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Archive for the ‘computer games’ Category

I recently read this book collection of interviews with early pioneers in the computing and video game industries. It’s derived from a series of YouTube interviews conducted by Neil Thomas of the RMC channel, but the book repackages the material, and adds additional details and content. It also includes some bonus interviews not available on YouTube.

The book is most likely to appeal to people interested in the home computing and video game industries of the 1980s and 1990s. There’s a high nostalgia element here, so anyone who grew up in the British home computing context then could find the book of interest. But it’s also a really interesting read from a more abstract historical viewpoint, charting changes during an era of innovation and creativity, especially in Britain, where a thriving 8-bit and late 16-bit home computer and games scene was powered largely by individual “bedroom coders”.

Most of those interviewed in the book are British, but there are also a good number of American interviewees. Many game developers and coders are interviewed, alongside artists, sound designers, and even a voice artist. Here is the full list:

• The Oliver Twins (British 8-bit pioneers)

• Al Lowe (Sierra, Video Game Developer)

• George ‘The Fat Man’ Sanger (Composer, Freelance/Lucas Arts)

• Bill Volk (Developer, Activision/Avalon Hill)

• Francois Lionet (Developer, STOS/AMOS)

• Stoo Cambridge (Artist, Sensible Software)

• Rob Hubbard (Composer, C64 Maestro/Electronic Arts)

• Mike Dailly (DMA, Grand Theft Auto/Lemmings)

• David Fox  (Developer, Lucas Arts)

• Jon St. John (Voice Over Artist, Duke Nukem 3D)

• Ken Silverman (Build engine)

• Chris Sawyer (Transport Tycoon, RollerCoaster Tycoon)

• Mark Ferrari (Artist, Lucasfilm Games, Zak McKracken)

• Richard ‘Lord British’ Garriott (Game Designer, Ultima series)

I jumped straight to the Rob Hubbard interview, as a huge fan of his Commodore 64 SID game music back in the 1980s, and then read the Mike Dailly interview about DMA Design and Lemmings (a Dundee story of course). But then I went back and read everything else in turn. All the interviews were interesting, including those about games and systems I was unfamiliar with. Good questions teased out interesting stories and memories, with additional text blocks and notes providing more details as appropriate. As a whole the book gives a rich insight into the computer games industry in the 1980s and 1990s in particular, and how it evolved.

I backed this book on Kickstarter, but it’s now available to buy directly from the RMC Store. The eBook version is a particular bargain at £4.99, including reflowable text eBooks for Kindle and ePub, as well as a PDF as printed file. Alternatively the hardback print copy is still available to buy from the RMC Store, and is a really nice comfortable sized book to hold and read (see the photo above showing the book beside a mug for scale), with high quality production values.

A thoroughly excellent read about a fascinating period of computer game history. Its subtitle is “Selected Interviews Vol. 1”. Hopefully more volumes will be forthcoming! In the meantime check out the associated YouTube channel.

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Mainly as a prompt for myself, to encourage me to get it all done, I thought I’d blog about some writing projects I want to finish off in the next year.

First up is a rewrite of a conference talk, which I want to submit in print to a new academic journal. It’s almost finished. I just need to tidy up the last few bits. And some sections are time, or more pertinently date, critical. So I need to get on with it. That should be done soon.

Secondly I have a brand new journal paper combining urban history and book history, the topics of my PG Masters and PhD. It needs more work, but I’m really pleased with it as it stands. I think it’s one of the strongest pieces I’ve written, and it’s a topic that probably only I could do, given my combined background. The trickiest bits are sorting out illustrations for two case studies. For the first, a town, I can probably work from a published town plan, if I can pick a suitable one, and get permission to use it. The other case study, a regional case study, is possibly going to need a new map. I’m not good at drawing maps! So I’m still pondering what to do re that. It definitely needs some kind of cartographic illustration, to explain unfamiliar geography to the reader. But if I can crack the mapping issues I ought to be able to submit this journal paper in the first quarter of 2018.

Slightly more straightforward is developing an already accepted manuscript publishing proposal for the Scottish History Society. This concerns a poem from the 17th century, which I have transcribed, and will be published in annotated form. The key work to do is to add numerous annotations and expand the introductory essay. Annotations will be added for people’s names, places, events, anything else needing explaining. This should be largely straightforward, but will be somewhat time consuming, and may hit tricky patches. The introductory essay needs more on the possible provenance of the poem and its mystery writer. I may need to consult an academic specialist on poetry of this period for that. I expect that I can finish this by summer 2018, but have a much longer deadline option available if need be.

I also have a short journal paper in progress, concerning a 16th century poet ancestor of mine, a royal courtier, whose family history as published eg in DNB is very wrong. I thought I might write a note putting on record a corrected version, based on my research. This is in progress, in Scrivener on my iPad, but isn’t urgent to finish. It can wait until all the more important and heftier items are out of the way. So while it might be nice to submit it in 2018, in practice it may be done later. Not least because of how ill I am, with a severely disabling MS-like illness.

I have other academic writing projects in the air, but for most I need to do more research in primary source materials, i.e. documents, first.

As well as the academic writing projects I have two fun recreational things that I hope to submit in 2018. I am writing a number of interactive fiction (IF) or text adventure games in Inform 7. And I may be ready to submit two of them to IF competitions in 2018. One of my games, a 15th century set game about the Border Reivers, is about 80% finished at the moment. I need to add further refinements, and improve interactivity, and it still needs thoroughly playtesting. But that could easily be completed well in advance of the 2018 IFComp, the main annual competition for interactive fiction games that takes place each autumn. The other historical game I’m writing, about mathematician John Napier and a treasure hunt he was employed on for my ancestor Sir Robert Logan of Restalrig, around 1590 or so, is much earlier in development. But I expect I should be able to get an opening portion ready to submit for IntroComp, for the opening sections of games, if that competition runs again in 2018, most likely in the summer.

So those are my writing goals. Submit two journal papers, complete another already accepted publishing piece, and submit two interactive fiction games to competitions in 2018, all going well. Let’s see what happens!

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This year the annual Interactive Fiction competition has been running again, now into its 23rd year. I’ve played and judged the games in every year, and this year was no exception.

A major challenge this year was the sheer number of entries. 79 different games to play. Fortunately judges don’t have to play them all! Just 5 need to be rated for your scores to count towards the final ratings, and there is a month and a half to do this in. I aimed for more, and ultimately managed to judge 40 of the games, so just over half the entrants.

The games are a mix of more traditional parser-based text adventures (like Infocom etc. in the past) and web-based clickable interactive stories. The latter is a fairly recent addition to the interactive fiction scene, but growing in popularity, and fun to play. But parser games are still being written, and were present in sizeable numbers this year.

A wide variety of genres of game were present, ranging from ones set in the real world, through fantasy, sci-fi, horror and even more. There’s a particularly entertaining classification scheme online, which I recommend reading.

The games are also widely varied in terms of length. Some were very short, less than 15 minutes or so. But many were an hour or two, posing challenges for how to pick which games to play in the time available.

Fortunately the IF Comp website provided some help, generating an individual randomised list for each judge, as well as full random each time, and alphabetical. I used my personal random list to start working through the games. I started with the shorter games, quickly playing a dozen or so of these. Then I moved to longer ones. I played a mix of parser and clicky, and generally alternated between these. Over the nearly seven weeks of judging I probably put in about 30 hours of play. But it was spread over many weeks, and many play sessions. The key thing for me was to keep nibbling at the task, week after week.

The scoring scheme we are asked to use is to score between 1 and 10, but each judge can devise their own criteria. My ratings are grouped in pairs, e.g. rubbish; poor, some merit; good; promising; excellent. And for each of those I have 2 votes to choose from e.g. 7 or 8 for promising etc. Each judge uses their own scoring system, all entered as 1-10 in the site.

My votes in this year's IF Comp

My votes in this year’s IF Comp

My spread of votes from 1-10

My spread of votes from 1-10

My overall impressions of the competition this year, based on 40 out of 79 games that I played, are generally positive. There was a wide variety of games to play, to suit all tastes, and a lot of creative works, in terms of writing, experiments with user interface, and implementation. Generally the games worked well. Though as a tablet user I found the Quest ones (a mix of parser and clicky interface) lost lots of the vital user interface on my iPad, in particular directions and object listings. But that wasn’t a fault of the entrants, and I worked around it.

I noticed a number of trends this year. There were several stat-based computer role playing games, especially fantasy ones, with randomised combat. Actually there were a lot of fantasy games generally, in particular involving magic. There seemed to be fewer sci-fi games than usual, but that may just be based on those I played. And there was nothing particularly Lovecraftian this year [correction: Measureless to Man, that I didn’t play during the judging period, is Lovecraftian]. Though Chandler Groover’s Eat Me was a dark Gormenghastian horror.

Four games particularly stood out for me, that I want to discuss in some detail. I expect that they will all do well in the final rankings when they are announced in a few days time.

Firstly Buster Hudson’s The Wizard Sniffer. This was a real hoot, a Monty Python esque parser game, with some of the most memorable characters I can remember seeing in IF for a long time (e.g. the clown!). Superb writing throughout combined with complex but flawless coding. Also a game that is very newbie friendly, in terms of a well-implemented in-game hints system. And just ridiculously good fun. I can’t recommend this highly enough.

As a complete contrast in terms of user interface the only other game I scored 10 was Stephen Granade’s Will Not Let Me Go. This was a Twine-based web game, where you clicked on links to move things forward and make choices. The central character has dementia, and it was a devastatingly well-observed piece. One sequence in particular stood out for me, but I won’t say more here, for risk of spoilers. Interestingly the author is a long-time parser IF writer, and former organiser of IF Comp. I don’t know if this is the first Twine game he’s written, trying a very different form of IF. But it is superbly done.

Another web-based game I particularly liked was Liza Daly’s Harmonia. In this one you are a teaching assistant at a university, and uncover strange goings on. It is a gorgeous design: presented as if you uncover scraps of information, and are scribbling your own notes on the text. The illustrations are also great. My one quibble, and it was a big one, is that it didn’t feel quite interactive enough for me. In particular I didn’t feel as though I had as much agency as a player as I need to feel properly invested in an interactive experience, and always use as one of my essential judging criteria in IF Comp. But in every other respect it was superb.

The fourth game that I want to highlight is Victor Ojuel’s 1958: Dancing With Fear. Another parser game, this was a heady mix of 50s Caribbean setting, plots and intrigue, and, yes, dancing! I loved the writing here, written in an episodic way, and thoroughly immersive. However there were areas where it needed more polish, or slips that should be picked up on before release. A little more time developing may have made the difference for me between scoring 9 and 10. But another strong game from an author who is now a regular IF Comp participant.

Against these good examples there were some bad things that stood out. I’m not going to name specific games here, but do want to comment on recurring issues that I encountered.

I’ve already mentioned the key issue of interactivity. A small number of the web-based clicky games were too much like “next”, “next” etc. without me making any significant choices. I also didn’t like games that were under implemented, e.g. those with objects mentioned in room descriptions not coded, or too sparse a sense of world building. This leads to a poor experience for the player. More playtesting should have helped correct these issues. I really did feel that quite a lot of games were under tested. More playtesting would also have identified the large number of typos that slipped through in some games. I certainly felt that some games were overly rushed, and a little bit more time, and particularly in testing, would have been beneficial.

But generally it was a good crop of games that I enjoyed playing. I’m also keen to play others that I didn’t get to, like The Owl Consults – I expect from other reviews that it will rate highly in the final rankings announced in a few days.

Playing the competition games was also inspiring for me as someone writing my own Inform 7 games. There were obviously lessons for what to avoid e.g. implement scenery properly, make sure you test enough, and prioritise player agency. But the competition also gave me more positive ideas, in particular ways to incorporate non player characters more, and how a limited set of locations can be used very effectively. I was also encouraged by games successfully employing a number of separate scenes, because that’s the approach I’m taking in a couple of the games I’m writing now. And as someone who may enter a game into a future competition it’s great to see what a dynamic context the IF Comp is again, with a real buzz on social media and the intfiction forum.

In closing, IF Comp is great, yet again! Huge thanks to all the authors, playtesters, judges, and not least the organisers. I very much enjoyed taking part as a judge. Having more games than usual is a good thing, even if most people can’t play them all. And I’m still hugely impressed by the variety of games present, e.g. in genre, user interface and length. Thank you!

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Each year the Interactive Fiction competition happens around now, where people enter text adventure games, and then there’s a few weeks for judges to work through as many of them as possible.

This year there were 36 entries initially, though 1 has since been disqualified. I’m not confident I’ll get to judge all 35 games in the time available, but I am going to play and judge as many as possible.

Quite a lot of the entrants this year are traditional parser based games, including many written in Inform 7. But a growing number are web based, almost choose your own adventure type games, which can often be played quite quickly. This year there’s even 1 CYOA game presented in a PDF form, so similar to a book.

Playing and judging the games is also good for helping me as an interactive fiction writer. I can pick up ideas and techniques from other games, as well as form a clear idea of the sort of things I’d like personally to avoid.

But that’s something else I need to get on with in October and November, which again reduces how intensively I can throw myself at AcWriMo this year. But judging the competition is fun, and I enjoy it, so will happily do it.

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