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The postmortem, or retrospective, is by now a well embedded tradition in the interactive fiction community (and to some extent, in video game development more broadly). The author comes to the end of a project, reflects back on what they intended to do, the challenges of the design and implementation, and considers how their work has been received. Did you achieve your vision? Did anyone like what you were trying to do?

This form of article is invaluable for developing craft knowledge. Craft knowledge is the knowledge that we as practitioners, as designers, gain in the process of creating. It’s a knowing how to do something, of course. But it’s also a knowing what is possible with the tools at our disposal, and what effects our choices might make, and what problems we’re likely to come into by choosing one form of implementation over another. Interactive fiction authors develop this knowledge implicitly through their craft, but engaging in a period of reflection after a game is released allows some of that knowledge to be explicitly formulated.

I contend that this postmortemising is often a form of qualitative research. Academics frequently write papers and theses where they look at some social practise and try to abstract from it some general insights. On a very practical level, this is often what the IF authors are doing when they look back on their work. They’re synthesising some lessons from their experience of the whole process of creating and sharing their work. The ability to take criticism, reflect and reiterate is a hallmark of a writer who is able to build upon they’ve done and improve for next time. Often this is what’s going on with the postmortems. The postmortem isn’t just a way for authors to learn from their own work, but reading other people’s experiences can help shine light on your own work practises— showing hitherto unseen possibilities, signposting pitfalls, or seeing commonalities between what worked or didn’t work for someone else.

Not always though! It won’t take long looking through the postmortems on the IntFic forum to find some that are relatively perfunctory. You’ll see recurring themes such as “here is my response to things people complained about” or “nobody spotted this thing I did that I thought was neat”. While it might be laudable to insist that our work be the final word, when offered the chance, most writers are happy to add a few more words of clarification. Still, even the very brief retrospectives aren’t just self-indulgence. A large part of the pleasure of the community for creators is the breadth of critical engagement from players, but also the chance to take part in the conversation from your own experience. Talking about your own work isn’t an indulgence when it’s forming part of a collective sharing.

With all this in mind, I’ll be reflecting soon on my own recent release Lies Under Ice. I think the game does a lot of really interesting things for an interactive novel. It combines a base-building element with a lot of hard-forking choices that have big impacts that ripple throughout the whole story. It my second Choice of Game game, and ended up twice the size of Trials of the Thief-Taker. Thief-Taker came in about 100k of words and script, while Lies Under Ice is over 200k, and has a novella-length average play size of about 50k words. Alongside writing this big sci-fi game though, I’ve been finishing up working on my PhD. I’m in the write-up, and reflecting upon Lies Under Ice forms a part of the work. Eventually when it’s all dusted and (with any luck) cannibalised for journals, I’ll share parts here on the blog.

Until then, please share with me the most insightful postmortems you’ve read… or written?