PAX East Part 4: Saturday They’ll All Be Back Again [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the fifth in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
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Compared to Friday, Saturday was pretty low-key. Then again, it’s not fair to compare anything to Friday. I let my exhausted self sleep in, then showered, packed up, etc. I met my friend Ruth Atherton for lunch, along with her partner Yigal and their adorable boy Natan. I’ve known Ruth since our freshman year of college at NYU — over 20 years ago now! — and it was wonderful to spend some time with her again.

Ruth dropped me at the Hilton, and I stopped into the IF Suite, where the PAX SpeedIF efforts were well underway. I opted out, given that 1) I didn’t bring my laptop to the suite, 2) it’s been years since I actually wrote any IF code, and 3) I didn’t want to spend my PAX time heads-down coding anyway. So it was off to the convention center, where I undertook my next mission: a present for Dante! I checked out a Boston souvenir store in the Prudential Center and picked up a cute little Boston ball, to use as a backup if I couldn’t find anything in PAX itself. But I did — his own bag of dice. He’s often wanting to play with my dice, so now he’s got his own. (He was quite delighted with these gifts when I brought them home, and as he often does, he immediately turned it around on me. “Pretend that you are Dante and I am Daddy! Dante, I brought you some presents! A Boston ball, and your very own bag of dice!”)

After a quick trip to Trader Joe’s for some trail mix and water, I took the time to explore the rest of PAX, but between the incredible crowds and my own lack of motivation, I didn’t really hook into anything. I wasn’t up for boardgaming with strangers, nor did I fancy standing in line for a chance at console, PC, or handheld games. And of course the panels were out of the question — you had to arrive at least 30 minutes early to have a crack at getting into any panel, and none of the panels at that time were terribly interesting to me anyway.

So back to the IF suite I went. I hung out and chatted with various people, and even skipped dinner so that I could spend more time in the ambiance. (That’s where the trail mix comes in.) There were a few people I missed — I would have loved to hang out with Stephen and Rob a bit more, for instance — but I really enjoyed the various people I talked to. I think part of the connection-missing may have had to do with the fact that while I have a cell phone, it is a creaky 2005 pay-as-you-go model with no internet access and the clunkiest of texting capabilities. Normally, this does not bother me at all, but sometimes during PAX weekend I felt like an timebound mortal in a Kage Baker Company novel, looking on in blissful ignorance while all around me the immortals communicate telepathically. It probably also wouldn’t hurt to hang out on ifMUD more than once every two years.

All part of the thawing process, I suppose. While I wasn’t musing on that, I also kept an eye out for newbies and visitors. I hooked several people up with IF swag and talked to them about the medium and the community, which felt great. Extended social exertion like that is a bit out of my comfort zone — I’m an introvert by nature — but I liked helping with the IF outreach mission.

That mission was the subject of the informal panel at 7:00. That panel featured Andrew Plotkin, Jason McIntosh (aka jmac), Chris Dahlen (gaming journalist), and John Bardinelli (of JayIsGames). It was moderated, in an endearingly prolix style, by Harry Kaplan. (I should mention here that Harry was quite helpful in getting me connected with the pre-PAX discussion, and was particularly welcoming to me in the suite. Also, he’s apparently the cousin of Paul Fishkin, who founded Stevie Nicks’ record company! Remote brush with fame!) Harry would make a discursive, intentionally provocative statement, and ask the panel to respond, offering the lead to a different panelist for each question. The discussion often expanded beyond the panel and into the room, which was great, because the room was packed (seriously, packed) with very smart people.

I am terrible at reconstructing discussions, so I’m not going to try to do it here. Much. I will say that I was particularly struck by the way Emily framed the problem of IF’s learning curve. The parser, she said, makes a false promise, strongly implying by its openness that it is able to handle anything the player throws at it, which is simply not true. Lots of people would like to see IF respond by expanding the range of actions and phrasings that the parser can understand, but Emily disagrees. She could do a much better job than I of articulating this, and probably does so somewhere, but essentially she argues that expanding the parser is a blind alley, because it never eliminates the false promise issue, and creates a ridiculous implementation headache. Even if the game could legitimately understand a much wider range of commands, coding meaningful responses to that radically expanded command set is a misuse of our energies. Instead, she suggests that we embrace IFese while finding ways to help games gently nudge players in the right direction when it seems that they’re struggling to speak IFese to the parser. She did some work toward this in City Of Secrets, and Aaron Reed apparently does even more in Blue Lacuna. She points to Fa├žade as a cautionary example of what happens when you try to go the other direction.

After the panel, there was a bit more chatter, and then it was time to for SpeedIF contestants to turn in their games. I had no laptop, but Juhana Leinonen very kindly let me use his to play Sarah Morayati’s Queuelty, which I found quite enjoyable.

More chatting, more hanging out, but eventually, sadly, it was time for me to go. There would be more events on Sunday, but my flight left early Sunday morning — I hadn’t wanted to take undue advantage of Laura’s generosity with the childcare, so I kept my trip to two days. I’m sorry to have missed Sunday, though. From what I read [in a livejournal that has since been deleted and purged, even from the Wayback Machine — 2022 PO], it was great.

The rest is uninteresting travel details, except for this revelation, which traveled home with me: it has become painfully, unmistakably clear that working every night and weekend is ruining my life and blocking me from doing the things that actually make me happy. The truth is that nobody ever told me to do that (well, with some exceptions) — it’s just that I’m so overwhelmed all the time, so behind all the time, that I feel like I have to do that in order to have a remote chance of success at work. But keeping my head above water there has come at the cost of drowning the parts of myself I treasure more. So I’m going to stop doing that.

I’m going to try, anyway. It’s rather shockingly hard to draw firm boundaries around work when they’ve been obliterated for so long. I’m taking it one day at a time. I’m on Day 6 now, and even in the last week I’ve been able to produce these blog entries, which would have seemed ridiculously out of reach a few weeks ago. That makes me happier than I’ve been in quite a while.

PAX East Part 2: There’s More At The Door [Misc]

[I originally posted this on my other blog, >SUPERVERBOSE, way back when it was on livejournal. It’s the third in a series of posts about my visit to PAX East 2010, which was life-altering in a good way. I’ve cleaned up the text ever-so-slightly and the links ever so much more.]
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After some suite chat, 2:00 rolled around, which was the time PAX was officially supposed to open. So a large contingent, myself included, headed con-wards. My first and most lasting impression of PAX is: PEOPLE. People, people, and also, more people. Behind them are other people, who block your view of the people already inside, and if you turn around, you can see a long line of people, stretching back farther than you can see. I feel like if I’d missed my plane, I could probably have walked a couple of blocks from my house in Colorado and gotten in line for the PAX keynote with Wil Wheaton. Good lord, there were a lot of people.

Serious luck was on my side, as I had Rob Wheeler along to act as my Virgil through the utterly overwhelming and confusing human ocean that was the PAX entrance. He’d attended the Seattle PAX the previous Fall, and had also scoped out the scene beforehand to pick up his Speaker badge. (More about that later.) He helped me navigate my way into a long entrance queue, along with Sarah Morayati, a very friendly (and talented, I later discovered) woman who came on the scene in the last few years.

Meeting Sarah was my first taste of a feeling that was to get very familiar over the next couple of days. I am, I discovered, Unfrozen Caveman IF Guy. It’s as if I’ve been in suspended animation for the last five years, and I thawed out at PAX, like Captain America looking up at the Avengers and thinking, “Who are you guys?” When Dante was born in 2005 (and really, a little before, as we were preparing for his arrival), I withdrew pretty thoroughly from the IF scene. I handed SPAG over to Jimmy Maher, I pretty much stopped writing reviews, I stopped reading the newsgroups, and I stopped visiting ifMUD. There have been exceptions here and there — my review of 1893, for instance, or my work with Textfyre — but for the most part, I have been absent. It turns out that a lot can happen in five years! I’m excited but a bit overwhelmed at how much there is to catch up on.

Speaking of overwhelming, when the line finally moved into the convention proper, we quickly heard that we wouldn’t make it into the keynote. We connected up with Stephen, and headed into the expo hall. This is about the point when sensory overload started attacking my brain cells, making it impossible for me now to retrieve my memories of who was where when. I know there was a group of us, and we met up with another group, and Mark Musante was there, and Jacqueline Ashwell was there, and Iain Merrick was there, and Dan Shiovitz was there, other people I don’t know very well were there, and probably lots of others I do but everything is blurring together because have I mentioned that good god there were a lot of people?

In the expo hall, there was also a lot of noise and sound. Wait, make that A WHOLE GODDAMNED LOT OF NOISE AND SOUND!!! And people. Of course. We watched Rob play Dante’s Inferno, which apparently involves Dante kicking lots of ass and not, as someone pointed out, fainting a lot, the way he does in the book. We watched Stephen play some game that involves falling and is impossible to Google because its name is something like “AaaaaAAaaaAAAAaaAAAAAa!!!!” We saw lots of booths and bright colors and LOUD SOUNDS and so forth. You get the idea.

After some time, I went with a subgroup of people to attend a 4:00 panel called “Design an RPG in an Hour.” It was crowded! I ended up leaning against the back wall. The panel was more or less like improv comedy, except take out the comedy and put in its place boilerplate RPG elements. What will our setting be? What is the conflict? Who are the protagonists and antagonists? What are their special traits? (i.e. What will their stat categories be?) It was pretty well-done, albeit dominated by what Stephen accurately termed “goofy high-concept stuff” from the audience. For instance, the guy shouting out “talking dinosaurs!” got a round of applause. I was happy to be there in any case, because there was a 5:30 panel on IF that would be in the same room, so I figured we’d stake out the good seats.

Now, this is a very cool thing. Some IF community folks pitched the idea of a PAX panel called “Storytelling in the World of Interactive Fiction,” and to our general delight, the PAX organizers made it part of the official con schedule! Going to this panel was one of the main reasons I wanted to come to Boston. So when it became apparent that PAX enforcers would be doing a full room sweep to prevent the very camping behavior I was counting on, it was time to make a new plan — and apparently, there was quite a line forming. So we snuck out before the panel ended to get in line.

And my goodness, it’s a lucky thing we did. When I first saw the room, I couldn’t imagine how we’d fill it with people wanting to hear about IF. But after we took our seats (which were quite good), people started to flow in. And then more came. And then more. The chairs: filled. The walls: filled. The aisles: filled.

THEY WERE TURNING PEOPLE AWAY.

I get chills again as I write it. I mean, I’m very sorry for the people who got turned away. I met several of them over the course of the weekend, and they were quite disappointed. But holy shit, what hath PAX wrought when we can cram a huge room with people interested in our medium, with tons more hoping to get in? It was stunning, absolutely stunning.

The panel itself was great. It consisted of some of our best: Emily Short, Andrew Plotkin, Robb Sherwin, Aaron A. Reed, and Rob Wheeler moderating. I won’t try and recap the panel, except to say that it was wonderful to hear sustained, intelligent, live discussion of IF. The charming Jenni Polodna, another arrival during my years on ice, wrote some very thorough notes about it, and Jason Scott filmed it, so you’ll probably be able to see it yourself sometime. Which, if you were one of those turned away, might help a bit.

All I know is that at the end, I felt like I had a whole lot of games I needed to play.

Top 10 IF games to play if you’ve been in suspended animation for the last five years

1. Blue Lacuna by Aaron A. Reed

2. Violet by Jeremy Freese

3. The games of the JayIsGames IF Comp

4. Lost Pig by Admiral Jota

5. Make It Good by Jon Ingold

6. De Baron by Victor Gijsbers

7. Alabaster by a Emily Short and also a whole boatload of people.

8. The Shadow In The Cathedral by Ian Finley and Jon Ingold. [Hey, one I’ve played! I was even a tester for it!]

9. Floatpoint by Emily Short

10. Everybody Dies by Jim Munroe