Posts Tagged ‘Emily-Short’

Informing You: Text Adventure Tool Inform 7 Has Updated

By Graham Smith on May 9th, 2014.

This picture is purely symbolic.

Inform is one of those tools, like Game Maker and Unity, which unlocks new creativity. It’s a programming system for creating text adventures in which you can write your stories using something resembling natural language. It’s more complicated than Twine, but also consequently more powerful. It is, basically, good enough that it makes you want to write interactive fiction, even if you’ve never considered that before.

It’s exciting then that a new version has been released, “three years in the making”, which expands the languages handling of procedural storytelling.

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Absent Heroes: Choose Your Own Interview II

By Cara Ellison on July 16th, 2012.

I had a sweet time making the last Choose Your Own Interview, so this time I collaborated with long time Interactive Fiction heroes Adam Cadre, Emily Short and Andrew Plotkin to make you something special. The following is a heady mix of RPS fanfic, Interactive Fiction love letter, and slight autobiographical tendencies. Your secret content this time comes courtesy of a guest appearance by someone we all know and love. Enjoy, and keep me updated on your own adventures in text. Now let’s get really drunk. There must be a bar around here somewhere?

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Letters Of Love: Galatea

By RPS on July 20th, 2009.


This week will be punctuated by some guest-posts from writer chums of RPS. The first of these is by Lewis Denby, and is about Galatea by Emily Short.

I’m writing this with a tear in my eye.

I don’t cry at games, really. I’ve been close a couple of times before – Dear Esther’s conclusion was particularly heartbreaking, and Braid’s general solemness made it somewhat emotionally draining – but I’ve just played through Galatea for probably the twentieth time, and it’s still so marvellous, so perfect and so tragic that I find it impossible to remain unmoved.

Still totally caught up in the moment, but honestly? Nothing’s this good in videogames. Nothing.

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Word Play

By Kieron Gillen on October 16th, 2007.

[A version of this feature was originally printed in UK videogames bible Edge. It's about the use of Text in videogames, both in the mainstream and over in the world of Interactive fiction. It features material from Chris Avellone (Planescape Torment), Sheldon Pacotti (Deus Ex), Adam Cadre (Photopia, Shrapnel) and Emily Short (Galatea, Floatpoint). I've expanded it to fit in in some of the quotes I couldn't fit in Edge's word-count. Which were many. If you've read my Planescape Retrospective, you'll recognise some key riffs. This feature very much grew from that one. And enough waffle. Let's do this thing.]

Best game ever, or so I thought when I was 5 and I hadn't played it.

In the beginning was the word. And the word begat a phrase. And the phrase was “Avoid Missing Ball For High Score”. Gaming’s public relationship with words started here, and continues to this day. It’s these first furtive fumblings which produced the most lasting signifiers which define games in the public eye, and will continue to do so as long as the form continues to exist in its current state. Icons like “Extra Life” and “High Score” are as much a signifier of gaming as any of the corporate mascots.

But this isn’t about that.

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