flop. </p>
<p>But the stereotypical — or satirical — Sinclair product was the Black Watch.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/black_watch.jpg"><img alt="" class="aligncenter size-medium wp-image-523" height="300" src="http://www.filfre.net/wp-content/uploads/2012/05/black_watch-203x300.jpg" title="Sinclair Black Watch" width="203"/></a></p>
<p>On the plus side, it was one of the first digital wristwatches. On the negative side — gee, where to start? The Black Watch was chronically unreliable in actually, you know, keeping time, never a good feature in a watch; it was apparently very susceptible to climate changes, running at different speeds in different seasons. Batteries lasted for a solid ten days if you were lucky, and were almost as hard to replace as the watch had been to assemble in the first place. (Like many Sinclair products, it was available as a do-it-yourself kit as well as in pre-assembled form). It had a tendency to literally fall to pieces all at once as the clips that held it together fatigued. But even that wasn’t the worst possible failure. In what was becoming a Sinclair trademark, the Black Watch was also known to explode without warning.</p>
<p>Released in late 1975, the Black Watch fiasco combined with the onslaught of cheap calculators from Japan marked the beginning of the end of Sinclair Radionics. Britain’s National Enterprise Board bought a majority interest in 1977, but quickly found Clive to be all but impossible to deal with, and found the hoped-for turnaround a tough nut to crack. The NEB finally pulled the plug on the company in the wake of Thatcher’s election; this sort of mixing with private business was of course under Thatcher’s new paradigm exactly what the government should not be doing. By that time Clive had already started another company on the sly to wriggle free of government interference with his management decisions. He named it Science of Cambridge to keep its guiding hand at least somewhat under wraps. This was the company that would start the PC boom in Britain.</p>
<p>For an exaggerated but entertaining picture of Clive Sinclair the man, I’ll point you to the show whose title I stole for this post, the BBC one-off <a href="http://www.youtube.com/watch?v=sIcAyFVK0gE"><em>Micro Men</em></a>. He was a genuinely talented inventor with a flair for the art of the possible and a determination to bring out products at prices that ordinary people could afford — a populist in the best sense of the world. He was also stupefyingly stubborn and arrogant, one of those supremely tedious people who love to talk about their IQ scores. (He was chairman of British <a href="http://en.wikipedia.org/wiki/Mensa_International">Mensa</a> for almost two decades.) In a typical interview for <em>Your Computer</em> magazine in 1981, he said, “I make mistakes, everyone does, but I never make them twice.” Someone of more average intelligence — like for instance your humble blogger here — might beg to differ that his history of exploding products would seem to point to a man who kept making the same mistakes over and over, thinking he could avoid the perspiration of polishing and perfecting through the inspiration of his initial brilliant idea. But do what I know?</p>
<p>Sinclair had been involved with some of those blinking-box computer kits I mentioned earlier, but he first entered the computer market in a big way with the release of the ZX80 in early 1980, the £100 machine I mentioned <a href="http://www.filfre.net/2012/04/computers-for-the-masses/">in an earlier post</a> as Jack Tramiel’s inspiration for the Commodore VIC-20. Indeed, there are some similarities between the two men, both egocentric executives who were forced out of the calculator market by the cheaper Japanese competition. Yet we shouldn’t push the comparison too far. Sinclair was, to use the British term, a thoroughgoing <a href="http://en.wikipedia.org/wiki/Boffin">boffin</a>, filled with childlike enthusiasm for gadgets and for technology’s social potential. Tramiel, however, was all businessman; he would, to paraphrase one of Steve Jobs’s most famous pitches, have been perfectly happy to sell sugared water for his entire life if that gave him the competition he craved.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/ZX80.jpg"><img alt="" class="aligncenter size-medium wp-image-525" height="238" src="http://www.filfre.net/wp-content/uploads/2012/05/ZX80-300x238.jpg" title="Sinclair ZX80" width="300"/></a></p>
<p>The ZX80 was, once again, available as either a semi-assembled kit or, for somewhat more, a completed product ready to plug in and use. With its tiny case and its membrane keyboard, it looked more like a large calculator than a computer. Indeed, its 1 K of standard RAM meant that it wasn’t good for much more than adding numbers until the user sprang for an expansion. Its standard BASIC environment was bizarre and seemed almost willfully unfriendly, and it was beset by the usual Sinclair reliability problems, with overheating a particular concern. (At least there were no reports of exploding ZX80s…) The design was so minimal that it didn’t even have a video chip, but rather relied on the CPU to generate a video signal entirely in software. From this stemmed one of its most unique “features”: because the CPU could only generate video when it was not doing something else, the screen went blank whenever a program was actually running, even momentarily every time the user hit a key. But it was a real computer, the first really within reach for the majority of Britons. Sinclair sold 100,000 of them in less than eighteen months.</p>
<p>Science of Cambridge was not the only British company to make a splash in the burgeoning home-computer market in 1980. Another young company, Acorn Computers, released its own machine, the Acorn Atom, later that year.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/800px-Acorn_atom_zx1.jpg"><img alt="" class="aligncenter size-medium wp-image-526" height="163" src="http://www.filfre.net/wp-content/uploads/2012/05/800px-Acorn_atom_zx1-300x163.jpg" title="Acorn Atom" width="300"/></a></p>
<p>The Atom cost about 50% more than the ZX80, but was still vastly less than any of the American machines. The extra money bought you a much more usable computer, with a proper keyboard, twice the RAM (even if 2 K was still sadly inadequate for actually doing much of anything), a display that didn’t flick on and off, and a less, shall we say, idiosyncratic interpretation of BASIC. The competition between Sinclair and Acorn was personal. The head of Acorn, Chris Curry, had been for some twelve years Clive Sinclair’s right-hand man. The two had parted ways in late 1978, ironically because Curry wanted to produce a new microcomputer that Sinclair did not (yet) see the potential of. Curry went on to form Acorn with a partner, Hermann Hauser, and barely a year later — Sinclair having suddenly gotten the microcomputer religion — was going toe to toe with his erstwhile boss and mentor.</p>
<p>The following year, 1981, would prove a pivotal one. Sinclair, who changed the name of his company that year to Sinclair Research in the wake of Sinclair Radionics dissolution, introduced the ZX81 in March, an evolution of the ZX80 design that further reduced the price to just £50 in kit form, £70 fully assembled.</p>
<p><a href="http://www.filfre.net/wp-content/uploads/2012/05/Sinclair_ZX-81_Large.jpg"><img alt="" class="aligncenter size-medium wp-image-527" height="212" src="http://www.filfre.net/wp-content/uploads/2012/05/Sinclair_ZX-81_Large-300x212.jpg" title="Sinclair ZX81" width="300"/></a></p>
<p>Amongst other modest improvements, the ZX81 could run in “slow” mode, in which enough CPU time was always reserved to update the display, eliminating the screen blanking at the cost of dramatically slower CPU throughput. And it could handle floating-point numbers, an impossibility on the ZX80. Of course, it was also a Sinclair product, with everything that entailed. The 16 K RAM expansion didn’t quite fit into its socket correctly; it would occasionally fall out of place with disastrous results. Actually, most of the connections had similar if less acute problems, forcing one to tiptoe gingerly around the machine. (Presumably those living near train tracks were just out of luck.)</p>
<p>The Commodore VIC-20 also arrived that year, at an initial price of about £180. Very much a lowest end of low-end machines in North America, the VIC-20 with its 5 K of RAM and color graphics capabilities was considerably more capable than either the unexpanded Sinclair or Acorn; thus the comparatively high price.</p>
<p>In North America, we saw the emergence of a commercial software market in 1978, as hobbyists like Scott Adams began packaging their programs on cassette tapes in Ziploc baggies and selling them. True to the three-year rule, a domestic British software market began to emerge in 1981, with a similar do-it-yourself personality of hand-copied cassettes and improvised packaging. (One could hear the creators’ children playing and similar background noises on some of these “data” tapes.) Software of course largely meant games, and a big part of games was text adventures.</p>
<p>A very good candidate for the first homegrown British example of the form is <a href="http://gamingafter40.blogspot.com/2010/06/adventure-of-week-adventure-planet-of.html"><em>Planet of Death</em></a>, a game for the ZX80 and ZX81 released around June of 1981 by Artic Software, a company formed by two university students, Richard Turner and Chris Thornton, the year before. Unlike the earliest American text-adventure coders, Turner and Thornton had plenty of examples to follow, thanks to their <a href="http://en.wikipedia.org/wiki/Video_Genie">Video Genie</a> computer, a Hong Kong-manufactured clone of the TRS-80 Model 1 that became more popular than the real thing in Britain. (In fact, they did their coding on the Genie, which shared the Sinclair machines’ Zilog Z-80 processor, and transferred their work to the more primitive Sinclairs.) The Artic adventure line, of which <em>Planet of Death</em> was the first, shows a marked Scott Adams influence, from the instructions insert that calls the player’s avatar her “puppet” to Artic’s system of numbering its adventures to help the devoted assemble a complete collection. (One difference: Artic used letters instead of numbers. Thus <em>Planet of Death</em> is <em>Adventure A</em>.)</p>
<p><em>Planet of Death</em> doesn’t cut a very inspiring figure as the first example of British ludic narrative. Mostly it makes you appreciate its inspiration; whatever his other failings, Scott Adams always finished his games before he released them. <em>Planet of Death</em> plays like something you might find sloshing around the bottom of one of the <a href="http://www.ifcomp.org/">modern IF Competitions</a>, albeit without the built-in technical competency modern IF languages like Inform bring to the table. It’s as if Turner and Thornton ran out of memory and simply stopped where they were — which, come to think of it, is likely exactly what happened. You’ve got bugs galore, a maze that’s doubly frustrating because it ultimately leads nowhere, red herrings and half-finished puzzles, all wired up to an unusually obtuse two-word parser that thinks “with” is a verb. Yet, just as the ZX80 and ZX81 were real computers, however limited an implementation thereof, <em>Planet of Death</em> was a real adventure game, the first most of the British public had seen, and it sold well enough to spawn a whole line from Artic. It stands at the origin of an adventure-game scene that would become if anything even more vital and prolific than that in the U.S. — one we’ll be following in later posts.</p>
<p>In an important signifier of the growing acceptance of PCs in Britain, the omnipresent High Street newsstand chain WH Smith began selling the ZX81 in its stores with the arrival of the 1981 holiday season, billing it as “your first step into personal computing.” Just as the arrival of the VIC-20 in K-Mart stores in North America signaled a similar paradigm shift there, mainstream British stores would soon be stocking not just Sinclairs but also Acorns and Commodores. Within a few years British computer sales would surpass those in the U.S. on a per capita basis, as Britain became the most computer-mad nation on Earth. We’ll get back to that. For next time, though, we’ll return to the U.S. to look at the last major computer introduction of 1981, and the most long-lived and important of all.</p>
<br/><a href="http://www.filfre.net/?p=517#comments" title="Comments on &quot;Micro Men&quot;"><img alt="Comments" src="http://www.filfre.net/wp-content/plugins/feed-comments-number/image.php?517"/></a></div>
    </content>
    <updated>2012-05-02T17:00:30Z</updated>
    <category term="Digital Antiquaria"/>
    <category term="Interactive Fiction"/>
    <category term="acorn"/>
    <category term="planet of death"/>
    <category term="sinclair"/>
    <author>
      <name>Jimmy Maher</name>
    </author>
    <source>
      <id>http://www.filfre.net</id>
      <link href="http://www.filfre.net/category/interactive-fiction/feed/" rel="self" type="application/atom+xml"/>
      <link href="http://www.filfre.net" rel="alternate" type="text/html"/>
      <subtitle>Ruminations on the state of some arts by Jimmy Maher</subtitle>
      <title>The Digital Antiquarian » Interactive Fiction</title>
      <updated>2012-05-16T11:00:34Z</updated>
    </source>
  </entry>

  <entry>
    <id>tag:dreamwidth.org,2009-05-01:138811:118675</id>
    <link href="http://cobaltnine.dreamwidth.org/118675.html" rel="alternate" type="text/html"/>
    <link href="http://cobaltnine.dreamwidth.org/data/atom/?itemid=118675" rel="self" type="text/xml"/>
    <title>Game Playing and World Building: Spring Thing 2012 Placeholder</title>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">It's the end of term, but there's only four <a href="http://www.springthing.net/2012/">Spring Thing</a> games!<br/><br/>The Egg and the Newbie, by Robert DeFord (Glulx)<br/>The Rocket Man from the Sea, by Janos Honkonen (Z-code)<br/>Sleuth, by Scott Greig (Quest)<br/>The White Bull, by Jim Aikin (TADS 3)<br/><br/><img alt="comment count unavailable" height="12" src="http://www.dreamwidth.org/tools/commentcount?user=cobaltnine&amp;ditemid=118675" style="vertical-align: middle;" width="30"/> comments</div>
    </content>
    <updated>2012-05-02T02:01:43Z</updated>
    <published>2012-05-02T02:01:43Z</published>
    <category term="spring thing 2012"/>
    <category term="if"/>
    <source>
      <id>tag:dreamwidth.org,2009-05-01:138811</id>
      <author>
        <name>cobaltnine</name>
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      <subtitle>(mostly interactive fiction reviews)</subtitle>
      <title>Game Playing and World Building</title>
      <updated>2012-05-07T03:35:30Z</updated>
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  </entry>

  <entry xml:lang="en">
    <id>http://emshort.wordpress.com/?p=4697</id>
    <link href="http://emshort.wordpress.com/2012/05/01/frankenstein-by-dave-morris-with-inkle-studios/" rel="alternate" type="text/html"/>
    <title>Emily Short: Frankenstein, by Dave Morris with inkle studios</title>
    <summary type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml">Frankenstein, written by Dave Morris and implemented by inkle studios, is an iPad app retelling Mary Shelley’s original tale in a new interactive format. Morris’ Frankenstein follows the essential plot of Shelley’s, with a couple of key deviations. Victor Frankenstein’s … <a href="http://emshort.wordpress.com/2012/05/01/frankenstein-by-dave-morris-with-inkle-studios/">Continue reading <span class="meta-nav">→</span></a><img alt="" border="0" height="1" src="http://stats.wordpress.com/b.gif?host=emshort.wordpress.com&amp;blog=702124&amp;post=4697&amp;subd=emshort&amp;ref=&amp;feed=1" width="1"/></div>
    </summary>
    <content type="xhtml"><div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://emshort.files.wordpress.com/2012/05/alive.jpg"><img alt="" class="aligncenter size-medium wp-image-4698" height="225" src="http://emshort.files.wordpress.com/2012/05/alive.jpg?w=300&amp;h=225" title="alive" width="300"/></a></p>
<p><em>Frankenstein</em>, written by <a href="http://mirabilis-yearofwonders.blogspot.co.uk/2012/03/interacting-with-stories.html">Dave Morris</a> and implemented by <a href="http://www.inklestudios.com/frankenstein">inkle studios</a>, is an iPad app retelling Mary Shelley’s original tale in a new interactive format. </p>
<p>Morris’ <em>Frankenstein</em> follows the essential plot of Shelley’s, with a couple of key deviations. Victor Frankenstein’s experiments take place in revolutionary Paris rather than at the university of Ingolstadt; the narrative frame of the original story is peeled off, so that it no longer begins with Frankenstein meeting a shipful of adventurers in the north Atlantic, and the meeting on the ice occurs only at the end.</p>
<p>Removing the frame gives the story a certain immediacy. Victor’s experiments are told in the present and the horror of them is more directly present than they would have been via flashback; and flashback is notoriously tricky in interactive narrative because it often makes the reader question how she can possibly be affecting events that are, from the point of view of the frame narrative, already in the past. </p>
<p><span id="more-4697"/></p>
<p>Nonetheless I found I did miss that structural support. The frame narrative in the original serves as a kind of guarantee that Victor’s story is not the raving of a madman, because the man recording his story has observed the monster in the extreme reaches of Arctic ice; it provides, too, a tension about what is to come. Perhaps neither of those functions is so necessary to Morris’ version as to Shelley’s, since everyone reading Morris’ story will know that the monster is real and that Victor is not a lunatic. All the same, the tense anticipation of how the story will resolve to that desperate chase on the ice was a strong motivator in the original novel, and losing it costs Morris something.</p>
<p>Placing the story of Victor’s early experiments in revolutionary Paris rather than in Ingolstadt adds a more overt political setting to the opening phases of the story. It is a context probably more familiar to the audience than Ingolstadt would be, and perhaps more familiar to the author as well. One of the few bits of setting that rang actually false to me was a reference, later in Morris’ text, to “Germany,” phrased in a way that suggested (at least to me) more unity of state, culture, and language than existed in the late 18th century. The Bavarian city of Ingolstadt might have required too much parsing for both reader and author. </p>
<p>In choosing Paris of the terror instead, Morris furnishes Victor Frankenstein with a source of politically charged body parts (the heads and limbs of those killed by guillotine). The French Revolution is the obvious type of a nobly-motivated idea with grotesque consequences; the execution of Robespierre lines up narratively with Victor’s repentance about having made the monster, for greater effect. This decision makes more obvious to the modern reader a context of political and social turmoil that did not need any sort of introduction in 1818 when Shelley published.</p>
<p>Even where the text keeps to the plot of the original, the style is modernized. Many aspects of characterization that are only narrated in the original are here shown more fully. Morris has retained some of Shelley’s more striking images and amusing jokes, such as the disquieting dream Victor has about kissing Elizabeth and having her head turn into that of his own dead mother; or the obnoxious professor Krempe who is distracted from praising Frankenstein only by the opportunity to deliver “an eulogy on himself.” In other places, however, the characters are fleshed out in a way that assigns less universal knowledge to the narrator, hints at a greater diversity of human experience, and brings them more in line with modern tastes. Morris develops Professor Waldman’s Jewish faith, a past relationship between Justine Moritz and Victor, some hints of a homosexual devotion in Henri Clerval; all with a fairly light touch, as though restoring colors to a faded original. In the acknowledgements, Morris writes, “For all my grumbling about her avoidance of scenes and tendency to tell rather than show, I’ve come away with a greater respect for the author” — and this sentiment is evident both in the scenes he chose to develop and in the way he avoids doing too much violence to the characters of the original in the process. </p>
<p>To my mind only Elizabeth Lavenza comes off significantly the worse for this treatment, and it may be because her angel-in-the-home characterization in Shelley’s original is nearly impossible to cast in 21st century terms. Shelley endows her Elizabeth with a strength that consists most of all in denying her own pain in order to be a support to others, cheering them up in times of family grief. It is a personality that seems rather one-sided or perhaps unhealthy from a modern perspective — what does Elizabeth truly feel? What are her own motives? — but by allowing Elizabeth to be a bit weaker and more envious, and yet refraining from giving her any special interests not assigned to her by Shelley, Morris creates a character who is often a cheerless embodiment of duty-driven affection. </p>
<p>All of these choices — to familiarize the setting; to take away the distancing effect of the epistolary frame narrative; to make the characters seem more lively and more accessible to modern ideas of motivation; to expose the political concerns about equality and fraternity that colored the age — all these support the work’s primary interactive agenda, which is to demand of the reader again and again, “what do you think of all this?” And the reader must know enough, and care enough, and have sufficiently complicated feelings, for “what do you think?” to be a meaningful question.</p>
<p><a href="http://emshort.files.wordpress.com/2012/05/skeleton.png"><img alt="" class="alignleft size-medium wp-image-4699" height="300" src="http://emshort.files.wordpress.com/2012/05/skeleton.png?w=222&amp;h=300" title="skeleton" width="222"/></a>For the majority of the decisions in Morris’ <em>Frankenstein</em> are what <a href="http://blog.failbettergames.com/post/The-Decision-Gap.aspx">Alexis Kennedy would call reflective choices</a>. Where do your sympathies lie? Do you trust this character, or that one? Do you approve or disapprove of this choice? Do you have some regard for the monster, and would you call him a monster at all? <a href="http://www.guardian.co.uk/books/2012/apr/15/mary-shelley-frankenstein-app-review">The questions despised as trivial in Anne Baddeley’s Observer review</a> — do you read this letter first, or that one? — are questions of sympathy and priority. They ask the reader to choose which character he cares about most, or which theme he wants to concentrate on. Sometimes the choice directs the action, but more often it changes nothing obvious about the events, only the way and the order in which they are narrated —which is itself significant, of course. </p>
<p>For most of the book the text addresses the reader as “you”, with “you” understood as a kind of imagined companion to Frankenstein or even an aspect of his own conscience. Only in the passages from the monster’s perspective does “you” become a character — the monster itself. (Unlike Baddeley, I didn’t find the use of persons or the change of viewpoint characters at all confusing; there are really only two viewpoints, fewer than one encounters in the original.)</p>
<p>To Frankenstein you are a disembodied judge, companion and advisor, but to the monster you are the self — up until the moment when it first kills, a moment that you cannot prevent but also are not required to select for yourself. Perhaps this is simply meant to emphasize the monster’s humanity by identifying it more closely with the reader than Frankenstein himself is identified. </p>
<p>In both cases, however, the choices focus on attitude and interpretation more often than anything else.</p>
<p>I admit I found this kind of reading required an unexpected exertion. There were no puzzles, no points at which I could have gotten the narrative stuck, but the constant demand to identify a view or a side to be on was significant — especially since Morris’ <em>Frankenstein</em> is not a short book, and these questions appear sometimes as often as every paragraph or two. </p>
<p>I don’t think this is a bad thing, necessarily, and perhaps Morris’ <em>Frankenstein</em> is well served by being an application on a device ideal for interrupted reading, because I did set the app aside more often than I would have done with a book of similar length.</p>
<p>If Morris’ <em>Frankenstein</em> has a primary flaw as a work of interactive literature, it is, I think, that it casts too much of a veil over the effects of the player’s choices, especially the longterm effects; and this may lead some reviewers and players to misunderstand the depth of the intended experience. </p>
<p>There is quite a lot of different text to see on a second reading. The major events — the major deaths of the book — cannot be avoided, but a number of the minor incidents can be skipped or played out in different ways; there are entire sections concerning the death of Clerval, especially, that the reader can miss depending on his approach. </p>
<p>More often, a change in approach yields different explanations, different perspectives. Sometimes the revolutionary terror of Paris reads lightly, and on other paths there is much more attention to the constant threat and danger of the place. Sometimes the “don’t tread where man is not meant to go!” moral rings out very clearly, and sometimes it is muted in favor of other themes. But it would be easy not to realize this on a single pass, and <em>Frankenstein</em> is a long book to reread, especially to reread immediately.</p>
<p>I also had the impression that some choices were closed off in some readings due to earlier decisions; this is hard to verify without transcripts, however, and at no point does the inklewriter framework show you a path that is currently locked. <em>Frankenstein</em> does not easily expose to the reader the might-have-beens, the possibilities that would have existed if we’d made some different choice earlier. Unlike Frankenstein’s monster, it has an opaque skin and does not reveal its anatomy to the casual onlooker.</p>
<p>Since so much of the meaning of an interactive work lies precisely in the rules — the structure of how one choices opens or closes another — the relative lack of clarity about <em>Frankenstein</em>‘s structure makes it harder to evaluate as a whole. Morris’ work brings to the front some of the concerns of Shelley’s own time (such as the revolution, the rapidity of scientific change, the question of what makes someone human), and repeatedly it demands the reader’s opinion on these topics; but what does it have to say in Morris’ voice to his own contemporary audience?</p>
<p>To me perhaps the most notable thing about Morris’ take is the issue it refrains from exploring. </p>
<p><a href="http://emshort.files.wordpress.com/2012/05/veins.png"><img alt="" class="alignright size-medium wp-image-4702" height="262" src="http://emshort.files.wordpress.com/2012/05/veins.png?w=300&amp;h=262" title="veins" width="300"/></a>One of the primary points of <em>Frankenstein</em>, and one that Morris’ text frequently comes back to, is the idea that the monster is misjudged in large part because of his physical appearance, and Victor’s revulsion from his own creation is the motivating cause of much that follows. Again and again the story comes back to the question of appealing vs unappealing appearances, and one passage, in which Victor considers several severed heads as a source for the monster’s voicebox, explicitly explores the idea of how people are not what they appear to be. </p>
<p>And yet this remains one area that the choices rarely touch in any significant sense. The reader is not invited to choose whether to put aside questions of appearance; Victor never reconsiders his instinctive categorization of people based on how pretty they are. In other places, the story branches but holds this form of prejudice immutable. In the passage about constructing a mate for Frankenstein, the story can go at least two ways that I saw: either Victor creates a woman as ugly as the monster, in which case she is so horrified by the realization of her own appearance that she commits suicide at birth; or he studies anatomy more closely and produces a beautiful woman but then is so disgusted by the thought of this lovely creation embraced by the monster that he destroys her before she is finished. </p>
<p>Even the monster at the very end, speaking of his crimes, emphasizes that one of them is to have killed the innocent “and lovely.”</p>
<p>This left me with a curious sense of exclusion at the end of the text. </p>
<p>Concerns about being beautiful, and appearance as a marker of goodness and class structure — from media-enforced standards of female beauty to racial profiling to dehumanizing assumptions about people with disabilities — are very much on the contemporary radar. So I realize that this topic could have run away with the story if given full play — just as it’s possible to drown the story of Lysistrata by putting on a production that’s too much about whatever war is happening at the moment. But the question of how we judge people based on how they look is there in the story, without any special injection of contemporary mores; it’s just that the interaction mostly shies around this point. Had Morris’ <em>Frankenstein</em> been a static work, Victor’s obsession with physical perfection and even the monster’s own susceptibility on this point might have appeared to be one more issue raised for the reader’s consideration. But in Morris’ story so many of the reader’s intended reflections are, as it were, already built in — questions of the essential nature of man, the proper bounds of scientific research, the importance of affection or duty, etc. — that the relative absence of choices about appearance-based prejudice had a dampening effect. </p>
<p>All the same, Morris has breathed new life into an old monster, to make it attractive, to render it accessible and modern; to take away the long overwrought narration and replace it with more vivid and immediate scenes; to open up the story to a more richly motivated Henri, Justine, Elizabeth; to engage the reader insistently and interactively with its central questions; and of course to bestow on it the glamor of being an app. </p>
<p>inkle and Morris’ <em>Frankenstein</em> is beautifully produced, illustrated with contemporary anatomical drawings and landscape scenes. Especially pleasing is the visual metaphor they use for reading the work: sections of text appear on scraps of paper, and at each choice point the reader is presented with several new scraps of paper to read, with only the headings visible. When the reader chooses, the new paper scrap appears to be pinned with a straight pin onto the existing text, while the scraps not chosen fall away. The effect is good for usability, because it helps the reader easily keep his place and remember which bits of text have been newly added. It also suits the story, suggesting a text that has been sutured together from scattered parts just like the monster itself.</p>
<p>It’s a pretty significant achievement that Morris’ <em>Frankenstein</em> does all that, but I felt that to stand on its own as a separate work of art it might need a touch more passion peculiar to Morris. As it is, all the fire of the story is still Shelley’s. </p>
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    </content>
    <updated>2012-05-01T08:00:11Z</updated>
    <category term="CYOA"/>
    <category term="ebooks"/>
    <category term="plot and narrative structure"/>
    <category term="Reviews"/>
    <author>
      <name>Emily Short</name>
    </author>
    <source>
      <id>http://emshort.wordpress.com</id>
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      <subtitle>Essays and reviews on narrative in games and new media</subtitle>
      <title>Emily Short's Interactive Storytelling</title>
      <updated>2012-05-11T20:00:16Z</updated>
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