Curse you, time zones. I’d meant to attend — planned to attend — the XYZZY awards for months. As the date approached, we planned a trip out of town for the weekend of the ceremony, but that was OK because my oldest son had his last basketball game of the season on Saturday afternoon, and we were going to leave afterwards. We were going to leave town at two, the ceremony started at noon — it was all good, right?
Wrong. We needed to leave no later than two Central, and the ceremony started at noon Pacific. Which is two Central. So I’m very sorry I missed it, although it probably spared you having to read what would have been halting, unprepared acceptance speeches.
I’m both gratified and more than a little overwhelmed by the reception and support Aotearoa has received this year. One of the most insightful descriptions I read in the many reviews this year was by Sarah Morayati, who said, in part: “This feels like a gift, both to his children and the adventures he remembers.” It is. That’s exactly what it is.
Like a lot of people in the community, especially those of us who won’t see 40 again, I have a long history with Infocom games, and many fond memories of hours spent playing those old titles. Masterful, powerful games like Planetfall, A Mind Forever Voyaging, and Trinity taught me that computer games could be about far more than just joysticks and puzzles — that interactive fiction could tell a real, affecting story in a way that was, and still is, unique. Infocom died right about the time that I went to college. I thought the IF era was over. It took me decades to rediscover the IF community and the new tools, but once I did, the old joy came back undimmed.
With Aotearoa, I started off wanting to write an adventure story for (and about) my oldest son — something simple and quick with lots of interesting, wacky animals and a plucky boy protagonist. As I did research and planned the story, it changed and grew, became far more substantial, and took on a life of its own. It’s the first time a story has just jerked itself out of my hands and started off in its own direction, and I’m so glad I decided to let go of the leash and just follow the story where it led.
One of the places it led me was to the Māori. Once I had decided on “New Zealand with dinosaurs” as the setting of the story, I spent a lot of time researching the Māori language and culture. I worked hard trying to do a good job of representing the Māori people in this story, and I think I did as well as I could. But I’m not even a New Zealander, let alone a Māori, so there was no way I could actually get across a true Māori perspective. After the game was released, I had a great email conversation with a New Zealand native who was kind enough to point me to some very good Māori-written fiction. One in particular stands out as a phenomenal work of art. If you, like me, have become fascinated with the history and culture of the Māori, I cannot recommend the book Potiki, by Patricia Grace, highly enough. Written in a powerful, mythic, rhythmic style, Potiki follows an extended Māori family as they attempt to reclaim and hold onto their ancestral land, culture, and way of life. It was a humbling experience to read this book and realize the gulf of culture, experience, and even perception between the West and the Māori, and then further to realize how deftly Patricia Grace bridges that gulf.
So what’s next? For the past few months I’ve been taking a bit of a hiatus from development, playing Mass Effect 2 and Starcraft 2 (both excellent in their own ways, not to mention ridiculously addicting) and reading, but I’ve gotten back into the saddle and am starting IF development again. I’ve recently released version 2 of Keywords for Conversation, the extension I wrote that ties together Aaron Reed’s Keyword Interface and Eric Eve’s Conversation Package. I’ve converted Aotearoa to build 6G60 of Inform 7, and am working on the bug fixes and revisions for version 2 of it. I’m also pulling out the tutorial mode code from Aotearoa and generalizing it into a separate extension, which will be released fairly shortly.
And of course, I’ve got games in the works. I have too many ideas for the time I have available, but I’m hoping to release another shorter game this year, and I have a couple of long-form ideas in the planning stages.
I definitely want to thank everyone who participated in the IFComp this year. I played every game (a first for me) and was really impressed with the high quality of this year’s games. I was especially happy to be part of the fun and camaraderie on the authors’ forum. Finally, huge thanks to everyone who beta tested, played, rated, reviewed, and voted for Aotearoa this year. I’m happy I’ve been able to contribute this to the community, and thrilled to be an ongoing part of it!
Treasures of a Slaver’s Kingdom

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