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Andrew Plotkin’s Quixe Beta: Glulx Games Directly In-Browser!

In a surge of holiday-weekend coding, Andrew Plotkin (Zarf) has progressed his Quixe project to the beta stage and released it for evaluation.  If you’re very familiar with the excellent Parchment project, you’ll know that Parchment provides a Javascript implementation of the Z-machine, which is one of the major virtual machines used in the interactive fiction community.  When you play a game via Parchment, you don’t need plugins or standalone interpreter software at all — you play directly and natively in the browser.  This has obvious advantages for outreach — many people are leery of downloading unknown executable files at all.  And unless your game runs in Flash, convincing someone to install a browser plugin can be almost as hard a sell.  So Parchment has been a great mechanism to make Z-machine games available to not just a wider audience, but to a wide variety of devices as well.  Almost any device that supports a Javascript-enabled web browser can access interactive fiction through Parchment.

But until now, Glulx games were left in the cold.  Glulx is an alternate virtual machine developed by Andrew Plotkin to address some of the limitations of the Z-machine.  There’s more addressable memory as well as support for multiple windows, graphics, and sound, among other improvements.  Inform 7 gives you a choice of using Glulx or one of the Z-machine formats when you compile a game.

Unfortunately, using Inform 7 for a game of any complexity almost forces you into using Glulx, whether you are making use of its enhanced capabilities or not.  Inform 7 generates large game files that easily push past the Z-machine limits.  Particularly if you make use of the growing extension libraries you are likely to inflate yourself right past even the Z8 format’s cap on size.

So Inform 7 developers have (for the most part) found themselves unable to enjoy the same advantages of accessibility and ubiquity that Parchment gives Z-machine authors.

Enter Quixe.  Quixe provides a native Javascript implementation of the Glulx VM.  When combined with a suitable output layer (in this case I believe Zarf is using his own GlkOte implementation) it enables the same type of direct-in-browser play for Glulx-based games that Parchment enables for the Z-machine.

He’s currently got five games up on his page, but authors are able to convert any existing Glulx games using the zcode2js tool, and run them via his engine.  If you do this, you’ll notice that not everything is functional yet.  In particular, if you play the conversion of Rover’s Day Out you’ll miss much of the text formatting and screen effects that are visible in the game when played via a standalone interpreter.  Also, Internet Explorer does not currently work (!) Presumably these problems will be fixed and capabilities will be added in as development proceeds.  I expect we’ll also see the new style model that Zarf has been discussing over the past few months.

And of course, I had to run a conversion of my own Glulx game, Grounded in Space!  Despite not being very long or complex, I had to use Glulx for this game due the need for fairly high-precision floating-point math for one of the puzzles.  I haven’t gone through it in detail yet, but it seems to have converted correctly.  It doesn’t use any odd tricks that should prevent it from being playable, although the geometry puzzle might be even less comprehensible due to style and font issues.  At any rate, it’s very cool to have this capability, and I hope by the time this year’s Comp rolls around we’ll have a much larger number of games able to be played online due to Quixe!

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It Seems I’m Actually A Woman…

I had not come across this before, but there is an online analyzer for prose that purports to determine if the author is male or female, apparently by counting the frequency of certain keywords in your text.

So I scraped the front page of my blog and fed it into the analyzer.  Although the count was close, my “female count” was about 10% higher than my “male count”, so their algorithm guesses that I am female.

As a control, I also fed in the only actual female-authored text on the site, the post I Want Glue Teeth, which was written by Robin.

I’d love to be able to report that it thought she was a man, but actually the female/male ratio on that article was about 2:1, so at least Robin is more of a woman than I am, which is as it should be.

Oops!  Gotta go!  Gloria Steinem is guesting on Oprah today!

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Implicit Association Test

There’s a very interesting website that purports to test your unconscious association between different classes of things.  Many of the tests are to identify whether you have a implicit preference for certain types of people (black or white, old or young, slim or overweight, etc.) but there are other tests that operate on names or religious imagery, etc.

The tests are apparently based on reaction time and number of mistakes made.  In the race/weapons test, which is the only one I’ve taken, you’re shown pictures of white and black faces and asked to quickly press a key to categorize them as white or black.  You’re then shown pictures of harmless object or weapons and also asked to quickly categorize them.  The system then shows you pictures of faces and objects interspersed, and asks you to categorize them as “white or weapon” or “black or harmless”, and then switches to “black or weapon” and “white or harmless”.

It appears that what it’s measuring is whether you will more quickly/easily be able to associate black faces or white faces with violent objects based on how fast and accurately you can categorize the images you are shown.

I was pretty fascinated with this methodology; it seems pretty valid to me, and I’m interested to try out some of the other surveys.  I’d love to know the heuristic they use to grade the results.  Interestingly, they give you a questionnaire at the end where they ask you how valid you think the study is, and I suspect this is a major part of their analysis.  They try to give you an out — one of the questions gives you the option to say that the survey reflects the culture to which you’ve been exposed, but doesn’t say anything about you personally, while other options let you say you think the test is a valid reflection of your conscious or unconscious preferences.

My guess is that those people who achieve “desirable” results (no association of weapons with race) will be more likely to ascribe validity to the survey and to believe it reflects their true outlook, and frankly that might be the whole point of the study.  Regardless of whether the picture association component is meaningful or not, they could just be measuring how much more likely you are to put faith in a seemingly authoritative statement that tells you something good about yourself as opposed to a similar statement that tells you something bad about yourself.

Ah, psychology is great!  No other field of science gets to combine experimental design with stage magicians’ sleight of hand.

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GemCraft Is Evil

All “tower defense” games are evil, compulsive time-suckers, but some are more evil than others.  My entire extended family has become addicted to PopCap’s Plants vs. Zombies, which is quite possibly the most perfectly-refined TD game in existence.

I’ve had brief relationships with several other TDs in the past, from Desktop Tower Defense to several space-themed variants.  The latest one I stumbled across is the nefarious GemCraft Chapter 0.  (I provide these links solely for educational value, of course).  I don’t know if its mechanics are a touch too subtle for me, or if its upper levels are fiendishly calculated to lie right on the razor’s edge of possible solvability, but I have very seldom been so frustrated by a computer game.  I can get through 18 or 19 of 20 levels, only to fail on the last one.  Replay after replay gets me a bit closer, Zeno’s Paradox style, but I’m walking away now.  It’s not worth the frustration, or the waste of precious free time.

Be warned.

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New IF Links

infocom[1]I’m adding several of the better IF sites to my blogroll.  These are good places to get IF interpreters, IF games, information and reviews about games in the genre, and, in some cases, lively discussions about the current state of IF and directions it can be taken.  Check them out, and let me know if I missed any good ones!

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Erfworld Relaunch

BLOWUP_nomnomnom_640[1]I follow a few webcomics.  They make great bite-size reads when I’m waiting for a compile at work, or while eating an in-cube breakfast.  One of my favorites is one called Erfworld, created by Rob Balder and Jamie Noguchi.  Erfworld follows the adventures of a gaming nerd who is summoned to a fantasy world as the “perfect warlord” that a hard-pressed, losing faction desperately needs.  The fantasy world follows all the conventions of a turn-based wargame, including movement points, levels, attack bonuses, and so forth, and Parson Gotti (the protagonist) has to learn all the details as he goes.  Unfortunately for him, his boss is both crazy and dim, his forces are vastly outnumbered, and no one trusts him.

The writing and art were both excellent, and as a gamer myself I was constantly laughing at the dense layer of in-jokes and game references almost every update.  Unfortunately, after completing the first installment of the comic, artist Jamie Noguchi got overcommitted and eventually decided to step down from illustrating Erfworld.  Rob Balder kept up with text-only updates, but they were sort of just marking time.

It looked like Erfworld was heading for a slow suffocation, but recently Rob announced that they will be relaunching today, October 28, with a new artist.  They’ve already revealed some of her art and it’s excellent!  I can’t wait to start the new installment of the comic; it looks like Rob is pushing the writing to deal more with the social ramifications of living in a world patterned after a fantasy-themed board wargame, which are pretty bizarre.  In turn, the concepts of free will and human rights Parson is importing seem just as alien to the Erfworlders.  Add in a major war to test Parson’s strategic chops, and this second book looks like it could be pretty awesome!

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Clockwords

clockwordsEmily Short, a prominent interactive fiction author, has contributed to the development of a new browser-based game, Clockwords, which combines the best aspects of the tower defense genre and Bookworm.  Set in a “gaslamp fantasy” setting with crazy mechanical inventions, you type words to arm your contraption and shoot down clockwork attackers before they can get to your machine.

I’ve played quite a bit, and the concept of the game is pretty intriguing, not to mention horribly addictive.  You get letters that boost your damage if you use them, and they come in different varieties and potencies, but you can type any word you want.  Using all your bonus letters in the same shot unlocks another letter chamber, so your vocabulary along with your typing speed is ultimately what determines how much firepower you have.  It looks like it should be a lot of fun for kids as well; I’m sure Thomas will love it, as he likes tower defense a la Plants vs. Zombies, as well as Bookworm.

The only irritating thing about it is that Clockwords is microtransaction-enabled through MochiGames, which means a steady stream of annoying ads and shilling for in-game powerups.  Set your brain filters on “ignore” and you should be fine.

Emily said that the version that’s online currently is just the Prelude, and that in the future there will be more content and gameplay variations.  I look forward to seeing what they come up with!

Cool Link: IFDB

old19infocom[1]If you are interested in interactive fiction, the IFDB is an invaluable resource to help you find good games.  With the wide variety in genres and quality available in interactive fiction, having a central clearinghouse to hold reviews and ratings of the various offerings is very valuable.  And although there are a couple of other sites that offer the same service, IFDB is apparently the most active and up-to-date.

If you are a fan of interactive fiction, you can probably find something you’re interested through the reviews at this site.

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Greedy Goblin is Wrong

phil[1]I’ve promoted Greedy Goblin and his website in the past due to the very interesting economic analyses he’s put out, mostly stemming from his skill in making valid and insightful analogies between real world economics and the simplified economic model in the game of World of Warcraft.  Unfortunately, I think he’s been way off recently.  In his latest couple of articles, he’s falling into the trap of the elitist-raider mindset, and it’s leading him to make some analogies that are erroneous, inapplicable, and which lead to some incorrect conclusions.

In his latest posts, he’s attacked Blizzard’s move to change the badges dropped by lower-level raid instances.  In a nutshell, the policy change is that at some point, all instances that drop badges, from Ulduar 25 down to heroics, will drop T8 badges.  At the same time, T9 badges will be introduced for the top-end content.

Like many elitist raiders, Greedy Goblin attacks this as welfare, implying through this analogy that the “undeserving” are receiving handouts at the expense of the “deserving”.  He correctly notes that there is no taxation in World of Warcraft, so no one is directly hurt by this change.  No one is receiving less loot.  It’s not even really inflation — there may be more badges available to buy higher-end gear, but vendor prices are fixed, and the higher supply of badges should cause more BoE epics to be available on the open market, a deflationary pressure if anything.

No, what really gets the Goblin’s goat is that it is now easy for someone else to get what was hard for him to get earlier on.  It’s all about class distinction, and the reduction of the difference in gear that has him so worked up.  To the elite raider, gear is wealth, skill, social status, and self-worth all wrapped up together in a neat little package.  Having this difference reduced threatens the ego of the raider from several different directions.  It’s no surprise the hardcore are up in arms about this, but it does surprise me that GG is drinking the Kool-Aid as well.

GG attempts to rationalize his position through an odd definition of what he feels the Gross Domestic Product of WoW is, a fairly ridiculous concept on its face.  His definition, pulling from of all things World War II, is that it is the number of high-level boss kills in the game.

I think this is borderline insane.

It’s like saying that the Gross Product of a gymnasium is the number of super-heavy barbells lifted in a given day.  The hardcore bodybuilders might like that definition, but what about the guy that’s there to run on the track?  Or play racquetball?  Or hit on women?

The truth is that nothing of real value is produced in WoW through boss kills.  The boss you kill is just dead for you.  Others can freely take that boss on at any time.  And even the ones you kill only stay dead for a week — they just keep coming back as long as Blizzard cares to run the server.  And periodically, Blizzard adds new content; new high-level bosses to kill.  It never ends, and nothing permanent is ever accomplished.  You may gain skill and experience as a player, but there is no permanent achievement in the context of the gameworld beyond simply experiencing the content.

GG used to understand this.  His earlier posts talked defiantly about how he enjoyed and took pride in making money in-game as opposed to spending long hours raiding.  He’d at least acknowledge that the “M+S” and “socials” had a legitimate right to enjoy the game in the way they chose.

But now he’s a found a way to buy himself into the elite tier of raiding, and his outlook has changed.  Now he tries to define an overall value metric for in-game activity, and surprise, surprise, it’s based on how many top-level boss kills are achieved — exactly what you’d expect from a member of a top raiding guild.

Let’s look at this objectively.  There are many different servers in the game, with varying levels of hardcore raiders.  Is a high-pop server with many advanced guilds “richer”, more “affluent”, than a low-pop server with a fewer number of hardcore guilds?  Simply because Yogg-Saron is being killed 8 times per week on one and twice on the other?  Is one gym better than another just because it has more hardcore bodybuilders pumping iron, and for no other reason than that?  It’s patently absurd.

Elite raiders simply need to face the fact that Blizzard doesn’t see their $15/month as morally superior to the $15/month of the “M+S”.  Will they cater to the elite with new gear and new content?  Yes.  Will Blizzard set things up so that a permanent class difference is established and enforced by game mechanics?  Hell, no.  They want everyone to have a shot at the content that they spent cold, hard, real-world cash to develop.  That’s how they keep the masses, the paying masses, in the game.

The elite get to see content first, get the best gear first, and have the achievements and titles first.  That’s their value realized from their superior skill and effort.  But Blizzard is always going to make it so the masses can follow along at some point; they want them to see and experience the content as well.  They want them to stay in the game.

So consider it a time value of money problem, Gevlon.  It’s economics.  You used to be good at that.

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Cool Link: Ironic Sans

kemingad[1]I ran across Ironic Sans the other day and was immediately impressed.  The link I followed was for a wall of outlets, which was impressive enough, but the rest of the site also seems to be a real fund of intriguing and amusing ideas from the fertile brain of David Friedman, a photographer in his offline life.

Histographic steganography, monoblock Tetris, and the “bulbdial clock” can all be found on this blog; if you are interested in the intersection of technology, design, and pop culture you’ll probably find this a good read.

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