Archive for June, 2009

IFComp Update #1

frustrated_writer_no_text[1]As promised, here’s the first update on my project for IFComp 2009.

At this point I can’t even give you a title.  My working title is “My Game”.  I haven’t yet typed one word into the Inform 7 UI.

And that makes me feel pretty good, actually!  The three previous projects I tried all fizzled partway through, and I think the problem in all three cases was that I too quickly started banging out code.

What I’ve found is that an interesting mechanic is not enough to hang a game on.  My first attempt was a fantasy-based game where the central conceit was that you spent part of the time undead.  Descriptions would change, and some of your fundamental characteristics as a player would be different, enabling different solutions to the same problems you encountered as a living character.

It was a cool idea, and I may yet do something with it, but I just took it and ran, whacking in generic descriptions and telling myself I’d figure out the puzzles, and even the plot, as I went.  In fact, one of the reasons I picked this idea to try first was that I thought it was a cool concept, but it wasn’t my favorite idea.  I knew I didn’t have the skills to attempt my favorite first.

Of course, I hit a brick wall.

My second attempt again had an interesting concept, but with ultimately no way to get an entertaining game out of it.  After implementing the first phase, I realized the central mechanic of the idea made it too hard to portray the story arc I wanted.

My third attempt probably would have worked, but what I found was that although I had a good “hook”, an idea for some interesting puzzles, and a coherent narrative planned, I just didn’t care about the characters or the story I was trying to tell.

Every time I told myself:  Well, at least I learned something new.  And I still have time for my real comp game.

I don’t have that margin for error this time, so I’m not going to make those mistakes again.  The first thing I did for idea #4 was figure out the story I wanted to tell.  It’s still not the one I want to tell the most, but it’s one I at least care about.  The idea for the setting came from that, and it’s something I’m comfortable with and think I can implement well.  I then sketched the major characters enough to know who they are and get an idea of how the dialogue should go.  I’m now working on plotting the segments of the story and researching interesting puzzles that should integrate well.

Only once I get done with that will I try to work on the map and finally start laying some code down in Inform.  I’m hopeful that by approaching things this way, I’ll have a clearer idea where I want to head before I start painting myself into a corner.

More to come later!

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Cool Link: Greedy Goblin

phil[1]Although I gave up playing World of Warcraft several months ago, after several years of on-again, off-again play (mostly off, lately), I still follow some of the news.

Of particular interest to me is Gevlon’s blog, Greedy Goblin.  Like The Last Psychiatrist, he’s another anonymous blogger that extrapolates from his source material to greater philosophical and, in this case, economic issues.  In Gevlon’s case, the purpose is straightforward and unhidden:  he’s in it to spread his personal philosophy, a form of Objectivism/libertarianism, to as many folks as he can reach.

It’s surprising at first that he chooses World of Warcraft players to target, but after you do some reading at least one of the reasons becomes quickly apparent, and that reason is that it is very easy to hypothesis-test economic philosophy in the context of a MMORPG.  Although some of the standard economic assumptions aren’t valid within the game, others hold fairly well, and the simplified economy in-game lets him do some very interesting and entertaining analyses.

If you follow his blog, you will quickly learn “Goblinese”, the peculiar dialect of English in use on his blog.  Gevlon is not a native English speaker (I’m guessing he’s Hungarian based on some of the things he’s let slip), and his English, while quite good and always improving, is not perfect.  In addition, he uses a heavy seasoning of WoW jargon and a set of his own stock phrases – including several epithets for the unskilled player contingent, such as “Morons and Slackers”, (M+S), “Friendly helpful ppl”, etc.

It’s very entertaining reading by a guy that is obviously working diligently to secure a readership.  I highly recommend it if you have any interest in economics or gaming.

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Becoming Informed

Panel6[1]Or,

How Interactive Fiction Made Me the Man I am Today

Back when I was in junior high, I got interested in “text adventures” — games now known as “interactive fiction”.  If you’re not familiar with the genre, the game describes your environment using text, and provides a prompt where you can type commands in a limited subset of English.  The commands move your character in the simulated world and allow you to explore, interact with objects and characters, and solve puzzles.

Back then in the mid-80s, the only (decent) interactive fiction was being produced by Infocom, the almost legendary, and now defunct, software company formed by a bunch of MIT grads.

After cutting my teeth on the Zork series, Enchanter, Infidel, and Witness on my old Apple II+, I somehow heard about the concept of “beta testing” and got the bright idea to apply to Infocom to test their games.  With the encouragement of my parents, I sent in a letter to them, and to my amazement I got accepted!

In an incredible stroke of luck, my eighth-grader’s application came in at the very same time they were putting the finishing touches on Seastalker, the first interactive fiction game pitched at kids.  Just like that, I was a beta tester!

I made sure to do a very thorough job testing that game, and got invited back to work on several more games over the next few years, including (at one point) the infamous Leather Goddesses of Phobos, which would seem to be an odd choice for a 17-year-old to test.  Maybe they’d forgotten how old I was at that point.  I also got a chance to test A Mind Forever Voyaging and Trinity, two of my all-time favorites.

Unfortunately, the good times came to an end eventually; by the end of high school the amount of time I had to dedicate to testing games was much lower, and Infocom was starting to hit the skids.  By that time I was interested in writing my own games, and experimented with creating my own text adventures in Applesoft BASIC, but they were very limited, with a two-word parser and not much coherency.

Fast forward to 1993 — I’d just graduated from college with a Master’s in Mechanical Engineering.  I applied for a job at Black and Veatch writing performance analysis software for power plants, and C++ was all the rage.  More specifically, object-oriented programming was all the rage.  I was asked several times if I had any OOP experience, and I was able to tell them with a straight face that yes, I had written OO software, using a package called “TADS 2″, a text adventure development system.

I expected derision.  I got the job.

Unfortunately, I never actually completed a full project using TADS 2 — there was always something else to work on, and eventually I dropped it.  For years I had no idea that there was an interactive fiction community still in existence.  I certainly never participated in it.  I stumbled upon references to the “Inform” language and the odd TADS game from time to time, but nothing drew me in.

That changed fairly recently.  I ran across Play This Thing, a gaming blog, and found a link to Lost Pig (and Place Under Ground), the 2007 winner of the annual Interactive Fiction Competition, which could be played in-browser.  I was re-hooked.  Since then I’ve explored the works of Emily Short and Adam Cadre, plus some of the more popular games to come out of the past two decades.  Things sure have changed.  Some of the newer style of plot-driven, consciously artistic games are incredible experiences, while the newer tools allow Infocom-style puzzlefests that are far larger and more ambitious than anything from the “Golden Age”.

And of course, I found Inform 7.

I’d never been intrigued enough by either TADS or earlier versions of Inform to learn one fully; I program for a living, and the thought of learning another C++-like dialect just did nothing for me.

But Inform 7 is different.  It’s designed from the ground up to be “literate” — in other words, to make the source code read as much like a composition in English as is possible.  It’s also a heavily rule-based language, with interesting trade-offs and structure.  It’s different enough from what I know that I’m actually interested in learning it.  And it’s powerful enough that I can accomplish some fun things fairly quickly.

So the upshot of all this prelude is that I’ve registered to enter the 2009 Interactive Fiction Competition.  I need to have my game completed and tested by the end of September, which gives me 3 months.  Luckily, I’ve been learning the language for the past several months with some trial projects, so I should have enough of a knowledge base to hit the ground running.

Keeping motivated to put the time in is going to be the problem (as always).  To that end, I’m going to promise to post at least once per week on the status of the project, whether I’ve done anything or not.  That will not only keep me blogging, but should serve as a spur to force me to keep moving forward.

My first post will be about the design process I’m going through.  Look for it in the next few days.

Wish me luck!

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Spam Attack

2007-08-02Spam[1]I just got hit with a Moldavian spam attack, which consisted of apparently innocent, if rather pointless, comments on some blog posts of mine.

I approved them as I didn’t see any objectionable content, but searched for them online and found out that they are apparently part of a massive wave of comment spam, which they speculate is intended to identify easy targets for later hacks.

If you run a blog or forum site, please read the article linked above and be aware that there are about 20 different names that have been identified as part of the attack.  If they pop up on your site, it’s probably best to trash them even if they don’t seem immediately hostile.

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Movie Review: Up

up_pixar-2[1]Up — Disney/Pixar Studios.  Rating:  5/5 stars

Sunday we went to see Up, the new movie from Pixar.  I went in with high expectations, considering the massive 98% positive reviews on Rotten Tomatoes.  It didn’t disappoint.

Up is the story of Carl Fredericksen, an elderly man who dreamed of exotic, foreign adventures as a boy but who never actually went to the places he dreamed about.

Similar to the otherwise totally different Watchmen, Up uses an emotionally powerful montage approach at the beginning of the film to bring you up to speed — in this case, up to speed with the character of Carl, who without the background might appear like an irredeemable jerk.

But with that background, you can’t help but sympathize with Carl in the situation he finds himself in — to sympathize, and when he finally casts off into the unknown on the marvelous adventure of his dreams, to suspend disbelief and take flight along with him.

There’s plenty here for everyone; although it’s a cliche, it should appeal to folks from six to 106.  As my friend Forest said, “If you understand English, you’ll like this movie.”  And in some cases, that might not even be a requirement.  The movie is visually stunning as well, and the probably-not-quite-aged-two toddler sitting next to us in the theater was remarkably quiet and raptly watching the beautifully-colored scenes throughout the movie.  I think Thomas may have made more noise than she did.

There is lush wilderness, a pack of talking dogs, a hilarious mother bird, a nuanced villain, and plenty of action and laughs.  But under the surface there’s a lot more going on.  There are strong yet subtle messages about how life works — relationships, materialism, reputation, what’s important and what’s not — and about the dangers of obsession and trying to lock yourself away from the curveballs and change-ups you encounter in life.

In the end, Up is a fine adventure — possibly not the same one you thought you were going to get going into the theatre, but maybe all the better for it.  See it!

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Camp Is Over

DSC04691[1]I would have written about the end of the camp experience earlier, but I spent Wednesday afternoon ferrying Thomas around to his swimming lessons and baseball game, and Thursday frantically getting caught up on work.

After wasting some time Thursday evening (I should have written then) it was obvious I was coming down with a massive cold.  I woke up on Friday morning just enough to whimper to Robin that I wasn’t going in to work that day, and slept until noon.  I managed to stay up for a few hours, then took a nap at around 4, woke up for dinner, went to bed early, and slept until Saturday morning.

All told, I think I was awake for 6 hours total on Friday.

The cold has backed off now, though, so I thought I’d sum up the Scout camp experience:  It was pretty fun!

It’s not that it wasn’t hard work; even though Tuesday was cancelled for massive thunderstorms, we still had to disassemble the pack’s awning in case it got blown away, and reassemble it Wednesday.  Also, they put us on an accelerated schedule for Wednesday and Thursday to make up for the sessions we missed on Tuesday, so we did six activities Wednesday rather than five.  I was physically exhausted by the time my stint was up on Wednesday.

But the kids had such a good time it was impossible not to enjoy the whole thing on their behalf.  We had been disappointed that camp was cancelled on Tuesday; my dad had come down to help out and we were supposed to have fishing and archery that day.  All the boys were looking forward to that.

We were afraid we’d miss out completely, but the altered Wednesday schedule included all the Tuesday activities, so we did get to participate after all.  A good number of our Cubs caught fish, which was exciting, and they did surprisingly well at the archery also!  One of our boys hit the center of the bullseye, which they claimed had not been done in 6 years of camp!

My dad was there for the whole day, and Robin dropped by for the fishing and archery, so it was definitely a family affair that day.  And luckily for me, it was the last day.  I was pretty tired out and the cold was starting to settle in, so I was pretty pleased to leave the final day to Bret and Jack.  I missed slingshots and BB guns, but I can handle that…

The only things remaining now are:

  1. To make sure all the camp gear gets back to where it came from.  I’m convinced there’s more stuff in my car now than there was when we started, and the guy who owns the warehouse where the Pack keeps all this stuff is out of town for the week.
  2. To get all the craft projects and patches from Thursday to the appropriate kids.
  3. To get reimbursed for the inevitable registration snafu that I had to cover.
  4. To recover from the half-dozen nasty bug bites I got on my neck due to failing to apply bug spray on Wednesday.

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Three Days Off But Still Working…

camp-300x144[1]I had the first of three fun-filled days at the Trails West Cub Scout Day Camp today.  I’m serving as “walking leader” and de facto camp coordinator for our Pack for the first three days of camp, and the other den leader will be doing Thursday, the final day.

After spending four hours in the hot sun yesterday setting up camp, we got to listen as howling winds and thunderstorms hit last night, leaving us all wondering if anything would remain of our campsite when we arrived this morning.  But we got all nine of our Cubs there, signed in, and past the opening ceremonies, and then arrived at our campsite to find…

…Everything intact!  We were lucky in that we were partway up a hill, protected from the worst of the wind.  Also, the other leaders and I added significant reinforcement to the awning we are using, which might have explained its stability.  Some of the campsites at the top of the hill were devastated; there were at least two elaborate shelters that had been reduced to bent scrap metal due to the heavy winds last night.

So we moved in, got settled, and then headed off to the first of five stations.  Or at least it would have been five stations if I’d read the schedule more closely and if the Boy Scout running the toad house/birdhouse craft project had known what he was doing.

Lunches were eaten, energy was depleted, and by the end of the day I think the boys had legitimately had a great (and exhausting) time!  Tomorrow will include fishing and archery — always favorites — and Wednesday will have slingshots and BB guns, so I think the boys still have plenty to look forward to.

More thunderstorms are expected the next couple of days, though, so the weather has yet another chance to ruin our experience.  Let’s hope it forbears.

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Cool Link: The Last Psychiatrist

chain[1]Warning:  The Last Psychiatrist is more addictive than a benzodiazepine cocktail.  But it’s worth it.

The Last Psychiatrist (TLP), who blogs anonymously, is an excellent writer with both a biting wit and an encyclopedic knowledge of psychiatric practice.  He blogs about psychiatry, narcissism, the conflation of social issues with psychiatry, politics, narcissism, the economy, media issues, and, finally, narcissism.

On the narcissism:  TLP is not shy in referring to the current generation of adults as the Dumbest Generation of Narcissists in History, among other, similarly-unflattering epithets.  His thesis is that from the constant exposure to pop culture images and action movies selling a self-centered Hero’s Journey, a generation of self-obsessed, permanently-adolescent adults has been spawned.  His reviews of movies such as Wanted and The Matrix must be read to be believed; they are marvels of psychological analysis.

Some of his most fascinating articles, though, are the ones that deal with the ins and outs of psychopharmacological research, both the scientific side and the political and economic side.  He makes a strong case that the focus on financial bias has done little to improve the quality of research, and that certain drugs (Depakote, in particular) have been promoted far beyond what any objective analysis of the supporting research could justify.

It’s fascinating stuff, and I consider TLP the best blogging find I’ve made in years.  Read him!

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A Workout That Wasn’t

striped_toddler_outfitSo, fresh from losing (and luckily finding) my glasses, I headed to the gym to do some wind sprints and ab crunches over lunch.  I punched in, headed to the locker room, and started putting on my gym clothes…

Until I discovered I had brought my son’s shorts instead of mine.  My 8-year-old son, who can still wear 5T waists.  In a fit of insanity, I actually tried to put them on to see whether I could get away with wearing them or not.  The answer was no.  Actually more like “hell no.”  I couldn’t even get them halfway up my thighs.

So I left and headed to Target, hoping to find a pair of really cheap shorts I could buy so I could still get the workout in, but none were cheaper than $10, which was more than I wanted to pay for an extra pair of shorts I didn’t really need.  So no workout for me.

I’ll try to do fewer stupid things in the near future so that this blog doesn’t devolve into nothing but stories of all my slightly amusing mistakes.

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Found ‘Em

telescope_eyeglassesApparently someone had found my eyeglasses after Thomas’ party and kindly turned them into the lost and found.  I could have had them a bit earlier had I remembered what they looked like, but I had forgotten and mistakenly gave them the description of my previous pair.

After I related this story to Robin and my parents at lunch, it was pointed out to me that my glasses actually did match the description they gave me, so I sheepishly drove over and picked them up.

I may end up getting my prescription checked soon, or getting LASIK or something of that sort, but it’s nice not to be forced into replacing my glasses prematurely due to stupidity.

So to whomever found my glasses, thank you very much!

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