May 6th 2017
Towards a Theory of Parserless Parser Interfaces
With the release of Vorple for Glulx, now is a great time to think about what I'm calling parseless parser games: Text games that use the world model and mechanical tradition of parser games, but don't actually have a parser interface. The most prominent recent example would be Robin Johnson's Detectiveland.
This is sort of a theoretical exploration of how to build interfaces to interact with the traditional parser world model (rooms, point of view character, and of course "medium-sized dry goods" as interactive objects). Most of this involves looking at the history of graphical adventure games, which diverged pretty directly from parser interfaces and into point-and-click ones. I'm trying to produce a taxonomy of how those interfaces operate and what their pros and cons are, for people who are looking at building on Vorple to produce extensions or games that use this sort of interaction.
May 5th 2017
Astonishingly Rapid Game Prototyping with Inform 7
Emily Short recently wrote a post about what reasons there are for writing a parser game in AD 2017. In the comments, I added:
For me there’s another reason to make parser games, and specifically for using Inform 7: It’s a fantastic platform for experimental games. if I just have an idea that I want to explore or play around with, as long as it’s narrative and turn-based, I’m very likely to reach for I7 as a tool.
Using I7 cuts away 90% of the boilerplate labor associated with game development: You don’t have to think about or make UI (it’s text input), UX (it’s bad), assets (there are none). You write almost no boilerplate code; everything you write is doing work in defining mechanics, narrative, or environment. I really think more game designers should learn I7 because of its value in that role; even if the thing you make using it isn’t the final form of what you’re making. The 0 to 60 on it is just incredible compared to any other engine or game development tool.
Inform 7, if you're unfamiliar, is a system for writing parser interactive fiction that uses a purpose-built domain-specific language that somewhat resembles natural English. It's probably my favourite game development environment to work on, for a lot of reasons.
April 30th 2017
A Don't Mind My Apocalypse Head Postmortem; or: Designing a Parser Game Around Specific Interaction, Multiple Endings, and Protagonist Interiority
March's patreon project, Don't Mind my Apocalypse Head, was a short parser game written around a fairly disturbing dream I had. If you haven't played it, it's fairly short and I suggest you check it out before reading on.
April 3rd 2017
New Release: Don't Mind My Apocalypse Head
March’s Patreon project is out now for everybody on https://bonsequitur.itch.io/dont-mind-my-apocalypse-head. It’s a horror story about awkward social situations, extra appendages, and the recurring end of the world.
Thanks to all my Patreon supporters! If you want to help me keep doing this (and get early access to projects along with source code), the Patreon page is this way.
February 10th 2017
Voyageur is out now!
December 31st 2016
New release: Not All Things Make It Across
A follow-up to last year’s The World Turned Upside Down, Not All Things Make It Across commemorates the end of 2016 with another short vignette set in the Mere Anarchy universe. Taking advantage of the threshold of the new year, choose what debris of the past you want to destroy… or keep.
I hope you all enjoy it. Happy new year, and thanks.
November 13th 2016
New release: The Recombinant Armorial Roll
My project for this year’s Procjam, the Recombinant Armorial Roll is a procedurally-generated dynastic history of a fictional empire, assembled from a relatively small corpus and rendered in the form of a finite but very deep hypertext.
Like the Annals of the Parrigues, the Armorial Roll is a finite document. It’s by necessity more repetitive than Parrigues, with a much smaller corpus for a much bigger text — there are theoretically 65,535 dynasties in the Roll, though I can’t guarantee they all are accessible through links from the starting dynasty; I literally don’t know.
November 10th 2016
Brief reminder: The Imzy IF Community
Imzy is a link-, media-, and post-sharing website built around the idea of positive, well-regulated and kind communities. Going forward, I’m hoping to bring more activity to Imzy’s IF community and build it up as a safe and welcoming place for IF’s increasingly diverse authors and readers to come together and organize events, discuss IF, and encounter one another.
Imzy has only recently left its closed beta, too, so now everyone who wants to can read and join the community here.
October 31st 2016
New release: Four Sittings in a Sinking House
October 13th 2016
Introducing Gall and Blotter
Earlier this year when Inkle released their Ink scripting language, there was a lot of excitement from the IF community around using it as a tool for building sophisticated branching stories in the vein of Choicescript. Today I'm releasing a couple of open-source tools that should help people who want to experiment with Ink without having to build a full game UI to go around the story engine.