You might recall that Craft Keep VR, the virtual reality game I ended up writing for after EGX 2016, was up for a Game of the Year award at Login Vilnius a while back. Well, it’s happened again, and this time it’s through the TIGA Games Industry Awards!
This time around, Craft Keep VR is right alongside big names like Forza Horizon and Horizon: Zero Dawn. Even just in its own category – Game by a Small Studio – there’s Yooka-Laylee and The Flame in the Flood, both of which have quite a bit more clout behind them than “Small Studio” would suggest: the teams behind those include some of the people behind Banjo-Kazooie, Halo and BioShock.
I hesitate to ask people to vote in this because I’m aware fairly few will have the VR hardware necessary to actually play Craft Keep, but if you’re in a position to compare the games in the shortlist (maybe you got a go at EGX or EGX Rezzed), then here’s the page where you can vote for your favourite.
Dungeon Lord lovers rejoice: I’ve signed a contract for another book, and this one features none other than Girth “Meatthrust” Loinhammer himself. Just look how happy he is!
If you’re subscribed to my newsletter or a regular at the open mics I read at then you’ll have known about this for quite a while, but Aperture Editions are now on board to publish Girth Loinhammer’s Most Exponential Adventure, the massively interactive Dungeon Lord story that I’ve been working on for the past year and a half. This thing’s huge: it’s currently 150,00 words in total and it’s still not quite finished. The version available online only includes half the content. There’s a lot I’ve held back. Continue reading
It’s taken a lot longer than expected (the original plan was to have the entire thing wrapped up by the end of November 2015), but the first (or arguably left-hand) half of Girth Loinhammer’s Most Exponential Adventure is now complete!
Provided you choose to sit around moping at the at the very beginning of the story, rather than going off and doing something interesting, you can explore every single possible option leading off from that point, and follow along all the way to every possible ending: 256 in all!
I’ll be starting work on the second (or right-hand) half of the Adventure pretty much immediately, but it might be a while before I make the new content available just so that there aren’t too many dead ends for readers to stumble into. If you haven’t taken a look at this yet, now’s a great time: you’ve got absolutely masses of options and I can guarantee that any storyline you can start, you can also finish.
At the time of writing, the story is 78,629 words in length altogether, making it the single longest work I’ve ever released by a reasonable margin (the next longest is currently Face of Glass, at 55,550). Despite that, this novel-length interactive story is completely free to explore. If you’d like to chuck some money my way, however, please consider pledging to support Ten Little Astronauts, my crowdfunded novella. You’ll get a book that wouldn’t have existed any other way, every copy will have your name recorded in the back as one of its patrons, and you’ll be helping me achieve my dream of having my best work to date distributed by Penguin Random House. It’s a win-win-win!
It’s got a little overshadowed by Ten Little Astronauts and Craft Keep, but yes, I’m participating in National Novel Writing Month again this year! However, I’m not writing a novel this time around. I’m continuing last year’s massively interactive fantasy story, Girth Loinhammer’s Most Exponential Adventure. The upshot of this is that although we’re only six days into the event, and although I only really got into it on Day 3 myself, the project is already more than 60,000 words long (50,000 from last year, plus 10,000 words of never-before-seen storylines from the past six days).
Flash Fiction Month 2016, Day 29
Challenge #13*: David Bowie Day. Write a story exploring themes of death or identity, including something beginning and something ending, and incorporating transhumanism. It must include at least 10 quotes or lyrics by David Bowie, and a character based on Bowie himself.
Blasting across the universe in a napalm-propelled rocketship with an Egyptian goddess in the driver’s seat and a money-pooping goat in the cargo hold was not the carefree getaway Girth Loinhammer had hoped it would be. He let out a gentle sigh.
“What’s wrong?” asked Sekhmet. Despite being the goddess of bloodshed, she was surprisingly sensitive to other people’s feelings (and unsurprisingly liable to punch in the face anybody who mentioned this out loud).
“It’s nothing,” he said. Then, feeling he might as well get it out there: “It’s just…you know we’re fictional characters, right?”
“No,” said Sekhmet, rolling her eyes. “I thought we were in a real napalm spaceship with a real money-pooping goat.”
“Okay, point taken. The thing is, when we exist, it’s because we’re in a story. And when I’m in a story, I almost always have to explain that I used to run a generic fantasy dungeon, that everyone I took prisoner in it was expecting a different kind of dungeon, and then within a thousand words it ends with me running off because things get…erotic.”
“Why do you always say that in subscript?”
“Because I don’t like it! You know me, I like violence. I’m not happy when things get…sexual.”
“Hey, foos!” put in the ship’s computer, which of course contained the uploaded consciousness of Mr. T. “There’s a starman waiting in the sky!”
“What?” asked Sekhmet.
“Knowing my luck,” said Girth, gloomily, “it’ll be some androgynous weirdo.”
Flash Fiction Month 2016, Day 26
“How do you feel?” asked Doctor Gray, in a tone of voice that said: “I’m listening,” as well as “I care,” and finally, “I’ve done this six times today already and it’s nearly lunch.”
“I’m great,” replied Girth Loinhammer, Dungeon Lord. “I’m at the peak of my dungeon-lording career! The forces of good fear me, the forces of evil respect me, and forces in general tremble before me! All bow before my glistening muscles and terrible leather chest straps.”
“Is that how you feel,” pressed Doctor Gray, adjusting her spectacles, “or how society wants you to feel?”
“I…uh…” Girth sighed. There was a couch here; he figured he might as well lie down on it. “The second one, I guess. Except…” He waited for Doctor Gray to ask “Except what?” but she didn’t. She simply waited patiently for him to continue, so he did: “Most of the time I get the impression that the way society wants me to feel is really, really uncomfortable.” Continue reading
Flash Fiction Month 2016, Day 13
Challenge #6: Write a story involving a stranger and an ambiguous proposal, borrowing the first line from another author’s story written this month. As an optional bonus, incorporate one thing from the list of “2425 Things Mr. Welch Can No Longer Do During an RPG.”
Sunshine, good music and a very long bar queue. This, Büzenpüken decided, was a strange sort of oppressed village. A strange sort of oppressed village indeed.
“It’s the dragon,” whispered a nearby peasant, the bags around his eyes black as the devil, and saggy as the devil’s devilish man-boobs. “The dreaded Party Dragon! He has made his home in Bierkan Mountain and demands that we honour his appearance with a thousand years of vigorous celebration!”
“That doesn’t sound so bad,” said Büzenpüken, scratching his beard.
“It wasn’t at first!” The peasant dropped to his knees, clutching Büzenpüken’s barbarian bearskin briefs. “But that was ages ago! I haven’t slept in weeks! All I do is dance and uncontrollably guzzle cheap booze!”
“That doesn’t sound so bad,” said Büzenpüken, again.
“It’s horrible!” cried the peasant. “And if we so much as complain about it…”
There was a roar from the cave at the foot of the mountain. A searing orb of flame arced across the sky.
“Uh-oh!” yelled the peasant, desperately zig-zagging away from the bar queue. “Uh-oh! Uh-oh!!!”
The sky is filled with great heroes of lore: Orion, Cassiopeia…Girth Loinhammer.
That’s right! I got a truly spectacular Christmas present this year in the form of this certificate:
There is now officially* a star named Girth Loinhammer in the constellation of Sextant (abbreviation: “Sex”). I’m trying to come up with a joke involving “rectascension” as well, but mostly I’m just super happy that there’s a star out there named after my unintentionally erotic epic fantasy bad guy.
*Nobody but the International Astronomical Union has the authority to name celestial bodies. Since they didn’t choose the name, it’s essentially only as official as the printed-out certificate makes it. That being said, I do have the certificate, so nyah nyah! Take that, space!
I’ve never really been a fan of New Year’s resolutions. They seem like a handy excuse for putting off doing anything until January 1st, and later on a handy excuse for giving up for ten months when you fail spectacularly in early March.
That said, starting something at the beginning of a new year does make it easy to set up a schedule, and so on this occasion I’ll be joining in too. My New Year’s not-resolution is to write a game article a week. At the moment I’m hoping to make most of them reviews of specific titles, but I’ve also got plenty of ideas for articles about game design and mechanics. Most likely there’ll be a fair bit of crossover between the two. The main thing I’ve settled on at this point is that whatever they are, there’ll be 52 of them by the end of the year. Or at the very least, there’ll be a dozen-ish by early March.
In the past it’s proven difficult to keep up weekly or even fortnightly updates. Beyond the Black Throne became problematic partly because I was juggling it with an MA course that steadily demanded more and more of my attention, but also because the interactive format made for tight deadlines and more or less eliminated the possibility of building up “buffer” updates that I could write ahead of time and post when necessary. Producing images and animation to illustrate the story—however hilariously amateurish those things were—also took a lot of planning and ate up a lot of time.
I’m still planning to pick up the story again at some point, but in the interests of producing something on a regular basis and building up my games-related portfolio, I feel as though the reviews are a safer bet for the time being. For one thing, I’ve already played through a bunch of games that I’d like to write about, which means I’m already halfway towards having a “buffer” ready. For another, games (even if they’re primarily text-based) offer the possibility of illustrating a post with screenshots, which don’t take too much effort on my part.
I expect it’ll take a while to play through anything I’m going to write about, which isn’t a challenge I had to face with Beyond the Black Throne, but at the same time that seems more compatible with my job at the moment than responding to reader suggestions and fiddling about with paper cut-outs. I could happily fit in the button-mashing after a day at work, then write the actual article on one of my days off. Combined with the buffer posts, that should ensure I’m able to keep these things regular.
But beyond that particular goal for the year, I’ve got another decision to make. I’ve still got access to the university recording equipment, and while that’s the case I want to make the most of it. However, that’ll mostly mean recording things I’ve already written, and I’d quite like to keep producing new stories at the same time. So here’s a question for you:
“New, experimental things” at the moment will likely involve audio, video, or interactive fiction. They’re by no means limited to that, though.
In any case, I’ll be doing a little bit of both either way. If you’re curious to see something a little different from me, I hope to have some recordings done in the not too distant future (and perhaps some 3D printed things too). If you want conventional stories, I’ll be including a brand new one in each of my monthly newsletters.
Happy New Year!
It’s Day Five of National Novel Writing Month, which means that my quest to produce a 100,000 word work of interactive fiction is already four days closer to completion. And what a four days they’ve been.
Since my last NaNoWriMo post came after just the first day of writing, and only included the bare minimum of work-in-progress work necessary to illustrate what I was doing, part of the point of this post is just to say that I’ve got into the swing of things and I’m expecting to have more of my NaNo project online and ready to read almost every day. I’ve found that although philome.la (my Twine hosting site of choice) doesn’t allow me to “edit” stories, it’s simple enough just to delete one and then reupload it under the same name. This means that the most recent version of Girth Loinhammer’s Most Exponential Adventure can always be reached through the same hyperlinks, no matter what version I was actually linking to at the time. I won’t announce every single update (except on Twitter): just check out the story whenever you feel like it and you’ll be able to see all the stuff I’ve added since you last had a look.
If you can find it, that is.
I’m currently writing the story back-to-front, in a sense. Rather than writing the first decision-making passage, then the two passages leading off from that passage, then the four passages leading off from those two passages, I’ve prioritised completing endings over writing beginnings. This is ridiculously complicated to describe, so here’s a screenshot of my work in progress:
The highlighted passage in the top left of the screen is the start of the story: the one containing the “You are Girth Loinhammer…” introductory text, and your first opportunity to decide how the story progresses. The passage far below it, connected by a long vertical line, is one I haven’t written yet (it just contains some NaNoWriMo filler text). However, the vertical chain of connected passages just to the right of that long line is one complete storyline: you’ll see it in its entirety if you choose to mope in the dungeon (or generally not do anything interesting) at every opportunity. Running horizontally along the screen are all the endings I’ve written so far. You can see how some of them branch off that complete “moping” storyline earlier than others.
The upshot of this is that rather than slowly building up more options at the beginning of the story and maybe starting to write endings about halfway through the month, I was able to have a dozen or so endings ready for people to discover on day one and add a dozen or so every day afterwards. I’m actually aiming to complete 16 storylines a day. Working like this has its good and bad points, and I think I’ve been at it for just long enough to get into those now:
- Word count is not a problem. I was originally wondering if I may have bitten off more than I could chew by trying to tackle 100,000 words for NaNo rather than the usual 50,000. I planned my project on the assumption that each passage would average 100 words in length, when in fact most of them naturally come to a fair bit more.
- Ideas are easy to come by. I thought quite a bit about what sort of story I wanted to write before I started. I even put out a poll to gather readers’ opinions. Turns out you guys were onto something: writing a massively branching story that doesn’t take itself seriously has given me a lot of options for endings: everything from alien abductions to death by boredom. This kind of massively branching format makes it difficult (though not impossible) to write yourself into a corner as you can when working on a linear novel.
- Quality seems okay so far. It might be too early to say for sure, but I don’t think the quantity of work I’m trying to produce this month is having too much of an impact on the quality. There are a lot of typos and I’ll want to do quite a bit of fixing up before considering this thing properly finished, but I don’t feel like I’m writing for the sake of it. I’m really enjoying coming up with these storylines and there are a few I’m particularly looking forward to.
- People seem surprisingly invested in the story. I really wasn’t sure what sort of reaction to expect to something I was putting on show in such an unfinished state. Interactive fiction often behaves a little like a machine, in that if parts are missing it won’t work at all. However, I’ve been absolutely blown away by the response. People have said they’ve gone through and read every ending, which even on day one meant sifting through 5,000 words of story divided between 30 or so passages.
- I will probably not finish on time. Despite being likely to absolutely shatter my word count goal at this rate, completing the entire story in November would involve an absurd amount of work. The problem is passages. Words might be easy enough to accumulate, but the easiest way to keep track of the story (for complicated mathsy reasons) is to aim for 31 passages a day. This is the easiest number to aim for, but it’s quite a challenge to write and it’s still not enough for me to finish in November. At this point it’s looking as though I’ll finish something like a week late–and even then only if I really stick with it.
- The story is difficult to organise. Twine is a great bit of software, but it’s difficult to set out a story this large as a readable flowchart. I’ve already ended up skipping passages because I lost track of what I needed to add where, and though I think it’s all fixed now, it’s a problem I just wouldn’t face with a linear novel.
- Many choices are inconsequential. I’m actually playing this for laughs quite a bit, but ideally interactive fiction should make you think about what you’re doing and what effect your choices will have. However, the sheer number of choices I have to write for this thing means that they can’t all be significant. The fun of Exponential Adventure will come primarily from exploring its multitude of storylines, rather than getting seriously invested in the fate of its protagonist.
- Interactive fiction gives me nightmares. This hasn’t so far been an issue with Exponential Adventure, but it happened with both Blacklight 1995 and Outpost, and I think it has more to do with format than genre. These things are all multidimensional worlds rather than linear stories, so it’s a lot easier to get wrapped up in them. On the plus side, though, I hope that also makes them more interesting to read.
So that’s how things are going so far. I’m on track to hit my target of 100,000 words, but at the same time it looks as though that target won’t be quite enough to get the story done during NaNo. However, it’s all going well so far, and if you haven’t checked it out since day one, Girth Loinhammer’s Most Exponential Adventure now includes nearly 20,000 words worth of silliness for you to explore. Also 64 unique endings.
Those things add up quickly.