Another great pick… I’ve read a lot about St. Bride’s in the past, and have research cited in that article, but there’s a lot of new material that I’ve not seen before referenced there… including a ton of magazine articles & 'zine scans on archiveDOTorg… I was not aware of the origins of Silverwolf as a serialised “lesbian” fantasy tale.
I played Snow Queen and liked it. I had no idea there was such an intriguing backstory to the creators. Rabbit-black-hole, here I come…
“A grad student’s side project spawns a text game renaissance, leading to thousands of new games and decades of innovation.”
Thank you for emphasizing what a pivot-point the release of Curses actually was. The description of the newsgroup becoming slowly overwhelmed by hint-requests and discussion, all sparked by this one seemingly inconsequential game about a lost map on a dusty attic really drives home the point.
I can only imagine how many players had the experience of a dim lightbulb in their heads growing brighter and brighter as they started realizing “So I could make an ‘INFOCOM’ game too…”
This edition of your blog series is most timely and relevant. This topic has been very active recently. This provides a lot of clarificattion.
Excellent, as always!
“Atari, Façade, an experimental play and a boldly ambitious vision: how the Oz project hoped to invent the future of interactive stories.”
“The groundbreaking hypertext that blurred the boundaries between page and screen, and creator and creation.”
“Two lovers, two dancers, two pillars, two moons: the game that charged puzzles and landscapes with deeper meaning and set the stage for a new era of interactive fiction.”
Thousands of rooms, millions of words, decades of worldbuilding and a war to end all wars: the story of long-running MUD “Achaea.”
“Read you a story? What fun would that be? I’ve got a better idea: let’s tell a story together.”
“The storytelling strategy game that was too behind-the-times to sell on release, and a revolutionary sleeper hit a decade later.”
“A game about a single conversation; an NPC who asked players, for once, to take her seriously.”
“…a player treating an NPC less like a plot-point vending machine and more like a compelling character…” (my emphasis)
This nails the average NPC. Fantastic choice of words.
Thanks for reminding me of Galatea. I haven’t really dug into the piece any deeper than some exploratory tries.
“The incredible story of the first alternate reality game that turned players loose on a mystery with a thousand clues.”
" “Is it a game?” the robot boy David in the A.I. film would ask when encountering confusing human behavior."
That sentence made me lose The Game. That other one.
I was deeeep into The Beast. I almost failed to graduate from college because I was too busy moderating the Cloudmakers Yahoo Group!
You still haven’t won?
“What could fiction be like if freed from the tyranny of the line, or the screen?”
“A kingdom in a browser tab, an avalanche of puns, and the best and worse of internet culture.”
As an RPG-er and listener to Ken and Robin Talk About Stuff I thought I was pretty up on Robin Laws’ oeuvre. I’d heard of King of Dragon Pass, but I had no idea Laws’ involvement was so substantial or that it was such an epic game.