Post-hoc edit: If you’re finding this thread in the future, I’ve decided to heed the advice given in the discussion down in the replies, and am retracting (for now) my request for collaboration. I have some work to do to reconsider how my project could be sharded and perhaps released as smaller sections. When I have a clearer idea about what external help looks like in that frame, whether that’s for playtesting something smaller, asking for feedback, etc., I’ll make a new request for that.
I’m going to leave the original post intact below in case you are curious what it was.
Hi everyone. This post is dense, but I’m hoping that by organizing this post in this specific way, I’ll be able to clearly communicate what my project idea is, what collaborative help I’m looking for, and what my expectations are. I’ll be more than happy to answer any follow up questions you may have.
The game
The game I’m making is a parser-based science fiction game, written in Inform 7. What I’m aiming for and trying to create is more narratively focused than puzzle focused, but not entirely devoid of problem solving. The crux of the themes I’d like to explore in this game will be narrative driven.
Work I’ve done so far
Over the last several months, I have done some work to lay foundational pieces for this project:
- I have taken a body of notes in the note-taking application Obsidian to help organize the worldbuilding: thinking about the setting, the people, the problems/challenges that will be present, themes, as well as a rough outline for an overarching story.
- I participated in NaNoWriMo last November with the intent to give me a creative impetus to give narrative form to the story skeleton. The result was an incomplete draft, but it was still worth going through the process, as it allowed me to iterate on what the narrative structure might be.
- I have the beginnings of an Inform 7 project where I’ve started to implement some few things: a few of the rooms at the beginning of the game, implementing the functionality of a key object that will serve as a core mechanic for the game, defining a few new actions and rules, and some descriptive prose.
This has been a very slow burning and plodding process, but intentionally so.
Goals
I’ve currently set a goal to have this complete for Spring Thing 2024 (for clarity, next year’s Spring Thing as of this writing). Having my sights set on Spring Thing 2024 is intentional for a few reasons:
- I think that the game I have in mind will likely be too large for IFComp (I know things can change and my perception might be off, but my back-of-the-napkin guess is that this will likely be longer than a 2 hour game)
- I want to give adequate time to build, test, and release something my potential collaborator(s) and I can be happy about
- Setting my sights on an IF festival/competition for release will, I think, help timebox and properly scope the project
I have these additional goals in mind:
- I would like to release this game as an open source game at its completion
- Gaining the experience of creating and finishing a polished work of IF (as well gaining experience working in Inform 7)
- To continue to try to tangibly engage with the IF community
Non-Goals
I feel like these are important enough to call out to merit this separate section.
- I do not and will not seek monetary gain for this process and from a published game
- I’m not angling to use this as a springboard for professional game development or for clout chasing
The collaborative help I’m looking for
While I initially set out to work on this project alone, the reality is that I think this project would benefit a lot by asking for collaborative help. I think I have a lot of good foundational pieces in place that would otherwise allow me to make it alone, but ultimately, I don’t currently think doing this solo will be for the best.
It’s important to note here that this feeling partially stems from the fact that I have not released or published an IF game before. I have specific reasons for wanting to have a project like this be the first game I release, and it’s mainly due to what I know excites and motivates me when I work on something creatively.
Given what I’ve done so far and what I’m looking to still accomplish, I’m looking for the following kind of collaborative help:
- A collaborator who would like to work on a long-ish term Inform 7 parser-based project with a goal to release something for Spring Thing 2024.
- A collaborator who would be ok with the project being a non-professional passion project. I have a full-time job, so work that I do on this project will fall outside of my normal working hours.
- A collaborator who is ok with the idea of releasing this game as an open source game at its completion
- The current story idea for my game, I believe, could really use collaborative help on its narrative and pacing. There are things about what I have right now that I’m not satisfied with, and I believe really needs outside perspective. So, I’m looking for a collaborator who would like to work creatively on the narrative core of a game like this.
- To add to that point on outside collaborative creativity, it’s just as important to me that this story is inclusive of others’ lived experiences and perspectives that I do not and have not had. It’s really important to me that I get that right, and is something I just simply cannot do by working on this project alone. One concrete example that I hope illustrates what I mean is that I would like this game’s protagonist to be female, and I think it would just be better for me to ask for collaborative help than to make any attempt to write that narrative by myself.
- While I would say not strictly necessary, it would be a huge help to me if you already have some familiarity with Inform 7.
- This also applies if you have previous experience releasing or publishing IF. Not required for this project, but would nevertheless help greatly.
- Not knowing how this will be received, I think I’m looking for one other collaborator. I’m open to reconsidering this if it turns out that more people need to work on this project. My instinct is that one other collaborator will do.
What you can expect from me
If this remotely sounds interesting to you, then I’d like to talk through some things I think you should know about me, my particular style, things I do well, things I don’t do well, and my expectations.
Even though I haven’t released an IF game yet, I do like working in Inform 7. While working on the foundation of this game, I have also spent time pouring over Inform 7 guides (like Jim Aikin’s Handbook) and built-in documentation to help me grasp the language’s core concepts and syntax. I feel comfortable working in Inform 7, but I would not necessarily call myself proficient at it. I know enough to know how to find documentation or discussion to problems I run into.
I am willing to correspond virtually over any number or combination of mediums, written or verbal. I’m not currently looking for in-person collaboration. So this would mean I’m willing to correspond via email, on Discord, on Zoom, on these forums, or any number of other, similar communication tools. I’m based in the Pacific time zone of the United States, and would be generally available most weekday evenings and very flexible on the weekends.
From an organizational perspective, I work best with a little bit of structure. If you’re familiar with NaNoWriMo stylings, I am a Plantser. Basically, I try to organize my work in a way that allows for variability and some winging it, as well as flexibility to try to account for unforeseen events, but not completely without structure (as my goals and what I’ve done so far as described above hopefully illustrate).
Stylistically, these are the kinds of games that deeply resonate with me that I draw interactive creative inspiration from (broadly speaking, not just for this specific project): Myst (and its sequels), What Remains of Edith Finch, Gone Home, Counterfeit Monkey, Of Their Shadows Deep, The Stanley Parable, Firewatch, and The Talos Principle. Thematically, based on these influences, the crux of the kinds of narratives I want to tell, and indeed, what I really want to explore in this game are ones centered on the examination of the human condition. Why we choose to do what we do. What drives us to find hope, meaning, and purpose in what we do. How we respond in varying matters of challenge. And so on.
As you might infer from this post, my prose tends to be on the verbose side. I prefer rich descriptions, but I also try really hard to temper and refine my words and not overdo it.
It’s important to me to not treat this project and potential creative partners like it’s a second job. Yes, I have a specific end goal and release target in mind, but this project is not to be viewed like the most important thing in my (or your) life. It is a passion project for something that deeply interests me. I will treat this as an opportunity for me to grow and learn, and to actively participate and engage with the IF community. I mentioned it in the Non-Goals section, but it bears repeating here: this project will not be used to create a product and it isn’t for prestige. I want to experience the process, the joys and the frustrations all, of creating a piece of interactive fiction, seeing it to completion, and then sharing it with this community. I want to do this within and as part of a supportive community.
Thanks
This is a lengthy LFC, I know, but I really hope this gives you a clear picture of what I’m looking for, the game I’m making, my goals, and a bit about me. Thank you again for your consideration if you’ve read this far. Please let me know if you have any questions.