{"id":1765,"date":"2026-03-05T06:19:47","date_gmt":"2026-03-05T12:19:47","guid":{"rendered":"https:\/\/www.rcveeder.net\/blog\/?p=1765"},"modified":"2026-03-05T18:57:46","modified_gmt":"2026-03-06T00:57:46","slug":"the-van-der-nagel-papyrus","status":"publish","type":"post","link":"https:\/\/www.rcveeder.net\/blog\/2026\/03\/05\/the-van-der-nagel-papyrus\/","title":{"rendered":"The Van der Nagel Papyrus"},"content":{"rendered":"\n<p>I recently participated in <a href=\"https:\/\/intfiction.org\/t\/iron-chif-season-one-episode-1-lpsmith-vs-afterward-using-inform-7\/\">a one-on-one interactive fiction competition<\/a> in which I served as Iron Chef Inform 7. The prompt was &#8220;a scroll that alters the world around it,&#8221; and I wrote a game called &#8220;<a href=\"https:\/\/rcveeder.net\/papyrus\/\">The Van der Nagel Papyrus<\/a>&#8221; which, if you haven&#8217;t played it, you will find much more interesting than this dumb post.<\/p>\n\n\n\n<p>You should definitely play the game before reading this, and you should probably also read <a href=\"https:\/\/www.rcveeder.net\/blog\/2026\/03\/05\/on-puzzles-in-interactive-fiction\/\">this post about puzzles<\/a> and <a href=\"https:\/\/www.rcveeder.net\/blog\/2026\/03\/05\/on-the-little-match-girl-4-crown-of-pearls\/\">this post about Metroid<\/a> beforehand for the sake of rhetorical cohesion.<\/p>\n\n\n\n<!--more \"rhetorical cohesion,\" gimme a break-->\n\n\n\n<p>Besides giving me a chance to rip off that incredible game called <em>Blue Prince<\/em>, working on &#8220;The Van der Nagel Papyrus&#8221; let me work out some ideas that I&#8217;ve been chewing on for a long time.<\/p>\n\n\n\n<p>Over the years I&#8217;ve heard a few people say things along the lines of: <em>Ryan&#8217;s games feel like he knows what I&#8217;m going to type next. It&#8217;s like we&#8217;re having a conversation.<\/em> Once Jason McIntosh told me that in my games, &#8220;the narrator is a character in the story,&#8221; and I realized he was right, and then I started fiddling with that idea consciously. I don&#8217;t want to take myself out of the storytelling (unless that&#8217;s part of the premise). I want to be an active participant.<\/p>\n\n\n\n<p>I usually write very linear games. Why bother making interactive fiction where the player can&#8217;t change the outcome of the story? Because the player can be an active participant. You&#8217;re not just making choices; you&#8217;re DOING STUFF: making discoveries, solving problems, screwing around. Well, no, that&#8217;s what your character is doing. The real gymnastics are in your head. You, the human, are doing much more meaningful things: learning, imagining, analyzing, synthesizing.<\/p>\n\n\n\n<p>If you and I both embrace our roles as active participants, then an interactive fiction text adventure computer game can constitute a very complex relationship, one in which a considerable portion of the &#8220;communication&#8221; (maybe I should say &#8220;meaning&#8221;) occurs outside the text itself. The rewards we derive from that relationship depend on critical thinking, and they depend on trust.<\/p>\n\n\n\n<p>Critical thinking, because that&#8217;s what allows us to create meaning out of a text instead of merely having meaning delivered to us. Because we don&#8217;t get as much out of deciding &#8220;this character is unlikeable; therefore, I dislike her&#8221; as we do by noticing\/asking &#8220;this set of decisions by the author has made this character unlikeable; to what end?&#8221;<\/p>\n\n\n\n<p>Trust, because you don&#8217;t get as much out of wondering &#8220;did Ryan do this on purpose?&#8221; as you do from considering &#8220;Ryan (probably) did this on purpose. Why?&#8221; We get the best experiences\u2014I get the opportunity to communicate that which is unutterable outside of gameplay\u2014when you trust me to execute my role as game-maker, and I trust you to execute your role as player.<\/p>\n\n\n\n<p>If you trust me, then you know that a lapse in simulation doesn&#8217;t necessarily mean a game was constructed carelessly; it means the important part is somewhere else. You know that a sentence that&#8217;s obviously false can signify something true; you know that a small detail can point toward a big idea. You know that if there&#8217;s some part of a game you didn&#8217;t see, that doesn&#8217;t make your experience &#8220;incomplete&#8221;\u2014it makes your experience <em>yours<\/em>. <\/p>\n\n\n\n<p>Because I trust you, I can make games for you to engage with as intentional, artistic objects\u2014not products to be consumed as entirely as possible and disposed of as quickly as possible. <em>I can make games that are more complicated than they seem, because can I trust you to think about them.<\/em> I can trust you to make intentional decisions about what parts of a game to engage with and what parts to leave to someone else, like in <a href=\"https:\/\/rcveeder.net\/flyfishing\/\">Ryan Veeder&#8217;s Authentic Fly Fishing<\/a>. Because I trust you, I don&#8217;t have to spoil the whole joke of a game about a scroll that alters the world and an altar that scrolls the world by putting it in those terms.<\/p>\n\n\n\n<p>And if you trust me to trust you, or at least if I trust you to trust me, then when I don&#8217;t say something, you know it&#8217;s because I know that you know that it goes without saying.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I recently participated in a one-on-one interactive fiction competition in which I served as Iron Chef Inform 7. The prompt was &#8220;a scroll that alters the world around it,&#8221; and I wrote a game called &#8220;The Van der Nagel Papyrus&#8221; which, if you haven&#8217;t played it, you will find much more interesting than this dumb [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7,10,8],"tags":[],"class_list":["post-1765","post","type-post","status-publish","format-standard","hentry","category-prose","category-text-adventures","category-video-game"],"_links":{"self":[{"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/posts\/1765","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/comments?post=1765"}],"version-history":[{"count":4,"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/posts\/1765\/revisions"}],"predecessor-version":[{"id":1772,"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/posts\/1765\/revisions\/1772"}],"wp:attachment":[{"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/media?parent=1765"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/categories?post=1765"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.rcveeder.net\/blog\/wp-json\/wp\/v2\/tags?post=1765"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}