Editorial on Emily Short's Galatea (inter alia)
Jimmy Maher offers a provocative editorial in the latest issue of the Society for the Promotion of Adventure Games newsletter.
Galatea excites admiration, interest, even a certain amount of awe, and all of it richly deserved. However, it seems to excite very little love. Nor does it seem to inspire its player to grapple with anything more universal than the design of good IF conversation systems.Also of note, A Blind Man's Take on Interactive Fiction:
Is this a problem? Not really, I think, when taken in isolation. I think that Emily Short, whom I have immense respect for as a writer, creator, and tireless agent for positive change in IF, intended her work as an experiment and even possibly a bit of a provocation, an illustration of what might be possible. But where is the game that takes Galatea's formal and technical innovations and uses them in the service of crackerjack story with a fascinating setting and compelling, believable characters? Eric Eve's recent works come close, but how many others do? Galatea sits out there in splendid isolation. People play it, they tell themselves and each other how interesting it was, what potential for IF it demonstrates, and then they move on. It's not up to Emily to build on Galatea's foundation; if she retires from IF tomorrow, she's done more for the form than I or 99% of you will ever manage. It's up to us. Where are we?
Some of us who are very, very good are writing games like the generally acknowledged best game of 2007: Lost Pig. On the one hand, Lost Pig is nothing to disparage. It's hilarious; it's great fun; it's honed and polished to the most beautiful shine. Admiral Jota deserves tons of praise and respect for his creation.
Most gaming opens worlds for people. Interacting with characters and role-playing a career or life that they do not have in the real world allows people to imagine themselves in certain situations, or challenges the person to make certain decisions. It is that aspect of gaming, along with the writing, descriptions of scenes and the possibility of interacting with characters that make interactive fiction so special. As a blind person, most mainstream role-playing games are unplayable. Interactive fiction is then the bridge that allows me as a blind person, who also would like to participate in the joys of relaxing with a role-playing computer game, to step into an imaginary world.
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