Friday, September 30, 2016

Roughing Scotland

Roughing Scotland

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It always looks a mess at this point.


Working on the coastline, plotting cities and towns, sketching out the boundaries of provinces - the last of which will probably change before I finish this map.  The above, I will not hesitate to say, was a lot of work; the Scottish west coast is not an easy line to plot.  Glad that this part, at least, is behind me.  Plotting the coast is one of my least favorite things.

But doesn't it look pretty?

There's the rivers yet to do, the drainage basins need to be calculated for that, plus the actual borders need drawing - and at some point, adding in the trade markets and the roads, though I probably won't do that for a long time.  Roads - because they fit into the trade system - are a huge headache.

There's lots of work to do, lots of work for all the rest of Great Britain, too.  Slow and steady work.  I like to show my work, however, particularly so I can see this post a few years later and remember what Scotland looked like before it was done.



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September 30, 2016 at 08:52PM

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

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Laurence wrote:
I made up a new table for critical hit rolls. Bear in mind that I haven't playtested this table yet. So if you try it, or if you have any suggestions, please let me know!
Nice work. I'll go over it, and if you fine tune either of these further be great if you can update it here.

Statistics: Posted by SkinnyOrc — Sat Oct 01, 2016 12:10 am






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September 30, 2016 at 06:34PM

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

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Totally. For monsters, I would stick to double damage. Leave all the flashy cool stuff to the heroes.

Statistics: Posted by Laurence — Fri Sep 30, 2016 9:30 pm






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September 30, 2016 at 03:32PM

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

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Very nice to use against monsters, if I used it against my players they would never come back :lol:

Statistics: Posted by shintokamikaze — Fri Sep 30, 2016 9:19 pm






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September 30, 2016 at 03:32PM

Segue: IFComp '16: Review Notes

Segue: IFComp '16: Review Notes

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The Interactive Fiction Competition is once again upon us; the deadline for submissions is today, in fact.

This year, I’m busy. But I did promise I would make an effort to review some of the games. As is tradition, before we see the list of comp games, I thought I should take a moment to go over my approach to reviewing these, partly to set expectations, and partly because no collection of comp reviews is complete without a self-important essay talking about the correct way to write reviews.

Practical Considerations

I am writing impressions, not full reviews. Unless I’m really taken with something, don’t expect 2000-word rundown of what it’s about. I might group some pieces into smaller roundups of capsule reviews, even.

I am probably not going to get through the entire comp. The number of entrants last year was huge, and unless an enormous drop-off happens this year, it’s unlikely I’ll have the time to go over everything.

I am doing this in no particular order. If your title or blurb really grabs me I’ll probably get to your thing first, but otherwise I will be playing things in a random order.

I will be following the two-hour rule for judging, but I won’t guarantee it for reviews. Which is to say, if I want to keep playing past two hours, I’ll mark down a judging grade for your piece and get back to it, and review it after I feel like I’m done with it.

As a final side note - I might be covering IFComp elsewhere as well, in which case I’ll be forgoing writing about certain games in here in favor of that, though I will probably go back and write some additional notes to cover stuff that I didn’t think was valuable in a review aimed at a more general public.

Grading Considerations

Review scores are bad, but I think a grade is useful for summing up how I feel about something, especially for people who don’t want to read the full review because they don’t have the time or want to go in blind. So I’m going to be putting grades into one of three categories:

  • Exceptional: this piece is an instant classic that everyone should play;
  • Recommended: this is a good piece doing interesting things;
  • Not recommended: this piece is either significantly flawed, or doing something that will only appeal to fans of a particular subgenre.

There are four additional categories that I don’t really expect to encounter, but want to bring up ahead of time for the sake of thoroughness:

  • Broken: I wasn’t able to view most of the content of this piece, or the effect was seriously hampered, because of technical issues; ie, I wasn’t able to really play this. I’ll probably just write that as a side note to another review.
  • Objectionable: This piece seems to espouse, support, or normalize a viewpoint that I find deeply objectionable (eg racism, misogyny), which for me overrides its technical or literary merit, if any. I might write at length about it, or I might not, but the bottom line is I wouldn’t recommend it to someone without a very large caveat.
  • Category Error: Even though I promote a fairly broad definition of interactive fiction, this piece doesn’t seem to belong here.
  • Won’t review: For some other reason, I can’t or won’t review this, for instance if it’s exclusive to some platform I don’t have access to.

Philosophical Considerations

I am not interested in how well something meets the (sometimes-arbitrary) trad-if standards of whether something is interactive enough, “polished” enough, or IF enough. Instead, I’m interested in what a piece has to say, and how effective it is in saying it, in terms of its content and interaction. I’m not interested in re-litigating whether dynfic or hybrid IF are interactive fiction (they are), but I am interested in whether a particular story benefits from a given format. I’m not concerned with the (somewhat calcified) standards of world model architecture that have been extremely prevalent in criticism within the IF community over the years, but I am interested in the ways the parser, trait-based narrative, and cybertext toolkits can be semantically productive.

This isn’t to say that I am giving traditional parser games a free pass on “mimesis” or whatever, but it does mean that things which are deliberately deviating from this construction will be evaluated on its own terms, and understood in those terms.

I’m particularly interested, these days, in procedurality, prose generation, narrative systems, and dynamic fiction, so you can expect to see a little more attention paid to these subjects or to pieces that give me an excuse to write about them. This isn’t to say that I like those pieces better; just that they happen to fall under my current theoretical and critical priorities. Particularly, I’m looking forward to seeing what people do with hypertext interaction, which seems to fall quite well under the IFComp’s purview.

Personal Considerations

I took part in the IFcomp last year, and I know it can be a bit of a harrowing experience. I know that it can be a twitchy tug between feeling like you haven’t gotten the attention or recognition you merit, and feeling blown out by too much scrutiny. So it’s absolutely not my goal to shame anyone for the work they put into the comp in good faith, which is why I’m trying to stay away from stack ranking people. Yes, some pieces are going to stand out, and some are going to not succeed. But it’s not my goal here to snark, or to act as a gatekeeper of who is worthy of being in the space.

This is, secretly, the real goal of the rating system: I might give some pieces little more than a sentence and a rating. I’m not sure if that is a good balance to strike between staying totally silent about something because I don’t have anything too positive to say, and writing a full-on negative review (and I reserve the right to write negative reviews if I think they would be interesting or useful). But I’m not trying to turn anyone’s creative failure into entertainment, here, which I think is the standard you have to apply. At the same time, I do want to at least mention every game I get around to playing.

Above everything, I implore authors to remember: Your value as a person is totally orthogonal to your creative success. This is not a competition to determine how much you matter or how good you are.





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September 30, 2016 at 02:03PM

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

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Challenge accepted! :)

I made up a new table for critical hit rolls. Bear in mind that I haven't playtested this table yet. So if you try it, or if you have any suggestions, please let me know!

ALTERNATIVE CRITICAL HIT TABLE

You hit your opponent for normal damage AND gain a random effect.

Roll two dice and read them as a two-digit number between 11 and 66:

11Fast follow-up blow! Roll damage again.
12You also hit an adjacent foe.
13You turn foe’s attack back on himself for normal damage.
14Vicious blow! Your attack does double damage.
15Strike a weak spot. Ignore armor and add +2 to your damage roll.
16Combo hit! Strike your foe again for extra 1d3 damage, then get +1 on your next attack.

21You swing or jump off the scenery (or large foe). +3 to your next attack.
22After hitting your foe, you duck around the scenery and get a free hit on a different foe.
23You send scenery crashing down onto your foe, causing 1d6 damage.
24You use the scenery as cover. -3 to foe’s next attack.
25Drive foe back over a ledge, into the water or a pit, or into the scenery for 1d6 damage.
26Ground/floor gives away beneath foe, dropping them away into whatever lies below.

31Team up! One ally of your choice gets a free hit on their foe.
32Your blow sends your foe reeling. Ally of your choice gets a free hit.
33Over here! You also hit a foe who is fighting an ally.
34Higher ground! You gain a terrain advantage. Add +1 SKILL as long as you stay there.
35Maneuver behind your foe. +3 to your next attack.
36Unexpected aid! An old ally or random monster joins the fight, attacking your foe. (Then runs off after the battle.)

41Your ferocity terrifies your foe, who must test SKILL or flee.
42Coward! The foe furthest away from you drops his weapon and flees, or loses 3 SKILL.
43You duck, and your foe hits nearest other foe (or self) for normal damage.
44Your blow sends your foe crashing back into another foe. Both foes -3 to next attack.
45You drive your foe back. Foe may only defend next round, not attack.
46Knock foe down! Foe has -3 penalty to next attack.

51Foe loses use of special power for this combat. If no power, foe loses weapon (-3 SKILL).
52Break your foe’s weapon! (If magic, it’s instead knocked away.) -3 to foe’s SKILL.
53You seize foe’s weapon and may wield it if you wish. -3 to foe’s SKILL.
54Crippling blow! Reduce foe’s SKILL by 2.
55Foe is stunned! Your next attack automatically hits for +1 damage.
56Foe catches fire! (Probably from a light source.) Foe takes fire damage.

61Precision strike! Foe loses 1 SKILL.
62Lucky strike! Regain 1 LUCK point.
63Adrenaline surge! Regain 1d3 STAMINA.
64You spot foe’s weakness. +2 SKILL vs. this foe until defeated.
65Heroic resolve! Regain 1d3 STAMINA.
66Mortal blow! You do double maximum damage.

Statistics: Posted by Laurence — Fri Sep 30, 2016 6:17 pm






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September 30, 2016 at 12:28PM

Advanced Fighting Fantasy 2 • Re: "Active" Directers

Advanced Fighting Fantasy 2 • Re: "Active" Directers

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I am running our group through Firetop at the moment although its been disturbed by a house move on my part. When we do get the chance to get together we are really enjoying it I have to say.

Statistics: Posted by Dupont — Fri Sep 30, 2016 5:03 pm






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September 30, 2016 at 11:26AM

Versificator IF blog: IFComp IFComp IFComp IFComp IFComp!

Versificator IF blog: IFComp IFComp IFComp IFComp IFComp!

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The 2016 Interactive Fiction Competition – its 22nd year – opens on 1 October. There will then be a six-week judging period closing on 15 November, and the winners announced shortly after that.

The last time I entered in the IFComp was ten years ago, with Aunts and Butlers. The competition has changed since then, both in terms of its official rules and, from what I can gather, some of the community’s attitudes around it.

For the first time, the rather unusual “gag rule”, which forbade authors from talking about their games, has been lifted. Some people are worried this will make it a self-promotion competition, but I think the rule change is a good thing. When I entered Aunts and Butlers I wasn’t even supposed to tell my friends I’d made a game. It was also a very unusual rule for a competition, which put off outsiders and has sometimes led to some unfortunate misunderstandings. I also believe it reinforced, or even celebrated, the insularity of the IF community. And it made even less sense for web-based games (which included almost no IF at the time.)

So I can tell you that I am indeed entering the competition, with another choice/parser hybrid game using an improved version of the Draculaland engine, called Detectiveland. This is a comic puzzler in the hardboiled detective/noir genre, in which you play a struggling private investigator trying to make a living and fight crime in Prohibition-era New Losago.

detectiveland

I’m not allowed to canvass for votes, and that’s not what I’m doing: visit the competition; there’ll be 50+ other games too. Play them, judge them [if you have time to play at least five] – review them, if that’s your thing – and give high scores to the ones you enjoy.

Another rule change, which has been in effect for a few years now, is that authors are allowed to update our games during the judging period, with an understanding that this is intended for bugfixes rather than new content. This I could really, really have done with in the case of Aunts and Butlers – at the last minute I made a change to the interface that, unknown to me, made the game effectively unplayable in the Safari browser. That, plus the even poorer reputation of ‘homebrew’ systems at the time (which meant most Safari users didn’t bother trying another browser), probably cost me several places in the ranking, even though I found out about the bug and knew how to fix it before almost anybody had actually played the game. It’s not (all) about my bitterness, but I see this change as unequivocally a good thing, including for the judges and players, who get to play better games.

(It’s been surprisingly contentious – I’ve seen some people saying it’s unfair and they’ll never enter the comp again – but the kind of competition that you can win because of other people’s bad luck isn’t the kind I want to compete in. It’d be like winning at chess because your opponent’s mobile phone rings.)

Outside of changes to the actual rules: I’ve heard that, what with the Twine revolution and explosion of new choice-based systems in the last several years, ‘homebrew’ games are a little less looked down on these days. That’s good too. The meaning of IF has broadened, and its following has broadened with it.

Honestly, I’ve written this because it’s the day before IFComp opens and I just wanted a way to pass the time. If you’ve entered, good luck! If you’re judging, be fair! If you’re an organiser, THANKS. And if you’re playing, I hope you enjoy it!





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September 30, 2016 at 09:30AM

Web Interactive Fiction: FyreVM on the Desktop

Web Interactive Fiction: FyreVM on the Desktop

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I’ve started building desktop versions of fyrevm-web. This will be a hybrid of a local app (cross-platform using the new .NET core cross-platform libraries) and an embedded browser window.

The goal is to provide the same usage scenarios that we have with z-machine and glk-based interpreters, though the actual interpreters will be very different. The stories themselves will be HTML-based and support varied user interfaces. The interpreter will still support saves and restores, transcripts, and user-selected CSS files (to alter fonts, colors, etc).

The best part is that the bulk of the code is shared between Mac, Linux, and Windows.

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September 30, 2016 at 09:30AM

The Digital Antiquarian: A Slow-Motion Revolution

The Digital Antiquarian: A Slow-Motion Revolution

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CD-ROM

A quick note on terminology before we get started: “CD-ROM” can be used to refer either to the use of CDs as a data-storage format for computers in general or to the Microsoft-sponsored specification for same. I’ll be using the term largely in the former sense in the introduction to this article, in the latter after something called “CD-I” enters the picture. I hope the point of transition won’t be too hard to identify, but my apologies if this leads to any confusion. Sometimes this language of ours is a very inexact thing.



In the first week of March 1986, much of the computer industry converged on Seattle for the first annual Microsoft CD-ROM Conference. Microsoft had anticipated about 500 to 600 attendees to the four-day event. Instead more than 1000 showed up, forcing the organizers to reject many of them at the door of a conference center that by law could only accommodate 800 people. Between the presentations on CD-ROM’s bright future, the attendees wandered through an exhibit hall showcasing the format’s capabilities. The hit of the hall was what was about to become the first CD-ROM product ever to be made available for sale to the public, consisting of the text of all 21 volumes of the Grolier Academic Encyclopedia, some 200 MB in all, on a single disc. It was to be published by KnowledgeSet, a spinoff of Digital Research. Digital’s founder Gary Kildall, apparently forgiving Bill Gates his earlier trespasses in snookering a vital IBM contract out from under his nose, gave the conference’s keynote address.

Kildall’s willingness to forgive and forget in light of the bright optical-storage future that stood before the computer industry seemed very much in harmony with the mood of the conference as a whole. Sentiments often verged on the utopian, with talk of a new “paperless society” abounding, a revolution to rival that of Gutenberg. “The compact disc represents a major discontinuity in the cost of producing and distributing information,” said one Ed Schmid of DEC. “You have to go back to the invention of movable type and the printing press to find something equivalent.” The enthusiasm was so intense and the good vibes among the participants — many of them, like Gates and Kildall, normally the bitterest of enemies — so marked that some came to call the conference “the computer industry’s Woodstock.” If the attendees couldn’t quite smell peace and love in the air, they certainly could smell potential and profit.

All the excitement came down to a single almost unbelievable number: the 650 MB of storage offered by every tiny, inexpensive-to-manufacture compact disc. It’s very, very difficult to fully convey in our current world of gigabytes and terabytes just how inconceivably huge a figure 650 MB actually was in 1986, a time when a 40 MB hard drive was a cavernous, how-can-I-ever-possibly-fill-this-thing luxury found on only the most high-end computers. For developers who had been used to making their projects fit onto floppy disks boasting less than 1 MB of space, the idea of CD-ROM sounded like winning the lottery several times over. You could put an entire 21-volume encyclopedia on one of the things, for Pete’s sake, and still have more than two-thirds of the space left over! Suddenly one of the most nail-biting constraints against which they had always labored would be… well, not so much eased as simply erased. After all, how could anything possibly fill 650 MB?

And just in case that wasn’t enough great news, there was also the fact that the CD was a read-only format. If the industry as a whole moved to CD-ROM as its format of choice, the whole piracy problem, which organizations like the Software Publishers Association ardently believed was costing it billions every year, would dry up and blow away like a dandelion in the fall. Small wonder that the mood at the conference sometimes approached evangelistic fervor. Microsoft, as swept away with it all as anyone, published a collection of the papers that were presented there under the very non-businesslike, non-Microsoft-like title of CD-ROM: The New Papyrus. The format just seemed to demand a touch of rhapsodic poetry.

But the rhapsody wasn’t destined to last very long. The promised land of a software industry built around the effectively unlimited storage capacity of the compact disc would prove infuriatingly difficult to reach; the process of doing so would stretch over the better part of a decade, by the end of which time the promised land wouldn’t seem quite so promising anymore. Throughout that stretch, CD-ROM was always coming in a year or two, always the next big thing right there on the horizon that never quite arrived. This situation, so antithetical to the usual propulsive pace of computer technology, was brought about partly by limitations of the format itself which were all too easy to overlook amid the optimism of that first conference, and partly by a unique combination of external factors that sometimes almost seemed to conspire, perfect-storm-like, to keep CD-ROM out of the hands of consumers.



The compact disc was developed as a format for music by a partnership of the Dutch electronics giant Philips and the Japanese Sony during the late 1970s. Unlike the earlier analog laser-disc format for the storage of video, itself a joint project of Philips and the American media conglomerate MCA, the CD stored information digitally, as long strings of ones and zeros to be passed through digital-to-analog converters and thus turned into rich stereo sound. Philips and Sony published the final specifications for the music CD in 1980, opening up to others who wished to license the technology what would become known as the “Red Book” standard after the color of the binder in which it was described. The first consumer-oriented CD players began to appear in Japan in 1982, in the rest of the world the following year. Confined at first to the high-end audiophile market, by the time of that first Microsoft CD-ROM Conference in 1986 the CD was already well on its way to overtaking the record album and, eventually, the cassette tape to become the most common format for music consumption all over the world.

There were good reasons for the CD’s soaring popularity. Not only did CDs sound better than at least all but the most expensive audiophile turntables, with a complete absence of hiss or surface noise, but, given that nothing actually touched the surface of a disc when it was being played, they could effectively last forever, no matter how many times you listened to them; “Perfect sound forever!” ran the tagline of an early CD advertising campaign. Then there was the way you could find any song you liked on a CD just by tapping a few buttons, as opposed to trying to drop a stylus on a record at just the right point or rewind and fast-forward a cassette to just the right spot. And then there was the way that CDs could be carried around and stored so much more easily than a record album, plus the way they could hold up to 75 minutes worth of music, enough to pack many double vinyl albums onto a single CD. Seldom has a new media format appeared that is so clearly better than the existing formats in almost all respects.

It didn’t take long for the computer industry to come to see the CD format, envisioned originally strictly as a music medium, as a natural one to extend to other types of data storage. Where the rubber met the road — or the laser met the platter — a CD player was just a mechanism for reading bits off the surface of the disc and sending them on to some other circuitry that knew what to do with them. This circuitry could just as easily be part of a computer as a stereo system.

Such a sanguine view was perhaps a bit overly reductionist. When one started really delving into the practalities of the CD as a format for data storage, one found a number of limitations, almost all of them drawn directly from the technology’s original purpose as a music-delivery solution. For one thing, CD drives were only capable of reading data off a disc at a rate of 153.6 K per second, this figure being not coincidentally exactly the speed required to stream standard CD sound for real-time playback. Such a throughput was considered pretty good but hardly breathtaking by mid-1980s hard-disk standards; an average 10 MB hard drive of the period might have a transfer rate of about 96 K per second, although high-performance drives could triple or even quadruple that figure.

More problematic was a CD drive’s atrocious seek speed — i.e., the speed at which files could be located for reading on a disc. An average 10 MB hard disk of 1986 had a typical seek time of about 100 milliseconds, a worst-case-scenario maximum of about 200 — although, again, high-performance models could improve on those figures by a factor of four. A CD drive, by contrast, had a typical seek time of 500 milliseconds, a maximum of 1000  — one full second. The designers of the music CD hadn’t been particularly concerned by the issue, for a music-CD player would spend the vast majority of its time reading linear streams of sound data. On those occasions when the user did request a certain track found deeper on the disc, even a full second spent by the drive in seeking her favorite song would hardly be noticed unduly, especially in comparison to the pain of trying to find something on a cassette or a record album. For storage of computer data, however, the slow seek speed gave far more cause for concern.

The LMS LaserDrive is typical of the oddball formats that proliferated during the early years of optical data storage. It can hold 1 GB on each side of a double-sided disc. Unfortunately, each disc cost hundreds of dollars, the unit itself thousands.

The Laser Magnetic Storage LaserDrive is typical of the oddball formats that proliferated during the early years of optical data storage. It could hold 1 GB on each side of a double-sided disc. Unfortunately, each disc cost hundreds of dollars, the unit itself thousands.

Given these issues of performance, which promised only to get more marked in comparison to hard drives as the latter continued to get faster, one might well ask why the industry was so determined to adapt the music CD specifically to data storage rather than using Philips and Sony’s work as a springboard to another optical format with affordances more suitable to the role. In fact, any number of companies did choose the latter course, developing optical formats in various configurations and capacities, many even offering the ability to write to as well as read from the disc. (Such units were called “WORM” drives, for “Write Once Read Many”; data, in other words, could be written to their discs, but not erased or rewritten thereafter.) But, being manufactured in minuscule quantities as essentially bespoke items, all such efforts were doomed to be extremely expensive.

The CD, on the other hand, had the advantage of an existing infrastructure dedicated to stamping out the little silver discs and filling them with data. At the moment, that data consisted almost exclusively of encoded music, but the process of making the discs didn’t care a whit what the ones and zeros being burned into them actually represented. CD-ROM would allow the computer industry to piggy-back on an extant, mature technology that was already nearing ubiquity. That was a huge advantage when set against the cost of developing a new format from scratch and setting up a similar infrastructure to turn it out in bulk — not to mention the challenge of getting the chaotic, hyper-competitive computer industry to agree on another format in the first place. For all these reasons, there was surprisingly little debate on whether adapting the music CD to the purpose of data storage was really the best way to go. For better or for worse, the industry hitched its wagon to the CD; its infelicities as a general-purpose data-storage solution would just have to be worked around.

One of the first problems to be confronted was the issue of a logical file format for CD-ROM. The physical layout of the bits on a data CD was largely dictated by the design of the platters themselves and the machinery used to burn data into them. Yet none of that existing infrastructure had anything to say about how a filesystem appropriate for use with a computer should work within that physical layout. Microsoft, understanding that a certain degree of inter-operability was a valuable thing to have even among the otherwise rival platforms that might wind up embracing CD-ROM, pushed early for a standardized logical format. As a preliminary step on the road to that landmark first CD-ROM Conference, they brought together a more intimate group of eleven other industry leaders at the High Sierra Resort and Casino in Lake Tahoe in November of 1985 to hash out a specification. Among those present were Philips, Sony, Apple, and DEC; notably absent was IBM, a clear sign of Microsoft’s growing determination to step out of the shadow of Big Blue and start dictating the direction of the industry in their own right. The so-called “High Sierra” format would be officially published in finalized form in May of 1986.

In the run-up to the first Microsoft CD-ROM Conference, then, everything seemed to be coming together nicely. CD-ROM had its problems, but virtually everyone agreed that it was a tremendously exciting development. For their part, Microsoft, driven by a Bill Gates who was personally passionate about the format and keenly aware that his company, the purveyor of clunky old MS-DOS, needed for reasons of public relations if nothing else a cutting-edge project to rival any of Apple’s, had established themselves as the driving force behind the nascent optical revolution. And then, just five days before the conference was scheduled to convene — timing that struck very few as accidental — Philips injected a seething ball of chaos into the system via something called CD-I.

CD-I was a different, competing file format for CD data storage. But CD-I was also much, much more. Excited by the success the music CD had enjoyed, Philips, with the tacit but largely silent support of Sony, had decided to adapt the format into the all-singing, all-dancing, all-around future of home entertainment in the abstract. Philips would be making a CD-I box for the home, based on a minimalist operating system called OS-9 running on a Motorola 68000 processor. But this would be no typical home computer; the user would be able to control CD-I entirely using a VCR-style remote control. CD-I was envisioned as the interactive television of the future, a platform for not only conventional videogames but also lifestyle products of every description, from interactive astronomy lessons to the ultimate in exercise tapes. Philips certainly wasn’t short of ideas:

Think of owning an encyclopedia which presents chosen topics in several different ways. Watching a short audio/video sequence to gain a general background to the topic. Then choosing a word or subject for more in-depth study. Jumping to another topic without losing your place — and returning again after studying the related topic to proceed further. Or watching a cartoon film, concert, or opera with the interactive capabilities of CD-I added. Displaying the score, libretto, or text onscreen in a choice of languages. Or removing one singer or instrument to be able to sing along with the music.

Just as they had with the music CD, Philips would license the specifications to whoever else wanted to make gadgets of their own capable of playing the CD-I discs. They declared confidently that there would be as many CD-I players in the world as phonographs within a few years of the format’s debut, that “in the long run” CD-I “could be every bit as big as the CD-audio market.”

Already at the Microsoft CD-ROM Conference, Phillips began aggressively courting developers in the existing computer-games industry to embrace CD-I. Plenty of them were more than happy to do so. Despite the optimism that dominated at the conference, it wasn’t clear how much priority Microsoft, who earned the vast majority of their money from business computing, would really give to more consumer-focused applications of CD-ROM like gaming. Philips, on the other hand, was a giant of consumer electronics. While they paid due lip service to applications of CD-I in areas like corporate training, it was always clear that it would be first and foremost a technology for the living room, one that comprehensively addressed what most believed was the biggest factor limiting the market for conventional computer games: that the machines that ran them were just too fiddly to operate. At the time that CD-I was first announced, the videogame console was almost universally regarded as a dead fad; the machine that would so dramatically reverse that conventional wisdom, the Nintendo Entertainment System, was still an oddball upstart being sold in selected markets only. Thus many game makers saw CD-I as their only viable route out of the back bedroom and into the living room — into the mainstream of home entertainment.

So, when Philips spoke, the game developers listened. Many publishers, including big powerhouses like Activision as well as smaller boutique houses like the 68000 specialists Aegis Development, committed to CD-I projects during 1986, receiving in return a copy of the closely guarded “Green Book” that detailed the inner workings of the system. There was no small pressure to get in on the action quickly, for Philips was promising to ship the first finished CD-I units in time for the Christmas of 1987. Trip Hawkins of Electronic Arts made CD-I a particular priority, forming a whole new in-house development division for the platform. He’d been waiting for a true next-generation mainstream game machine for years. At first, he’d thought the Commodore Amiga would be that machine, but Commodore’s clueless marketing and the Amiga’s high price were making such an outcome look less and less likely. So now he was looking to CD-I, which promised graphics and sound as good as those of the Amiga, along with the all but infinite storage of the unpirateable CD format, and all in a tidy, inexpensive package designed for the living room. What wasn’t to like? He imagined Silicon Valley becoming “the New Hollywood,” imagined a game like Electronic Arts’s hit Starflight remade as a CD-I experience.

You could actually do it just like a real movie. You could hire a costume designer from the movie business, and create special-effects costumes for the aliens. Then you’d videotape scenes with the aliens, and have somebody do a soundtrack for the voices and for the text that they speak in the game.

Then you’d digitize all of that. You could fill up all the space on the disc with animated aliens and interesting sounds. You would also have a universe that’s a lot more interesting to look at. You might have an out-of-the-cockpit view, like Star Trek, with planets that look like planets — rotating, with detailed zooms and that sort of thing.

Such a futuristic vision seemed thoroughly justifiable based on Philips’s CD-I hype, which promised a rich multimedia environment combining CD-quality stereo sound with full-motion video, all at a time when just displaying a photo-realistic still image captured from life on a computer screen was considered an amazing feat. (Among extant personal computers, only the Amiga could manage it.) When developers began to dive into the Green Book, however, they found the reality of CD-I often sharply at odds with the hype. For instance, if you decided to take advantage of the CD-quality audio, you had to tie up the CD drive entirely to stream it, meaning you couldn’t use it to fetch pictures or video or anything else for this supposed rich multimedia environment.

Video playback became an even bigger sore spot that echoed back to those fundamental limitations that had been baked into the CD when it was regarded only as a medium for music delivery. A transfer rate of barely 150 K per second just wasn’t much to work with in terms of streaming video. Developers found themselves stymied by an infuriating Catch-22. If you tried to work with an uncompressed or only modestly compressed video format, you simply couldn’t read it off the disk fast enough to display it in real-time. Yet if you tried to use more advanced compression techniques, it became so expensive in terms of computation to decompress the data that the CD-I unit’s 68000 CPU couldn’t keep up. The best you could manage was to play video snippets that only filled a quarter of the screen — not a limitation that felt overly compatible with the idea of CD-I as the future of home entertainment in the abstract. It meant that a game like the old laser-disc-driven arcade favorite Dragon’s Lair, the very sort of thing people tended to think of first when you mentioned optical storage in the context of entertainment, would be impossible with CD-I. The developers who had signed contracts with Philips and committed major resources to CD-I could only soldier on and hope the technology would continue to evolve.

By 1987, then, the CD as a computer format had been split into two camps. While the games industry had embraced CD-I, the powers that were in business computing had jumped aboard the less ambitious, Microsoft-sponsored standard of CD-ROM, which solved issues like the problematic video playback of CD-I by the simple expediency of not having anything at all to say about them. Perhaps the most impressive of the very early CD-ROM products was the Microsoft Bookshelf, which combined Roget’s Thesaurus, The American Heritage Dictionary, The Chicago Manual of Style, The World Almanac and Book of Facts, and Bartlett’s Familiar Quotations alongside spelling and grammar checkers, a ZIP Code directory, and a collection of forms and form letters, all on a single disc — as fine a demonstration of the potential of the new format as could be imagined short of all that rich multimedia that Philips had promised. Microsoft proudly noted that Bookshelf was their largest single product ever in terms of the number of bits it contained and their smallest ever in physical size. Nevertheless, with most drives costing north of $1000 and products to use with them like Microsoft Bookshelf hundreds more, CD-ROM remained a pricey proposition found in vanishingly few homes — and for that matter not in all that many businesses either.

But at least actual products were available in CD-ROM format, which was more than could be said for CD-I. As 1986 turned into 1987, developers still hadn’t received any CD-I hardware at all, being forced to content themselves with printed specifications and examples of the system in action distributed on videotape by Philips. Particularly for a small company like Aegis, which had committed heavily to a game based on Jules Verne’s 20,000 Leagues Under the Sea, for which they had recruited Jim Sachs of Defender of the Crown fame as illustrator, it was turning into a potentially dangerous situation.

The computer industry — even those parts of it now more committed to CD-I than CD-ROM — dutifully came together once again for the second Microsoft CD-ROM Conference in March of 1987. In contrast to the unusual Pacific Northwest sunshine of the previous conference, the weather this year seemed to match the more unsettled mood: three days of torrential downpour. It was a more skeptical and decidedly less Woodstock-like audience who filed into the auditorium one day for a presentation by no less unlikely a party than the venerable old American conglomerate General Electric. But in the course of that presentation, the old rapture came back in a hurry, culminating in a spontaneous standing ovation. What had so shocked and amazed the audience was the impossible made real: full-screen video running in real-time off a CD drive connected to what to all appearances was an ordinary IBM PC/AT computer. Digital Video Interactive, or DVI, had just made its dramatic debut.

DVI’s origins dated back to 1983, when engineer Larry Ryan of another old-school American company, RCA, had been working on ways to make the old analog laser-disc technology more interactive. Growing frustrated with the limitations he kept bumping against, he proposed to his bosses that RCA dump the laser disc from the equation entirely and embrace digital optical storage. They agreed, and a new project on those lines was begun in 1984. It was still ongoing two years later — just reaching the prototype stage, in fact — when General Electric acquired RCA.

DVI worked by throwing specialized hardware at the problem which Philips had been fruitlessly trying to solve via software alone. By using ultra-intensive compression techniques, it was possible to crunch video playing at a resolution of 256 X 240 — not an overwhelming resolution even by the standards of the day, but not that far below the practical resolution of a typical television set either — down to a size below 153.6 K per second of footage without losing too much quality. This fact was fairly well-known, not least to Philips. The bottleneck had always been the cost of decompressing the footage fast enough to get it onto the screen in real time. DVI attacked this problem via a hardware add-on that consisted principally of a pair of semi-autonomous custom chips designed just for the task of decompressing the video stream as quickly as possible. DVI effectively transformed the potential 75 minutes of sound that could be stored on a CD into 75 minutes of video.

Philosophically, the design bore similarities to the Amiga’s custom chips — similarities which became even more striking when you considered some of the other capabilities that came almost as accidental byproducts of the design. You could, for instance, overlay conventional graphics onto the streaming video by using the computer’s normal display circuitry in conjunction with DVI, just as you could use an Amiga to overlay titles and other graphics onto a “genlocked” feed from a VCR or other video source. But the difference with DVI was that it required no complicated external video source at all, just a CD in the computer’s CD drive. The potential for games was obvious.

In this demonstration of DVI

In this demonstration of DVI’s potential, the user can explore an ancient Mayan archeological site that’s depicted using real-world video footage, while the icons used as controls are traditional computer graphics.

Still, DVI’s dramatic debut barely ended before the industry’s doubts began. It seemed clear enough that DVI was technically better than CD-I, at least in the hugely important area of video playback, but General Electric — hardly anyone’s idea of a nimble innovator — offered as yet no clear road map for the technology, no hint of what they really planned to do with it. Should game developers place their CD-I projects on hold to see if something better really was coming in the form of DVI, or should they charge full speed ahead and damn the torpedoes? Some did one, some did the other; some made halfhearted commitments to both technologies, some vacillated between them.

But worst of all was the effect that DVI had on Phillips. They were thrown into a spin by that presentation from which they never really recovered. Fearful of getting their clock cleaned in the marketplace by a General Electric product based on DVI, Phillips stopped CD-I in its tracks, demanding that a way be found to make it do full-screen video as well. From an original plan to ship the first finished CD-I units in time for Christmas 1987, the timetable slipped to promise the first prototypes for developers by January of 1988. Then that deadline also came and went, and all that developers had received were software emulators. Now the development prototypes were promised by summer 1988, finished units expected to ship in 1989. The delay notwithstanding, Philips still confidently predicted sales in “the tens of millions.” But then world domination was delayed again until 1990, then 1991.

Prototype CD-I units finally began reaching developers in early 1989, years behind schedule.

Prototype CD-I units finally began reaching developers in early 1989, years behind schedule.

Wanting CD-I to offer the best of everything, the project chased its own tail for years, trying to address every actual or potential innovation from every actual or potential rival. The game publishers who had jumped aboard with such enthusiasm in the early days were wracked with doubt upon the announcement of each successive delay. Should they jump off the merry-go-round now and cut their losses, or should they stay the course in the hope that CD-I finally would turn into the revolutionary product Philips had been promising for so long? To this day, you merely have to mention CD-I to even the most mild-mannered old games-industry insider to be greeted with a torrent of invective. Philips’s merry-go-round cost the industry huge. Some smaller developers who had trusted Philips enough to bet their very survival on CD-I paid the ultimate price. Aegis, for example, went out of business in 1990 with CD-I still vaporware.

While CD-I chased its tail, General Electric, the unwitting instigators of all this chaos, tried to decide in their slow, bureaucratic way what to do with this DVI thing they’d inherited. Thus things were as unsettled as ever on the CD-I and DVI fronts when the third Microsoft CD-ROM Conference convened in March of 1988. The old plain-Jane CD-ROM format, however, seemed still to be advancing slowly but steadily. Certainly Microsoft appeared to be in fine fettle; harking back to the downpour that had greeted the previous year’s conference, they passed out oversized gold umbrellas to everyone — emblazoned, naturally, with the Microsoft logo in huge type. They could announce at their conference that the High Sierra logical format for CD-ROM had been accepted, with some modest modifications to support languages other than English, by the International Standards Organization as something that would henceforward be known as “ISO 9660.” (It remains the standard logical format for CD-ROM to this day.) Meanwhile Philips and Sony were about to begrudgingly codify the physical format for CD-ROM, extant already as a de facto standard for several years now, as the Yellow Book, latest addition to a library of binders that was turning into quite the rainbow. Apple, who had previously been resistant to CD-ROM, driven as it was by their arch-rival Microsoft, showed up with an official CD-ROM drive for a Macintosh or even an Apple II, albeit at a typically luxurious Apple price of $1200. Even IBM showed up for the conference this time, albeit with a single computer attached to a non-IBM CD-ROM drive and a carefully noncommittal official stance on all this optical evangelism.

As CD-ROM gathered momentum, the stories of DVI and CD-I alike were already beginning to peter out in anticlimax. After doing little with DVI for eighteen long months, General Electric finally sold it to Intel at the end of 1988, explaining that DVI just “didn’t mesh with [their] strategic plans.” Intel began shipping DVI setups to early adopters in 1989, but they cost a staggering $20,000 — a long, long way from a reasonable consumer price point. DVI continued to lurch along into the 1990s, but the price remained too high. Intel, possessed of no corporate tradition of marketing directly to consumers, often seemed little more motivated to turn DVI into a practical product than had been General Electric. Thus did the technology that had caused such a sensation and such disruption in 1987 gradually become yesterday’s news.

Ironically, we can lay the blame for the creeping irrelevancy of DVI directly at the feet of the work for which Intel was best known. As Gordon Moore — himself an Intel man — had predicted decades before, the overall throughput of Intel’s most powerful microprocessors continued to double every two years or so. This situation meant that the problem DVI addressed through all that specialized hardware — that of conventional general-purpose CPUs not having enough horsepower to decompress an ultra-compressed video stream fast enough — wasn’t long for this world. And meanwhile other engineers were attacking the problem from the other side, addressing the standard CD’s reading speed of just 153.6 K per second. They realized that by applying an integral multiplier to the timing of a CD drive’s circuitry, its reading (and seeking) speed could be increased correspondingly. Soon so-called “2X” drives began to appear, capable of reading data at well over 300 K per second, followed in time by “4X” drives, “8X” drives, and whatever unholy figure they’ve reached by today. These development rendered all of the baroque circuitry of DVI pointless, a solution in search of a problem. Who needed all that complicated stuff?

CD-I’s end was even more protracted and ignominious. The absurd wait eventually got to be too much for even the most loyal CD-I developers. One by one, they dropped their projects. It marked a major tipping point when in 1989 Electronic Arts, the most enthusiastic of all the software publishers in the early days of CD-I, closed down the department they had formed to develop for the platform, writing off millions of dollars on the aborted venture. In another telling sign of the times, Greg Riker, the manager of that department, left Electronic Arts to work for Microsoft on CD-ROM.

When CD-I finally trickled onto store shelves just a few weeks shy of Christmas 1991, it was able to display full-screen video of a sort but only in 128 colors, and was accompanied by an underwhelming selection of slapdash games and lifestyle products, most funded by Philips themselves, that were a far cry from those halcyon expectations of 1986. CD-I sales disappointed — immediately, consistently, and comprehensively. Philips, nothing if not persistent, beat the dead horse for some seven years before giving up at last, having sold only 1 million units in total, many of them at fire-sale discounts.

In the end, the big benefactor of the endless CD-I/DVI standoff was CD-ROM, the simple, commonsense format that had made its public debut well before either of them. By 1993 or so, you didn’t need anything special to play video off a CD at equivalent or better quality to that which had been so amazing in 1987; an up-to-date CPU combined with a 2X CD-ROM drive would do the job just fine. The Microsoft standard had won out. Funny how often that happened in the 1980s and 1990s, isn’t it?

Bill Gates’s reputation as a master Machiavellian being what it is, I’ve heard it suggested that the chaos and indecision which followed the public debut of DVI had been consciously engineered by him — that he had convinced a clueless General Electric to give that 1987 demonstration and later convinced Intel to keep DVI at least ostensibly alive and thus paralyzing Philips long enough for everyday PC hardware and vanilla CD-ROM to win the day, all the while knowing full well that DVI would never amount to anything. That sounds a little far-fetched to this writer, but who knows? Philips’s decision to announce CD-I five days before Microsoft’s CD-ROM Conference had clearly been a direct shot across Bill Gates’s bows, and such challenges did tend not to end well for the challengee. Anything else is, and must likely always remain, mere speculation.

(Sources: Amazing Computing of May 1986; Byte of May 1986, October 1986, April 1987, January 1989, May 1989, and December 1990; Commodore Magazine of November 1988; 68 Micro Journal of August/September 1989; Compute! of February 1987 and June 1988; Macworld of April 1988; ACE of September 1989, March 1990, and April 1990; The One of October 1988 and November 1988; Sierra On-Line’s newsletter of Autumn 1989; PC Magazine of April 29 1986; the premiere issue of AmigaWorld; episodes of the Computer Chronicles television series entitled “Optical Storage Devices,” “CD-ROMs,” and “Optical Storage”; the book CD-ROM: The New Papyrus from the Microsoft Press. Finally, my huge thanks to William Volk, late of Aegis and Mediagenic, for sharing his memories and impressions of the CD wars with me in an interview.)


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September 30, 2016 at 09:30AM

Lessons: Return of the Jedi

Lessons: Return of the Jedi

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The original trilogy (OT) is now complete! Read the other two entries here: Lessons: A New Hope Lessons: Empire Strikes Back As I go on, I’m getting more and more excited about how to crack the prequel trilogy (PT) into a successful reboot. Talking with Brian (my go-to fellow Star Wars fanatic who’s helping me crack the story), […]



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September 30, 2016 at 08:46AM

Gamebook Friday: 72 hours to go for The Wicked Wizard of Oz on Kickstarter!

Gamebook Friday: 72 hours to go for The Wicked Wizard of Oz on Kickstarter!

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There are just 72 hours to go for The Wicked Wizard of Oz on Kickstarter and a new reward has been announced.


As well as the new T-shirt reward, you can now download a summary of the rules and the opening of Dorothy Gale's new adventure in Oz from the Kickstarter project page. You can also find the sample sections here.







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September 30, 2016 at 06:00AM

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

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Any chance you'd put together something similar for criticals? Even though they don't have a table in the book it could work the same way.

Statistics: Posted by SkinnyOrc — Fri Sep 30, 2016 10:42 am






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September 30, 2016 at 04:48AM

Emily Short: End of September Link Assortment

Emily Short: End of September Link Assortment

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Events:

IF Comp is upon us! The games will be available tomorrow, and authors and Comp organizers have been hard at work putting things together. I encourage folks to judge, review, comment and discuss. As previously announced, I will not be doing full comp coverage on this blog this year, but I look forward to seeing the new crop.

October 1, which is to say, tomorrow, the SF Bay IF Meetup is playing through some of the newly released Comp games.

October 10 in Oxford I’ll be talking at the Oxford AI meetup about AI and narrative.

October 11 in London, Holly Gramazio is talking about public play and playful installations in physical space: not an IF topic per se, but probably of adjacent interest, and I always enjoy Holly’s talks a lot.

October 16 the Oxford/London IF Meetup is getting together to play a bunch of newly released IF Comp games. I have a couple of volunteer readers, but could use more, and/or snack-bringers, so if you would like to come and do one of those things, please let me know. And of course if you do not want to bring anything except yourself, that is also welcome.

October 21 is PROCJAM Talks Day, a day of talks about procedural generation (of text and of other things). I will be speaking, as will many cool folks. The Talks Day takes place in Falmouth, but the sessions will be streamed, so you can catch them even if you’re not there in person.

October 22 is the deadline for the yearly Saugus.net Halloween story competition, which includes an interactive fiction section.

October 28, I’ll be speaking in Vienna at Subotron arcademy.

The weekend of November 19/20 is a double treat for IF and word game enthusiasts in London: the 19th is the one-day WordPlay event held at the British Library, and the 20th will see IF-related content featured at AdventureX.

Sadly, the Windhammer Prize for short gamebook fiction isn’t happening this year, due to an insufficient number of entries. This is a real pity — I was looking forward to checking out the contestants.

Finally, if you had a game you wanted to submit to IF Comp and you missed the deadline, you could register it for Spring Thing 2017 instead.

Craft

Here’s a nice piece on the text interface for Mr. Robot:1.51exfiltrati0n, and the design considerations that went into telling a story through several streams of chat interaction at once.

Bruno Dias presented to Roguelike Celebration about his procedural text for Voyageur; his presentation is available online. Among other things, it includes some pretty sweet diagrams of how Tracery and Annals of the Parrigues work, before describing what goes into Bruno’s own work.

Meanwhile, here is a Matheson Marcault post on historic forms of procedural text generation — things done with cut-ups and mechanical wheels and other methods that predate the computer. And here is Katie Rose Pipkin, talking about yet other examples. (Both links brought to my attention courtesy of @v21.)

And I enjoyed (via @inkleStudios) this dev log article on Wayward Strand, a narrative game that will run in real time like immersive theatre.

New Releases

Wheels of Aurelia is now available on Steam: a combination driving and narrative conversation game, with some beautiful 1970s-look art.

Sorcery! 4 is out from inkle, and there’s a postmortem about the whole series on Gamasutra.

Sub-Q brings us The Fire Tree of Si from Aaron Emmel: the story of a tree that is able to destroy objects and then the memories associated with those objects. It took me several play-throughs of the game to fully understand the premise, because not all the paths fill in all the possible backstory here.

JY Yang writes about her process and inspiration for Before the Storm Hits.

Clickhole keeps writing clickbaity CYOA stories, such as this one in which you are a cannibal lobster-man running for governor of Maine.

Failbetter has announced its next project: Sunless Skies; you can also watch for the Zubmariner DLC release for Sunless Sea October 11. It extends the XYZZY-winning setting of Sunless by another 11 ports, plus lots of other alarming things.

Crowdfunding

Astronaut: The Best is a narrative game with procedural elements that describes itself thus:

It’s like Princess Maker or Long Live The Queen, if you were raising a whole bunch of princesses, any one of which might turn out to be a hideous reptile at any time, but even if that were the case, there could totally be a silver lining to that cloud

Or, if you’re more in the mood for word games for tabletop purposes, you might like Rewordable.

Strange Horizons publishes science fiction and fantasy online. They’re currently fundraising with a stretch goal that would mean a partnership with Sub-Q magazine, so they’d be publishing IF as well. This would be very cool to see.

Criticism and Reviews

My most recent IF Only piece introduces the works of Ryan Veeder.






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September 30, 2016 at 04:23AM

Advanced Fighting Fantasy 2 • Re: Wow, the forum seems a lot more active these days!

Advanced Fighting Fantasy 2 • Re: Wow, the forum seems a lot more active these days!

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Seemed like it got busier with the Stellar Adventures Kickstarter, but the PDFs happened around the same time so maybe it was that or even both.

Statistics: Posted by SkinnyOrc — Fri Sep 30, 2016 9:18 am






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September 30, 2016 at 03:47AM

Advanced Fighting Fantasy 2 • Re: Wow, the forum seems a lot more active these days!

Advanced Fighting Fantasy 2 • Re: Wow, the forum seems a lot more active these days!

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Have no PDF's

Statistics: Posted by Ruffnut — Fri Sep 30, 2016 8:11 am






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September 30, 2016 at 02:14AM

Advanced Fighting Fantasy 2 • Re: How did you get into Fighting Fantasy?

Advanced Fighting Fantasy 2 • Re: How did you get into Fighting Fantasy?

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Same as lorian

Statistics: Posted by Ruffnut — Fri Sep 30, 2016 8:10 am






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September 30, 2016 at 02:14AM

Advanced Fighting Fantasy 2 • Re: How did you get into Fighting Fantasy?

Advanced Fighting Fantasy 2 • Re: How did you get into Fighting Fantasy?

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Bored one day, picked random book. Ended up buying over 50

Statistics: Posted by Lorian — Fri Sep 30, 2016 7:48 am






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September 30, 2016 at 02:14AM

Thursday, September 29, 2016

Advanced Fighting Fantasy 2 • Re: How did you get into Fighting Fantasy?

Advanced Fighting Fantasy 2 • Re: How did you get into Fighting Fantasy?

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I grew up in Ireland so the books were very easy to get. I started to collect the game books around 1984/5, so I was 11 or 12 at the time, I got out of it in the early 90s (beer and girls) , a few years back I found some of my old books in my Mothers attic. After this I started to check online to pick up more books and found AAF 2nd edition and it just snowballed from that point :shock:

Statistics: Posted by shintokamikaze — Thu Sep 29, 2016 10:04 pm






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September 29, 2016 at 04:29PM

No Deals

No Deals

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At the Edmonton Con, we had a fellow, Otis, approach our table who was bemoaning the way his players took advantage of him.  I will give an example.  Instead of drinking a healing potion to heal, Otis explained that the player was always trying something completely out of left field, something unexpected.  "What if I just use a little of the healing potion on my wound, rubbing it in with my hand.  Will that do anything?"

Whereupon Otis looked heavenward in dissatisfaction, sighed (I'm really not making this up) and told us, "I don't know what to do when he says stuff like this.  I wish he'd just use the potion.  I have to say something like, 'Okay, if you roll a 1 on a d20, it like heals three points of damage.'  And then the player rolls a 1!  I hate this stuff!"

Um.  Yeah.  I tried to explain to him that he was only enabling the player by offering a chance of success.  the actual answer is, "No, it does nothing."  Park Place costs $350.  It doesn't cost $325 if you roll a seven when you land there, it doesn't cost $310 if you're wearing a green shirt, it doesn't cost $290 if the player on your left thinks that's "fair."  The cost is, was, always will be, $350.

Otis, poor fellow, proved inconsolable.  We never were able to make him see that his players were taking advantage of him by trying to end-run the rules or that he was encouraging their behavior by constantly finding ways to fan-service them.

Fan-service sucks.  I just had a long conversation with my future son-in-law regarding "gold rounds" in the online game, World of Tanks.  These are special shells that players can buy that are effectively breaking the game . . . but when haven't we watched profit-mongering by game designers destroy a game by feeding those who have the money to pay in?  We've seen this pattern for decades now: a great game appears, it seems to reward effort and adaptation with opportunity and benefits . . . and then someone else can step in with money and side-step working at the game by purchasing a super-mega-killer-death-action sword and within a year, poof!  No game.

It's presumed that this is a video-game problem but no, it's actually a game problem.  If you're unsure about this, ask someone's opinion about the designated hitter's presence in the American vs. National baseball leagues.  This is a rule adopted 43 years ago, in 1973; debate continues.  If that isn't enough for you, have someone who understands the in-field fly rule explain it for you . . . and then have them explain satisfactorily why the rule exists at all (please, if you have an answer for this, write it on another blog).

New rules break games - and this includes a rule made up on the fly, designed to spontaneously satisfy a player's momentary ill-thought innovation.  I'm a great fan of innovation:  when Ned Cuthbert stole a base in 1863 or 1865, that was the right kind of innovation - he wasn't breaking a rule and he didn't need one to be made for him.  When the Oakland A's chose not to steal bases because they were statistically viable, that was the right kind of innovation too.  I applaud players who try to innovate inside the rules.  I crush players who try to do it outside.

I'm sure Otis, however, is not alone.  I'm sure there are many caught in the same trap, who don't see that they are themselves the architects of their own misfortune.



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September 29, 2016 at 03:10PM

Advanced Fighting Fantasy 2 • How did you get into Fighting Fantasy?

Advanced Fighting Fantasy 2 • How did you get into Fighting Fantasy?

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Oddly enough, I never heard of Fighting Fantasy books as a kid.

Here in the U.S., Fighting Fantasy was essentially unknown. In high school, I read the Sorcery! series and absolutely loved it, but I had no idea there were any more books besides those four.

As far as I know, Dungeoneer and Out of the Pit weren't available in the U.S. I ended up making up my own “Sorcery game” RPG to play with my friends. Kind of similar to AFF, as it turned out.

Decades later, I found a copy of Forest of Doom in a used bookstore and thought, “Hey, this looks like those Sorcery books!”

I had no idea what I was getting into. Now I'm addicted.

It takes weeks to get a new book, because I have to have them shipped overseas, but it's worth it. I didn't get to play these books as a kid, but now I can appreciate them as an adult.

Unbelievably enough, here in the U.S., I've never met anyone -- even lifelong gamers -- who have ever heard of Fighting Fantasy. So I get a kick out of introducing others to the books through the AFF RPG.

What's your story?

Statistics: Posted by Laurence — Thu Sep 29, 2016 8:58 pm






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September 29, 2016 at 02:58PM

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

Advanced Fighting Fantasy 2 • Re: Alternative Fumble Table

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Thanks! Glad you like it.

I used to look at fumbles as a way of saying, “Oops! Your character fouled up.”

These days, I think it's more fun to say, “Oops! Something bad happened and now things are more dangerous and difficult -- and therefore more fun.” ;)

Statistics: Posted by Laurence — Thu Sep 29, 2016 5:15 pm






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September 29, 2016 at 11:23AM

The exercise of their power

The exercise of their power

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A while back I ran a few excerpts from The Mage of Dust and Bone, a fantasy novel set in the Fabled Lands world (well, sort of). I wrote the opening chapters for Jamie to continue with, the same process we used for The Wrong Side of the Galaxy, but in this case the thing refused to get up off the slab. Should've used AC instead of DC, I guess.

The lead character was Forge Burntholm, a young wizard, and the first part of the story had some flashbacks to his apprenticeship at Dweomer, which in the novel was not a university town but a crumbling fortress where a single Archmage taught a handful of students. The Fabled Lands literary agent wasn't happy that in those flashbacks I made Forge quite a bully. "He's too unlikeable," he complained. On that subject, I agree with this piece by Celia Walden:
“One of the tricks of the books,” says Anthony Horowitz, “is to make [James Bond] likeable.” I couldn’t agree less. As a philandering, cold-blooded killer, with – as Horowitz accepts – “unfortunate attitudes towards women, gays, Jews and foreigners” – Bond can and should never be made likeable.
My thinking with Mage ran something like this. Wizardry is all about power and force of will, so not addressing the abuse of power would have seemed like a cop-out. JK Rowling has already done the nice version of wizard school so I wanted to show Forge behaving badly in his mid-teens, more out of boredom and the urge to flex his magical muscle than out of malice. Then he is abruptly forced to face the consequences of his behaviour when some magic goes wrong in a very horrible way. The older Forge is already shaken by that experience. He's chastened. He's trying to be a better person - but people don't change overnight, so as the story unfolds he's still struggling with that change rather than suddenly turning into Ron Weasley.

When it comes to fiction, likeability is over-rated. I prefer the interesting characters myself, especially the outrageous ones. We all find Han more compelling than Luke, don't we? Check out this chapter from the novel and then have your say...


SCHOOL DAYS


‘Well? Can you see?’
‘Shush.’
Forge balanced on the thick slab of ice over the top of the rainwater barrel and peered through the tavern’s bottle-paned window. The glass was steamed up, but he could see a mop of carroty hair among the youths pressed shoulder-to-shoulder by the fireside.
He grinned down at Bartholomew. ‘He’s there.’
Kim was standing a little way off, half pretending she wasn’t with them. ‘Let’s go back. It’s cold out here.’
‘Go back, go back,’ mocked Bartholomew in a sing-song voice. ‘Try wearing thicker drawers next time.’
Forge jumped down with a muffled crump. The snow was deep-piled, powdery dry and greenish-white in the light from the window. He blew out a big cloud of steam. ‘What’s it going to be this time?’
‘Hanging around here is stupid,’ complained Kim. ‘I’ve got three chapters and a rune diagram to get through for tomorrow.’
‘That’s theory. Nothing beats practice,’ sneered Bartholomew.
There was a drunken bellow from inside, a half-hearted attempt to get a song going that soon petered out. They heard jeers of laughter.
‘Was that Ruggins’s tuneless warbling?’ said Bartholomew, cocking a hand to his ear. ‘Or was it the howl of a weasel giving birth to a warthog? Either way, I think it calls for…’
‘For punishment,’ said Forge.
‘My very thought. Corrective punishment. Severe and memorable punishment.’
‘A lesson never to be forgotten.’
Kim shuffled her feet. ‘Just leave him alone. Why have you got to torment him?’
‘For the same reason that you are standing here with us, Monksilver,’ said Bartholomew, ‘and not scribbling away at your prep. Boredom. The need for amusement amid the scholastic tedium. And the natural desire to administer justice to a red-headed yokel with a face like a fishwife’s backside.’
After first arriving at Dweomer, the apprentices had not taken long to learn what the local youths thought of them. The ringleader, Galt Ruggins, a farmer’s lad a little older than they were, had forced Forge and Bartholomew into the ditch as he brought his pigs to market one day. ‘Bookworms,’ he said with a guffaw, kicking mud at them. The smirk on his face, milky pale under thick red shock of hair, was full of spite.
For a while they put up with his bullying, and found ways to avoid going into the village. Forge had been the first to grasp the practical applications of the magic they were learning. They bent over their books and workbench with even keener interest. After a while they tried out a spell that caused seagulls to gather over Galt Ruggins’s head whenever he went out, swooping and shrieking. It went on for a week. Forge and Bartholomew found him sitting on a bench outside the village, his clothes fouled with the birds’ droppings. The gulls had settled all around to stare at him with their wide blank eyes.
‘It must be your ridiculous hair, Ruggins,’ said Bartholomew. ‘If I were a bird, I’m sure I’d want to void my bowels on you.’
‘Go,’ Forge had added, and the gulls took off at once.
Galt had sat stunned, the way an animal kept in a cage won’t always bolt as soon as the door is opened. Until that moment when he saw the birds fly away he had no notion that the apprentices were the cause of his misery.
Forge leaned in close. ‘I said go.’
Galt jumped up and hurried away up the high street, and Forge and Bartholomew looked at each other in mutual delight of their power.
After that, Galt Ruggins became a convenient test subject for any new magic they learned. A diabolic voice spoke from the tavern hearth one night and described his secret wishes and fantasies, to the great amusement of the other drinkers. There was a period when milk would spoil in any house where he slept, forcing his parents to put his bed out in the barn. He suffered two weeks of uncontrollable flatulence, a curse that was only lifted when he agreed to run through the village naked on market day.
The apprentices revelled in the exercise of their power and would swagger through the village, smiling like young wolves at the sight of older boys scurrying out of their way. As for Galt, he grew morose and bitter. He took out his feelings of impotence on his friends, acquiring a reputation for sullen and unpredictable violence.
Once he snapped. Insulted by Forge as he came into the village on his family’s best mare, he tried to ride him down. By now the apprentices didn’t need to cook up curses in a laboratory. They had spells ready at their fingertips. Forge stepped contemptuously aside and ensorcelled the horse with a gesture and a word. Eyes rolling, spraying spittle, with Galt clinging terrified to its back, it thundered up to the cliffs and galloped along the very edge as if pursued by hounds from hell. On it went until Galt lost sight of the village. On one side was the wind-flattened grass, on the other a sheer drop to the pounding foam of the waves hundreds of feet below.
After screams for help, Galt tried threats. He felt sure the apprentices were watching him from affair. He grew angry, then pleading, then too frightened to make any sound at all. Finally he could take it no longer. He threw himself clear, breaking his wrist in the process, and the horse went straight over the cliff.
‘You didn’t need to kill it.’ Forge remembered Kim’s accusing glare. What had his answer been? He remembered it now with terrible clarity, with a stab of shock that physically hurt. He’d laughed.
‘I think,’ Bartholomew was saying, ‘boils this time.’
‘Interesting choice,’ said Forge, as if picking a dish from a menu. Kim tut-tutted.
‘I’ve noticed Ruggins has had his doltish bovine eye on that blonde milkmaid at Undertree Farm,’ Bartholomew went on. ‘No doubt his intentions are squalid. Once his face comes out in a great mass of angry red boils, his hopes of a stolen kiss decrease dramatically.’
‘I like it. Preserving the girl’s honour and giving Ruggins a suitable rebuke for his gross animal lusts at the same time.’
‘Quite. Anything we can do to prevent the Ruggins bloodline from propagating itself is a worthy exercise of our talents.’
‘You’re both disgusting,’ said Kim. ‘Do you think this is what the Arch Mage teaches us magic for? To persecute ordinary folk for our amusement?’
Bartholomew was suddenly serious. ‘You’ve learned nothing, Monksilver, if you think he cares a jot what we do to the common herd. He’d raise his finger and wipe out a kingdom, and then get a sound night’s sleep.’
‘That’s not true. Magic is about having a feeling for everything around you. You can only become a true wizard when you know you’re part of everything.’
‘So?’ spat back Bartholomew, relishing an argument, ‘My toenails are part of me, and I don’t mind cutting them.’
There was a scuffing noise from the roof. Bartholomew and Kim, who had been circling each other as they argued, stepped out further into the street. That saved them. Forge stayed where he was under the eaves and looked up in time to see a heavy ledge of snow come crashing down on his head.
He was on his back. He couldn’t breathe and he felt a stinging, suffocating lump in his throat. He coughed out snow and struggled up, shaking off Kim’s hand.
In the door of the tavern stood half a dozen of the local youths. They hung back nervously but their eyes bright with excitement. One of them was carrying a jacket stuffed with straw and topped off with a bundle of red hair.
‘That’s what you do with bookworms,’ came a laugh from above. ‘Bury ‘em in the snow.’
‘Ruggins.’ Forge narrowed his eyes. ‘What a costly prank this is going to be.’
He raised his arm, already swirling with a web of shadows that he intended to implant forever inside Galt’s eyes. But Kim surprised him by stepping in the way. Galt gave a sudden bark of nervous laughter, apparently surprised not to have been blasted off the roof already, and dropped out of sight on the other side.
The youth with the straw dummy flung it away as it burst into flames. ‘Back inside, you!’ snarled Bartholomew, slamming the tavern door on them with another spell.
‘Leave it,’ said Kim.
‘Get out of the way,’ said Forge, walking past her and swiftly down the alleyway to the other side of the tavern. Just visible in the bar of lamplight from an outlying cottage, Galt was already fifty yards away and running for home.
‘You could just let him go.’ But she said it wearily, more to herself than to Forge, seeing from the light in his eyes that it was futile.
Bartholomew also wanted nothing to do with it now, but for different reasons. ‘We can catch up with him another time. Let him stew for a bit, Forge. Then, in a week or two, he’ll wake up with a face full of boils.’
‘Boils?’ Forge looked at him with a feral grin. ‘We’re way beyond that. I’m going to do something permanent. Something that’ll remind him of this evening for the rest of his life.’
He brushed the remaining snow off his sleeves. Ruggins was out of sight in the darkness but Forge wasn’t in any particular hurry now. He set off at a measured tread across the white-blanketed field and Kim and Bartholomew watched him go in uneasy silence.




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September 29, 2016 at 10:37AM

Renga in Blue: IFComp 2016: Prologue

Renga in Blue: IFComp 2016: Prologue

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The Interactive Fiction Competition, or IFComp, is about to start. Unlike previous years, this blog now has a following outside the interactive fiction regulars, hence —

Q: What is IFComp?

IFComp has beeen running since 1995 and was intended to promote short (under 2 hour) interactive fiction. At the time this was synonymous with “text adventures,” although now pretty much anything that qualifies as interactive textual narrative is welcome. (Fret not, adventure gaming fans — a large chunk of entries still fall within the genre.) The first year ran with 12 entries, and this year will be along the lines of 50+. Some games run short and some run long, but I’d say the overall average is an hour per game. That’s over 50 hours worth of content.

The only requirement for entry is that the game be previously unreleased. The public then is welcome to cast votes in the form of ratings from 1 to 10. The judging period lasts from October 1st to November 15th, at which point winners are announced and prizes are allocated. Lots more details are on the website here.

Q: Are you reviewing all of them?

Last year I swore I wasn’t going to, and somehow it happened anyway. This year’s expected to set another record for most entries. I don’t know if a full review set can even be done. (Note to other reviewers: please don’t take this as a dare. Keep your health!)

Q: What’s your judging criteria?

A: I can’t use a rubric without feeling icky; somehow everything feels less pleasant to me if I try to slot it into little categories. I just pick on the most memorable parts, either good or bad, and let the prose go.

I appreciate good characters, good story, good prose, and good gameplay about equally well. Different works set up different expectations. I have greatly enjoyed some IFComp works with very little gameplay and others with almost pure gameplay. As long as the package as a whole makes sense I have a great deal of latitude in what I like.

Q: I’m an author! Can I comment on your reviews?

A: The rules of IFComp now allow public comment, although I will go on record as stating that author comments on public reviews are generally a bad idea. (Sam Kabo Ashwell’s essay here gets into detail.) I’m not turning on moderation just yet, but I reserve the right to filter comments until the competition is over.

However, I am perfectly happy to discuss anything via my email address; you can find it at my About page.

Last year

Last year’s winner: Brain Guzzlers from Beyond! by Steph Cherrywell. Very much worth a play.






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September 29, 2016 at 10:10AM

Lessons: Empire Strikes Back

Lessons: Empire Strikes Back

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Continuing yesterday’s A New Hope post, I’m proceeding with my breakdown of Star Wars for the impending writing exercise where I Reboot the Prequels. I have to say, after viewing Episode V: The Empire Strikes Back, with a critical mindset…this might just be the best sequel ever made. Stream-of-consciousness notes follow: -Fun worlds + using the local wildlife = magic -Probe […]



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September 29, 2016 at 09:58AM

Advanced Fighting Fantasy 2 • Wow, the forum seems a lot more active these days!

Advanced Fighting Fantasy 2 • Wow, the forum seems a lot more active these days!

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Just wondering -- are a lot of new people interested in the game as a result of the books being now available in PDF?

Anyway, it's nice to see so much activity in the forum. Guess I'll be checking in more often!

Statistics: Posted by SurrenderMonkey — Thu Sep 29, 2016 3:52 pm






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September 29, 2016 at 09:52AM

IFComp 2016: Prologue

IFComp 2016: Prologue

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The Interactive Fiction Competition, or IFComp, is about to start. Unlike previous years, this blog now has a following outside the interactive fiction regulars, hence —

Q: What is IFComp?

IFComp has beeen running since 1995 and was intended to promote short (under 2 hour) interactive fiction. At the time this was synonymous with “text adventures,” although now pretty much anything that qualifies as interactive textual narrative is welcome. (Fret not, adventure gaming fans — a large chunk of entries still fall within the genre.) The first year ran with 12 entries, and this year will be along the lines of 50+. Some games run short and some run long, but I’d say the overall average is an hour per game. That’s over 50 hours worth of content.

The only requirement for entry is that the game be previously unreleased. The public then is welcome to cast votes in the form of ratings from 1 to 10. The judging period lasts from October 1st to November 15th, at which point winners are announced and prizes are allocated. Lots more details are on the website here.

Q: Are you reviewing all of them?

Last year I swore I wasn’t going to, and somehow it happened anyway. This year’s expected to set another record for most entries. I don’t know if a full review set can even be done. (Note to other reviewers: please don’t take this as a dare. Keep your health!)

Q: What’s your judging criteria?

A: I can’t use a rubric without feeling icky; somehow everything feels less pleasant to me if I try to slot it into little categories. I just pick on the most memorable parts, either good or bad, and let the prose go.

I appreciate good characters, good story, good prose, and good gameplay about equally well. Different works set up different expectations. I have greatly enjoyed some IFComp works with very little gameplay and others with almost pure gameplay. As long as the package as a whole makes sense I have a great deal of latitude in what I like.

Q: I’m an author! Can I comment on your reviews?

A: The rules of IFComp now allow public comment, although I will go on record as stating that author comments on public reviews are generally a bad idea. (Sam Kabo Ashwell’s essay here gets into detail.) I’m not turning on moderation just yet, but I reserve the right to filter comments until the competition is over.

However, I am perfectly happy to discuss anything via my email address; you can find it at my About page.

Last year's winner: Brain Guzzlers from Beyond! by Steph Cherrywell. Very much worth a play.

Last year’s winner: Brain Guzzlers from Beyond! by Steph Cherrywell. Very much worth a play.






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September 29, 2016 at 09:42AM