Full disclosure, when I was going to write this, I not only misread the list and thought the last time I’d posted was in June, but also forgot it was August and thought it was September, and that I’d gone three months without writing anything. So, you know, that’s how my day’s going.
But! Updates!
Once It Was A Corpse has been out for while now, and the first round of physical copies has been sent out! Thanks to those who ordered or purchased. It’s been really good to have something released again.
Those Ferryman’s Apprentice box sets are also on their way! Full announcement later this week because I don’t want to clog this post with details.
Those things out of the way, I’m starting to prioritise my next projects. At least one game upcoming (though if I get a free afternoon I’ll try and touch up Glint and see if I can’t get that one step closer to release).
For a while I’ll be focusing on the PhD, for obvious reasons, so releases are probably going to be slow and mostly short projects. But I’m starting up streaming again – I’ll be streaming every Saturday, usually starting late morning, AEST. Link is in the sidebar, or just look up Whimsy and Metaphor on Twitch. I’ll usually be playing games, but that’s just going to be an excuse to have something to occupy myself while I talk to chat. Do not expect skilled gameplay.
Anyway, as always, I’ll be on Tumblr and Bluesky until I post the next update. Look for the Ferryman’s Apprentice update in a few days (I’m just delaying it so as not to spam you all with messages).
I don’t think I’ve had the time to properly update people, but Continuum was a delight as always. Caught up with a bunch of people I haven’t talked to in too long, narrowly missed catching up with some others for whom the same thing goes.
And then, of course, my life was immediately eaten by my PhD again. I’m coming up on my second big assessment, so that’s taking up a whole chunk of time. More from the Museum soon, though, I promise …
However! It’s not all stalling and ‘coming soon’ news. As I announced recently here, I have finally launched Project Butterfly, now with its proper title, Once It Was A Corpse! If you didn’t catch that, you can find out more about it by clicking this link here, or if you trust me enough to drop a hard-earned zero dollars on a nice PDF without seeing the blurb, then you can go straight to my Ko-Fi shop and pick up a copy. Digital officially releases today (sorry, physical copy folks, I need just a few extra days to get shipping sorted for your copies).
In addition, I can now announce that I’m going forward with a promo for The Ferryman’s Apprentice 4! It feels like the end of an era, so I kind of wanted to do something special for it. So I’m going to be crowdfunding some cool boxes for you all to put your copies in. Details TBA, but it’s not going to be long now til that’s properly announced, with dates and everything.
In the meantime, I’ve accidentally promised a couple of new projects, so expect some YouTube links to start going up, and if you wanna hear my incoherent screaming about coding, then please do go ahead and find me on Tumblr or BluSky (links in the sidebar). You know you want to hear my misery.
The long-awaited Project Butterfly is here – and it has a cover and everything!
Click on the cover to see details!
This is a little short story/novella I’ve been working on for a little while, but it’s finally morphed into something I think is worth putting out into the world. Here’s the important details:
What is it about? Illegal salvage divers. Dead butterflies. Broken promises. Several corpses. Beauty. All the good stuff. Dark fantasy with a bit of dystopia.
How do I get hold of it? Glad you asked! It’s available free as an e-book or for a couple bucks for a zine. Head over to my Ko-Fi store to pick up a copy! Digital available on the 10th of July. Physical versions are being sent out on the 20th, but orders are open now.
I cannot express how glad I am to be back in the saddle of making and publishing things. Please enjoy (and share with people who might like a quirky little dark fantasy story).
History is full of blank spots. Places where we have lost knowledge we once had, because it was not recorded, because it has been broken, because it was removed from the records.
This is where the Museum of Lost Cities exists. This Museum is dedicated to not just presenting what we know of history, but to highlighting the things that we can’t know — may never know.
In other words, yes, my PhD project has finally gotten off the ground!
The Museum opens with an exhibit titled ‘Eurymachia’, exploring late Bronze Age Greece. Apparently, a new dig site has been found on an island off the coast of Greece that may shed more light on the Bronze Age Collapse. The Museum of Lost Cities has worked with the archaeologists at the site to put together a virtual exhibit showcasing some of the finds from the site, even before most of the archaeological community have had a chance to put together what it all means.
I’m super excited to show this off to everyone. The exhibit opens for a first tour this weekend (Saturday 30th, 6pm AEST), and then as a general exhibit starting this Monday.
All the details are on the Museum of Lost Cities website. There’s a teaser trailer on Instagram, too, if you want a bit more of a visual.
Hope to see some of you there! This is gonna eat my entire next two years, so yeah … there’s going to be a lot on this blog about it.
What happened to this month? Seriously. It’s been one of those ones that feel like both two days and about six years.
I’ve travelling since last time I updated: there’s been a big family event that I went up to New South Wales for. It was great, but as it goes with these things, it takes longer to get back in the routine of normal life as I spend travelling.
In new news, though, I don’t know if anyone reads this, and furthermore if anyone reads this who will be at Continuum, but the [program has just been released]! And I’m on it! I’ll be on the Cyberpunk In The Age Of Social Media And AI panel (Friday 5pm), the Blended Plot Structures panel (Saturday 4pm) and the The Editing Mines panel (Sunday 10am).
Games projects have been sort of taking a backburner at the moment, so although I’ve started playtesting Glades, it’s going to be a while before I really start to make progress on the edits. It has come to my attention that I completely forgot to put any kind of currency system in the game, so that has to be remedied, for a start. But overall, it’s actually playing better than I expected for a first shot.
Project Butterfly has its new draft, and I’m debating on a release date. I think it depends on how much I like the version that comes out of this round of edits. It’s been in the works a while, so I’m not anticipating as much messing around with the characters and tone as there would be in a first-first draft, but still, you never know exactly how much there is to do til you’ve started picking things apart.
PhD project is so close to launch—I think I have exactly one more thing to do before I can start revealing details. Expect details on Monday, both here and on my other social media (see the sidebar!)
The Ferryman’s Apprentice 4 should get its Official Launch Announcement around the 20th, too, so keep your eyes out for that! I’m just finalising one or two things on that, too.
I hope to see some of you at Continuum! But otherwise, keep an eye out for the project launches, reach out on social media if you want, and I’ll keep you posted for the next update!
Gonna be honest with everyone for a sec, I wake up every morning genuinely unsure if it feels like April hasn’t arrived yet or should already be nearly over.
Also taking a moment to register my displeasure at the weather, and my lack of enthusiasm for the encroaching Cold Times.
Anyway. The stuff you’re actually interested in.
Projects have been developing steadily. As I write this, I’m about to start the second session of my playtest for one of the TTRPGs I’ve been working on. There’s only a couple more systems to figure out, and testing it for balance, and I might be able to start releasing details rather than keeping it all Secret Squirrel (though any developer knows that the first couple times you say “I think it’s nearly done” are always the hubris talking).
… Maybe I should start codenaming projects.
We’ll call that one Glades.
The project we’re gonna call Project Butterfly has just crossed a major hurdle and has a new outline. And of course, the big, important ones: PhD project and The Ferryman’s Apprentice 4 are both due a big update soon, but I’ll do a separate shout out for those.
I’m actually particularly glad to be working on Project Butterfly. Not that the PhD isn’t extremely exciting, and it’ll be so nice to have The Ferryman’s Apprentice finally all tied up. But Project Butterfly is going to mark my first new piece of original fiction finished since 2020, the first thing that’s not trying to finish an old project or working with other people’s ideas. I needed the break, but it’s good to be back. I can’t wait to reveal more info about that one.
I also have a persistent urge to continue to upgrade and update the site. That way lies madness, I’m aware. But the urge is there. Maybe just a little CSS … as a treat …
And that’s about it for relevant news. If you’re keen for more random thoughts and unrelated news-like objects, please do check out the social media icons in the sidebar. This year is only going to spiral further out of control, so I hope you’re all keen for the oncoming trainwreck!
So here we are, 2024. I can’t say that I was entirely expecting to be on hiatus for as long as I was, but that’s the way things turned out, I guess. I’m sure all the details about what’s been happening since 2020 around here will come out eventually, but for now, I’m just going to stick with a general update and some Important Things To Know Going Forward.
First off, as you’ve probably noticed, I’m retiring the ‘blog’ part of the blog for now. I’ve kept a selection of the old posts (not all, but a good portion) up on the Blog Archive part of the site, just in case you want to go back and find something, but I have no plans to add to that as of now. If you want my thoughts, the social media in the sidebar has your back.
Related to that, I’ll be starting monthly update posts here, so there is a reason to follow the site (beyond accessing the stories). Standard author newsletter stuff – what I’m thinking about, what I’m working on, and the fun, frivolous stuff I get to inflict on you because it’s my update template and I’ll put what I want on it.
So, what have I been working on? Well, sometime in early 2020, I got somewhat abducted into, somewhat adopted by the tabletop gaming and game design sphere. In addition to running events and things like that, I’m working on a PhD in urban play, transmedia storytelling, and interactive narrative, among a bunch of related fields. I mention this here because it’s probably going to feature prominently in the updates for the next little while. Yes, I’m making an Interactive Experience, and yes, it’s open for anyone to join. I’ll start releasing updates and explanations soon, so watch this space …
But, oh whimseous one, I hear absolutely nobody asking, back in 2020, you released a book and promised there would be a sequel! It has been three and a half years since then – surely you have been working on something that involves words! And yes, you are correct, if I had gone three-odd years without writing a single word of fiction, I might have ended up on the news and not for one of the good reasons. However, it’s still going to be a while before I start releasing any long-form fiction again, and I’m afraid I can’t tell you exactly when it will be. Definitely don’t expect anything on that front until next year.
However!! Do not despair, I’m not going to be just bombarding you with life updates and nothing else. In addition to the PhD project, I’m also working on a bunch of smaller projects, including a small text adventure game, one or two TTRPG projects, and some short stories. Expect updates about those in the coming months.
In a more immediate sense, I’m just organising my thoughts (and doing some final formatting updates on) the final Ferryman’s Apprentice book! You’ll be able to finally get your hands on the hard copy/e-book pretty soon, so don’t go too far. I can neither confirm nor deny the presence of commemorative events.
So welcome to the site, or maybe welcome back. I’m keen to be writing again, and I hope you’re keen to join me.
Yes, I’m finally admitting that I’m on a formal hiatus.
I kept telling myself I wasn’t going to do it, but I’ve had some pretty major life things to plan for, and it’s just swallowed all of my time this year. No — that’s not even it. Honestly? I’ve just been piling too many things on my plate for too long, and little things, like blog posts, keep slipping off the sides. I would love to do something about that, but unfortunately I’ve committed myself to too many things that I can’t pull the plug on right now.
But! I’ve got a new draft finished for the next blog serial, and I’m working on the sequel to Fire Witch. I’m also still working on the Secret Project that I keep teasing about Cyborg Stories (Go follow the blog over here if you want to catch that when it comes up!). The Ferryman’s Apprentice 3 is just about launched, too. So I’ve got things in the works. I just … need a little time before I can start communicating with everyone again.
You’ll see a couple posts come out here soon. I’m running Game Dunk Online again (go check out the details here if you’re interested in tabletop games! We’re super fun and cool people, we promise!) and I’ll of course be shouting about that here.
The eagle eyed will noticed that I’ve unlaunched my Patreon page. It’s currently in the process of being repurposed. It will be back! But it was always a little hodgepodge and duct-taped together, and I want to start fresh and really think about the purpose (and also I want to be actually regularly creating content) before I start asking people for money again.
Of course, if you wanted to send a few bucks my way, you can always buy one of my books — the instructions and links are all there in the The Stories pages. E-book and hard copy are both available.
I may or may not write a longer post at some point about the concept of work-life balance as it applies to my 2020/2021. A lot of it isn’t too personal, it’s just that the entire post can be summed up by “and then I realised that that number of things was Too Many Things”. But I can give the brief overview version sometime if it turns out that’s something people are interested in.
Anyway — upcoming Game Dunk Announcements are imminent, but don’t expect anything here for a while. As the creative projects start coming back online, so will the blog. Stay safe, everyone.
This post was originally published on my other blog, Cyborg Stories. It was written as part of a university assignment in 2020. Here’s a link.
Description: White aquarium fish with a large tail. Used under Pixabay License. JoshuaClifford123. Source: Here.
Pokémon is one of those classic games, instantly recognisable to anyone who has anything to do with computer or video games (and even some who don’t). It’s a brilliantly-designed game – complex enough to stand up to very deep analysis, but simple enough that children can learn it.
Or a fish. Turns out, a fish can play Pokémon.
Pokémon is traditionally a single-player experience. The originals, PokémonBlue and Pokémon Red, came out in 1996. The name, for those not familiar with the phenomenon that is this franchise, is a Japanese portmanteau of the phrase “Pocket Monsters”, as the game is about monsters that you carry around in your pocket. Actually, the original Japanese version released as Pocket Monsters: Red and Green, but we’re more familiar with the American name, Pokémon Red and Blue. Not counting spinoffs, director’s cut versions, sequels and phone app games like Pokémon Go, there have been 16 main games, the most recent of which released in 2019.
While there are exceptions, the video games have largely been single-player only. You don’t play Pokémon online, with friends, or against other players, you play it usually on a handheld gaming console (or emulator, for the older games), by yourself. You might talk about it online, compare strategies, discuss the characters and techniques for leveling your Pokémon or beating certain gyms. But the actual playing happens alone.
Enter the fish.
The HackNY hackathon in August 2014 spawned an idea that became an Internet phenomenon. Grayson the fish was livestreamed swimming around his tank, which was divided into a three-by-three grid, and each area of the grid mapped to a button on a Game Boy controller. Up, Down, Left, Right, A, B, Start and Select (no information was available on whether Grayson ever entered the Konami code, but I like to believe he did). A camera tracked Grayson as he swam around the tank, recording whenever he entered a new grid square and pressing that button. And thus, a fish played Pokémon Red.
20,000 people watched this fish play Pokémon Red. Twenty. Thousand. People.
Video: Fish Plays Pokemon: Pallet Town Syndrome (Highlights 8/8-8/9). Originally uploaded by YouTube user Zejayt.
A significant portion of those 20,000 people chose to scream abuse at a fish for more than 100 hours, for not pressing the right buttons on a game that it didn’t know it was playing and probably wouldn’t have understood even if you sat down and explained it. Despite this negative environment, within the first 125 hours, the fish had managed to select a Charmander as its starting Pokémon, and beat the rival’s Squirtle with it.
Grayson, being a fish, has since passed, but gaming enthusiasts, tech experts, and people who are interested in social media experiments talk about Grayson’s accomplishments to this day. The experience is deeply communal, too, in a way that single player games generally aren’t.
However, Grayson’s experiment was preceded by another, perhaps even more famous experiment: Twitch Plays Pokémon, abbreviated generally to TPP. This also took place in 2014, though in February. In this experiment, Twitch chat was set up so that messages that people typed into the chat were converted to instructions for the game.
This experiment is actually still running – just before writing this I spent a very enjoyable five or six minutes watching Twitch chat run a bike repeatedly into a wall in Pokémon Sword/Shield (released 2019). Here’s the stream.
Now, the stream is currently much less of an unmitigated disaster – famously the original, which also played Pokémon Red, had 80,000 people ‘playing’ … and remember how I said that the game is deep enough that strategy discussions are legitimate? Yeah. Playing one of the original games, you get 80,000 Pokémon diehards in the chat all providing contradictory instructions to execute their own personal strategies. Most people have completely different ways to get through the game, from choosing different starter Pokémon, to taking gyms in different orders. There was no filter in the Twitch chat either – it executed the moves in exactly the order they were received. All of the moves. The Internet, never known for its proportional and moderated responses to anything, let alone childhood favourite games, turned the stream, for a short time, into a pit of unmitigated rage.
Now, there are significantly fewer people watching the stream at any given time. As of writing this sentence, there are a comparatively modest 152 people watching the stream, and most of the instructions seem to be coming from between 10 and 20 users – not enough to cause such complete chaos, but certainly still enough to run a bike into a wall for several minutes running.
Also as of writing that sentence, I learned for the first time that there is a Pokémon called a Sqwovet, and I’m not sure how to continue my day now that I know this information.
TPP is known now as the event that changed Twitch forever, possibly even the moment when Twitch was put on the trajectory to become what it is today. It has also spawned research discussing what we can learn about social dynamics and even political organisation from watching the original Twitch Plays livestream and examining the players’ behaviour.
All of this begs the question: Why Pokémon? I would answer ‘familiarity’. Pokémon is the most valuable franchise ever created, has millions of fans all across the world, and thanks to its TV and comic adaptations, is even recognisable to people who have never touched a game console in their lives. It’s also just at the nostalgia sweet spot: people who are Twitch watchers these days probably remember growing up playing Pokémon as kids, whether that’s the original Red and Blue, or whether they’re more of the Gold and Silver era. My generation grew up watching the anime on Cheez TV (Or whatever passed for Cheez TV in other countries).
That kind of name recognition is vital to an experiment like this – to crowd source input with the largest crowd possible – whether that’s gathering 20,000 people to scream at a fish, or 80,000 people to scream at each other. These experiments needed as many people as possible to engage with them in order to teach us something about the way we experience things as a group, not just how we play games like this alone.
The only way these experiments could have worked – and turned out to be the experiences they were – was for the franchise to be popular enough to put 80,000 people in the same Twitch chat who all already knew how to play the game. It needed the name Pokémon on the cover to get people interested and invested. Otherwise the whole thing would have ended up like the TPP stream is now: A couple of hundred people politely running a bike into a wall, largely unnoticed by the rest of the Internet.
This post was originally published at my other blog, Cyborg Stories. It was written as part of a university assignment in 2020. Here’s the link.
Man in half darkness with a wired eyepiece and a USB port on his neck. Used under Creative Commons, some rights reserved. Linus Bohman. Link to source.
Humans have been writing stories for a long time, and we’ve gotten very good at innovating.
Approximately 2,300 years ago, Aristotle wrote his ‘Poetics’. Aristotle outlined two genres for theatre: tragedy and comedy. Nowadays, the idea of categorising all stories into two genres is laughable.
A little over 1,000 years ago, Murasaki Shikibu wrote what was to be known as the first novel, ‘The Tale of Genji’. She wrote in a very specific style, and was clearly writing specifically for the women at the court, who apparently waited with bated breath for every new chapter. At the time, that style was looked down on, but nowadays, she’s credited with pioneering a whole medium.
I’m not sure I need to list or describe the ways that TV and movies have changed storytelling over the last sixty-odd years.
But that’s nothing compared to the home (or personal) computer.
The most obvious innovation to storytelling that computers brought is the video game. A lot of words have been spent on the internet about how video games’ great strength is their interactivity, and the ways that changes how we need to think about storytelling (for example, this video, which discusses the ‘language’ of game design as separate from other art forms). It’s true that games that play like a movie – gameplay segments taking the player from cutscene to cutscene in a linear storyline – still exist, but they’re increasingly considered ‘old hat’. Now, video games are being used to create stories like ‘Journey’, where part of the experience is playing alongside an anonymous player from the Internet, only barely able to communicate but encouraged to work together.
But the real game-changer that the computer brought was the Internet.
Nowadays, in Sydney, you can go on a guided puzzle tour of local landmarks. It’s a relatively simple premise: You start at a predetermined location, at a predetermined time, and you receive a text message. The text contains a puzzle, something that you can find the answer to by exploring the local area. When you find the answer, you text it back to the same number to receive a new location and a new puzzle. It’s a self-directed guided tour that relies on most people being able to receive and send texts at all times.
But it’s not precisely a story. Nor is the Dan Olsen Discord experiment, a temporary Discord server with seemingly nonsensical rules, but one where the community assigned sense to the environment. For example, rather than avoiding the channel #post-here-get-banned, the community designated it a meaning, and members voluntarily chose to post there, sending poignant final messages that were either screenshotted quickly or lost forever. It wasn’t a narrative, but I think you’d be hard pressed to argue that the experience didn’t tell a story.
‘Perplex City’ by Andrea Phillips is a story, though in a very non-traditional format. It is an ARG or a transmedia story, and thus bears more resemblance to a tabletop roleplaying game (TTRPG) or a live-action role play (LARP). ‘Perplex City’ was played online, with hundreds of people participating. The story was told through fake news websites, videos, social media and forums, and required the players to follow a number of sites to collect all the clues. There were web pages where the players gathered to share knowledge or clues, and to archive the solutions to problems so far. ‘Perplex City’ ran for two “seasons” before being placed on indefinite hold. It was also a transitory experience. It ran only once, and cannot be re-played.
For the other half of the blog title, the Cyborg is, in science fiction, a human or other organic life form that is augmented with technology. Mechanical limbs, implanted eyes with in-built zoom functions, Matrix-style data ports into the human brain. Indeed, some say there are already cyborgs in real life. Does a pacemaker, for example, count as an augment for the human body?
This blog, then, is not intended to discuss stories about cyborgs (though I will neither confirm nor deny whether cyborgs will feature in it eventually). It is about stories that are themselves cyborgs. About stories like ‘Homestuck’, a webcomic that, at least at the start, was heavily driven by fan input. It is about ARGs like Perplex City, discussed above. And it is about fan works – traditional media reinterpreted as other traditional media via social media and online communities.
The Internet has the power to make almost anything interactive, and humans have the ability to make stories fit into any space available. Cyborg stories are fascinating because they are new molds for old stories, new venues for old concepts, and new ways for audiences to connect and interact with stories in ways that haven’t been possible before.