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Monday, 30 November 2015

BOSCO x Christian Rich “GG2”

BOSCO

Atlanta singer/songwriter, BOSCO, is most definitely back on a hot streak. Earlier this evening, the Fool’s Gold signee released a remix to her BOY EP single “Gold Ghost.” With some help from production duo, Christian Rich, BOSCO comes through with this rework entitled “GG2.” BOSCO’s original version was tight, but Christian Rich turned up the bass and the sexy on this one and came through with a banger. Listen to the latest from BOSCO, below.

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Homeboy Sandman & Aesop Rock Unite For New ‘Lice’ EP

Homeboy Sandman

Well this is unexpected, yet very dope. Underground heavyweights Homeboy Sandman and Aesop Rock joined forces for this free new EP, Lice. The 5-track release features production from DJ Spinna, Optiks, Blockhead, and Alex “Apex” Gale. If you’ve been itchin’ for some top shelf lyricism (sorry, I had to), get a dose of that lice, below. Get Homeboy Sandman and Aesop Rock’s upcoming tour dates as well as some words on the project (and a great way to support it), below.

Dec 2: Homeboy Sandman in Denver at Cervantes Other Side
Dec 3: Homeboy Sandman in Fort Collins at Hodi’s Half Note
Dec 4: Aesop Rock / Rhymesayers 20th anniversary show in Minneapolis at Target Center

The music is free, but if you are feeling charitable, here are a couple organizations we recommend where your donation can make a difference: cityharvest.org | prepforprep.org

Please share Lice, and always be good to one another.

Peace and love,
Aesop Rock & Homeboy Sandman

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Life After Death Star: Hear A Shockingly-Dope Biggie x Star Wars Mash-Up

Life After Death Star: Hear A Surprisingly Dope Biggie x Star Wars Mash-Up

With what promises to be the third and final Star Wars trilogy inching closer and closer to its arrival, the world is abuzz with excitement and fanboyism. Tickets for the new beginning (or is it a new end?) that is The Force Awakens are being bought quicker than they can be printed and there are, no doubt, even three weeks removed, lines already beginning to form outside of some of the nation’s theaters. 

Suppose it goes without saying that the film’s powers would seep into other realms, perhaps most notably the realm of hip-hop, which has long proclaimed its reverence for The Force. And so, without further ado, we present to you a brilliantly-executed and shockingly-dope reimagining of Biggie‘s sophomore stunner Life After Death mashed, slashed and slurred to the tune of some very proper chops of some of the film’s more iconic musical moments, mixed by Richie Branson and Solar Slim AKA Otaku Gang.

But best of all, you won’t have to pay a dime to hear it or own it. You can stream the aptly-titled Biggie/Star Wars mash Life After Death Star below, just be sure to cop it while you can by hitting the link. Nerd out with the best of ’em before the new Star Wars arrives and wrecks your whole world.

>>>Download Life After Death Star

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Watch Amy Winehouse Profess Her Love Of Beyonce In A New Deleted Scene From ‘Amy’

Amy Winehouse Deleted Scene

This week marks the dvd and Blu-ray release of Amy, the Amy Winehouse biopic documentary that had Questlove losing his public composure and we ourselves warning that it’s by no means easy viewing. All the same, it’s an essential look into the life and talent of one of the century’s most important R&B artists, and now in a newly-revealed deleted scene from the Asif Kapadia-directed documentary we get to see an endearing, extra-human side of the fallen star.

The clip comes from the 2004 Brit Awards, during which Amy Winehouse was nominated for Best British Female artist–an award she wound up losing to Dido. Throughout the entire scene she appears eager, on edge even, and we hear in its voice over that it was during this time that Winehouse became most self-conscious about her weight, driving her to develop an eating disorder that would wreak havoc over the rest of her life. Still, for this brief moment Amy is just Amy, a happy and slightly-starstruck young woman who seems amazed at her own luck of sharing a bit of Beyonce’s spotlight. Watch the video clip below and order your own copy of Amy today.

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Macy Gray Returns w/ The Holiday Song The World Deserves On “All I Want For Christmas”

Macy Gray - "All I Want For Christmas"

Last we caught up with Macy Gray, she had just pulled the covers off of her 2014 release The Way. Since then, Gray’s led a life of intense touring, taking her soulful stage show to venues across the globe. But if there were ever a time to bring back the spunk and swagger of one r&b’s most irreverent voices, it’s the holiday stretch BKA the time of year when overwhelming materialism takes over the collective consciousness of the masses.

In steps, Gray with her own holiday wish-list, setting the priorities straight by putting healthcare ahead of Xboxes, education above apps and true freedom on top of the whole damn thing. It’s one-off, no doubt, but this is the Christmas carol the world deserves. Hear Macy Gray’s deceptively-poignant deconstruction of the holidaze down below and catch her in NYC for a three-night stay at Iridium, December 31st through January 2nd. Grab a copy of her latest album The Way on iTunes today.

Tour Dates:
Dec 17 @ Belly Up Tavern – Solana Beach, CA
Dec 31 @ Iridium – New York, NY
Jan 01, 2016 @ Iridium – New York, NY
Jan 02, 2016 @ Iridium New York, NY

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November Link Assortment

Upcoming events:

Boston, Dec 2: Purple Blurb at which Christian Bok will read from The Xenotext.

Copenhagen, Dec 2-4: ICIDS conference meets, with keynotes by Chris Crawford and Paul Mulholland. This is an academic conference in digital storytelling that in the past has looked at procedural narrative, character modeling, authoring tools, augmented reality experiences, interactive nonfiction, pedagogical applications of IF, and assorted related topics.

Boston, Dec 10: PR-IF meets.

SF Bay, Dec 12: Bay Area IF meetup.

London, Dec 12-13: AdventureX, a convention for adventure games including text adventures.

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IF Comp is over, and that means lots of discussion, post-mortems, and additional reviews. There was an extensive post-mortem discussion at Euphoria, a new, still-in-development threaded chat space that includes a room for interactive fiction.

Here’s some of the authorial writing that has come out since the comp closed:

Astrid Dalmady on Arcane Intern (Unpaid)

Brendan Patrick Hennessy’s postmortem on Birdland

Piato’s postmortem for Duel

AvB’s postmortem for Gotomomi

Tia Orisney on Kane County (plus some questions about where to go on a post-comp release)

Katherine Morayati’s postmortem for Laid Off from the Synesthesia Factory

Glass Rat’s postmortem for Seeking Ataraxia.

Joey Jones’ five-part series on Sub Rosa [Planning, Puzzles, Cut Content, Setting, Wrap]

An interview with Chandler Groover about Taghairm and his postmortems for both Taghairm and Midnight. Swordfight.

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The Windhammer Prize for gamebooks has also concluded, with first prize going to Felicity Banks for After the Flag Fell. I didn’t have a chance to play either of the Merit Award winners, but here’s Sam Ashwell’s review of Merit winner Sabrage.

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Liza Daly writes about her NaNoGenMo project this year, a computer-generated cops and robbers script that uses some IF-style world-modeling.

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The Games by Angelina blog is running posts summing up interesting recent work in game AI, including narrative AI — for instance, this piece about a knowledge representation system developed by a team at UCSC.

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New York magazine collects a list of particularly entertaining Twitter bots, as recommended by other botmakers. Includes some interesting thoughts about what makes procedural juxtapositions fruitful or funny, even if it doesn’t mention Harry Giles’ @LilSpellbook, my personal favorite.

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Somewhat in the spirit of Sam Ashwell’s Tlön game reviews, Alexis Kennedy writes about “three unreviewable games”.

And meanwhile, here’s an IF game jam themed around that same idea, run by Jason Dyer.

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Ryan Veeder has started a comp for games that will appeal to Ryan Veeder. It will be judged by Ryan Veeder and the prizes awarded by Ryan Veeder. An important rule is that you are not supposed to communicate with Ryan Veeder about his comp.

Even if you do not like this idea and do not want to enter it, it is worthwhile to view the video in order to see the costuming.

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IF Comp author Marco Vallarino has written several other pieces, including an Inform piece in Italian designed to introduce students to the features of possible schools — this newspaper article covers the project and includes screenshots.

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Here’s Bruno Dias (Cape, Mere Anarchy, et al) on Emily is Away, as part of the ZEAL project.

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Adam Cadre has issued a complete rewrite of his novel Ready Okay!.

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If you’re interested in writing German-language IF, the IF Grand Prix for 2016 has been announced and intents are being accepted through March 1 2016.

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Sunday, 29 November 2015

IF Comp 2015 Guest Post: Janice M. Eisen on Brain Guzzlers from Beyond!

brain_guzzlers_title

As part of the ongoing project to get new reviewers talking about IF Comp games, Janice M. Eisen has written about Brain Guzzlers from Beyond! Janice is a long-time player of parser IF who beta-tested for Infocom.

“Brain Guzzlers from Beyond!” is a delightful parser-style puzzle game set in the world of 1950s monster movies. It’s polished, funny, and well designed, so I wasn’t surprised that it won this year’s IFComp.

The attention to detail in the game is truly impressive. From the opening, in which you set up your character by taking a magazine quiz, its voice and personality show through. The parser itself responds to you on occasion with a rather scolding tone. (The funniest response came when my PC got angry enough to get the option to say “the F-word,” which turned out to be “Fiddlesticks!” This is the era of “Leave It to Beaver,” after all.) The comics-style drawings of major NPCs that appear the first time you speak to them are a great use of illustration to set the mood.

Props your character finds, from a yearbook with entries about most of the characters to the book of terrible poetry you may end up with, are thoughtfully written, funny, and even occasionally helpful. (In the yearbook, your character’s quote is “Go west. Take all.” No, that’s not helpful, and too much self-referential humor can certainly be off-putting, but the game has just the right amount.)

Dialogue with NPCs has always been a weakness in parser IF, but the system used here is good enough to support a great deal of interaction, which is necessary for solving the game. Several of the NPCs are used only to send you on fetch quests, but in some cases the dialogue and the puzzle are cleverly integrated, particularly in one very funny puzzle for which you must create the right kind of poem. The dialogue system displays the same careful attention as the rest of the game, with options changing as the conversation continues so that you don’t find your character repeating the same sentence over and over.

The game doesn’t understand HELP or HINT, but it is otherwise as friendly as possible to the IF newbie. The puzzles are not very difficult, but solving them and discovering more about this world are great fun. I literally laughed out loud several times.

While never preachy, this is also very much a feminist game, from the personality quiz throughout both the plot and the racially inclusive cast of characters. The era-appropriate sexist attitudes of the characters (including the parser) are played for laughs, and by featuring several distinctive NPCs with different personalities and strengths, the game shows that there’s more than one way to be a kick-ass heroine, even if you’re also the Pine Nut Queen.

A few glitches with commands that don’t give the appropriate response will I’m sure be polished out in later versions. (For example, LOOK UP [NPC NAME] IN YEARBOOK gives the response, “You discover nothing of interest in the yearbook”; you have to READ YEARBOOK to get into the proper dialogue menu.)

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I particularly liked the puzzles that played off the personalities of the various NPCs. For example, there is one character who won’t give you the crucial info you need until she is convinced that you like science fiction, which means you must find the comic books and read them. More puzzles like this, and fewer simple fetch quests, would be welcome.

I got stuck twice at points that could have been clued better: I didn’t make the connection between a perforated silver membrane and the movie screen, and I couldn’t find Jenny when she was in the kitchen — something as simple as having your character see her cross the living room and enter the kitchen would solve that.

Steph Cherrywell deserves a great deal of credit for the careful construction of the plot and puzzles, the sheer amount of detail she has included, and the humor that almost always hits the mark. “Brain Guzzlers” is a solid, funny work, which with a little more polish would be a great choice for introducing newbies to IF.

Tagged: brain guzzlers from beyond, guest post, janice m. eisen, steph cherrywell

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Recap: Tel Aviv App Strategy Workshop

On 25 November, the Application Developers Alliance hosted their first App Strategy Workshop in Tel Aviv. With around 100 app developers and entrepreneurs present in the room, here are the key takeaways from the event. 

Panel One: How to Rock Your App Promotion

Speaking on the topic of How to Rock Your App Promotion were Matan Talmi – Co-Founder and CEO, Drippler, Nadav Avidan – Head of Communications and PR, eToro, AC Ingersoll – Marketing Manager, Branch Metrics and Mick Weinstein – VP Marketing, BillGuard. Ayelet Noff, Founder of Blonde 2.0 moderated the panel.  

Using Influencers

Nadav Avidan, a PR guru from eToro, quickly shared the first promotional tip “Make sure if an influencer mentions your app, it is already in the app stores ready to download.” AC Ingersoll added that it is not just enough to be endorsed, it is also important to choose the right and relevant influencer and platform for your users. She gave an example with fitness apps that often use Instagram influencers.

You have one launch to make a good impression

Nadav Avidan highlighted the importance of beta testing and encouraged startups to gather as much feedback as possible from industry friends and family in order to ensure the quality before the official launch. He also added that a lot of startups mistake the launch of a new product with the release in the different app stores. “Think about Temple run – it came out first for iOS and one year later it was released for Android. By then everybody knew about it, so it was not new, just not everyone could play it.” He added that startups have to make sure to adapt their strategy, when they promote for the different stores.

Engaging more users

Focusing on ratings and aiming for an overall score of 4.5 to 5 can improve virality and it can help users to discover your app on the stores, according to Matan Talmi from Drippler. But the best way to engage users is a friend’s referral. That’s why it’s important to make the content easily shareable on the app itself.

How to get featured

Getting featured in the stores requires building a personal relationship with the relevant managers in the app stores. Mick Weinstein from BillGuard said that this is especially important with Apple. “You don’t know who decides in the Apple store, but if you get an introduction to an App store manager, that can only help. Google is more developer friendly – you can meet them, even with an early version of your app. They will help you.”

Go crazy with promotion

Attracting the right user base from the start is extremely important. So go crazy with your app promotion. AC Ingersoll gave an example with a dating app called Wyldfire. “As you may know, dating apps are nothing without girls. So Wyldfire kicked off their growth by launching in sorority houses, where they made a competition for the most epic pool party.” That proved to be so successful, that Wyldfire enlarged the campaign. So thinking outside of the box pays off.

Presentation: DeepLinking Like a Pro – A Marketers Guide to Continuous Customer Experience

Next up was Daniel Kahtan, Director of Sales & Business Development at AppsFlyer, who spoke about the advantages of deeplinking. After highlighting the existing problems caused by ‘dumb links’, leading to a dis-jointed User Experiences, Daniel introduced Smart or Deep Links AKA Mobiles Connective Tissue. Despite the obvious benefits, he shared that only 28% of the top 200 apps currently have deeplinking set up.  He went on to talk about Deeplinking 2.0: the Mobile Personalization Enabler, which “targets all user bases with one smart link that can determine the device and ensure the right customer journey.”

Panel Two: What Is Your User Worth?

The second panel is ready to go on stage

The second panel is ready to go on stage

Speaking on this topic included: Alona Polak – Business Development, Casual Games, Playtech, Ran Avrahamy – Head of Marketing, AppsFlyer, Guy Hollender – CEO and Co-Foudner TROPHiT and Nimrod Elias–  Co-Founder, TapReason. Moderating the panel was Itamar Benedy, GM Israel, VP Strategy and Apps of Glispa.

The apps that stay

Ran Avrahamy from AppsFlyer started by asking the audience how many apps are in the stores? Then he quoted some shocking statistics, “There are close to 3 million apps in the 2 main stores. Only around 42 apps are installed on average per device.” The ratio is staggering, so what does it take to be part of this exclusive club of apps that stay installed? Nimrod Elias, TapReason confirmed the old truth that there is nothing like a first impression. He said, “Users tend to share your app between the 1st & 5th session. This is your chance to make a good impression.”

It’s all about data

“Hunch is a great thing, if you have experience. If you are a new starter, stick with your data.” said Alona Polak from Playtech. Ran Avrahamy added that performance marketing as a key to success. “The shift from CPI to CPA is astonishing. You have to know your data.” Another way to reengage your users is to treat your app as a store. According to Guy Hollender, TROPHiT, “Once your app’s Virtual Items can be used as marketable units, you can deliver value through your ad campaigns.”

Fireside chat:  Startup Insights – From Dragonplay to Scientific Games

Ofir Leitner – Founder of MobileMonday Tel Aviv and Rami Segal – GM Israel for Scientific Games

Ofir Leitner – Founder of MobileMonday Tel Aviv and Rami Segal – GM Israel for Scientific Games

Ofir Leitner – Founder of MobileMonday Tel Aviv, sat down with Rami Segal – GM Israel for Scientific Games, to discuss his journey from Dragonplay to Scientific Games. Rami shared that after a number of mergers and acquisitions, the social casino market is now split between the big players. All companies spend millions of dollars in user acquisition budgets. “iPhone users are the most expensive: CPI can reach 10 dollars, but they also spend more.” He added that growing organically in the app casino business is really hard. But if the game can offer a really good experience and users can easily share it with their friends then that can accelerate the organic growth.

Want some more advice on great app strategy? Join our member center for top app content here

Find pictures from the event on our App Alliance Facebook

 

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Saturday, 28 November 2015

Kool A.D. Just Dropped 100 New Songs, Plans For A New Novel & A Video For “O.K.”

Kool A.D. O.K. Video Large

Kool A.D. has been grinding extra hard lately, it turns out. The MC has just dropped a new mixtape that’s 100 songs long and features assists from the likes of Talib Kweli, Boots Riley, Roman Gianarthur, Toro Y Moi, Scoop DeVille, DJ Mustard and many, many more. Suffice to say it’s a blistering and damn impressive piece of work–there’s so much to dig into in these tracks that it’ll likely be 2016 before we’re finished figuring it all out.

And this mixtape is only the beginning. Kool A.D. has also released a new video for track 2, “O.K.,” and is also working on a novel of the same hame. In an interview with Secret, the MC described his new literary venture as a tome about “sex, drugs, art, music, books, pornography, capitalism and its alternatives, crime, violence, race, class, culture, celebrity, obscurity, anonymity, the politics of the day-to-day, apathy, the guilt of “first world” privilege, globalism, the Internet, being broke, being poor, being rich, being in the middle, the “middle class,” class, aspiration, myth, the prison industrial complex, spirituality, detachment, wonder, awe, spectacle, modernity, post modernity, theft, ownership, nature, the sun, the moon, the trees, the mountains, the oceans, the cosmos, mythical gods and real ones, life, death, love, wealth, poverty, racism, just a few things that were running thru my head.”

Keep on the lookout for the O.K. the novel, which is due out in early 2016. For now you should have enough to dig into with the new video and mega-mixtape, which are below.

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Stream KRS-One’s New Album ‘Now Hear This’ In Its Entirety

KRS-One Takes Aim At Our Nation's Antiquated Drug Policy With A Razor-Sharp New Single

At long last, KRS-One has returned with an entirely new LP. It’s been dubbed Now Hear This, and features the Bronx MC rhyming in tones as enlightened and energized as ever. Longtime fans and young newcomers alike will find a great deal to enjoy amongst its 18 tracks. We’ve already heard first-hand evidence of how strong KRS is keeping himself on singles like the drug policy critique “Drugs Won” and gotten a glimpse of just how much the MC appreciates audio techs on “Sound Man.”

With standout cuts like “Duty,” “Invaders” and “The Lingo,” Now Hear This is one of the most impressive outings we’ve heard from KRS-One in recent memory and proves that the towering legend of early hip-hop still has abundant insight to share. The MC also offered up some compelling social commentary during a new interview with CNN, in which he decried police brutality as a social evil that will hold the entire wold back. “Trayvon Martin was your cure for Cancer. Freddie Gray was about to come up with something for planes that when they crash, they never exploded and everybody lives,” KRS said, hammering away at the injustice of these young black men being slain at the hands of the authorities. It’s heavy, necessary stuff.

The entire Now Hear This record has been made put up for free streaming below, and is also available for purchase for the bargain price of $10.

KRS-One Tour Dates:

November 29, 2015 – Chicago, IL – The Shrine
January 17, 2016 – Atlantic City, NJ – Boardwalk Convention Center

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Kendrick Lamar & J. Cole Trade Freestyles On Two New “Black Friday” Cuts

Kendrick Lamar J Cole Collage

Shut it down. Shut it all down.

While the rest of the world was lining up for discount flatscreens (or rare records), Kendrick Lamar and J. Cole dropped a two-track megaton bomb. Both offerings have been labeled “Black Friday,” and one features Lamar freestyling over “A Tale of 2 Citiez” off Forest Hills Drive, while the other is J. Cole going in over “Alright” off of this year’s To Pimp A Butterfly. It seems there was no need for shopping after all–the best holiday gifts a hip-hop head could ever ask for have arrived, and they don’t cost a damn thing.

“Nothing more influential than rap music / I merged jazz fusion with the trap music / I mixed black soul with some rock n roll” Kendrick boasts, not long after he throws his support behind Kanye West’s presidential campaign. For four minutes straight, K dot refuses to let up and spits some of the most aggressive rhymes he’s delivered in recent memory. If you thought “The Blacker The Berry” was tough, wait til you get a hold of this “Black Friday” special. Cole, of course, absolutely demolishes his outing as well, doing justice to Lamar’s beat and them some. Listen to both cuts below and join us in dreaming of a full-length collaboration between Lamar and Cole…oh what a gift that would be.

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A Conversation with Ruber Eaglenest about ZFiles

zfiles

Z Files: Infection is a project currently being Kickstarted, an interactive comic book set in a zombie universe. I talked with Ruber Eaglenest, aka El Clerigo Urbatain, about the project, and how it works as an interactive comic, as interactive fiction, and in terms of how it portrays its protagonist.

Interactive comic

RUBER: There have been other games that have tried to this fusion, but they are most experiments, or resort to the “infinite canvas”.

EMILY: I think that is an interesting direction. I’ve seen a handful of pieces that do similar things, but I think there is probably a lot of additional room to explore it. IIRC, some of the Tin Man Games pieces do include some comic illustration elements; also a few other things I’ve covered.

RUBER: To be honest, sometimes I’m not at all satisfied about how I try to communicate how interesting is our project compared to other attempts to make interactive comic. I do not want to look as I disregard other attempts, especially when I can climb on his shoulders and improve from there.

We are going to stay inside the pages of a comic, and so, the challenge is to apply the tree structure of CYOA to the finite space of a comic book.

EMILY: What actual constraints do you have in mind here? For instance, are you trying to make all the pages be the same size, or have the same amount of visual space assigned to each node?

RUBER: You see, people and the press likes to praise the infinite canvas because we simply love to see common things applied to new technologies. But when one uses the infinite canvas in a digital or interactive comic, you lose some of the features and inherent properties of the comic format. For example, the ability to close a page narrative, or leave it open with a cliffhanger so that an important revelation occurs at the turn of the page. To play with the structure, with graphic symmetry, among other wonders you can do within the pages of a comic book. For example, in the following <a href=”https://www.youtube.com/watch?v=J0I4BSiRxO0″>conference praising Watchmen</a>, Kieron Guillen explained very well the capacity of traditional structures of comics raised to its maximum capacity of artistic expression.

So in a way, the infinite canvas is but a simple way to make interactive comic, to easy our lives as designers. Each comic strip just adds to the buffer and if you need more space, you just create a new line as the story progresses. But we do not want to lose the expressive power of traditional comic pages for this project, so we have stayed inside.

Then, the constraints we face are the same as when a comic author raises the structure of a page, but with the complication that if we have a branch point, then we must plan the page, or the rest of the structure page for each of the future branches.

For example, the structure of the game begins with a decision point for three branches. The hero must go from the house to the mall where his brother is trapped. There are three possible ways, by motorbike, on foot or by subway. The three paths converge at one point when it reaches the goal, and then inside the mall exploration opens up with a map, with free roaming.

Therefore we can think of the structures of the pages as a hierarchical structure inherited. We have a main structure of comic strip canvas for the trip from the house to the mall. Then for each of the possible routes, we must raise another structure, and then within each route, for each branch, etc. Always within the limits of each page.

So returning to your questions. Yes and yes. We are limited to the size of the page. And for a certain branch we have a predefined structure of canvases for the illustrations, each one must fit perfectly within all boundaries.

As for nodes … things get complicated. Sometimes a comic strip belong to a single node, but others act more the location on a map, as Sorcery! for example. So, in our case a comic strip or cell could represent an entire scene that contains a series of nodes. Thus the digital comic can act to form UNDO, you check the the past pages of the digital comic, and select one cell clicking on it, acts as an option for rewind time.

EMILY: That’s very cool.

Are you doing any effects where stats or minor gamestates might alter an illustration in small ways? Or is it all a matter of showing one image vs. the other, with no internal changes?

RUBER: Yes and no. Each illustration is attached to a concrete scene or node. We could implement a comic strip cell with layers, and for example, to show different things or add up a layer, depending of certain variables… however, the structure of the original gamebook doesn’t required this, that I can remember. But, for example we have rewards where we change the hero with the persona of a backer, so, definitively this is something we can do, just for convenience of the kickstarter, or for convenience of the adaptation. But right now I don’t have an example to give you.

EMILY: And are you building a general engine for this kind of project?

RUBER: Yes and no. Internally we use a script similar to the first scripts of Inkle or similar to ChoiceScript. Then the script will be fed to an Unity engine that is responsible for assembling the digital comic, throwing battles, build the interface, etc. The script will be open source, but for the unity engine we have not yet decided.

But yes, I think the whole framework could work for projects of similar conception and scope.

Interactive Fiction

RUBER: I will try to apply the things we have learned with world model based IF, that is, the same conclusion as Inkle Studios: short text, and early interaction..

The examples of interaction that I saw looked like they were mostly adding gamebook elements to the combat. How much new story content are you adding?

The game is an adaptation of a paper gamebook with advanced rules (combat, role-playing elements, dice, and at one point in the story, free roaming). So yes, it is a digital gamebook and structurally is similar to the original. We are not going to add new branches or new text for the sake of it. Although we plan to create a certain stretch goal where a complete new route across rooftops. On the contrary, we will chop the pages of the book and expand all nodes in a logical way to build a simulation and proper world building, like we do in interactive fiction with parser and localitions. The philosophy is similar to what Inkle made in Sorcery! 1, but not as they made for more ambitious philosophy like in Sorcery! 2, or 3, where they put complete free roaming. And not even whole new world for Sorcery! 3. We are not going to do that because it’s not necessary for this game. We’re staying within the branches of the original story, although maybe we could expand them when we miss some logical action that it is not in the original book.

In short, rather than add new text or new branches, we will chop it for the purposes of a better world building, and we will reduce it because we have the comic illustrations to support it, we don’t need to use all original text.

I know you love gamebook structures, so I’ve attached the structure of the original Infection gamebook. [Ed. note: it’s huge, click through for details.]

infeccion_test1

Numbers in the map doesn’t correlate with the original ones in the book, because the script that generated it wasn’t setted right. But that’s not bother to enjoy the structure.

As you can see, the game branches in three main ways to reach the center mall. Then rejoin to enter the mall. And inside the player must to choose from locations of a map to explore the place. That’s why, there’s that hell of miriad of independent trees.

Problems with exposition and person and gender

RUBER: You know, this is a “you are the hero” game, but all comics are written in third person… the hero is defined, so, we have a problem here, a big but really interesting problem. Let alone about why we don’t have a gender option for the game. The book is written for a male heterosexual and white hero, so… What we are going to do to reach the gender standards of XXI century?

EMILY: I don’t think it’s inherently a problem to have a defined hero for this kind of work. Choice of Games heroes and heroines are very open-ended because that’s part of their brand and concept; but inkle’s Passepartout is a person with a known gender, for instance.

RUBER: Yeah, you are right. But I mean, it’s a problem of form. The game talks to you in second person because You are the hero, but inside the comic strip the action is in third person. We must be careful in how we refer to the hero to avoid creating a dissonance regarding the person of the narrative at all times. It is a little more complicated than in pure text form just because the comic medium.

EMILY: So… how are you planning to approach that? :)

RUBER: Yeah, That is the big interesting problem I mean before: the genre problem. It is big design problem for us. Let me explain myself, and let me be quite frank: we will not do it. Because it is very expensive!

To make that the game allows you to select a hero or heroine, in our case, is very expensive because it means you have to duplicate all the graphics resources of the game where the hero appears. That means it is twice the development time for designing and implementing the hero. And we have not budgeted that extra money. But that does not mean that we are satisfied with it. Like you said, if you have Passepartout, it’s a no matter that you can’t choose a female version, because it is already fully characterized. But in our case we believe it would be very interesting. In fact, our illustrator, Maite, the very first concept art she made was a female version of the hero, with her boyfriend crouched in a pin up position, embracing his knees. About 45% of our patrons are women. And most women players prefer to play with a female avatar. So … we can’t do it, and that pisses us so much.

If the game was text only, that would be relatively easy to do, like Choice of Games does (it would be easy for this game, not for any of the complex works of them.) But, when you have graphics that are vital part of the experience, things get complicated.

But we can dream, and we can dream that our crowdfunding campaign goes so well that we could reach a potential stretch goal to make it happen. To cover the expenses of design a heroine: a young but resolute girl, riding her motorbike katana in hand; and adapt every situation to give a proper feminine vision of the world.

EMILY: You could also have started with a female protagonist and added the male one as a stretch goal. Is the reason not to do that because of the gamebook you’re working from, or because male felt like a better initial fit for your audience, or…?

RUBER: Probably because I’m not yet proper sensibilized with egalitarian tendencies? I’m joking… of course it was because of the gamebook I’m working from. It is a gamebook designed by men with a male hero in it, with men jokes and hero points awarded by heroes acts. But as I said, just from the beginning we were eager to do a female version, but simply, could not afford it to include in the budget.

Cast an eye to that first concept art our artist made (we have two artists working, a creative director, Francis Porcel, awarded comic of european comics working for Dargaud, and Maite Hernández who read my mind when she came with that picture).

prota_fem_1024

The ambiance for the universe isn’t even right, the game takes place in 1999, and not in the 80s, but this was from a first batch of concepts before we decided the decade.

However, let me be clear: about this female character, we are just speculating. First the crowdfunding goal must be met, and then a stretch goal. As I said, one man can dream. And happens what happens we should treat this with the most tactfulness. If this happens we would do a proper female hero, not simply a replacement of an avatar for another.

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Friday, 27 November 2015

Erykah Badu Drops Her Anticipated Mixtape ‘But You Caint Use My Phone’

Stream Erykah Badu's Anxiously-Anticipated 'But You Cain't Use My Phone' Mixtape

The Queen has finally spoken!

After teasing the people with some loosies in the form of her “Hotline Bling” remix and her recently dropped song, “Hello,” with her former flame Andre 3000 — the much-anticipated new mixtape But You Caint Use My Phone from Erykah Badu is finally available for your ear-holes.

Referencing her 1997 hit song “Tyrone” from her celebrated Live album, Badu’s phone-centric effort marks the singer-songwriter’s first full body of work since releasing New Amerykah Part Two (Return of the Ankh) back in 2010. In what has become her staple way of working, But You Caint Use My Phone is written, recorded and mixed by its principle star Erykah Badu with producer Zach Witnessin.

Courtesy of her bedroom studio in her native Dallas, Texas, Badu’s 11-track project aims to introduce her listeners to Badu’s new “TRap & B” sound. Listen to this mixtape as there are some pleasant surprises littered throughout. You can exclusively hear this cornucopia of sounds on iTunes, Apple Music and DatPiff.com.

Also, be sure to turn your dial on BET and Centric this Sunday, November 29 at 8:00pm EST, as Erykah Badu will host the 2015 Soul Train Awards where she will perform “Phone Down” for the first time on television.

The post Erykah Badu Drops Her Anticipated Mixtape ‘But You Caint Use My Phone’ appeared first on Okayplayer.

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Thursday, 26 November 2015

Hear Erykah Badu & Andre 3000 Serenade On “Hello” + Buy ‘But You Cain’t Use My Phone’

Stream Erykah Badu's Anxiously-Anticipated 'But You Cain't Use My Phone' Mixtape

[UPDATE: Apparently folks are having trouble with the link. The album is up there, but, for now, you have to buy the tracks individually. We’ll update with the working link as soon as it hits.]

Well good people, it seems the hour is finally upon us. After what feels like months of teasing, a brilliant Drake rework and a quintessential “trap&b” offering, Erykah Badu‘s new mixtape But You Caint Use My Phone is finally here and it’s everything we’d hoped it would be…and plenty more. The mixtape is available exclusively on Apple Music/iTunes for now, but will hit all major streaming platforms on December 4th.

But you won’t have to wait even that long to get a taste, as the internets have been graced with the album/tape’s fluttery closer; a tender collaboration with the rarely-seen-or-heard Andre 3000 titled “Hello.” You can get that quick fix below below, just be sure to cop the full project on iTunes. Keep the celebration running well into the weekend by tuning into BET this Sunday at 8PM to see the analog girl play host at the 2015 Soul Train Awards. 

Track List:
1. “Caint Use My Phone Suite”
2. “Hi”
3. “Cell U Lar Device”
4. “Phone Down”
5. “U Use To Call Me”
6. “Mr. Telephone Man”
7. “U Don’t Have To Call”
8. “Whats Yo Phone Number”
9. “Dial’afreaq”
10. “I’ll Call U Back”
11. “Hello” (Feat. André 3000)

 

The post Hear Erykah Badu & Andre 3000 Serenade On “Hello” + Buy ‘But You Cain’t Use My Phone’ appeared first on Okayplayer.

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Wunderverse

IMG_0201

Wunderverse is not a game but an iPad adventure editor that lets you build your own stories. It comes with a few starter adventure chapters already written, though as far as I saw it didn’t look like any of them were finished stories. Of these, I completed the sample set in the paranormal world: a vaguely Sixth-Sense-y story that could have been more strongly written and that still had a couple of typos. But I have the feeling that the actual content is not what the app’s creators most care about; they’re looking at this primarily as a tool.

IMG_0208The good: the app looks pretty slick, and it features the ability to theme your stories and include sound effects and other elements.

Though it has a tap-only interface, the underlying world model feels more like parser IF than the models in most competing systems. You can create nodes and objects, and certain verbs remain available to the player at all times. The system also provides for player character stats and abilities, and for conversation. Nodes function sort of like rooms and sort of like narrative nodes, so you could take this either in a very map-based direction or in the direction of a more CYOA-style narrative. (Personally I feel a little bit itchy about conflating space and narrative state into the same thing, but I accept that it’s sometimes useful to do so.)

The bad (at least for me): this thing really assumes that you’re going to type all your story content on your iPad. I guess I could try to hook up an external keyboard, but for me that feels like a punitive way to design. Also, the creator involves a lot of nested menus and whatnot. In my experience, this can be a good way to learn but creates a lot of friction if you’re trying to build substantial amounts of content.

It also offers long dropdown lists of conditions you might want to check when deciding whether an event should fire. It’s long enough that you can’t see all the conditions at once.

IMG_0209

When I look at this, I don’t know what it means to attach multiple conditions to an event. For that matter, I’m not even sure how to tell the system which skill is hypothetically supposed to be producing this effect.

And it’s not easy to find out the answers to these questions because the try-then-test cycle is a bit slow: you have to try something in the editor, then back out a bunch of steps and click through starting your story, then play through to whatever point you were at when the affected behavior occurs.

To change it a second time, you then have to click back in (select your story, select to edit it, select the node you want to edit, select the item within the node that you want to change, select the submenu…). Lots of friction here.

Contrast Twine’s ability to start at a selected node while keeping the editing window live in the background; or Inform’s recompile-and-replay feature; or StoryNexus’ ability to play a single storylet on command to test it.

The undecided: the stories I tried so far were just introductory chapters, which means that I don’t know how this would feel to play out with a longer piece.

There’s a fair amount of prefab world-model concept as well, as you can see from the interface. In general, sometimes a developed world model is good; sometimes it means that the system will only ever do exactly what the designers had in mind and it’s wretchedly difficult to work outside the box.

IMG_0206

 

In this particular case, I’d probably have to invest more hours investigating, but what I saw so far suggests a system that could still use some streamlining and generalization. For instance:

  • The protagonist has both “skills” and “abilities” as well as “languages”. It’s unclear what the difference is between skills and abilities.
  • The protagonist also automatically has a list of languages. This does not seem to have anything to do with language of display; it seems to tie (again) to speaking ability, but it’s less obvious why we’d be checking this and not want to model it in terms of skills/abilities.
  • There are some provided item classes: Food, Drink, Gold, Small Bag of Gold, and Gold Chest. This rather suggests a system designed for a particular type of D&D-style fantasy quest. The creator doesn’t seem to have different item classes tied to the genre of story you’re creating: these options appeared for me even though I was trying to create a Fedora Noir Adventure Story.

Finally, distribution: the app allows you to share stories with your friends. This is cute, but writing an adventure is a lot of work. The handful of my friends who might have an iPad and further might be persuaded to buy Wunderverse? Probably not a big enough audience for me (at least) to want to invest the time building something out.

And, of course, there are always the usual questions about the longevity of a proprietary, one-platform project. (Yes, I am conscious of the ironies here, thank you.)

I didn’t invest enough time in Wunderverse to sincerely try to write a complete piece of IF, so it’s entirely possible that I would have run up against issues beyond what I just described. That said, despite the criticisms I just outlined, I am intrigued by the fact that it’s exploring another, different space in the choice-v-parser interface arena. There’s obviously quite a bit of work already in this app; I’d just ideally like to see something that offered a desktop composition app, wider distribution possibilities, and way, way less friction in the composer.

(Disclosure: I tried a copy of Wunderverse that I bought with my own money.)

Tagged: iOS, wunderverse

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