Videogames

Oct 182016
 

Cover by Trish Lamanna

You're at Burning Man, with six choices to make before the world goes white.
 Choose wisely. Or wildly. The dust storm won't care.
 [ PLAY BLACK ROCK CITY ]

As a linear storyteller, branching narratives have been challenging for me. I usually have a story I want to tell, and in writing choice-based games I often found myself having to write a bunch of branches I wasn’t as interested in, and I always looped them back to converge with the main story. I preferred making parser games because it felt like I was giving the player more autonomy, even when new parts of the story were gated by puzzles.

But upon reading Sam Ashwell’s “Standard Patterns in Choice-Based Games” I liked the idea of trying different structures, and was taken by what he calls Time Cave. In the past I think I’ve regarded this structure as inefficient somehow — inferior because it didn’t reuse writing in a clever way. But seeing a bunch of these typical structures side-by-side in the article let me drop the notion that there’s a “proper” way to do CYOA, and I decided to try the Time Cave. There’s something pretty beautiful about the way it spreads out exponentially. It does need a lot of writing, but I like writing a lot. Continue reading »

Jul 112016
 

Pretty Sure

I’m very proud to announce the official release of our interactive fiction authoring tool, Texture!

Logo design by Beehive Design

At the top of the post is Jonathan Wyke‘s cover art for Pretty Sure, the first game I made with it. It’s about parenting after Earth is colonized. You can play it on anything with a web browser but it’s especially nice on a tablet.

Juhana Leinonen and I have been chipping away at Texture for a few years, and it started with wanting to make an interactive fiction interface that was approachable and touchscreen-friendly. Continue reading »

Nov 092015
 

IMG_8426

My new iPhone game, Wonderland: A Solvitur Ambulando Mystery, is now on sale for $3.49 on the App Store! Check out the brand new website and trailer, which stars my mom. You can also listen to the first chapter there, which thanks to my collaborators is some fine, fine audio drama.

We launched the game on Saturday night at Junction Brewery with a nice crowd of well-wishers, including a lot of my fellow interactive fiction game makers: Emily Short, Will O’Neill, Sam Barlow, Jason McIntosh, Squinky, Doug Orleans and Christine Love. Check out some pictures here.

Sep 162015
 

indiecade

I am taking a quick break from prep for our upcoming Toronto fancy videogame party to toot that my upcoming iPhone audio drama adventure game Wonderland has got a nod from the jurors at IndieCade! I love the Los Angeles festival, held in the cozy Culver City neighbourhood, so I’ll be using the excuse to fly down south again next month even if I have just returned from Nevada.

(And yeah, wow, was that ever worth the hype. There is a range of human expression at Burning Man, from “peace and love!” to “fuck you!”, that I’ve never seen co-existing. You work like a dog and play like a god. It’s deeply dirty and utterly innocent. I am a convert.)

But! Continuing the 15th anniversary giveaway, my free ebook this month is Everyone In Silico.

Are you ready to upgrade to a fully modifiable and personalized reality?

In Vancouver, 2036, people are tired of the smog and the rain. They’re willing to give up a lot for guaranteed sunshine.

“Munroe drops in excellent touches — bioterrorists planting seeds, not bombs; home cloning labs — that help make Silico one of the freshest and scariest, yet most hopeful, near-future yarns in a long time.” —Time Out New York

Cover art and back cover copy & more blurbs here.

Download here

Free in August: Angry Young Spaceman (now pay-what-you-want)
Free in October: Flyboy Action Figure Comes With Gasmask
Free in November: An Opening Act of Unspeakable Evil
Free in December: Therefore Repent! (illustrated by Salgood Sam)
Free in January: Sword of My Mouth (illustrated by Shannon Gerard)

If you want to find out when the new book’s up follow me on Twitter or even better, subscribe to the blog — so we don’t have to rely on a corporation to keep in touch.

Apr 302015
 

plinth-web
One of the things I got up to when I was an artist-in-residence at the Art Gallery of Ontario was make a game. It’s a simple video choose-your-own-adventure set in the AGO, featuring a rather unusual tour guide.

It was a fun opportunity to work with Rachel again (who was the human spam in Ghosts With Shit Jobs) and a good excuse to poke and prod at the protective membrane that surrounds any institution. The folks at the AGO were really good humoured about it and now have even installed it in the Walker Court arcade for the next little while on its own plinth, as pictured above — possibly til the end of the year. It’s a site specific piece and it’ll only be viewable at the AGO.

But there’ll be an excellent opportunity to check it (and a number of other cool art performances) at the AGO’s First Thursday event on Thursday May 7th, tickets here! It’ll be projected large, myself and Rachel will be there and I’ll be giving a little talk about it close to the beginning of the event.

Oct 082013
 

Magi's Rendering screenshot

Quite flattered and surprised to announce that I’ll be the artist-in-residence at one of North America’s largest museum galleries, the AGO. During February and March they’re providing a studio, a stipend and institutional support to make art — in my case, game art — and engage the public. What the public engagement will look like is still in the planning stages but I’ll be posting more about it as event details firm up.

In related news, I took part in a hackathon and made this art game in about six hours with the guys at Verold. The Magi’s Rendering is my first 3D game, and you can play it now in most recent browsers. Credits and design notes below. Continue reading »