Over on rec.arts.int-fiction, there's a battle raging. Words like "irresponsible," "amoral," and "criminal" have been thrown around; comparisons to counterfeiters, malware authors, and racists have been implied. No one has invoked Hitler yet (we're mostly a polite bunch) but it may be just a matter of time.
What's it all about? Basically, how much control interactive fiction authors should have over the way their output appears to users.
Lining up on one side are the stalwart coders, arguing that by working in a text-based medium, authors are morally obligated to ensure their works can run on any platform that displays text, display however the viewer wishes to see them, and be accessed by any user who wishes to convert that text into another format (like sound).
On the other side are the frustrated writers, arguing that presentation and aesthetic sensibility should be a vital component to their interactive fictions, and that by keeping IF at a lowest-common-denominator standard the medium is being held back in the 1980s rather than evolving into the 21st century.
The firestorm is mostly a derailing of Andrew Plotkin's solicitation for feedback on a significant update to Glk, the presentation layer he wrote a decade ago for Glulx IF games. While the changes seem to be a step in the right direction (and unfortunately my lack of nitty-gritty technical knowledge prevents me from offering intelligent insight here), concern has been raised about whether they go too far or not far enough in giving authors control over how their games appear. I still don't think it's clear to many on the writing side of the aisle how the process of styling text would change or improve for authors under this proposal; knowledgeable people have said Inform 7 extensions could be written to make styling text simple, but I'm hazy about whether this means "simple like the bold tag in HTML" or "simple like recompiling the Linux kernel." Points have also been raised about whether authors have been consulted enough in this or any recent proposal affecting their work, or whether these technical discussions are happening in isolation from the people who actually make games with these systems. In short, the discussion has moved from comments on a technical proposal to debate about the fundamental relationship between author and player in IF; and to be clear, this post is largely a response to the larger questions, not the specifics of Plotkin's proposal.
I wanted to address a few arguments I've seen raised against authorial control, because I think this issue is one of the most important facing the future of the IF community. As my own work has moved towards the realm of public exhibitions and artistic recognition, I have constantly battled with the barrier to entry caused by IF's primitive-seeming, barebones appearance. I'm working on a Inform/Glulx project now that will be presented in a gallery, and it's maddening to have zero or almost zero control over such basic issues as text color, line spacing, and alignment. It makes my project look amateurish, and I'm getting the sense most people are going to glance at it, then decide to give it a pass.
I would love to write my own interactive fiction infrastructure that lets me do what I want, but... I'm just not that good of a coder. And to give up the massive benefits of Inform 7: the extensions, the natural language coding, the multi-platform support... would be heartbreaking.
OK, so: arguments against authorial control over output:
"Letting authors make their text stylish gives them unacceptable control over my computer."
I think this argument speaks to the Linux-using, Greasemonkey-scripting, network-security-conference-attending side of the IF community, the technical wizards who have made everything we do possible. I have a great deal of respect for these people, but at the same time I don't necessarily think they represent the views of the majority. In David Platt's book "Why Software Sucks" he relates a story about usability, where he frequently opens talks at computer industry events by asking audience members how many of them drive a car with a stick shift. Something like 50% of hands go up. He next asks what percentage of cars they think are currently sold with stick shifts, and the guess tends to be around 30%. He then tells them the actual statistic is more like 10%, and launches into a talk about the dangers of assuming your users are just like you.
I think it needs to be acknowledged that most users surf the web with Javascript and Flash enabled, don't use custom stylesheets in their browsers, and rarely adjust the brightness and contrast on their televisions. The small minority who do should not be dictating the base experience for the large majority who do not.
We can certainly still keep both communities happy: I am for, if anything, extending the abilities of interpreters to control appearances. But I also accept that increasingly the greater part of my audience wants to just pull up a website to play my games, using whatever the hell colors, fonts, and backgrounds I've chosen for them, and I want to be able to give those people the best experience I can.
"Letting authors make their text stylish will cause authors to write games that disagree with my personal aesthetic."
Surely, that's your problem. Most television disagrees with my personal aesthetic, so I choose not to watch it. Problem solved.
Perhaps an unstated addendum to this argument is "... and if enough authors follow suit then my beloved interactive fiction will be ruined." Well, folks, that's the breaks. Hearts were broken when silent film gave way to talkies; for some, the movies were never the same again. Times and tastes change, and if IF is held back by a stubborn refusal to evolve with the times, all the promising young authors who want to invigorate the medium will find another medium to invigorate instead.
"Letting authors make their text stylish will lead to games that rely on colors and styles, shutting out blind players."
I'm absolutely sympathetic to the worry here. I understand the importance IF has to many blind fans. Among my proudest moments as an IF author are the e-mails I've received over the years (and continue to receive) from blind kids who've played my game "Gourmet," included built-in on their BrailleNote handheld readers.
There's an assumption here which I'm not sure is valid: that most IF authors, if given the ability, will immediately start producing games impossible to play by blind people without providing any consideration for their needs. I can only speak for myself, but I took care to ensure that Blue Lacuna remained accessible. I had two blind beta testers; I created a screen-reader mode that changed the presentation of the backwards text puzzle to prose descriptions rather than diagrams of letters; I left in standard IF commands so the highlighted keywords could be ignored.
Blind users, at least to the best of my ability, did not suffer with Blue Lacuna. The people who suffered were all of the sighted people who were unable to choose from more than two colors of keywords, who had to remember that "bold" was standing in for a color even though it wasn't as visually distinctive, who had to dig into the menus of unfamiliar interpreter programs (since most of my audience was new to IF) to do things like activate color at all, in one interpreter's case, or make the background something that allowed my forced-into-fixity colors to be seen.
Also, let's not put the cart before the horse. We're trying to fix a problem that hasn't happened yet: a glut of games incompatible with screen readers causing a sharp drop-off in the blind IF population. If and when such a thing occurs, it's a problem that can be addressed. But don't tell me I can't make pretty games because hypothetical blind people can't play hypothetical games by hypothetical authors.
At the same time, forcing people to continue making their games accessible to the blind is legislating from the compiler. I choose to make my games more accessible to the blind because they are an audience I am interested in reaching. If I chose to make my games more accessible to disadvantaged children under 12, I might make different choices, perhaps some of them stylistic. In fact, I was severely crippled in my attempt to make IF more accessible to people who've never played IF, a vastly larger audience than blind people and children under 12 combined.
"Letting authors make their text stylish will prevent IF from working on smartphones and other nontraditional platforms."
But surely that's the concern of the game author. If I were deciding whether or not to do a project in Flash, I would have to weigh the fact that it wouldn't work on the iPhone. If I were directing a 3D movie, I'd have to acknowledge that it wouldn't look nearly as cool on a 13 inch 2D TV. If I'm writing IF doing critical things with positioning or style requiring a certain size of monitor, I understand that I'm writing to a subset of my potential audience.
There are two cases I can think of where this problem becomes someone else's concern besides the author's. 1) You own a nontraditional device and have a vested interest in making sure future IF can be played on it. Fair enough, but that's also your responsibility as a purchaser of nontraditional devices: if Flash is very important to you, you might not want to buy an iPhone. 2) You are concerned that making IF accessible on fewer platforms will erode its audience. This is a valid concern, but again, it's doing things backwards: if and when we come to a future where all IF is written for 23 inch monitors and participation in RAIF is going down because people only want to play IF on their iPhones, then we can address what to do about the issue. I don't see the wisdom in crippling the present over hypothetical futures.
Finally, I wanted to offer a few counter-arguments. Since these align with my opinions, I find them mostly self-evident; if anyone wants to argue or elaborate on these, please feel free. I have to get back to work on my ugly prototype.
"Letting authors make their text stylish will result in the rise of beautifully designed, aesthetically pleasing games."
"Letting authors make their text stylish will open up new branches of textual storytelling and give authors new ways to tell their stories."
"Letting authors make their text stylish will attract more people, especially younger people, to IF."
"Letting authors make their text stylish will reduce the perception that IF is a laughably outdated medium."
"Letting authors make their text stylish is something that authors want."
14 comments:
For what it's worth, I agree with you: one of my I7 WIPs -- much too big to be anything but Glulx -- has a use for dynamically-determined text coloring, with words appearing somewhere on the continuum between red and blue in order to represent emotional information in a stream-of-consciousness sort of passage. I am not sure how to do this part of the game technically, so I've been putting it off in the hope that it might at some point become possible with a new Glk spec. If it doesn't become possible before I'm ready to wrap the rest of the game, I'll come up with some alternative interface. But that's not my ideal outcome, obviously.
I have increasingly the feeling that to do what I want to do may require something closer to FyreVM than Glk, though I don't want to require Silverlight either. Still, the ability to plug game output through a highly-customized UI and run it in browsers seems more and more significant these days.
Your post reminds me of a recent rant by Infocom author Brian Moriarty, who definitely agrees with you. Did you read it?
I also have a minor remark about this:
by keeping IF at a lowest-common-denominator standard the medium is being held back in the 1980s rather than evolving into the 21st century.
I don't think it's an accurate description of 1980s text adventures. I don't know about Infocom games on MS-DOS or other expensive platforms, but as far as I know, most text adventures on 8-bit microcomputers, even pure BASIC ones, just had the colors and presentation the authors decided, and players couldn't change them (unless they were willing to modify the program of the game themselves, but that often wasn't an easy solution!): no choice of colors, no choice whether you wanted graphics or not, and of course, no audio speech for the blind.
It seems to me that you are not fairly representing the debate on the newsgroup. A lot of the posts were about Jim Aikin's claim that as the author, you should be able to make it _impossible_ for users to change how the output looks. The people who were opposing him--quite rightly, it seems to me!--are not "stalwart coders" who believe that "authors are morally obligated to ensure their works can run on any platform that displays text". They are people who don't understand why Jim Aikin wants to take dictatorial control over their interpreter.
The question is not whether authors must cater to people who like to change the skinning of their IF--nobody says that. Of course they don't have to. That's the interpreter-maker's job, if they wish to take it on. The question is whether the author ought to be able to actively _prevent_ people from changing the game's default style.
I AM, of course, all in favour of increasing the control of the author over the output. (I'm just not in favour of having the author's wishes override the player's; this seems to me utterly senseless.)
I would love to easily create bold, italics, bold italics, underline; different fonts; different colours; font size; indentation.
I would also love to be able to say stuff like "wait 3 second and then print ... in the top right corner of the window", but that is probably a lot more difficult.
Victor-- I hear what you're saying in your first comment, and perhaps I should have made an even stronger distinction between the current conversation in raif and the general debate, which has been going on for years. I think a lot of this post is a response to pent-up years of frustration at not seeming to be able to convince the people making specs and interpreters that presentation is something people care about. A few months ago I was struggling with some very basic presentation problem, and someone recommended I "patch my prose issue" rather than try to get the underlying systems improved. Sometimes I feel like we're not even speaking the same language.
Eriorg, I hadn't seen that! I'll check it out.
I'm for giving everyone, authors AND players more control. Here's how I see it:
1) The terp has default settings for its styles. If neither player nor author do anything, that's what gets used.
2) The player can tell the terp to change a style. E.g.: I play ADRIFT games with black text on a white background because I like that better than the ADRIFT Runner's default colours.
3) The author sets a style. A recommended style. A suggestion. Perhaps red text on black background for a horror story. The terp should apply that, overriding my default black on white style.
4) Let the player override an author's recommendation. I remember one game with dark blue text on a black background. I could barely read it. The terp should give the player the option(s) to force his/her chosen style(s) for the current game or session.
5) Let the author set some style choices as required. Maybe there's a puzzle that really needs text in a particular colour, maybe it's an artistic choice; I'm not sure it really matters why. Let the author have a fiat. If the terp honours author fiats and the terp cannot follow the choice (e.g.: a voice-only terp that can't do colours at all), then the terp should quit gracefully, explaining why the game cannot be run. If the terp can abide by the fiat, it should do so, disabling the appropriate player style controls and probably stating somewhere on the options control panel/screen that author style fiats have been made for this game.
So, that's my take on it. Both players and authors need to be able to declare their style choices as either recommended or required. And that the author's fiat gets the final say -- assuming the terp is listening. If terp authors feel like implementing a 6th step, where the player can select a god-mode, a play-at-all-costs mode, an anything's-better-than-nothing mode where both the player and terp author totally ignore the game author's wishes... possibly turning the game output into ugly mash... well, hm... how odd.
I find myself undecided on this last part. I don't ever want to give authors the proverbial finger, but I do like the idea of having this final option just for getting basic info about a game, even if I can't otherwise play it. Perhaps it's fortunate that I'm not a terp author. :)
dswxyz, up to but not including the "authorial fiat" level, that's what the spec supports already. If the "authorial fiat" level is supported, at least some interpreters are going to implement your "give the author the finger" level -- there's really nothing that can be done to stop it.
The discussion on r.a.i-f seems to be headed at this point towards whether it is somehow "legitimate" or not to modify styles at runtime, as Emily illustrates with her example in the first comment.
Matt, if an author is sufficiently determined to have complete control over his/her work, they may have to bundle their game together with the terp so that their style choices are locked in. That's not going to be easy to manage, of course, but if this is something that the author really really must have the final say on, that's the route the author will have to take.
I can also believe that my 5 (or 6) step summary may be naively simplistic. I can imagine a TADS game with a main text pane with a sidebar text pane with clickable links. Suppose the style feature to fiddle with are the left and right margins of a text pane. The author might be fine with the player adjusting the margins on the main pane, but not so keen on changing margins in the sidebar pane, 'cause otherwise the links might not won't fit. But how would the author tell the terp (or player) that one pair of margins are recommended, but another pair are required?
(pause) I should give the original proposal another read, shouldn't I?
"patch my prose issue"
Guilty as charged. But FWIW, I meant for you to ignore the system completely in that one instance, as I couldn't fix the system. I think you took it to mean to change the prose instead. But your following C3PO comment was so funny I just ran with it.
Not that this dilutes your point here about misunderstandings.
Ron: hehe, I forgot that was you. The context had faded away in my mind (and the search result on Google Groups, apparently, since I couldn't seem to find the post again) and all that remained was the phrase itself and a vague feeling of prissy British indignation.
The thread is there.
Unfortunately, Google Groups search is rather terrible nowadays :-( ... But you often can get better results with the Google search engine itself: for instance, for RAIF, type your keywords followed by "site:http://groups.google.com/group/rec.arts.int-fiction/".
Eriog-- just got around to reading that article. Yes and yes. Brian Moriarty says it much more succinctly and elegantly than I did, not to mention with greater authority.
(I think I swooned a little at the phrase "In playing some recent works, especially those by Aaron..." BRIAN MORIARTY KNOWS MY NAME? Ten-year-old me stuck somewhere in Loom would never have believed it.)
Hello~happy new year............................................................
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