"Wake up, sleepy head!"
You roll over and yank the bed sheet up over your head.
"Wake up! You are behind schedule."
Behind schedule? You crack your eyes open, and turn towards the alarm clock robot that's shouting at you.
It's pretty late. Didn't you have something to do today?
You sigh, shoving your [cat]<c1| off the bed and walking over to your computer.
You boot it up, and [[log in]].
(click: ?c1)[//MEOW//]You walk a while and eventually approach the bridge. You could [inspect the area]<c1|, or simply [[walk across the bridge|take the bridge]].
(click: ?c1)[//To one side of the bridge, you find a narrow rocky path that seems to lead down the embankment. [[Take the path?|Temkin encounter]]//]You walk around for a while, exploring the spacious halls.
Eventually you encounter a woman.
She's smaller than most, with a poof of curly [hair]<c1| streaked with pink.
You can [[ask her for directions|HS intro]], or [[keep exploring|the main hall]].
(click: ?c1)[//It might be magical hair. Neat!//]You descend the path carefully, running your hand along the bridge's foundation for support. Eventually the steep path begins to flatten out, and in the cavity beneath the bridge you see a small man, pacing in circles.
He seems to be cackling to himself.
You [[approach the man]], or [[run away]].Walking across the bridge, you admire the [architecture]<c1|.
Eventually, you reach the other side and head into [[town]].
(click: ?c1)[//It's a handsome old stone bridge, the kind of classic, single lane bridge you'd see in a Thomas Kinkade painting. This would actually make a great setting in a future game, you think.//]As you approach the man, you step on a twig, drawing his attention. He turns towards you, his glasses glinting in the faint light. You feel as though he looks somehow familiar.
"Hello there!" he says, approaching you. "Have you brought me something to eat?"
You explain that, no, actually, you're trying to get to the library for a game design intensive. You want to learn everything you can about designing games.
"You're in the right place," he says.
You ask [[who he is|"Who are you?"]], or ask [[why he's under a bridge|"Why are you under a bridge?"]].Startled by the man's visage, you try to hurry back up the steep path.
Instead, you lose your footing and tumble backwards.
The man rushes over and helps you up.
You [[ask who he is|"Who are you?"]], or [[apologize for making a scene and excuse yourself]]."Who are you?" you ask. (set: $maxEncounter to "true")
"I am ''Max Temkin''," he says, "Important Businessman and Co-Creator of Cards Against Humanity."
Of course, you think to yourself. You've played [Cards Against Humanity]<c1| with friend before, and laughed at some wildly inappropriate things.
Max seems like he'd be open to some questions.
You can ask [[when he got started making games|"When did you get started making games?"]], or ask [[what kind of games he makes|"What kind of games do you make?"]].
(click: ?c1)[//Cards Against Humanity is the party game for horrible people. Each round, one player asks a question from a black card, and everyone else answers with their funniest white card. The worst thing usually wins the round.//]"Um, what are you doing down here?" you ask.
"I try not to be anywhere where I can be encountered," he says.
You [[apologize and excuse yourself|apologize for making a scene and excuse yourself]] or [[ask who he is|"Who are you?"]]."When did you get started making games?" you ask.
Max smiles. "I’ve made games since I was a little kid," he says, "but the first game I made that other people played was [Humans vs. Zombies]<c1|."
"We did a Kickstarter in the very early days of Humans vs. Zombies," Max says, "and that helped make the project sustainable for us. That was a part-time job for me for years before Cards Against Humanity."
Max continues, explaining that he and the Cards Against Humanity team now work full-time out of their office in Chicago.
You ask [[what inspires him|"What inspires you?"]], or ask [[what the secret to running a good Kickstarter project is|"What's your trigger?"]].
(click: ?c1)[//Humans vs. Zombies is a live-action game that is kind of like survival tag. The Human team attempts to fend off the Zombie team, but their ranks grow with each Human they tag. The game was a huge hit and is still played on college campuses and beyond.//]"What kind of games do you make?" you ask.
"I’m interested in making tabletop games because I like that they facilitate real human connection that isn’t mediated by a screen," Max replies. "I try to make games that create some kind of public spectacle. I think that’s fun to watch and be a part of. I also like making games where once you agree to follow the rules of the game versus the rules of your everyday life, you find yourself doing something subversive, surprising, or funny."
You ask [[what his most embarassing gaming moment was|"What's your most embarassing gaming memory?"]], or ask [[what inspires him|"What inspires you?"]]."What inspires you?" you ask.
Max grins. "I get a lot of inspiration from my coworkers at Cards Against Humanity, he says. "The office has developed a really virtuous cycle of doing great work and then holding everyone else up those same standards."
That's nice, you think.
You proceed to ask [[what excites him about gaming right now|"What excites you about your field right now?"]] or else ask [[what drains him of inspiration|"What drains you of inspiration?"]]."What drains you of inspiration?" you ask.
Max thinks for a minute. "Cards Against Humanity has gotten to be a big enough project that it feels pretty scary to take a risk, he says. "I think we all feel the weight of that. I also spend every day getting bombarded with emails, text messages, and calls - I could easily spend all day talking about work and not actually doing any."
You ask [[for some good advice|"What's the best advice you can give an aspiring game creator?"]], or ask [[for some bad ideas|"What's the worst advice you can give an aspiring game creator?"]]."What's your most embarassing gaming memory?" you ask, really just going for it.
Max is slightly taken aback by the question, but seems to respect your gumption.
"My most embarrassing gaming memory is of the recent GamerGate harassment campaign that targeted my friends and colleagues," he says. "Nobody wants to read about their profession in the NYT harassing women and starting witch hunts. GamerGate made me feel frightened and ashamed, and made me want to stop making games."
You appreciate Max's candor, and tell him as much.
Trying to take things in a more positive direction, you ask Max [[what excites him about the gaming industry|"What excites you about your field right now?"]], or [[what the future of the gaming industry looks like|"What does the future of your field look like?"]]"What excites you about the gaming industry right now?" you ask.
Max thinks for a moment.
"The indie game scene and tabletop scene are just beginning to open up to a diverse group of people with different background and new things to say," he says. "That’s largely because tools like Kickstarter have helped get rid of the gatekeepers who were holding them back."
You ask Max [[what's coming for the game industry|"What does the future of your field look like?"]], or ask [[for the best advice he can offer|"What's the best advice you can give an aspiring game creator?"]]."What does the future of gaming look like?" you ask.
"I hope that the future of gaming looks more like an art scene and less like a startup scene. Unfortunately the business incentives of the industry (i.e. free-to-play, releasing before the game is done, etc.) is pushing people to make compromised work."
You [[ask for game designer pro-tips|"What's the best advice you can give an aspiring game creator?"]], or [[ask for some bad ideas|"What's the worst advice you can give an aspiring game creator?"]]."What's the secret to a good Kickstarter project?" you ask.
"I really hate when people ask me that," he huffs. "There’s no secret. You just have to make a good thing and explain it well."
You can tell Max is a bit peeved.
You insist that there must be a secret and [[ask again]], or apologize, and then ask [[what excites him about gaming right now|"What excites you about your field right now?"]]."What's the best advice you can give an aspiring game creator?" you ask.
Max replies without hesitation. "Surround yourself with capable, creative people - the indie community is kind and accepting of new people and new voices. Once you get your feet on the ground, you should build that community yourself."
You think on that for a moment, and then jot some notes in your phone.
Grateful for what you've learned, you [[thank Max|Thank you]] for his time."What would maybe be some bad ideas for aspiring game creators?" you ask.
Max chuckles. "Making decisions based on money," he says. "Don't do that. Make decisions based on quality. Once you have a great thing, you will find a way to make money from it. For example, don’t post a project on IndieGoGo; That tells people that you value the money over quality of community."
You take a moment to let this sink in, and then jot down some notes in your phone.
Grateful for what you've learned, you [[thank Max|Thank you]] for his time."Hey, thank you for taking the time to share all of this with me," you say.
"Oh sure," says Max. "Feel free to visit me again if want to hear a lot of opinions about fonts."
(if: $hasmap is "true")[You smile, humoring Max, and head back to [[the map]].](else:)[You smile, humoring Max, and [[set off|cautiously climb back up the embankment]].]"Um, oh, I'm sorry. Excuse me," you say.
The man nods.
You [[cautiously climb back up the embankment]].You press him. "Come on, there's got to be a secret."
You've angered Max. He seethes, turning a very specific shade of red.
You realize you should probably excuse yourself before you make things worse, and [[cautiously climb back up the embankment]].You climb back up the narrow path, watching your step.
Eventually you find yourself sure-footed back on the bridge. You've wasted enough time, and it's time to [[cross this bridge|take the bridge]].The sound of purring greets you as you enter the Cat Cafe.
You walk towards the counter and order a coffee. While you're waiting, you notice a woman in the corner who looks familiar. She's hunched over a computer working. She has blue hair, and a big Sailor Moon tattoo on her right arm.
You could [[approach her|"Who are you?" NF]], or just [[grab your coffee and leave]]."Hi there," you say. "You look familiar. Do I know you?" (set: $ninaEncounter to "true")
"Maybe!" she responds brightly. "I'm Nina Freeman, Level Designer at Fullbright."
You know Fullbright — it's the Portland-based, independent video game developer that made [Gone Home]<c1|
This is great, a real-live game developer in the wild. You exlain you're on your way to a game intensive, and Nina seems really happy for you. Maybe she'd be open to a few questions.
You could ask her [[when she first started making games|"When did you first start making games?" NF]], or [[ask her how she got her start professionally|"How did you get started professionally?" NF]].
(click: ?c1)[//Gone Home was a critically-aclaimed, first-person story adventure where you explored an empty mansion and touched everything.//]"What kind of games do you make?" you ask.
"I make games that focus on specific stories and characters, often in the form of a vignette," Nina responds.
Of course, you think. You've heard that Nina's work is very intimate and personal, and that her [Twine]<c1| games are very popular.
You could ask [[what inspires her|"What inspires you?" NF]], or you could ask her [[what good advice she has for an aspiring game creator|"What's the best advice you can give an aspiring game creator?" NF]].
(click: ?c1)[//Twine is an open-source tool for telling interactive, nonlinear stories. Hm.//]"When did you first start making games?" you ask.
"I started making games in 2013 when I got really sick and had a job I didn't like," Nina says. "I decided to try something completely new that would help me refresh my life, and help me explore the stories I'd always wanted to tell."
You could ask [[how she got started in the industry|"How did you get started professionally?" NF]] or ask [[what kind of games she makes now|"What kind of games do you make?" NF]]."How did you get started professionally?" you ask.
"My first 'official' games job was teaching game programming to high school girls through Code Liberation in New York City," Nina responds. "Code Liberation was a way to get a games job, and working there helped me learn a lot about making games."
She thinks a moment, and continues, "I made a lot of small games at game jams and brought them to festivals. That's how I met the folks at Fullbright. My first 'official' game design job started with Fullbright after I finished graduate school at New York University in 2014."
You could ask Nina [[what kind of games she makes now|"What kind of games do you make?" NF]], or ask [[what her favorite gaming memory is|"What's your favorite gaming memory?" NF]]."What's your favorite gaming memory?" you ask.
"When I was a kid, Kingdom Hearts was one of the games that I was most excited about when my parents got it for me for Christmas," Nina says. "When I finally got to the ending a couple weeks later, my mom came back from the grocery store in the middle of the last cutscene. She said 'Come outside!' and made me miss the very last line of dialogue in the game."
Nina's eyes get misty. "I cried a lot, because I wanted to know so badly what Sora said. It was sad at the time, but pretty hilarious in retrospect."
You could ask her [[what her actual saddest gaming memory is|"What's your saddest gaming memory?" NF]], or [[ask for the best advice she could give a budding game creator|"What's the best advice you can give an aspiring game creator?" NF]]."What's your real saddest gaming memory?" you ask.
Nina thinks for a moment. "One of my best friends as a kid was a girl I met in Final Fantasy Online. She got really mad at me one time because a boy she liked had a crush on me," she says. "After that, our friendship fell apart, which is really sad! I liked her a lot!"
You could ask her [[what inspires her in her work|"What inspires you?" NF]], or ask her [[what might be some bad advice|"What's the worst advice you can give an aspiring game creator?" NF]]."What inspires you?" you ask.
"Poetry!" she says. "My love for the vignette format comes from reading poets like Frank O'Hara, Elizabeth Bishop and Langston Hughes. They also all wrote quite a bit of personal work, which is something I also explore in my games."
You could ask [[what drains her of inspiration|"What drains you of inspiration?" NF]], or you could ask her [[what excites her about gaming right now|"What excites you about your field right now?" NF]]."What drains you of inspiration?" you ask.
"Software bugs drain me of inspiration pretty quickly," Nina sighs. "I really like hacking stuff out quickly when I'm working which usually leads to a lot of bugs that I have to fix before I can move onto the next idea."
You could ask her [[what the future of gaming looks like|"What does the future of your field look like?" NF]], or ask her [[for some good advice|"What's the best advice you can give an aspiring game creator?" NF]]."What's the best advice you can give an aspiring game creator?" you ask.
"Don't be afraid to learn a tool," she says. "Whether it's coding, Twine, Game Maker, or anything else that will help you make games. Learn something and use it to get your ideas out there using your own hands. It's very empowering!"
That seems like great advice!
You could ask her [[what excites her about gaming right now|"What excites you about your field right now?" NF]], or ask her [[what the future holds|"What does the future of your field look like?" NF]]."What's some bad advice for an aspiring game creator?"
Nina considers the question. "Listen to awful people who want to tell you that your game idea sucks, is boring, isn't a game, or that you should stop making games."
She's right, you think. Every idea has its merit.
You could ask her [[for more advice|"What's the best advice you can give an aspiring game creator?" NF]], or ask her [[what excites her about gaming right now|"What excites you about your field right now?" NF]]."What gets you excited about gaming right now?" you ask.
"More people are making games than ever!" she responds. "It's exciting to see so many different kinds of games being made, simply because people are able to find the tools to make them."
(if: $hasmap is "true")[You can thank Nina and return to [[the map]].](else:)[You should [[thank Nina for her time]].]"What do you think the future of gaming look like?" you ask.
"The idea of 'what a game should be' will become more inclusive," she says. "We'll see all kinds of games, making the field a more welcoming space for even more new creators to join."
(if: $hasmap is "true")[You can thank Nina and return to [[the map]].](else:)[You should [[thank Nina for her time]].]"Hi, excuse me," you say.
"Hi there," she says cheerily.
"I'm not quite sure where I'm supposed to be. Do you know anything about a game design intensive here today?
"Hm! I'm not sure where that's being held," she says. "But I'm a game designer, if that helps."
Whoa. You should [[ask her who she is|"Who are you?" HS]]."What kind of games do you make?" you ask.
"Storytelling roleplaying games!" Hannah replies.
She goes on to mention some specific games she's made, like [Questlandia]<c1| and [14 Days]<c2|.
You could ask her [[for some good advice|"What's the best advice you can give an aspiring designer?" HS]], or ask her [[what she thinks the future of gaming looks like|"What does the future of your field look like?" HS]].
(click: ?c1)[//Questlandia is a GM-less world-building RPG about kingdoms on the brink of collapse.//]
(click: ?c2)[//14 Days is a 2-player tabletop game about managing chronic pain. You’ll play out two weeks in the life of a person with migraines, juggling work, relationships, and hobbies around the reality of unpredictable pain.//]"When did you first start making games?" you ask.
"I’ve been making games since I was a young," Hannah says. "Like most kids, I was designing and 'hacking' games without even realizing that’s what I was doing. Kids are great at improving on existing games!"
You could ask her [[what kind of games she makes|"What kind of games do you make?" HS]], or ask her [[what inspires her|"What inspires you?" HS]]."How did you get started professionally?" you ask.
"I met a group of professional game designers in the wild!" Hannah replies. "I co-founded a local community space, which offered a youth program built around gaming, and a bunch of RPG designers showed up on opening day. I confessed that I’d always been interested in roleplaying games but had never been brave enough to jump in. From there, a special friendship was formed!"
Aw, that's swell.
You could ask her [[what her fondest gaming memory is|"What's your fondest gaming memory?" HS]], or ask her [[what leeches her inspiration|"What drains you of inspiration?" HS]]."What's your fondest gaming memory?" you ask.
Hannah thinks for a moment. "Playing a character that messed up so frequently and dramatically that I ruined the entire world," she says. "When it came time to narrate my epilogue, everyone agreed that the only happy ending involved killing me off. It was actually quite thoughtful."
You could ask her [[what kind of games she makes|"What kind of games do you make?" HS]], or ask her [[what excites her about the gaming industry right now|"What excites you about your field right now?" HS]]."What inspires you?" you ask.
"Watching tiny birds build nests and steal crumbs," she says, adding "Steven Universe. People who are both kind and honest."
You could ask her [[what drains her of that inspiration|"What drains you of inspiration?" HS]], or ask her [[for some good advice|"What's the best advice you can give an aspiring designer?" HS]]."What totally drains you of inspiration?" you ask.
"Fierce competition," she says. "Also, when someone tries to explain the rules of my own game to me."
SMH.
You could ask her [[what excites her about the gaming industry right now|"What excites you about your field right now?" HS]], or just ask her [[for some bad advice|"What's some bad advice for an aspiring game designer?" HS]]."Brace yourself for the reality that not everyone will love what you make. Just keep making things."
You could ask her [[for some bad advice|"What's some bad advice for an aspiring game designer?" HS]], or ask her [[what her fondest gaming memory is|"What's your fondest gaming memory?" HS]]."Any bad advice?" you ask.
"Yeah," Hannah says. "Google yourself."
You can ask [[what the future of gaming looks like|"What does the future of your field look like?" HS]], or (if: $hasmap is "true")[thank Hannah and return to [[the map]].](else:)[just [[thank Hannah for her time]].]"What excites you about the gaming industry right now?" you ask.
"Crowdfunding!" Hannah says. "Weird, niche games are finding an audience like never before."
You can ask her [[what the future of gaming looks like|"What does the future of your field look like?" HS]], or ask her [[for some bad advice|"What's some bad advice for an aspiring game designer?" HS]]."What do you think the future of gaming looks like?" you ask.
"I want everyone to play roleplaying games," Hannah says. "Down with the gatekeepers."
You //do// love roleplaying games.
(if: $hasmap is "true")[You can thank Hannah and return to [[the map]].](else:)[You should [[thank Hannah for her time]].]You enter the wine bar. The lighting is a little low, and some 90s electronic music is playing — trip hop, you think.
Off in the corner, you see a woman that looks familiar. It looks like she might be working, so you just walk over to the bar and order.
"One drink please," you say.
The bartender pours you a drink, and as you turn around to find a seat, you trip and drop you glass. It shatters and your drink spills everywhere.
The woman in the corner looks up, and [[approaches you|a woman]]."Who are you?" you ask. (set: $erinEncounter to "true")
"I'm Erin Reynolds, Chief Mollusk at Flying Mollusk," she says.
Of course! Erin Reynolds is not only the head of the independent software studio Flying Mollusk, she's also the Creative Director of [Nevermind]<c1|.
Erin seems friendly enough. You explain that you're on your way to a gaming intensive, and she seems like she might be open to a few questions.
You could ask her [[what kind of games she makes|"What kind of games do you make?" ER]], or ask her [[when she got her start in the industry|"How did you get started professionally?" ER]].
(click: ?c1)[//Nevermind is a biofeedback-enhanced adventure horror game that takes you into the dark and twisted world of the subconscious. Neat!//]You grab some clothes off the [floor]<c1| and pull them on in a hurry.
Ever since you were a kid you've been fascinated by games. From card games to video games, live action games to tabletop games, you've always played anything you could get your hands on. Now, enrolling in this game design intensive was your chance to learn all you could about **making games**.
If you hurry, you can still catch a lot of it. You pull on your hat and [[burst out the door]].
(click: ?c1)[//The floor is pretty gross. Maybe you should clean your room later.//]You jump the fence at the end of your yard and hurry down the sidewalk. The library is on the other side of town, so you can just take the bridge, head through downtown, and you'll be there in no time. Just don't get distracted.
You pass a [crate]<c1|.
Up the block you see a familiar face rollerblading towards you.
A //stupid// familiar face. Yes, that looks like it might just be [[your rival]].
(click: ?c1)[//It looks like a normal crate. You could probably [smash it]<c2|, but why would you do that?//]
(click: ?c2)[//You smash the crate. It's empty. A neighbor yells at you. You'll have to apologize later.//](put: (prompt: "Please enter your name.") into $playername)
A familiar chime as you're dumped to your home screen.
"Welcome $playername."
You tap on your calendar, and...
Oh no. You're late. You are very late. Your game design intensive is today, and you've got to get to the library, um, twenty minutes ago.
Better [[get a move on]].(put: (prompt: "What is your rival's name?") into $rivalname)
"Hey $playername, it's me, $rivalname. Feel like a battle?"
You shake your head. Your rival has been challenging you to battles since your first day of school. First it was Pogs, then Pokémon, then Call of Duty. Now, well, you're not even sure what they're challenging you to.
They're absolutely driven by competition. You're pretty sure it's not healthy.
You don't have time for this. You can [[politely excuse yourself]], or tell them [[they are annoying and you'd rather be anywhere else]]."I'm really sorry, but I'm running late for a thing," you say.
"Hah, probably just scared of losing to me, you baby. Classic $playername," they respond.
"Ugh, no, seriously," you say. "I signed up for a game design intensive at the library and it already started."
$rivalname raises an eyebrow and [[grins]]."Listen, I don't have time for this. I am not going to battle you," you say. "I am //never// going to battle you because you are //so// annoying, and I really don't like you."
"Hah! Classic $playername!" they respond. "You joker. I might be funnier than you, but you're always good for a laugh."
"Come on, seriously?" you say. "You need to get out of my way. I'm late for my game design intensive at the library."
$rivalname raises an eyebrow and [[grins]]."A game design intensive?" they ask. "Hah! You think you can design games? I bet I could design a game a million times better than you."
Your rival needs to get a life, but you're in too much of a hurry to help them with that.
"Okay, sure, whatever. I'll see you later," you say.
"No, I'll see //you// later $playername. Try not to suck too hard," they shout over their shoulder, as they rollerblade away.
Right. Okay, you should head to [[the bridge]].(put: (prompt: "What's your town's name?") into $townname)
Ah, $townname. What a picturesque little hamlet.
It used to be pretty sleepy around here, but lots of new businesses have opened up in recent years.
To reach the library, you'll have to head through [[downtown]].Downtown $townname is pretty busy! It seems like you were the only person in town to sleep in this morning.
Even with that extra sleep, this hustle has you a little wiped out. Since you're late anyway, you //could// grab a coffee. Or actually, it might help to loosen up a little before this class. You know a nice place you could grab a drink... But come on, you're late. You should really just continue to your destination.
What will it be? Grab a [[coffee]], a quick [[drink]], or just head straight to [[the library|the street]]?Yes, some caffiene sounds good. The Cat Cafe is nearby, so you'll hardly be wasting any time at all. If anything, you're //saving// time because of how fast and alert you will be after that caffiene.
Just, for sure, no more distractions after that.
You walk towards the [[Cat Cafe|Freeman encounter]], passing a [crate]<c1|.
(click: ?c1)[//It looks like a normal crate. There's no sensible reason to [smash it]<c2|.//]
(click: ?c2)[//You smash the crate. It is empty. People on the street shoot you dirty looks.//]You visited this chill wine bar with your friends once before, and it should be pretty quiet this time of day. One quick drink for the nerves, and then straight on to the library. No more distractions.
You walk towards the [[wine bar|Reynolds Encounter]], passing a [crate]<c1| on the way.
(click: ?c1)[//It looks like a normal crate. You could probably [smash it]<c2|.//]
(click: ?c2)[//You smash the crate. It is full of bees. [[RUN!]]//]You push on the enormous library door and it swings open.
The inside of the library is lined with dark wood, and light streams in through large wide panes of glass in the ceiling. It's beautiful. If you listen closely, you can even hear birds in the distance. (Rumor has it, one wing of the library is used as a bird sanctuary. It's the same wing they keep the ornithology books in.)
You suddenly realize that you're not exactly sure //where// in the library you're supposed to be going. You could explore [[the main hall]], or [[try to find someone and ask for directions|Shaffer Encounter]].You take your cup.
You glance at it. What the..? They spelled your name sch$playername.
Oh well. You slug your coffee and walk back up [[the street]]."What kind of games do you make?" you ask.
"Edgy games for good," Erin responds.
You nod slowly, and Erin goes on to explain that she made [Trainer]<c1|.
You can ask her [[what inspires her|"What inspires you?" ER]], or ask her [[if working in the game industry means she gets to play videogames all day]].
(click: ?c1)[Trainer was a Pokémon-esque game that gave players the opportunity to discover, seek and share information about nutrition and fitness. The game went on to win two awards from the White House, as part of Michelle Obama's Apps for Healthy Kids competition.]"When did you get started professionally?" you ask.
"That was about 2003," Erin replies. "My first major job in the game industry was summer in the Disney Interactive Think Tank."
Wow, Disney, you think. Pretty good foot in the door.
You could ask her [[what her fondest gaming memory is|"What's your fondest gaming memory?" ER]], or ask her [[what her worst gaming memory is|"What's your worst/most embarrassing gaming memory?" ER]]."What's your fondest gaming memory?" you ask.
"The first time I perfected SAKURA on Expert mode in [DDR]<c1|."
Expert mode? She's serious.
You could ask [[what her worst gaming memory is|"What's your worst/most embarrassing gaming memory?" ER]], or ask [[what inspires her|"What inspires you?" ER]].
(click: ?c1)[Dance Dance Revolution was a pioneer in the rhythm and dance genre of video games. It started in arcades, but eventually spread to home consoles as well.]"What inspires you?" you ask.
"Unique, uncompromising vision," Erin replies.
You could ask [[what drains her of inspiration|"What drains you of inspiration?" ER]], or you [[ask for some good advice|"What's the best advice you can give an aspiring game creator?" ER]]."What's your worst gaming memory?" you ask?
Erin thinks for a moment. "Memory Card corruption," she says. "It destroyed my 100+ hour Disgaea game before I could finish it."
Oof.
You could ask [[what inspires her|"What inspires you?" ER]], or ask [[what drains her of inspiration|"What drains you of inspiration?" ER]]."What drains you of inspiration?" you ask.
"My email inboxes," she says with a halfhearted laugh.
You could ask for [[some good advice|"What's the best advice you can give an aspiring game creator?" ER]], or ask for [[some bad advice|"What's the worst advice you can give an aspiring game creator?" ER]]."What's the best advice you could give an aspiring creator like me?" you ask.
"Always do what’s best for the game," Erin replies. "Sometimes difficult choices need to be made. Sometimes a creative decision is unpopular At the end of the day, if you’re doing what is right for the gameplay experience and the game’s (and thus the team’s) future, it’s likely the right direction to take."
Hey, that's pretty encouraging!
You could ask for [[some bad advice|"What's the worst advice you can give an aspiring game creator?" ER]], or ask [[what excites her about the state of the gaming industry|"What excites you about your field right now?" ER]]."What's some bad advice for budding game creators?" you ask.
"Always make the safe choice," Erin replies.
You could ask [[what excites her about gaming right now|"What excites you about your field right now?" ER]], or ask [[what the future of gaming holds|"What does the future of your field look like?" ER]]."What excites you about gaming right now?" you ask.
"People are starting to recognize games’ potential beyond pure entertainment value alone," she replies. "New technologies and new ideas from fields beyond our own are making the game industry one of the most exciting and creatively rich places to be right now."
You should ask [[what the future of gaming looks like|"What does the future of your field look like?" ER]]."What does the future of gaming look like?" you ask.
Erin thinks for a moment. "Innovations in how we play and how we think about games is going to pave the way for immersive and impactful experiences that will have the potential to inspire, teach, and entertain us in ways we can’t even imagine today."
That sounds like your kind of gaming industry.
You [[high five Erin]].You run, and burst into the wine bar just before the bees get you.
Leaning back against the door, you pause to catch your breath.
Before you can, you are approached by [[a woman]]."Hey, some of us are trying to work," she says.
"Sorry," you respond embarassedly.
"Aw, that's all right," she says.
You could ask [[who she is|"Who are you?" ER]], or [[excuse yourself|leave]].
"So, you get to play videogames all day?"
"Ugh," she says, rolling her eyes.
It seems like maybe that was a rude thing to ask.
You can apologize and ask [[what her fondest gaming memory is|"What's your fondest gaming memory?" ER]], or lean in and whisper, [["It's okay, you can tell me if you play videogames all day."]]Before you finish, Erin has turned her back and walked back to her laptop.
It seems like, considering the time and effort that goes into designing a game, Erin is not too keen on that kind of implication.
(if: $hasmap is "true")[Woops. Guess it's time to head back to [[the map]].](else:)[Left standing there alone, you decide it might be a good time to [[leave]].]Well that was embarassing, but fortunately it kept you from wasting even more time.
You still have to get to [[the library|the street]]!"Thanks for taking the time," you say.
"Oh sure," she replies. "Good luck!"
And with that, you head out the door and back onto [[the street]].You walk up Main Street a bit, and you see the library on the horizon.
You're so close! You start running.
You pass a [crate]<c1|.
Eventually you reach the [[library door|the library]].
(click: ?c1)[//It looks like a normal crate. You could stop running to [smash it]<c2|.//]
(click: ?c2)[//You smash the crate. There is a [note]<c3|.//]
(click: ?c3)[//You read the note. It says "Stop smashing my crates." It is signed Dr. Victor Von Crates. Intrigue!//]You stumble into one of the library's reading rooms. The room is bright and spacious thanks to the vaulted ceiling. Empty tables occupy the space, but there doesn't seem to be anyone around.
You can [[head down the hall]], or [[shout "hello"]]."Whoa, really?" you say. "What's your name?"
(set: $hannahEncounter to "true")
"I'm Hannah Shaffer," she replies. "Also known as HanBandit. I'm a tabletop game designer!" She mumbles [something.]<c1| (click: ?c1)[//"And cake aficionado."//]
Cool! Hannah seems really friendly and amenable to questions.
You could ask her [[when she first started making games|"When did you first start making games?" HS]], or ask her [[how she got her start professionally|"How did you get started professionally?" HS]]."Thank you so much for sharing all this with me," you say.
"Sure thing!" Hannah says. "Sorry I couldn't have helped you find that class."
The class! You ought to [[get moving|the main hall]].You turn to head down the hall and run face-first into $rivalname.
"Where do you think you're going $playername?" $rivalname says.
[[Son of a gun.]]"HELLO?" you shout.
That's when you hear it: The sound of rollerblades on a marble floor.
"Hey $playername, didn't anyone ever tell you not to scream in a library," $rivalname says.
[[Son of a gun.]]"Buzz off," you say. "I'm trying to find my class."
"Your class?" $rivalname says. "That stupid game design intensive you were talking about? It just ended. And let me tell you, it was a real snoozefest."
"What??" you ask.
"Yeah, when you mentioned it I skated over here to check it out. Turns out there was an empty spot since you hadn't showed up. But it was //so boring//. It was all like theory and book stuff."
"You're kidding," you say.
(if: ($maxEncounter is "true" or $ninaEncounter is "true" or $erinEncounter is "true" or $hannahEncounter is "true"))[Tell $rivalname [[about your encounters|Actually]].](else:)[Ask $rivalname [[more about the class]].](if: ($maxEncounter is "true" and $erinEncounter is "true") or ($maxEncounter is "true" and $ninaEncounter is "true") or ($erinEncounter is "true" and $hannahEncounter is "true") or ($ninaEncounter is "true" and $hannahEncounter is "true"))["That's funny," you say, "Because I ran into a couple of game designers on my way over. They were really helpful."](else:)["That's funny," you say, "Because I actually ran into a game designer on my way over."]
"What?" $rivalname says, "You did?"
"Yeah, they were pretty great. Told me a lot about how they got their start and the industry and all that. Gave me some good advice."
$rivalname looks furious.
"Come to think of it," you say, "I have a pretty good idea for a game now."
"You got to talk to a real game designer? All I got was this stupid map!" $rivalname says.
You could [[ask your rival for the map|ask rival for the map]]."Nah, it was pretty lame. I thought they would at least have some real life game designers in there." $rivalname says.
What a bummer, you think. You rushed straight here and you still missed the class. And worse, it sounds like the class was a dud!
"They did give me this though," $rivalname says, holding up a map. "They said that if I followed this map, I could probably talk to some real game designers out there in the wild. Sounds like a lot of work to me though. Pretty stupid."
You could [[ask rival for the map]], or [[use reverse psychology]]."Hey," you say. "If you hated the class so much, do you mind if I borrow that map?"
"You really want this stupid thing?" $rivalname asks.
"Yes."
"Okay," $rivalname says. "On one condition: Next time we meet, we battle!"
It takes every ounce of willpower to not roll your eyes.
"Sure," you say. And $rivalname hands over [[the map]]."That sounds pretty dumb," you say. "I think I'm over this game design thing."
"Oh yeah?" $rivalname asks.
"Yeah," you say, "I've been reading a lot about parkour. I'm really into parkour actually, so I'm just going to do that instead."
"Hah!" $rivalname laughs. "You think you're any good at parkour? Oh $playername, sweet $playername. I'm a natural at parkour! I could out-parkour you any day of the week. Let me go get my parkour gear."
And just like that, $rivalname drops the map and skates off.
You walk over and pick up [[the map]].You have acquired the map! (set: $hasmap to "true")
Now that you have the map, you can go visit the game designers in town any time you want.
Hannah Shaffer here in [[the Library|revisit HS]]
Nina Freeman at [[The Cat Cafe|revisit NF]]
Erin Reynolds at [[The Wine Bar|revisit ER]]
Max Temkin at [[The Bridge|revisit MT]]You head back into the library, and eventually you find the woman with a poof of curly hair streaked with pink.
"Hello!" you say.
"Hi there," she replies. "I'm Hannah Shaffer. Also known as HanBandit. I'm a tabletop game designer!" She mumbles [something.]<c1| (click: ?c1)[//"And cake aficionado."//]
Cool! Hannah seems really friendly and amenable to questions.
You could ask her [[when she first started making games|"When did you first start making games?" HS]], or ask her [[how she got her start professionally|"How did you get started professionally?" HS]].You head back to the Cat Cafe in town.
You enter to the sound of purring, and notice a woman in the corner who looks familiar. She's hunched over a computer working. She has blue hair, and a big Sailor Moon tattoo on her right arm.
That might [[be Nina!|"Who are you?" NF]]You head back to the wine bar. You enter, and notice some 90s electronic music is playing — trip hop, you think.
Off in the corner, you see a woman that looks familiar. You approach, and ask her her name.
"Hi there," you say. "What's your name?" (set: $erinEncounter to "true")
"I'm Erin Reynolds, Chief Mollusk at Flying Mollusk," she says.
Of course! Erin Reynolds is not only the head of the independent software studio Flying Mollusk, she's also the Creative Director of [Nevermind]<c1|.
Erin seems friendly enough. Maybe she'll be open to a few questions.
You could ask her [[what kind of games she makes|"What kind of games do you make?" ER]], or ask her [[when she got her start in the industry|"How did you get started professionally?" ER]].
(click: ?c1)[//Nevermind is a biofeedback-enhanced adventure horror game that takes you into the dark and twisted world of the subconscious. Neat!//]You head back to the bridge in town and look around for a while.
Eventually, you find a path that seems to lead beneath the bridge. There you see a man pacing in circles.
[[Maybe that's Max?|"Who are you?"]]"Thanks for taking the time," you say.
"Anytime!" Nina replies. "Good luck!"
And with that, you head out the door and back onto [[the street]].