Wilmot's End, and why

In a moment I'm going to talk about Wilmot's End, the first of several content chunks we're releasing to bring a bit more joy into the narrative economy. It does some experimental things, so I want to talk first about experiments.

We like to mess about with style in EBZ. As Yasmeen just outlined, we've harvested back some specific practices and techniques that work, but this is still unexplored, though not virgin, territory. And we're here to do interesting things. A couple of areas of interest first.

Reuse. We don't just mean grind, although some reuse is grind. Interactive narrative will repeat content. It might repeat it as a room you revisit in traditional parser IF. It might repeat it as ambient remarks in a CRPG, or as a combination of repeat and alteration, as with this charming piece [1]. When it's done straightforwardly, it's just immediate repetition, which is one of the issues with some parts of EBZ. When it's suitably distributed among novel content, or content repeated along different patterns, it can become a leitmotif or a security blanket or an underlying rhythm or a chorus or a navigational tool. One of our players[2] once said that us adding a new branch to a familiar Opportunity card was like coming back to a well-loved café and finding there was a new piece of art in the corner.

The second person. It's the default mode for any sort of interactive narrative: you are in a maze of twisty little passages, all alike, and so forth. I'm not, I'm talking to you. He's not, she's not, those are someone else's adventures. We're not, unless it's one of those jolly confiding games of the mid '90s, or unless the Many are talking to you again. Don't listen to the Many.

[SPOILERS next. You have been warned.]

Of course this is partly a natural fit, and partly just convention, and either way it's good to mix it up. Yasmeen did this in the Stormy-Eyed layer on the Dreams, using the first person. (If you want to try this, pursue the dreams of What the Thunder Said... you'll see the signposts before you find the way in). The effect is quite striking, especially when it shows up unexpectedly in other places like the Royal Bethlehem Hotel or the House of Chimes. We want a particular effect of immediacy, urgency and slightly unwelcome intimacy, which wouldn't work without that shifting register. (More Stormy-Eyed is on the way, incidentally...)

We use the first person in the tomb-colonies as well. This was a very early experiment of mine: I wanted to switch to epistolary mode to give a sense of time and distance, because the actual transition from London to the colonies and back is only a piece of text and a standard location transition. This was way back in the first beta, long before At Sea, long before the complex of alternate and interstitial spaces we use for the places around and between and beneath the Neath. I also wanted to do something consonant with repetition in the op cards: you're back in the tomb-colonies again, desperate to return to London, and once again you're surrounded by these sad revolting people doing the same sad revolting things... the feedback has been that the intended effect doesn't quite work. People like the epistolary effect initially, but you can't do much in the tomb-colonies, and successfully simulating a tedious context by establishing tedium each time... formally it works, but practically it would be better to leaven the boredom with other effects. I'll go back to it some day. In my copious spare time.

But the reason I've come in is Wilmot's End. I won't spoil the stylistic effect up front, but ever since the first, groping, ladder-structure patterns on EBZ, we've been searching for ways to make reuse more than repetition: to write (as Yas said last time) with an eye to rewarding second and further visits, to allowing players to determine their own underspecified, coalescent personal narratives. I gave Nige a difficult and experimental brief here, and I think he's done a masterful and memorable job. It's all about espionage: clandestine meetings , characters with agendas, clues that might make sense eventually, answers without questions. Inevitably, I think this is the first significant appearance of tobacco in Echo Bazaar.

Well, go see. Shadowy 110+ and wait for an opportunity card. You may even get some Bazaar components out of it. Note that this is only the first part. Enjoy, and as always let us know what you think on the feedback forums.

[1] Incidentally Ian Millington, our co-founder on Varytale, is also the creator of the framework this was built on -  http://undum.com/, a light, slick clientside framework for interactive stories with some ideas drawn from EBZ and quality-based narrative. Take a look.

[2] I forget who! feel free to claim credit in the comments.

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Comments (18) -

HikaruYami
HikaruYami
7/5/2011 10:41:27 AM Permalink

The card seems to be taking much longer to show up than most brand-new-content cards. Am I just getting really unlucky?

Kikaylabird
Kikaylabird
7/5/2011 8:18:18 PM Permalink

I'm loving the content. The style it's written in is great - there's such a clandestine feeling to it! I was missing being part of the Great Game Smile

Meg
Meg
7/6/2011 2:56:03 AM Permalink

@HikaruYami

I haven't gotten the card yet either, and I've been turning really frequently. It's so frustrating!

Nigel
Nigel
7/6/2011 3:08:33 PM Permalink

I've turned up the frequency of the starter opportunity for this content.

To get the card, you'll need Shadowy 110 and to have finished your business with a certain purveyor of dairy goods.

Joe
Joe
7/6/2011 8:03:04 PM Permalink

It's interesting on a first pass, and I sort of get what you're doing, but it isn't doing much for me in terms of replay value.  Part of this is that I don't feel like I'm learning much about the world here.

Bridgettine
Bridgettine
7/7/2011 12:04:36 AM Permalink

"I don't feel like I'm learning much about the world here." I don't think thats the point. Its a story, not a guidebook. Relax and enjoy the show! ;)

kylee
kylee
7/7/2011 1:45:39 AM Permalink

To get the card, you'll need Shadowy 110 and to have finished your business with a certain purveyor of dairy goods.

Aha! So that's why. Will Wilmot's End be crucial to continuing the Shadowy path? I never finished said business, and figured that was a legitimate way of playing the game.

Vael Victus
Vael Victus
7/7/2011 6:01:31 AM Permalink

Been flipping for a while. Does it have to be in a certain place?

I don't remember anything about dairy goods, but I picked up all my loose ends with Chimes, so I doubt there's anything significant I've missed?

Joe
Joe
7/7/2011 7:27:27 AM Permalink


Thanks for the advice.  I'm not a newbie.  Been playing this since last fall, I'm a relatively early player, and I care enough about it that I'm an Exceptional Friend.  I get the game.  I'm very supportive of the project.  I also accept that not everyone will enjoy every part.  But if we don't tell the team how we feel, they won't know.

Liret
Liret
7/7/2011 1:48:40 PM Permalink

@Nigel Gah. I wasted the last few days refreshing and being shadowy. I hit a part of the cheesemonger story where I seem to need a vast amount of dangerous and I had almost none, so I left that storyline dangling months ago. I suppose I have to go work on my stabbing skills now.

Nigel
Nigel
7/7/2011 2:43:10 PM Permalink

@Kylee although we think that Wilmot's End has some interesting content in it, you're not currently compromising your ability to progress by refusing to complete that story. I can't guarantee that will always be the case, but for now you're fine.

@Joe this piece of content is an experiment in a more 'Fires in the Desert' style of implicit storytelling. For Wilmot's End, we're going for a somewhat impressionistic style of writing, where there is more than the usual amount of room for player interpretation. This is more a mood piece than a detailed work on the innards of the Great Game.

@Vael the card shows up across London

Joe
Joe
7/7/2011 5:34:49 PM Permalink

OK, fair enough.

Robert
Robert
7/8/2011 12:16:25 AM Permalink

I must admit to looking forward to seeing  potential "inner workings" to show up though, the dairy based storyline actually caused me my first moral quandry (proper moral quandry at that) in a game.

Also the erm problem with one of the rewards via drama is... easier to obtain through other "normal" means than via this method, I was wondering if there are any alterations planned or wether this is "working as intended", sorry Frown.

Alexis
Alexis
7/10/2011 1:18:12 AM Permalink

Note to deleted commenter: no spoilers, please.

Alexis
Alexis
7/10/2011 1:19:17 AM Permalink

@Robert: I'm not sure what you mean. Smile Do feel free to drop us an email at the usual address if it looks like a content bug.

~autolycus
~autolycus
7/13/2011 3:36:36 PM Permalink

You know what would be interesting? As the dramatic tension ratchets up in various locations (for example, overseas or 'at home'), your options decrease until you resolve the tension. That's how it works from the protagonist's point of view in a story. Perhaps one way to do this is modify the card distribution (fewer cards or fewer kinds of cards) when your tension is high. Or more intense and scary nightmare cards. Or something.

John Mc
John Mc
8/31/2011 11:02:16 PM Permalink

I like Wilmont's End, but one thing: How is it that I've spent the last couple weeks there, playing the great game, and getting no connected: great game?

Innisfree
Innisfree
9/28/2011 1:39:27 PM Permalink

I just managed to get in, and wow. I love what you've done with it. My mind conjured up background music, for God's sake.

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