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	<title>Comments on: Interactive Dramas in Fashion</title>
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	<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: Keith Nemitz</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-137358</link>
		<dc:creator>Keith Nemitz</dc:creator>
		<pubDate>Sat, 10 Nov 2007 23:54:55 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-137358</guid>
		<description>I&#039;m going to have to claim the first interactive sit-com. &#039;The Witch&#039;s Yarn&#039; was released in Dec, 2005. Looks like I&#039;d better take it up with MTI games...

be seeing you :-)</description>
		<content:encoded><![CDATA[<p>I&#8217;m going to have to claim the first interactive sit-com. &#8216;The Witch&#8217;s Yarn&#8217; was released in Dec, 2005. Looks like I&#8217;d better take it up with MTI games&#8230;</p>
<p>be seeing you :-)</p>
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		<title>By: Grand Text Auto &#187; Updates on the Pursuit of Interactive Story</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-131700</link>
		<dc:creator>Grand Text Auto &#187; Updates on the Pursuit of Interactive Story</dc:creator>
		<pubDate>Sat, 29 Sep 2007 07:06:19 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-131700</guid>
		<description>[...] r Maldonado&#8217;s posting of a collection of material about his intentions and plans for Masq.  I found this material very interesting since it overlaps a great [...]</description>
		<content:encoded><![CDATA[<p>[...] r Maldonado&#8217;s posting of a collection of material about his intentions and plans for Masq.  I found this material very interesting since it overlaps a great [...]</p>
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		<title>By: Grand Text Auto &#187; What Do Non-Gamers Want?</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-116916</link>
		<dc:creator>Grand Text Auto &#187; What Do Non-Gamers Want?</dc:creator>
		<pubDate>Tue, 22 May 2007 22:21:25 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-116916</guid>
		<description>[...] 1; game interfaces, such as color-based mood choosers.  An example is (the to-be-released) Cecropia&#8217;s The Act, where the player, in a series of mini-games p [...]</description>
		<content:encoded><![CDATA[<p>[...] 1; game interfaces, such as color-based mood choosers.  An example is (the to-be-released) Cecropia&#8217;s The Act, where the player, in a series of mini-games p [...]</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-107646</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 09 Feb 2007 00:10:41 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-107646</guid>
		<description>I played &lt;i&gt;Supple&lt;/i&gt; for about an hour, giving it an honest try, because I really want to see projects like this get made, and succeed.  I&#039;m excited to see you and others experimenting with interactive story, especially AI-based ones.  I still stand by my criticisms of it, and hope future versions of it improve on some of those issues.

Great to hear that you&#039;re getting positive feedback from a younger market; it wouldn&#039;t be the first time that my take on something differs from others. ;-)  

Have you thought about building ads into the game, so that you make revenue without needing to charge players?</description>
		<content:encoded><![CDATA[<p>I played <i>Supple</i> for about an hour, giving it an honest try, because I really want to see projects like this get made, and succeed.  I&#8217;m excited to see you and others experimenting with interactive story, especially AI-based ones.  I still stand by my criticisms of it, and hope future versions of it improve on some of those issues.</p>
<p>Great to hear that you&#8217;re getting positive feedback from a younger market; it wouldn&#8217;t be the first time that my take on something differs from others. ;-)  </p>
<p>Have you thought about building ads into the game, so that you make revenue without needing to charge players?</p>
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		<title>By: Glenn Abrett</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-107609</link>
		<dc:creator>Glenn Abrett</dc:creator>
		<pubDate>Thu, 08 Feb 2007 17:54:24 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-107609</guid>
		<description>Hey Andrew,

You didn&#039;t really play SUPPLE.  Of course very few males over 30 like the game but pretty much EVERY 13 year old girl on the planet loves it. Do you have a daughter? Show it to her -- sure she will have a far more positive reaction and will show you how to play.

We have offers from everywhere but are selling so many from our site using nothing but google adwords that we are probably going to remain independent.

Play First, the publisher of the all time best-selling downloadable game Diner Dash, has been chasing us like you wouldn&#039;t believe. They playtested the game and it came out the highest rated they ever tested -- including diner dash.

But anyway you, like many adults, especially those over thirty and especially male, missed the whole thing.

It is a strategy game, different than any other. It fits together. It seduces you. The dialog (of which there is tons and tons) makes coherent sense and, unlike any other game, is an integral part of the game.  There are few choices in the beginning, but as the game progresses more and more choices become available.

We cannot figure out how to make the game obvious to grown-ups -- it is our biggest failing and our biggest headache -- having every thirteen year old girl on the planet love your game is great, but majority lack credit cards. We get, literally, a thousand emails a day from young ladies telling us how much they love the game but they can&#039;t buy it cause they don&#039;t have a credit card. 

Anyway, give it another try -- perhaps you will see what is really there.

Best,

Glenn</description>
		<content:encoded><![CDATA[<p>Hey Andrew,</p>
<p>You didn&#8217;t really play SUPPLE.  Of course very few males over 30 like the game but pretty much EVERY 13 year old girl on the planet loves it. Do you have a daughter? Show it to her &#8212; sure she will have a far more positive reaction and will show you how to play.</p>
<p>We have offers from everywhere but are selling so many from our site using nothing but google adwords that we are probably going to remain independent.</p>
<p>Play First, the publisher of the all time best-selling downloadable game Diner Dash, has been chasing us like you wouldn&#8217;t believe. They playtested the game and it came out the highest rated they ever tested &#8212; including diner dash.</p>
<p>But anyway you, like many adults, especially those over thirty and especially male, missed the whole thing.</p>
<p>It is a strategy game, different than any other. It fits together. It seduces you. The dialog (of which there is tons and tons) makes coherent sense and, unlike any other game, is an integral part of the game.  There are few choices in the beginning, but as the game progresses more and more choices become available.</p>
<p>We cannot figure out how to make the game obvious to grown-ups &#8212; it is our biggest failing and our biggest headache &#8212; having every thirteen year old girl on the planet love your game is great, but majority lack credit cards. We get, literally, a thousand emails a day from young ladies telling us how much they love the game but they can&#8217;t buy it cause they don&#8217;t have a credit card. </p>
<p>Anyway, give it another try &#8212; perhaps you will see what is really there.</p>
<p>Best,</p>
<p>Glenn</p>
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		<title>By: Ouroboros</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-106140</link>
		<dc:creator>Ouroboros</dc:creator>
		<pubDate>Thu, 18 Jan 2007 19:41:36 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-106140</guid>
		<description>I have yet to play either of these (I do intend to), but my immediate reaction is to note the formal similarity to the visual novel or dating simulation genre of computer/console games.</description>
		<content:encoded><![CDATA[<p>I have yet to play either of these (I do intend to), but my immediate reaction is to note the formal similarity to the visual novel or dating simulation genre of computer/console games.</p>
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		<title>By: Radek Smektala</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-106116</link>
		<dc:creator>Radek Smektala</dc:creator>
		<pubDate>Wed, 17 Jan 2007 23:21:10 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-106116</guid>
		<description>Andrew,

I&#039;m not sure how much of a chat is allowed in the comments section, so forgive me if it&#039;s not appropriate. Still, Javier managed to find a moment to answer, and apparently, there is a deeper problem (I&#039;m constantly on-line) that more people seem to have, yet can&#039;t be solved. One way or another, I&#039;m anxiously awaiting your article - this is a subject I&#039;d love to discuss.</description>
		<content:encoded><![CDATA[<p>Andrew,</p>
<p>I&#8217;m not sure how much of a chat is allowed in the comments section, so forgive me if it&#8217;s not appropriate. Still, Javier managed to find a moment to answer, and apparently, there is a deeper problem (I&#8217;m constantly on-line) that more people seem to have, yet can&#8217;t be solved. One way or another, I&#8217;m anxiously awaiting your article &#8211; this is a subject I&#8217;d love to discuss.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-106113</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 17 Jan 2007 16:54:35 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-106113</guid>
		<description>Hi Radek, the exsecutable worked for me &#8212; note you have to be online to play, even with the executable.

&lt;i&gt;I would be hard pressed to find a situation in which the choice I want to make is not presented&lt;/i&gt;

I wouldn&#039;t; three or four choices of what to say feels very limited, to me.  In the near future, I&#039;ll be starting a thread about language interfaces for interactive stories (Part 3 of a series), and will say more.</description>
		<content:encoded><![CDATA[<p>Hi Radek, the exsecutable worked for me &mdash; note you have to be online to play, even with the executable.</p>
<p><i>I would be hard pressed to find a situation in which the choice I want to make is not presented</i></p>
<p>I wouldn&#8217;t; three or four choices of what to say feels very limited, to me.  In the near future, I&#8217;ll be starting a thread about language interfaces for interactive stories (Part 3 of a series), and will say more.</p>
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		<title>By: Radek Smektala</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-106095</link>
		<dc:creator>Radek Smektala</dc:creator>
		<pubDate>Wed, 17 Jan 2007 11:11:21 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-106095</guid>
		<description>I was - scratch that, am - impressed with Masq. The level of control over the story is astounding (ora at leas seems to be), and I would be hard pressed to find a situation in which the choice I want to make is not presented. Alas, the executable won&#039;t run on my computer. Did anyone had the same problem, and if so, any ideas on solution?</description>
		<content:encoded><![CDATA[<p>I was &#8211; scratch that, am &#8211; impressed with Masq. The level of control over the story is astounding (ora at leas seems to be), and I would be hard pressed to find a situation in which the choice I want to make is not presented. Alas, the executable won&#8217;t run on my computer. Did anyone had the same problem, and if so, any ideas on solution?</p>
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		<title>By: michael</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-102856</link>
		<dc:creator>michael</dc:creator>
		<pubDate>Wed, 20 Dec 2006 18:31:08 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-102856</guid>
		<description>I share Andrew&#039;s disappointment with Supple. When I first heard about it (we actually heard about it through Jonathan Rauch, the guy who wrote The Atlantic Monthly article), I was pretty excited to see what someone else was doing in this space. But the control system is awkward, it feels very slow to make your character do anything (you often have to wait for animations to finish playing before the next action begins), and it was difficult to predict the effects actions would have (even though the feedback was clear in the sense that you directly see different trait numbers go up and down, it was difficult for me to follow the logic of why certain actions led to certain trait value changes). I am very happy to see that other people are exploring the space of relationship games, and am curious to see how the episodic approach works for them as a business model. Perhaps episode 2 will work out some of the design kinks.</description>
		<content:encoded><![CDATA[<p>I share Andrew&#8217;s disappointment with Supple. When I first heard about it (we actually heard about it through Jonathan Rauch, the guy who wrote The Atlantic Monthly article), I was pretty excited to see what someone else was doing in this space. But the control system is awkward, it feels very slow to make your character do anything (you often have to wait for animations to finish playing before the next action begins), and it was difficult to predict the effects actions would have (even though the feedback was clear in the sense that you directly see different trait numbers go up and down, it was difficult for me to follow the logic of why certain actions led to certain trait value changes). I am very happy to see that other people are exploring the space of relationship games, and am curious to see how the episodic approach works for them as a business model. Perhaps episode 2 will work out some of the design kinks.</p>
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		<title>By: Darius K.</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-102844</link>
		<dc:creator>Darius K.</dc:creator>
		<pubDate>Wed, 20 Dec 2006 17:02:44 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-102844</guid>
		<description>Andrew,

The dial interface is in fact a dial, the kind of thing you see on light dimmers. However, it feels and responds to very slight movements, so while it&#039;s only a one-dimensional input, it has a great deal of analog sensitivity along the axis. It is similar in feel to a trackball in both heft and accuracy.

I&#039;ll describe interaction with the humorous seduction scene, which is the first scene in The Act. Your character is on the left side of the screen, sitting down. The sexy gal is on the right side of the screen, at the bar. You start by moving the dial clockwise, conventionally speaking &quot;toward&quot; the gal. As you move the dial toward her, you move both physically closer and become more aggressive in hitting on her. If you move to far, you start to do humorous things like hump your crotch in the air--the skill involved is mostly in reading the expression on the gal&#039;s face as it turns from interest/amusement to horror, and literally &quot;dialing back&quot; your approach.

It sounds simple, but it&#039;s really amusing and engaging.</description>
		<content:encoded><![CDATA[<p>Andrew,</p>
<p>The dial interface is in fact a dial, the kind of thing you see on light dimmers. However, it feels and responds to very slight movements, so while it&#8217;s only a one-dimensional input, it has a great deal of analog sensitivity along the axis. It is similar in feel to a trackball in both heft and accuracy.</p>
<p>I&#8217;ll describe interaction with the humorous seduction scene, which is the first scene in The Act. Your character is on the left side of the screen, sitting down. The sexy gal is on the right side of the screen, at the bar. You start by moving the dial clockwise, conventionally speaking &#8220;toward&#8221; the gal. As you move the dial toward her, you move both physically closer and become more aggressive in hitting on her. If you move to far, you start to do humorous things like hump your crotch in the air&#8211;the skill involved is mostly in reading the expression on the gal&#8217;s face as it turns from interest/amusement to horror, and literally &#8220;dialing back&#8221; your approach.</p>
<p>It sounds simple, but it&#8217;s really amusing and engaging.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-102738</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 20 Dec 2006 06:59:20 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-102738</guid>
		<description>I&#039;m not 100% sure, but I think the head of the project was the primary investor.  

From the visuals, it looks pretty slick &#8212; ex-Disney 2D animators, old school.  I was working in Boston at &lt;a href=&quot;http://www.zoesis.com&quot;&gt;Zoesis&lt;/a&gt; while &lt;i&gt;The Act&lt;/i&gt; was in early production, I know a few people who worked on it.   I&#039;m very curious exactly what the dial-interface is.  It&#039;s currently planned to be released as an arcade-style title; I don&#039;t know if or when it will be ported to PC&#039;s or consoles.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not 100% sure, but I think the head of the project was the primary investor.  </p>
<p>From the visuals, it looks pretty slick &mdash; ex-Disney 2D animators, old school.  I was working in Boston at <a href="http://www.zoesis.com">Zoesis</a> while <i>The Act</i> was in early production, I know a few people who worked on it.   I&#8217;m very curious exactly what the dial-interface is.  It&#8217;s currently planned to be released as an arcade-style title; I don&#8217;t know if or when it will be ported to PC&#8217;s or consoles.</p>
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		<title>By: Patrick</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-102734</link>
		<dc:creator>Patrick</dc:creator>
		<pubDate>Wed, 20 Dec 2006 06:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-102734</guid>
		<description>I wonder how that game was financed.</description>
		<content:encoded><![CDATA[<p>I wonder how that game was financed.</p>
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		<title>By: Darius K.</title>
		<link>http://grandtextauto.org/2006/12/19/interactive-dramas-in-fashion/comment-page-1/#comment-102562</link>
		<dc:creator>Darius K.</dc:creator>
		<pubDate>Tue, 19 Dec 2006 16:54:53 +0000</pubDate>
		<guid isPermaLink="false">http://grandtextauto.org/?p=1391#comment-102562</guid>
		<description>I&#039;ve played The Act at Lanes and Games here in Boston. The first thing I noted was that it&#039;s a great spectator game: one woman I was with, who is not the least bit interested in video games, was mesmerized watching me play. This is largely because the animation is superb--I was playing a humorous minigame where I attempted to seduce a beautiful woman, and she could watch me become more and more forward and yell, &quot;No, go back, go back!&quot;

It was one of the most satisfying experiences I&#039;ve ever had in an arcade, from the point of view of feeling like I was doing something WITH my friends, even though they weren&#039;t playing. And I laughed more than I have at any video game since Psychonauts, or maybe even Monkey Island 3. But again, it was intensely SOCIAL play, even though it was single-player. Truly worth trying out!</description>
		<content:encoded><![CDATA[<p>I&#8217;ve played The Act at Lanes and Games here in Boston. The first thing I noted was that it&#8217;s a great spectator game: one woman I was with, who is not the least bit interested in video games, was mesmerized watching me play. This is largely because the animation is superb&#8211;I was playing a humorous minigame where I attempted to seduce a beautiful woman, and she could watch me become more and more forward and yell, &#8220;No, go back, go back!&#8221;</p>
<p>It was one of the most satisfying experiences I&#8217;ve ever had in an arcade, from the point of view of feeling like I was doing something WITH my friends, even though they weren&#8217;t playing. And I laughed more than I have at any video game since Psychonauts, or maybe even Monkey Island 3. But again, it was intensely SOCIAL play, even though it was single-player. Truly worth trying out!</p>
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