Bletchley Park, 1942. A component from the Bombe machine, used to decode intercepted German messages, has gone missing. One of the cryptographers is waiting to be interviewed, under direst suspicion. Is he stupid enough to have attempted treason? Or is he clever enough to get away?
Posted in Uncategorized
Tagged Adventure Book, bletchley park, cyoa, ebooks, game design, graham nelson, inkle, interactive fiction, kindle, kindliser, multiple choice games, short stories, technology
Working on a new branching narrative project for inkle has crystallised in my head a problem I think I’ve often skirted around, but not ever pinned down before; and it’s a problem that sits right the heart of interactive narrative … Continue reading
Merry Christmas, and if you’ve just unwrapped a new game, here’s a sobering puppy-for-life type statistic which is urban legend in the games industry, and might even be true: the majority of console games are played once.
So what? you might think. Most books are read once, most DVDs are watched once, most Christmas cakes eaten once… But I don’t mean finished, I mean played. The majority of console games are opened, installed, booted up, played for a single session (possibly of several hours), then never booted up again. Even though games can afford tens of hours of entertainment; and even though games cost four times as much as books or films.
And that isn’t true of books, or DVDs, or Christmas cake. So why the difference? Is it just because people can get stuck on games?
I don’t think so. I think it’s deeper than that. In fact, I’m not sure there is a difference between the consumption pattern for a DVD, book or a game. I think instead that the difference is in what we mean by the word finished. (And, what is inkle going to do about it?)
Posted in games, IF Theory, inkle, storytelling, writing
Tagged assassin's creed, frankenstein, game design, games, inkle, interactive fiction, replay, replayability
Time to announce my new project:
Building on my IF and Undum work, inkle will make interactive stories for mobile devices, and do so in a beautiful way.
Our first project, Frankenstein, is being published in association with award-winning London-based publiser Profile Books; and is being written by Dave Morris (author of Mirabilis) and Jamie Thomson, super-talented writers with a long history of gamebook work.