Opinion – sub-Q Magazine https://sub-q.com Interactive fiction lives here. Sun, 29 Nov 2020 22:03:46 +0000 en-US hourly 1 https://wordpress.org/?v=4.9.17 Once Upon a Time in the Age of Fable https://sub-q.com/once-upon-a-time-in-the-age-of-fable/ Tue, 04 Jun 2019 13:00:18 +0000 https://sub-q.com/?p=4754 I wanted to talk a bit about a singular and peculiar pre-Twine, choice-based game that came out in 2006 called Age of Fable. Even now there’s not anything (that I’ve found!) particularly like it.   The FAQ for the game also points to this indeterminate, fluid history. The text describes the game as an “RPG” but […]

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I wanted to talk a bit about a singular and peculiar pre-Twine, choice-based game that came out in 2006 called Age of Fable. Even now there’s not anything (that I’ve found!) particularly like it.

Screen shot showing gameplay, a black and white illustration of a troll carrying a club, and character stats from Age of Fable 

The FAQ for the game also points to this indeterminate, fluid history. The text describes the game as an “RPG” but then a “gamebook”—not entirely the same thing! And this is borne out in the gameplay. The character creation involves 12 different attributes, and with a randomly generated character, you are often at the mercy of attribute checks, which happen nearly every page. There isn’t really any opportunity to alter a roll or add bonuses to things that are really important for you to accomplish, like you can in some RPGs. But at the same time, this is far more robust than even most online gamebooks. And if this had been released as a Choice of Games story, it would be considered irrevocably broken.

But there is something beautiful and haunting in the half-brokenness of this game. Though there are winning endings, according to the FAQ, in about twenty plays, I don’t feel like I’ve ever gotten close to one. But that rarely seems to be the point. It’s truly a game of exploration and using the huge lapses of plot, time, and space to create the feeling and texture of living inside of a fable. The writing is evocative and full of small moments of levity, and the choices presented to you have, at times, a staggering amount of breadth. This is where the craft of Age of Fable really shines—horizontally, not vertically.

 Of course this occasionally does have the feel of classic gamebooks like Steve Jackson’s Sorcery! series—both in their original gamebook form and in the later, exquisitely fleshed out mobile games published by inkle. But there are some key differences. In Sorcery!, the pacing is indeed jagged, but the narrative arc always seems to keep the larger story from going off the rails. In Age of Fable, there are no rails. Not really. There are recurring locations, but upon entering the main city of Karrakara, each time it feels as if the city is starting anew, with all the props and scenes hastily put back in their place.

Although I haven’t dug into the code of the game, the recurrence of locations feels capricious, which gives the whole game an uncanny, rather eerie feel between that of a “cave of time” style CYOA and a more artistic game that allows you to follow whims or make a series of illogical choices and not (necessarily) die. The art direction also lends to this feeling of unreality. Almost every page is illustrated, as are character avatars, but these are taken invariably from public domain(ish) images of works of art, or at least as a free game in 2006 would understand this. These can range from Renaissance art to watercolors to Internet-era fantasy art, but there is rarely consistency from one choice to another.

But the fact that this was, in all likelihood, a necessary-feeling design choice when the state of browser gaming was much, much different than it is today is beside the point. The jarring visuals manage to blend together once in a while, and the constraints of a rather touchy RPG make the whole endeavor even more absurd. Wherever you are, turn around and head toward the hills, or the ocean, or the desert, or Karrakara. Are you on a quest? You might be. But then again, maybe not.

But keep clicking anyway.

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“The Space Under the Window” and the Promise of Interactive Poetry https://sub-q.com/space-under-window-promise-interactive-poetry/ Tue, 29 May 2018 18:15:33 +0000 https://sub-q.com/?p=4039 Released in 1997, Andrew Plotkin’s “The Space Under the Window” (“Space”) was a groundbreaking, unclassifiable work of interactive fiction, the impact of which is still felt today. Many consider it a work of “poetic” IF, or poetry outright, but what does that mean? Is poetry a quality of language, interaction, or both? The work itself […]

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Released in 1997, Andrew Plotkin’s “The Space Under the Window” (“Space”) was a groundbreaking, unclassifiable work of interactive fiction, the impact of which is still felt today. Many consider it a work of “poetic” IF, or poetry outright, but what does that mean? Is poetry a quality of language, interaction, or both?

“Space” builds on this keyword exploration by making large jumps in terms of meaning and elliptical narrative. As that narrative progresses, the story of a relationship emerges. However, in a way that parser IF is especially good at, there are vast spatial disjunctions and, importantly, without any warning or cues you are suddenly elsewhere. Poetry is also good at creating these disjunctions, creating a visual marker for them with line breaks.
poetry space under window andrew plotkin

Some have argued that “Space” would work with the same dynamic in hypertext, but I don’t think that is quite the case. In such a short piece as this, clicking a word versus typing a word creates a different semantic weight, and a different feeling of the unknown. In “Space,” it’s possible to loop back to the beginning with a keyword; or a keyword which might not work in one place does in another. There is a heightened sense of active reading and playing which is, again, very similar to poetry.

One piece of context that’s important to consider when playing “Space”, and one that feels almost forgotten 21 years later, is that there are actually many, many “Spaces Under the Window” which were created at the same time.

Andrew Plotkin created his version for a collaborative project, as described in the game’s “About” section:

“This work was created as part of an artistic endeavor invented by Kristin Looney. Around March 1997, she invited a bunch of people to do independent creative works — any medium, any form, but all with the title “The Space Under the Window”. Around the same time, I had been turning over some ideas about non-traditional IF. Okay, I thought, let’s do both.”

There are 27 works in total, still available online, ranging from illustrated poems, to a movie poster, to a Rubik’s Cube sculpture. What interests me most about this isn’t the individual content of each piece of the whole, but rather the community spirit with which these works were created. It’s this community conversation that is also such a big part of post-Infocom interactive fiction. And of course, Plotkin’s work straddled two communities in its release, each of which doubtless having its own reactions to the piece.

This sense of community is what draws me most to thinking of “Space” as a “poetic” work of IF. Of course many works of poetry (and, okay, interactive fiction) are written in isolation, never to be seen by another human being. But for many people in many cultures, poetry is a social event—written for occasions, interspersed with riddles, and more recently shared in workshops, on subways, and in spoken word events livestreamed onto YouTube. And in the (relatively) early history of the World Wide Web with graphical browsers, this kind of collaborative promise and fun showed the promise of something old, yet at the same time unique—even if we work alone, we can still build something together. In this sense, “The Space Under the Window” is not only a game but part of a conversation.

Play “The Space Under the Window” at sub-Q.

Anya Johanna DeNiro’s works of IF have included Solarium, Deadline Enchanter and A Bathroom Myth. She can be reached on Twitter at @adeniro and her Patreon is http://www.patreon.com/adeniro.

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IF Riffs: An IFComp Postmortem https://sub-q.com/if-riffs-an-ifcomp-postmortem/ Tue, 27 Feb 2018 14:00:20 +0000 https://sub-q.com/?p=3812

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IFComp 2017 Postmortem:
What went right? What went wrong? What’s next?


The Wizard Sniffer by Buster Hudson, 1st place IFComp 2017

Buster Hudson writes interactive fiction. Whether this is a good thing has yet to be determined, but so far he hasn’t received too many complaints. His works include “Oppositely Opal,” which placed 2nd in 2015’s ParserComp, “Foo Foo,” which Ryan Veeder liked a whole lot despite the awful title, and “The Wizard Sniffer,” which won 1st place in the 2017 IFComp.

What Went Right?

The Wizard SnifferThe Wizard Sniffer received plenty of praise, so I suppose I got more right than I thought I would. Overall, I’m most happy with the quality of the writing. I can’t help but remember Sam Kabo Ashwell’s review of Oppositely Opal, and I believe the exact quote about my writing was “this is fine, I guess”, and I for sure wanted to do better this time around. My goal for Sniffer was to capture a faux-medieval feel that lets the humor shine through. I spent so many hours rewriting and rewriting. Taking that time has really helped me to improve my craft.

What Went Wrong?

I think I over-estimated people’s tolerance for wandering around a large game map. I could feel the frustration coming through the transcripts I read. I enjoyed the large castle in Emily Short’s Bronze and wanted to provide that same sense of space, which I think I succeeded in doing, but perhaps IFComp wasn’t the best place for it. Especially with 78 other entries competing for players’ time! I also needed to telegraph that Tristain was a drag queen more strongly, as enough players were confused about Tristain’s chosen identity. I believe now that addressing his identity directly and using her/she pronouns (as most queens prefer when in drag) is more appropriate for the story.

What’s Next?

I’m not really sure. Right now I work full-time, teach yoga part-time, and am taking three classes online this semester to try and finally earn a degree, so I don’t have much time for writing. I definitely want to finish a post-comp release of Sniffer. My personal goal is to release one interactive fiction work per year, and I’d really like to try for something commercial, but that may need to wait until after school is done.

 


Eat Me by Chandler Groover, 2nd place IFComp 2017

Chandler Groover has been writing since he was little. He started writing games when he discovered Twine through Porpentine. Since then, he hasn’t looked back. “Toby’s Nose” and “Midnight. Swordfight.” are two of his most popular. 

What Went Right?

I’m happy with the concept too. In order to work, it has to be a text game with a narrator.

What Went Wrong?

“It’s too gruesome” is the game’s most common criticism. From one perspective, that means it’s less accessible than I had hoped. From another, it’s a selling point. Interactive fiction can venture into weird territory that you’d almost never find in the traditional literary or gaming worlds. Eat Me has disturbing moments, but I wouldn’t tone them down.

What’s Next?

Hardland, which is a project I’m really excited about. It’s being developed by Mountain Sheep through Steam Early Access, and I joined their team last year to work on writing and narrative design. The next release is going to be big. It draws elements from adventure games and open-world RPGs, but there’s nothing else out there quite like it.

 


Harmonia by Liza Daly, 3rd place IFComp 2017

Liza Daly is a software engineer, digital artist, and technical leader. She was CTO at Safari Books Online and the founder of an influential publishing technology consultancy. She is active in a number of experimental digital art communities, including interactive fiction, Twitter bots, and machine-learning-based art. She is currently working at the Democratic National Committee as a Staff Engineer. 

What Went Right?

HarmoniaI was trying to tell a fairly complex story—multiple timelines, both real and fake documentary material, about feminism and class issues and scholarship—and I was worried it would all be a long muddle and too much to read on screen. In fact it seemed that everyone understood the story just fine and nobody complained that it was confusing or that they gave up partway through.

People also responded really well to the user interface and have even made efforts to try to emulate it in other IF systems; that’s super flattering.

What Went Wrong?

I think I overcompensated in trying to keep the story short; I didn’t want to overload the reader with too many characters or misdirections but the consensus was that the twist and antagonist were far too obvious. On balance I probably could’ve kept some mystery without losing people.

Another sacrifice I made for clarity was to make the narrator, Abby, a bit thin on characterization. I really grew to love the protagonist in Stone Harbor and many readers did too. I missed that feeling while writing Abby and in retrospect I should’ve taken more time to develop her character. I didn’t care as deeply for her as I should’ve and I think that came through in the writing.

Lastly, in the research for this project I found myself inspired by these early utopians—no matter how ill-conceived their experiments were, these were people who genuinely believed in building the future they wanted to see. I think I could’ve injected more of that hopeful optimism into the antagonist and made her a richer and more sympathetic character.

What’s Next?

Both Harmonia and Stone Harbor were written with a custom hypertext framework, and my goal there was to explore three dimensions of interactive storytelling:

1. Stories that feel very much like traditional fiction, but that inject a sense of participation apart from outright “choose your path.” This was Stone Harbor.
2. Stories that full make use of the modern affordances of the web browser, visually and experientially as well as textually. This was Harmonia.
3. Stories that are fully mutable across more than just one dimension of linear time—not just “what do you want to do next,” but stories that can really shape-shift.

So, I’m working on that last one. As a narrative it’s less ambitious than either of the first two; this is likely to be a Spring Thing entry, perhaps even Back Garden, but I think it should be fun!

 


Will Not Let Me Go by Stephen Granade, 4th place IFComp 2017

Stephen Granade is a physicist, speaker, and writer. At his day job, he works on sensors for robots. In his spare time, he gives popular science talks about Pacific Rim and runs hands-on science demos for kids. He’s also a long-time writer of interactive fiction. He thinks science is awesome and should be accessible to everyone. He believes entertainment and education can complement each other. He loves creating things and wants everyone to take part. He’s also more addicted to the rule of three than he maybe should be.

What Went Right?

Will Not Let Me GoThe story’s reception. My expectations when I entered the competition were the emotional equivalent of the shrug emoji. Will Not Let Me Go is long, somber, non-genre, and puzzle-free, the kind of work that’s traditionally a hard sell in the competition. Raygan Kelly on The Short Game podcast best summed up the reaction I expected: “Here’s another Twine game that will make you sad!”

But Raygan had an overall positive response, as did a lot of people. Reviewers engaged with the story and gave thoughtful and pointed feedback. I placed 4th in the competition—much higher than I’d expected.

The UI. While Will Not Let Me Go works hard to help the player’s confusion match Fred’s, I didn’t want to cut the reader completely adrift. I altered the contrast between text and background to help readers know where scenes occur in Fred’s life. In scenes before his disease has progressed, the story’s background is white, the text black. As his faculties diminish the background grows darker, the text lighter. That way readers have a sense of where each scene fits in the story timeline. I also added a progress bar so that readers knew how far into the story they were.

What Went Wrong?

Plot-level branching. Will Not Let Me Go has some choices that affect the plot, but most people didn’t realize that because of how linear the work is. I didn’t ever suggest that your decisions had any effect, so they might as well not have, and there weren’t enough branching choices or closed-off options for it to matter.

The length. Multiple beta readers suggested trimming the story. I tried. It turns out I am terrible at this. I combined two characters in a scene into one. I eliminated several short scenes. When I was done, I’d only removed about 10% from the story. Ideally I should have removed one more scene, but the best candidate, the armchair aerobics one, was one of the few upbeat scenes in the middle of several heavy ones.

What’s Next?

I’ve been focusing on traditional fiction, finishing up a novel and editing it for submission. Now that I’m done, I’m not sure what’s next! I told a friend I didn’t have more ideas for IF. On the way home, my brain helpfully supplied four new ideas.

 


Absence of Law by Brian Rushton, 5th place IFComp 2017

Brian Rushton is a mathematician living in Tacoma with his wife, their son, and two cats. He first discovered IF by downloading Frotz on an iPad in 2010, and he’s enjoyed playing since then. This is his third time entering IFComp. Most of his published games are in Inform 7, but he’s working on several choice-based projects right now.

What Went Right?

Absence of LawMany reviewers said that the game was very user-friendly. With a list of suggested commands, it was easier to implement responses to almost everything players would try. I was also aiming for a certain feeling of nostalgia for older games, and several experienced IFComp reviewers said they enjoyed finding the references to previous IFComp games.

What Went Wrong?

The game was centered on the puzzles, and the puzzles were cobbled together as references to past great puzzle games. As such, it suffered from a lack of focus, and from busy-ness. A lot of people felt overwhelmed by everything that was going on, and expressed skepticism about the overall plot line. Also, the humor fell flat for more people than I expected. Finally, I think the addition of in-game music and font styling bloated up the download file and contributed to the feeling of ‘this is too much’.

What’s Next?

I’m currently trying to finish up my Introcomp game, Sherlock Indomitable, in time for Spring Thing. After that, my next project is finishing the prize I handed out at IFComp, which is a parser game set in the world of The Owl Consults. It’s fun to work in an established world, especially one as vibrant as The Owl Consults. Beyond that, I’m working on some small commercial projects which should be coming out late this year.

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Romance in Early IF: A Review of Pytho’s Mask https://sub-q.com/pythos-mask-romance-interactive-fiction/ Tue, 06 Feb 2018 14:00:02 +0000 https://sub-q.com/?p=3755 Interactive fiction’s history both intersects and acts as an alternative space to modern game development—even indie, narrative-based development—with its own unique traditions and community standards. One of the most prominent is “comp,” which could also be a “mini-comp” or a “speed comp.” Most were small, one-shot affairs with perhaps a few games entered, while others […]

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Interactive fiction’s history both intersects and acts as an alternative space to modern game development—even indie, narrative-based developmentwith its own unique traditions and community standards. One of the most prominent is “comp,” which could also be a “mini-comp” or a “speed comp.” Most were small, one-shot affairs with perhaps a few games entered, while others became stalwarts in the annual IF calendar. It’s in this context that one of the most important early mini-comps, 2001’s SmoochieComp, “a reviewed competition for short games with a plot focusing on love or romance ” should be evaluated.

It cannot be underestimated how romance was a rare beast in interactive fiction for a long while. Besides the Infocom game Plundered Hearts, there are a few notable exceptions in late-90s/early-00s IF with romance in games by Christopher Huang, Kathleen Fischer and Liza Daly. But SmoochieComp stands out as an important milestone. And one of the best games from that comp was the one created by its organizer, Pytho’s Mask by Emily Short.

Pytho’s Mask, though not perfect (I wished that the feminist themes running throughout this piece were pushed up from the subtext a bit more), is nonetheless a gem. It’s one of Emily Short’s lesser known games but the dynamism between the conversation system, the landscape, and kinetic action with the parser is as deeply satisfying as any of Short’s longer games.romance pytho's mask emily short

The game has a lot of intriguing characters to talk to, and the map is neatly made but never feels too constrictive. As a woman and member of the Order of the Phoenix (the, er, novel of the same name came out in 2003), you’re tasked with discovering the nature of a plot against the King in an astrologically regimented royal court. You received an invitation to the Night of the Comet celebration, and the story pieces itself together the more you talk to people in the court: the comet at its apogee can create momentary chaos, and the entire social order might be upended. There’s also a masked man of a swashbuckling persuasion in your past, and a prince who seems to have taken a keen interest to you.

 

There a lot of moving parts in such a short game, but for the most part it all hangs together. As the motivations of those in the court become clearer, the game does a great job of increasing the urgency. When it comes to moving inside a space and having to balance action with figuring things out, it’s hard to beat parser interactive fiction when it’s working well. The conversation system also warrants special attention, though occasionally it got a little finicky. (I would keep a walk-through handy if you get a bit stuck.) It blends topic-based and menu-based conversation, and the snappy flow of talking back and forth lends itself to your character feeling a bit in over her head, but at the same time being constantly underestimated by the men around her.

It’s tempting to say that we’ve “evolved” a great deal in the last 17 years. But in hindsight creating a game like Pytho’s Mask, in a comp geared specifically for romance and love, was a revolutionary act in its time. Hell, here in 2018, creating a game with real female agency still feels like a revolutionary act in many quarters. We can learn a lot from games like Pytho’s Mask, and from SmoochieComp, when—let’s be perfectly honest—we need games about love now more than ever.

Anya Johanna DeNiro’s works of IF have included Solarium, Deadline Enchanter and A Bathroom Myth. She can be reached on Twitter at @adeniro and her Patreon is http://www.patreon.com/adeniro.

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The Works of Rybread Celsius: A Critical (Re)Assessment https://sub-q.com/the-works-of-rybread-celsius-a-critical-reassessment/ Fri, 25 Mar 2016 13:00:42 +0000 https://sub-q.com/?p=2713 “I think that one day Rybread is going to successfully get what’s churning around in his mind written & compiled and present us with an absolutely stellar adventure game. And after giving us three weeks to play it, I predict he’ll then blow up the earth.” –Robb Sherwin on L.U.D.I.T.E.   When I first became […]

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“I think that one day Rybread is going to successfully get what’s
churning around in his mind written & compiled and present us with an
absolutely stellar adventure game. And after giving us three weeks to
play it, I predict he’ll then blow up the earth.”

–Robb Sherwin on L.U.D.I.T.E.

 

When I first became involved in the interactive fiction community online, back in 2001, my head was blown open by the possibilities afforded by parser-based games. I dutifully tracked down a copy of Lost Treasures of Infocom to find my footing with the “canon” that most others were building from. But there was someone else who seemed to be working on the fringes of the community–who some people considered an Ed Wood-type figure making monumentally bad game after game. Many considered him the worst writer of interactive fiction on the contemporary scene. Still others, fewer in number, considered him one of the experimental geniuses of interactive fiction. His name is Ryan Stevens, but he wrote under the name Rybread Celsius.

 

I have to say that I found myself in the latter camp right away. Today his work is largely forgotten (which, to be fair, has happened even to many works that were immensely popular in the late 90s and early 00’s). A lot of times he appeared to be banging his head against the constraints of Inform 6, trying to bend and twist the form of the parser game into something that fit his idiosyncratic vision.

 

Often broken in a very real sense, rife with typos (deliberate or not?), bad default messages, and constant point of view shifts—and largely unplayable without a walkthrough—his games entered in the Interactive Fiction Competition always scraped near the bottom places.

 

They are eminently difficult to describe.

There’s Symetry (1997, 32nd out of 34 places), the story of a sinister mirror and a letter opener. “Tonight will be the premiere of you slumbering under its constant eye.” There’s Lurk. Unite. Die. Invent. Think. Expire. (1999, 35th out of 37 places), with rooms such as the “chaos hymn point” and a koan-like winning command that…okay, would probably be difficult to come up with on one’s own. There’s “Rippled Flesh” (1996, 24th out of 26 places), an earlier effort that plays it fairly straight but nevertheless yields several surprises.

But his crowning achievement—at least for me—is Acid Whiplash (1998, 23rd out of 27 places), its title the closest thing to an ars poetica in his body of work. In the preface there’s this:

 

“Rybread Celsius casts two shadows. One speaks. The other sickens. (They also have a great dance routine.)”

 

And there’s this:

 

Note: At any time, type WALKTHRU for a complete solution to the puzzle at hand.

 

>walkthru

 

Walk though what? >

 

It includes perhaps my favorite room description ever: “A tiny little room in the shape of a burning credit card.”

 

And room descriptions like this:

 

Hermit’s R00m Tilly The Tacky leaves here. He is a hermit. He reads “Walden” twice a year. He thinks he is cool, but he’s not, he’s snot. Currenty he is not here. The room is pretty bare. Not tacky at all.There is a beaver and a cheese cloth, prolly his bedding.

 

You can see a Tooth Beaver here.

At one point you also enter the Pope’s hat, and elsewhere into a truck dashboard while co-author Cody Sandifier and Rybread have a long conversation:

 

[Sandifier]: In Symetry, the response to GET IN BED is “But you’re already in the Your Bed.” I love your mixing of articles and possessive adjectives — especially since the player is actually *outside* the bed. It’s this sort of interior/exterior dualism that strikes me with a pleasant chill.

 

[RC: The bed struck you? I don’t remember coding that. Hmm, but it’s a good idea. I think the best things are that is all shielded in a thin bit o’ seriousness, just waiting to explode with the insanity of Brazil.]

The madcap humor wouldn’t work if it wasn’t so self-deprecating (and of course, your mileage may vary—it is laid on quite thick), and aware of his own status as cult figure (of sorts) within the IF community. Lots of the interviews delve into the strangeness of his games, with interviewer Sandifier providing an almost fawning, lit-crit sheen onto the proceedings. In a way, the interview becomes a retrospective of “favorite scenes from previous Rybread games,” and his work certainly invites this, because they are so hard to describe in terms of narrative. If there’s a skein of images, it becomes (somewhat) easier to pluck one or two out, since the context between the images is rather fragile to begin with.

 

Even when the images did their best to break:

Figure 1

But what really interests me about these games now is looking at them through the lens of the recent “Twine Revolution”—the wide swath of games made in Twine and other mostly choice based platforms that elide concrete meanings, use langauge like buzzsaws, and take huge cognitive and temporal leaps from one passage to another. The key here is passages, of course. The core unit of organization in a work of Twine (a passage of text) is usually very different than in Inform (a room). But Rybread’s work is the closest parallel to an experimental hypertext work in parser form—and he was doing it 16 years ago.

 

But Rybread was enamored of the parser form. He clearly loved the history of interactive fiction, and loved riffing off Infocom (“Caecilius est pater. Metella est mater. The last lousy point can be won by… but no. That would be telling. Well, what the hell, I’ll tell. The last lousy point is rot13.”) he writes in the >AMUSING section of Acid Whiplash.

 

And the games are rife with puzzles. They are, most often, broken puzzles, but the design form that Rybread was working with absolutely took its cues from the Infocom classics and the “first wave” of the hobbyist IF community in the 90s.

 

Authorial intent is often tricky to discern—but what did Rybread mean to do with his games, after all? Maybe then it would be possible to intersect those aims with those of more recent Twines. I was pleased to find the closest thing to a more-or-less coherent “artist’s statement” by Rybread in the IF Theory Handbook:

 

Myself, I have ideas. And try to express them. But it’s like some sitcom father trying to get all the clothes into suitcase. They overflow, wrinkle and escape. What’s left is some sad ready-made. The line between a bad game and a Dada game need not exist, they share the same Venn diagram. But the attributes expand. There is the sense of the uncanny and stupid, without stepping into the realm of surreal (a more fleshed out plane), but ghosting its border. … Grammar mistakes and coding ineffiencies paint miniscule portraits of the author’s states.

 

This idea of “ghosting borders” is certainly one that some experimental Twine games play with—“glitching” a game to provide a heightened sense of fracture or confusion. For example, in b minus seven’s Inward Narrow Crooked Lanes, the if/then statements are embedded within the player’s field of vision. The scaffolding highlights the sense of playing a game (in fact, during the 2014 IF Comp when this game was released, it became a discussion point as to whether this was intentional or not; whether it was a “bug” or not):

 

Figure 2

 

Leaving “broken” pieces in plain sight is of course a technique that has a long life from early Joycean modernism to postmodern cut-up. So perhaps the closest similarities don’t have to do with content, but rather process: bending an interactive fiction platform to get at something. The words and connections appearing to rush out of control because of an inner state that needs to be expressed. Of course, no game is “immune” from this—even the driest puzzle fest is an attempt to communicate an interior desire by the author. But in both Rybread’s games and later “personal” or more experimental Twine games, the author is trying to disassociate the player in order to convey a mental state or something “uncanny”, and giving the player an opportunity to navigate this disassociation. In Porpentine’s Cyberqueen (2012), language melts  (“thousandfold armlungs breathing datapotence) as you the player-character become more and more trapped, more and more caught in the visceral embrace of the Cyberqueen. For Porpentine’s signal works, the word disassociations are at the service of a profound, almost unbearable sense of alienation, while for Rybread it’s more for anarchic play and, in later games, a winking awareness of his own status in the interactive fiction community. Maybe this is the difference between tragedy and comedy in gaming. (Though games like Crystal Warrior Ke$ha and High End Customizable Sauna Experience certainly display Porpentine’s wicked—and invitingly collaborative–sense of humor.)

 

And for me, since coming into the IF community in 2001 and joining Team Rybread, I have definitely changed as a player and creator, and I think I’ve grown as well. In 2001 I was 28 years old, still only a few years removed from poetry grad school in a homogenous college town and, well, still fairly precocious. My first forays into interactive fiction were in the parser form (ALAN, actually). Now in 2016, I’m a parent to four-year-old twins, I’ve recently come out as transgender and what excites me about interactive fiction has certainly evolved. Recent games—both choice and parser-based have a depth and breadth that is unparalleled in history of the field. And in particular, interactive fiction works from queer authors have certainly sustained me when I still wasn’t ready to articulate who I was in public.

 

So I have complicated feelings about my own devotion to Rybread Celsius’ games. I still love them, particularly Acid Whiplash, but I’m also acutely aware of their limitations—not in terms of experimental content, but in terms of heart, and putting risky content (which might confuse your audience) at the intersection of the emotional and the political.

 

But I have to remind myself that influence doesn’t happen in a straight, neat line most of the time. I have to give myself permission to have complicated feelings about things that I liked when I was in my 20s. And I encourage you to try out some of Rybread’s games yourself—perhaps you’ll take your own inspiration from them, in a way that couldn’t even be conceived 15 years ago. That’s perhaps the beauty of interactive fiction as a living, breathing tradition—one that the “Twine Revolution” is certainly a part of.

 

Anya Johanna DeNiro is a two-time XYZZY Award winner and the author of IF works such as Solarium, Deadline Enchanter, and Feu de Joie. She can be reached at www.goblinmercantileexchange.com and @adeniro on Twitter.

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Review: G. Kevin Wilson’s Once and Future https://sub-q.com/review-g-kevin-wilsons-once-and-future-2/ Fri, 08 Jan 2016 14:00:18 +0000 https://sub-q.com/?p=2363 Weave a circle round him thrice, And close your eyes with holy dread, For he on honey-dew hath fed, And drunk the milk of Paradise. In 1993, the golden age of commercial interactive fiction was mostly over, although a few notable games—such as Eric the Unready—were still being published. TADS (Text Adventure Development System) was […]

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King Arthur, from the Flores Historiarum

Weave a circle round him thrice,
And close your eyes with holy dread,
For he on honey-dew hath fed,
And drunk the milk of Paradise.

In 1993, the golden age of commercial interactive fiction was mostly over, although a few notable games—such as Eric the Unreadywere still being published. TADS (Text Adventure Development System) was still pretty new, and a man named Graham Nelson had just written a game called Curses! to show off a new programming language (Inform).

This was also the year that G. Kevin Wilson began work on a new game called Avalon. Kevin is better known today as the founder of the annual Interactive Fiction Competition (IFComp). Avalon was to be a huge game based on the legends of King Arthur. He announced that it would be released that same year.

For the next five years, Kevin continued to release periodic announcements about the game, describing the plot, the puzzles, the NPCs (non-player characters), and generating immense interest. Adam Thornton joked that it was “the most-eagerly awaited IF event of the millennium,” while Magnus Olsson said that it was “one of the most eagerly awaited games ever.”*

Finally in 1998 Avalon was released to the public. The scope and depth of the game attracted Cascade Mountain Publishing. However, by 1998 the name “Avalon” had been copyrighted, so the name was changed to “Once and Future.” Despite the name change, its release attracted immense attention, including, for the first time in the magazine’s history, an entire issue of the Society for the Promotion of Adventure Games (SPAG) Magazine devoted to one game.

However it could not have picked a worse year to come out. That same year saw the release of Spider and Web, one of the highest-regarded puzzle games of all time; Anchorhead, one of the most popular long-form games of all time; and Photopia, the game which many regard as IF’s turning point from primarily puzzle-based games to story-based games—three games that ranked in the top four of all time in IF author surveys in both 2011 and 2015. Faced with such stiff (and free) competition and an audience whose tastes had changed since its inception, Once and Future faded away and is now rarely mentioned.

Once and Future

So what is the game all about? Once and Future follows an American soldier in the Vietnam War who is transported to another realm. There, he is given a mission by King Arthur that takes him on a wide-ranging journey through different worlds and through time itself, culminating in a chance to stop one of America’s great disasters. The setting includes mid-20th century America, the isle of Avalon, the fairy world, various dream worlds, and a host of well-textured smaller areas: a mole’s home, a witch’s house, and the moon.

The writing is both earnest and polished. It ranges from Chaucer-like quotes and prophetic poetry to folksy colloquialisms. Many reviewers in SPAG noted that the quality of the writing varied a lot, probably due to the game’s 5-year creation period and the growth in the author’s ability. Here’s a sample of the writing:

You walk placidly through the light forest, and gaze upon a hundred flowers that you would swear are not pictured in any book. Their sweet scent fills the air, making you remember a vacation you once took in Tennessee, when you went to visit your fiancee’s parents. It’s a shame things never worked out between the two of you. Vivian was such a nice girl. Once or twice you think that you see a sudden flash of movement out of the corner of your eye, but as you turn to look, you see nothing. There is a lake to the north.

The puzzles are also well-thought out—as expected for a commercial game. They include a wide variety: conversation-based puzzles, giving instructions to NPCs, testing out complex machines, alchemy, action and combat sequences, lateral-thinking puzzles, and some simpler quests. Once and Future is infamous for its Mountain King Puzzle. Using objects composed of twenty-five different materials (things like gold, ruby, etc.) and twenty-five different rooms built of these same materials, the player must place each object where it belongs. The twist is that the player cannot touch the objects but must use a device that moves the objects from room to room. The technique required by the object-moving device is quite difficult to master. As the puzzle progresses, the player encounters rooms that are dark or even completely inaccessible, and objects that are hidden and only revealed through the solving of additional unique puzzles. As the walkthrough (unattributed) states, “Welcome to one of the hardest puzzles in the history of IF.” There are a few other ‘manipulate the device’ problems, like a field of lights where turning on one light turns off all adjacent lights. On the other hand, some of the puzzles feel like filler; the PC openly complains about having to do yet another scavenger hunt.

It’s a surprise to me that Once and Future is not played much now; as of this writing, the game has only five ratings and no reviews at all on the Interactive Fiction Database (IFDB). Part of the reason for its low engagement may be the fact that it is written in TADS; the lack of a ‘PLAY ONLINE’ button on IFDB restricts the number of possible players. Another is that former commercial games outside of the Golden Era tend not to do as well as they should; Klockwerk: The Shadow in the Cathedral is another example.

As a coherent whole, Once and Future succeeds. It flows better than many commercial games I’ve seen and is pretty enjoyable overall. It is more friendly to beginners than many games of the ’90s but, as I’ve said, it contains some of the hardest puzzles of all time. I would recommend using a walkthrough on these parts if you’re not a puzzle aficionado, as it doesn’t really take away from the rest of the game.

Ultimately, I think there is something in Once and Future for everyone.

*SPAG Issue # 16, November 28, 1998 – “Once and Future” Special

Brian Rushton is a mathematician with an avid interest in interactive fiction. He currently lives in Utah with his wife and son, and enjoys stories in every form. He is also a frequent contributor to the math articles on Wikipedia under the name brirush.

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How I Learned to Stop Worrying and Love Parser IF https://sub-q.com/how-i-learned-to-stop-worrying-and-love-parser-if/ Tue, 03 Nov 2015 13:50:14 +0000 https://sub-q.com/?p=1943 You’ve heard of parser IF. You want to like parser IF. But there’s a lot of typing, and the goal isn’t always clear, and failing to land on the right verb for what you want to do can make feel kicked out of the story. It may sound bananas, but the frustration is what makes it fun. […]

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You’ve heard of parser IF. You want to like parser IF. But there’s a lot of typing, and the goal isn’t always clear, and failing to land on the right verb for what you want to do can make feel kicked out of the story.

It may sound bananas, but the frustration is what makes it fun.

 

How I Learned to Stop Worrying and Love Parser IF

 

Probably you already like some kind of puzzle. Probably you’re likely to get sucked into a crossword or sudoku or jigsaw puzzle as easily as a good book. But maybe you don’t like puzzles muddled up in your fiction. If you’re used to a traditional reader experience, where the story transports you outside your problem-solving brain, returning to that brain space may feel like defeating the purpose.

It took me about five different games to find one I understood, enjoyed, and played to completion, but now that I’m in it there’s no getting out.

Here’s what I wish someone had told me that might have eased my jump in.

1) Take a deep breath

If I sit down with a short story, I expect to be sucked in by the opening line. If I sit down with a puzzle, I expect to take a minute to understand the rules. Parser IF is part story, part puzzle, but in my experience, it’s best to approach it as purely the latter. If you’re trying to plow through the unknowns to get back to the story—if you’re the type of player who spends about two minutes on a Dragon Age DLC puzzle before looking up a walkthrough (coughs)—take a deep breath; tell yourself “I have all the tools to solve this,” and start messing around.

Sudoku gets fun when you see the patterns.

2) Check yourself out

A pretty good way to start any story is to take a look at yourself with “examine” (or “x” for short.) You’ll get a quick sense of your character and your objective.

> x self

You look great. Better find some other great-looking people.

3) Check your pockets

You might be carrying something at the start. You might pick things up along the way. “Inventory” is theword for taking a look.

> inventory

You are carrying:
a sweet Pokedex

 

To pick something up, try “take” or “get.” To get rid of it, try “drop.”

4) Move around

Generally the way to move around is by cardinal directions: north, east, south, west, etc. Abbreviations also work.

> n

You stroll north onto the tundra.

 

This can be hard to wrap your head around, especially if you’re navigating something like a house, where you don’t normally think by a compass.

Reading parser IF, I don’t tend to visualize the layout of an area very well. I kind of bumble around by memory, going aback to one room has been been established to lead to my desired destination rather than taking three right turns.

This is OK. The stories work anyway.

 

5) Do things to stuff

Take a thing. Wear a thing. Smell a thing. For a list of common options, check out zarf’s handy guide, via the People’s Republic of IF:

Crazy Uncle Zarf's Parser Fiction Intro

A handy guide (by zarf, via the People’s Republic of IF: pr-if.org)

 

6) Do things to stuff with other stuff

Have a thing? Put a thing on another thing. Now you’re cooking with gas.

 

7) Trust the author, and trust yourself

Hold in your forebrain that you have everything that is required to solve the puzzle before you. You have the logic skills. You have the instructions. You may be an inch away from the right command. Cross that inch.

  • Try a new verb (e.g. if “place” doesn’t work, try good old “put”)
  • Try new prepositions (e.g. if “put thing under thing” doesn’t work, try “put thing in thing”)
  • Reread the last new text presented to you. Sometimes I get excited and skim the last paragraph of new text that has the strong hint for what to do next. Don’t be like me.

8) There’s always “undo.”

Don’t ask permission. Try what you like. If you get in a jam, use “undo.”

Now you’re thinking like a programmer.

 

(If you’d like a more hands-on primer, check out Adam Cadre’s interactive tutorial.)

Hope this helps, and I hope it helps you enjoy this week’s story—THE HORRIBLE PYRAMID by Ryan Veeder—as much as I did.

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Searching for Horang https://sub-q.com/searching-for-horang/ Thu, 15 Oct 2015 14:00:00 +0000 https://sub-q.com/?p=1404 (This post includes Korean but is mostly in English. If the English in this post looks strange, please make sure it isn’t being auto-translated by a browser plugin.) Even if you don’t Horang’s name, you know his work. His horror webtoon “Bongcheon Dong Ghost” has been stopping hearts since its release in 2011. Hardly a “scariest thing you’ve […]

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(This post includes Korean but is mostly in English. If the English in this post looks strange, please make sure it isn’t being auto-translated by a browser plugin.)

Even if you don’t Horang’s name, you know his work.

His horror webtoon “Bongcheon Dong Ghost” has been stopping hearts since its release in 2011. Hardly a “scariest thing you’ve seen on the Internet” thread goes by on /r/askreddit without the naver.com URL of “Bongcheon Dong Ghost” near the top. If you enjoy a good scare and don’t recognize the title or the opening frame below, you should read it now, although it is NOT recommended for those who are weak of heart, pregnant, in public, or near anyone or anything sleeping.

 

Bongcheon Dong Ghost Horang screenshot

 

But Bongcheon Dong Ghost is only the tip of Horang’s horror iceberg. While described by some as “mysterious” and “obscure” with a “low profile,” he’s actually a prolific writer/director/illustrator/programmer based in Korea who makes occasional TV appearances and keeps a regularly updated studio blog.

If you want more of his webtoons in your life, try these:

 

Ok-Su Station Ghost Horang screenshot

Ok-Su Station Ghost

 

Ghost in Masung Tunnel Horang screenshot

The Ghost in Masung Tunnel

 

Gabdong - The Serial Killer Horang
Gabdong – The Serial Killer
(Korean language only)

And hot off the press from September 2015 (Korean language only):

Tongbyeok Ghost Horang screencap

Tongbyeok Ghost

 

As far as I could tell, Horang’s works are not only the best interactive webtoons on earth, but the only ones! Can it really be true that

  • No one else is making similar work?
  • No one wants to make this work?
  • The US’s puny sequential art culture (no manga, no anime) can’t attract creators and readers to this form?

I found it difficult to believe, much less accept—so difficult that I spent several weeks on the work that would be a proof of concept as well as, I hoped, a show of good faith to tempt Horang into a commission for sub-Q: “Dead Week” (also on itch.io).

With the help of translator Euna G., I reached out to Horang by email this summer. Unfortunately I received no reply. There are many reasons why an internationally famous artist might not respond to a query from a tiny unknown webzine in a foreign country. I leave it to sub-Q’s premium members to decide whether my communication played a part.

But I haven’t given up. There is much to be done to bring more artists to the interactive webtoon fold—to tell stories of horror, fantasy, science fiction, and more—and I’ve come too far to turn back now.

Here’s hoping for a chance someday to shake the hand of Horang, the creator who started it all.

Premium members, enjoy my query letter to Horang below, in both Korean and English!

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How to Get Published in 7 Simple Steps (Even If You’re Not the Best) https://sub-q.com/how-to-get-published-in-7-simple-steps-even-if-youre-not-very-good/ Fri, 02 Oct 2015 17:00:00 +0000 https://sub-q.com/?p=1566   You write. You love writing. And you want your work to be read. But maybe you’re not a super A+ award-candidate kind of author. Maybe that’s not in your cards. Maybe you want to know how to get published, even if you’re not the best around. It’s possible. I’m proof. Not everyone can belt […]

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How to Get Published in 7 Simple Steps sub-Q

How to Get Published in 7 Simple Steps

 

You write. You love writing. And you want your work to be read. But maybe you’re not a super A+ award-candidate kind of author. Maybe that’s not in your cards. Maybe you want to know how to get published, even if you’re not the best around.

It’s possible. I’m proof.

Not everyone can belt out 2000+ gorgeous words a day like Chikodili Emelumadu. Or paint a shimmering, breathing world like Vajra Chandrasekera. Or mash up the fantastic with the beautiful mundane like Natalia Theodoridou.

But maybe you’ve got some good yarns to spin, ideas to explore, and characters to bring to life. You write, you workshop, you kill darlings. You mine some gold now and then. You want to sell that novel, but you know any publisher wants to see prior credits. But in the tiny, competitive short story market, how does a B- author get published?

Seven steps. That’s all.

Though be advised I give advice about as well as I write.

(In this post, premium members will see additional details and recommendations.)

1. Find a Workshop

You will need feedback. Everybody needs feedback. As Ernest Hemingway put it, “the first draft of anything is sh*t.” Patient friends are great, but for honest, accurate, and consistent feedback, you only get what you give. Time to find a writer’s group, either online or IRL, where you can get your work read and read others as well. Witness the process. Find your weaknesses. Hone your strengths.

If the workshop you choose is more than 150 people, find a subgroup within it that matches your interests.

2. Do Your Research (It Can Be B- Research)

Ideally speaking, you would acquire and read an entire issue of each magazine you submit to. But you will not do this. If you wait until you’ve done this before you start submitting, you’ll never submit.

But at least:

  1. Read the submission guidelines thoroughly immediately before submitting. Editors change. File types change. Email addresses change. If you read them thoroughly a month ago, great—you’ll be in a better position to notice what changed.
  2. Read the first few paragraphs of at least three stories they’ve published. Get a sense for the voices they like, the themes they prefer, and the openings that grab them.
  3. Be aware of what subjects editors have seen enough of, and avoid having your story buried in a flood of lookalikes. Yes, you have a pretty good mermaid story. No, it’s just not going to rise above the tide. Hold on to it a while, or lower your market sights, or maybe set it in the desert. Deserts are cool.

3. Start Submitting

Sound trivial? It’s not. Plenty of writers write and write and write and never put it in front of strangers. It takes tremendous courage to bite the bullet. Bite it.

You’ll get rejections. They’ll sting. You’ll get feedback that completely misses the point of your precious snowflake of a story. They’ll make you slam your laptop. But if you absorb and digest the notes you’re being given, if you hear the same sort of thing from more than one person, you know you’re hearing the readers you want to reach.

4. Play to Your Strengths

I love Shimmer: great market, great stories, great bunch of human beings. But if you read even one issue, you can tell there’s a specific, beautiful, lyrical voice they’re looking for, and it’s one I don’t have at all. Someday I might. I could read a bunch of Zadie Smith and Oliver Sacks and knuckle down and try to cram myself in that round hole. But meanwhile there are plenty of Rachel Swirskys making round pegs all day long.

Have exquisitely researched, pro-science SF? Go see Clarkesworld.

Have squicky, muscular horror? Rock on over to Nightmare.

Have an odd duck with a POV not often seen in F/SF? Take it to Strange Horizons.

Your rejection folder will thank you, and so will the slush readers.

5. Murder Deadlines

Don’t just beat them. Beat them to death. Your editor will notice and remember.

If you know you’re going to miss a deadline, let your editor know ASAP. Notification allows planning. Planning shrinks problems.

If you often find yourself underwater, track how long it takes you to write 1000 words, or rewrite 5000. Track how many hours of writing you really do in a week. The best indicator of future behavior is past behavior. Once you know how long it really takes you to do a thing, you can recognize when a deadline is realistic, and you can make only those commitments you can meet.

6. Be a Pleasure to Deal With

Neil Gaiman said it best:

 

 

But people keep working, in a freelance world—and more and more of today’s world is freelance—because their work is good, and because they are easy to get along with, and because they deliver the work on time. And you don’t even need all three. Two out of three is fine. People will tolerate how unpleasant you are if your work is good and you deliver it on time. People will forgive the lateness of the work if it’s good and they like you. And you don’t have to be as good as everyone else if you’re on time and it’s always a pleasure to hear from you.

 

If you know what category you’re in, use it.

In all your communications: be enthusiastic, be self-deprecating, be brief.

Respond within 24 hours, even if it’s just to say “I got this and will get a more detailed response to you soon.”

Accept notes. Incorporate feedback. If there’s an editor’s note you must resist, make your case and figure out a solution that addresses both your concerns. Don’t stonewall, unless it’s a stone wall you can sit on together.

7. Get Naked

That awful secret? That story you don’t want to tell? That fact of yourself you can’t bear to reveal? Congratulations! It’s your golden ticket.

Anybody can write the story that they want to shout from the rooftops: the Mary Sue, the revenge fantasy, the superpower trip. It’s the vulnerable, rarely uttered, edge case stuff that really gets an editor’s motor running. Go to the places that scare you, and come back with something they’ll want to print.

You might not be the best. But you could still be the best read.

Hope this helps, and good luck. Here’s to many happy publications.

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Who Owns “You Are My Sunshine”? https://sub-q.com/who-owns-you-are-my-sunshine/ Tue, 29 Sep 2015 14:30:04 +0000 https://sub-q.com/?p=1475 The short answer is Peer Music. The long answer is a bit more complicated: Oliver Hood—the man who likely wrote “You Are My Sunshine,” one of the most well-known and beloved songs in the English language—never received official credit for it.     Fans of Michael Lutz’s “My Father’s Long, Long Legs” will recall that its […]

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The short answer is Peer Music.

The long answer is a bit more complicated: Oliver Hood—the man who likely wrote “You Are My Sunshine,” one of the most well-known and beloved songs in the English language—never received official credit for it.

 

Oliver Hood You Are My Sunshine

Oliver Hood of LaGrange, GA, writer of “You Are My Sunshine” (illustration by sub-Q)

 

Fans of Michael Lutz’s “My Father’s Long, Long Legs” will recall that its original version featured an eerie hummed rendition of “You Are My Sunshine.” At some point before publishing its reprint on sub-Q, I realized “You Are My Sunshine” might not be public domain. Sure enough, Googling yielded Peer Music as the publisher.

I didn’t expect to be able to afford a license to those thirty seconds of melody, but I figured it was worth researching. As expected, when I reached out to Peer Music I was informed—kindly, politely—that “we would be looking at around $250/year.”

Although well beyond sub-Q‘s means, the sum seemed reasonable for a world-famous, Grammy-winning song… until I encountered the song’s origins. Like “Happy Birthday to You”—the song whose 1935 copyright was just ruled to be invalid—”You Are My Sunshine” has a disputed history. It was first recorded in 1939 by the Pine Ridge Boys and later the Rice Brothers Gang). That same year, country music star and future Louisiana governor Jimmie Davis, along with Charles Mitchell, bought the rights for $35 from Paul Rice, who claimed to have written it.

Jimmie Davis recorded the song multiple times and ran his successful gubernatorial campaigns on it.

 

Jimmie Davis You Are My Sunshine Decca Records

Jimmie Davis’s “You Are My Sunshine” for Decca Records – via discogs.com

 

Yet many sources credit musician and prolific songwriter Oliver Hood of LaGrange, Georgia, for both the melody and lyrics of “You Are My Sunshine,” which he performed in public as early as 1933. Unfortunately, as a soft-spoken teacher, musician, cotton mill doffer, and father of eight, he was in no position to capitalize on the music publishing industry nor fight it in court.

Hood passed away in 1959, at the age of 62, soon after writing a song called “Somebody Stole My Sunshine Away.”

These details come primarily from an article titled “The ‘Theft’ of an American Classic” by Theodore Pappas, which first appeared in November 1990 in Chronicles Magazine. I found them because they were reprinted with permission by George G. Daniel of Rosemont Records, who was kind enough to answer a few questions about Oliver Hood:

 

“We were familiar with the original actual author of the song and posted an article with permission that was published in the 90s by Chronicles Magazine out of Chicago. The song was written the late 1920s. Many people, most no longer alive at this time, heard it performed many times here in this town by Oliver Hood in the early 1930s.

Neither he nor his family never received any compensation for the song. He did not copyright it, and copyright laws were different in those early years. Paul Rice was a fellow musician friend of Oliver Hood and claimed authorship while selling the rights to Jimmie Davis. Jimmie Davis filed copyright protection, which gave him ownership of the song. I do not think any of them realized what a classic it would become.

The descendants of Oliver Hood are widespread around the country.  Most would be great-grandchildren and a few grandchildren. [Oliver Hood’s last surviving children, Elson Boyd Hood and Elva Mae Hood Pitts, both died in 2010.] Some descendants are still in the local area.

His name has been recorded now as the most likely author of the song. There was never any doubt in my mind. I was born and raised in LaGrange and have spent my life here. If you Google the name “Chips Moman,” you will see some of the music and productions that he had success with. Although he is 15 years older than myself, we have been friends for years and worked on projects together. He was born in LaGrange and moved back in the late 90s. I knew his mother and father very well. They both were also from LaGrange. When I was young, she told me the story about Oliver Hood.”

 

Copyright law has evolved dramatically since Oliver Hood’s time. In 1909, copyright duration was 28 years with a 28 year renewal. But 1928 brought “Steamboat Willie,” Mickey Mouse, and subsequently a near-century of copyright extensions.

 

The Mickey Mouse Curve copyright extension

via The Technology Liberation Front

 

If this history of copyright extension is any indicator, it’s unlikely “You Are My Sunshine” will ever become public domain. What’s possible is that someday justice will be served to the legacy of Oliver Hood.

 

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