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April 2019 Issue
From the Editor
April 1st, 2019 by Stewart C Baker
Encounters between the everyday and the unknown are a big part of what makes speculative fiction (and, I would argue, art in general) so effective at pulling us out of ourselves and into the mind of someone else. It’s this tension that gives Poe his eerie cerebral terror and LeGuin’s worlds their endless beauty—and their quintessential relatability.
Our games this month are all about those encounters, as well. Holly Heisey’s “Scripting Diplomacy,” our original game, follows an autistic diplomat as they plan out their first solo mission to a non-human station. “The Invader,” by Elizabeth Smyth, puts you in the footprints of a woman who finds something strange—and deadly—at a deserted beach.
(Patreon supporters and on-site subscribers get early access to all our content on the first of the month. We’re committed to paying our authors for their work, and subscriptions help us do that in a more sustainable fashion. Otherwise, you can access content on the 15th of the month.)
Hounds & Heroes: Control, Closure, and Exploration in Games
by Sharang Biswas
Traditionally, games devote their attention to the Hero and the details of their epic quest. But are there other ways of telling stories using games?
Aisle: Twenty Years Later
by Anya Johanna DeNiro
Aisle by Sam Barlow is one of the foundations of post-Infocom interactive fiction. This post looks at why it’s so important.
by Bruno Dias
Failure is a part of life, and plays an important part in deciding your game’s tone.
by Holly Heisey
An autistic diplomat has their first solo mission on a non-human space station.