With Those We Love Alive

his is a screenshot, of sorts, from Porpentine’s With Those We Love Alive.  I discovered this game through friends on social media sharing photos of their own symbols. I immediately wanted to play it, but put it off until I had real time to devote to it. I’ve got mixed feelings about how my gaming is more in short bursts nowadays (I miss long stretches of Civilization, and how I resent fitting that thirtysomething female player demographic, with my playtime hemmed in by all my adult responsibilities! Still, those adult responsibilities are for work I love, so…) but I would absolutely recommend waiting until you have enough uninterrupted time to play. This isn’t a gameworld for alt-tabbing in and out.

WTWLA begins by letting players know that no choices are wrong, and by offering some choices that seem mainly cosmetic. Pick a birth month, for example, from a list of twelve strange worldbuilding names. Good sci fi presents a world that’s both familiar and foreign, like the vague geography of the Hunger Games’ Panem, or the way Arthur Clark describes future tech, and WTWLA does this from the beginning.

A gross and creepy empress rules a world of dead people and dream stealers. The player is tasked with crafting things for the empress, a role I liked because, well, if you’ve read this blog for a while, I like to make things and when I’m not thrilled with my life and my surroundings, I make more thin, in my visitsgs. (Hey, did you see my story about liiving in the south plus magic, or my story about living the south plus aliens?) I also think being a craftsman is a great hook for a game protag, while being between two worlds usually makes an intriguing novel protagonist.

In the game, I could make small choices, but no large ones. When tasked with crafting something for the Empress, I could choose the least-gross of the material options. I could walk to the lake or to the gardens, and confirm that the descriptions hadn’t changed, except for the occasional dead person appearing. But I couldn’t leave my home in the palace or talk with any friends.

I crafted a telescope immediately, and then wondered endlessly if reading expat blogs while I was stuck in this terrible area was helping or hurting me. Oh, man, did I say reading expat blogs? I totally meant looking through my pretend telescope in this game! How did that slip out?

When I slept, I’d often wake up to a note or a summons from the Empress, so after exploring the permitted areas several times (Any self-respecting point-and-click adventurer investigates carefully), I found myself sleeping a lot in order to progress the game. What a terribly depressing mechanic, sleeping and sleeping in hope of something good happening next.

Sometimes we talk about whether interactive fiction games are fiction or gameplay. I like this conversation better than the one about whether games can be art, because it’s about whether we enjoy IF as reading or as gameplay. But when we  talk about message games, about whether Twine games are game experiences if they’re novels you click instead of turning pages, and, geez, when we talk about meaningful game mechanics in general, we should mention this game mechanic in which players sleep days and days way with the hope of something good happening.

Every so often, I’d be told it was time to reapply hormones, but I didn’t want to. Partly because there were some odd things going on with gender and femininity in this game, and partly because I’m an exploratory players, and I wanted to know what would happen if I didn’t. But, since I wasn’t able to sleep without reapplying hormones, and I wasn’t able to advance the plot without sleeping, I just wandered around a lot hoping something would happen and I wouldn’t have to. Spoiler: I had to.

Finally, I met an old friend, and got to make large choices (that were still small choices, in a way). I wasn’t entirely clear on whether this person was a friend or a lover, but I don’t think it much matters. With Those We Love Alive blends careful and unusual language choices with carefully creative IF gameplay, and built to a satisfying storyline conclusion.

Oh, right. The screenshot. At points throughout the game, players are asked to draw a symbol of what their character is experiencing. You’ll be asked to draw symbols of burial or rebirth, loss or connection. There’s no wrong answer, no gameplay mechanic punishes you for poor art skills. I used glitter eyeliner for mine, and painted each symbol carefully on the side of my forearm.  I’ve written a lot about about how we as players tend to empathize most with avatars who look like us or avatars we’ve customized and personalized to be more like the way we see ourselves,  and actually drawing on my skin to connect with character experiences was an extreme example of both.

Then, of course, it felt weird washing it off immediately, so I found myself scrubbing a green glitter burial rune off my arm before work the next morning.

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Ugh, Adulting

ugh adulting

So I didn’t post a Wednesday picture last week, and today’s screenshot is pretty much the reason why. I’m doing some new things at work (like always!), but this newest assignment involves facilitating creative content from others, both setting in editorial expectations, and in enabling creators to produce quality creative work, making sure they are what Lloyd calls “set up to succeed”. Managing others is not really my favorite thing, which is why I am telling myself this is an editorial position and not a management position.

Because, ugh, adulting.

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Apps That Need To Exist: PreDoctor

Since Google knows pretty much everything about us, I can’t wait for it to apply what it’s learned from our checkins and sleeping hours and steptrackers to answer our medical googling. “Google,” I might ask it, “do I have that horrible flu that I recently read about people dying from? Or did I pick up some dread disease eating streetcart food in Beijing?”

And Google would remind me that it saw me watching Downton Abbey at 4 AM, and then check in at work at 9AM, via a tweet about a breakfast donut, so if I’m not feeling my best, I’m probably suffering from direct consequences of my actions, and not from a rare and terrible disease.

“Yeah, thanks, Dr. Google. That’s probably right.”

“Would you like to try GoogleLabs’ beta version of PreDoctor? Our new service will use predictive patterns, and warn you before you engage in risky and destructive behavior.”

“I’m a writer and programming teacher, Dr. Google, I don’t exactly encounter a lot of health-related risks.”

“In your case, after the third unusually late clockout from work*, you’ll be on yellow alert. With the addition of a second risk factor, like excessive Kindle rereads of Harry Potter, a missed checkin at yoga, or increased impulse shopping, you’ll be on red alert, until you have checked in at a fitness location or Instagrammed a healthy meal.”

Anyway, maybe this isn’t so much of a silly app that needs to exist, more something that’s definitely coming. What would your red alert look like?

*I automated my phone to clock in and out at work because otherwise I would forget.

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Fangirl to Influencer at Carolina Blogging

carolina blogging

Carolina Blogging’s first skillshare and blogger meetup will be this March, and I’m going to be talking about review blogging, specifically about writing on books and games. But I totally described it in a professional way!

Fangirl to Influencer: Turn Your Love of Pop Culture Into Review Copies and New Readers

As more and more media companies understand the power of popular bloggers, it’s a great time to use your awesome blog and your love of TV, fiction, comics, or games to become an influential reviewer. Strategies for getting advance review media, new readers, press invitations, and more as a review blogger.

I’m really excited to meet blogger friends, and to learn from other bloggers! The Carolina Blogging group is here, and the event details are here. (Looking at you, Gabrielle!)

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Switch (The Difference)

Switch Kind of A HurricaneI have a  new short story out now, in the  collection Switch (the Difference). It’s inspired by the myth of Hera and Semele, but, you know, set in Los Angeles, because if Zeus were around, he would definitely be chasing starlets, and Hera would be sending them to directly to reality show hell. It’s also about the obvious and the overlooked, and about expectations for women, because a myth’s never really just about personalities.

This will be my third story influenced by classical mythology, I also wrote about an aging muse, and a dissatisfied Venus, for other anthologies.

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Studio Selfie


at work

Wearing a slightly different grey sweater counts as dressing better for work, right?

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Favorite Person, Favorite Media

shirtless darcy

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The Screaming Narwhal

Telltale Games’s Tales of Monkey Island, not to be confused with the LucasArts updated re-release of the original stories, is an entirely separate adventure in the ongoing saga of Guybrush Threepwood, mighty pirate. The first episode, Launch of the Screaming Narwhal: Chapter 1, brings Guybrush, Elaine Marley, and LeChuck (and at least one other familiar character!) back for new stories, revamped from their grainy 2d incarnations, but following the spirit of the originals.

Goofy dialogue, creative uses for found items and pirate-y silliness are the hallmarks of the Monkey Island games, and the Screaming Narwhal has them all. Guybrush uses his razor-sharp wits to deal with the wacky denizens of Flotsam Island, whether that’s a clever ruse about selling fine leather jackets, an amazing use of misdirection (Look! It’s Louis XIV!) or coming up with a believable excuse on the spot. The dialogue is not a memory test of in-game facts, but a chance for zany interactions.

The freedom of the old Secret of Monkey Island and Monkey Island 2: LeChuck’s Revenge options was in stark contrast to the thousand ways to accidentally off the protagonist in the punishing other adventure games I played around the same time. (Crossing the road as Laura Bow and immediately getting killed by a passing car still sticks in my memory as the finest example of pointless player death.) Guybrush can stick a bomb in his pocket or attempt all sorts of athletic feats without any ill effects.

The Monkey Island games make you wonder What would happen if I…? and then encourage you to try it out, a gameplay style I really love. When you try to pair two objects that don’t belong,  use something in the wrong way, or say something ridiculous, Guybrush makes a joke instead of a beep, an error message, or a score punishment. Creativity is rewarded by offering zany responses to zany questions and zany actions. The object was not to beat the level, the boss, or the game, but just to see what would happen next. That’s exactly what I love in games.

The Screaming Narwhal contains the old Monkey Island mechanic of an old pirate map for Guybrush to decipher. I don’t want to give away too much, but this isn’t the usual hidden object standard, there isn’t any squinting at the screen to find map pieces. If you’d like to make the puzzles easier or harder, the hint frequency is on a slider in your options menu, so you can adjust how helpful Guybrush is to you.

When I think about it, the only thing that could possibly be improved is the inventory. Oh, no, not the actual inventory, the U-tube and manatee monocle and breathmints leave no room for improvement. But the way to access the inventory is to mouse over the right hand edge of the screen. This is also the way to walk off the right hand edge of the screen or look at things on the far right of the screen. It is not a game-breaking mechanical failure, but a minor annoyance that came back every time I mean to look at something on the right and opened my inventory.

Originally written for Thumb Gods. 

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Hard Copies

mod for minecraft

Our Mod Design 1 course and our 3D Animation 1 course are both up on Amazon! I’m so proud of my work friends and all the great things we’re working on! This is the best 8-week contract ever.

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Sushi With Harold

sushi

When Harold and I go out for sushi, we spend a long time debating different rolls. Should we get a Volcano Roll or a Tokyo Roll? Should we get the special with yellowtail, and then get a plain smoked salmon roll, or should we get the Alaska Roll with salmon, and then get an eel and cucumber roll? There is a lot of debate involved in getting the correct combination of flavors and textures,  the right ratio of fancy rolls and plain pieces before we order.

Then we start talking about other things, and by the time the food comes, we have practically forgotten what we ordered and ask each other, is this one going to be spicy? What else is in this tuna roll? This one’s really nice, what’s it called?

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