18 Cadence is a new piece of electronic literature that’s almost definitely not a game, something less than a book, and explores a rarely tackled corner of interactivity in interactive narrative: the choices and decisions of how to tell a story, what bits to include, what to leave out, how to arrange them. It’s available for free on the web or as an iPad app.
April 4, 2013
May 4, 2012
Last quarter I took a graduate seminar here at UCSC in procedural content generation, taught by Jim Whitehead. I’ve long been intrigued by the possibilities of PCG for interactive storytelling, but my past work hasn’t explored this terrain. The course inspired the short piece I’m posting today, Almost Goodbye, a parserless, browser-based, short-form experiment in procedural content generation for interactive stories. (It’s also science fiction, if none of the rest of that piques your interest.)
February 17, 2012
Interactive story author Emily Short spoke at UC Santa Cruz on Wednesday, as part of the ongoing Inventing the Future of Games speaker series. Emily, best known for her work on groundbreaking interactive fictions such as Galatea and Savoir-Faire, spoke about her recent work with Richard Evans (AI Lead on The Sims 3) developing an interactive story system centered around character and conversation in Jane Austen’s universe. (Emily and Richard’s company, Little Text People, has recently been acquired by Linden Lab; Emily stressed that the ideas presented in the talk represent work done before the acquisition.)
February 9, 2012
Hello! I’m Aaron A. Reed, lead writer on Prom Week, and I wanted to talk a bit about the challenges the writing team faced bringing eighteen characters to life during the most exciting week of their lives. (So far, at least… I’m pretty sure Lil is going to go on to do great things.) I’ve previously worked on large-scale interactive stories before, like my 2009 project Blue Lacuna, but Prom Week presented authoring challenges on a whole different level.