Ludic Narrans

Mar. 28th, 2026 11:23 pm
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Posted by Andrew Plotkin

Hey, remember I was in a game studies essay collection that just came out? I'm in a new game studies interview collection that just came out!

Ludic Narrans (Playing it Straight) / Stories of/by/for the Fields of Play / Drew Davidson, Emily Matheny, et al. Ludic Narrans (Playing Around) / Stories of/by/for the Fields of Play / Drew Davidson, Emily Matheny, et al.

This one isn't about game design, though. It's not lectures at all -- I promise you are in no danger of learning to do anything in particular. The book is about play as a general concept. A bunch of people from different walks of life, talking about play. How we play; how we create play; where we play; how we learned to play; why we play. And on.

The project sprouted from a series of interviews and questions organized by Drew Davidson. I agreed to talk to Drew, and so did a lot of other people, and this book is the result. "A playful thematic oral history of the stories shared," as the blurb page says.

Like the Kaleidoscope, Ludic Narrans messes with the idea of linearity. Two editions are available: Playing it Straight is organized by topic, whereas Playing Around interleaves topical sections in a playful fugue. Same content, variable structure.

Names you might recognize: Jenova Chen, Naomi Clark, Mia Consalvo, James Ernest, Rami Ismail, Jim Munroe, and no doubt others. And me of course.

Both editions are available as free PDFs. (See the "Download" links on the book pages.) The text is under a Creative Commons license (BY-NC-ND).

Or you can pay for either print or ebook editions at Lulu. Note that each print edition is itself available in two forms. The only difference is the interior illustrations, printed in color or monochrome. (They're nice illustrations but I wouldn't call them central to the book's presentation.)

Once again, I'll quote a single line from one of my bits:

never been designed for. This is why tool programming starts out easy and then turns into a

Grab the book to read the rest!

GDC: gloom and haruspicy

Mar. 20th, 2026 01:32 am
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Posted by Andrew Plotkin

"Haruspicy" in the sense that I'm going to examine the entrails and try to predict the future of GDC. Disclaimer: I cannot predict the future.

Also disclaimer: I don't have any inside info. I've chatted with a lot of people on various Slacks and Discords. And I was there, in San Francisco, last week. But I only saw a small slice of What Went On. This is an exercise in putting together a coherent picture from a lot of scraps. Maybe the exercise is more interesting than the results! You decide.

I'll admit up front that I'm on the pessimistic end of the spectrum. (That's the "gloom" part.) A lot of people are wondering if GDC is maybe in trouble. I think GDC is definitely in trouble, and the only question is how catastrophic things are. But again, I don't have any inside info.

Let's start with last year's show.

Last year

I attended GDC 2025. I wasn't an IGF juror last year (I did more than my stint), but I was able to scrounge a free pass, so that was no problem.

It seemed like a pretty normal GDC for the post-lockdown era. 30k attendees -- very crowded. The show floor had mostly switched from blockchain hype to AI hype, but you know there's always a new hype cycle.

(My first GDC was 2012 and I don't remember what the hype was. Must have been something. VR hype wasn't until 2016.)

The change-up

So 2025 wraps up, 2026 comes into view, and GDC unveils this enormous rebranding exercise. Now they're the "GDC Festival of Gaming". Simplified pass scheme, blah blah.

Everybody's first reaction is "What the hell does 'Festival of Gaming' mean?" My second reaction is "Wow, they must really be in trouble." You don't change your whole plan if the plan is working!

The scraps I hear from friends corroborate this view. Apparently the game-industry titans tightened their purses in 2025. (Endless layoffs, but they also cut conference spending.) That means smaller and fewer booths. I didn't notice this, because why would I look at the Google/Amazon/Epic/Unity booths? I only care about the IGF pavilion, alt.ctrl.gdc, and other wacky stuff.

Anyhow, smaller booths means less revenue. GDC (I mean Informa, the parent company) realizes that they're on a non-sustainable path. Something Must Change. Not for the sake of change, but because the plane is heading for a cornfield.

What the rebrand means isn't very obvious. They've got a lot of verbiage about "bringing the entire industry together". In practice this means everybody gets a full-week pass.

(In the old days, indies and niche interests got a "Summit" (Mon-Tue) pass; industry mainstreamers got a Wed-Fri pass to see the show floor. Only journalists and hardcore nerds stayed the whole week.) (And me, because I had a comped All-Access pass, thank you IGF.)

Sidebar: Personally, I think the intended message is "You like hanging out in Yerba Buena Park with your game dev homies? Now all of GDC is like that! All park all the time! Please buy a pass please buy a pass." Maybe that's just me.

Leading indicators

The other obvious change is that GDC brings in a bunch of non-profits and indie dev collectives to burnish up their appeal. That's where I come in, obviously -- comped passes for IFTF, so I can spend a week spreading the good word about Twine and Zork.

(Another admission: I only went because I got a free pass. I enjoy GDC and I enjoy San Francisco. Just, um, not enough to pay for it. Travel costs are bad enough.)

Then the show floor map comes out, and whoa, it's half the size of 2025. Guess that's why they're willing to give free floor space to a bunch of interactive fiction nerds! Classic freebie areas like the IGF are much more spacious than they used to be. Even so, the entire show floor fits in Moscone South, instead of sprawling across both North and South as it used to.

In the corporate area of the floor -- the part that funds GDC -- the only big booths are Facebook, MS/Xbox, and Tencent. Google is small. Other industry names like Sony and Epic are entirely missing.

It becomes clear that some of those industry heavyweights are running GDC-adjacent events. "No badge required!" Also no booth fees landing in GDC coffers.

As we approach March, the smell of desperation grows. GDC starts pushing ticket raffles and "buy one, get one half-price" deals. They make student passes and indie passes super-easy to get. Hotel prices fall from their usual nosebleed conference heights; they're clearly underbooked.

(Someone suggested that GDC released a bunch of reserved hotel blocks in January or February. That makes total sense to me. Hotels suddenly had lots of free space, started to undercut each other mercilessly, and prices dropped. Smart people cancelled and rebooked at the last minute and saved a bunch of money. I was not smart, but I've made a note for next year.)

At the show

March 9th: it begins.

(Yeah, I actually arrived early on the 7th and spent two days tootling around museums. See earlier post.)

Monday makes me think I was wrong all along. Talks and presentations are hoppin'. I went to a narrative tool talk that was packed solid! Trust me, narrative tools are not usually that popular. (Except at NarraScope, but that's a very different event.)

It takes me a while to figure out what's going on. Remember how everybody gets a Mon-Fri pass this year? They're still only running the expo hall from Wed-Fri. The result is that a whole lot of attendees showed up Monday and realized that there was nothing to do but some boring old lectures! I literally saw one guy prowling around Moscone asking the guards where the booths were.

On Wednesday the show floor opens, and the truth is dreadfully clear: the crowds are much thinner than last year. Everybody is calculating the same result from different angles. The lobbies of the usually-popular hotels are not mobbed like they usually are. The expo hall is mild at best. A security guard asks me, "Where is everybody?"

There are still plenty of people. 20000 people is a lot! Just... less.

You probably read some stuff about Yerba Buena Park being fenced off. It was only partially fenced off, support for the new food tents. (Did we need new food tents? I dunno.) But it didn't matter anyhow -- I never saw enough people out there to fill the park. Not like last year or the year before. There were enough people for crowds around the edges, and that's what we got.

Sidebar: So why did people stay away? Obvious reasons: devs are out of work and can't afford it; companies are skint and won't pay for travel; non-US people are reluctant to risk US travel; GDC is smaller so there's less reason to come.

Which of these is the "real" reason? All of them; I don't know the relative weights; guessing would be worthless. My gut feeling is that most people are making a simple economic calculation of "What can GDC do for me?" and the margin is down. My gut is not statistically reliable.

(Several of my non-US friends refused to travel here because of the current xenophobic regime. That doesn't tell me anything about the other ten thousand missing faces.)

Reactions

Like I said, I had a great time! I hung out with lots of people who I know from earlier GDCs and other game events. I hung out with lots of people who I never met before. Yeah, this was down to having a script to route around my social anxieties, rather than anything GDC did. But still.

Overall, my impression is that people were... happier than last year? With GDC as an event, I mean.

Some it was sheer defiance. Yes, the industry is screwed, let's just go make games. "Punk rock energy," as someone said. Let's go build new communities! Three scheduled events about game preservation, that was great. (Plus a Friday happy hour at the MADE.)

Some of it was the enthusiasm of youth. Someone told me, I don't have a solid source but I believe it, that 40% of the attendees were first-time GDCers. Lots of students, like I said. GDC is a lot of fun to crash into! New blood always helps.

The park was not crowded overall, but large groups formed. The thinky-games crowd was large and enthusiastic. I walked past a big group with a "student developers" sign. (See "new blood" above.) There was a roguelike meetup and a visual novel meetup that I couldn't make it to, but I'm sure they were successful.

Apparently the super-select "Luminaries" events were so undersold that they wound up letting in regular schmoes. Wish I'd known that.

I am told that publishers and developers were talking and making deals. The wheel has not stopped turning. Opinions are divided about whether things will actually get better next year, or whether we've just all accepted a defunct industry as normal. But I am very far removed from that wheel (I've never pitched a game or set up a publisher meeting at GDC) so I won't get into that.

Yes, there was a crap-ton of AI at GDC. Every commercial booth was AI hype. Half the talks were AI hype. Some people found that oppressive and/or depressing. I just walked past that stuff and went to the good talks. I'm not bragging, here, I'm just saying that there was good conference showing through the cracks.

And next year?

Now we get into the entrails.

The plain facts look bad. Booth spending was way down this year, and then attendance declined by a full third! Are Facebook and Xbox and Tencent going to bother getting large booths in 2027? Why should they? If the crowds keep shrinking, the reasons to attend will shrink as well. This could be the leading edge of a death spiral.

GDC's value proposition just doesn't look great any more. It used to be the One Place Everybody Got Together, but that's splintering. Unity and Unreal have their own developer events, where they collect the booth fees rather than paying them. As do Microsoft and Amazon and Facebook and so on.

It seems like, with the general economic contraction, everybody has run the numbers and decided that it's more cost-efficient to retreat within their own private event. Or, at best, rent an adjacent hotel and stay out of GDC's grasp.

On the flip side: GDC is determined to keep itself going. The first room I walked into on Monday morning had a slide up saying "GDC will return in 2027!" On Saturday, when they dropped the news that attendance had crashed, they also dropped the news that GDC 2027 was still on.

What will it look like? Well, they might not bother renting out the ball park again. I think that was a flop. But overall, I figure they'll try to repeat 2026 and hope that the crowds grow back.

Sidebar: Does it make sense for GDC to shrink in a sustainable way? I mean, if this were planned as a 15k-person conference, 20k people would be a huge success. I guess the question is: is there an island of stability, or is it death spiral all the way down? The GDC folks must have those spreadsheets cued up, but they're not letting on what they say.

Sidebar: One rumor -- I have no intel on this, it's pure speculation -- that GDC is locked into a multi-year contract with Moscone. In which case they have to keep running the event, full-scale, even if they're losing money every year. Scary! For them. No skin off my nose.

Sadly, GDC 2027 is probably going to dig even deeper into AI than 2026 did. The "AI crash" is nowhere in sight. Six months ago I thought it might be close. The tools all sucked; the VCs knew it; they were maybe starting to get cold feet. Well, the current generation of AI tools suck less. I'm not telling you they're good; I haven't used them myself; I'm just saying that hope is back on the menu and VC feets are toasty warm. If there's a crash coming, it's over the horizon -- definitely not as soon as March 2027.

(Unless the entire economy wipes out in whatever combination of oil shock, food crisis, pandemic part deux, or global trade lockup leaps out and bites us. That's way above my pay grade. At that point GDC will be the least of our worries, anyhow.)

Anyhow, if there's a GDC and I'm not starving in a ditch next year, I hope they give me another free pass. I'd be happy to go back. Just, um, not enough to pay for it.

Further reading

(Justin is IFTF's president and the guy who arranged our entire GDC presence. Including my free pass this year. Thanks Justin!)

Visible Zorker: March status report

Mar. 18th, 2026 02:02 am
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Posted by Andrew Plotkin

Here's where we are:

Zork 3 is complete and available to Patreon supporters. It will go public on the Visible Zorker page on May 1st.

Deadline is now in progress! Except it's barely started, because I'm still catching up from my GDC trip. I'll have the early-access build of Deadline for Patreon supporters on April 1st. (Super-early access starts today, except there's nothing to look at yet -- see below.) The world gets Deadline for free on June 1st.

If nothing catches fire, I'll be back in mid-April to talk about Starcross.


Now, Deadline is proving to be a bit of a trip.

As usual, I've selected the release from the Masterpieces of Infocom CD for my work -- that's release 27, serial 831005. But as soon as I grabbed deadline-r27.zip off my Infocom page, I realized that it was incomplete! The verbs.zil file is simply missing.

If you look at the historicalsource repo, you'll see verbs.zil -- but that's from release 28. The r27 and r28 source directories are similar but not identical. Scroll back to the r27 view and the file is gone.

My only option is to paste in the r28 verbs.zil and run with it.

I can disassemble the r27 and r28 game files (we have both) and compare the functions from that file. So I'll be able to see how much was changed. Hopefully not too much. I know no verbs were added or removed (the syntax.zil file is identical between the releases) so it should be just bug fixes.

Of course there's other hitches as well. I figure every new Infocom game will throw me a new twist. In this case, it's this line:

<CONSTANT MG-LENGTH <* 3 2>>

This is a perfectly sensible line of ZIL -- it defines the constant MG-LENGTH as 6. (Prefix operators, so <* 3 2> is 6.) But my hacked-up ZIL parser doesn't support constant arithmetic. I didn't realize it was legal! I guess that's the first thing I add tomorrow night.

(The Visible Zorker doesn't execute ZIL statements. It displays ZIL while executing the compiled Z-code. However, I need to evaluate certain ZIL forms that have meaning at compile time. For example, %<COND> lets you discard certain lines at compile time, like #ifdef in C. I need to evaluate that for correct syntax coloring. Constants are another example.)

Anyhow, that's where we are. Deadline isn't even slightly functional yet, but I should have the basics in place this weekend. Forward, Sergeant Duffy!

Twine and Zork at GDC

Mar. 17th, 2026 12:44 am
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Posted by Andrew Plotkin

I went to GDC with IFTF, and I had a great time!

I'm not sure the conference had a great time. You may have seen that attendance was 30% lower than last year. However, I'll save the gloom-and-haruspicy for another post. All the people I talked to enjoyed themselves, and I talked to quite a few people.

As you know, IFTF had a table in the Commons area of the show floor. In fact we had three tables. Plus one Monday night at the ballpark opening event.

The expo hall at the Moscone Center. Large monitors are set up on low tables with benches. The nearest shows the opening screen of a Twine game. Farther away, someone is filling out a survey form; two other people look on. The near machine is for playing; the farther one is for editing. That's Dan Fabulich explaining the setup. (The radioactive leaves are fake plants illuminated by blue floor lamps.)

Two machines were running a collaborative exquisite-corpse Twine project. Everybody who came by was invited to sit down and add a passage. This was a hit -- we wound up with about 120 contributed passages.

A web page with a red-and-white theme. It begins "Welcome to the interactive GDC Festival of Gaming Twine Adventure!" Opening screen of the GDC Twine Adventure. (Not currently live.) Stylesheet by Grim Baccaris.

The GDC Twine Adventure should be posted very soon. Watch this space.

On the flip side (literally), the Visible Zorker!

Two people sitting in front of Visible Zork 1. They are facing away from us and peering attentively at the screen. I did not get the players' names, but they were at it for a good half-hour.

Our setup had Zork 1, Zork 2, and (as a special preview for GDC attendees) Zork 3. We mostly kept the screen on Zork 1 though.

The table next door had a bunch of 1980s computer magazines. They were kind enough to loan us an issue of Creative Computing (1982) with an Infocom ad.

Me holding a magazine ad for _Zork 1_ and _Zork 2_. The headline "Many are the doors that lead to the underground" stands above the familiar Zork opening-door logo. "Now available for Apple II, ATARI 400/800, IBM Personal Computer, NEC PC-8000, CP/M, and PDP-11." In the background is a screen displaying Visible Zork 1. Me and Creative Computing. The $2 coupon has expired, sadly. Photo by Justin Bortnick.

Zork was less recognized than Twine. (Everybody's heard of Twine.) But the folks in the know got very excited about the Visible Zorker project. A couple of educators visibly bounced when they realized that they could use this in the classroom.

I shall hope this brings in more contributors to the Patreon!

On the personal side, I got to demo the Zorker to Tonda Ros. And to fanboy him a bit, which I'm sure he got plenty of that week, but I did my part. I also demoed to Tim Hutchings -- I really need to write up his "Old Morris Cave: A Continuous Use Campsite in Mammoth Cave National Park". (Spot the IF connection!)

I'm told that Steve Meretzky was around GDC but I did not run into him. Ah well. I'm pretty sure he's aware of the Zorker, but it would have been nice to chat about it.

So what else did you do at GDC?

I engaged with people socially!

Way more than I usually do. I'm chatty here, parasocially on the blog, but in real life I'm a stone introvert. (No surprise, I know.) But it turns out that "Are you familiar with Twine?" is a terrific icebreaker. Everybody's heard of Twine. Most people don't know that it's backed by an educational nonprofit association, though. We can talk about that! Yes, we would love donations, yes, it would be great if companies that rely on Twine helped support it. Yes, tell me about what you did with Twine, that sounds awesome.

Same thing with Zork. "Are you familiar with Zork?" (Yes, says Tonda Ros, a half-second before I read his name badge and realize who I'm pitching to.) Then we're talking about game education, or historic preservation, or TinyMUD, or wacky things that IF could do if it were doing something else. Or anything. Knot theory. (It came up.)

This wasn't just at the IFTF booth. I dropped by the Thinky Puzzle meetup in the park and had a long chat with several neat people. There were three game-history events on the GDC schedule -- a roundtable, a social meetup, and the annual "What's New in Game Preservation" panel. I missed that third one (had to help set up the table for Monday night) but I ran into Jason Scott in the hall and we caught up.

My time was mostly spoken for, but I went to a few talks. There was an interesting one by Owlcat Games about the narrative scripting tool they use for their "large, sprawling" RPGs. (I haven't played 'em but the design problems were familiar.) Don Daglow gave a great talk about his 50-year career in game dev -- he has seen some stuff in his time, and his time isn't over. Julian Cordero talked about how he turned his Quito childhood into Despelote. And there was a really neat presentation by the cultural research expert for Indiana Jones and the Great Circle. Did you know they looked up all the minerals of the game's magic stones to make sure they were findable in -- or trade-routable to -- the appropriate locations? I love that.

IGF awards! I wasn't at the ceremony but it's a good list. Perfect Tides: Station to Station is one that I definitely have to play. (NarraScope Showcase winner, btw.) Blippo+ has been heavily recommended to me and I must catch up. As for Titanium Court -- I played the demo. Match-three really isn't my thing, but I loved all the narrative foofaraw surrounding the match-three gameplay -- built on it -- so I may have to dig into the full game anyhow.

I was able to pay my compliments to William Rous on the show floor. Yes, I was rooting for Type Help to win Best Narrative. Ah well. Next year in Galley House, am I right?

And what else did you do in San Francisco?

I ate dinner(s) in Chinatown, of course.

I was able to get away from Moscone long enough to visit the Asian Art Museum; they have a terrific exhibit of modern Japanese ceramics. I truly love that stuff. If you do too, be sure to check out the permanent collection on the second floor.

Four diverse clay vessels. The first is brick-red, bowl-shaped, rough in outline. The second is smaller, off-white, with an almost bread-like texture and a pool of glassy, cracked glaze inside. The third is a lidded urn with a dark and very metallic glaze. The fourth is tall and irregular with a pattern scorched in red and black into the surface.

I also poked my head into the Museum of Craft and Design, and took a turn around the Japanese Tea Garden and Botanical Gardens.

Spotted calla lilies growing on a park hillside. They have very large white flowers with yellow spathe (peak) at the center.

A mossy pond beneath trees. Several varieties of water-plant are visible across the surface.

But my big discovery was the Letterform Archive. This is a tiny place up the street from Craft and Design. Just one gallery, really -- but a gallery drawn from an amazing collection of "lettering, typography, calligraphy, and graphic design".

The current exhibit is Piet Zwart, a Dutch designer ("typotekt", he described himself) who revolutionized typography starting in the 1920s.

Two full-page advertisements with large black shapes contrasting with narrow lines of Dutch text running at all angles. The blurb above begins, "Zwart's collaboration with the Nederlandse Kabelfabriek Delft (NKF) from 1923 to 1928 transformed an ordinary industrial manufacturer into an icon of modern design." Five half-page advertisements for N. K. F. Delft. Lines of Dutch text run in contrasting fonts and angles. The pages have no graphics except for a few arrowheads.

He did telephone cable ads. That's what you're looking at. "N.K.F.": Nederlandse Kabelfabriek Delft.

A wall display of pages from technical manuals. The bottom of each page is a technical blueprint, but the top is a startling assortment of Dutch words and letters laid out in varying fonts, angles, and colors.

Later he did other stuff. He wasn't interested in logos or brands. Consistency? Hah. All his layouts were different and they were all clearly his work.

And that's just one exhibit! Look at the previous exhibits page. Man, I would live in this place if I were a Left Coaster.

Get this: when I walked into the gallery, I heard "tap tap tap" noises coming from the back room. What? A video exhibit? Nope -- when I peered around the corner, I saw a classroom full of people with stone tablets. They were making letters with hammers and chisels. A stone-carving lettering workshop. Of course. How else will people learn why serifs exist?

So yeah. I don't know what the future of GDC looks like, but I hope I keep getting this excuse to visit San Francisco. It's such a great town to wander around it. Also terrible, because of the abyss of deprivation and human misery which you cannot look away from, right in parallel with the wealth and the art and the joy. Doesn't mean I want to stay home.

As I was getting off the BART, a Cute Young Thing turned and asked me, "Are you a guy who thinks about the Singularity?"

"No," I said, "I'm not really a fan of the Singularity." And we went our separate ways through the exit gates. I still have no idea what that question meant. Only in San Francisco, I guess.

[personal profile] voidbeetles posting in [community profile] little_details
Hi!

I have a character in a sci-fi universe who ends up "shipwrecked" alone on a completely uninhabited planet for two years. The planet, and the specific environment he lands in, are perfectly habitable by humans (we are in soft scifi territory here, very Star Trek inspired) and he's able to survive with some effort. (The details of how are not really important to the story - I know at least that he's the kind of guy who'd be able to salvage some tech and emergency supplies from his wrecked ship, and I'm comfortable with brushing past the details of what exactly he brought with him - but if anyone's really interested in coming at it from that logistical angle, I won't stop you!)

What is more relevant to the story is how this experience would continue to affect him by the time he's back home safely. I think there are a bunch of possible avenues here and I'd love to see people's takes on how they would approach this or approach researching it. For example, here are some of my cursory thoughts:
  • PTSD is certainly a likely long-term complication
  • It's implied that his shipwrecking was not an accident/was engineered maliciously - I imagine this is something he has dwelt on heavily throughout the two years and will affect his ability to trust people (and to visit other uninhabited planets in the future!). Seems like it would be easy to get caught in delusional spirals in a situation like that.
  • I know that prolonged isolation can cause hallucination/psychosis in some cases, especially in solitary confinement, sensory deprivation contexts, etc. Is that as much of a risk in this case? And if so, do you think he'd still be experiencing psychotic symptoms after the fact?
  • One of his personality traits is that he's fairly attention-seeking - I think it's likely this incident will exacerbate that and make him more desperate for connection
  • It'll probably alter how he approaches social situations in the future in general; that's something I'll definitely be thinking about
  • Perhaps he got into the habit of talking to himself on the planet, and this never went away
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