Posted by: Adam Strong-Morse |
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Authorial intent is a slippery concept at the best of times, but it becomes even more so in the context of interactive fiction (IF), whether multiple-choice games like Choice of Games makes or text adventures with a parser. In a standard book (or a legal document, which is the context in which I’ve had most of my interactions with the concept of authorial intent), it’s usually pretty clear who the author is. The difficult questions are how do you determine what the author’s intent is and does it matter? When J.K. Rowling says that a prominent character in the Harry
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Choice of Broadsides, ChoiceScript, Game Design, Gender in Games
Posted by: Adam Strong-Morse |
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Choice of Games is pleased to announce the release of Choice of Broadsides! The web version is now live, as is the Android version. The iPhone version is currently under review at Apple and will presumably be available soon. Choice of Broadsides is a multiple-choice swashbuckling naval adventure, in the spirit of C. S. Forester’s Hornblower or Patrick O’Brian’s Aubrey/Maturin books, with a dash of Jane Austen. We hope you enjoy playing Choice of Broadsides as much as we enjoyed writing it, and we encourage you to play it, tell your friends, and to recommend it on StumbleUpon, Facebook, Twitter,
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Announcements, Choice of Broadsides
Posted by: Adam Strong-Morse |
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As we’ve mentioned, we’re currently finishing up Choice of Broadsides. That means that we’re also working on picking our next couple of games for development– whether that’s Choice of the Dragon II, Choice of the God, Choice of the Consort, or something else. We thought it might be interesting to discuss our method for selecting projects. The first thing we did was do some brainstorming for some ideas that we thought would be fun to write, fun to play, and popular. We came up with a long list of ideas–really, any nifty genre with any nifty character type can be
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Game Design
Posted by: Adam Strong-Morse |
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As we finish up work on Choice of Broadsides, we’re starting to plan our next couple of games. We’d like your opinion on these ideas. We’re also happy to hear if there’s another game that you would really like to see. We don’t promise to make the game that gets the most votes–our preference as designers also matters–but your votes will definitely influence our decision, and all of the options we’re presenting are ideas that we’re interested in writing. Choice of the President Choose your goals and political decisions as you strive for re-election as the president. Will you sell
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Game Design
Posted by: Adam Strong-Morse |
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As I mentioned in my last post, we’re working on finishing up our next game, Choice of Broadsides, a game set in a fictionalized version of the Napoleonic Wars. Of course, the real-world Royal Navy was an (essentially) all-male institution at the time. We wanted to avoid embracing the sexism of both history and of the source materials we draw on, but at the same time, we concluded that having a mixed-sexed Royal Navy would be both too complicated to implement and would also make the Jane Austen inspired bits of the game very strange. So instead, we let the
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Choice of Broadsides, Game Design, Gender in Games
Posted by: Adam Strong-Morse |
Comments (6)
Many of you have asked whether we have other games besides Choice of the Dragon. We’re pleased to announce that our next game, Choice of Broadsides, will be debuting by the end of March. Choice of Broadsides is a swashbuckling naval adventure, in the spirit of C.S. Forester’s Hornblower or Patrick O’Brian’s Aubrey/Maturin books, with a dash of Jane Austen as well. Will you become the hero of Albion, defending its shipping from the dastardly Gauls? Or will you end up marooned on a desert island by mutineers? Only your choices can determine the answer. As with Choice of the
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Announcements, Choice of Broadsides, ChoiceScript, Hosted Games
Posted by: Adam Strong-Morse |
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We have now made the ChoiceScript interpreter available through GitHub, a public repository for shared code. You can download the ChoiceScript interpreter, a very simple sample game that you can edit, and some automatic testing routines for debugging purposes at http://github.com/dfabulich/choicescript/. Clicking on the Download Source button on that page will download an archive with all of the relevant files. As we mentioned before, the ChoiceScript Interpreter is available under a free non-commercial use license. Contact us if you’re interested in a commercial license. We’ve added some more explanation to the Intro to ChoiceScript page that should help explain how
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Announcements, ChoiceScript, Game Design
Posted by: Adam Strong-Morse |
Comments (6)
Many people have contacted us about the possibility of developing their own multiple-choice text-based games using ChoiceScript. We’re very excited about other people writing games like this. We have a short, incomplete introduction to the ChoiceScript language available at http://www.choiceofgames.com/blog/choicescript-intro/. We encourage anyone interested in writing a game in ChoiceScript to start by reading that and trying to write a sample vignette or two. We plan on releasing our interpreter on a public repository in the next couple of days– there are just a few minor administrative details we need to take care of first. The interpreter (and related tools,
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ChoiceScript, Game Design
Posted by: Adam Strong-Morse |
Comments (63)
One of the questions we’ve gotten most frequently about “Choice of the Dragon” is whether it’s possible to get a mate and, if so, how. (Actually, we’ve both gotten that as a question and as a complaint asserting that it’s not possible but that it should be.) To answer the not very spoilery part of the question: Yes, it is possible to get a mate. The code provides for it, we’ve successfully gotten a mate in playtesting, and some of our players have as well. It is difficult, which was intentional on our part– we think that having some things
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Choice of the Dragon
Posted by: Adam Strong-Morse |
Comments (27)
We discussed the treatment of gender extensively as we were planning our first game. I self-identify as a feminist, and I’ve worked to promote equality for the LGBT community in my non-gaming professional life. So I started off with a firm commitment to the idea that our games had to be good on gender issues. Many video games assume a male protagonist, and I actively wanted to avoid that presumption. At the same time, our games require a certain amount of identification between the player and the character. A game that’s written in the second person runs into problems if
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Choice of the Dragon, Game Design, Gender in Games