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Jan 12

2018

New Hosted Game! The Aether: Life as a God by A. Reddwolf

Posted by: Rachel E. Towers | Comments (5)

Hosted Games has a new game for you to play!

Create a mortal race to worship you and grow your strength. Guide them in their daily lives and help them grow. The power you collect will grow your mind and body. Dabble in the affairs of other gods or seek to destroy them and steal their power. It’s 33% off until January 18th!

The Aether: Life as a God is a 60,000 word interactive fantasy novel by A. Reddwolf, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

• Create a custom mortal race.
• Engage in mortal affairs.
• Travel the Aether and steal power from lesser beings.
• Dabble in political affairs at The Court of Gods.
• Battle other gods in epic one one one conflicts.
• Complete unique quests and events with impactful outcomes.

A. Reddwolf developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.

Jan 08

2018

A Taxonomy of Choices: Axes of Success

Posted by: Jason Stevan Hill | Comments (0)

As part of our support for the Choice of Games Contest for Interactive Novels, we will be posting an irregular series of blog posts discussing important design and writing criteria for games. We hope that these can both provide guidance for people participating in the Contest and also help people understand how we think about questions of game design and some best practices. These don’t modify the evaluation criteria for the Contest, and (except as noted) participants are not required to conform to our recommendations–but it’s probably a good idea to listen when judges tell you what they’re looking for.

If these topics interest you, be sure to sign up for our contest mailing list below! We’ll post more of our thoughts on game design leading up to the contest deadline on January 31, 2018.


Last time, we discussed basic Testing Choices and their variations. Today, we move to the topic of how certain choices help determine the outcomes of the various plotlines of your game.

To refresh your memory: the ChoiceScript Machine has three steps. The first step is Establishing Choices: where the reader establishes the character’s strengths and weaknesses; the second step is Testing Choices, where the reader applies their aptitudes (Primary Variables) to challenges (tests), resulting in success or failure in pursuit of goals (Secondary Variable effects); then, in Climax Choices, the Secondary Variables are tested to return the game’s End States: was the mob successfully dismantled? Did you get fired or get a promotion? Did your marriage survive? Was your partner caught, discharged, or did he get off scot free?

Previously, Testing Choices were generally set up to have one axis of success, meaning there’s one thing that all the #options are trying to succeed at in a *choice. The next step in opening up your game is the inclusion of Objective Testing Choices, where the #options point towards different Narrative Goals. As with a Testing Choice, a PV will be tested for success, but the different #options will each affect different SVs.

So, in the case of our detective, who finally has a mole in the Mob’s outfit:

#I persuade the mole to wear a wire, overcoming his fears of being
discovered. (Tests $diplomacy. Success: ++evidence_against_mob; failure: 
mole refuses to wear the wire.)
#I browbeat the mole into wearing a wire against my partner. (Tests 
$intimidation. Success:  +evidence_against_partner; failure: the mole 
refuses to wear the wire.)
#I bribe the mole to wear the wire against the mob, even though that’s 
against the law. (-$5000, ++evidence_against_mob, -principles)
#I have couples' counseling; I ask my partner to run the op. (Tests
$partner_rel. Success: +evidence_against_mob, +family_peace; failure: 
your partner does a poor job of convincing the mole to wear the wire, 
so he doesn't.)

Here, narrative tension can be provided by the conflict between Tools and Goals. What if you want to improve things with your family, but you have a poor relationship with your partner? And what if the reader wants to get evidence against their partner, but hasn’t developed any Intimidation? There are multiple axes of choice here: the reader is choosing both how they want to try to succeed, and what they want to try to succeed at. The tension between the PC’s aptitudes and their Narrative Goals deepens the experience for the reader.

OTCs are a key part of a good Choice of Games title. The mid- and late-game should be rife with them, as they force the choose along multiple axes of success.

Finally, we have Climax Choices. Climax Choices follow the basic template of an Objective Testing Choice, but test Secondary Variables instead of Primary Variables. Climax Choices can and (generally) should have Multiple Levels.

For example, in the Internal Affairs proceedings that follow the dismantling of the mob, the PC has the opportunity to make a case for themselves.

#I make a case for my outstanding service to the force and the 
city. (Tests $career; success results in a dismissal of the charges 
and a promotion.)
#I make a case for the guilt of my partner. (Tests 
$evidence_against_partner; success results in his imprisonment, you 
get to keep your job.)
#I make a case for my effectiveness as a detective. (Tests $arrests 
and/or $drugs_in_evidence; success lets the PC keep their job)

As previously mentioned regarding the ChoiceScript Machine, Climax Choices are where we see the payoff of the reader’s actions over the course of the game. If the reader has not made any effort to ensnare her partner, for example, attempts to indict the partner should fail at this moment. Impassioned pleas (a $diplomacy check), for example, are nothing compared to evidence ($evidence_against_partner) collected over the course of the game. These Climax Choices are the mechanical crux of the game, where the narrative forks as a consequence of both the cumulative successes of the player over the course of the game and the tactical response to the choice at hand. As a result of these Climax Choices, the broad contours of the playthrough’s endings are determined.

The different degrees of success in a Climax Choice are an example of End States: if the PC tries to get her partner investigated, the evidence may be overwhelming, resulting in a criminal trial; the evidence may result in the partner being sanctioned by the department; and the accusation may fall on deaf ears. That is the End States for one plot/goal of the game. When the End States for one goal are combined with the End States for all the other goals, we can determine their position within the matrix of End States, which is what the reader perceives as their “ending.”

Such is the basis of the ChoiceScript Machine: Establishing Choice determine Primary Variables; Testing Choices test PVs to effect Secondary Variable; Climax Choices test SVs to situate the player in the matrix of End States.

I hope you’ve enjoyed this taxonomy. It explains my conceptual framework for understanding choices in games, and ChoiceScript games in particular. If you have thoughts on any types of choices I’ve overlooked, I’m curious to hear!

PostScript

The Four Point Trap is a design pitfall where a game ends up posing the same choice again over and over again. The classic example of this is “do you do the good thing or the evil thing?” Once the player has decided that they’re either good or evil, it’s unlikely that they’ll change their minds during a given playthrough. Therefore, the Four Point Trap is where the game functionally asks the same question over and over again.

In Choice of Games titles, the most frustrating instance of this is in the context of basic Testing Choices specifically, where, for example, the question is: do you solve the problem by being strong, sneaky, smart, or charming? Once you’ve established that you’re one of those four things, an author may end up repeating that basic structure in their choices again and again. After a fashion, the only choice that mattered was the one at the beginning where the reader decided between those four aptitudes. The rest of the story is just about reading comprehension.

There are many ways to mitigate the Four Point Trap. Because the 4PT mostly pertains to skill-based variables, one of the first steps is to have more skills for the PC than you will typically have #options in a choice. Thus, if most of your Testing Choices are going to have three or four #options, then the PC should have at least five skill variables. Then, at the very least, you’ll be inclined to cycle through the skills when writing #options; this means that whatever the PC is best at won’t always be available as an #option.

More importantly, though, is to introduce other axes of choice: motivation, difficulty, and objective being examples mentioned above. Motivations give, at the very least, a sense of nuance to a choice. Multi-Level and Variable-Difficulty Choices change the calculus by offering the player different levels of risk and reward. Most importantly, however, different Narrative Goals produce narrative tension by forcing the reader to choose between (hopefully mutually exclusive) objectives.

Dec 22

2017

The Cryptkeepers of Hallowford — Sharpen your sword and save Hallowford!

Posted by: Rachel E. Towers | Comments (0)

We’re proud to announce that The Cryptkeepers of Hallowford, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, iOS, and Android!

Sharpen your sword to save Hallowford in this sequel to The Hero of Kendrickstone! Monstrous creatures prowl beneath the streets of Hallowford. When the enigmatic Cryptkeepers Guild sends a call for adventurers, you must answer. You’ll discover secrets in the crypts that are better left hidden, and a revelation that will shake Hallowford to its very foundations.

The Cryptkeepers of Hallowford is a 360,000 word interactive fantasy novel by Paul Wang, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

Step into the role of a veteran adventurer in a high fantasy world. Sharpen your steel, prepare your spells, and practise your silver tongue. Decide who to trust and who to betray. Discover lost secrets and forbidden magic. Ally with the powerful Cryptkeepers Guild, the town watch, your fellow adventurers, or follow your own agenda. Save Hallowford, or engineer its downfall for your own gain.

• Play as male, female, or non-binary; gay or straight.
• Continue the story of your adventurer from The Hero of Kendrickstone or create a new character.
• Play as a mighty warrior, or a smooth-tongued negotiator, a powerful mage, a stealthy infiltrator, or anything in between.
• Amass ancient secrets and lost knowledge to give you an edge in and out of combat.
• Betray or befriend knights, guildmasters, and your fellow adventurers.
• Delve into the sprawling underground passages beneath the town of Hallowford.
• Be an altruistic hero, a cruel villain, or someone just looking to make a little gold.

Will you complete your quest and save the town? Or will you make enemies of the Cryptkeepers of Hallowford?

We hope you enjoy playing The Cryptkeepers of Hallowford. We encourage you to tell your friends about it, and recommend the game on StumbleUpon, Facebook, Twitter, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.

Dec 20

2017

A Taxonomy of Choices: Axes of Choice

Posted by: Jason Stevan Hill | Comments (2)

As part of our support for the Choice of Games Contest for Interactive Novels, we will be posting an irregular series of blog posts discussing important design and writing criteria for games. We hope that these can both provide guidance for people participating in the Contest and also help people understand how we think about questions of game design and some best practices. These don’t modify the evaluation criteria for the Contest, and (except as noted) participants are not required to conform to our recommendations–but it’s probably a good idea to listen when judges tell you what they’re looking for.

If these topics interest you, be sure to sign up for our contest mailing list below! We’ll post more of our thoughts on game design leading up to the contest deadline on January 31, 2018.


Last time, we discussed various types of establishing choices and forking choices. Today, we’re going to discuss the ChoiceScript Machine and the different types of testing choices that drive the narrative forward towards success or failure.

The ChoiceScript Machine has three steps. The first step is Establishing Choices: where the reader establishes the character’s strengths and weaknesses; the second step is Testing Choices, where the reader applies their aptitudes (Primary Variables) to challenges (tests), resulting in success or failure in pursuit of goals (Secondary Variable effects); then, in Climax Choices, the Secondary Variables are tested to return the game’s End States: was the mob successfully dismantled? Did you get fired or get a promotion? Did your marriage survive? Was your partner caught, discharged, or did he get off scot free?

At its most basic, a Testing Choice tests a stat and returns either success or failure. This usually reflects some sort of challenge: riding a horse, flying a plane, stealing a watch. However, as frequently as possible, you don’t want to record the results of individual tests (road_horse_chp_3 true/false), so instead we recommend the use of FairMath generally and Secondary Variables specifically, thereby trading fidelity for efficiency; e.g. instead of tracking every decision with booleans, we assign values to decisions and compress them into numbers. In particular, a classic Testing Choice tests a Primary Variable and affects Secondary Variables to record that success or failure.

Returning to our police procedural, the PC is trying to arrest a member of the Russian mob who’s taken refuge in a house. She has drugs which she’s likely trying to flush down the toilet.

*choice
  #I kick down the door before she can finish. (Tests $athletics)
    *if athletics > 45
      *set arrests +1
      *set police_rep %+5
      *set drugs_in_evidence +2000
      You kick down the door with one swift blow and rush inside. Within moments, 
      you have the suspect cornered. Her puts her hands up; two whole kilos of 
      blow are at her feet.
      *goto after_confrontation
    *else
      You give the door a swift kick, but it doesn’t budge. You kick it again and 
      again. Finally, your partner steps up and you kick it together. If flies open. 
      You charge inside, yelling “Police!”

      *label misdemeanor
      By the time you get to the bathroom, most of the blow has been flushed down 
      the toilet. 
      *label misdemeanor2
      *set arrests +1
      *set police_rep %-5
      *set drugs_in_evidence +200
      It’s enough to make an arrest, but it will be be pled down to a misdemeanor.
      *goto after_confrontation
  #I call out to her as a distraction while my partner sneaks around back.
    *if diplomacy > 45
      *set arrests +1
      *set police_rep %+5
      *set drugs_in_evidence +2000
      Covering the peephole with your hand, you ring the doorbell and shout “Pizza!” 
      There are noises of confusion from inside. You hear the suspect on the other 
      side of the door. “POLICE! Open up!” you shout.

      The suspect stumbles away from the door. Little does she realize that your  
      partner has already entered from the rear. A few moments later, the front door 
      opens; the suspect is cuffed, and two kilos of coke are sitting on the coffee
      table.
      *goto after_confrontation
    *else
      You ring the doorbell. “Who is it?” a voice calls out.

      “The mailman. I have a package I need you to sign for.”

      “It’s 11 o’clock!”

      “Yeah, it’s...uh...a late shift for me too.”

      Out of the corner of your eye, you see the curtain flick just a bit; she 
      caught sight of you. You start kicking at the door, but by the time you get 
      inside, it’s too late. She had enough time to flush most of the coke down 
      the toilet.
      *goto misdemeanor
  #I have my partner call out to her while I sneak around back.
    You slip around back. You find a window
    *if stealth > 45
      *set arrests +1
      *set police_rep %+5
      *set drugs_in_evidence +2000
      and open it silently. You pull yourself through. Tiptoeing through the house, 
      you find yourself looking at the back of the suspect, arguing with your partner
      through the front door. “Freeze! Police!”

      There are two kilos of coke resting on the coffee table. Score!
      *goto after_confrontation
    *else
      and start to open it, but suddenly it slips from your grasp, falling with  
      a heavy thud. After a split second, you hear your partner yelling, “Police!”

      You shatter the window with the butt of your gun, clear out the sharp edges 
      and pull yourself through.
      *goto misdemeanor

Here, there is one objective: catch the criminal before she can destroy the evidence. Success in the test means you get to her before the drugs are flushed (+arrests, +drugs_for_evidence, +police_rep). Failure could be several things, depending on how you handle failure in your game: failure could mean that the drugs are entirely flushed, and so you have no basis to arrest her (-police_rep); or maybe you still stop her from flushing the drugs but you get hurt in the process (+wounds, +arrests, +drugs_for_evidence, -police_rep). Alternately, your partner could save the day, but he thinks less of you for it (-partner_rep).

Regardless, the objective of the choice is singular, though the failures may be diverse. This is sometimes called a “Tool for the Job” choice, because it’s about the PC picking the right tool (skill/stat) to succeed at the task.

There are two easily-identified limitations to basic Testing Choices. The first is that it has only one axis of choice: how do you try to succeed? It also has only one axis of success: do you succeed at catching the criminal before the drugs are flushed or not? Which doesn’t mean that you shouldn’t use Testing Choices, but you should be aware of these flaws: basic Testing Choices can quickly lead to the dreaded Four Point Trap, Scores, and other symptoms of one-dimensional gameplay.

It is important to note that Testing Choices should have at least three non-overlapping yet equally valid ways forward. That means that if you have three #options in a choice, then two of them can’t test the same stat.

A variation on the Testing Choice is the Multi-Level—or Declined—Testing Choice: here, there are multiple tests/checks under an option.

Because the concept is simple, I’m going to apply it to one of the options from above, rather than outline a whole new choice.

Choosing any of the options from the fleeing drug-courier above, a mid-level test ($diplomacy > 50 instead of $diplomacy > 65) might result in some of the drugs being recovered, instead of them all being flushed. Or, maybe the drugs are flushed, but the middle-success means you don’t get your nose broken in the scuffle, whereas you do with a total failure (+wounds).

You’re called to testify for one of your recent arrests.

*choice
  #I need to prevaricate a bit, lest my tactics seem too cruel.
    *if diplomacy > 65
      *set police_rep %+10
      *set lieutenant_sentence “20”
      You successfully steer your testimony away from the indelicate parts. 
      The jury convicts and the judges sentences the criminal to twenty years.
      *goto after_testimony
    *elseif diplomacy > 50
      *set police_rep %-5
      *set lieutenant_sentence “5”
      You are not quite able to avoid some of the stickier parts of how you 
      brought down the defendant. The jury convicts, but the judge only sentences
      the criminal to five years.
      *goto after_testimony
    *else
      *set police_rep %-20
      *set lieutenant_sentence “none”
      Unfortunately, you trip over your own story multiple times. By the time 
      you’re finished, the defendant’s lawyer calls for a dismissal, and the judge 
      grants the motion. The defendant walks free.
      *goto after_testimony

Here, the PC’s ability to defend their actions on the witness stand produces more than two possible results for the trial.

MLTCs are great, in that they provide nuance to the game. It also helps with the Four Point Trap, because it allows players to try and use a skill that they may not be best at without being penalized for it. However, you shouldn’t go overboard with MLTCs, because they’re a degree of detail that most players won’t value because most players won’t perceive their degree of difference; more than three possibilities is probably not worth the effort except in extreme/climactic situations.

You can, of course, test other stats as well (the declination doesn’t have to be in just one stat; the first stat tested could be Stealth, and then a test in Athletics, for example). By the mid-game, you should probably start including MLTCs in your game. Trials of the Thief-Taker is a recent example of a game that uses MLTCs extensively.

In contrast to an MLTC is a Variable-Difficulty Testing Choice. Here, the preamble or the text of the option has to clearly communicate that some options are easier or harder than others.

For example, if a team of bank-robbers are holed up in a bank, and our detective is the only one available to negotiate with them.

#intimidate them into surrendering their weapons and leaving the bank. (Hard Test of $intimidation)
#convince them to let children and the pregnant leave the bank. (Tests $diplomacy)
#offer to come into the bank to negotiate face-to-face. (Easy Test of $diplomacy)
#negotiate? I'm going to study the blueprints so I can get the drop on these guys. (Test $tactics)

The key here is to clearly telegraph to the reader that one or more options are harder or easier than the others. Most bank-robbers, for example, aren’t going to cave to threats and just give up their carefully-made plans. Notably, if one test is harder (or easier) than the others, then its consequences (SV-effects) should reflect the degree of difficulty: if the PC manages to flat-out intimidate the robbers into putting down their weapons and walking out of the bank, the reputation and career effects should be much more substantive than the other #options.

A variant on this idea is the expenditure of resources option: there may be multiple options that are a test, and then a final option which is the “bribe” option, which decreases a Resource Variable but lets you overcome the obstacle/choice without a test. (This doesn’t necessarily have to be a bribe, but that’s a common manifestation of this type of option.)

A final variant is the shirk option: an option that is clearly worse than the others, but which places nothing at risk. By shirking a test, the PC receives a small penalty (likely in the form of an SV nerf), but doesn’t risk the bigger loss of a failed Testing option. Think of the old arcade fighting games, where blocking meant you still got hit and lost a little life, but not nearly as much as if you didn’t block at all, or tried to dodge and failed.

An evolution on the Testing Choice is a Motivated Testing Choice. An MTC may have fewer “actions,” but those actions are explained in the context of motivations. Thus, an MTC still only has one axis of success, but it has two axes of choice.

So, when a criminal holds a gun to the head of a hostage, but our PC has the drop on him:

#shoot to kill, because this trash doesn't deserve to live. (+bloodthirst, tests $marksmanship)
#shoot to kill, because that's what SOP declares in this situation. (+order, test $marksmanship)
#despite regulations to the contrary, I try to sneak up behind the criminal and disarm him. (-bloodthirst, -order, tests $stealth)
#alert the criminal to my presence and try to talk him down. (-bloodthirst, tests $diplomacy)

A success on any of these means the hostage is unharmed (+case_solved, +police_rep), and the criminal is either dead (+bodycount) or arrested (+arrest); a failure similarly means the hostage is dead (-police_rep) and the criminal is either dead (+bodycount) or arrested (+arrest).

See, after the personality effect, the testing and the result of the shoot options are pretty much the same, but why the PC has done it can be important, especially in the context of later actions. The presence of two axes of choice (the aptitude test and the moral/ethical/personality reasoning) makes this a much more interesting choice.

These variations and complications to Testing Choices help complicate the axes of choice within a *choice, adding more dimensions to the gameplay of individual choices. Next time, we’ll look at adding axes of success to your choices through the pursuit of multiple Narrative Goals/plotlines, which corresponds to the difference between success-and-failure in the micro (individual choices) with success-and-failure in the macro (in the game).

Dec 19

2017

Author Interview: Paul Wang, “Cryptkeepers of Hallowford”

Posted by: Mary Duffy | Comments (1)

Sharpen your sword to save Hallowford in this sequel to The Hero of Kendrickstone! Monstrous creatures prowl beneath the streets of Hallowford. When the enigmatic Cryptkeepers Guild sends a call for adventurers, you must answer. You’ll discover secrets in the crypts that are better left hidden, and a revelation that will shake Hallowford to its very foundations. Step into the role of a veteran adventurer in a high fantasy world. Sharpen your steel, prepare your spells, and practise your silver tongue. Decide who to trust and who to betray. Discover lost secrets and forbidden magic. Ally with the powerful Cryptkeepers Guild, the town watch, your fellow adventurers, or follow your own agenda. Save Hallowford, or engineer its downfall for your own gain. Cryptkeepers of Hallowford is a 360,000 word interactive fantasy novel by Paul Wang. I sat down with Paul to talk about his latest game, which releases this Thursday, December 21st.

Cryptkeepers is the long-awaited sequel to The Hero of Kendrickstone. Tell me what drew you back to this world.

The Hero of Kendrickstone was always envisioned as the introductory installment to an open-ended series. I started with a single tiny region of the world, the Grand Duchy of Kendrickstone, and I expanded out, adding new parts of the world when I had to. It’s led to a highly modular sort of world, where every new installment would visit new places, introduce new people, and place new challenges and rewards in front of the player.

In addition, there was something of a desire for self-improvement involved. Kendrickstone was written pretty quickly, and its concepts weren’t explored as thoroughly as I’d hoped they would be for a variety of reasons. Returning to the same setting and the same overarching themes means I can improve on the foundation I established in Kendrickstone, and hopefully, offer more in the way of player reactivity and choice.

It’s something of a dungeon crawler of a game, yes?

It is. The basic concept of Cryptkeepers is that there’s a town with a magic dungeon underneath. It’s hardly an original concept, but one which raises a whole bunch of questions which most iterations on that basic idea don’t ask. Who built the dungeon, and for what reason? Why is it as big as it is? Do the townsfolk live in constant fear of the dungeon? Do they co-exist with it? Do they find ways to profit from it?

Of course, asking, exploring, and answering those questions don’t shift the main focus away from the dungeon itself. The player’s objective is still to gather allies and resources, and plumb the depths of this maze of tunnels to uncover the secrets and treasures inside. The dungeon is still the main star of the story.

Silly question, but do you enjoy writing sequels? Was there a way in which you want Cryptkeepers to work as a standalone?

Yes and No. Sequels let me build on plots and themes I’ve already established in previous installments. I think Cryptkeepers could have worked as a standalone, but I’d have to spend a lot more time establishing characters and elements of the setting which Kendrickstone had otherwise set up. The other edge of that sword is the fact that I have to juggle the choices which players made in previous installments as well. Not only do I have to offer a reasonable range of choices and balance gameplay for those who are starting the series with Cryptkeepers, but also for those who made certain decisions or brought forward certain advantages from Kendrickstone.

I’ve always found that the first few chapters are the fastest to write, and the shortest word count-wise. However, as choices are made and consequences pile up, later chapters start ballooning in size to accommodate them all. Sequels sort of work the same way in that regard.

Needless to say, not your first rodeo here, but I’m curious if you learned anything new about design in working on Cryptkeepers with Jason Hill, your editor here at Choice of Games.

Absolutely. I try to try something new every time I start on a new title, but Cryptkeepers is very experimental in a lot of ways. For example, this is my first time trying to create truly non-linear chapters, as well as my first time heavily using *gosubs, which have definitely made my life easier.

Jason’s been a particular help on the latter, encouraging me to do more with the *gosub command than I would have normally done otherwise. Without that push and his advice on how to go about it, Cryptkeepers would probably be much clunkier and unwieldy, and it’d have certainly been harder to edit and proofread.

Fans are curious about the next phase of your Hosted Game Infinite Sea series. What’s next for you? 

With Cryptkeepers finished, I’m currently working as a writer alongside Tin Star‘s Allen Gies on Burden of Command. However, once principal writing work wraps up early next year, I’ll be starting writing work on Lords of Infinity, the third title set in the Infinite Sea.

Lords of Infinity is kind of a transitional work. Sabres of Infinity and Guns of Infinity were the first discrete arc of a planned five-part series. Lords of Infinity marks the beginning of the second of those arcs. Whereas the first two titles were focused heavily on military operations with political, philosophical, and social themes taking a back seat, Lords of Infinity focuses more on the political aspect of the world. Personal dynasty-building, economic instability, and socio-political reform take centre stage, and may prove even more dangerous than a decade of war.

Tell me a little about your work on Burden of Command

Burden of Command is a narrative-driven tactical RPG set during the Second World War. The player takes the role of the commanding officer of an infantry company in the 7th US Infantry Regiment, a unit with a long and distinguished war record which took it to places most portrayals of the Second World War never touch on, like the Italian Campaign and Operation Dragoon, the second allied amphibious landing in France.

Our narrative focus is on the concept of leadership, and the titular “Burden of Command.” Junior infantry officers have to build the trust and respect of their men, look after their well-being, get to know them, and then send them into danger or death for reasons they might not even fully understand or agree with. The characters under the player’s command each have their own personalities, backgrounds and story arcs, but they are also individual pieces on a battlefield where death is often random, violent, and sudden. One bad decision (or even one good decision) on the field might cut short a character’s story for good, and it’s up to the player to decide how they and their unit deal with those sorts of conditions.

My job as a writer is to breathe life into those characters, and to flesh out the world and events which surround them. The last thing we want is for the player to start letting their men die simply because they don’t care about any of them, so my primary duty is to make sure all of those pieces on the combat map represent empathetic, relatable individuals whose deaths would offer the same emotional gut-punch to the player that they would to the player character. Not only does that mean writing dynamic, fleshed-out characters, but also placing them and their actions in the context of the world around them through meticulous research and a careful management of narrative tone.

It’s a project which isn’t really like anything I’ve ever seen before (though I’ve described it as “Fire Emblem meets Band of Brothers” once or twice) and I’m really excited to be working on it.

Short answer, Bernard Pivot-style:

Favorite word.
Ostentiatious.
Favorite flower.
I’m really not a nature person.
Profession other than your own you’d like to attempt.
Costume Designer.
Profession you would never wish to attempt.
Elected official.
COG title you wish you’d written. 
Bard or mage?
Can I multiclass?

Dec 19

2017

New Hosted Game! Foundation of Nightmares by Samuel Harrison Young

Posted by: Rachel E. Towers | Comments (0)

Hosted Games has a new game for you to play!

After disaster strikes, you are left debilitated in the village of Quader. There, under the care of a warrior, magician, and healer, you manage to slowly recuperate. Meanwhile, yet another new enemy lurks in the shadows, and old acquaintances from Lorden make their own appearances. It’s 34% off until December 26th!

As Mendax the demon puts continuous pressure on you mentally, you and your apprentice must find the strength to continue in order to petition to Melithar the Eccentric. You fear the ancient wizard is the only one powerful enough to defeat this Netherworldian foe.

Foundation of Nightmares is a 100,000 word interactive fantasy novel by Samuel Harrison Young, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

• Play as male or female; gay, bi, or straight
• Romance several characters or none at all!
• Enjoy an adventure full of magic, friendship, and evil villains
• Several illustrations to enhance your experience
• Battle bandits and demons

Samuel Harrison Young developed this game using ChoiceScript, a simple programming language for writing multiple-choice interactive novels like these. Writing games with ChoiceScript is easy and fun, even for authors with no programming experience. Write your own game and Hosted Games will publish it for you, giving you a share of the revenue your game produces.

Dec 17

2017

A Taxonomy of Choices: Establishing Character

Posted by: Jason Stevan Hill | Comments (1)

As part of our support for the Choice of Games Contest for Interactive Novels, we will be posting an irregular series of blog posts discussing important design and writing criteria for games. We hope that these can both provide guidance for people participating in the Contest and also help people understand how we think about questions of game design and some best practices. These don’t modify the evaluation criteria for the Contest, and (except as noted) participants are not required to conform to our recommendations–but it’s probably a good idea to listen when judges tell you what they’re looking for.

If these topics interest you, be sure to sign up for our contest mailing list below! We’ll post more of our thoughts on game design leading up to the contest deadline on January 31, 2018.


There are a variety of different types of choices in a typical Choice of Games title. This is the first of a three-part series. Today, I’m going to discuss some basic types of choices: Fake Choices, Establishing Choices, and Forking Choices.

As a template, I’ll be working with a theoretical police procedural game. In the game, you’re a detective with a broken marriage and a corrupt partner, trying to take down the local mob. In this post, I’ll describe four types of choices that establish character, then conclude by talking about Forking Choices; in the next post I’ll discuss Testing Choices. (NB: if I refer to a variable, and it’s not immediately preceded by a + or -, I’ve prefixed $ to clarify that it is, in fact, a variable.)

The simplest type of choice in ChoiceScript is a Fake Choice. A Fake Choice is one that has no mechanical effect upon the game. (NB: A Fake Choice and a *fake_choice aren’t necessarily the same thing, though they can be.) Like an Establishing Choice (below), a well-done Fake Choice establishes character, but does so in the mind of the reader, not in the internal logic of the game (eg no primary or secondary variables are affected). A well-done Fake Choice can be just as suspenseful as a “real” choice.

A classic example would be where there are several dialogue options, and those dialogue options help to immerse the player, but don’t have effects on the game. For example, if the story asks the player what type of ice cream they want to order, to which the narrative always says, “Yum!”

Fake Choices are also used for comedic effect, like in the opening of Hollywood Visionary:

#I quit!
#I quit!
#I QUIT!

That said, if a Fake Choice fails to conceal itself as being a Fake Choice, something of the magic of our games is lost. Therefore, you want to use Fake Choices judiciously, so as to not run the risk of exposing them as being Fake; when players know in their bones that their decisions don’t have any effect on the game, they get frustrated and feel cheated. (Conversely, if the Fake Choice is used for comedic effect, then the magic isn’t lost; the choice from Hollywood Visionary isn’t trying to disguise the fact that it’s a Fake Choice. However, you still shouldn’t overuse them; the joke gets old quickly.)

A variant on the Fake Choice is the Flavor Choice. A Flavor Choice has no effect on Primary or Secondary Variables—on “winning” or “losing” the game—but instead customizes the narrative to the reader’s desires. Classic examples of this are choices like “what’s your name?” “what’s your gender?” or “what’s your sexual orientation?”

In Choice of the Dragon, whether you have leathery, scaly, or feathery wings has no effect upon the game. However, the game does actually record the value of the choice, so it can be used to reflect the choice back at the player at the end of the prologue.

In the case of our police procedural:

Every morning, the PC meets her partner at a diner near the police station. There's a new waitress today. She approaches your table, unaware that you always order:

*fake_choice
  #Coffee, black.
    *set favorite_drink “coffee”
  #Coffee, with cream and sugar.
    *set favorite_drink “coffee with cream”
  #Green tea, actually.
    *set favorite_drink “green tea”

Assuming you set $favorite_drink, and then recall the value of $favorite_drink later, this would be a Flavor Choice. Thus, Flavor Choices are remembered by the game—because they affect variables—but the variables affected either can’t or shouldn’t have any effects on the outcome of the game’s various plots (the End States).

(If you asked for a favorite drink and recorded its value, but then never recalled the variable later, it would functionally be a Fake Choice.)

Fake and False Choices aside, we move to describe an Establishing Choice that affects Primary Variables. In an opening scene of our police procedural, the PC manages, through no fault of her own, to apprehend the nephew of the local mob boss in the middle of a crime.

How did you take him down? 
*fake_choice
  #I talked him into putting the gun down.
    *set diplomacy %+20
  #When he ran for it, I chased him down.
    *set athletics %+20
  #I explained, in detail, the consequences of shooting a cop.
    *set intimidation %+20

Thus, regardless of the reader’s decision, the nephew is arrested; but the decision tells us what the PC is good at. It establishes the character and the qualities of the PC in the reader’s mind and in the mechanics of the game.

Another Establishing Choice might be something like:

Once you had the cuffs on him:
#I read him his rights. (+principles)
#I took the opportunity to vent some of my frustrations. (+bloodthirst)
#I searched his pockets before I sent him to central booking. (+greed)

The nephew goes to jail, and the reader has defined something about the contours of their character’s personality.

Establishing choices will happen throughout the game. However, they play a particularly important role in the first chapter, as the reader develops their character (commonly referred to as “character generation”) and learns about the rules of the world and the stakes of the game.

The next type of choice is an Objective Choice. This may seem like an Establishing Choice—in that there are no tests here—but the crucial difference is that Objective Choices affect Secondary Variables—variables that describe the world or the consequences of the player’s actions—instead of Primary ones. Because SVs are used to measure the PC’s success towards their Narrative Goals, Objective Choices give away the proverbial candy store without risk of cavities, and therefore should be used sparingly in Choice of Games titles.

In our detective’s story, she finds herself with a weekend to do with as she pleases.

#show up at my kid's ballgame. (+family_peace)
#pick up some overtime to help cover a sick coworker. (+cash, +police_rep, +career)
#shake down some corner dealers. (+cash, +stash, +street_rep)
#spend time documenting my partner's crimes. (+evidence_against_partner)

Here, we’re not affecting the PC’s skills (she’s not practicing her marksmanship, or working out at the gym, or learning how to be a better hacker). Instead, her decisions are directly affecting the Secondary Variables that determine the End States of the game: her work-life-family balance, her career prospects, creating a criminal case against her partner, and her street rep. However, one or two instances of an Objective Choice in the early midgame can help establish the different axes of success in the game, as an Objective Choice asks the player to choose between the game’s Narrative Goals.

If you want to use more than a couple of OCs in your game, the way to balance them out is to have negative SV-effects paired with the positive ones: so, “spend time at your kid’s ballgame” (+family_peace) might be paired with a -street_rep. However, you want to be judicious with such choices, as you don’t want players to specialize their way out of narrative tension.

A Forking Choice is a choice that forks the game in a substantive way. This is the historical basis of branching narrative: do you go left or do you go right? But in the context of variables, forking choices take on multiple dimensions and uses.

Because of their origin, they often have spatial overtones: do you go to the bar down by the docks, where the mob you’re hunting is known to hang out, or do you go to the cop bar next to the police station? But they don’t have to: Do you turn in the drugs you found at the stash house, or do you keep them? A Forking Choice is one where the reader chooses between mutually exclusive actions that significantly branch the narrative, either immediately or in a delayed fashion. Often, the results are recorded by the game in either a boolean or enumerated variable.

I say “substantively” and “significantly” because all choices that have unique subordinate text technically branch the narrative. But subordinate text isn’t substantive or significant; the game itself doesn’t remember subordinate text, for example, so it can’t affect the endgame. Similarly, it may be possible to go to two different “places,” but because of the clever use of variables, the encounter is functionally the same, just skinned to look different. For example, if the detective is questioning witnesses, and she and her partner each speak to different ones, but the two witnesses offer the same information and stat-effects to the player—they’re just “skinned” differently—I wouldn’t term that a Forking Choice.

But if the choice of which bar to visit results in different types of encounters—in one you can either intimidate criminals or establish a rapport with them, and the other you can either improve your relations with the police department as a whole or investigate your partner’s past misdeeds—that’s a Forking Choice; the two branches offer substantively different narrative moments and help the reader move towards different Narrative Goals. Similarly, if the PC decides to keep the drugs from a bust or dispose of them, two radically different futures are possible.

The important distinction above is that some Forking Choices have immediate consequences, while others have their consequences deferred. Deciding which bar to go to is an immediate consequences; keeping or turning in the drugs may have immediate consequences, but in a “Chekhov’s gun” way, it’s implied that the real consequences unfold later in the narrative.

The best time for Forking Choices with immediate effects is the endgame. There, the pursuit of wildly different storylines/outcomes can be pursued without concern for merging consequences back into the main story.

That said, Forking Choices in the early and midgame—usually with deferred consequences—are very powerful things, but it is because of their very power that we caution their use. For these early Forking Choices to be effective, the story has to reference/recall both branches of the fork later in the game. To be do this well, both branches have to be equally satisfying. Forking Choices in the early game with immediate consequences, such as Choice of Rebels’ “helot or aristocrat,” requires the author to maintain the consequences of that choice throughout the rest of the game, which is a daunting endeavor.

Designing a game where multiple choices and their multiple outcomes all successfully have satisfying recalls later in the game is very difficult, giving rise to combinatorial explosion. Choice of Robots is powerful for the way that early and midgame Forking Choices are recorded and then recalled throughout the game.

For example, in Robots, one of the important questions asked is “What kind of hard-drive will your robot have? Media-enhanced, multiblade, or encrypted?” Then, later in the game, there are specific moments where each of those hard-drives have a chance to shine. Similarly, you get to choose what kind of hands the robot has: clawlike grippers, T. Rex arms, Inspector Gadget arms, humanoid hands, gun arm, or multitool hands. Again, each one of those has particular moments where there is a narrative payoff. Those callbacks are very different from Rebels’ ongoing, omnipresent distinction between helot and aristocrat.

Notably, it’s important for these early and midgame Forking Choices to be perceptible to the player; Intentionality needs to be communicated. If the text offers the detective—after a long day on the job—the opportunity to take a shower at the precinct or to wait she gets home, and those two choices spin the game off in wildly different directions, the text has failed to communicate the presence of a Forking Choice. Something exciting and different might happen as a result of that choice, but if the reader doesn’t have some inkling of what else might have been, the value of the difference is lost. Because they’re not valued, we strongly recommend against them.

Finally, a Motivated Forking Choice is one that turns up when a choice is largely binary but the Choice of Games Style Guide demand at least three options for a choice. “Do you turn in the drugs to evidence or keep them for yourself?” That’s an example of a Forking Choice. But:

Do you...
#turn in the drugs to evidence. (+principles, $turned_in_drugs = true)
#keep them for myself; I might need to fabricate evidence later. (-principles, $turned_in_drugs = false)
#keep them; who knows when I’ll need a little pick-me-up. (+hedonism, $turned_in_drugs = false)

Whether or not the PC keeps the drugs is the fork, but the motivations behind keeping the drugs reflect and therefore affect personality Primary Variables, which will hopefully have deferred consequences in other contexts.

That’s it for today. Next time, we’ll outline the ChoiceScript Machine and the different types of Testing Choices.

Dec 14

2017

Tally Ho — Only a perfect servant can solve a perfect mess!

Posted by: Rachel E. Towers | Comments (0)

We’re proud to announce that Tally Ho, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, iOS, and Android. It’s 16% off until December 21st!

Only a perfect servant can solve a perfect mess! Being the perfect gentleman’s gentleman or lady’s lady doesn’t make you an angel. Can you untangle your employer’s knottiest problems with elegance and unruffled grace? As the valet or lady’s maid of Rory Wintermint, you’ll go head to head with recalcitrant aunts, light-handed houseguests, manage a fox hunt and corral exotic birds!

Tally Ho is a 600,000 word interactive comedy of manners by Kreg Segall, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

It’s England between the wars, and the 1920s are roaring! When your employer, a proper young gentleman or lady named Rory Wintermint is summoned to their aunt Primrose’s country house Ritornello for a weekend, it’s up to you to make everything run smoothly…or not! Glide gracefully behind the scenes to arrange everything from the flowers to their love life, or leave Rory to their own devices as you pursue crime, adventure, and romance! Will you lie, cheat, and steal to ensure your employer’s happiness, or will you insist upon personal integrity?

• Play as male, female, or non-binary; gay or straight.
• Help Rory sort out their love life, or sabotage it utterly.
• Solve the case of a mysterious sneak-thief–or join them on a crime spree.
• Aid spies, evade the law, calm flighty flappers, and unruffle Aunt Primrose.
• Win an Exotic Animal Show and a boat race fairly, or cheat!
• Dance the lindy hop, or a graceful waltz—or just tut disapprovingly.
• Ride trains, motorcycles, zip-lines, bicycles, horses, and rusty jalopies!
• Jazz it up in the Jazz Age, or remain aloof and cool as a cucumber.

You’ll be swinging from the chandeliers or serving the canapes in this madcap, but altogether elegant comedy.

We hope you enjoy playing Tally Ho. We encourage you to tell your friends about it, and recommend the game on StumbleUpon, Facebook, Twitter, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.

Dec 13

2017

Author Interview: Kreg Segall, “Tally Ho”

Posted by: Mary Duffy | Comments (2)

Only a perfect servant can solve a perfect mess! Being the perfect gentleman’s gentleman or lady’s lady doesn’t make you an angel. Can you untangle your employer’s knottiest problems with elegance and unruffled grace? As the valet or lady’s maid of Rory Wintermint, you’ll go head to head with recalcitrant aunts, light-handed houseguests, manage a fox hunt and corral exotic birds! It’s England between the wars! When your employer, a proper young gentleman or lady named Rory Wintermint is summoned to their aunt Primrose’s country house Ritornello for a weekend, it’s up to you to make everything run smoothly…or not! Glide gracefully behind the scenes to arrange everything from the flowers to their love life, or leave Rory to their own devices as you pursue crime, adventure, and romance! Will you lie, cheat, and steal to ensure your employer’s happiness, or will you insist upon personal integrity? Tally Ho is a 638,000 word interactive novel by Kreg Segall. I sat down with him to talk about his latest game, which releases tomorrow, Thursday, December 14th.

Tell me about the world of Tally Ho. This is inspired (maybe even a little more than inspired) by the works of P.G. Wodehouse, with a touch of Dorothy Sayers.

The world of Tally Ho is very much the idyllic world of P.G. Wodehouse’s Jeeves and Wooster novels and short stories. The setting will be utterly familiar to anyone who has read the novels or seen the TV adaptation, but also very easy to ease into for people unfamiliar with the source material.

The world is a totally idealized and comic version of the leisured class in early 1930s England. The most serious problems are domineering aunts, lost jewelry, getting engaged, getting out of engagements, and keeping the employ of one’s temperamental pastry chef. Wodehouse’s characters are rich, leisured, romantically perplexed, and often rather dim, but always lovable. In this chaotic setting, the only one who can restore order is Jeeves, the nearly omniscient gentleman’s gentleman. He is able, with his enormous brain and knowledge of the psychology of the individual, to set things right.

My game takes that frothy setting and poses a few questions to it: What happens when the protagonist of that narrative is the servant, rather than the employer? Is it possible to have a fully-realized love story or even tragicomedy in a setting so totally light and comic? I wanted to take that genre and see how far it bends.

Wodehouse is of course the patron saint of this work, but I was also inspired by Downton Abbey, Ishiguro’s The Remains of the Day, and Agatha Christie as well.

What drew you to want to set a story in this period, with these types of characters?

Wodehouse’s stories contain certain characters who absolutely must put in appearances if you want to be true to the source material: the imposing aunt, the idle goof, the maddening ingénue, and so forth. Most of the characters in Tally Ho were sparked by one or more classic Wodehouse characters. There are a few who I added in, though, that Wodehouse would never have dreamed of including, who I created to help me play with genre more.

But Wodehouse, for all of his genius at plotting, doesn’t try to make his characters wholly three-dimensional, because he’s writing farce. So what interested me is figuring out how to take a setting and group of characters that are designed for farce, and create a story that can shift (depending on one’s choices) back and forth from outright comedy to really touching love stories and other emotional moments.

It was a lot of fun to research the time period, but really, this world exists in a pastoral, between-the-wars neverland. The big forces of history can’t intrude on Aunt Primrose’s estate.

This is not your first rodeo with Choice of Games. What was different for you this time around, design-wise and writing-wise?

I could talk here about getting more familiar with ChoiceScript and designing a careful outline, but the biggest difference, by far, was that while I was writing Tally Ho I was reading and participating on the Choice of Games forum regularly. I was able to have a back-and-forth with writers and players about design and effective stat mechanics, about creating more satisfying endings, and about how to account for many different types of main characters.

For example, in chapter seven, the game could potentially end, and I expected some players would be taken aback by what might be perceived as a “bad ending.” For my previous game, I would have worked this out on my own, but for this game, I had a big community of seasoned players and designers moments away to help me craft that sequence to be as satisfying as possible. The Choice of Games forum is extraordinary.

600,000 words. But are they efficiently coded? And how on earth did you manage?

I just looked at the files, and I’m getting a bit north of 638,000 for word count.

Are they efficiently coded? Well, I’ll put it this way: they are more efficiently coded than Midsummer!

As for how I managed–I am a college professor, so I was lucky enough to have much of last May, June, July, and August to write. I wrote for perhaps six hours a day, and wrote chapters seven, eight, and nine over the summer. Chapters eight plus nine together are as long as the entire Midsummer game, which took me a full year to write!

During the school year it is much harder: I wake up early and write for an hour before heading to school, and I try to squeeze in an hour at night if I am done grading and preparing lectures for the next day.

Here’s what I value most in interactive fiction. In addition to lovely prose, I want to feel that the narrative is generous. What I mean is that I want to read and be rewarded for my choices with story that acknowledges my choice, that cares that I am crafting the narrative in a particular way. I want to be surprised by how expansive a narrative is, and I want to notice all of the twists and turns that I am choosing not to take, knowing that when I return to explore them, they will be worth the exploration. I call that “generous” because I know how much time and effort it is for a writer to spend the time honoring choices with unique prose, to create callbacks to choices made much earlier. It is a moment of communion between the reader and the author. That is largely the feeling I am going for in Tally Ho, and that’s what kept me going, even in the thick of it. I want to feel that choice 7 out of 13 is as special and hand-crafted as choice 1. I never want to feel like I am in the choice that the writer didn’t especially want to write.

The other thing that took a lot of time is that I wanted the player to feel like this game has their back. If you succeed in a stat check, great! You did something that you wanted to do. If you failed, you ended up creating a new plot point, probably something funny, but nothing that is going to mess up your story or stress you out. I believe very strongly in the idea of failing forward–if you fail, you made something else happen, and let’s explore that. It’s sure to be ridiculous, but I as the author am pulling for you, not serving as the hand of fate condemning you to losing the game. And so in that way I hope to create the feeling of collaboration. And that takes a while to write. So, yeah. 638,000 words!

Any new IF you’ve enjoyed you want our readers to know about? COG or otherwise?

Since writing A Midsummer Night’s Choice, I’ve worked through more of Choice of Games’ offerings. Over this year I especially enjoyed Choice of Robots, Slammed!, and Cannonfire Concerto. I made it a point to play Hollywood Visionary while writing Tally Ho to write a few scenes that were influenced by Hollywood; I just loved that game as well.

Aside from Choice of Games, I want to point in particular to Ebi-hime, a writer who I think is doing really interesting things with genre and narrative in interactive fiction, specifically interactive visual novels. Certainly, she has been the biggest influence on my own writing as far as her experiments with creating stories that dare to have their feet in high comedy, romance, dark tragedy, and other genres, sometimes whipping back and forth with great speed. I recommend in particular The Way We All Go.

What’s next for you?

Before anything else I am doing some scholarly writing about some of Edmund Spenser’s short narrative poetry. I have two pieces that I’m in the early stages of planning.

I am also filled with lots of idea for more games for COG, and I am in the process of refining some pitches. While Tally Ho is a complete work unto itself, I am not sure I am done exploring this world. I’ve been thinking in the voices of these characters for over a year now. I don’t think I’m wholly ready to let them go!

Dec 07

2017

T-Rex Time Machine — Face the world’s fiercest dinosaurs—on their turf!

Posted by: Rachel E. Towers | Comments (0)

We’re proud to announce that T-Rex Time Machine, the latest in our popular “Choice of Games” line of multiple-choice interactive-fiction games, is now available for Steam, iOS, and Android. It’s 25% off until December 14th!

Face the world’s fiercest dinosaurs and make it back to the future in one piece! You’re a physics student with a dream: travel back in time and document the world of dinosaurs. Can you survive the terrors of the Tyrannosaurus rex?

T-Rex Time Machine is a 170,000 word interactive adventure novel by Rosemary Claire Smith, where your choices control the story. It’s entirely text-based—without graphics or sound effects—and fueled by the vast, unstoppable power of your imagination.

When you successfully convert your Land Rover into a working time machine, you set your sights on traveling to the age of the Tyrannosaurus rex, triceratops, and pterosaur where you’ll study dinosaurs and film a thrilling documentary. The only problem is the competition: your rival and enemy Darien Vance has claimed your work for his own, accused you of plagiarism, and had you kicked out of graduate school. When you travel back in time, you’ll have to prove you got there first, redeem your good name, and make it home safely.

• Play as male or female, gay or straight.
• Dodge stampeding triceratopses and sickle-clawed troodontids.
• Find love with your best friend or one of your time-traveling classmates.
• Feed a baby duckbilled dinosaur and let it imprint on you.
• Film and debut your dinosaur documentary—as a scientific masterpiece or a heartwarming nature film.
• Master time travel as you repair your Land Rover on the fly.
• Prove your rival stole your time machine plans, or forge a new partnership with him.

Explore the Age of Dinosaurs–if you dare!

We hope you enjoy playing T-Rex Time Machine. We encourage you to tell your friends about it, and recommend the game on StumbleUpon, Facebook, Twitter, and other sites. Don’t forget: our initial download rate determines our ranking on the App Store. The more times you download in the first week, the better our games will rank.

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