<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
    <title>Illuminated Lantern Publishing</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/" />
    <link rel="self" type="application/atom+xml" href="http://www.illuminatedlantern.com/if/atom.xml" />
   <id>tag:www.illuminatedlantern.com,2009:/if//4</id>
    <link rel="service.post" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4" title="Illuminated Lantern Publishing" />
    <updated>2009-02-04T19:25:34Z</updated>
    <subtitle>THE FUTURE OF COMPUTER GAMING HAS PASSED US BY QUITE SOME TIME AGO</subtitle>
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type 3.21</generator>
 
<entry>
    <title>New Cover Art</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/blog/new_cover_art.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=939" title="New Cover Art" />
    <id>tag:www.illuminatedlantern.com,2009:/if//4.939</id>
    
    <published>2009-02-04T03:13:13Z</published>
    <updated>2009-02-04T19:25:34Z</updated>
    
    <summary>Recently came across the &quot;I Can Read Movies&quot; series, a collection of imagined covers of paperback movie adaptations. The weathered look of the images, complete with folded up corners, is near perfect. And some of the cover images are delightful...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>Recently came across the <a href="http://spacesickart.com/books.html">"I Can Read Movies"</a> series, a collection of imagined covers of paperback movie adaptations. The weathered look of the images, complete with folded up corners, is near perfect. And some of the cover images are delightful (my favorite: Highlander).</p>

<p>Seeing the series inspired me to try some of my own, so after a bit of time fiddling with Gimp, I've made some new covers for my "Tales of Wonder" series of games, as if they were published as Penguin Classic Editions. Originally I was thinking of Penguin books because of their <a href="http://flickr.com/photos/26518458@N05/sets/72157605110377547/">artistic book covers from the 60's</a> which I absolutely adore, but went with the simple modern look instead because the cover images I had already chosen for the Tales of Wonder series look as if they would fit in that series.</p>

<p>I'm happy with the end result, though there are two problems: (1) I couldn't figure out how to really make them look like weathered paperbacks. And (2), they look almost exactly like real Penguin Classic editions, to the point where it looks like I might have just scribbled my name on the bottom rather than put it together from scratch using a real one only as a color and formatting guide. Images after the jump.</p>]]>
        <![CDATA[<div align="center"><IMG src="http://www.illuminatedlantern.com/if/images/king_c.jpg"></div>

<p>Gustave Moreau's "Salome Dancing Before Herod", one of my favorite works of art, and an image that was in my head throughout the implementation of the story.</p>

<div align="center"><IMG src="http://www.illuminatedlantern.com/if/images/ebb_c.jpg"></div>

<p>Gustave Moreau's "The Death of Sappho", or one of them, anyway. Also a beautiful work. Discovered Moreau in 1998 or 1999 when the Art Institute of Chicago ran an exhibition of his works "Between Epic and Dream" and have made it a point to look for his works ever since whenever visiting a new art gallery, even visiting the Musée Gustave Moreau whenever I happen to be in Paris (specifically, twice). Part of the pleasure of implementing this series came from the pleasure of pairing the images of Moreau with classic fantasy authors. I have two more in the series, but never finished them for one reason or another. Hopefully I will have time this year to pick them back up.</p>]]>
    </content>
</entry>
<entry>
    <title>The Ebb and Flow of the Tide to Appear at ELO 2008 Media Arts Show</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/news/the_ebb_and_flow_of_the_tide_t.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=931" title="The Ebb and Flow of the Tide to Appear at ELO 2008 Media Arts Show" />
    <id>tag:www.illuminatedlantern.com,2008:/if//4.931</id>
    
    <published>2008-03-10T22:22:18Z</published>
    <updated>2008-03-10T22:36:54Z</updated>
    
    <summary>This summer, THE EBB AND FLOW OF THE TIDE will appear as part of a juried Media Art Show held in conjunction with the Electronic Literature Organization&apos;s 2008 Conference, &quot;Visionary Landscapes&quot;. TIDE was selected as one of the 44 works...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="News" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>This summer, THE EBB AND FLOW OF THE TIDE will appear as part of a juried Media Art Show held in conjunction with the Electronic Literature Organization's 2008 Conference, "Visionary Landscapes". TIDE was selected as one of the 44 works to appear, from among 151 applicants. Details of the conference are located <a href="http://www.vancouver.wsu.edu/programs/dtc/elo08/index.html">here</a>. Download and play TIDE <a href="http://www.illuminatedlantern.com/if/tales_of_wonder/the_ebb_and_flow_of_the_tide.html">here</a>.<br />
</p>]]>
        <![CDATA[<p>Why "Visionary Landscapes"? The conference website explains:</p>

<blockquote> Producing a work of electronic literature entails not only practice in the literary arts but sometimes also the visual, sonic, and the performative arts; knowledge of computing devices and software programs; and experience in collaboration, interdisciplinarity, and hybridity. In short, electronic literature requires its artists to see beyond traditional approaches and sensibilities into what best can be described as visionary landscapes where, as Mark Amerika puts it, artists "celebrate an interdisciplinary practice from a literary and writerly perspective that allows for other kinds of practice-based art-research and knowledge sharing." </blockquote>

<p>I am thrilled to be a part of the show, and hope to attend, depending on other commitments, such as that pesky work thing. </p>]]>
    </content>
</entry>
<entry>
    <title>Slap That Fish Nominated for Three XYZZY Awards</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/news/slap_that_fish_nominated_for_t.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=930" title="Slap That Fish Nominated for Three XYZZY Awards" />
    <id>tag:www.illuminatedlantern.com,2008:/if//4.930</id>
    
    <published>2008-02-27T18:32:15Z</published>
    <updated>2008-03-10T18:43:21Z</updated>
    
    <summary>I am pleased to announce that SLAP THAT FISH is a finalist for three XYZZY awards for 2007: Best Non-Player Characters, Best Puzzle (Beating the Shark), and Best Use of Medium. It is a great honor to be chosen as...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="News" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>I am pleased to announce that SLAP THAT FISH is a finalist for three XYZZY awards for 2007: Best Non-Player Characters, Best Puzzle (Beating the Shark), and Best Use of Medium. It is a great honor to be chosen as a finalist, and I am sincerely grateful for the recognition. SLAP THAT FISH is the first game I have written since 1893: A World's Fair Mystery to be nominated. (1893 was nominated for Best Setting and Best Game, and won for Best Setting).</p>]]>
        <![CDATA[<p>What are the XYZZY Awards? From <a href="http://en.wikipedia.org/wiki/XYZZY_Award">Wikipedia</a>:</p>

<blockquote>The XYZZY Awards are an event to recognize extraordinary interactive fiction, serving a similar role to the Academy Awards or Grammy Awards but for a far smaller community. The XYZZY Awards have been presented yearly in the early spring since 1996 by Eileen Mullin, the editor of XYZZYnews. Any game released during the year prior to the award ceremony is eligible for nomination to receive an award. The decision process takes place in two stages: members of the interactive fiction community nominate works within specific categories in the winter, and sufficiently supported nominations become finalists within those categories. Typically there are four or five finalists in each category. Community members then vote among the finalists, and the game receiving a plurality of votes is given the award in an online ceremony at ifMUD.</blockquote>

<p>So, members of the Academy, I thank you.</p>]]>
    </content>
</entry>
<entry>
    <title>Interactive Fiction as Contemporary Art</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/blog/interactive_fiction_as_contemp.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=915" title="Interactive Fiction as Contemporary Art" />
    <id>tag:www.illuminatedlantern.com,2008:/if//4.915</id>
    
    <published>2008-02-15T15:50:13Z</published>
    <updated>2008-03-10T19:18:47Z</updated>
    
    <summary>I have the good fortune to be able to travel to several of the great cities of the world on a regular basis as part of my job. And when I do, I always make it a point to visit...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>I have the good fortune to be able to travel to several of the great cities of the world on a regular basis as part of my job. And when I do, I always make it a point to visit the local museums and art galleries. I find art to be inspiring, and I do some of my most creative thinking while wandering around on the creaky wooden floors, looking at works made by artists past and present whose intent is not always transparent. I have come to believe that a work of art is not simply the sum of its creator's vision, the "authorial intent", but rather only made complete through audience engagement and interaction. The audience of a work interprets its authorial intent through the lens of their own experience. This lens may distort, it may enhance, it may obscure. I'm sure this is discussed at great length and more clarity by art critics, this is simply an explanation of my own feeling when encountering and interpreting art. So how does this relate to writing Interactive Fiction?</p>]]>
        <![CDATA[<p>When I approach writing Interactive Fiction, I am inspired by art in two ways: First, by the product itself, the artwork as I interpret it. THE JOURNEY OF THE KING and EBB AND FLOW OF THE TIDE, for example, were based on works by Lord Dunsany, but also inspired by Symbolist painter Gustave Moreau. Secondly, I am inspired by the experience: how art creates an interactive space in which the viewer may interrogate a work and explore its meaning(s).</p>

<p>I have only recently turned my attention to Contemporary Art galleries, which have started to make more sense to me, now that I have spent so much time looking at historical works. Some recent, excellent shows I have seen include Antony Gormley at the Hayward Gallery, and the Olafur Eliasson show at SFMOMA. Both had sort of an Interactive Fiction turned "real" feel, in that you wandered around the exhibits into different "environments", exploring the art at the most basic level through examining your surroundings and movement. The Gormley featured an incredible cloud chamber in which you could see nothing but white until other patrons approached, their ghostly visages appearing just inches from your face. And Eliasson featured an interesting room with purposefully-creaking floorboards that vibrated a pool of water, creating ripples on a projected screen in front of you, based on your movements. </p>

<p>You are probably not going to believe this if you have played it, but more than anything, SLAP THAT FISH is my first work inspired by contemporary art.</p>

<p><br />
<div align="center"><IMG src="http://www.illuminatedlantern.com/if/images/warholsslap.jpg"></div></p>

<p><br />
Contemporary art is, I find, very difficult to see through our experiential lens. Far more often then not, works do not move me, inspire me, or otherwise cause me even to pause. The art can be difficult to understand, and sometimes even when I do understand, I fail to see the point. There is a sense sometimes that Contemporary Artists may be making fun of us, somehow, laughing that we think their work is art. Marcel Duchamp's FOUNTAIN (a urinal) is the classic example. And this is a dangerous position to be in. People do not like to think that they are being made fun of in some way, even when they are not. So dismissal becomes the safe route out of the contemporary art experience.</p>

<p>Galleries fret about this a lot, from what I can tell. So they try to intercede in the relationship between authorial intent and audience interpretation by providing some kind of pamphlet, an artist's statement, a critical commentary, that does the heavy lifting for you. In short, galleries try to minimize your involvement in art and maximize the artist's. So when you walk into a room full of wooden beams of varying heights, you can read in your program that they represent men, women, and children, of all ages, races, and walks of life, even though quite frankly you see no such thing. Generally speaking, I really hate this calculated hijacking of my interactive involvement in the work. Game-wise, it's like someone just handed me a walkthrough that I didn't really want. </p>

<p>I have come to understand I am very much in the minority in this dislike, however. For most patrons, in fact, the opposite is true. My friends who have worked in galleries and curated shows have all told me how patrons request interpretive help if it isn't readily available, and lean on it heavily throughout their gallery experience. In general, people do not prefer to interpret art, they prefer to understand the "correct" interpretation. And also in general, artists prefer that audiences understand their art as close to its pure authorial intent as possible, so it's sort of a win-win situation. And while I think the more static nature of some mediums might lend itself to this approach, I find it undesirable in Interactive Fiction. Part of the interaction between the author and the player should be interpretive for the work to resonate at all. </p>

<p>Writing IF as contemporary art is in contrast to the standard approach to Interactive Fiction, which is the telling an interactive story. In this approach, you follow all the basic tenants of writing: a strong hook at the beginning, a narrative, a compelling protagonist, etc. etc. </p>

<p>So getting back to SLAP THAT FISH, as I fear I must: I declined, in the competition version, to provide a declaration of authorial intent. This leads players to interpret the game through their own lens, while interacting with the work. As with most of my games, this works best only if the player interacts with the work as a whole. As with contemporary art, the interpretive burden is sometimes entirely unwelcome. This means some people will understand authorial intent, some will supplement that intent with their own vision, some will worry they are being made fun of in some way, and some will dismiss the work. All of these responses are entirely fair and honest responses to the game, and none should be discounted.</p>

<p>SLAP THAT FISH is designed to be a game that is only understood through interaction. The more you interact with the game, the more you learn. In game mechanics, that means the plot is revealed, your character's motivation is revealed, the play mechanics are suggested. In this way, the game attempts to duplicate the experiential exploration of contemporary art. At no time does the game properly explain how it should be approached or played.</p>

<p>My focus when writing was on the player experience, not on the actual in-game player character experience. This was not the first time. My previous game, ECDYSIS, was also focused on the player experience, and in that case based on the idea of complicity. The entire game was built around the idea of leading the player to identify with the player character through very simple actions, fulfilling the player character's basic needs, until, in a series of incremental steps, the player becomes complicit in a heinous crime (Sort of the IF version of, "If so-and-so tells you to jump off a cliff, would you?").</p>

<p>In SLAP THAT FISH, complicity plays only a part in the beginning. At the beginning, there is an emotional disconnect with the player-character. You are typing in his (always violent) actions, without a clear understanding of motivation. In fact, it seems plausible that the protagonist is deranged. The violence is occassionally quite mean, the deaths, perhaps overly celebratory. In this way I hoped to create an emotional unease within the player. This unease builds in two ways: first, through the meaningless violence, which may make the player somewhat uncomfortable; second, through repetition, until the player becomes uneasy that there is nothing much else to the game. Then, through continued interactivity, I hoped to change this unease into acceptance, understanding, and at last, perhaps, triumph. But nothing is clear unless you continue, and it is not until near the end that the full game world reveals itself.</p>

<p>This approach to game design is not ideal. Many of the best games take a more cinematic approach to design, including most importantly opening with an exciting "hook" to attract the player. Contemporary Art tends to be less compromising than, say, TV, and is less concerned with attracting the largest possible audience. This allows for greater expression of authorial intent (in that the author is not constrained by calculations of audience approval), but certainly narrows the amount of viewers willing to shoulder part of the interpretive burden. Perhaps, the less an author thinks about his or her audience, the less of an audience there is likely to be. </p>

<p>I should add one critical point to this essay: none of this is to say that SLAP THAT FISH is to be taken seriously. It is a completely absurd game. It is simply to say that these themes, these exhibits, these concepts, were among the ones that came out to the foreground of my thoughts as I put the game together. </p>]]>
    </content>
</entry>
<entry>
    <title>Slap That Fish</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/_and_more/slap_that_fish.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=914" title="Slap That Fish" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.914</id>
    
    <published>2007-11-22T04:16:23Z</published>
    <updated>2007-11-22T04:22:51Z</updated>
    
    <summary> This time, those fishy bastards are finally going to get what&apos;s coming to them. SLAP THAT FISH is a game of -- well, exactly as it says. It doesn&apos;t get any weirder than this. Try what ended up being...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term=" ...and More" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p><DIV align="center"><IMG src="http://www.illuminatedlantern.com/if/images/slapthatfish.jpg"></DIV></p>

<blockquote>This time, those fishy bastards are finally going to get what's coming to them.</blockquote>

<p>SLAP THAT FISH is a game of -- well, exactly as it says. It doesn't get any weirder than this. Try what ended up being the Most Voted For Game of the 2007 IF Comp! (Maybe I should go into politics, being able to spin <a href="http://www.ifcomp.org/comp07/results.html">numbers like these</a>, what?)</p>

<p>While we're waiting for the game to be uploaded to the Interactive Fiction archive, download it directly from this site, <a href="http://www.illuminatedlantern.com/if/slapthatfish.zip">right here</a>.</p>

<p>You'll need an interpreter to play the game. I recommend <a href="http://ccxvii.net/gargoyle/">Gargoyle</a> for Windows or <a href="http://ccxvii.net/spatterlight/">Spatterlight</a> for Mac.</p>]]>
        
    </content>
</entry>
<entry>
    <title>Slap That Fish wins 19th Place in annual IF Comp</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/news/slap_that_fish_wins_19th_place.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=929" title="Slap That Fish wins 19th Place in annual IF Comp" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.929</id>
    
    <published>2007-11-16T18:27:44Z</published>
    <updated>2008-03-10T18:31:41Z</updated>
    
    <summary>SLAP THAT FISH, my entry in IF COMP 2007, won 19th place out of 27th. So, perhaps &quot;won&quot; isn&apos;t quite the best choice of words, here. It also received the largest number of votes, 102, which suggests that, while it...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="News" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>SLAP THAT FISH, my entry in IF COMP 2007, won 19th place out of 27th. So, perhaps "won" isn't quite the best choice of words, here. It also received the largest number of votes, 102, which suggests that, while it was not a favorite game, it proved impossible to resist taking a peek at to see what it was. You can try for yourself <a href="http://www.illuminatedlantern.com/if/_and_more/slap_that_fish.html">here</a>, or read the reviews, collated <a href="http://ifwiki.org/index.php/Slap_That_Fish">here</a>.</p>]]>
        
    </content>
</entry>
<entry>
    <title>An Interactive Exhibition of Unspeakable Things</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/news/an_interactive_exhibition_of_u.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=912" title="An Interactive Exhibition of Unspeakable Things" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.912</id>
    
    <published>2007-10-27T05:04:58Z</published>
    <updated>2007-11-12T17:57:06Z</updated>
    
    <summary></summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="News" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p><DIV align="center"><IMG src="http://www.illuminatedlantern.com/if/images/LovecraftPoster_small.jpg" class="thumbnail"></div></p>]]>
        <![CDATA[<p>THE AMERICAN WRITER HOWARD PHILLIPS LOVECRAFT (1890-1937) is without doubt one of the most important science fiction authors of the 20th century. Lovecraft's Commonplace Book is a compilation of his ideas, wherein the reader encounters nameless abominations, giant underwater cities, ancient artifacts awakening forbidden memories, and dreams fading into reality. These and other fragmentary concepts are listed in a notebook that Lovecraft planned to revisit when developing later works of fiction. He never did -- but now, following an invitation from Maison d'Ailleurs (http://www.ailleurs.ch/) to commemorate the 70fh anniversary of Lovecraft's death in an exhibition, and a competition organized by Illuminated Lantern Publishing, sixteen game designers from all over the world take up the challenge, and have developed interactive fictions based on the entries in the book.</p>

<p>The works will appear in the exhibit, opening on Saturday, October 27, 2007, through April of 2008. Gamers and Lovecraft fans unable to make the journey to the Maison d'Ailleurs can also access the works directly from The Illuminated Lantern's website, at http://www.illuminatedlantern.com/if.</p>

<p>Both the online and the physical exhibit feature interactive fictions imagined by Jon Ingold (Dead Cities), Peter Nepstad (Ecdysis), David Whyld (The Cellar), Eric Forgeot, Hugo Labrande, JB, Samuel Verschelde and Jean-Luc Pontico (Lieux Communs), and Ruben Nieto, Juan Saldalgo, Santiago Eximeno, Javier Carrascosa and Pablo Martinez Merino (El Museo de las Consciencias). In addition, graphical works are also featured in the online exhibit, by Roger Tober and Nige Copeland (Handyman Wanted), and Thomas Busse (Beyond the Threshold). </p>

<p>This is, perhaps, just the beginning of the H.P. Lovecraft Commonplace Book Project. There are over 200 entries in the book, and so far only a handful have been adapted. By developing these ideas as interactive fictions, it becomes possible for the players, as well as the authors, to engage in a collaborative process with one of the most creative and influential authors of science fiction ever to have written for the pulps.</p>

<p>Visit the Maison d'Ailleurs -- the Museum of Science Fiction, Utopias, and Extraordinary Journeys -- online at <a href="http://www.ailleurs.ch/">http://www.ailleurs.ch/</a>. </p>

<p>Download the interactive fictions at Illuminated Lantern Publishing, <a href="http://www.illuminatedlantern.com/if/games/lovecraft/">http://www.illuminatedlantern.com/if</a>. </p>]]>
    </content>
</entry>
<entry>
    <title>New Game -- Slap That Fish</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/news/new_game_slap_that_fish.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=928" title="New Game -- Slap That Fish" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.928</id>
    
    <published>2007-09-30T18:23:09Z</published>
    <updated>2008-03-10T18:27:05Z</updated>
    
    <summary>I&apos;m pleased to announce that I have a game entered in this year&apos;s Interactive Fiction Competition. The website for IFCOMP 2007 is here. SLAP THAT FISH is a tale of revenge best served with a side of chips. [UPDATE: For...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="News" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>I'm pleased to announce that I have a game entered in this year's Interactive Fiction Competition. The website for IFCOMP 2007 is <a href="http://www.ifcomp.org/">here</a>. SLAP THAT FISH is a tale of revenge best served with a side of chips. [UPDATE: For more information, and for the latest version of the game to download and play, click <a href="http://www.illuminatedlantern.com/if/_and_more/slap_that_fish.html">here</a>.</p>]]>
        
    </content>
</entry>
<entry>
    <title>MC Frontalot&apos;s &quot;It is Pitch Dark&quot;</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/blog/mc_frontalots_it_is_pitch_dark.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=909" title="MC Frontalot's &quot;It is Pitch Dark&quot;" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.909</id>
    
    <published>2007-09-17T15:58:34Z</published>
    <updated>2007-09-17T20:06:47Z</updated>
    
    <summary>We&apos;re not the only ones who are inspired by the Infocom games (ZORK, ENCHANTER, PLANETFALL, etc.) from the 80&apos;s and try to use that inspiration to create something new. But surely, MC Frontalot is unique in that he channels that...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>We're not the only ones who are inspired by the Infocom games (ZORK, ENCHANTER, PLANETFALL, etc.) from the 80's and try to use that inspiration to create something new. But surely, MC Frontalot is unique in that he channels that inspiration into creating a rap song!</p>]]>
        <![CDATA[<p>MC Frontalot has released a music video for <a href="http://www.youtube.com/watch?v=4nigRT2KmCE">'It Is Pitch Dark'</a>, about the old Infocom games, and directed by Jason Scott, who is currently putting together a <a href="http://www.getlamp.com">documentary about Interactive Fiction</a>. </p>

<p>Jason writes about making and releasing the video on <a href="http://ascii.textfiles.com/archives/000485.html">his blog</a>, where he also discusses the "making of" and links to a lot of more high-res versions.</p>

<p>The lyrics are online <a href="http://www.frontalot.com/index.php/?page=lyrics&lyricid=47">here</a>, and they drop so many Infocom references my head is still spinning. But the song is more than just in-jokes. These games steered me toward interests that I still have today, and it sounds like they did the same for Front:</p>

<blockquote>I think I went once to some sands that were Egyptian.<BR>
And I retain plane tickets, snapshots, receipts,<BR>
yet I stand unconvinced that this has happened to me...<BR>
...did the TRS-80 in my brain get hacked?<BR>
Thanks, Grampa, for buying it. Now my life’s ruined.<BR>
Twenty-two years later, head’s infested: got the grue in.<BR>
PLUGHing, XYZZYfying, trying to escape,<BR>
but I can’t ‘cause I’m up and around and awake.</blockquote>

<p>I remember going over to a friend's house who had a computer and he would show me the Scott Adams ADVENTURE games and I would sit, rapt -- but he would never let me play. Later, I went to another friend's house who had ZORK and we would spend hours and hours wandering around trying to solve it. And the joyous day when my family finally upgraded our TI 99/4A to a real computer -- an Apple IIe -- that could play Infocom games, and I went out and bought my first computer game, which was a little game called PLANETFALL, written by Steve Meretzky, who appears in MC Frontalot's video. And, well, the "grue got in," and he's been there ever since.</p>]]>
    </content>
</entry>
<entry>
    <title>Customer Satisfaction Survey Results, Part Two</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/blog/customer_satisfaction_survey_r.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=892" title="Customer Satisfaction Survey Results, Part Two" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.892</id>
    
    <published>2007-08-20T20:58:53Z</published>
    <updated>2007-08-21T16:59:20Z</updated>
    
    <summary>I&apos;ve recently sent out a customer satisfaction survey for 1893: A World&apos;s Fair Mystery, to about 1,000 people who purchased the game. I&apos;m still analyzing the results, and have been publishing the information here. Let&apos;s get right down to the...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>I've recently sent out a customer satisfaction survey for <A href="http://www.illuminatedlantern.com/if/games/1893/">1893: A World's Fair Mystery</a>, to about 1,000 people who purchased the game. I'm still analyzing the results, and have been publishing the information here. Let's get right down to the nitty gritty this time: did respondents actually like the game, or not?</p>]]>
        <![CDATA[<p>The answer, much to my relief, seems to be yes. Almost everyone who responded liked some aspect of 1893: A World's Fair Mystery, if not the whole package. Let's take a look at what the exact breakdown is:</p>

<p><DIV align="center"><IMG src="http://www.illuminatedlantern.com/if/images/like_piechart.jpg"></div></p>

<p>There were actually five possible responses on the survey, and they were: I liked it; I didn't like it; I loved it so much I want to hug you and squeeze you and call you George; I hated it, and I would run you out of town on a rail if I had a rail, and if you were in town; and Actually, I haven't played it. Happily, none of my respondents hated 1893: AWFM, leaving just the four remaining options reflected in the pie chart above.</p>

<p>Of the 14% who reported not liking the game, details were actually more encouraging than otherwise. For example, 70% of those respondents said they might, or they definitely would, purchase another game of a similar type. Those who said they would not purchase another were often players who were frustrated by the Mac install and having to play in "Classic Mode", which they generally dislike using. Similarly, most respondents who reported not having played the game reported that they might purchase another game, with 30% of them even reporting they "definitely" would do so.</p>

<p>So the numbers tell us a little, but what about the comments? I asked two specific questions: "What do you think is the best thing about 1893: AWFM?" and "What was your least favorite part of the game, the part you would change if you could?". Some responses seem to cancel each other out, as expected: For example, some people thought the puzzles were too hard, some thought them too easy. But digging down into the comments reveal a number of trends in both likes and dislikes. Let's start with the likes, because, well, life is uncertain; eat dessert first. I'll sum up the comments in sort of a Zagat's Restaurant Guide style.</p>

<p>First and foremost, respondents loved the "concept". Going hand in hand with that is the "setting" and "authenticity", the fact that the game used the "original map of the Fair" and was illustrated by pictures, many of which are obscure and "not included in most available collections." Many respondents appreciated the writing, citing the "amazing detail" and "subtle humor", which combined with the photos led some to remark it is "the next-best thing to time-traveling back to 1893 Chicago." One respondent sums it up by saying, "I'd just finished reading 'Devil in the White City' which was a true crime novel set in that period, and was interested in immersing myself in that world.  Your game made that possible. "</p>

<p>On the other hand, many respondents felt the game was "too complicated", and requested "a few more pointers", as it was often "unclear" if they were doing the "right thing" at any given moment. The text interface drew fire as being "clunky", even "primitive", and required you to be "too precise". "I guess I'm too used to point and click adventure games," one respondent finally explains.</p>

<p>And in a category of its own, I must mention the Mac Experience. This was a common complaint. 1893: A World's Fair Mystery runs in Classic Mode on the Mac, which is becoming obsolete. New Macs don't even have Classic Mode on them anymore. In a separate question, I asked Mac users whether they would buy another game from Illuminated Lantern Publishing if it had to be played in Classic Mode. Over half of Mac users -- whether they liked 1893 or not -- said that they would not.</p>

<p>If you think of 1893: AWFM as a combination of two things:  (1) A text adventure game. (This is the part that is for the most part common across most text adventures); and (2) A game about the 1893 World's Fair. (This is the part that is unique to 1893); and look again at the feedback received, a pattern emerges. To put it simply, most respondents liked #2 but were not so enthused about #1. </p>

<p>Which is understandable. The model of computer games now includes a lush, 3D environment, with point-and-click interaction with the screen. So, will my next game be a point-and-click adventure? Probably not. Because right now, that's just not where I'm at. The thing is, I love text adventure games. And when I wrote 1893: AWFM, there were two things primarily in my mind: I really wanted to create a game about the 1893 World's Fair. And I really wanted it to be a text-based game. Why? Because these are two things that I love, and wanted to share with something of a missionary zeal. And they go great together, like chocolate and peanut butter! </p>

<p>But I am taking all of the comments to heart. The Mac problems I hope will go away once a new interpreter is designed that plays well on the new Mac OS. For the players who were unsure how to start, or whether they were doing the right thing at the right time, a <a href="http://www.illuminatedlantern.com/if/news/1893_strategy_guide_now_availa.html">strategy guide is now available</a>. And I will strive to add additional help, pointers, and logic to make playing with the text based interface more enjoyable for everyone.</p>]]>
    </content>
</entry>
<entry>
    <title>1893 Strategy Guide Now Available</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/news/1893_strategy_guide_now_availa.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=890" title="1893 Strategy Guide Now Available" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.890</id>
    
    <published>2007-08-09T16:13:52Z</published>
    <updated>2007-08-09T17:06:07Z</updated>
    
    <summary>I&apos;m very happy to announce that Tami Meyers of Spyglass Guides has written the definitive strategy guide to 1893: A World&apos;s Fair Mystery. Weighing in at 62 pages, it covers overall strategy for the game, and arranges tasks in an...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="News" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>I'm very happy to announce that Tami Meyers of <a href="http://www.spyglassguides.com">Spyglass Guides</a> has written the definitive strategy guide to 1893: A World's Fair Mystery. Weighing in at 62 pages, it covers overall strategy for the game, and arranges tasks in an easy to follow day-by-day listing. How to vanquish the villains, who are discovered only after you have made progress in your investigation, is covered in a section at the end (since you never know when you'll have the chance to nab them!). The best news of all, though, is that the guide is being offered for free in Adobe Acrobat format. Download the guide <a href="http://www.spyglassguides.com/guides/1893.htm">here</a>. </p>]]>
        
    </content>
</entry>
<entry>
    <title>H.P. Lovecraft&apos;s Commonplace Book Project</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/home/hp_lovecrafts_commonplace_book.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=889" title="H.P. Lovecraft's Commonplace Book Project" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.889</id>
    
    <published>2007-07-09T16:26:16Z</published>
    <updated>2007-07-09T16:35:07Z</updated>
    
    <summary> Read More &gt;&gt;&gt;...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Home" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p><DIV align="center"><a href="http://www.illuminatedlantern.com/if/games/lovecraft/"><IMG border=0 src="http://www.illuminatedlantern.com/if/lovecraft_cpb.jpg"></a></DIV></p>

<div align="right"><a href="http://www.illuminatedlantern.com/if/games/lovecraft/">Read More >>></a></div>]]>
        
    </content>
</entry>
<entry>
    <title>The Commonplace Book Project</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/lovecraft/the_commonplace_book_project.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=880" title="The Commonplace Book Project" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.880</id>
    
    <published>2007-07-07T21:10:44Z</published>
    <updated>2007-10-28T03:28:57Z</updated>
    
    <summary> The purpose of this project is simple: to create interactive adventures based on the unfinished story ideas that H.P. Lovecraft collected in his &quot;Commonplace Book&quot;. The first set of games were created from April to June of 2007 and...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Lovecraft" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p><IMG align="right" src="http://www.illuminatedlantern.com/if/images/lovecraft_small.jpg"></p>

<p>The purpose of this project is simple: to create interactive adventures based on the unfinished story ideas that H.P. Lovecraft collected in his "Commonplace Book". The first set of games were created from April to June of 2007 and have been published here, in an online exhibition. This exhibition is free for everyone to enjoy, in return for your feedback. As of October 27, 2007, these games are also appearing in an exhibit of art and stories based on the Commonplace Book at the Maison d'Ailleurs, Switzerland. Click <a href="http://www.illuminatedlantern.com/if/news/an_interactive_exhibition_of_u.html">here</a> for more information. This project is truly international, with French, English, and Spanish entries already on exhibit. Games in this exhibit are not necessarily written by or owned by Illuminated Lantern Publishing; we are simply hosting and organizing the project. </p>]]>
        
    </content>
</entry>
<entry>
    <title>Breaking Boundaries in Gaming Demographics</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/blog/breaking_boundaries_in_gaming.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=879" title="Breaking Boundaries in Gaming Demographics" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.879</id>
    
    <published>2007-07-07T05:22:07Z</published>
    <updated>2007-07-09T17:31:36Z</updated>
    
    <summary>I&apos;ve recently sent out a customer satisfaction survey for 1893: A World&apos;s Fair Mystery, to about 1,000 people who purchased the game. I&apos;m still analyzing the results, and will be publishing the information here. Let&apos;s start with a demographic question...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p>I've recently sent out a customer satisfaction survey for 1893: A World's Fair Mystery, to about 1,000 people who purchased the game. I'm still analyzing the results, and will be publishing the information here. Let's start with a demographic question I asked: How Old Are You?</p>]]>
        <![CDATA[<p>Surveys about gamer demographics produce many different results, but one I've seen often states that the average gamer is 29 years old. That does not appear to be the case with 1893: A World's Fair Mystery. The average age of my respondents? Try 48. The youngest respondent was 20 years old, the oldest, 80. Here's a pie chart that breaks down the audience in more detail:</p>

<p><DIV align="center"><IMG src="http://www.illuminatedlantern.com/if/images/age_piechart.jpg"></DIV></p>

<p>Here is the same data again in a bar chart. The "bell curve" of respondents, peaking at middle age and older, is clearer here:</p>

<p><DIV align="center"><IMG src="http://www.illuminatedlantern.com/if/images/age_barchart.jpg"></DIV></p>

<p>I have found no statistical correlation between age and liking or disliking the game. In other words, a 24 year old seems just as likely to enjoy, or not enjoy, 1893:AWFM as a 74 year old.</p>

<p>What does this information tell us? Here are some thoughts I have:</p>

<p>1. Advertising in traditional print computer game magazines probably won't provide a lot of value, as they target that 29 year-old age group that appears to be too busy playing first-person shooters to take the time to get absorbed in reading a game.</p>

<p>2. Adults who turn to computers late in life tend to trend towards the Mac. To really appeal to this group of users, then, the install and play of a game on a Mac should be easy and seamless. After all, most Mac buyers in this group purchased one instead of a PC because of the promise of ease of use, a promise which, due to the complicated nature of the install of 1893 on a Mac (classic mode using HyperTADS), I broke immediately upon the sale.</p>

<p>3. There is a large audience out there not being catered to by the mainstream gaming companies, but who will buy and play a game if the subject matter is interesting enough.</p>

<p>And so on...add your own additional observations. </p>]]>
    </content>
</entry>
<entry>
    <title>Dead Cities</title>
    <link rel="alternate" type="text/html" href="http://www.illuminatedlantern.com/if/lovecraft/dead_cities.html" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.illuminatedlantern.com/cinema/cgi-bin/mt/mt-atom.cgi/weblog/blog_id=4/entry_id=882" title="Dead Cities" />
    <id>tag:www.illuminatedlantern.com,2007:/if//4.882</id>
    
    <published>2007-07-06T16:09:19Z</published>
    <updated>2007-10-09T19:33:35Z</updated>
    
    <summary> Voted Best in Show among all English language games created as part of the Commonplace Book project. The letter you received from Arkwright&apos;s nephew Carter was clear enough: when the old man dies the inheritance tax will be too...</summary>
    <author>
        <name>Peter Nepstad</name>
        <uri>http://www.illuminatedlantern.com/</uri>
    </author>
            <category term="Lovecraft" />
    
    <content type="html" xml:lang="en" xml:base="http://www.illuminatedlantern.com/if/">
        <![CDATA[<p><DIV align="center"><IMG src="http://www.illuminatedlantern.com/if/images/deadcitiesbutton.jpg"></DIV></p>

<p>Voted Best in Show among all English language games created as part of the Commonplace Book project.</p>

<blockquote>The letter you received from Arkwright's nephew Carter was clear enough: when the old man dies the inheritance tax will be too great. To raise some capital, the nephew has set up buyers for Arkwright's collection of rare and old books...</blockquote>

<p>Dead Cities is a text based game by Jon Ingold, which ruminates on the nature of time, of life, and of death. And how books, ideas, are part of the cycle. Ingold maintains tension between the ordinary and the mystical throughout the piece, drawing on the Dunsanian side of Lovecraft's style to pull us into contact with the numinous.</p>

<p>Download Dead Cities <a href="http://www.archimedes.plus.com/Dead%20Cities.gblorb">here</a>. A 1.5 MB "gblorb" file, you'll need to download the "<a href="http://www.eblong.com/zarf/glulx/">Glulx</a>" interpreter to play (<a href="http://www.eblong.com/zarf/glulx/Glulxe-034.hqx">Mac</a> or <a href="http://www.eblong.com/zarf/glulx/WinGlulxe-035.zip">Windows</a>).</p>

<p>Jon Ingold is an award-winning author of numerous works of Interactive Fiction, including <a href="http://collection.eliterature.org/1/works/ingold__all_roads.html">All Roads</a>, considered one of the top five modern text adventures by adventuregamers.com. </p>]]>
        
    </content>
</entry>

</feed> 

