Twine 2 is a popular tool for making hypertext interactive fiction, but there’s something about physical printed “choose your own adventure”-style
gamebooks that isn’t quite replicated when you’re playing on the Web. Maybe it’s the experience of keeping your finger in a page break to facilitate a “save point” for when you
inevitably have to backtrack and try again?
These are the first branching novels I’ve introduced her to for which she’s felt the need to take notes.
As a medium for interactive adventures, paper isn’t dead! Our 7-year-old is currently tackling the
second part of a series of books by John Diary, the latest part of which was only published
in December! But I worry that authors of printed interactive fiction might have a harder time than those producing hypertext versions. Keeping track of all of your cross-references and
routes is harder than writing linear fiction, and in the hypertext
John Diary tweeted about his process back in 2017 and it looks… more manual than I’d want.
Twinebook
So I’ve thrown together Twinebook, an experimental/prototype tool which aims to bring the feature-rich toolset of Twine to authors of
paper-based interactive fiction. Simply: you upload your compiled Twine HTML to Twinebook and it gives you a printable PDF file, replacing the hyperlinks with references in the style of
“turn to 27” to instruct the player where to go next. By default, the passages are all scrambled to keep it interesting, but with the starting passage in position 1… but it’s possible
to override this for specific passages to facilitate puzzles that require flipping to specific numbered passages.
In some adventure games, keeping your thumb in the page feels like it’s essential.
Obviously, it doesn’t work with any kind of “advanced” Twine game – anything that makes use of variables, Javascript, etc., for example! – unless you can think of a way to translate
these into the written word… which is certainly possible – see Fighting Fantasy‘s skill, stamina, luck and
dice-rolling mechanics, for example! – but whether it’s desirable is up to individual authors.
If this tool is valuable to anybody, that’s great! Naturally I’ve open-sourced the whole thing so others can expand on it if they like.
If you find it useful, let me know.
Mapping a complex piece of interactive fiction is a job for a computer, not a human.
If you’re interested in the possibility of using Twine to streamline the production of printable interactive fiction, give my Twinebook
prototype a try and let me know what you think.
I don’t normally watch videos of other people playing video games. I’m even less inclined to watch “walkthroughs”.
This, though, isn’t a walkthrough. It’s basically the opposite of a walkthrough: this is somebody (slowly, painstakingly) playing through Skyrim: Special Edition
without using any of the movement controls (WASD/left stick) whatsoever. Wait, what? How is such a thing possible?
That’s what makes the video so compelling. The creator used so many bizarre quirks and exploits to even make this crazy stupid idea work at all. Like (among many, many more):
Dragging a bucket towards yourself to “push” yourself backwards (although not upstairs unless you do some very careful pushing “under” your feet).
Doing an unarmed heavy attack to “stumble” forward a little at a time, avoiding the stamina loss by eating vegetable soup or by cancelling the attack (e.g. by switching
quickselected arrows), which apparently works better if you’re overencumbered.
Mid-stumble, consuming a reagent that paralyses yourself to glitch through thin doors. Exploit a bug in dropping gear for your companion near an area-change doorway to get all of
the reagent you’ll ever need.
Rush-grinding your way to the Whirlwind Sprint shout and Vampire Lord “Bats” ability so you’ve got a way to move forward quickly, then pairing them with paralysis to catapult
yourself across the map.
When things get desperate, exploiting the fact that you can glitch-teleport yourself places by commanding your companion to go somewhere, quicksaving before they get there, then
quickloading to appear there yourself.
This video’s just beautiful: the cumulation of what must be hundreds or thousands of person-hours of probing the “edges” of Skyrim‘s engine to discover all of the potentially
exploitable bugs that make it possible.
Following the success of our last game of Dialect the previous month and once again in a one-week hiatus of our usual Friday
Dungeons & Dragons game, I hosted a second remote game of this strange “soft” RPG with linguistics and improv drama elements.
Thieves’ Cant
Our backdrop to this story was Portsmouth in 1834, where we were part of a group – the Gunwharf Ants – who worked as stevedores and made our living (on top of the abysmal wages for
manual handling) through the criminal pursuit of “skimming a little off the top” of the bulk-break cargo we moved between ships and onto and off the canal. These stolen goods would be
hidden in the basement of nearby pub The Duke of Wellington until they could be safely fenced, and this often-lucrative enterprise made us the envy of many of the docklands’ other
criminal gangs.
I played Katie – “Kegs” to her friends – the proprietor of the Duke (since her husband’s death) and matriarch of the group. I was joined by Nuek (Alec), a Scandinavian friend with a wealth of criminal experience, John “Tuck” Crawford (Matt), adoptee of the gang and our aspiring quartermaster, and
“Yellow” Mathias Hammond (Simon), a navy deserter who consistently delivers better than he expects to.
Our second tableau was somehow more-chaotic than the first, even after I accidentally removed several cards before taking this picture!
While each of us had our stories and some beautiful and hilarious moments, I felt that we all quickly converged on the idea that the principal storyline in our isolation was that of
young Tuck. The first act was dominated by his efforts to proof himself to the gang, and – with a little snuff – shake off his reputation as the “kid” of the group and
gain acceptance amongst his peers. His chance to prove himself with a caper aboard the Queen Anne went proper merry though after she turned up tin-ful and he found
himself kept in a second-place position for years longer. Tuck – and Yellow – got proofed eventually, but the extra time spent living hand-to-mouth might have been what first
planted the seed of charity in the young man’s head, and kept most of his numbers out of his pocket and into those of the families he supported in the St. Stevens area.
The second act turned political, as Spiky Dave, leader of the competing gang The Barbados Boys, based over Gosport way, offered a truce between the two rivals in exchange for sharing
the manpower – and profits – of a big job against a ship from South Africa… with a case of diamonds aboard. Disagreements over the deal undermined Kegs’ authority over the Ants, but
despite their March it went ahead anyway and the job was a success. Except… Spiky Dave kept more than his share of the loot, and agreed to share what was promised only in
exchange for the surrender of the Ants and their territory to his gang’s rulership.
We returned to interpersonal drama in the third act as Katie – tired of the gang wars and feeling her age – took perhaps more than her fair share of the barrel (the gang’s
shared social care fund) and bought herself clearance to leave aboard a ship to a beachside retirement in Jamaica. She gave up her stake in the future of the gang and
shrugged off their challenges in exchange for a quiet life, leaving Nuek as the senior remaining leader of the group… but Tuck the owner of the Duke of Wellington. The gang split into
those that integrated with their rivals and those that went their separate ways… and their curious pidgin dissolved with them. Well, except for a few terms which hung on in dockside
gang chatter, screeched amongst the gulls of Portsmouth without knowing their significance, for years to come.
Playing Out
Despite being fundamentally the same game and a similar setting to when we played The Outpost the previous month, this game felt very different. Dialect is
versatile enough that it can be used to write… adventures, coming-of-age tales, rags-to-riches stories, a comedies, horror, romance… and unless the tone is explicitly set out at the
start then it’ll (hopefully) settle somewhere mutually-acceptable to all of the players. But with a new game, new setting, and new players, it’s inevitable that a different kind of
story will be told.
But more than that, the backdrop itself impacted on the tale we wove. On Mars, we were physically isolated from the rest of humankind and living in an environment in which the
necessities of a new lifestyle and society necessitates new language. But the isolation of criminal gangs in Portsmouth docklands in the late Georgian era is a very different
kind: it’s a partial isolation, imposed (where it is) by its members and to a lesser extent by the society around them. Which meant that while their language was still a defining aspect
of their isolation, it also felt more-artificial; deliberately so, because those who developed it did so specifically in order to communicate surreptitiously… and, we
discovered, to encode their group’s identity into their pidgin.
While our first game of Dialect felt like the language lead the story, this second game felt more like the language and the story co-evolved but were mostly unrelated. That’s
not necessarily a problem, and I think we all had fun, but it wasn’t what we expected. I’m glad this wasn’t our first experience of Dialect, because if it were I think
it might have tainted our understanding of what the game can be.
As with The Outpost, we found that some of the concepts we came up with didn’t see much use: on Mars, the concept of fibs was rooted in a history of of how our medical
records were linked to one another (for e.g. transplant compatibility), but aside from our shared understanding of the background of the word this storyline didn’t really come up.
Similarly, in Thieves Cant’ we developed a background about the (vegan!) roots of our gang’s ethics, but it barely got used as more than conversational flavour. In both cases
I’ve wondered, after the fact, whether a “flashback” scene framed from one of our prompts might have helped solidify the concept. But I’m also not sure whether or not such a thing would
be necessary. We seemed to collectively latch onto a story hook – this time around, centred around Matt’s character John Crawford’s life and our influences on it – and it played out
fine.
And hey; nobody died before the epilogue, this time!
I’m looking forward to another game next time we’re on a D&D break, or perhaps some other time.
Dr. Doe’s latest Sexplanations vlog is on polyamorous language, and despite being – or, perhaps, because I’m – a bit of a long-toothed polyamorist these days, fully a quarter
or more of the terms she introduced were new to me! Fascinating!
I’ve been doing a course provided through work to try to improve my ability to connect with an
audience over video.
This is my fourth week in the course, and I opted to revisit a video I made during my second week and try to do it again with more engagement, more focus, more punch, and more
emotion. I’m pretty pleased with how it turned out. Interestingly, it somewhat mirrors my Howdymattic video from when I first started at
Automattic, but I pivoted my “origin story” a little bit and twisted it to fit one of my favourite parts of
the Automattic Creed.
I’ve been doing a course provided through work to try to improve my ability to connect with an audience over
video. For one of my assignments in this, my fourth week, I picked a topic out from the “welcome” survey I filled out when I first started the course. The topic: the Devil’s Quoits. This stone circle – not far from my new house – has such a bizarre
history of construction, demolition, and reconstruction… as well as a fun folk myth about its creation… that I’d thought it’d make a great follow-up to my previous “local history”
piece, Oxford’s Long-Lost Zoo. I’d already hidden a “virtual” geocache at the henge, as I previously did for the zoo: a video seemed like the next logical step.
My brief required that the video be only about a minute long, which presented its own challenge in cutting down the story I’d like to tell to a bare minimum. Then on top of that, it
took me at least eight takes until I was confident that I’d have one I was happy with, and there’s still things I’d do differently if I did it again (including a better windbreak on my
lapel mic, and timing my takes for when geese weren’t honking their way past overhead!).
In any case: part of the ritual of this particular course encourages you to “make videos… as if people will see them”, and I’ve been taking that seriously! Firstly, I’ve been
sharing many of my videos with others either at work or on my blog, like the one about how GPS works or the one about the secret of magic. Secondly, I’ve been doing “extra credit” by
recording many of my daily-standup messages as videos, in addition to providing them through our usual Slack bot.
Anyway, the short of it is: you’re among the folks who get to see this one. Also available on YouTube.
Hi, ONS! I know we haven’t really spoken since you ghosted me in 2011, but
I just wanted to clear something up for you –
This is not a mistake (except for the missing last names):
It’s perfectly possible for somebody to live with multiple partners, even if they’re forbidden from marrying more than one.
Back in 2011 you thought it was a mistake, and this prevented my partner, her husband and I from filling out the digital version of the
census. I’m sure it’s not common for somebody to have multiple cohabiting romantic relationships (though it’s possibly more common than some other things you track…), but
surely an “Are you sure?” would be better than a “No you don’t!”
For all I know, you already fixed it. If not: I mocked-up a UI for you.
We worked around it in 2011 by using the paper forms. Apparently this way you still end up “correcting” our relationship status for
us (gee, thanks!) but at least – I gather – the originals are retained. So maybe in a more-enlightened time, future statisticians might be able ask about the demographics
of domestic nonmonogamy and have at least some data to work with from the early 21st century.
I know you’re keen for as many people as possible to do the census digitally this year. But
unless you’ve fixed your forms then my family and I – and thousands of others like us – will either have to use the paper copies you’re trying to phase out… or else
knowingly lie on the digital versions. Which would you prefer?
Jack and the Beanstalk, as told by the kids via paper puppets. With thanks to Robin for direction, camera operation, editing and – I’m
guessing – creative consultancy.
While I was traipsing off around the countryside to commemorate the anniversary of the death of my dad, one of his
former colleagues uploaded to YouTube a video that he originally produced for the UK Bus Awards Presentation Ceremony 2012.
As his son, it felt a little weird for me to be marking the occasion on what: the ninth anniversary of his death? It’s not even a nice round number. But clearly I’m not the
only one whose mind drifted to my father on 19 February.
Fun fact: this photo – extracted from the video – was originally taken by me:
My dad’s crouching to make sure he’s in the frame, because I was less than half his height at this point. The horizon is wonky because I’m crouching too, in order to imitate him, and
I’ve lost my balance. Altogether, I rate this piece of photographic art… umm: not bad for a preschooler?
Maybe I should be asking for royalties! Or at least, using the video as an excuse to springboard my career as a professional photographer.
A slightly tongue-in-cheek (see the “serial monogamy” chain and some of the subtitles!) but moderately-complete diagram of popular varieties of relationship structure. Obviously there’s
gaps – relationships are as diverse as their participants – and lots of room for refinement, but the joy of an infographic is making visible the breadth of a field, not in providing
encyclopaedic comprehension of that field. I especially like the attention to detail in “connecting” often-related concepts.
Field behind Hill Barn, near the Gom’s Hole public footpath, in the valley beneath the hamlet of Clapton-on-the-Hill. About 4km outside the village of Bourton-on-the-Water,
Gloucestershire.
(Retro) Participants
Dan Q (as a retrohash on the same date but 19 years later, on 2021-02-19)
(Retro)Plans
On the second anniversary of the death of my father, a man who loved to get out into the world and get lost, I undertook my
first geohashing expedition. As this seemed to be a good way to remember him I decided to repeat the experience on this, the ninth anniversary of his death, but the actual
hashpoints for the day didn’t look interesting… so I opted to make my way to what would have been my nearest hashpoint on the day he died.
(Retro)Expedition
The weather looked horrible and the COVID lockdown (and working from home in general in recent years) has put me out of practice at
cycling, so I thought a 40-50 mile round trip through the rolling hills of the Cotswolds was just the thing. This may have been a mistake, as my aching legs were able to testify for
several days.
Cycling through Witney, over the hills behind Burford, and then across the Windrush valley and into Gloucestershire was a long, arduous, and damp journey, but what really got me was the
wind picking up in the afternoon and giving me a headwind to fight against all the way back home.
Near the hashpoint I was able to lock my bike up at the junction between Sherbourne Street and Bourton Hill – a place shown on my map as “Gom’s Hole” which sounds exactly like what a
D&D dungeon master would have a goblin would name his bar. From there I followed the footpath towards Farringdon. As the hashpoint drew closer I began to suspect that it would be
unreachable: tall walls, fences, and hedges stood on both sides of the (flooded) footpath, but at the last minute they gave way to wide meadows. I turned off the path and crossed a dyke
to the hashpoint, where I had a great view of hares and deer in the valley below. Minutes later, the owner of Hill Barn came over with her dog and asked what I was doing around the back
of her land and why I was taking pictures, so I explained that I’d strayed from the footpath (true) because my GPS had told me too (technically true) but I was heading back down to what
I could see was the path, now (true, if misleading).
She continued to watch me all the way back to my bike, so I changed my plans (which had been to eat a sandwich lunch and drink a pint of Guinness: my dad’s beer of choice) near the
hashpoint and instead I cycled away to a nearby layby to have my lunch.
After a 48.3 mile round trip I got back home aching and exhausted, but pleased to have made it to this damp hashpoint.
The basilisk collection (also known as the basilisk file or basilisk.txt) is a collection of over 125 million partial hash inversions of the SHA-256cryptographic hash
function. Assuming state-of-the art methods were used to compute the inversions, the entries in the collection collectively represent a proof-of-work far exceeding the computational capacity of the human race.[1][2] The collection was released in parts through BitTorrent beginning in June 2018, although it was not widely reported or discussed until early 2019.[3] On August 4th, 2019 the complete collection of 125,552,089 known hash
inversions was compiled and published by CryTor, the cybersecurity lab of the
University of Toronto.[4]
The existence of the basilisk collection has had wide reaching consequences in the field of cryptography, and has been blamed for catalyzing the January 2019 Bitcoin crash.[2][5][6]
…
Electronic Frontier Foundation cryptographer Brian Landlaw has said that “whoever made the basilisk is 30 years ahead of the NSA, and the NSA are 30 years
ahead of us, so who is there left to trust?”[35]
Presented in the style of an alternate-reality Wikipedia article, this piece of what the author calls “unfiction” describes the
narratively believable-but-spooky (if theoretically unlikely from a technical standpoint) 2018 disclosure of evidence for a new presumed mathematical weakness in the SHA-2 hash function set. (And if that doesn’t sound like a good premise for a story
to you, I don’t know what’s wrong with you! 😂)
Cryptographic weaknesses that make feasible attacks on hashing algorithms are a demonstrably real thing. But even with
the benefit of the known vulnerabilities in SHA-2 (meet-in-the-middle attacks that involve up-to-halving the search space by
solving from “both ends”, plus deterministic weaknesses that make it easier to find two inputs that produce the same hash so long as you choose the inputs carefully) the “article”
correctly states that to produce a long list of hash inversions of the kinds described, that follow a predictable sequence, might be expected to require more computer
processing power than humans have ever applied to any problem, ever.
As a piece of alternate history science fiction, this piece not only provides a technically-accurate explanation of its premises… it also does a good job of speculating what the impact
on the world would have been of such an event. But my single favourite part of the piece is that it includes what superficially look like genuine examples of what a hypothetical
basilisk.txt would contain. To do this, the author wrote a brute force hash finder and ran it for over a year. That’s some serious dedication. For those that were fooled by this seemingly-convincing evidence
of the realism of the piece, here’s the actual results of the hash alongside the claimed ones (let this be a reminder to you that it’s not sufficient to skim-read your hash comparisons,
people!):
I’m currently doing a course, through work, delivered by BetterOn Video. The aim of the course is to improve
my video presentation skills, in particular my engagement with the camera and the audience.
I made this video based on the week 2 prompt “make a video 60-90 seconds long about something you’re an expert on”. The idea came from a talk I used to give at the University of Oxford.