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Sleep is Death : a storytelling game by Jason Rohrer (sleepisdeath.net)
54 points by djnym on April 15, 2010 | hide | past | favorite | 15 comments




Just want to second this, for anyone without the patience or time to go through a 100+ set of slides on the official site (seriously) :-)


Although I'd say the slides are definitely worth it!


Interesting. I haven't played yet, but I saw a video of a talk where he was talking about how this is his response to interactive drama. Essentially, instead of aiming at deep, believable AI characters with coherent yet non-linear plotlines, he just has one of the players be that "deep AI", sort of like D&D on a computer.

(He doesn't like the D&D comparison, though.)


I comented about it here http://news.ycombinator.com/item?id=1250519 , that they "rediscovered" the role of the Dungeon Master from paper RPGs (and I think Neverwinter Nights and other computer RPGs might have something similar, though I don't know if it does).

Why doesn't he like the comparison? It's perfectly appropriate here.

Edit: I found this article http://www.destructoid.com/preview-sleep-is-death-player-mod... where he highlights the differences: "The first and most obvious difference, the time constraint, essentially turns Sleep is Death into performance art. ". Ok, that's a point in its favor.

The second point is not valid "The computer screens that separated us gave the experience both a sense of tangible believability" as there are computer RPGs, though this might be a better / more freeform implementation (and that might be a killer feature)


> "The first and most obvious difference, the time constraint, essentially turns Sleep is Death into performance art. ". Ok, that's a point in its favor.

No it isn't. Players aren't going to sit around waiting more than a few seconds for a DM to react to what they do.


I've been playing SID for the past few days. The interface is fairly confusing but the 'gameplay' is absolutely fantastic. Highly recommended.

At first the 30 second limit seemed outrageous, but once you find the rhythm it makes for a really engaging experience. You start becoming less ambitious and the scenes tend to become more driven by dialogue and character. A great decision on Rohrer's part.

When you buy the game, you get two licenses so you can send a copy to a friend and start playing immediately. There are also player matching sites springing up like sidtube.


Going to http://sidtube.com is the only time I have ever smiled about my cursor changing on a website.


gasp Gimme my Amiga pointer!


Jason Rohrer has done some interesting things. He is the author of MUTE. A p2p network with a high level of anonymity. Also he lives a very spartan life, entirely off donations from the users of his software (at least he used to).


If anyone here is interested in playing when it comes out tomorrow, let me know. My email is in my profile.

I don't know how this works with playing with multiple other persons. I hope I don't have to buy more than one copy.


It is only two players as far as I know.

However, since the source code is public domain and come with the game, you probably can hack it to support multiple players and controllers as well.


Rohrer is looking for up to 5 of the best stories in a contest: http://sleepisdeath.net/amazingStories.php

200 bucks via paypal for anyone who managed to get selected.


I thought sleep was the cousin of death.


Do you think Zynga is working on a clone that works inside Facebook, yet?




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