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Jul 18

2011

“Choice of Intrigues” and “Affairs of the Court” Continue the Romance and Adventure

Posted by: Dan Fabulich | Comments (43)

SAN FRANCISCO, July 18, 2011: Have you ever wished to be the heroine of a romance novel? Think you could have run Anne Boleyn’s life better than she did? Want to walk a mile in Princess Kate’s gorgeous shoes? Now you can. Choice of Games, a quirky independent games company, has released their newest interactive novel, “Choice of Intrigues“—giving you the chance to star in your very own royal romance.

“Choice of Intrigues” is a sequel to last year’s popular “Choice of Romance,” and is available as an In-App Purchase on iPhones, iPads, and Android devices. Choice of Games is also releasing “Choice of Romance” and “Choice of Intrigues” as an omnibus edition on Amazon Kindle, entitled “Affairs of the Court.”

Play as a young noble who comes to court looking for love… and catches the monarch’s eye. Plunge into court politics and change the course of history, or pursue a love affair that rocks the kingdom to its foundations. Match wits with the schemers of the court, or play your suitors off each other. Seek wealth and power, or seek true love.

“Choice of Romance” has been critically acclaimed, with AppSafari calling it “a wonderfully fascinating and addictive experience that will leave you playing it over and over again as you attempt to discover each new ending” and Jezebel approving the “sexually liberated update” to the choose-your-own-adventure style of storytelling. “Choice of Intrigues” and the combined Kindle game “Affairs of the Court” continue the story begun in “Choice of Romance” while exploring the political machinations within the royal court.

“In these games, you control the story,” said Dan Fabulich, co-founder of Choice of Games. “You can choose to play as male or female, gay or straight. You can choose to pursue the King or the Queen of Iberia. Or you can reject the monarch entirely and marry someone else. Or focus on political intrigue rather than intrigues of the heart. Every ending is a direct consequence of your choices, and every ending is meaningful.”

“Affairs of the Court” is Choice of Games’ fourth release for Kindle, following the successful launch of “Choice of the Dragon,” “Choice of Broadsides,” and “Choice of the Vampire” in 2010. “Choice of Intrigues” is Choice of Games’ first sequel available through In-App Purchases.

Jul 14

2011

Vote in IntroComp

Posted by: Dan Fabulich | Comments (0)

Back in May we posted a link to IntroComp, an annual interactive-fiction competition in which entrants submit only the first part of their games. Players vote for the winning game.

The introductions are now available and can be found here in a single zipped file:
http://www.allthingsjacq.com/IntroComp11

There are 5 games in ChoiceScript this year; it’s easier to play them online than in the zip file, so I linked to their websites below.

There are thirteen entries this year. They are as follows:

  • Bender, by Katz
  • Choice of the Petal Throne, by Danielle Goudeau
  • Choice of Zombies, by Heather Albano
  • Chunky Blues, by Scott Hammack and Jessamin Yu
  • The Despondency Index, by Ed Blair
  • Exile, by Simon
  • Gargoyle, by Simon
  • Of Pots and Mushrooms, by Devi and Maya
  • Parthenon, by Charles Wickersham
  • Seasons, by Poster (MT)
  • Speculative Fiction, by Thomas Mack
  • Stalling for Time, by Dominic Delabruere
  • The Z-Machine Matter, by Zack Urlocker

The voting deadline is midnight Eastern time on July 17, 2011. You’ll need to register before you can login and vote online.

Please vote for your favorite intoductions! May the best game win!

Jun 05

2011

Follow Our Blog on Facebook and Twitter

Posted by: Dan Fabulich | Comments (2)

A few people have asked, so now you can follow our blog on Facebook and Twitter. Just click the Facebook Like button and/or the Twitter Follow button on the left side of our blog.

Jun 01

2011

Sink Your Teeth into “Choice of the Vampire” for Kindle

Posted by: Dan Fabulich | Comments (8)

SAN FRANCISCO, June 1, 2011: Choice of Games, a quirky independent games company, has released their newest interactive novel, “Choice of the Vampire,” for Amazon Kindle.

At more than 160,000 words, “Choice of the Vampire” is one of the longest works ever written in the “choose a path” style, allowing players to choose their gender, sexual orientation, ethnic background, and feeding habits.

Play as a young vampire, from the Battle of New Orleans in 1815 through the end of the Civil War in 1866. You’ll meet (and possibly feed from) Andrew Jackson, Marie Laveau and Jefferson Davis along the way. Struggling to increase your standing among elder vampires, you must balance an insatiable thirst for blood against your dwindling vestiges of humanity. Will you choose the winning side of the Civil War? Will you rule the German coast with an iron fist? Will you find a love that can transcend death itself?

This is Choice of Games’ third release for Kindle, following the successful launch of “Choice of the Dragon” and “Choice of Broadsides” during the winter of 2010. “We’re thrilled with the reception of our games,” said Dan Fabulich, co-founder of Choice of Games. “People are really responding to our products. Interactive fiction has a long and storied history, one that we’re proud to draw upon; our active content for Kindle makes the category accessible to even more readers.”

The first episode of “Choice of the Vampire” is available now in the Amazon Kindle Store.

About Choice of Games

Choice of Games was founded by Dan Fabulich and Adam Strong-Morse in 2009. They produce text-based interactive novels for mobile platforms and the web, combining the delicious freedom of the 1980s’ choose-a-path style books with the depth and scope of a bestselling novel.

In addition to developing their own games in-house, Choice of Games has created an easy-to-use programming language for writing text-based games, ChoiceScript, and publishes games written by other designers.

Game critics have praised Choice of Games: their games have been awarded “Best Roleplaying Game of the Year” (JayIsGames) and Honorable Mention in the IGF Nuovo Awards.

Contact:

Dan Fabulich
Choice of Games

Press


dan@choiceofgames.com

May 27

2011

Play “Choice of Broadsides” in a Live Chat Room (and in Person!)

Posted by: Dan Fabulich | Comments (0)

We’re going to try something that (to the best of my knowledge) has never been done before: we’re going to try to play some interactive fiction in a combination online/offline event.

Every Saturday at 11am Pacific, ClubFloyd meets online to play interactive fiction together in ifMUD.

On Saturday, June 4th, the San Francisco Bay Area IF Group will meet in person (location TBD) in front of a big monitor and a streaming webcam; we’re going to try playing Choice of Broadsides on ClubFloyd, together with everyone playing online.

Will it work? Will it be a catastrophe? Nobody knows. That’s why you should be there, either logged into ifMUD at 11am Pacific or in person at the SF Bay Area IF Meetup, as we make IF history! For better or worse!

May 16

2011

IntroComp 2011

Posted by: Dan Fabulich | Comments (4)

Writing a game in ChoiceScript is easy, but, like any work of fiction, finishing it can be hard. If you want to try your hand at writing just the first part of a game in ChoiceScript, consider submitting your game to IntroComp 2011, an annual interactive-fiction competition in which entrants submit only the first part of their games. Players vote for the winning game.

The requirements of IntroComp are deceptively simple: All entrants must submit the beginning of a new, never before seen work of IF. This can be as short or as long as the author likes, so long as it is 1) a working, playable game and 2) interactive fiction.

[…]

Oh, and in order to win you not only have to enter, but also finish your game. You will have one year (until June, 2012) to do so. No completed game? No money – and somewhere in the world, a fairy dies.

If you’d like to participate in IntroComp, you’ll need to submit your intent to enter on the IntroComp website before May 31, 2011, and submit your introductory snippet by June 30, 2011.

We hope there are a lot of ChoiceScript IntroComp entries this year! Good luck!

Mar 05

2011

Five Tactics for Designing Games While Depressed

Posted by: Dan Fabulich | Comments (20)

I was at the Game Developer Conference this week in San Francisco; on Monday, Michael Todd (@thegamedesigner) gave a short presentation about his personal battle with depression. It was the best presentation I’ve seen all year, and I’d like to use this space to blog my notes about it.

EDIT: The video of Michael Todd’s presentation has been posted for free online.

Depression is common among independent game developers. Working on a large creative project all by yourself is a huge emotional challenge. Indie game developers work notoriously long hours, often in isolation. You’re constantly facing the outer limits of your artistic ability; doubting that you can even finish the project; wondering whether anyone else will see what’s cool about the game, even if you do finish it.

When depression strikes during the creative process, you can enter a death spiral of unproductivity: lack of productivity makes you more depressed, which makes you less productive. You stop being able to see what’s interesting or exciting or fun about anything.

Most of Michael’s techniques will work for anyone in any creative field. I know too many novelists struggling to publish their first novel who could really benefit from techniques like these. (And writing a game in ChoiceScript is not so different from writing a novel. Episode 1 of Choice of the Vampire is over 160,000 words long!) The same applies to musicians who compose their own stuff, or entrepreneurs launching a startup. Anyone in an unproductive slump can benefit from Michael’s strategy.

1) Focus on Highly Rewarding Projects

Specifically, this means projects that are fun to work on, or an idea that you’re excited about. The more you like the idea, the easier it is to remember that it’s worth sticking through to the end. When working on highly rewarding projects, you’re essentially designing for yourself, working on what maintains your day-to-day interest in development. “Finishing a project happens only once a year; going to work is every day of your life.”

(Michael chose to work as an independent game developer because he wanted — needed — to find a job in which he could be happy. At a traditional job, it’s generally not an option to say, “Sorry, I’m going to be depressed for the next month, so I’ll only be able to work on ideas that I really love; all other work will have to wait.”)

But great ideas aren’t always highly rewarding — highly rewarding projects should also give you instant positive feedback. Michael distinguishes between “complete” and “progressive” projects. In a “complete” project, you need to have all of the puzzle pieces finished and put together before you can really see whether it’s any good. In a “progressive” project, you start with something that’s immediately playable, and iterate on that project over and over. When depressed, work on these “progressive” projects, and avoid “complete” projects.

Get directly to the gameplay, without getting bogged down on boring details or polish. Test your game immediately, ideally with real players. The sooner the feedback, the more rewarding the project.

But beware; it can be easy to take a long “complete” project (with a few fun parts and a lot of long boring parts) and make it look “progressive,” simply by working on the fun parts right away. That’s just eating your dessert first; you won’t have an appetite for completing the project, which may only cause you to crash harder later.

2) Stop Being a Perfectionist: Get Some Perspective

When you’re depressed, it’s easy to lose perspective on your work. When your job is to create fun but depression has drained the fun out of everything you do, it’s easy to start thinking that your brilliant idea actually sucks.

So get more perspectives! Find other people to play your game. They can remind you of what parts of your game are actually fun, allowing you to hone in on that.

You can also ask other designers questions. (We love it when people ask us for advice!) Show them the game you’re working on, and ask how to solve a problem you see in the design. Much of the time, another designer will be able to tell you that you’re worrying about nothing; there is no problem. And some of the time, they’ll have an idea that can fix your problem.

Another way you can avoid perfectionism is to play a few games. Go play some demos on Steam, XBLIG or Newgrounds. (The crappier, the better!) Someone thought that each and every one of those games was good enough for other people to play and enjoy. Maybe your game isn’t so bad after all!

3) Work on Shorter Projects

Starting a new project often has a clear arc: in the first 10% of the project, you’re thinking, “This is an awesome idea! Yeah!” But that soon wears off; for the next 50% of the project, you’re still excited, but not quite as enthusiastic. In the next 20% of the project, you start to get bored with the idea. “Is this idea even any fun? Was I fooling myself?” And in the last 20% of the project, you’ve come to loathe it. “I fucking hate this game.”

Choosing shorter projects helps you spend more time in the phase where you’re still excited about the potential, and less time hating what you do. Ideally, you can get a working prototype up and running before you get bored of the concept.

Obviously, this doesn’t mean you should work on a short project simply because it’s short. If you’re not excited by the idea, then the project won’t be rewarding, even if you can finish it in a day or two.

4) Measure Work Hours

Michael uses ProcrastiTracker, which automatically measures how much time you spend in various applications: 4 hours spent in Firefox, 8 hours spent in Visual Studio, and so forth. No need to manually click on your timer. (Anybody know of an equivalent tool for Mac or Linux?)

Staying conscious of your work hours indirectly supports most of the other techniques as well. Was that project as short as you thought it was? How fast are you iterating? Are you working too hard? Not hard enough?

5) Design a Game to Suit Your Abilities

Put together a list of which parts of the job you love, and which parts you hate. Michael, for example, hates working with textures, so he designs a lot of games with bare silhouettes.

Everybody has a unique set of resources; even if you don’t have an unusual skill, you probably have an unusual interest, or influences, or friends. Even your dislikes and areas of incompetence can provide rare creative constraints, from which great work can ultimately emerge.

Turn Depression into Inspiration

Every game you make is an image of yourself. A game is a thousand tiny choices made by the development team. When a single developer makes a game in a short time, in a single mood, it crystallizes the emotion in the finished product.

After all, great art comes from powerful emotions, even (perhaps especially) when those emotions aren’t positive. Compare a few songs about heartache with a few songs about being happily in love.

This emotional power is why, as an individual, your games can be more effective than games written by large teams with multi-million dollar budgets. Upbeat, casual social games and AAA console titles may rake in a lot of cash, but “the next great work of art will not come from PopCap or EA.”

Depression can be an opportunity to do something you didn’t know you could do, something that no one has ever done before.

Feb 23

2011

New UI for “Choice of the Vampire” Comes to iOS!

Posted by: Jason Stevan Hill | Comments (12)

We are excited to announce the release of Choice of the Vampire v1.2.2. This finally brings the new_orleans_rapport scene to iPhone, as well as introduces the player to Memphis. More importantly, though, v1.2.2 sees a new User Interface for Choice of Games, as well as iOS-specific animations (page-curls, etc).
Continue Reading

Feb 01

2011

Forums!

Posted by: Jason Stevan Hill | Comments (9)

We are happy to announce that we have added forums to our website.

We welcome you all to sign up there and discuss our games, both current and future, as well as ChoiceScript and… really… whatever else your hearts desire.

It should be noted that, for security reasons, we recommend using your GoogleID, Facebook or Twitter account to access the forums.

Dec 21

2010

Interactive Fiction Roars Back to Life on Kindle

Posted by: Dan Fabulich | Comments (40)

PRESS RELEASE

SAN FRANCISCO, Dec. 22, 2010: Lovers of interactive fiction, rejoice! Choice of Games, a quirky independent games company, has just released their first two interactive fiction titles for Amazon Kindle. Both games are available now in the Amazon Kindle Store.

In their first game, “Choice of the Dragon,” you play as a dragon who kidnaps princesses and sleeps on gold for fun. You’ll dominate the local kingdom, loot and pillage, and inspire terror in the hearts of your enemies.

Their second game, “Choice of Broadsides,” is a 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. As a young officer fighting the Napoleonic Wars, you’ll take command of a Royal Navy frigate, earning glory in the name of the Crown.

“Our games are perfectly suited for Kindle,” said Dan Fabulich, co-founder of Choice of Games. “Building our games entirely with text gives us the freedom to tell sophisticated stories that put you and your choices at the center of the action. Our games are like ‘choose a path’ books, but bigger, deeper, and richer.”

Choice of Games continues to plan and produce interactive games. “We’ve got several games in the pipeline,” said Fabulich. “Text-based interactive fiction has been mostly dormant for almost twenty years; we’re delighted to be at the vanguard of the new interactive fiction revolution for e-readers.”

About Choice of Games

Choice of Games was founded by Dan Fabulich and Adam Strong-Morse in 2009.
They produce text-based interactive novels for mobile platforms and the web, combining the delicious freedom of the 1980s’ “choose a path” books with the depth and scope of a bestselling novel.

In addition to developing their own games in-house, Choice of Games has created an easy-to-use programming language for writing text-based games, ChoiceScript, and publishes games written by other designers.

Game critics have praised Choice of Games for their innovative stance on gender issues, including a recent short article in the Guardian.

Contact:

Dan Fabulich
Choice of Games

Press


dan@choiceofgames.com

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