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	<title>Post Position &#187; competitions</title>
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	<link>http://nickm.com/post</link>
	<description>Nick Montfort</description>
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		<title>Take This Narrative Diction</title>
		<link>http://nickm.com/post/2011/05/take-this-narrative-diction/</link>
		<comments>http://nickm.com/post/2011/05/take-this-narrative-diction/#comments</comments>
		<pubDate>Mon, 16 May 2011 01:17:53 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[competitions]]></category>
		<category><![CDATA[curveship]]></category>
		<category><![CDATA[cyoa]]></category>
		<category><![CDATA[hypertext]]></category>
		<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[smut]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=1664</guid>
		<description><![CDATA[I believe that Curveship and the example game Lost One may have just recieved their first roasting, thanks to the firepower of the S.S. Turgidity and the intrepid, enterprising player character Stiffy Makane. The &#8220;erotic adventures&#8221; that unfold in The Cavity of Time, released as part of the Indigo New Language Speed IF, allow you [...]]]></description>
			<content:encoded><![CDATA[<p>I believe that <a href="http://curveship.com">Curveship</a> and the example game <i>Lost One</i> may have just recieved their first roasting, thanks to the firepower of the S.S. Turgidity and the intrepid, enterprising player character Stiffy Makane. The &#8220;erotic adventures&#8221; that unfold in <a href="http://diden.net/~maga/undum/idmillington-undum-2cd8eac/games/cavity.en.html"><i>The Cavity of Time,</i></a> released as part of the <a href="http://www.intfiction.org/forum/viewtopic.php?f=23&#038;t=2323">Indigo New Language Speed IF,</a> allow you to jump everything within reach. And, just to be clear, to fuck all of those things. If you were offended just now, let me suggest that you don&#8217;t fire up this Choose-Your-Own-Adventure-style garden of fucking paths. Otherwise, this offering, written in the slick <a href="http://undum.com/">Undum</a> system, may please you. Not like that. I mean it may amuse you.</p>

<p>Here&#8217;s a snippet from the beginning of the &#8220;Hip Curves&#8221; section:</p>

<blockquote>The professor notices something about the device-shaped object.<br />
That was immediately before a glass was refreshed.<br />
The professor will be making a comment about focus.<br />
A dial is being turned.<br />
“Sorry about that,” he says. “What I was trying to say is that the tense shifts you are experiencing are the results of a local fluctuation in the field exerted by Hip Curves, my most diabolical erotic creation. Can I interest you in a mojito, by the way? There you go.”</blockquote>

<p>I feel that in addition to commenting upon this reference, I must also invite you &#8211; if you are one of the non-offended &#8211; to plunge into the work in the question, if it doesn&#8217;t offend your morals. Please, drill <a href="http://diden.net/~maga/undum/idmillington-undum-2cd8eac/games/cavity.en.html">Sam Kabo Ashwell&#8217;s <i>Cavity.</i></a></p>
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		<title>Notes on the IF Community</title>
		<link>http://nickm.com/post/2010/09/notes-on-the-if-community/</link>
		<comments>http://nickm.com/post/2010/09/notes-on-the-if-community/#comments</comments>
		<pubDate>Sat, 25 Sep 2010 01:07:22 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[archiving]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[competitions]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[fiction]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gatherings]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[publishing]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=1129</guid>
		<description><![CDATA[I was a sort of &#8220;international observer&#8221; at the latest ELMCIP Seminar in Bergen, Norway. ELCMIP is a European project, funded by HERA, which looks at the ways electronic literature communities function and foster creativity. On the first day of the seminar (Monday, September 20) I presented about the IF community, supplementing that evening&#8217;s screening [...]]]></description>
			<content:encoded><![CDATA[<blockquote><i>I was a sort of &#8220;international observer&#8221; at the latest ELMCIP Seminar in Bergen, Norway. ELCMIP is a European project, funded by HERA, which looks at the ways electronic literature communities function and foster creativity. On the first day of the seminar (Monday, September 20) I presented about the IF community, supplementing that evening&#8217;s screening of </i>Get Lamp<i> at the Landmark Cafe. I offered some thoughts, summarized here, for those working in other types of electronic literature practices.</i></blockquote>

<p>By &#8220;interactive fiction&#8221; (often abbreviated &#8220;IF&#8221;), I mean pretty much exactly what you will find if you <a href="http://www.google.com/#q='interactive+fiction'">Google for the term</a> and starting looking through the first several pages of results. In <a href="http://nickm.com/if/Generating_Narrative_Variation_in_Interactive_Fiction.pdf">my dissertation,</a> I defined interactive fiction as: &#8220;A form of text-accepting, text-generating computer program that narrates what is happening in a simulated world in reply to input from a user, or interactor. Interactive fiction can have literary qualities and qualities of a game.&#8221; In recent decades, people have used the term in different ways, but this is how the interactive fiction community understands IF today and has understood it for a while. This means that IF is not defined by a particular platform, the way that Flash games are, but that people do expect something to work like a &#8220;text adventure,&#8221; with the simulation of space and objects and natural-language-like input, to be considered IF. Members of the interactive fiction community may find chatterbots, story generators, hypertext fiction, point-and-click graphical games, and other things very interesting, but these productions would not have a place in the annual Interactive Fiction Competition, for instance, because they aren&#8217;t interactive fiction.</p>

<p>I have to note at this point that I can&#8217;t offer any proper sort of study of the interactive fiction community, as I am not an anthropologist by training (or pretension) and I don&#8217;t understand the workings of community in the way that people with a better background would. What I can offer, as a member of this community, are some notes about my experiences and some pointers to ways I have seen the community working together. My hope is that may notes may be of some use in generating ideas about e-lit community or for someone undertaking a systematic study.</p>

<p>Also, I&#8217;ll explain at this point that what I and others call &#8220;the IF community&#8221; is not the only IF community, even for English-language work. One other community is that of authors and players of <a href="http://www.adrift.org.uk">ADRIFT games.</a> ADRIFT (Adventure Development &amp; Runner &#8211; Interactive Fiction Toolkit) is an easy-to-use shareware system for IF development. Another locus of interactive fiction practice and playing is <a href="http://www.aifgames.com">&#8220;adult interactive fiction&#8221;</a> or AIF, which prominently depicts sexual activity. The AIF community has its own annual awards, the Erins, which are analogous to the IF community&#8217;s XYZZY Awards (discussed later). Beyond these communities, there are IF communities, or at least IF activity that involved several people and that I know about, in Spanish, German, Italian, French, and Russian language communities.</p>

<p>An important early resource for the IF community was the IF Archive, originally hosted in Germany thanks to Volker Blasius. The archive was announced on November 24, 1992 and is mirrored today on sites throughout the world, with the main site being ifarchive.org. The archive was originally accessed only by anonymous FTP and can still be reached by that method today, although there is a simple Web interface at the main site and a searchable interface at Baf&#8217;s Guide to the IF Archive. The &#8220;archive&#8221; is not a repository for an organizations old, inactive files; it a system for publishing and sharing new work, including the games for each year&#8217;s IF Competition.</p>

<p>The IF community communicated for many years on two USENET newsgroups &#8211; and some in the community still read these newsgroups. rec.arts.int-fiction and rec.games.int-fiction were not originally devoted to what we now call IF, but those discussions came to predominate. The &#8220;arts&#8221; and &#8220;games&#8221; groups do not argue for different perspectives on interactive fiction; they are simply for discussion of making games (&#8220;arts&#8221;) and playing them (&#8220;games&#8221;).</p>

<p>A central institution in the IF community &#8211; perhaps the central one &#8211; is the annual IF Competition, which began in 1994. Now in its 16th year and run by Stephen Granade, &#8220;the Comp,&#8221; as it is called, showcases a wide variety of short games, some poorly written and/or poorly programmed and others quite exemplary. While winning the Comp or placing well in it is certainly desirable, anyone who enters the comp can be sure that dozens, if not hundreds, of people will play the game submitted. Many will even write review of it, since it is a tradition among the most enthusiastic members of the IF community to review all of the Comp games. Competitions are central to many popular communities of digital practice &#8211; the demoscene as well as creators of Flash games, homebrew 8-bit games, and graphical games. These comps or compos usually do not involve substantial rewards for winners or agonistic competition; instead, they provide an event (in person in the case of the demoscene, online in other cases) that focuses the interest and energy of the community.</p>

<p>Recent years have seen other IF events of different sorts, including &#8220;minicomps&#8221; with different themes and the &#8220;Speed IF&#8221; sessions in which several participants each write a themed or constrained game in two hours. Some of the community&#8217;s events highlight the different metaphors that are in play, ones that work across literary and gaming concepts. Although works of interactive fiction are conventionally called &#8220;games&#8221; and the people who interact with them are called &#8220;players,&#8221; the person who writes a game (almost always the same person who programs it) is an &#8220;author.&#8221; The online &#8220;Interactive Fiction Book Club,&#8221; founded in 2001, brought together those who had played a particular game for conversation modeled on conversation about books. In 2009, &#8220;Interactive Fiction Writing Month,&#8221; with some in-person events that took place mainly at CMU, made an obvious connection to National Novel Writing Month. The annual XYZZY Awards for interactive fiction, on the other hand, are styled after the Oscars. Although they are awarded by popular nominations and popular vote, they are named in the manner of Academy Awards and presented at an online event. Many IF community members even virtually dress up for the award ceremony.</p>

<p>The XYZZY awards take place on ifMUD, a simple text-based MUD that serves almost entirely as a chat room. That is, role-playing and puzzle-construction and -solving have little place there and RPG-style combat has none. The people on ifMUD do use some of the unique MUD-like facilities to support their communications, however, and they also program new capabilities into the MUD for that purpose. There is a bot, Alex, who parrots things that he has been taught, allowing people to query him for the definition of terms and acroymns. An &#8220;automeeter&#8221; keeps track of which pairs of people have met in person. People use another bot, Floyd, to play IF together on ifMUD, participating in &#8220;Club Floyd&#8221; sessions. People also ask for programming, design, and writing help, and sometimes even discuss theoretical or critical ideas. Much of the discussion is not directly focused on IF, but when one does want to discuss IF in real time, ifMUD is a great place to do so.</p>

<p>There are now local groups that meet in person to discuss and play interactive fiction. The one I know most about is the one I host in Cambridge, Massachusetts, The People&#8217;s Republic of Interactive Fiction, organized by Kevin Jackson-Mead. PR-IF meets monthly, and had a hotel room with snacks and talks, thanks mainly to Andrew Plotkin, at Penny Arcade Expo East. They have also produced a card with instructions for first-time IF players. I organized the first meeting of the PR-IF writers&#8217; group, Grue Street. And two successful events have been held in which the public was invited to play interactive fiction together: the early MIT version of Zork, in the first case, and Admiral Jota&#8217;s Comp-winning game Lost Pig in the second.</p>

<p>By now, most people who deal with electronic literature in some way seem inclined to accept that interactive fiction falls under this umbrella term. But even if some resist this, it&#8217;s hard to ignore that the community itself connects its meetings, events, roles, and practices to literary ones. Of course, simply importing the institutions of IF into other communities is unlikely to be helpful: Other e-lit communities may not need an FTP site, two USENET newsgroups, a MUD, and so on. But understanding how different structures, conventions, and tools have helped IF authors and players could have broader applicability. For instance, the IF Comp has worked to encourage the annual production of games, but it has also dominated IF production so that the best-known games are those short ones released for the IF Comp. (The community has responded with other comps and with projects to review other games, so the IF Comp is not too much of a victim of its own success.) Nevertheless, this situation can highlight the benefits and the dangers of a regular, central activity with its own format requirements. Considering the IF community may also point the way to other groups that are less obviously literary, but are creative communities of practice involved with computing.</p>
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		<title>Finally, Your 50 Character Reward!</title>
		<link>http://nickm.com/post/2010/08/finally-your-50-character-reward/</link>
		<comments>http://nickm.com/post/2010/08/finally-your-50-character-reward/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 04:15:32 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[competitions]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[poetry]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[writing]]></category>

		<guid isPermaLink="false">http://nickm.com/post/?p=1044</guid>
		<description><![CDATA[After I presented poetry generators ppg256-1 through ppg256-5 at Banff in February, I shouted out, more or less spontaneously, &#8220;50 character reward to whoever gives us the best explanation of what ppg256 is!&#8221; Why did I say that? Childhood trauma, possibly, but the more immediate reason, as I mentioned earlier, is that the last of [...]]]></description>
			<content:encoded><![CDATA[<p>After I presented poetry generators <a href="http://nickm.com/poems/ppg256.html">ppg256-1 through ppg256-5</a> at Banff in February, I shouted out, more or less spontaneously, &#8220;50 character reward to whoever gives us the best explanation of what ppg256 is!&#8221; Why did I say that? Childhood trauma, possibly, but the more immediate reason, as I <a href="http://nickm.com/post/2010/02/interventions-in-medias-res/">mentioned earlier,</a> is that the last of these, ppg256-5, is based on a section of Tristan Tzara&#8217;s February 1921 <a href="http://www.ralphmag.org/AR/dada.html">Dada Manifesto,</a> one which ends with the phrase “50 francs reward to the person who finds the best way to explain DADA to us.”</p>

<p>I got some great answers, including &#8220;It does a lot with a little&#8221; (Chris Funkhouser) and &#8220;ppg combines atoms of language&#8221; (John Cayley). But at this point I&#8217;ll skip right to the one from Travis Kirton, who did the following without having any previous experience programming in Perl:</p>

<blockquote>
<code>perl -le '@a=split/,/,"illmn,imgn,ltr,mut,pxl,popl,strlz,pnctu,typfc,poetc,glmr,idl,ion,cptl,cpsl,cvl,atom,pltc,txtul,erotc,rvl";sub f{pop if rand>.5}sub w{$a[rand@a]}{print f("de").f("over").w."izes ".w."ation".f("s")."\n".(" "x45)."IS WHAT ppg DOES!";sleep 5;redo}'</code>
</blockquote>

<p>The program is a modification of ppg256-5, one that answers the questions that ppg256-5 generates. That&#8217;s not only clever; it showcases the expressive power of small programs and the many, if not arbitrary, uses to which a language generator can be put. This certainly earns the reward. Travis, here&#8217;s an base64-encoded version of a 32-byte DOS intro, <a href="http://pouet.net/prod.php?which=54485">matisse,</a> by orbitaldecay. When you run it after decoding it with <a href="http://www.motobit.com/util/base64-decoder-encoder.asp">a base64 decoder,</a> it should <a href="http://www.youtube.com/watch?v=NbV9enPFpO4">look like this.</a> The base64-encoded string, you will notice, is exactly 50 characters in length:</p>

<p><pre>sBPNEMUPHgeLFwmXQAEJVwFL4vSsQKq5ZQDkYEh16cM=</pre></p>

<p>Okay, I lied. It&#8217;s only 44 characters long. Please accept <code>base64</code> as the remaining part of the prize.</p>

<p>Now, I think <a href="http://epc.buffalo.edu/ezines/elp/issue-1/ppg256.php">Mark Markino&#8217;s explanation of ppg256,</a> which I <a href="http://nickm.com/post/2010/08/new-journal-primes-you-for-ppg256/">wrote about yesterday,</a> is also great and will suffice. It&#8217;s a wide-ranging and deep study of the series of generators, similar programs I&#8217;ve discussed, and some relevant contexts of techneculture. I can&#8217;t really decide which of these explanations is best, as they both work excellently for what they are. So I am going to offer Mark Marino a 50-character generator, too. Mark, here is an ASCII encoding of a set of tools that, used properly, will allow you to draw any image:</p>

<p><pre>())&#95;&#95;&#95;RED&#95;&#95;&#95;))&#95;> ())&#95;&#95;GREEN&#95;&#95;))&#95;> ())&#95;&#95;&#95;BLUE&#95;&#95;))&#95;></pre></p>

<p>Enjoy!</p>
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		<title>@party: Weaving thread</title>
		<link>http://nickm.com/post/2010/06/party-weaving-thread/</link>
		<comments>http://nickm.com/post/2010/06/party-weaving-thread/#comments</comments>
		<pubDate>Sun, 20 Jun 2010 20:10:19 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[collaboration]]></category>
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		<category><![CDATA[demoscene]]></category>
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		<guid isPermaLink="false">http://nickm.com/post/?p=938</guid>
		<description><![CDATA[I spent this weekend at @party 2010, the first (and hopefully not last) demoparty of this name. The event was in the Town of Harvard, Massachusetts &#8211; a bit outside of Boston. I heard four live music performances, saw an early cut of Jason Scott&#8217;s almost-finished Get Lamp documentary, and saw and heard grafix, music, [...]]]></description>
			<content:encoded><![CDATA[<p>I spent this weekend at @party 2010, the first (and hopefully not last) demoparty of this name. The event was in the Town of Harvard, Massachusetts &#8211; a bit outside of Boston. I heard four live music performances, saw an early cut of Jason Scott&#8217;s almost-finished <i>Get Lamp</i> documentary, and saw and heard grafix, music, and demos (wild and windows) in the Saturday evening compos. There were great tunes, a truly excellent 4k windows demo, an incredible demo running on an Arduino, and much more. Many thanks to the organizer, Metoikos, and everyone who helped her out. And, a big thanks to the demoscene!</p>

<p><a href="http://nickm.com/if/thread.zip"><img src="http://nickm.com/post/wp-content/stuff/thread_screen.png" alt="" title="thread (c64 demo in 31 bytes by le colonial, nom de nom, &amp; rv6502)" width="382" height="271" class="alignright size-full wp-image-937" /></a></p>

<p>Working with two others and using the moniker &#8220;nom de nom,&#8221; I completed my first demoscene production: <i>thread,</i> a Commodore 64 demo that has fewer than 32 bytes of code. (There are no C64 demos this size or smaller on pouet.net, as far as I can tell.) This demo is a tribute to a BASIC program that generates random mazes, one that exists in one form in the <i>C64 User&#8217;s Guide</i> but has also circulated as a one-liner. Here&#8217;s a version of the program:</p>

<p><code>10 PRINT CHR$(205.5+RND(1)); : GOTO 10</code></p>

<p>I developed thread working in person first with Le Colonial of Atlanta, a sometime co-author of mine who also writes Atari VCS games. (He&#8217;s also known as Ian Bogost.) At the party itself, I was fortunate to encounter C64 expert rv6502 of Montréal, who joined me and did the heavy lifting in the second phase of this project.</p>

<p>After working one evening with Le Colonial in Cambridge, we had a 32 byte program that wasn&#8217;t exactly like the original, but did something pretty cool. When I checked it out on my actual C64 right before I left for the party, however, it didn&#8217;t work. The SID was initialized differently in the emulators I&#8217;d used than it was on the box itself &#8211; as it happened &#8211; and there was something odd happening with my video display as well.</p>

<p>I brought my C64 to the event rather half-heartedly, without any way of getting programs onto it other than typing them in and without a display. Alas, I wasn&#8217;t going to get away from the program that easily: Dr. Claw brought me a monitor to use and NO CARRIER loaned me a flash cart &#8211; and, later, a physical copy of the <i>Commodore 64 Programmer&#8217;s Guide.</i> rv6502 and I sat down to work further on the program. It turned out my C64&#8242;s video was different that of the emulators I used, but <i>also</i> different from Ferris&#8217;s actual C64 (which matched the behavior of the emulators I tried). So it wasn&#8217;t just an emulator failing to match the metal; the two different C64s apparently have different KERNAL code in ROM. Dumping my machine&#8217;s ROM and used that with my emulator would have solved that part of the mismatch.</p>

<p>I won&#8217;t try to go into all the details of developing this demo, but there were two particularly great things about the process at a high level. First, I got to collaborate with and learn from two others at different points. Second, I got to learn a lot more about the C64, including many things I wouldn&#8217;t have run up against if I hadn&#8217;t been working on something like this. I&#8217;m not talking about small differences between emulation and the hardware, which were a minor part of this experience, in the end. I mean finding excellent facilities of the 6502 and the C64 to work around those which weren&#8217;t doing what we wanted.</p>

<p>We&#8217;ve released thread in three versions: The canonical one, which has 31 bytes of code but is in a 33-byte PRG file, because the beginning memory location is stored in the first two bytes of PRG files. If this bothers you, there is a 28-byte version which fits into a 30-byte PRG file and has all the same colors, but displayed in a way that we think is not as pretty. We also include a simple, straightforward reimplementation of the BASIC program above: A 20-byte program in a 22-byte PRG file. I&#8217;d love to get this uploaded to pouet.net at some point, but I don&#8217;t know how. For now, <a href="/if/thread.zip">here&#8217;s a zipfile with source and PRGs.</a></p>

<p>thread got 4th place in the Oldschool category at @party. After you load a PRG file in your emulator (or on your C64), you can run it by typing &#8220;SYS 4096&#8243;.</p>

<p>Finally, these are the 31 bytes of thread:</p>

<p><code>A9 80 8D 0F D4 8D 12 D4 A8 B1 F9 8D 86 02 AD 1B D4 29 01 69 6D 20 D2 FF E8 D0 ED E6 F9 50 E9</code></p>

<hr />
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		<title>IF Contests Everywhere</title>
		<link>http://nickm.com/post/2010/05/if-contests-everywhere/</link>
		<comments>http://nickm.com/post/2010/05/if-contests-everywhere/#comments</comments>
		<pubDate>Mon, 03 May 2010 23:51:13 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[competitions]]></category>
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		<guid isPermaLink="false">http://nickm.com/post/?p=884</guid>
		<description><![CDATA[Hello from the People&#8217;s Republic of Interactive Fiction. The TWIF Comp, a contest for interactive fiction with code of 140 characters or less, recently wrapped up. (We&#8217;re playing some of the games at the PR-IF meeting today.) Although it certainly had its in-joke aspects, the competition did bear amusing fruit, and it&#8217;s only one example [...]]]></description>
			<content:encoded><![CDATA[<p>Hello from the <a href="http://pr-if.org/">People&#8217;s Republic of Interactive Fiction.</a></p>

<p>The <a href="http://blog.templaro.com/?page_id=118"><b>TWIF Comp,</b></a> a contest for interactive fiction with code of 140 characters or less, recently wrapped up. (We&#8217;re playing some of the games at the PR-IF meeting today.) Although it certainly had its in-joke aspects, the competition did bear amusing fruit, and it&#8217;s only one example of several recent competitions beyond the traditional big annual <a href="http://ifcomp.org/"><b>IF Comp.</b></a> Given my interest in <a href="http://localhost/poems/ppg256.html">tiny literary systems,</a> I certainly gave some thought to entering this one. However, I&#8217;ve pledged to spend all of my IF-writing time working on or in <a href="http://curveship.com">Curveship,</a> and 140-character programs in the system weren&#8217;t at the top of my to-do list.</p>

<p>Before the TWIF Comp, there was the <a href="http://jayisgames.com/archives/2010/02/cgdc7_results.php"><b>Jay Is Games interactive fiction competition,</b></a> and after it there is the <a href="http://metatalk.metafilter.com/19208/The-Second-Annual-MetaFilter-Interactive-Contest"><b>Second Annual MetaFilter Interactive Fiction Contest,</b></a> which just started on Saturday. Those who read German will be delighted to know, if they don&#8217;t already, that the <a href="http://textfire.de/comp/index.htm"><b>Grand Prix 2010</b></a> has just concluded. There&#8217;s also going to be an interactive fiction competition (for 30-minute-playtime games) at the Massachusetts demoparty <a href="http://www.atparty-demoscene.net/"><b>@party.</b></a> (Information will be posted on the site soon.) And <a href="http://www.allthingsjacq.com/introcomp.html"><b>Introcomp</b></a> is gearing up: Interested parties should indicate their intention to enter by the end of the month. In case you&#8217;re new to online competitions, comps, or &#8220;compos&#8221; as they are sometimes called, these are not furious masculinist agons; they are mainly excuses for people to complete games and have them played by a bunch of people.</p>

<p>At the very least, you IF-interested parties should take a look at the games being proffered in recent contests &#8211; or, see if you want your IF to be part of one of these occasions.</p>
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		<title>Up Above Once Again</title>
		<link>http://nickm.com/post/2010/02/up-above-once-again/</link>
		<comments>http://nickm.com/post/2010/02/up-above-once-again/#comments</comments>
		<pubDate>Thu, 04 Feb 2010 21:48:06 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
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		<guid isPermaLink="false">http://nickm.com/post/?p=709</guid>
		<description><![CDATA[I&#8217;m back from a nice slice of summer in Sydney, Australia. I spoke at the University of New South Wales when I was there, gave two talks at the Powerhouse Museum in connection with their &#8220;The 80s Are Back&#8221; exhibit, and was one of the three judges of the Global Game Jam Sydney. The people [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://nickm.com/post/wp-content/stuff/powerhouse_museum.jpg"><img src="http://nickm.com/post/wp-content/stuff/powerhouse_museum-284x300.jpg" alt="" title="Nick at the Powerhouse Museum" width="284" height="300" style="float: left; margin-right: 8px" /></a> I&#8217;m back from a nice slice of summer in Sydney, Australia. I spoke at the University of New South Wales when I was there, gave two talks at the Powerhouse Museum in connection with their &#8220;The 80s Are Back&#8221; exhibit, and was one of the three judges of the <a href="http://globalgamejam.org/node/1303">Global Game Jam Sydney.</a> The people who participated in that event did some incredible work &#8211; congratulations to all. Here&#8217;s some video of me, at the Powerhouse Museum, <a href="http://www.youtube.com/watch?v=TrZPuoWlp_A">on interactive fiction</a> and <a href="http://www.youtube.com/watch?v=oMzzVa14tP8">on indie and 80s videogames.</a></p>
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		<title>IGF Finalists Announced</title>
		<link>http://nickm.com/post/2010/01/igf-finalists-announced/</link>
		<comments>http://nickm.com/post/2010/01/igf-finalists-announced/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 04:26:07 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
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		<description><![CDATA[The 2010 Independent Games Festival finalists have been announced. Especially interesting to me are the finalists and honorable mentions for the IGF Nuovo Award, an award intended to &#8220;honor abstract, shortform, and unconventional game development which advances the medium and the way we think about games.&#8221; My collaborator, Ian Bogost, has a game in the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.igf.com/02finalists.html">The 2010 Independent Games Festival finalists have been announced.</a> Especially interesting to me are the <a href="http://www.igf.com/2010/01/2010_igf_nuovo_jury_releases_f.html">finalists and honorable mentions for the IGF Nuovo Award,</a> an award intended to &#8220;honor abstract, shortform, and unconventional game development which advances the medium and the way we think about games.&#8221; My collaborator, Ian Bogost, has a game in the finals: <a href="http://www.igf.com/php-bin/entry2010.php?id=313"><i>A Slow Year,</i></a> a suite of four 1k games for one of his, and my, favorite platforms &#8230; which means that he&#8217;ll be brining an Atari 2600 to GDC this year to display his wares.</p>
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		<title>Lots Has Happened and Is Happening</title>
		<link>http://nickm.com/post/2009/11/lots-has-happened-and-is-happening/</link>
		<comments>http://nickm.com/post/2009/11/lots-has-happened-and-is-happening/#comments</comments>
		<pubDate>Wed, 18 Nov 2009 21:57:20 +0000</pubDate>
		<dc:creator>Nick Montfort</dc:creator>
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		<description><![CDATA[Andrew Stern&#8217;s company Stumptown Game Machine released their Touch Pets Dogs, published by ngmoco for the iPhone. On this social network, everyone knows that you&#8217;re a virtual dog. Versions of it are in the top 10 free apps on the iPhone App Store now, and in the top 100 of pay apps. Rover&#8217;s Day Out [...]]]></description>
			<content:encoded><![CDATA[<p><b>Andrew Stern&#8217;s company Stumptown Game Machine</b> released their <a href="http://touchpets.ngmoco.com/"><i>Touch Pets Dogs,</i></a> published by ngmoco for the iPhone. On this social network, everyone knows that you&#8217;re a virtual dog. Versions of it are in the top 10 free apps on the iPhone App Store now, and in the top 100 of pay apps.</p>

<p><b><i>Rover&#8217;s Day Out</i> is the winner of the <a href="http://ifcomp.org">IF Comp.</a></b> (Dogs everywhere!) The game is by Jack Welch and Ben Collins-Sussman. <i>Broken Legs</i> by Sarah Morayati took second, <i>Snowquest</i> by Eric Eve third. Congratulations to all authors! If you haven&#8217;t played the games yet, they&#8217;re <a href="http://ifcomp.org/comp09/download.html">still there</a> waiting for you.</p>

<p><b>CYOA visualizations</b> are the talk of the town: Mainly this <a href="http://samizdat.cc/cyoa/">extensive site that considers many books</a> in the Choose-Your-Own-Adventure series, but also <a href="http://flowingdata.com/2009/08/11/choose-your-own-adventure-most-likely-youll-die/">this PDF mapping <i>Journey under the Sea.</i></a></p>

<p><b><a href="http://www.kickstarter.com/projects/textfiles/the-jason-scott-sabbatical">People on the Interweb donated $25,000 to Jason Scott,</a></b> the <a href="http://textfiles.com">textfiles.com,</a> <a href="http://www.bbsdocumentary.com"><i>BBS Documentary,</i></a> and <a href="http://www.getlamp.com"><i>Get Lamp</i></a> guy. Man, it&#8217;s <a href="http://en.wikipedia.org/wiki/Save_Karyn">so easy to get money on the Web.</a> Maybe you could do it too, if you first spend years, in your spare time and without pay, saving BBS files, saving Geocities, documenting computer history, and generally amassing a larger archive of digital media history than almost every university in the world put together.</p>

<p><b><a href="http://www.nytimes.com/2009/11/15/magazine/15videogames-t.html?pagewanted=all">Truly &#8220;indie&#8221; artgames made the <i>New York Times Magazine.</i></a></b> Jason Roherer leads the charge, but many of the usual suspects are quoted in this look at how non-industrial gaming is augmenting and challenging games of the commercial sphere.</p>

<p><b><a href="http://gamestudies.org/0902">A new issue of <i>Game Studies</i></a> is out,</b> with these articles: &#8220;The Character of Difference: Procedurality, Rhetoric, and Roleplaying Games,&#8221; &#8220;Moral Decision Making in Fallout,&#8221; &#8220;Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online Sports Gamers,&#8221; and &#8220;World of Warcraft: Service or Space?&#8221; <i>Game Studies</i> is free to everyone! No page fees for authors! Peer reviewed! The future of academic publishing, already here, and about games!</p>

<p><b><a href="http://jayisgames.com/archives/2009/11/game_design_competition_7.php">JayIsGames hosts an IF contest</a></b> and calls for interactive fiction authors to create escape-the-room games. The deadline for this Casual Gameplay Design Competition #7 is January 31. Z-code only, unfortunately for those of us wedded to Curveship, but that lets you use Inform 6 or 7.</p>
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