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PostPosted: Tue Nov 18, 2014 2:05 pm 
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Joined: Thu Oct 02, 2014 7:36 pm
Posts: 88
Also published on my blog at: http://eturnerx.blogspot.com/2014/11/ifcomp14-entropy-cage-post-mortem.html
1,100 words.

My thanks to all the players and reviewers. I’m overwhelmed; 14th was much higher than I expected. The reviewers (even the ones who disliked TEC) all gave me valuable feedback that help hone my craft.

Here are some random thoughts:

SPOILERS BELOW

The feeling of the game was meant to capture how an out of their depth computer tech feels when there’s a major system meltdown. The boss is on their back being both helpful and accusatory (push-pull) while the tech bashes the keyboard hoping something will work. That feeling of awkwardness doesn’t make for a particularly fun experience so I shortened the game during testing to lessen the uncomfortable. The mechanic left no room for overtly showing progress or mastery so wasn’t a good choice of mechanic to base a game around and/or my execution was lacking.

I didn’t mention why the PC was on suspension. A few reviewers worked out that it was because the PC is actually out of their depth/incompetent. As the “first cyber-psychiatrist” there can’t have been a training course, industry accepted best practise or established performance indicators. There’s an underlying current of injustice because the PC feels they’ve been judged against invisible criteria. The PC has signed up for a job with a wizz-bang buzzword job description and the actual job has failed to deliver (psychiatry with that interface? are you kidding!) More than likely an overly-optimistic programmer (Jake) over-promised then underdelivered. The over-promises were then embellished by an HR person who glammed up the role to cover for a crappy salary with crappy T&Cs.

That does leave the question of why Jake gives the final big decision to you. Jake has no idea what to do! Rather than flipping a coin he gives the decision to you so that you can be scapegoated when it goes wrong. (Neither choice would 100% avoid negative consequences). The only slight fore-shadowing to this is that Jake will insta-fire you if you threaten to bring in your lawyer.

Unfortunately the PC’s POV doesn’t give a particularly good lens into the religious war the subs are fighting. You only see the zombified subs (I’ve been bad, punish me) and the refugees. I will explore adding some “soldiers” into the mix to expose more of the battle story.

Starting with the alarm clock was sophomoric. I’m cutting that whole scene. In terms of the game physics, it slightly alters how much your boss hates you and lets you choose a personality type that affects the game in only subtle ways. The scene is gone - and I get to remove a drug reference warning (the wake pills).

I want to write more in TEC universe.
True Random has interesting metaphysical implications relating to Divine simplicity, Tawhid and creation; a realisation I came to after reading Gregory Chaitin on Algorithmic Information Theory, the Omega Construct and Meta-biology. That’s pretty hard maths so I’ve tried to present some connotations of that via fiction.
Algorithmic governance and the related issue of big data are real world issues that have ethical dimensions we should probably discuss as a society rather than let things just happen. Driverless cars are the tip of the ice-berg.
And personhood; what rights do subsentients have? They are effectively our slaves. At what point do they become begin to the rights we accord our biological pets.

About that sub.punish() theme. Totally an accident. Sorry. It is going to be removed from the post-comp release. But, the ifcomp version will always live in the TEC cannon. The story would’ve been a very different one if I’d explored the sub/punish angle! I’m going to keep the term ‘sub’ (subsentient subroutine) but .punish() will become .reseed() to better fit with the theme. Those who enjoy innuendo still have an interesting angle with .reseed() but the terminology change provides a more solid clue to the overall theme of the work. Reseeding is a term used in pseudorandom number algorithms.

The science is pretty fleshed out in TEC: I’ll hope to reveal more of it in future works. But here’s a tidbit. Adding a bit to Base16 gives Base32, not Base17. TEC is consistent because the Forward Error Correcting codes cover a larger block of memory that contains more data than just the PID.
Why does changing error correction have anything to do with randomness? As a clue; Here’s some pseudocode that generates a truly random number:
> a = 000000000000000000000000000000000000
> b = 000000000000000000000000000000000000
> while a equals b, loop
> rand = number of the bit that is different between a and b?
The loop does exit because computers aren’t isolated from their environment.

And on construction:
I committed to the contest too late. I tried to enter last year but allowed IRL things to get in the way. This year I let IRL things slip in order to make IFCOMP. I’m glad I did because entering creatively re-energised me. I should’ve committed earlier so that I had more time to polish the game. The mainloop that controls the game pacing wasn’t written until the day before submission deadline. me.punish(): You may commence with the flagellation… hahaha actually no, really not my thing.
I considered not entering but decided that I NEEDED to. It’s been a rough several years and I’ve been creatively out of touch. My self-esteem needed to get an “achieve point” even if that was having participated into last place.

I suck at editing. No matter how many times I read and re-read, mistakes always slip through. I’ve put huge effort into improving but I’m not there yet. I’ll try to collab to get more testers and people with editing skill to help me; but I know collab will increase the lead-in time before I need to commit.

I didn’t edit out all the universe specific jargon that added little to the game. Simu-sleeping, holosplays... ugh. Yeah, they paint the picture of the TEC universe but in the nugget sized TEC game they were distractions.

I intentionally aimed TEC towards the strengths of click-fics to give the pacing I wanted. TEC as a parser game would’ve been very different.

Thanks again to the reviewers for their feedback. I tried to personally thank you all, but it became too much to track.

The post-comp release of TEC will also be put into the Android Play Store. You’ll see me back next year and not necessarily with a story set in TEC universe. As much as I’d like to try of IntFic competitions I still have IRL concerns.


Last edited by stormrose on Tue Nov 18, 2014 6:24 pm, edited 1 time in total.

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PostPosted: Tue Nov 18, 2014 2:58 pm 
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Joined: Mon Sep 30, 2013 7:17 am
Posts: 71
I mentioned on the author board who The Entropy Cage was one of my favorites out of all that I played in the comp so I'm glad to see you're planning on continuing on with it. We have such different styles that I'm not really sure how to give you advice to improve it other than maybe try to make it easier to get a good ending because we had to replay it quite a few times to get there. 1st playthrough was just figuring out what the heck was going on and the mechanics, 2&3 both ended pretty badly, and 4th time was the charm but that's probably too much of a replay commitment for most people.
And I'm going to be sad to see the sub.punish() thing go. A little dash of humor's never a bad thing but I can see why you'd want to take it out. Naughty naughty subs, you're giving people the wrong impression of the game... *whip crack*

Anyhow, next year if you're looking for testers or cover art drop me an email. I'm going to be moving to another state in Sept. but if I've got the time I'd be happy to help. I'll PM you my email address.


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PostPosted: Tue Nov 18, 2014 6:43 pm 
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Joined: Thu Oct 02, 2014 7:36 pm
Posts: 88
T_Orisney wrote:
I mentioned on the author board who The Entropy Cage was one of my favorites
*blush* thanks!

T_Orisney wrote:
maybe try to make it easier to get a good ending because we had to replay it quite a few times to get there. ... probably too much of a replay commitment for most people.
I'll put some thought into this. There's got to be a good way without lengthening the playtime.

T_Orisney wrote:
Anyhow, next year if you're looking for testers or cover art drop me an email.
thanks. I'll respond in kind via PM.


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PostPosted: Tue Dec 09, 2014 11:44 pm 
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Joined: Thu Oct 02, 2014 7:36 pm
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The first post-comp release is detailed here.


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