I’ve just gone back to watch this movie again and realised that the joke games shown at the end of the email sequence (the boxes of games mentioned in the email) are playable. Just click on the boxes and play. The IF, of course, goes around in loops!]]>
Ah yes, I remember Strongbad’s emails! Very funny. I too love transcripts that are offered by the actual game/from the designer. The bot Hal offers a transcript if you chat for a while. It appears to come as a reward of some kind and I really like that idea. This transcript is purely that of the text contributions, however, from the user and bot (indeed the ‘interaction text’ as Nick Montfort calls it in IF).
I like your attempt to retell the experience. It struck me that an all-out use of screenwriting meta-data would benefit the reading — but perhaps only for those who are familiar with the codes. I’m referring to things like VO for voice-over instead of (out loud). But there is the possibility of developing a transcript language specific to onscreen forms. Rather than EXT (exterior) and INT (interior) you could describe the modes: TXT (text), AU (audio), FL (flash) and so on; and in addition to characters (avatar names and in-game characters or INT for interactor for IF games) you’d distinguish between in-game narrators and those of the ’system’ (SYS) or ‘parser’ (PRS). By the system I’m referring to the program messages like ‘SAVE’. So, in this sense the PRS would be a character. Or, the instructions or ‘directives’ (Montfort) could be delivered in the same manner as the scene descriptions in scripts — in a consistent font.
But on another note too. I think the overall task of documenting the experience of a work is an interesting one. I find with my research and reviewing I have a lengthly process of taking screenshots throughout the work. I have developed a file naming system to assist in locating the time and place of the screenshot but I really would love some way to add metadata (or have it generated) quickly to images when saving them…]]>