We’re getting close!

July 17th, 2008

-posted by Chris

Things may appear to have been quiet around here lately, but in truth we’ve been a beehive of activity. Pati is almost done with the new rewritten tutorials (the existing ones were written in February and much has changed since then). Facundo and Louis have been fixing lots of silly little bugs that arise from people accessing our server from multiple platforms with multiple browsers, dealing with problems arising from the server being too busy, and generally making our server software more robust.

But the biggest hangup has all been my fault: getting Balance of Power 21st Century up and running. We had a version running in early June and the beta testers made a great many useful suggestions, some of which entailed substantial changes in storyworld. We decided to implement a number of important changes, which in turn pushed the whole schedule back.

Well, BoP2K is coming into focus. For the last few days I’ve been doing nothing but fine-tuning the behavior. For example, right now Iran is caving in a little too easily — I need to adjust its parameters to make it a little more recalcitrant. Last night I tuned the algorithm that awards Prestige to the player for achieving a diplomatic success. This is the kind of stuff I’m working on these days — not much architectural stuff. Which means that we’re getting very close to being ready to resume beta testing.

Join the discussion!

Games for Change conference

June 5th, 2008

-posted by Chris

I attended the Games For Change Conference in New York City on Tuesday, June 3rd. I spoke in the first panel discussion on ‘ancient games for change’, along with Jim Gasperini, author of Hidden Agenda. My primary purpose was to talk about Balance of Power (1984) and Balance of the Planet (1990). However, I snuck in a little about Storytron, and at the Expo that evening I showed off Storytron.

Response was good. I spent most of my time sitting in the hall outside the session, conversing with people about Storytron. Some of the people I chatted with were with companies that might have an interest in using Storytron technology; others were individuals who have long dreamed of building an interactive product with true interpersonal elements. I fear that most underestimate the magnitude of the task they have set themselves. Nevertheless, I think that we’ll get some people seriously looking at Storytron and perhaps even get a few authors. Thus, the conference was, from my point of view, a success.

Join the discussion!

Website Alpha Launch

June 3rd, 2008

–posted by Laura

I’m pleased to announce that Storytron’s shiny new website is up.

Pati, Louis, and I have been working since April to get all the pages built and working according to specs. Now we want your input. Let us know what you think. Post your comments, questions, and feedback in our Website forum, here.

Join the discussion!

Games For Change Appearance

May 30th, 2008

-posted by Chris (cross-posted to News by Laura)

I will be speaking at the Games for Change conference in New York City next week. You can find details at:

Games for Change Conference

but you’ll have to pay for the privilege of heckling me. I’ll be talking about my old games on Tuesday morning the 3rd, and I’ll be showing off Storytron on the evening of the 3rd.

Join the discussion!

New Fora

May 22nd, 2008

–posted by Laura

Pati has added some new forums to the StoryBoard. In the Authors’ Guild Category, Storybuilding Creative Issues, we have: * Storyworld Toolbox

(Storyworld scripting techniques, do’s and don’ts, brainstorming, troubleshooting)

* Secret Masters of Strondom

(Design theory, authorial chit chat, holding forth on the state of the field)

For these two areas, you need author access. Let Pati know by creating a new post or topic here, if you are not currently signed up as an author and would like access to that category. In addition, we have two new forums in our Everybody Category. In the Technology area, we have: * Website

(Feedback and commentary on the website layout, art, and content)

In Rutabagas, our catchall area for topics that don’t fit neatly into other categories, we have my personal fave: * The Kashgar Bazaar#

(Storytron’s open-air forum. This, that, and the other. Speak your mind.)

________ #The Kashgar Bazaar was a famous open-air market on the Silk Road, which ran from the Mediterranean deep into China. It was a major trade route for over a thousand years. Chris is an avid historian and can tell you much more about it. Join the discussion!

Webpage Improvements Coming Soon…

May 14th, 2008

–posted by Laura

Pati has gathered feedback on our webpages and is in the process of making adjustments to the layout. I’ll post an announcement in News and the StoryBoard when they go up. Watch this space.

Join the discussion!

Rollout Plan

May 10th, 2008

-posted by Chris Crawford

The Board of Directors met by telephone conference call yesterday and approved our rollout plan. Here are the key dates for that rollout plan:

June 1st: SWAT and Storyteller will be declared to be Version 1.0. The website will be ready to go except for the tutorials and reference materials, which will be in draft form. Balance of Power 21st Century will be opened up for beta testing. We will announce our status to a small group of people. We will carefully monitor server usage in anticipation of load problems.

June 8th: We will continue beta testing, and will complete the reference materials.

June 15th: Grand Opening Day! Balance of Power 21st Century will go final, and at that point we will begin our publicity campaign. Until June 15th, we want this information to be passed on by word-of-mouth only. Please do not publicly announce this rollout plan on any blogs, but feel free to notify people privately. We want to restrict the beta testing period to those people who are directly interested in Storytron. If the news is spread too widely, we’ll be crushed by a server overload.

Join the discussion!

Status quo

May 5th, 2008

–posted by Chris

We are once again pushing back our rollout date. Yes, I know, the rollout date appears to be receding at the rate of about one week per week. However, the delays have been due to… well, you know, we have lots of good excuses, and they’re boring.

So here’s the current plan: we are pulling all the pieces together (and there are a LOT of pieces to pull together!) There are four major components that have to be completed:

1. The website. This is in good shape now. We had a major disaster when it became apparent that our vendor wasn’t doing anything. But Pati Nagle came to the rescue, and Laura managed the entire process, and the website is coming together nicely.

2. Swat. Again, we had a major upset when I decided to redesign the way that WordSockets function. But Facundo has been repairing the damage I wrought and Swat is now nicely functional and we are working on minor bug fixes.

3. The tutorials. These are still in early form. I wrote about 90 pages of material for them but now they have to be completely reworked. That won’t happen for a few more weeks.

4. BoP2K. This is the single most important task and the most problematic. I have resumed work on it after the delay imposed by surgery and other messes. I am making good progress. It is already playable, but it’s not yet ready for prime time. You just don’t know when something will be ready until it’s ready. That’s scary. But I think I’ll have it ready to go on June 1st.

Our plan, then, is to have all the pieces in decent shape by June 1st. However, we haven’t had much beta testing, so we need to schedule time for that. The month of June will be beta testing month. I am currently writing a rollout plan for how we will publicize the site starting on June 1st.

Join the discussion!

A peek behind the curtain…

May 3rd, 2008

–posted by Laura

Now that the bulk of the HTML pages are up, we’ve reached another quiescent period, with several efforts going on behind the scenes.

Pati is taking a respite this weekend, after three weeks of intense work re-creating our website from scratch. Facundo is back (hooray!), and I suspect he has already begun sorting out and cleaning up some of the software changes that occurred while he was away. Irene and I are working on the privacy policy, so we can bring the Registration/ Login and Feedback pages up. Chris is finishing up BoP2k, while Louis builds some nifty specialized tools for the Players section.

I’m particularly excited about this last. Ultimately, it’s the storyworlds themselves that matter. But building the frames they’ll be contained within — the doorway into them — that’s cool too. It will give people a first real glimpse at what we intend.

Join the discussion!

Storytron Storms Atlanta

April 29th, 2008

–posted by Chris

I flew to Atlanta on Thursday, April 9th, delivered my lecture on Friday the 10th, and returned home on Saturday the 11th. The purpose of the trip was to recruit authors for Storytron. There were about 150 people at the conference, and I got about 100 of them in my lecture (there were three other lectures at the same time). My lecture consisted of two parts. The first half made the point that the games industry is never going to incorporate social reasoning into its designs. I hammered that point home with six different arguments supporting my claim.
The second half of the lecture was a sneaky way of boasting about Storytron. I offered as my sixth argument the case that interactive storytelling is immensely difficult to pull off. How difficult? Well, let me just list the eight breakthroughs that I had to make in order to get my own version of interactive storytelling working:
1. the realization that the essential problem with games is the absence of social reasoning (”People, not things!”)
2. Crawford’s First Law: “Always ask, what does the user DO? What are the verbs?”
3. The need for a linguistic user interface (LUI)
4. The concept of the toy language as derived from the Sapir-Whorf Hypothesis in linguistics
5. The inverse parser.
6. The need for design to proceed from the language to the reality, not vice versa.
7. The whole Deikto-Engine system for implementing the above ideas (that was a big one)
8. The need for storytellers to do the authoring, not programmers, with its implications for Swat
9. Sappho: a scripting language designed to be accessible to non-technical artists. That drove home the point that Storytron is really nifty-keen.
I concluded by observing that interactive storytelling would never come about by any evolutionary process on the part of the games industry; it would require a revolution in the form of a new industry, the interactive storytelling industry, which would someday be about three times larger than the games industry. I then invited the audience to join the revolution. Oh, and the website is storytron.com. Hint, hint.

Join the discussion!