For those of you playing Sorcery!..

A quick note to all Sorcery! players – if you’ve finished already and are thinking of replaying, but are worried about your save game, we want to reassure you: in Part 2, you’ll be able to choose which of your save-games to continue, but you only need one cloud save spell to reference those saves (so there’s less to remember!)

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Sorcery! at PAX East

The Main Hall before PAX

Two weeks since PAX already? Seems like only yesterday when we were stepping into the main hall of the Convention Centre bleary-eyed and jet-lagged, with a hundred printed Sorcery! maps, and a build with a 3D version of the same, ready to let some journalists play.

Nerve-wracking stuff: our first big games convention – arguably our first game, unless you count Poems By Heart – but also the first time anyone outside of inkle had played the game. Would they get it? Would they like it? Would they get destroyed by the first Bandit and never see the Hills?

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inklewriter updated!

To celebrate the release of Future Voices, our anthology of inklewritten stories, we’ve released a raft of new features for inklewriter. I know, for a moment there we were in danger of coming out of beta…

inklewriter

There are updates to the way stories can be read and played, as well as new ways to vary the text that gets written. But possibly the most important update in this whole package won’t make any difference to the story itself, but to the writer…

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A Musical Analogy

 

An analogy just popped into my head that goes some way to explaining why I like the idea of interactive books.

While listening to music (Mozart this time, but this holds true to any musical genre), I often have a longing to play along. I wish I am the pianist tinkling the ivories expertly with passion and precision. Some people drum their fingers, some whistle along, others can play along. (As a half measure, I can recommend learning a simple blues scale in a simple key and bashing a keyboard along to some jazz. There are few notes to learn, and most things sound good!)

Guitar Hero was popular because it so successfully constructed the feeling that you were playing, despite the relative extreme simplicity compared to the real thing.

The feeling that you’re a part of the music elevates it further than listening passively. It helps you to concentrate, discern the themes and follow the threads.

And, whether we’ve achieved it or not, this is precisely what we’re trying to do with inklebooks. The point is absolutely not to allow the player to do anything and go anywhere or change the story. The point is to let them play along within the musical score, working inside a narrow margin of narrative creativity. (As an aside, how nice to confidently be able to use the word “player” over “reader” for once!)

An opportunity for self-expression goes a long way as long as the boundaries are well-defined. At the very least, as the lead guitarist or first violin, you should be able to vary the intensity and timing of the notes. But we can go further: we can provide the narrative equivalent of a solo with the opportunity for improvisation. However, the boundaries and parameters of this improvisation needs to be well defined. You need to start at the right time, in the right key, continue the narrative of the composition, and hand over gracefully to the rest of the band by the end.

Therefore, the goal is to bring the concentration and the focus to a magnificent story that players of guitars, both real and plastic, get when they play along to a pre-written score. Very few video games have done this successfully, despite their mastery of immersion and interactivity in other contexts. Usually the story is interleaved with the player’s interactions, rather than integrated.

And that is perhaps inkle’s highest ambition.