Satoru Iwata’s first commercial game has a secret

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Codex (YouTube)

This was a delightful vlog. It really adds personality to what might otherwise have been a story only about technology and history.

I subscribed to Codex’s vlog like… four years ago? He went dark soon afterwards, but thanks to the magic of RSS, I got notified as soon as he came back from his hiatus.

Sisyphus: The Board Game (Digital Edition)

I’m off work sick today: it’s just a cold, but it’s had a damn good go at wrecking my lungs and I feel pretty lousy. You know how when you’ve got too much of a brain-fog to trust yourself with production systems but you still want to write code (or is that just me?), so this morning I threw together a really, really stupid project which you can play online here.

Screenshot showing Sisyphus carrying a rock up a long numbered gameboard; he's on square 993 out of 1000, but (according to the rules printed below the board) he needs to land on 1000 exactly and never roll a double-1 or else he returns to the start.
It’s a board game. Well, the digital edition of one. Also, it’s not very good.

It’s inspired by a toot by Mason”Tailsteak” Williams (whom I’ve mentioned before once or twice). At first I thought I’d try to calculate the odds of winning at his proposed game, or how many times one might expect to play before winning, but I haven’t the brainpower for that in my snot-addled brain. So instead I threw together a terrible, terrible digital implementation.

Go play it if, like me, you’ve got nothing smarter that your brain can be doing today.

All the game descriptions from the sale

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Video game poster for "It's Probably Fine", showing a woman driving with red and blue lights behind her.

You’ve got 37 unpaid parking tickets. You just got pulled over for speeding. In your defense, you were texting your sister about how drunk you are. Plus there’s all that blood on your windshield. Obviously you know it’s deer blood, but the police officers walking toward your vehicle don’t. Still, in the time it takes them to figure that out, maybe you’ll sober up. Or escape on foot! Either way, it’ll probably be fine.

User Tags: Poor Choices / Story Rich / Multiple Endings / Parkour

Video game poster for Dead Seagull Zoo Magnate, showing dead seagulls in a cartoony style.

Collect dead seagulls and build a zoo to house them all. Beautify the zoo with artistic flair and deodorizing sprays. Design creative group promotions to stir up interest! Is that a customer? You’d better hope it’s not the owner of the live seagull zoo down the street, because he’s probably got some questions.

User Tags: Hard Work / Supply / Demand / Diseases & Parasites

Claire Hummel produced fake video game art for the Steam Summer Sale, which was already excellent, but when @g-a-y-g-o-y-l-e reblogged, asking for more context, Claire delivered and then some. Every single one of these “game descriptions” is a special kind of comedy gold… and yet somehow believable from the store that sells us Dream Daddy, IKEA VR Pancake Kitchen, Organ Trail, Oh… Sir!! The Insult Simulator, and Goat Simulator (all of which I own copies of). Go read the full list.

× ×

DNDle (Wordle, but with D&D monster stats)

Don’t have time to read? Just start playing:

Play DNDle

There’s a Wordle clone for everybody

Am I too late to get onto the “making Wordle clones” bandwagon? Probably; there are quite a few now, including:

Screenshot showing a WhatsApp conversation. Somebody shares a Wordle-like "solution" board but it's got six columns, not five. A second person comments "Hang on a minute... that's not Wordle!"
I’m sure that by now all your social feeds are full of people playing Wordle. But the cool nerds are playing something new…

Now, a Wordle clone for D&D players!

But you know what hasn’t been seen before today? A Wordle clone where you have to guess a creature from the Dungeons & Dragons (5e) Monster Manual by putting numeric values into a character sheet (STR, DEX, CON, INT, WIS, CHA):

Screenshot of DNDle, showing two guesses made already.
Just because nobody’s asking for a game doesn’t mean you shouldn’t make it anyway.

What are you waiting for: go give DNDle a try (I pronounce it “dindle”, but you can pronounce it however you like). A new monster appears at 10:00 UTC each day.

And because it’s me, of course it’s open source and works offline.

The boring techy bit

  • Like Wordle, everything happens in your browser: this is a “backendless” web application.
  • I’ve used ReefJS for state management, because I wanted something I could throw together quickly but I didn’t want to drown myself (or my players) in a heavyweight monster library. If you’ve not used Reef before, you should give it a go: it’s basically like React but a tenth of the footprint.
  • A cache-first/background-updating service worker means that it can run completely offline: you can install it to your homescreen in the same way as Wordle, but once you’ve visited it once it can work indefinitely even if you never go online again.
  • I don’t like to use a buildchain that’s any more-complicated than is absolutely necessary, so the only development dependency is rollup. It resolves my import statements and bundles a single JS file for the browser.
×

Taking a Jackbox Zoom Party to the Next Level

A love a good Jackbox Game. There’s nothing quite like sitting around the living room playing Drawful, Champ’d Up, Job Job, Trivia Murder Party, or Patently Stupid. But nowadays getting together in the same place isn’t as easy as it used to be, and as often as not I find my Jackbox gaming with friends or coworkers takes place over Zoom, Around, Google Meet or Discord.

There’s lots of guides to doing this – even an official one! – but they all miss a few pro tips that I think can turn a good party into a great party. Get all of this set up before your guests are due to arrive to make yourself look like a super-prepared digital party master.

1. Use two computers!

Two laptops: one showing a full-screen Zoom chat with Dan and "Jackbox Games"; the second showing a windowed copy of Jackbox Party Pack 8.
You can use more than two, but two should be considered the minimum for the host.

Using one computer for your video call and a second one to host the game (in addition to the device you’re using to play the games, which could be your phone) is really helpful for several reasons:

  • You can keep your video chat full-screen without the game window getting in the way, letting you spend more time focussed on your friends.
  • Your view of the main screen can be through the same screen-share that everybody else sees, helping you diagnose problems. It also means you experience similar video lag to everybody else, keeping things fair!
  • You can shunt the second computer into a breakout room, giving your guests the freedom to hop in and out of a “social” space and a “gaming” space at will. (You can even set up further computers and have multiple different “game rooms” running at the same time!)

2. Check the volume

3.5mm adapter plugged into the headphone port on a laptop.
Plugging an adapter into the headphone port tricks the computer into thinking some headphones are plugged in without actually needing the headphones quietly buzzing away on your desk.

Connect some headphones to the computer that’s running the game (or set up a virtual audio output device if you’re feeling more technical). This means you can still have the game play sounds and transmit them over Zoom, but you’ll only hear the sounds that come through the screen share, not the sounds that come through the second computer too.

That’s helpful, because (a) it means you don’t get feedback or have to put up with an echo at your end, and (b) it means you’ll be hearing the game exactly the same as your guests hear it, allowing you to easily tweak the volume to a level that allows for conversation over it.

3. Optimise the game settings

Jackbox games were designed first and foremost for sofa gaming, and playing with friends over the Internet benefits from a couple of changes to the default settings.

Sometimes the settings can be found in the main menu of a party pack, and sometimes they’re buried in the game itself, so do your research and know your way around before your party starts.

Jackbox settings screen showing Master Volume at 20%, Music Volume at 50%, and Full-screen Mode disabled

Turn the volume down, especially the volume of the music, so you can have a conversation over the game. I’d also recommend disabling Full-screen Mode: this reduces the resolution of the game, meaning there’s less data for your video-conferencing software to stream, and makes it easier to set up screen sharing without switching back and forth between your applications (see below).

Jackbox accessibility settings: Subtitles, Motion Sensitivity, and Extended Timers are turned on.
Turning on the Motion Sensitivity or Reduce Background Animations option if your game has it means there’ll be less movement in the background of the game. This can really help with the video compression used in videoconferencing software, meaning players on lower-speed connections are less-likely to experience lag or “blockiness” in busy scenes.

It’s worth considering turning Subtitles on so that guests can work out what word they missed (which for the trivia games can be a big deal). Depending on your group, Extended Timers is worth considering too: the lag introduced by videoconferencing can frustrate players who submit answers at the last second only to discover that – after transmission delays – they missed the window! Extended Timers don’t solve that, but they do mean that such players are less-likely to end up waiting to the last second in the first place.

Jackbox game content settings; "Filter US-centric content" is switched on.
Finally: unless the vast majority or all of your guests are in the USA, you might like to flip the Filter US-Centric Content switch so that you don’t get a bunch of people scratching their heads over a cultural reference that they just don’t get.

By the way, you can use your cursor keys and enter to operate Jackbox games menus, which is usually easier than fiddling with a mouse.

4. Optimise Zoom’s settings

MacOS desktop showing a Jackbox game running and Zoom being configured to show a "portion of screen".
A few quick tweaks to your settings can make all the difference to how great the game looks.

Whatever videoconferencing platform you’re using, the settings for screen sharing are usually broadly similar. I suggest:

  • Make sure you’ve ticked “Share sound” or a similar setting that broadcasts the game’s audio: in some games, this is crucial; in others, it’s nice-to-have. Use your other computer to test how it sounds and tweak the volume accordingly.
  • Check “Optimize for video clip”; this hints to your videoconferencing software that all parts of the content could be moving at once so it can use the same kind of codec it would for sending video of your face. The alternative assumes that most of the screen will stay static (because it’s the desktop, the background of your slides, or whatever), which works better with a different kind of codec.
  • Use “Portion of Screen” sharing rather than selecting the application. This ensures that you can select just the parts of the application that have content in, and not “black bars”, window chrome and the like, which looks more-professional as well as sending less data over the connection.
  • If your platform allows it, consider making the mouse cursor invisible in the shared content: this means that you won’t end up with an annoying cursor sitting in the middle of the screen and getting in the way of text, and makes menu operation look slicker if you end up using the mouse instead of the keyboard for some reason.

Don’t forget to shut down any software that might “pop up” notifications: chat applications, your email client, etc.: the last thing you want is somebody to send you a naughty picture over WhatsApp and the desktop client to show it to everybody else in your party!

× × × × × ×

Tick Tock

Looking for something with an “escape room” vibe for our date night this week, Ruth and I tried Tick Tock: A Tale for Two, a multiplayer simultaneous cooperative play game for two people, produced by Other Tales Interactive. It was amazing and I’d highly recommend it.

Tick Tock screenshot showing a mysterious machine with many buttons. The machine is switched on and the screen shows a wolf's head and the number "-2". The buttons show a bug, an hourglass, a snake, a wolf's head, a keyhole, a cog, a raven, a doll, and a section of railway track.
If you enjoyed the puzzles of Myst but you only want to spend about an hour, not the rest of your life, solving then, this might be the game for you.

The game’s available on a variety of platforms: Windows, Mac, Android, iOS, and Nintendo Switch. We opted for the Android version because, thanks to Google Play Family Library, this meant we only had to buy one copy  (you need it installed on both devices you’re playing it on, although both devices don’t have to be of the same type: you could use an iPhone and a Nintendo Switch for example).

Screenshot from Tick Tock: an old-fashioned wireless radio set produces a scramble of letters in the air.
I can’t read that text. But if I could, it still wouldn’t make much sense without my partner’s input.

The really clever bit from a technical perspective is that the two devices don’t communicate with one another. You could put your devices in flight mode and this game would still work just fine! Instead, the gameplay functions by, at any given time, giving you either (a) a puzzle for which the other person’s device will provide the solution, or (b) a puzzle that you both share, but for which each device only gives you half of the clues you need. By working as a team and communicating effectively (think Keep Talking and Nobody Explodes but without the time pressure), you and your partner will solve the puzzles and progress the plot.

(We’re purists for this kind of puzzle game so we didn’t look at one another’s screens, but I can see how it’d be tempting to “cheat” in this way, especially given that even the guys in the trailer do so!)

Nopepad showing handwritten notes including: "Ticket stub 00067", "Clock shop open 18th", and "Set clock 12".
You could probably play successfully without keeping notes, but we opted to grab a pad and pen at one point.

The puzzles start easy enough, to the extent that we were worried that the entire experience might not be challenging for us. But the second of the three acts proved us wrong and we had to step up our communication and coordination, and the final act had one puzzle that had us scratching our heads for some time! Quite an enjoyable difficulty curve, but still balanced to make sure that we got to a solution, together, in the end. That’s a hard thing to achieve in a game, and deserves praise.

Tick Tock screenshot: among other documents, we examine a schematic for the construction of a mechanical raven's wing.
The art style and user interface is simple and intuitive, leaving you to focus on the puzzles.

The plot is a little abstract at times and it’s hard to work out exactly what role we, the protagonists, play until right at the end. That’s a bit of a shame, but not in itself a reason to reject this wonderful gem of a game. We spent 72 minutes playing it, although that includes a break in the middle to eat a delivery curry.

If you’re looking for something a bit different for a quiet night in with somebody special, it’s well worth a look.

× × × ×

How to beat Skyrim without walking

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

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.

Banners Begone!

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

It’s a clicker quest of purging banners from your homepage!

Push through dozens of banners and upgrade various web-tools to grow your ad-blocking power.
Hone your clicking skills – matters are in your own fingers hands!

There’s no time for idling, show these ads their place!

I quite enjoyed this progressive game: it’s a little bit different than most, the theming is fun, it lends itself to multiple strategies, and it’s not geared towards making you wait for longer and longer intervals (as is common in this genre): there’s always something you can be doing to get closer to your goal.

You’ll need a mouse with left and right buttons.

×

Break Into . Us (lock puzzle game)

I’ve made a puzzle game about breaking open padlocks. If you just want to play the game, go play the game. Or read on for the how-and-why of its creation.

About three months ago, my friend Claire, in a WhatsApp group we both frequent, shared a brainteaser:

WhatsApp message from Claire, challenging people to solve her puzzle.
Was this way back at the beginning of April? Thank heavens for WhatsApp scrollback.

The puzzle was to be interpreted as follows: you have a three-digit combination lock with numbers 0-9; so 1,000 possible combinations in total. Bulls and Cows-style, a series of clues indicate how “close” each of several pre-established “guesses” are. In “bulls and cows” nomenclature, a “bull” is a correctly-guessed digit in the correct location and a “cow” is a correctly-guessed digit in the wrong location, so the puzzle’s clues are:

  • 682 – one bull
  • 614 – one cow
  • 206 – two cows
  • 738 – no bulls, no cows
  • 380 – one cow
"Can you open the lock using these clues?" puzzle
Feel free to stop scrolling at this point and solve it for yourself. Or carry on; there are no spoilers in this post.

By the time I’d solved her puzzle the conventional way I was already interested in the possibility of implementing a general-case computerised solver for this kind of puzzle, so I did. My solver uses a simple “brute force” technique, as follows:

  1. Put all possible combinations into a search space.
  2. For each clue, remove from the search space all invalid combinations.
  3. Whatever combination is left is the correct answer.
Animation showing how the first three clues alone are sufficient to derive a unique answer from the search space of Claire's puzzle.
The first three clues of Claire’s puzzle are sufficient alone to reduce the search space to a single answer, although a human is likely to need more.

Visualising the solver as a series of bisections of a search space got me thinking about something else: wouldn’t this be a perfectly reasonable way to programatically generate puzzles of this type, too? Something like this:

  1. Put all possible combinations into a search space.
  2. Randomly generate a clue such that the search space is bisected (within given parameters to ensure that neither too many nor too few clues are needed)
  3. Repeat until only one combination is left

Interestingly, this approach is almost the opposite of what a human would probably do. A human, tasked with creating a puzzle of this sort, would probably choose the answer first and then come up with clues that describe it. Instead, though, my solution would come up with clues, apply them, and then see what’s left-over at the end.

Sample output of the puzzle generator for an alphabet of 0-9 and a combination length of 3.
Sometimes it comes up with inelegant or unchallenging suggestions, but for the most part my generator produces adequate puzzles.

I expanded my generator to go beyond simple bulls-or-cows clues: it’s also capable of generating clues that make reference to the balance of odd and even digits (in a numeric lock), the number of different digits used in the combination, the sum of the digits of the combination, and whether or not the correct combination “ascends” or “descends”. I’ve ideas for other possible clue types too, which could be valuable to make even tougher combination locks: e.g. specifying how many numbers in the combination are adjacent to a consecutive number, specifying the types of number that the sum of the digits adds to (e.g. “the sum of the digits is a prime number”) and so on.

A single solution in a search space derived in multiple ways.
Like the original puzzle, puzzles produced by my generator might have redundancies. In the picture above, the black square can be defined by the light blue, dark blue, and green bisections only: the yellow bisection is rendered redundant by the light blue one. I’ve left this as a deliberate feature.

Next up, I wanted to make a based interface so that people could have a go at the puzzles in their web browser, track their progress through the levels, get a “score” based on the number and difficulty of the locks that they’d cracked (so they can compare it to their friends), and save their progress to carry on next time.

I implemented in pure vanilla HTML, CSS, SVG and JS, with no dependencies. Compressed, it delivers to your browser and is ready-to-play in a little under 10kB, most of which is the puzzles themselves (which are pregenerated and stored in a JSON file). Naturally, it lends itself well to running offline, so it’s PWA-enhanced with a service worker so it can be “installed” onto your device, too, and it’ll check for bonus puzzles and other updates periodically.

The original puzzle shown via BreakInto.Us.
Naturally, the original puzzle appears in the web-based game, too.

Honestly, the hardest bit of implementing the frontend was the “spinnable” digits: depending on your browser, these are an endless-scrolling <ul> implemented mostly in CSS and with snap points set, and then some JS to work out “what you meant” based on where you span to. Which feels like the right way to implement such a thing, but was a lot more work than putting together my own control, not least because of browser inconsistencies in the implementation of snap points.

Anyway: you should go and play the game, now, and let me know what you think. Is it worth expanding and improving? Should I leave it as it is? I’m open to ideas (and if you don’t like that I’m not implementing your suggestions, you can always fork a copy of the code and change it yourself)!

Or if you’d like to see some of the other JavaScript experiments I’ve done, you might enjoy my “cheating” hangman game, my recreation of the lunar lander game I wrote in college, or rediscover that time I was ill and came up the worst conceivable tool to calculate Pi.

× × × × ×

Mackerelmedia Fish

Normally this kind of thing would go into the ballooning dump of “things I’ve enjoyed on the Internet” that is my reposts archive. But sometimes something is so perfect that you have to try to help it see the widest audience it can, right? And today, that thing is: Mackerelmedia Fish.

Mackerelmedia Fish reports: WARNING! Your Fish have escaped!
Historical fact: escaped fish was one of the primary reasons for websites failing in 1996.

What is Mackerelmedia Fish? I’ve had a thorough and pretty complete experience of it, now, and I’m still not sure. It’s one or more (or none) of these, for sure, maybe:

  • A point-and-click, text-based, or hypertext adventure?
  • An homage to the fun and weird Web of yesteryear?
  • A statement about the fragility of proprietary technologies on the Internet?
  • An ARG set in a parallel universe in which the 1990s never ended?
  • A series of surrealist art pieces connected by a loose narrative?

Rock Paper Shotgun’s article about it opens with “I don’t know where to begin with this—literally, figuratively, existentially?” That sounds about right.

I stared into THE VOID and am OK!
This isn’t the reward for “winning” the “game”. But I was proud of it anyway.

What I can tell you with confident is what playing feels like. And what it feels like is the moment when you’ve gotten bored waiting for page 20 of Argon Zark to finish appear so you decide to reread your already-downloaded copy of the 1997 a.r.k bestof book, and for a moment you think to yourself: “Whoah; this must be what living in the future feels like!”

Because back then you didn’t yet have any concept that “living in the future” will involve scavenging for toilet paper while complaining that you can’t stream your favourite shows in 4K on your pocket-sized supercomputer until the weekend.

Dancing... thing?
I was always more of a Bouncing Blocks than a Hamster Dance guy, anyway.

Mackerelmedia Fish is a mess of half-baked puns, retro graphics, outdated browsing paradigms and broken links. And that’s just part of what makes it great.

It’s also “a short story that’s about the loss of digital history”, its creator Nathalie Lawhead says. If that was her goal, I think she managed it admirably.

An ASCII art wizard on a faux Apache directory listing page.
Everything about this, right down to the server signature (Artichoke), is perfect.

If I wasn’t already in love with the game already I would have been when I got to the bit where you navigate through the directory indexes of a series of deepening folders, choose-your-own-adventure style. Nathalie writes, of it:

One thing that I think is also unique about it is using an open directory as a choose your own adventure. The directories are branching. You explore them, and there’s text at the bottom (an htaccess header) that describes the folder you’re in, treating each directory as a landscape. You interact with the files that are in each of these folders, and uncover the story that way.

Back in the naughties I experimented with making choose-your-own-adventure games in exactly this way. I was experimenting with different media by which this kind of branching-choice game could be presented. I envisaged a project in which I’d showcase the same (or a set of related) stories through different approaches. One was “print” (or at least “printable”): came up with a Twee1-to-PDF converter to make “printable” gamebooks. A second was Web hypertext. A third – and this is the one which was most-similar to what Nathalie has now so expertly made real – was FTP! My thinking was that this would be an adventure game that could be played in a browser or even from the command line on any (then-contemporary: FTP clients aren’t so commonplace nowadays) computer. And then, like so many of my projects, the half-made version got put aside “for later” and forgotten about. My solution involved abusing the FTP protocol terribly, but it worked.

(I also looked into ways to make Gopher-powered hypertext fiction and toyed with the idea of using YouTube annotations to make an interactive story web [subsequently done amazingly by Wheezy Waiter, though the death of YouTube annotations in 2017 killed it]. And I’ve still got a prototype I’d like to get back to, someday, of a text-based adventure played entirely through your web browser’s debug console…! But time is not my friend… Maybe I ought to collaborate with somebody else to keep me on-course.)

Three virtual frogs. One needs a hug.
My first batch of pet frogs died quite quickly, but these ones did okay.

In any case: Mackerelmedia Fish is fun, weird, nostalgic, inspiring, and surreal, and you should give it a go. You’ll need to be on a Windows or OS X computer to get everything you can out of it, but there’s nothing to stop you starting out on your mobile, I imagine.

Sso long as you’re capable of at least 800 × 600 at 256 colours and have 4MB of RAM, if you know what I mean.

× × × ×

idTech 4 WebAssembly port – Doom 3 Demo

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

Doom 3 running in Dan's web browser

Back in 2011, some folks cross-compiled Doom (the original, not the reboot, obviously) to JavaScript, leveraging the capabilities of the then-relatively-young <canvas> element and APIs. I was really impressed to see that JavaScript had come so far and that performance on desktop devices was so slick. Sure, this was an 18-year-old video game, but it was playable in a browser, which was a long way from the environment for which it was originally developed.

Now Doom 3‘s playable in a browser, and my mind’s blown all over again. This follows almost the same curve – Doom 3’s 16 years old – but it still goes to show that there’s little limit to the power of client-side browser programming. They’ve done this magic with WebAssembly; while WebAssembly goes slightly against my ideas about the open-source nature of the Web, I still respect the power it commands to do heavyweight crunching tasks like this one.

How long until AAA developers start developing with the Web as an additional platform?

Boneworks

This is a repost promoting content originally published elsewhere. See more things Dan's reposted.

I know only a small percentage of you use VR and to everyone else I might as well by telling you how spiffy the handrails are up in this ivory tower, but for what it’s worth, Boneworks is the first game in a while to make me think VR might be getting somewhere. It’s not there yet. The physics is full of little niggles as you might expect from a game trying to juggle so much. The major issue with the climbing is only your hands and head can be moved and your in-game legs just flop around getting in the way of things like two stubborn trails of cum dangling off your mum’s chin, but forget all that.

Speaking of VR, Yahtzee’s still playing with it and thinks it’s improving, which is high praise. So there’s hope yet.

I really need to dig my heavyweight gear out of the attic, but I’m waiting until we (eventually) move house. And I absolutely agree with Yahtzee’s observation about the value of VR games in which you can sit down, sometimes.

Using the Web for Exhibition Interactives

As part of the preparing to leave the Bodleian I’ve been revisiting a lot of the documentation I’ve written over the last eight years. It occurred to me that I’ve never written publicly about how the Bodleian’s digital signage/interactives actually work; there are possible lessons to learn.

The Bodleian‘s digital signage is perhaps more-diverse, both in terms of technology and audience, than that of most organisations. We’ve got signs in areas that are exclusively reader-facing to help students and academics find what they’re looking for, signs in publicly accessible rooms that advertise and educate, and signs in gallery spaces upon which we try to present engaging and often-interactive content to support exhibitions.

Test digital signage screen showing My Little Pony: Friendship is Magic
Getting an extra touchscreen for the office for prototyping/user testing purposes was great, even when it wasn’t showing MLP: FiM.

Throughout those three spheres, we’ve routinely delivered a diversity of content (let’s just ignore the countdown clock, for now…). Traditional directional signage, advertisements, games, digital exhibitions, interpretation, feedback surveys…

In the vast majority of cases – and this is where the Bodleian’s been unusual (though certainly not unique) among cultural sector institutions – we’ve created those in-house rather than outsourcing them.

Dan sings into a screwdriver handle alongside three touchscreens.
Using off-the-shelf technology also allows the Bodleian to in-house much of their hardware maintenance, as a secondary part of other job roles. Singing into your screwdriver remains optional, though.

To do this economically – the volume of work on interactive signage is inconsistent throughout the year – we needed to align the skills required with skills used elsewhere in the organisation. To do this, we use the web as our medium! Collectively, the Bodleian’s Digital Communications team already had at least some experience in programming, web design, graphic design, research, user testing, copyediting etc.: the essential toolkit for web application development.

Pong on the Heritage Window (video wall) and a Tolkien-themed quiz on an i-Board (upright touchscreen)
Whether you were playing Pong on the video wall at the back or testing your Middle-earth knowledge on the touchscreen at the front… behind the scenes you were interacting with a web page I wrote.

By shifting our digital signage platform to lean heavily on web technologies, we were able to leverage talented people we already had to produce things that we might otherwise have had to outsource. This, in turn, meant that more exhibitions and displays get digital enhancement, on a shorter turnaround.

It also means that there’s a tighter integration between exhibition content and content for web and social media: it’s easier for us to re-use content across multiple platforms. Sometimes we’ve even made our digital interactives, or adapted version of them, available directly online, allowing our exhibitions to reach people that can’t get to our physical spaces at all.

Kiosk interface for an Ada Lovelace display in 2015.
Because we’re able to produce our own content on-demand, even our smaller, shorter-duration displays can have hands-on digital interactives associated with them.

On to the technology! We’re using a real mixture of tech: when it’s donated or reclaimed from previous projects (and when the bidding and acquisition processes are, well… as you’d expect at the University of Oxford), you learn not to say no to freebies. Our fleet includes:

  • Samsung Android tablets with freestanding kiosk frames. We run the excellent-value Kiosk Browser Lockdown app on these, which loads on boot and prevents access to anything but a specified website.
  • Onelan NTBs connected to a mixture of touch and non-touch screens, wall-mounted or in kiosk frames. We use Onelan’s standard digital signage features as well as – for interactive content – their built-in touch-capable web browser.
  • Dell PCs of the standard variety supplied by University IT services, connected to wall-mounted touch screens, running Google Chrome in Kiosk Mode. More on this below.
Chrome Dev Tools showing the Sheldonian Bust "Thinking 3D" exhibit
The browsers’ responsive simulators are invaluable when we’re targeting signage at five (!) different resolutions.

When you’re developing content for a very small number of browsers and a limited set of screen sizes, you quickly learn to throw a lot of “best practice” web development out of the window. You’ll never come across a text browser or screen reader, so alt-text doesn’t matter. You’ll never have to rescale responsively, so you might as well absolutely-position almost everything. The devices are all your own, so you never need to ask permission to store cookies. And because you control the platform, you can get away with making configuration tweaks to e.g. allow autoplaying videos with audio. Coming from a conventional web developer background to producing digital signage content makes feels incredibly lazy.

Shakespeare's Dead
Helping your users see your interactive as “app-like” rather than “web-like” encourages them to feel comfortable engaging with it in ways uncharacteristic of web pages. In our Shakespeare’s Dead interactive, for example, we started the experience in the middle of a long horizontally-scrolling “page”, which might feel very unusual in a conventional browser.

This is the “techy bit”. Skip it?

Using Chrome to run digital signage requires, in the Bodleian’s case, a couple of configuration tweaks and the right command-line switches. We use:

  • chrome://flags/#overscroll-history-navigation – disabling this prevents users from triggering “back”/”forward” by swiping with two fingers
  • chrome://flags/#pull-to-refresh – disabling this prevents the user from triggering a “refresh” by scrolling up beyond the top of the page (this only happens on some kinds of devices)
  • chrome://flags/#system-keyboard-lock – we don’t use attached keyboards, but if you do, you might want to set this flag so you can use the keyboard.lock() API to intercept e.g. ALT+F4 so users can’t escape the application
  • running on startup with e.g. chrome --kiosk --noerrdialogs --allow-file-access-from-files --disable-touch-drag-drop --incognito https://example.com/some/url
    • Kisok mode makes the browser run fullscreen and prevents e.g. opening additional tabs, giving an instant “app-like” experience. As we don’t have keyboards attached to our digital signage, this also prevents visitors from closing Chrome.
    • Turning off error dialogs reduces the risk that an error will result in an unslightly message to the user.
    • Enabling “file access from files” allows content hosted at file:// addresses to access content at other file:// addresses, which makes it possible to write “offline” sites (sometimes useful where we’re serving large videos or on previous occasions when WiFi has been shaky) that can still take advantage of features like the Fetch API.
    • Unless you need drag-and-drop, it’s simpler to disable it; this prevents a user long-press-and-dragging an image around the screen.
    • Incognito mode ensures that the browser doesn’t remember what site was showing last time it ran; our computers often end up switched off at the wall at the end of the day, and without this the browser will offer to load the site it had open last time, when it runs.
    • We usually host our interactives directly on the web, at “secret” addresses, and this is generally preferable to us as we can more-easily make on-the-fly adjustments to content (plus it makes it easier to hook up analytic tools).

"Talking Maps" exhibition panel showing bioproductivity map.
Be sure to test the capabilities of your hardware! Our Onelan NTBs, unlike your desktop PCs, can’t handle multitouch input, which affects the design of our user interfaces for these devices.

Meanwhile, in the application’s CSS code, we set * { user-select: none; } to prevent the user from highlighting text by selecting it with their finger. We also make heavy use of absolutely-sized/positioned, overflow: hidden blocks to ensure that scrollbars never appear, and CSS animations to make content feel dynamic and to draw attention to particular elements.

Annabel explores the Talking Maps digital interactives.
There’s no substitute for good testing. And there’s no stress-testing quite like letting a 5 year-old loose on your work.

Altogether, this approach gives the Bodleian the capability to produce engaging interactive content at low cost and using the existing skills of their digital and exhibitions teams. It’s not an approach that would work for every cultural institution: in particular, some of the Bodleian’s sister institutions already outsource the technical parts of their web work, and so don’t have the expertise in-house to share with a web-powered digital signage solution.

Shadows Out Of Time on a touchscreen
A few minor CSS tweaks to make the buttons finger-friendly and our Halloween game Shadows Out Of Time, which I’d already made web-friendly, was touchscreen-ready too. I wonder if they’ll get this one out again, this Halloween?

But for those museums that can fit into this model – or can adapt to do so in future – using the web to produce interactive digital content and digital signage is a highly cost-effective way to engage with visitors, even (or especially!) when dealing with short-lived and/or rotating displays.

It’s also been among my favourite parts of my job at the Bod these last 8½ years, and I’m sure I’ll miss it!

× × × × × × × × ×