By the time the SNES came out, I had pretty much stopped playing videogames. This is why So Are the Days’s overall conceit is based on games from 30+ years ago: besides Twine games, those games (e.g., StarTropics, Bubble Bobble, Super Contra, Duke Nukem, DOOM, Wolfenstein 3D, Where in the World Is Carmen Sandiego?) are… Continue reading Cement is the flour, concrete is the bread: making So Are the Days
I just finished So Are the Days, tiny stories about sand and stories that behave like sand. It is a back garden entry in the 2020 Spring Thing Festival of Interactive Fiction. I hope you like it! Take care.
The “space” inhabited by a poem has been conceptualized in terms of music or sound (e.g., Tracie Morris, John Cage), in terms of painting (e.g., Gertrude Stein, John Yau, John Ashbery), in terms of ritual (e.g., Bhanu Kapil, CAConrad). But what about in terms of, well, space? I was at the No Fair/Fair at AWP… Continue reading A made place: Interactive fiction and “location-based poetry”
Background I’ve been learning more about parser IF lately, and what I think I like most about it (and what I liked most about lurking around LambdaMOO back in the day) is exploring space that is at the same time imaginative and rule-bound. Learning to write parser IF in Inform is especially interesting and exciting… Continue reading Where one endless corridor follows another: thoughts on translating Robbe-Grillet into Inform 7
Well, I have covered myself in hundreds of index cards again! This time to make ROUND / SQUARE, a micro game I submitted to sub-Q Magazine’s #subQjam. The prompt was to tell an interactive story about love in fewer than 1,000 words--1,000 words across ALL paths. In the way it distills each choice into two… Continue reading Making ROUND / SQUARE
I just finished ROUND / SQUARE, a porous taxonomy created for #subQjam 2018. It's a 100-choice micro game on the subject of love. I hope you like it!
I have spent much of this October making a silverfish costume out of duct tape and re-reading Joyelle McSweeney’s The Necropastoral: Poetry, Media, Occults. In the book (and on the now-inactive blog Montevidayo), McSweeney explores a variety of texts that employ necropastoral strategies: Sylvia Plath's Ariel, CAConrad's The Book of Frank, Jack Smith's Normal Love,… Continue reading Favorite necropastoral games
The procedurally generated poems I posted about earlier have mutated into a branching Twine poem called, well, Afraid of Money. You can read it via the Orange Juice Public Library's division of Games and Such.
REALLY, IF / REALLY, ALWAYS was put together with spreadsheets and scotch tape. I started working on it sporadically in early 2016, and finished in April 2018, in time to plant it in the Back Garden of the Spring Thing Festival of Interactive Fiction, and to have it published by the Orange Juice Public Library.… Continue reading Making REALLY, IF / REALLY, ALWAYS
I've been curious about procedural content generation, so I spent the weekend experimenting with this Markov chain generator and tutorial. I have no Python experience, but it was easy for me to set up and use. I think you'll recognize some of the source text, which I intentionally kept brief. I'm happy with the results,… Continue reading Afraid of money: 5 (mostly) procedurally generated poems