Tag Archives: Hadean Lands

Xyzzymposium 2014: Aaron A. Reed on Best Use of Innovation

Aaron A. Reed has been attempting to be innovative with his interactive fiction for more than a decade, with occasional successes: his IF game Blue Lacuna has been widely admired by the community, and his IF-like-things 18 Cadence and Prom Week have been nominated for awards at IndieCade and IGF. He is the current organizer of the annual Spring Thing Festival of Interactive Fiction. His latest game The Ice-Bound Concordance merges explorable text, a complex NPC, and a printed art book driven by augmented reality.

The Best Use of Innovation nominees for 2014 were AlethiCorp, An Earth Turning Slowly, Hadean Lands and With Those We Love Alive. Continue reading

Xyzzymposium 2014: Caleb Wilson on Best Setting

Caleb Wilson has written interactive fiction such as Lime ErgotStarry Seeksorrow, and Six Gray Rats Crawl Up The Pillow, and has published non-­interactive fiction in Weird Tales, Beneath Ceaseless Skies, Lady Churchill’s Rosebud Wristlet, and other journals. He is currently working on a project for Choice of Games about an 18th century musical virtuoso.

The nominees for Best Setting were  80 DaysHadean Lands, Invisible Partiesand With Those We Love Alive.

Setting is one of my favorite things about IF. It has two meanings to me.

First, it’s the world where the fiction takes place. The four nominees for Best Setting all take place in interesting worlds, so I’ll write a bit about that.

But secondly, and this is what distinguishes a lot of IF from static fiction, setting is the world model: the nature of this created place you can roam around, comb over, backtrack through, and explore. Even without much of a narrative at all, you can still enjoy poking around a well-made world, whether it’s built of a grid of connected rooms, or links, or routes on a spinnable globe.

A simple definition of IF is fiction that includes mechanics: rules that determine how you experience the story. Taken this way, the world model of an IF is a big part of its mechanics: how the setting is laid out and what you can do there, what it feels like to navigate the world, and how this affects the narrative or gameplay. In general games are at their strongest when their mechanic matches their theme: I find that these four games all match mechanics to theme in interesting ways.

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Xyzzymposium 2014: Joey Jones on Best Implementation

Joey Jones is a writer of text games including Andromeda Dreaming and Danse Nocturne. Co-author of the weird-fiction puzzler Sub Rosa in IF Comp 2015, he is currently working on a long-form ChoiceScript game set in the 18th century underworld.

The Best Implementation finalists were Hunger Daemon, With Those We Love Alive and Hadean Lands.

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