As chair of IFTF’s Accessibility Testing Project, I am pleased and proud to announce the publication of its report to the IF community.

This report summarizes the work and research performed by the project since its launch in 2016. It includes the two games (one Twine, one Inform) that we concocted to test IF platforms’ accessibility fitness, and the survey responses that we received from dozens of players with disabilities who took these games for a spin on a variety of assistive-technology setups.

Most importantly, it lists fifteen recommendations to IF’s creative community for improving the accessibility of future work, both in terms of individual games and the software used to create and present them. These recommendations base themselves on Accessible Player Experiences, a thoroughly researched set of guidelines and design patterns recently published by The AbleGamers Foundation. We believe that these recommendations could help make IF games more accessible not just to players with disabilities, but to the entire potential audience for interactive fiction.

AbleGamers partnered with IFTF on the publication of this report from the start, and we extend our gratitude to it for its invaluable assistance — as well as to all the accessibility consultants and IF experts who volunteered so much time and attention towards this project, and all the players who responded so thoughtfully to our testing surveys.

IFTF plans to keep the report permanently available at http://accessibility.iftechfoundation.org. The report’s publication concludes the work of the Accessibility Testing Project, hence its move on our programs page to a new “Past Programs” section. We hope that this report sparks discussion and inspiration within the community about ways to make interactive fiction available to as many players as possible.

As noted earlier, I presented a short talk about IFTF at a technology meetup in Providence last February. I recorded it, and then immediately put it out of mind before actually sharing the recording — a realization that struck me only today, when I wanted to refer to the talk from another article, elsewhere on the web.

So, here it is, better late then never! Happily, little has become out-of-date in the intervening three months. Please pardon the handful of audio stumbles; as with all my presentations, I read from a script, and sometimes flub my lines. (Chalk it up to verisimilitude: it’s like you’re there!)

And let me drop a special greeting to the folks who traveled to Providence from as far away as New York, just to hear the talk and say hello. It was a good time! As for the rest of you, if you meet me at Narrascope, I can give you one of the stickers I promised to the crowd that evening in February.

We are delighted to announce our keynote speaker! Natalia Martinsson of Killmonday Games will kick off NarraScope in June.

Natalia is an illustrator, animator, and the designer of indie hit Fran Bow and the upcoming Little Misfortune. Together with her partner Isak Martinsson, she creates adventure games with a sparkling mix of childhood whimsy and gruesome nightmare.

You may pet a doggy, a fishy, a wolfie, the Kraken, the kitty and the foxy.

— from the preview of Little Misfortune

Natalia will speak about shaping games with emotional intelligence. Her approach to character design colors every aspect of Killmonday’s games — writing, narrative design, even the studio workplace and production process.

We look forward to hearing Natalia speak and welcoming her into the NarraScope conversation!


Remember, NarraScope registration closes on May 17th. We’re coming down to the last couple of weeks here. If you want to be a part of this conversation, now’s the time to push the button.


By the way, we’ve gotten several inquiries about video recording of the NarraScope presentations. Karsten Feyerabend of articy Software has volunteered to record some of the talks. (With the permission of the speakers, of course.) He can’t cover the entire conference, but we should be able to get a selection of the talks online. We’ll let you know the details as we work them out.

Thanks to articy Software for helping with this! Hopefully in future years we’ll be able to expand our recording capabilities.

Because I miss you all and want to see you.

Maybe that’s not the whole reason. (Maybe it’s just 27.5% of the reason.)

I’ve spent a lot of years in what I used to call “the interactive fiction community”. It was never the only such community. A lot of groups and traditions have grown up around the idea — ideas — of telling stories in the interactive arts. Sometimes we have conversations and exchange ideas; more often we don’t. There’s been a lot of border-drawing and definition-guarding. I’ve done it myself.

Some groups talk about adventure games; others about narrative games, story-games, interactive fiction, interactive narrative. Sometimes we talk about “text games”, and sometimes the games are wordless. Not everybody even thinks of themselves as creating games.

There’s a lot of diversity, is what I’m saying. But also a lot of commonality — perhaps unspoken or undiscovered. So, like we wrote on the front page: it’s time to bring those communities together.

We’ve had gathering points in the past, but they tend to be sideshows. Interactive narrative rates a mention at most game developer events, and also at many recent writing and literary conferences. But it’s just one of many topics. GDC has a “game narrative summit”, but of course GDC is enormous, expensive, and aimed at the needs of the biggest industry movers.

Recently, however, we’ve seen a few regional events which are entirely focused on narrative games. WordPlay in Toronto and AdventureX in London are our direct inspirations, and we’re grateful to them for blazing trails.

NarraScope is our attempt at such an event. We hope it will bring its own flavor to the party, and that flavor is: bringing communities together in conversation. IF or adventures or narrative games, visual novels or storygames or hypertext: what can we tell each other? What problem have you solved that I can learn from?

We hope that NarraScope will grow to become an indispensable annual gathering for everyone exploring interactive narrative. Come find out what the first one will be like.

And also, you know, to hang out. I’ll be there. I know a lot of my friends will be too. We’ll catch up.

The IFTF Education Committee (EdCom), is excited to be hosting three workshops at NarraScope on Friday June 14. Early sign-in begins at 6:30 pm in MIT building 32 (the Stata Center). The hour-long sessions will start at 7:30 pm, also in building 32.

All workshops are free for NarraScope attendees. Registration is open now.

This is what is on the line-up:

Teach Lamp: IF Workshop for Educators

Presenters: Brendan Desilets and Matt Farber

Are you a teacher who has always wondered about using interactive fiction in the classroom? Here’s your chance to sample some interactive fiction in its two principal forms, parser-based IF and choice-based IF, and to learn directly from people who successfully use it in their own teaching. In this workshop you’ll read interactive fiction that has been used in classrooms, and you’ll try your hand at writing some as well. This is your chance to get started! For more information, contact Brendan Desilets, brendan_desilets@uml.edu

Make Lamp: Crafting Parser-Based IF with Inform 7

Presenters: Anastasia Salter and Judith Pintar

The classic verb-driven, parser-based model of Interactive Fiction offers space for nuanced world-building, conversation models, and puzzle development, but can be needlessly daunting for beginners. We’ll dive into the “natural language” engine of Inform 7 and work through the textual construction of objects, rooms, and a few classic puzzles. For educators, Inform 7 can be a particularly compelling way to introduce the logics of object-oriented programming, and for writers Inform 7 offers impressive flexibility in narrative branching and NPC character building. For more information, contact Anastasia Salter, anastasia@ucf.edu

Twine Untangled: A Beginner’s Workshop

Presenters: Chris Klimas and Stuart Moulthrop

Twine is a platform for making anything from choose-your-own-adventure stories to entrancing, multi-mediated game-worlds. Twine is as powerful as a world of creative coders can make it – yet incredibly easy for beginners and a great tool for teachers. Join us for a hands-on taste of Twine, introducing the interface, basic composition, story logic, and some glimpses of scripting and other advanced topics. No programming experience necessary! For more information, contact Stuart Moulthrop, moulthro@uwm.edu

IFTF has published its Transparency Report for 2018 as an eight-page PDF. It summarizes IFTF’s activity from January 2018 through December 2018, including a high-level accounting of the organization’s financial income and expenditures.

As a public-service organization that many people entrust with their time, attention, and money, IFTF presents this annual report in an effort to show how it has applied its community’s investments over the past calendar year.

IFTF president Jason McIntosh wrote most of it this year, so it also contains at least one extremely dry joke. Please give it a look at your own convenience.

The registration page for NarraScope 2019 is now open.

Really we opened it up on Friday — you may have seen the tweets. But we were quiet about it through the weekend in case any last-minute problems turned up. Maybe they still will, but now it’s time to shout about it!

While we’re shouting, here’s some more things you should know:

The event is limited to 500 attendees. The venue rooms only hold so many people.

We expect registration to sell out well before June. There will be no at-the-door registration! We’ll post regularly to let people know how fast the tickets are selling.

We want NarraScope to be accessible to everyone interested in narrative games, regardless of their background. Therefore, we have several classes of ticket available.

  • The standard membership costs $85. This gives you access to the entire conference; it also includes lunch Saturday and Sunday.

  • If you can’t justify the cost of the standard membership, we also have a restricted-budget membership for $35. This gives you access to the entire conference, including lunch Saturday and Sunday. That is, it’s exactly the same as a standard membership — it just costs $50 less.

  • To counterbalance this, we offer a community supporter membership for $135. This is, again, exactly the same as a standard membership — it just costs $50 more. The extra money goes to support one restricted-budget membership.

  • Current MIT students may register for free. Our thanks to MIT for giving us affordable function space on campus! The MIT student membership gives access to the entire conference, but does not include lunch. Sorry about that.

  • If you are a confirmed speaker, we have emailed you a complimentary registration code. Check your inbox.

By the way, the restricted-budget and community-supporter memberships are entirely on the honor system. Pay what you can afford. We hope and expect that it will all balance out in the end.

Also: we’re aware that Boston is an expensive city, and a $50 discount on membership doesn’t go far towards the cost of travel and housing. We apologize that we can’t do more. We’ll see how it works out this time, and we’ll consider every option to make NarraScope more accessible and affordable in the future.

(If you are interested in sponsoring NarraScope, please contact us!)

Beginning in December 2018, we debuted Twine News. It’s a roundup of Twine game releases, educational resources, events, and pretty much anything else that people in the Twine community would be interested in. If there’s something Twine-related you’d like to get the word out about, please submit a suggestion using the site’s online form. If you’d like to follow the Twine community more closely, there’s also a Subreddit and Discord, too.

IFTF plans to publish its third annual transparency report by the end of March. This is a little later than last year’s publication date, due in part to my own coming up to speed with the authorship task after former board member Flourish Klink handed the job over to me. I thank the board and the community for its patience, and will of course update this blog with a link once the report goes public.

I also have the privilege of overseeing the IFTF Accessibility Testing Committee’s report, which — after a rather longer delay! — looks on-target to appear later this year. The accessibility program successfully concluded the testing exercise it began in January, with its public call for more participants resulting in a tidy doubling of the initial tester-pool. (We also extended the testing period by a week to better accomodate these later arrivals.) The committee now possesses accessibility survey responses from several dozen players with disabilities, including both IF veterans and those new to the form. We now turn our attention to transforming this data into a meaningful report, and I very much look forward to presenting it to the community.

I’ll be giving a short presentation about IFTF at the monthly Providence Geeks meetup at 6:30 on Wednesday, February 20, at the AS220 art space downtown. (IFTF’s connection with Providence extends only so far as the fact that its current president happens to live there — but he does, so there you have it.) This will happen at the AS220 main stage at 115 Empire Street.

I plan to host a group play-through of Admiral Jota’s well worn crowd-pleaser Lost Pig starting at 5:30, to entertain the early-birds. We’ll likely have examples of other modern IF on-hand to sample after the talk; I’m taking a cue from how the Boston IF crowd offers demonstrations at the local indie-games festival every year.

Because AS220 has closed its restaurant for renovations, visitors should plan to dine before or after the event, or bring their own take-out to enjoy on-premises. Providence Geeks will provide a pop-up bar.