Open Sorcery & the power of text

May 1st, 2017 1:00 PM
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In the course of producing my IndieSider podcast, I discover a variety of surprising, fascinating indie games. Wading through tons of clones and me-toos is worth it when I find a game that refines an old concept or executes something new — or both.

Such is the case with Open Sorcery, a Twine-based interactive fiction Steam game that replaces text adventures’ traditional parser with hypertext and links. I saw Open Sorcery at two different game conventions before I finally got some one-on-one time with it at home. I ended up playing far longer than I do more visually complex games, growing attached to the characters and replaying it to get a "better" ending.

I was surprised — not that text can be so engaging, but that I’d ever forgotten it could be. I grew up on the Apple II playing text adventures and MUDs, from Eamon to British Legends, exploring worlds of fantasy and science fiction and getting lost in their puzzles and decisions. When away from the computer, I filled my time with Choose Your Own Adventure and Endless Quest. With text leaving so many gaps for my imagination to fill, it was easy to inject myself into those adventures.

It was wonderful to rediscover the power of text, as described by Richard Bartle in this excerpt from Jason Scott‘s documentary, GET LAMP:

Modern-day shooters may strive for adjectives such as "gripping" and "compelling"; the best words I can use to describe Open Sorcery are "thoughtful" and "delightful". I highly recommend it.

Interviewing Wade Clarke of Leadlight Gamma

August 10th, 2015 9:47 AM
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As host of the IndieSider podcast, I’m constantly on the prowl for new indie (self-published) computer and video games. I like to help my listeners discover obscure titles that represent a variety of genres and themes whose developers are available for podcast interviews about the game development process.

Last month, I found my biweekly guest within the Apple II community with Wade Clarke, creator of Leadlight, a text adventure released in 2010 for the Apple II. The game was featured on the cover of Juiced.GS Volume 16, Issue 1, and Wade declared his intention to translate the game from Eamon to Inform in Volume 17, Issue 2. That project was completed earlier this year with the release of Leadlight Gamma, a game that runs natively on Windows and Mac and is one of the first products under Wade’s new label, Heiress Software.

Since Juiced.GS has already covered interactive fiction at length — we have an entire themed PDF on the subject — associate editor Andy Molloy and I decided to give the genre some love in another outlet — namely, the IndieSider podcast. And since I’d already asked Wade about the genesis and influences of Leadlight, I focused this conversation on its transition from the Apple II to modern platforms. The result is episode #26 of IndieSider:

In addition to subscribing to the show in iTunes, Stitcher, TuneIn, or your podcatcher of choice, you can also listen to the above audio interview paired with video of the game being played on YouTube:

Text adventures may not lend themselves to a visual medium like YouTube, but that’s exactly why I did it: there are far fewer examples of interactive fiction on YouTube than there are other genres of games. Wrote one of my regular viewers, "I’ve never seen this type of game in life."

Getting the word out about games, genres, and developers that mainstream gamers may otherwise overlook? Mission accomplished!

The music of interactive fiction

July 29th, 2013 10:40 AM
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Juiced.GS has just shipped a PDF on the subject of interactive fiction. At 14 pages long, it’s a digestible yet diverse tour of the various aspects of modern IF. Once you’ve loaded the file onto your e-reader of choice and settled into your study’s reading chair, the only component missing is some background music to set the mood.

Enter Tony Longworth. The musician whose work has previously appeared in such documentaries as Get Lamp and Going Cardboard has released a new album, Memories of Infocom. "These pieces of music will transport you from ancient empires, to crime scenes, to outer space and beyond", the album’s description states. "This album captures the magic of those heady days of Interactive Fiction, so sit back and let yourself be transported to the 80s when text was king." The dozen tracks can be purchased for a dollar each or $9.99 for the lot, which clocks in at 57:55.

Memories of Infocom

Despite having often written about text adventures for Juiced.GS and this blog, I am not personally acquainted with many Infocom games, sadly. So although the songs have titled such as "Enchanter" and "Planetfall", I can’t say how those games may have inspired these tunes, or how pairing them might prove a complementary experience. But if you like ambient/background/electronic music and want to support a fellow retrogaming enthusiast, then check out these tunes.

(Hat tip to Lorien Green)

Beyond GET LAMP

August 19th, 2010 12:55 PM
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If there was ever a year to attend KansasFest, 2010 was it. Besides a fantastic keynote by former Beagle Bros president Mark Simonsen and the triumphant return of Bite the Bag, every attendee received a free copy of Jason Scott‘s two-DVD text adventure documentary, GET LAMP. How cool is that?

Scott’s work has made interactive fiction into a hot topic, with plenty of buzz around the net. Episode #8 of the video podcast Gameshelf (iTunes) looks briefly at modern incarnations of the genre, including where to play it online for free without needing an emulator or interpreter, with recommendations of specific beginner games, such as Dreamhold. In the Gameshelf episode, you can see an Apple II at 1:33, just after watching an awkward gameplay session of Action Castle, the live-action text adventure that was played at KansasFest 2010’s Friday night banquet.

A melding of Scott’s two interests, text adventures and dial-up BBSs, can be found in the game Digital: A Love Story, available for free on Mac, Windows, and Linux. The game tells a narrative in the form of a dial-up bulletin board, which was largely a lost medium in the life of the game’s young creator, Christine Love. Scott interviewed her this summer about her work researching and creating the game.

There’s more that can be said about text adventures than can fit in any one blog post or even one documentary, so expect this topic to be revisited time and again here and elsewhere. And if you still haven’t seen GET LAMP, it may be coming to a city near you.

(Hat tip to Taking Inventory)