Posted by: Adam Strong-Morse |
Comments (14)
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: Heather Albano |
Comments (28)
… and books are not RPGs. (By the way—hi there! I’m Heather. I joined Choice of Games as writer #3 just as Broadsides development was starting. It’s nice to meet you, too!) This post started as a comment to the “Help Us Switch Gender” thread, but I decided not to post it at the time, both because it got way too long and because I couldn’t make my points without risking spoilers. Now I think I can reasonably assume anyone reading this has played the game (but I put the spoilers under a cut anyway.) The core concept for Broadsides
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Choice of Broadsides, Game Design, Gender in Games
Posted by: Dan Fabulich |
Comments (14)
The hardest thing about writing a multiple-choice game in ChoiceScript is creating interesting choices for your players. Here are five rules you can follow to make decisions you write more fun and engaging. Rule 1: Every option should have real consequences If my decision has no effect on anything, why am I even making a decision? This rule is pretty uncontroversial, but in practice it’s hard to follow consistently. It’s easy to write a collection of choices where nothing really happens; the player moves from place to place pointlessly. If you catch yourself doing this, consider just deleting those false
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Game Design
Posted by: Adam Strong-Morse |
Comments (8)
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 |
Comments (289)
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 |
Comments (50)
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)
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 (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
Posted by: Adam Strong-Morse |
Comments (7)
While we believe that a vignette-based structure with relatively little branching lets us build strong text-based games, it produces some inherent tensions. On the one hand, we want choices to be meaningful, but on the other hand, we want to reuse later code. The urge to reuse code can create pressure to have choices be purely cosmetic. Sometimes we explicitly make choices not affect the rest of the game. Those choices are about the player’s imagining of a scene or triggering thoughts about motivations, not about affecting results. But taken to an extreme, this could destroy the meaningfulness of the
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Choice of the Dragon, Game Design