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Website review

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What is Erasmatazz?

Erasmatazz is the personal website of Chris Crawford, a veteran game designer and writer focused on interactive storytelling. It is less a polished product site than a long-running working notebook: essays, project notes, and tools for writers interested in building stories where the player's choices shape the narrative. The site says it has been online since 1996, and its centerpiece is Crawford's interactive story project Le Morte D'Arthur, described as playable but deliberately never finished.

What you'll find there

  • Interactive storytelling tools and essays aimed at writers rather than programmers.
  • Project pages for Crawford's story engines and experiments, including a piece on "Plan B for interactive storytelling."
  • A large essay library on topics well beyond games—AI and economics, astronomy, language, politics, and personal reflection.
  • A personal blog/log of recent additions, which gives the site an informal, diaristic feel.

Who it suits

Writers curious about narrative design, and readers who enjoy opinionated essays from a single strong voice, will get the most from it. Someone looking for a supported, documented authoring tool with tutorials and a community should treat this as a source of ideas rather than a software product. The site's own framing—"tools for writers"—signals its audience, but the material is exploratory and personal.

A practical next step

If you are evaluating it for interactive fiction, start with the library section on interactive storytelling and the Le Morte D'Arthur page, then read the "Plan B" essay to see how Crawford frames the design problem. That sequence tells you quickly whether his approach matches how you want to write. For broader context on the craft, Emily Short's Interactive Storytelling is a well-known independent resource.

What interactive storytelling tools does Chris Crawford offer for writers?

Chris Crawford's site presents interactive storytelling as a design problem for writers, built around his own long-running engine work and his playable Arthurian project, Le Morte D'Arthur. The page describes that work as available to play and explicitly unfinished, which tells you what kind of resource this is: a living design experiment rather than a packaged, documented toolkit you install and follow. The library section is where the substance sits for a writer, with essays on why interactive storytelling is difficult and on the limits of current approaches.

What a writer can actually take from it

  • Design essays as the main tool. The library collects Crawford's arguments about story structure, player agency and the difficulty of making choice meaningful. These are useful as a thinking aid before you commit to an engine or a branching structure.
  • A worked example to study. Le Morte D'Arthur is presented as playable, so you can examine how one designer handles scene flow and player input in practice rather than in theory.
  • A candid account of difficulty. The essay titled "Why interactive storytelling is so difficult" is the most directly practical item for anyone deciding whether their concept is achievable.

Who it suits, and who it doesn't

Reader Fit
Writers exploring interactive narrative concepts Strong: essays give vocabulary and warn about dead ends
Writers wanting software to download and run Weak: the page centres on one designer's engine and project, not a general toolset
Teams needing documentation or support Weak: no manuals or support structure are described
Readers interested in Crawford's broader essays Strong: the site mixes storytelling with politics, astronomy and other topics

A practical next step

If you are weighing an interactive project, read the difficulty essay first and write down which of your planned choices would change the story rather than merely decorate it. Then play Le Morte D'Arthur with that list beside you and note where your expectations and the game's responses diverge. For broader context on narrative design as a discipline, Emily Short's Interactive Storytelling covers craft and criticism, and Interactive Fiction Technology Foundation supports the tools and community around parser and choice-based fiction.

Is Le Morte D'Arthur playable, and how do I access it?

Yes. Chris Crawford describes Le Morte D’Arthur as available to play, calling it his "magnum opus" and noting that while it is not finished—and "never will be finished"—it is playable and "pretty good." The site presents it as a working interactive storytelling project rather than a completed commercial release.

How to access it

Start at Chris Crawford’s site and use the main navigation or the home-page announcement about Le Morte D’Arthur to reach the game. The site also hosts a library of essays on interactive storytelling, including pieces such as "Why interactive storytelling is so difficult" and "Plan B for interactive storytelling," which help set expectations for an experimental work.

What to expect

Treat it as an evolving project: expect an interactive narrative experience shaped by Crawford’s long-running design ideas, not a polished finished product. If you are a writer or designer curious about story engines and player agency, reading one or two of the library essays before playing will make the experience more legible. If you want a conventional game with a fixed ending, this is likely not the right fit.

What essays and articles are available in the Erasmatazz library?

The Erasmatazz site is Chris Crawford's personal publishing home, and the "library" is less a formal archive than a running collection of his essays, notes and project updates. According to the site's own recent-additions list, topics range widely: interactive storytelling (including pieces such as "Why interactive storytelling is so difficult" and "The world just isn't ready for interactive storytelling"), AI and economics, astronomy and meteor observations, geology, language and word usage, television and book reviews, and political commentary. The site also hosts his interactive storytelling project Le Morte D'Arthur, described as playable but never finished.

For a writer interested in interactive narrative, start with the storytelling essays and the project page rather than the general commentary; for a sense of Crawford's broader interests, the chronological recent-additions list is the fastest index. Chris Crawford's own framing is that this is a personal "ruminations" site, so expect opinionated essays rather than peer-reviewed reference material.

Why does Chris Crawford argue that interactive storytelling is so difficult?

Chris Crawford treats interactive storytelling as difficult because the writer must give up the control that makes conventional storytelling work. A linear story is a sequence of events the author chooses and the audience receives; an interactive story is a system in which the player's choices must produce dramatically meaningful consequences. That means the author designs a web of possible experiences rather than a single path, and must anticipate, or program, responses to choices the author never made. Crawford's site frames this as a long-running problem rather than a solved one, and his essay "Why interactive storytelling is so difficult" sits alongside related pieces such as "The world just isn't ready for interactive storytelling" and "Plan B for interactive storytelling" on Chris Crawford's site.

Where the difficulty actually sits

  • Authorial control versus player agency. The more freedom the player has, the less the author can guarantee pacing, foreshadowing or a satisfying ending. Tightening one loosens the other.
  • Combinatorial explosion. Each branch multiplies the writing and testing needed. A modest number of meaningful choices quickly outgrows what one writer can build and verify.
  • Drama is about conflict and consequence. A choice only feels dramatic if it changes something the player cares about. Offering choices that merely change dialogue lines produces the illusion of agency without the experience of story.
  • The medium's vocabulary is immature. Crawford has argued for years that the field lacks the equivalent of the tools and conventions that film or the novel developed, so each project reinvents fundamentals.

A practical way to judge the trade-off

If you are a writer considering an interactive project, ask what the player's decisions are for. A useful test: name three choices a player makes and state what each one changes in the story's outcome, not just its wording. If you cannot, the interactivity is decorative and the difficulty is being spent on the wrong problem.

Crawford's own work, including Le Morte D'Arthur described on the site as playable but deliberately unfinished, illustrates his view that this is an evolving craft rather than a product to be completed. Readers who want the argument in his own words should start with the essay itself on erasmatazz.com rather than with summaries, since his position has shifted over decades.

How can I contact Chris Crawford or navigate the Erasmatazz site?

Use the Contact Form linked from the site's main navigation to reach Chris Crawford; for navigation, start from the same menu, which points to Home, Library, Personal, Site Map and Contact Form. The homepage is mostly a dated log of essays and updates, so the Site Map is the more practical entry point when you want a specific topic rather than the latest entry.

Practical routes

  • Contact: open the Contact Form from the navigation menu; it is the contact channel the site itself presents.
  • Find writing by topic: use the Library, which is where the longer interactive-storytelling material sits, including pieces such as “Plan B for interactive storytelling.”
  • Get oriented quickly: the Site Map gives you the structure without scrolling through the chronological homepage.
  • Follow current work: the homepage lists recent additions and notes that Le Morte D’Arthur, Crawford’s interactive storytelling project, is playable though deliberately unfinished.

For a reader researching interactive storytelling tools, the sensible path is Library first, then the Site Map to check for related essays; use the Contact Form only for a specific question that the published writing does not answer. Expect a personal, essay-driven site rather than a product page with feature lists or support tiers. See Erasmatazz for the navigation and contact form itself.

Related questions

More questions →
What Interactive Storytelling Tools and Writing Resources Does erasmatazz.com Offer?

erasmatazz.com is Chris Crawford's personal site for interactive storytelling: it combines a playable interactive story, Le Morte D'Arthur, with a large library of essays on why interactive storytelling is hard and how it might be done. It is a place to read ideas and try an example, not a shop for general-purpose writing software. If you want downloadable tools or a structured course, the site as described does not provide them; if you want design thinking and a working demonstration, it does.

What the site is

The homepage presents the site as "Interactive Storytelling Tools for Writers" and notes that it has run since 1996. The main entry points are Home, Library, Personal, Site Map, and Contact Form. The site is a personal publication by Chris Crawford, and the content mixes interactive storytelling with unrelated essays on topics such as astronomy, politics, and language.

The playable example: Le Morte D'Arthur

The homepage describes Le Morte D'Arthur as Crawford's "magnum opus" and says it is now available to play. It is explicitly unfinished — the page says it "never will be finished" — but playable and, in the author's words, "pretty good." For a writer, this is the most concrete resource on the site: a working interactive story you can experience to see how the ideas are applied.

The Library: essays on method and difficulty

The Library holds the site's writing resources. Relevant items visible on the homepage include:

  • "Why interactive storytelling is so difficult" (November 1)
  • "The world just isn't ready for interactive storytelling" (January 29)
  • "Signals, Songs, Language, and Stories" (June 15)
  • "Plan B for interactive storytelling," linked from the site's pricing-related links
  • "A summation of my thoughts," described as written nearly a year earlier

These are essays and arguments rather than templates or step-by-step tool guides. They are useful for understanding design constraints and the author's position, and less useful if you need a checklist to build a scene today.

What you will not find

Based on the site's own description, expect no general-purpose writing app, no downloadable story engine, and no course structure. The "tools" framing refers to the site's purpose and to the playable work, not to a software product page. The site also mixes in personal and political essays, so navigation requires some filtering.

How to use it

  1. Open the homepage and read the short introduction to confirm the current state of Le Morte D'Arthur.
  2. Play Le Morte D'Arthur to observe how an interactive story is structured in practice.
  3. Go to the Library and read "Why interactive storytelling is so difficult" first, then "Plan B for interactive storytelling" for the author's proposed direction.
  4. Use the Site Map if you want to locate older essays; the homepage's "Recent additions" list only covers recent months.

A practical check: after playing the work and reading the two essays above, you should be able to state Crawford's core claim about why interactive storytelling resists conventional narrative design. If that is what you need, the site delivers it; if you need production tools, look elsewhere.

What Is erasmatazz.com and What Can Visitors Find There?

erasmatazz.com is Chris Crawford’s long-running personal website for interactive storytelling tools and writing. Its home page presents it as a place for “Interactive Storytelling Tools for Writers,” alongside a library, personal pages, a site map, and a contact form. Visitors can read Crawford’s essays and project updates, and try his playable interactive storytelling work Le Morte D’Arthur. The site is best suited to writers, designers, and readers interested in interactive narrative and Crawford’s own commentary; it is not a general software store or a commercial tool platform.

What the site is

The home page identifies the site as Chris Crawford’s and describes it as “Interactive Storytelling Tools for Writers.” It also says the website has been in operation since 1996. The same page notes that Le Morte D’Arthur, described as Crawford’s “magnum opus,” is now available to play, while adding that it is not finished and “never will be finished.”

This is a personal publishing site with a clear focus on interactive storytelling. The navigation includes Home, Library, Personal, Site Map, and Contact Form, so visitors can move between the main page, longer-form writing, personal material, and a way to get in touch.

What visitors can find

The home page combines project news with a dated list of recent additions. The list covers a wide range of topics, from interactive storytelling and AI to astronomy, language, television, and public affairs. Examples include “Why interactive storytelling is so difficult,” “Could AI systems trigger an economic disaster?”, and notes on meteor observations.

Area What is available
Interactive storytelling The playable Le Morte D’Arthur and essays on why interactive storytelling is difficult
Library Longer articles and writings, reachable through the Library section
Personal Personal pages linked from the main navigation
Site map A structured overview of the site’s pages
Contact A contact form for reaching the site owner
Recent additions A dated list of new essays, reviews, and project notes

The recent additions list also shows the site’s range: book and TV reviews, essays on language and culture, and updates on Crawford’s own projects. A visitor looking for a single focused product page should expect instead a personal site with many entry points.

Who it is for

The site is aimed at writers and others interested in interactive storytelling, especially those who want to follow Crawford’s work and thinking. It is also useful for readers who want to browse essays on a wide set of topics rather than use a structured documentation portal.

If you want to try an interactive story, start with Le Morte D’Arthur. If you want to understand the design challenges behind such work, the Library and the essay “Why interactive storytelling is so difficult” are the natural next stops. If you want site-wide orientation, use the Site Map.

What the Library and Personal Sections of erasmatazz.com Contain

The Library and Personal sections serve different purposes on Chris Crawford's site: the Library collects his writing on interactive storytelling and related topics, while the Personal section holds his personal essays and updates. Both are reachable from the site's top navigation, alongside Home, Site Map, and Contact Form. The site describes itself as "Interactive Storytelling Tools for Writers" and notes it has operated since 1996.

Library: Interactive Storytelling and Related Writing

The Library is the section most relevant to writers looking for Crawford's work on interactive storytelling. Its listed material includes an essay titled "Plan B for interactive storytelling," and the site's recent-additions list points to related pieces such as "Why interactive storytelling is so difficult" and "Signals, Songs, Language, and Stories."

The Library is not limited to storytelling craft. Recent entries cover language and culture (semantic spread, the weakening of expletives), reviews (the TV series "Dark," Stephen Wolfram's The Second Law), and essays on broader subjects. Treat it as an archive of Crawford's published writing rather than a structured course or tool download page.

Personal: Essays, Updates, and Site News

The Personal section presents Crawford's own essays and notes. The homepage frames this content as "Chris Crawford's Random Ruminations on Irrelevant Topics" and lists recent additions with dates, including:

  • September 16: "Could AI systems trigger an economic disaster?"
  • September 1: a critique of "originalist" constitutional interpretation
  • August 17: "What is my purpose in life?"
  • August 5: "Why all advanced civilizations must inevitably destroy themselves"
  • June 20: "Brilliant writings of Alvaro Gonzalez"

The same list mixes site and personal news, such as a request for an astronomy observation spot on Sterling Creek Road, meteor videos from the 1999 Leonids, and notes on local sandstone. The homepage also carries a short status note explaining a long absence due to spring chores, fire-season preparation, and a solar power setup.

Choosing Between the Two

If you want… Go to… What you'll find
Crawford's writing on interactive storytelling Library Essays such as "Plan B for interactive storytelling" and "Why interactive storytelling is so difficult"
Crawford's personal essays and current updates Personal Dated ruminations on society, language, science, and personal news
A full overview of the site Site Map Navigation across all sections
To try his interactive story Home A note that Le Morte D'Arthur is playable but unfinished

Practical Notes

  • The homepage states that Le Morte D'Arthur is "now available to play" and is "not finished — it never will be finished." The page does not give a direct download or play link in the excerpt, so use the site navigation or Site Map to locate it.
  • The site is text-heavy and organized by dated entries rather than by topic menus. If you are researching a specific theme, the Site Map is the faster route than scrolling the homepage list.
  • The site's own description of itself as running "on a server using vacuum tubes" is a joke, not a technical claim.

For writers, the Library is the starting point; the Personal section is where Crawford's wider thinking and site news appear.

Why Chris Crawford Says Interactive Storytelling Is So Difficult

Chris Crawford argues that interactive storytelling is difficult because the core design problem—letting a player make meaningful choices while the story still holds together—has no settled solution, and because the industry and audience were not ready for it. On erasmatazz.com he treats this as a long-running design problem rather than a technical one: the site lists an essay titled "Why interactive storytelling is so difficult" (November 1) alongside "The world just isn't ready for interactive storytelling" (January 29) and a library piece, "Plan B for interactive storytelling." The site presents these as his own ongoing arguments, not as a finished method you can copy.

What the site actually claims

The page evidence supports a few concrete points:

  • It is framed as a hard, unsolved problem. The essay title itself is a claim, and the site pairs it with a later note that "the world just isn't ready for interactive storytelling." That is a judgment about readiness, not a claim that no tools exist.
  • The site is a working writer's notebook, not a product manual. The homepage describes "Interactive Storytelling Tools for Writers" and links to a Library, a Personal section, a Site Map, and a Contact Form. The arguments live in dated essays, so the reasoning is spread across posts rather than one definitive statement.
  • There is a playable artifact. Crawford says his "magnum opus, Le Morte D'Arthur, is now available to play," and adds that it "is not finished — it never will be finished. But it is playable." That is the clearest evidence of his position: interactive storytelling is something you build and keep revising, not something you ship complete.
  • A "Plan B" exists. The library page "Plan B for interactive storytelling" signals that he has proposed an alternative approach when the main path stalls. The site does not, in the supplied material, spell out that plan's mechanics.

The design challenges behind the claim

The site's framing points to a few general difficulties that anyone building interactive narrative will recognize. These are general design observations, not quotes from the essays:

  1. Player agency versus authorial control. A story needs shape; a player needs real influence. Every branch you allow costs authoring effort, and every branch you forbid weakens the sense of choice.
  2. Combinatorial growth. Branching structures multiply. A small number of meaningful decisions produces a large number of states to write, test, and keep consistent.
  3. Character behavior that stays believable. If characters react to player input, they must react in ways that feel motivated rather than mechanical—hard to specify and harder to debug.
  4. The "not finished" problem. Crawford's own description of Le Morte D'Arthur as permanently unfinished suggests the difficulty is partly that interactive stories resist closure: the space of player behavior is never fully covered.

A concrete example of the tension: a scene where the player can either warn a character or stay silent. Warning requires a follow-up scene, a changed relationship, and revised later dialogue; silence requires a different set. Two choices, and the author now maintains parallel versions of everything downstream. That is the practical shape of the difficulty.

What this means for a writer using the site

If you arrive wanting a tool that solves interactive storytelling, the site sets a different expectation. Use it as a source of design argument and example:

  • Read the dated essays in order—"Why interactive storytelling is so difficult," then "The world just isn't ready for interactive storytelling," then the "Plan B" library page—to follow how the argument develops.
  • Treat Le Morte D'Arthur as a case study in an unfinished, playable work rather than a template.
  • Expect opinion and reflection, not step-by-step tutorials or specifications. The supplied page evidence contains no pricing, download, or installation details, so do not assume the tools are free or that a login is not required.

Bottom line

Crawford's answer, as the site presents it, is that interactive storytelling is difficult at the level of design—reconciling player choice with narrative coherence—and that the surrounding culture was not ready for it. The site backs this with essays, a "Plan B" proposal, and a playable but deliberately unfinished work. Read it for the argument and the example, not for a ready-made solution.

How to Access and Play *Le Morte D’Arthur* on erasmatazz.com

Le Morte D’Arthur is playable from Chris Crawford’s site, erasmatazz.com. The homepage describes it as his “magnum opus” and says it is “now available to play.” It is also explicitly unfinished — Crawford writes that it “never will be finished” — but that it is playable and “pretty good.” To reach it, start at the site’s homepage and follow the link for the work; the homepage is the reliable entry point because the site’s navigation is minimal and the project is announced there rather than through a separate product page.

What you are getting

This is not a conventional finished game with a packaged release. It is an interactive storytelling work by Chris Crawford, the writer and designer behind the site’s broader “Interactive Storytelling Tools for Writers” theme. The homepage frames the project as a demonstration of that interest: a story experience rather than a fixed linear text.

Aspect What the site states
Status Available to play
Completion Not finished, and according to Crawford never will be
Quality claim Playable and “pretty good”
Context Presented as Crawford’s magnum opus on a site devoted to interactive storytelling

Steps to play

  1. Open erasmatazz.com in a browser.
  2. On the homepage, find the announcement about Le Morte D’Arthur and follow its link to the playable version.
  3. Read any introductory notes on the page before starting, since the work is presented as an evolving project rather than a polished commercial release.
  4. Begin play. Expect an interactive story format in which your choices shape the experience, consistent with the site’s focus on interactive storytelling.

Expected result: you reach the playable build and can start the story. Verification: the page should identify the work as Le Morte D’Arthur and present it as playable, matching the homepage description.

Common snags

  • The link is easy to miss. The homepage mixes project news with essays and personal updates, so scan the main announcement area rather than the dated “Recent additions” list.
  • No app or store listing. The work is offered through the website itself; there is no indication of a separate download store or platform page.
  • Unfinished state. Treat missing polish or incomplete sections as expected. Crawford states the work will remain unfinished, so judge it as an evolving interactive story, not a final product.

Why it fits the site

The site has operated since 1996 and is built around Crawford’s writing on interactive storytelling, including essays on why the form is difficult. Le Morte D’Arthur is the practical counterpart to that commentary: a playable attempt at the kind of story experience the site discusses. If you want the theory first, the library section covers interactive storytelling topics; if you want to see the idea in action, go straight to the playable work from the homepage.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 1996, this domain has about 29 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by bluehost.com, indicating managed DNS hosting. MX records point to the erasmatazz.com email service. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed. The lowest observed DNS TTL is 14400 seconds.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. The Server header identifies Apache without an exact version. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies Sandvox 2.10.12, Apache, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

The title has 66 characters and may be truncated in search results. No homepage meta description was detected, leaving snippet selection more dependent on page text. The Generator tag identifies Sandvox 2.10.12, making the publishing system easier to fingerprint. No Open Graph metadata was detected, so social previews may depend on platform inference. A viewport declaration is present, providing a basis for mobile layout.

Hosting and Email

DNSbluehost.com
Hostingerasmatazz.com
Emailerasmatazz.com
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagPhoenix, Arizona, United States Inferred 162.241.24.59

Registration details

RDAP / WHOIS

RegistrarBluehost Inc.
Registered1996-11-15
Expires2026-11-14
Domain statusclient transfer prohibited
Nameserversns1.bluehost.com、ns2.bluehost.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Aerasmatazz.com162.241.24.5914400—
MXerasmatazz.commail.erasmatazz.com144000
MXerasmatazz.comerasmatazz.com1440010
NSerasmatazz.comns1.bluehost.com86400—
NSerasmatazz.comns2.bluehost.com86400—
TXTerasmatazz.comv=spf1 a mx ptr include:bluehost.com ?all14400—
CNAMEwww.erasmatazz.comerasmatazz.com14400—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectmail.erasmatazz.com
IssuerLet's Encrypt
Valid until2027-01-04T15:50 · Remaining when checked: 79 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
serverApache

Identified technologies

Sandvox 2.10.12Apache

Pages, Search and Sharing

Meta descriptionNot detected
Canonical URLhttp://www.erasmatazz.com/index.html
LanguageEnglish (default)
Twitter CardNot detected

Unknown

No robots.txt found

No sitemaps found

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