Archives

Author Archive

Posts: 76

Nov 18

2013

Fundraiser for Typhoon Relief

Posted by: Adam Strong-Morse | Comments (0)

Paolo Chikiamco, author of Slammed! and resident of Manila, is participating in Authors for the Philippines to raise money for the relief effort after the typhoon. Support a good cause, and you could get your name featured in Slammed! http://authorsforphilippines.wordpress.com/2013/11/17/439-a-name-of-your-choice-in-slammed-the-pro-wrestling-interactive-fiction-game/

Announcements

Aug 20

2010

Announcing “Choice of Romance”

Posted by: Adam Strong-Morse | Comments (52)

Choice of Games is pleased to announce the release of Choice of Romance, by Heather Albano and Adam Strong-Morse! Play it on the web, or download the iPhone version or the Android version. Play as a young aristocrat who comes to court looking for love… and catches the monarch’s eye. Will you find true love? Gain a crown? Lose your head? Choice of Romance is a text-based multiple choice game of romance, deception and court intrigue. We hope you enjoy playing “Choice of Romance” and we encourage you to play it, tell your friends, and to recommend it on StumbleUpon,

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Announcements, Choice of Romance

Jul 30

2010

Four Ways to Write a Vignette

Posted by: Adam Strong-Morse | Comments (10)

One of the hardest tasks in learning to write a ChoiceScript game is figuring out a process for writing vignettes that works.  We all have experience writing stories, essays, and other prose forms.  And many of us have written computer programs before.  But a ChoiceScript game isn’t like a normal story, although it needs to tell an effective story, and it depends far more on text and storytelling than a normal computer program, although it is a computer program.  So how do we go about writing a vignette? In previous posts, I’ve talked about how we plan a ChoiceScript game

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Game Design

Jun 15

2010

Look Ahead at Our Future Games

Posted by: Adam Strong-Morse | Comments (20)

We’ve gotten a lot of questions about what games we’re working on and when they’ll be released.  I thought I’d give a quick run-down of some of the games that we have in progress. We have two games that are fairly far along.  Choice of the Vampire by Jason Hill is in beta testing currently.  We hope that it will be ready to release soon–maybe by the end of June–but we’ll keep on working on any of our games until we’re satisfied with them. “Choice of the Consort” is the tentative title for our game about romance and intrigue in

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Announcements, Choice of the Vampire, Game Design

May 24

2010

Don’t Start at the Beginning!

Posted by: Adam Strong-Morse | Comments (13)

When writing a ChoiceScript game, it’s tempting to think that you should write the game the way that it will be played:  start with the first vignette (maybe with some character-generation questions), then write the second vignette, then the middle vignettes, and finish with the concluding vignettes and epilogues (if any).  That can work, of course, but I don’t think it’s the most effective way to approach a ChoiceScript game.  In this post, I explain why and give my suggestions for how to pick a vignette to start with.

Game Design

May 06

2010

How We Plan a ChoiceScript Game

Posted by: Adam Strong-Morse | Comments (15)

Some people who are starting up the process of writing a ChoiceScript game have asked how to plan/outline/storyboard/etc. a game before writing.  I don’t presume that we know the best way, let alone the one true right way to do things, but I thought people would be interested in how we plan our games.  This is a monster length post, so I’m going to put it beneath a cut.

Game Design

Apr 17

2010

Make a “Choice of” Game Your Own: Authorial Intent in IF

Posted by: Adam Strong-Morse | Comments (14)

Authorial intent is a slippery concept at the best of times, but it becomes even more so in the context of interactive fiction (IF), whether multiple-choice games like Choice of Games makes or text adventures with a parser.  In a standard book (or a legal document, which is the context in which I’ve had most of my interactions with the concept of authorial intent), it’s usually pretty clear who the author is.  The difficult questions are how do you determine what the author’s intent is and does it matter?  When J.K. Rowling says that a prominent character in the Harry

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Choice of Broadsides, ChoiceScript, Game Design, Gender in Games

Apr 01

2010

Play Choice of Broadsides Now!

Posted by: Adam Strong-Morse | Comments (31)

Choice of Games is pleased to announce the release of Choice of Broadsides!  The web version is now live, as is the Android version.  The iPhone version is currently under review at Apple and will presumably be available soon. Choice of Broadsides is a multiple-choice swashbuckling naval adventure, in the spirit of C. S. Forester’s Hornblower or Patrick O’Brian’s Aubrey/Maturin books, with a dash of Jane Austen. We hope you enjoy playing Choice of Broadsides as much as we enjoyed writing it, and we encourage you to play it, tell your friends, and to recommend it on StumbleUpon, Facebook, Twitter,

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Announcements, Choice of Broadsides

Mar 12

2010

Robots Will Pick Our Next Game

Posted by: Adam Strong-Morse | Comments (8)

As we’ve mentioned, we’re currently finishing up Choice of Broadsides.  That means that we’re also working on picking our next couple of games for development– whether that’s Choice of the Dragon II, Choice of the God, Choice of the Consort, or something else.  We thought it might be interesting to discuss our method for selecting projects. The first thing we did was do some brainstorming for some ideas that we thought would be fun to write, fun to play, and popular.  We came up with a long list of ideas–really, any nifty genre with any nifty character type can be

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Game Design

Mar 07

2010

Vote for Our Next Game

Posted by: Adam Strong-Morse | Comments (250)

As we finish up work on Choice of Broadsides, we’re starting to plan our next couple of games.  We’d like your opinion on these ideas.  We’re also happy to hear if there’s another game that you would really like to see.  We don’t promise to make the game that gets the most votes–our preference as designers also matters–but your votes will definitely influence our decision, and all of the options we’re presenting are ideas that we’re interested in writing. Choice of the President Choose your goals and political decisions as you strive for re-election as the president. Will you sell

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Game Design

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