| ___. .___ _ ___. | |
| / _| | \ / \ / ._| | |
| \ \ | o_/ | | | |_. | |
| .\ \ | | | o | | | | | |
| The |___/ociety for the |_|romotion of |_|_|dventure \___|ames. | |
| ISSUE #27 | |
| Edited by Paul O'Brian (obrian SP@G colorado.edu) | |
| January 4, 2002 | |
| SPAG Website: http://www.sparkynet.com/spag | |
| SPAG #27 is copyright (c) 2002 by Paul O'Brian. | |
| Authors of reviews and articles retain the rights to their contributions. | |
| All email addresses are spamblocked -- replace the name of our magazine | |
| with the traditional 'at' sign. | |
| ARTICLES IN THIS ISSUE ---------------------------------------------------- | |
| SPAG interviews the top three Comp authors: | |
| * Jon Ingold | |
| * L. Ross Raszewski | |
| * Sean Barrett | |
| Duncan Stevens looks at Comp01's conversation systems | |
| REVIEWS IN THIS ISSUE ----------------------------------------------------- | |
| All Roads | |
| The Beetmonger's Journal | |
| Best Of Three | |
| Carma | |
| The Coast House | |
| Earth And Sky | |
| Film At Eleven | |
| The Gostak | |
| Heroes | |
| Moments Out Of Time | |
| No Time To Squeal | |
| Prized Possession | |
| Triune | |
| Vicious Cycles | |
| You Are Here | |
| EDITORIAL------------------------------------------------------------------ | |
| I participated in the comp this year. Of course, I participate in the | |
| comp every year -- I play the games, write reviews, buy a t-shirt -- but | |
| this year I was a contestant, for the first time since 1996. It was a | |
| remarkable experience. When I entered the 1996 competition, I was very | |
| green as an author, and still pretty new to the IF community. It was the | |
| comp's second year, and the year where the number of entries really | |
| exploded. The idea that *twenty-six* new IF games could be released at | |
| once, some of them good, was staggering. People were stunned, thrilled. | |
| Andrew Plotkin wrote, "This is the IF movement I've always wanted." It | |
| was exciting to be a part of that momentum, to feel the New Wave in IF | |
| gathering force. I naively thought that my game was so good it would | |
| surely place in the top three, maybe even win, until I started playing | |
| the other entries. This was the year of "Delusions", of "Tapestry", of | |
| "Kissing The Buddha's Feet", and of "The Meteor, The Stone, and A Long | |
| Glass Of Sherbet", not to mention a host of other worthy competitors. In | |
| the end, I was pleased and relieved to land in 8th place. ("In The End" | |
| itself landed in 15th place but inspired years of subsequent | |
| discussion.) | |
| Now it's five years later, and things have changed a bit. Comp01 saw | |
| exactly twice as many entries as in 1996, with 52 games entered (though | |
| one was later disqualified), and nobody was all that surprised. After | |
| all, that number was actually *down* one from the previous year's comp. | |
| Not only that, instead of excitement and enthusiasm for all the new | |
| games, there was much grousing. People stated publicly that they had | |
| quit judging games in disgust, and a brouhaha erupted on the newsgroups | |
| with several people announcing their opinions that this comp had the | |
| lowest average quality of them all. I don't point this out to lament the | |
| passing of some Bygone Golden Age Of IF Enthusiasm; I thought it was a | |
| weaker comp, too -- it received the lowest average rating I've given | |
| (though only by two tenths of a point), and was the first year I didn't | |
| rate any game a 10. However, a little perspective is in order. First of | |
| all, last year's comp was *amazing*, perhaps due (at least in part) to | |
| the five $200 prizes available in that year's prize pool. It's no | |
| surprise to me that this year's games didn't reach that level. Moreover, | |
| Comp01, while containing some weak entries, also included some really | |
| excellent games, some of which will be quite outstanding once they are | |
| debugged for a post-comp release. In addition, even some of the weaker | |
| games were examples of new authors stretching their wings, veteran | |
| authors experimenting with new forms, and off-the-wall attempts that, if | |
| nothing else, were remarkable for their boldness. | |
| So was it a bad comp? I don't think so, and I'm pretty sure I'm not just | |
| saying that because I hate the idea of the comp with one of my games in | |
| it being called a bad comp. It may not have had the strongest crop of | |
| games, but it evinced many signs of the continued artistic growth in IF. | |
| There's a natural ebb and flow to these sorts of things, I think, and I | |
| suspect we'll look back on some of this year's games as the humble | |
| beginnings of later greatness. | |
| NEWS ---------------------------------------------------------------------- | |
| COMPETITION RESULTS | |
| I've always been of the mind that reviews tell the tale of comp games | |
| far better than results do. Some of the games held as touchstones of | |
| particular IF trends have placed surprisingly low, and some rather | |
| forgettable games have sometimes done quite well. However, the standings | |
| tell their own tale, and this year, it's a strange tale indeed. Thanks | |
| are once again due to Stephen Granade for his stalwart work organizing | |
| the comp, and to Mark Musante, the vote countin' guy. The official | |
| results of Comp01 are as follows: | |
| 1 All Roads, by Jon Ingold | |
| 2 Moments Out of Time, by L. Ross Raszewski | |
| 3 Heroes, by Sean Barrett | |
| 4 No Time To Squeal, by Mike Sousa and Robb Sherwin | |
| 5 The Beetmonger's Journal, by Scott Starkey | |
| 6 Vicious Cycles, by Simon Mark | |
| 7 Best of Three, by Emily Short | |
| 8 Earth And Sky, by Paul O'Brian | |
| 9 Triune, by Papillon | |
| 10 Film at Eleven, by Bowen Greenwood | |
| 11 Prized Possession, by Kathleen M. Fischer | |
| 12 Journey from an Islet, by Mario Becroft | |
| 13 Grayscale, by Daniel Freas | |
| 14 The Chasing, by Anssi Raisanen | |
| 15 The Coast House, by Stephen Newton and Dan Newton | |
| 16 A Night Guest, by Valentine Kopteltsev | |
| Carma, by Marnie Parker | |
| 18 Fusillade, by Mike Duncan | |
| Fine Tuned, by Dennis Jerz | |
| 20 The Evil Sorcerer, by Gren Remoz | |
| 21 The Gostak, by Carl Muckenhoupt | |
| 22 The Isolato Incident, by Alan DeNiro | |
| 23 Crusade, by John Gorenfeld | |
| 24 2112, by George K. Algire | |
| 25 You Are Here, by Roy Fisher | |
| 26 Elements, by John Evans | |
| 27 The Cruise, by Norman Perlmutter | |
| 28 Shattered Memory, by Akbarr [NOTE: This game was later disqualified.] | |
| 29 Bane of the Builders, by Bogdan Baliuc | |
| To Otherwhere and Back, by Gregory Ewing | |
| 31 Stiffy Makane: The Undiscovered Country, by Adam Thornton | |
| 32 Kallisti, by James A. Mitchelhill | |
| 33 Colours, by J. Robinson Wheeler | |
| The Cave of Morpheus, by Mark Silcox | |
| Silicon Castles, by David Given | |
| 36 Timeout, by Stephen Hilderbrand | |
| 37 Begegnung am Fluss, by Florian Edlbauer | |
| 38 an apple from nowhere, by Brendan Barnwell | |
| Stranded, by Rich Cummings | |
| 40 Schroedinger's Cat, by James Willson | |
| 41 Stick it to the man, by Brendan Barnwell | |
| 42 Jump, by Chris Mudd | |
| 43 Volcano Isle, by Paul DeWitt | |
| 44 Mystery Manor, by Mystery | |
| 45 Invasion of the Angora-fetish Transvestites, by Morten Rasmussen | |
| 46 SURREAL, by Matthew Lowe | |
| 47 Goofy, by Ricardo Dague | |
| 48 The Test, by Matt, Dark Baron | |
| 49 Lovesong, by Mihalis "DarkAng3l" Georgostathis | |
| 50 The Newcomer, by Jason Love | |
| 51 The Last Just Cause, by Jeremy Carey-Dressler | |
| 52 You Were Doomed From The Start, by Jeremy Carey-Dressler | |
| NEW RELEASES SHELF | |
| It's typically a pretty dry season for non-comp games, but we saw a few, | |
| including one by Robb Sherwin, a frequent entrant to the IF Comp who | |
| finished 4th this year with a co-authored game. | |
| * Fallacy of Dawn by Robb Sherwin | |
| * Comp01ter Game SP@G : N0n C0mp0s Ment1s by Austin Thorvald (aka Brendan | |
| Barnwell) | |
| * Doomed Xycanthus by Eric Mayer | |
| * "Little Pictures Everywhere" (an episode in the LadyStar series) | |
| * Vacation Gone Awry by Johan Berntsson, Staffan Friberg, and Fredrik | |
| Ramsberg | |
| * Lock & Key by Adam Cadre | |
| ABOUT FINISHED | |
| One sad day in September, About.com decided that it no longer needed | |
| about 300 of its guide sites, and the interactive fiction site was one | |
| of these. Thus, adventuregames.about.com, once the premier IF web site, | |
| now leads only to a lame-o About.com site map. That's the bad news. The | |
| good news, and it's very good, is that Stephen Granade, former | |
| proprietor of the About site, has set up shop under a new URL, | |
| http://brasslantern.org. Stephen's new site has much of the content of | |
| his old one (with more on the way), and is also entirely free of | |
| clutter, banners, and annoying popup/popunder ads. Yay resurrection! | |
| SURVEY SAYS... | |
| SPAG contributor Stas Starkov wanted a little more information about the | |
| comp this year, so he sent out a survey to the 51 authors who | |
| participated. 29 of them responded, and the results are at | |
| http:/joltcountry.dreamhost.com/trottingkrips/if2k1-survey.html. They're | |
| worth a look, especially the full answers, which often contain more | |
| complex and thoughtful responses than the survey's format wanted to | |
| allow for. | |
| COAX -- NOT JUST A ONE-WORD GEEK TEST | |
| SPAG was recently described as "quite successful, despite whoever's at | |
| the helm constantly having to coax reviews from people." Yep, that's | |
| about the size of it. So here it is again: SPAG's survival is dependent | |
| on your reviews. It's all about you. In case you're looking for an | |
| assignment, consider one of these: | |
| SPAG 10 MOST WANTED LIST | |
| ======================== | |
| 1. Bad Machine | |
| 2. Dr. Dumont's Wild P.A.R.T.I. | |
| 3. Doomed Xycanthus | |
| 4. Fallacy of Dawn | |
| 5. First Things First | |
| 6. Heroine's Mantle | |
| 7. Lock & Key | |
| 8. Pytho's Mask | |
| 9. Stranded (the one by Jim Bayers, not the recent comp game) | |
| 10. Vacation Gone Awry | |
| THE SPAG INTERVIEW--------------------------------------------------------- | |
| It's a tradition by now, and even if it wasn't we would have to start | |
| doing it, because it just works out so well. Every year, SPAG interviews | |
| one or more of the authors who placed highly in the competition. This | |
| year, we were privileged to receive the words of the top three authors | |
| in this year's comp: Jon Ingold, L. Ross Raszewski, and Sean Barrett. | |
| -=-=-=-=-=-=-Jon Ingold, author of "All Roads"-=-=-=-=-=-=-=-=- | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| JI: I'm a third year undergraduate at Cambridge, reading Mathematics. | |
| Currently I have no job, which is great as it leaves me vast swathes of | |
| free time in which to write. That's what I do, primarily -- I write, all | |
| the time. The desk in my room is littered with drafts of this and that, | |
| usually at least three are floating around at any one time. This term | |
| alone, along with doing enough maths to get by, I've produced four short | |
| stories, a play, and finished the first draft of a novel. | |
| I also play jazz trombone in a university band; we used to be rubbish | |
| but I think we're getting quite good now. And I watch a lot of films -- | |
| I think that's tied to my IF interest as well, both mediums are very | |
| concerned with the idea of "location" -- and I review them for the | |
| student newspaper, along with interviewing directors, that sort of | |
| thing. | |
| On quiet evenings I boil up a cup of jasmine tea and relax to some | |
| insanely bouncy-happy music in the breakbeat/DJ genre, partly because it | |
| cheers me up, but partly because it annoys my roommate. | |
| SPAG: How did you first become introduced to IF? | |
| JI: When I was eight or nine, my family bought a computer. Even then, it | |
| wasn't very good; it was a clunky old Amstrad and it came with GEM Paint | |
| and little else. So we went computer game shopping, which was | |
| disappointing, as we could barely get anything which would run. Until we | |
| stumbled on "The Hitch-hiker's Guide to the Galaxy". Me and my two elder | |
| brothers were all fans, one way or another, so this was snapped up and | |
| hurried home. | |
| We were lucky enough to get a version with hints, and so completed the | |
| game in about three weeks, and enjoyed it immensely. By that time the | |
| pocket money reserves had built up again, so we went back off to Mighty | |
| Micro to see what else they had, and returned with "Sorceror". We were | |
| less successful this time, and in the end, it sat on a shelf alongside | |
| "Leather Goddesses of Phobos", unfinished and half forgotten. | |
| Then, seven-odd years later, I went into Manchester University where my | |
| father worked one weekend, to have a fiddle around on this "internet" | |
| thing that he'd just discovered he had, and didn't know how to use. It | |
| wasn't very exciting really; there were very few pages around at that | |
| time, comparatively, and I soon ran out of things worth searching for; | |
| and then, for a joke more than anything, I typed "Infocom". To my great | |
| surprise, up came Peter Scheyen's excellent page, containing amongst | |
| other things, those vital hints for Sorceror. Once I got one stumbling | |
| block out of the way (due to appalling game design, incidentally) the | |
| game was quickly finished. And I went back onto the net to see what I | |
| could find. | |
| From the Infocom site I found Curses, from Curses I found [four years of | |
| frustration and] Inform. From the Inform page I learnt the syntax by | |
| reading "Balances" and the Alice tutorial, and wrote "Break-In", a now | |
| largely-forgotten game about chickens (due to Jenny Dunn-Charltons' | |
| flock in the back garden of her house). Once that was out of the way, I | |
| started to consider writing something a little more cohesive; I wanted | |
| something with a tighter design. I wanted to write some irritatingly | |
| hard but worse, irritatingly fair, so that player's couldn't just | |
| dismiss it as "badly designed" and get out of being stuck like that. And | |
| I went on holiday to Canada, to the Toronto Museum of Modern Art, in the | |
| foyer of which hangs (or hung, at any rate) an upside-down Christmas | |
| tree on a mechanical button. The Mulldoon Legacy was born, in three | |
| notebooks and over about a year and a half. | |
| But it was still just a game I wrote because I liked making up puzzles, | |
| and I hoped to irritate my elder brother with it. But when it was done | |
| (and, I should perhaps add sheepishly, totally un-betatested) I | |
| discovered how to upload it to the if-archive, which I did, about two | |
| days before catching the train to university. It was a month before I | |
| worked out how to read the newsgroup from Cambridge; and when I did -- | |
| well, it's still one of the most startling moments of my life when I | |
| loaded up rec.games.int-fiction and there were Mulldoon posts | |
| _everywhere_. | |
| And then I realised I wanted to write more IF. And I had some serious | |
| bug-fixing to do, too. | |
| SPAG: You've displayed an impressive authorial range, from a sheer | |
| puzzlefest like The Mulldoon Legacy to stylistic experiments like | |
| FailSafe and My Angel, and finally the sharp plotting of All Roads. | |
| What has led you to make these choices? | |
| JI: Luck, I suppose. I'm a designer of puzzles at heart; Mulldoon is my | |
| favourite of all my games, the writing process was wonderfully | |
| satisfying, and if I were to write a sequel to anything it would be | |
| "Mulldoon II -- Freeka Monkeys FreakOut!" -- though I wonder if I could | |
| catch the same atmosphere again as that game managed any more, being too | |
| jaded on ultra-responsive parser's and PC/player considerations! | |
| After I finished Mulldoon I began another project, which involved a lot | |
| of character-dialogue stuff. I wrote "FailSafe" when I had just | |
| discovered how it was possible to make a game do that, I then wrote "My | |
| Angel" because I wanted to do something with a character in [I wanted to | |
| write a love story] but could not be bothered to do more ASK/TELL | |
| dialogue. The game was about a quarter done and still called "Mind's | |
| Eye" -- I can't explain how pleased I was when the title "My Angel" | |
| occurred, as it was so perfect. | |
| "All Roads" is in many ways much more like what I write usually though, | |
| in that everything is relevant. But again, that sort of happened as I | |
| wrote it, I didn't really get much say in the matter. I rarely do when | |
| writing; I only get a veto when it comes to redrafting. | |
| Generally though: Kubrick said he wanted to make a definitive film in | |
| every genre, and I think that sounds like a good thing to aspire to. I | |
| may not succeed, but it's worth a try -- and I think Mulldoon was a | |
| pretty good attempt at nailing the "puzzle-game"! | |
| SPAG: Do you plan to write more IF in the future, and if so, what are | |
| you willing to divulge about those plans? | |
| JI: Of course I will, I can't help it any more. | |
| I have currently two (well, three) projects underway -- the first is a | |
| murder-mystery game, in the style of "Witness" (my second favourite | |
| Infocom game, after "Zork 3"). I remember that game fondly because I did | |
| actually solve the mystery as I went along, I was really there with the | |
| detective, in a way that just didn't happen with "Deadline". And I | |
| wanted to have a go at doing that myself. The game is very, very nearly | |
| complete; I just need a denouement and a smattering of | |
| bells-and-whistles. But I suspect it still won't be done this time next | |
| year. | |
| My second project is still a lot more of a haze-in-my-head, and it's a | |
| puzzle game; and it's going to have to be Glulx if it ever comes out, | |
| which is bad as I'd have to learn Glulx. Actually, I have a horrible | |
| feeling I'll never finish this one, as time is no longer on my side, | |
| with graduation looming. I'm still hoping that somewhere out there is a | |
| billionaire who wants an in-house text-game writer, so I can do this | |
| sort of stuff and have a job too. If you're reading this Branson, you | |
| know you want to. | |
| Oh, and then there's always Glulx-Mulldoon, still sat on my harddrive at | |
| nearly two-thirds as long again and counting. I hoping to release that | |
| in about twenty years time, maybe. | |
| SPAG: All Roads is dedicated to Charlotte Holloway. Who is she? | |
| JI: The dedication of "My Angel" reads "To C, C, C and C"; and they're | |
| all Charlotte, but they're all different -- my first year of university | |
| was a bizarre affair measured out by people of that name. (Come June | |
| 2000, I had very nearly gone out to get a "Charlotte" tattoo done on my | |
| arm). Charlotte Holloway is one of the four who turned out to be a | |
| little more significant in my life. (Though, perhaps sadly, not any | |
| more; we split up soon after the beginning of the competition: ironic, | |
| as we got together the day that last year's finished). | |
| Still, the dedication stands -- Charlotte was a source of endless | |
| inspiration, and if future text-games don't draw on our holiday this | |
| summer (in which we tried to get to Ithaki by every means possible, and | |
| failed, almost-too-conveniently) I will be most surprised. It should | |
| perhaps be extended: "To Charlotte Holloway, without whom I would never | |
| have spent two nights in the house of a witch who was the friend of the | |
| mother of the friend of a woman who I couldn't keep a straight face with | |
| when she tried to sell us a cruise with some pictures in a family | |
| photo-album". | |
| I will be very excited to see who I dedicate the next one to. ;) | |
| SPAG: I found All Roads' setting fascinating, and several other | |
| reviewers did too. Can you talk a bit about what inspired the | |
| setting, and what sources you drew upon in creating it? | |
| JI: I went to Venice for two and a half days with some friends from | |
| University last year; we found a cheap flight and took it, and had a | |
| great time. It's a beautiful city, and I was pretty taken by the tight | |
| maze of windy streets, and the way they would suddenly bloom into wide | |
| church-plazas with no warning; and I toyed it the idea of a game | |
| involving a Venetian street maze (which I still cannot wholly believe I | |
| left out of "All Roads", given it was there from the inception -- | |
| between the Tavern and the Dojo's Palace, if you're wondering). The | |
| other thing that rather took my imagination were the clocks in St. | |
| Mark's square, and in the Palace; they all have 6am at the bottom. Not | |
| unusual you may think, except that the one in the square is 24 hour, | |
| which is strange. I never found out why this is, but I rather fondly | |
| imagined it was the hand pointing downward at the hour of execution. | |
| So as soon as I knew the first scene of All Roads, I instantly knew the | |
| setting. I'd best apologise to anyone who's been there, and doubly to | |
| anyone who's ever lived there for my horrible misrepresentations, | |
| simplifications and fictions. Next time, I promise, I'll go for a month. | |
| As for other sources: about half a year before I'd been thinking about | |
| writing a story involving a character, living in an anti-metric space. | |
| This is a rather dull mathematical idea -- a space in which the line | |
| joining two points is the longest path between them, rather than the | |
| shortest; and if you think about it, the only ones possible are those | |
| with 2 or less points in them -- but made for a rather neat superpower. | |
| Then I was watching a bad TV movie about Pirates in the Caribbean | |
| (modern pirates unfortunately, so no swashbuckling or barrels of rum, | |
| just dodgy accents and sunglasses); trying to think of a plot. Or more | |
| accurately, trying to think of a twist. And I toyed with my idea of | |
| Antimetric Man and thought: What if it turns out that's _not_ quite his | |
| power after all? | |
| Ten minutes later I had a flow diagram for the scenes in the game | |
| sketched on the back of an old bus ticket. The film finished, and I | |
| began coding. | |
| After two days I stood up from my Dad's laptop weak-legged, shaking, | |
| pale. I fell downstairs, collapsed on the kitchen floor and begged my | |
| seven-year-old sister to turn the kettle on for me, and to empty as much | |
| coffee as she could into a mug. A day later -- when I had finally | |
| decided on Francesca's name and could find-and-replace away the "Barbie" | |
| tag she had been arbitrarily assigned -- I discovered that the game is | |
| rather like Memento. That's a great film, and, yeah, I've seen it. So I | |
| guess that was floating around in my head. | |
| Other sources: the Empty Room was inspired by the locked-cell puzzle of | |
| [Jeremiah] Mulldoon. The geography is a simplified section of street | |
| near the Basilica (which is entirely absent in my game). The Resistance | |
| and their shenanigans are straight out of "'Allo 'Allo", a very funny | |
| British sitcom set in WWII France. The name "Sebastian DeLosa" has been | |
| sat on a list of names I've had for a year in the "sounds incredibly | |
| hard" column (right next to "Goliath Robinson"). | |
| Finally, the title is due to Luke Abraham, and I liked it the minute he | |
| shouted it to me from one room in an Edinburgh flat to the other at 3am. | |
| (Incidentally, the other thing missing is any canals. There was going to | |
| be an "escape from guards by jumping off a bridge into a gondola" moment | |
| which Luke suggested to me after he'd decided the main character was in | |
| fact James Bond. We compromised, and put in two women instead). | |
| SPAG: Lots of people have, in the midst of their admiration for the | |
| game, expressed some confusion about the plot. I won't ask you to | |
| spell it all out here, since that's too much of a spoiler, and no fun | |
| besides, but will you offer a few hints to those who find themselves | |
| still confused, even after they've finished the game? | |
| JI: Heh. | |
| Oh, alright, I'll answer properly. | |
| I write puzzles. When I wrote "All Roads" I knew there were going to | |
| have to be extremely strong limitations on what the player could choose, | |
| and even worse, on what the player could feel like he's chosen. There | |
| was little room for variation, or for work-arounds; in the end I | |
| scrapped the three or four I'd worked out in favour of a more obvious | |
| structure, so as not to give anyone the wrong impression of the game | |
| being adaptable. (Oh, and I scrapped the alternate ending, because I | |
| thought a lot of people would go that way without realising they'd | |
| missing something subtler. But it was a cunning bit of double-narrative | |
| all the same). But anyway, I felt the need to compensate that with | |
| something, and a labyrinthine plot seemed the way to go. | |
| So: clues. Well, everything is relevant. Everything. Play the game | |
| again. Don't play it on a palm-pilot. Draw a diagram, maybe. | |
| SPAG: On a more general level, what lessons have you learned from | |
| writing All Roads, and from reading the various responses to it? | |
| JI: First and foremost:- if you're going to set a game in Italy, get | |
| someone Italian to test it for you. | |
| Otherwise -- that all those flaws you know a game has but that you're | |
| hoping other people won't notice, are going to get noticed and it's no | |
| use pretending they're not there. To everyone who complained about lack | |
| of interactivity -- I know, and I should have done something about it. | |
| Other reviewers comments I felt very split about -- I was a little | |
| worried by the number of question marks people placed by the plot; I | |
| became paranoid that I'd left some crucial information out completely | |
| and not noticed, thereby setting a completely unfair puzzle (it has | |
| since been verified this is not the case, thankfully). I was a little | |
| non-plussed by people suggesting that I didn't know how the story fitted | |
| -- I'm totally anal about that sort of thing, things have to mesh or I'm | |
| not happy with them. And when I get fed up with that then John, my | |
| beta-tester and the most pedantic man on the planet, will not let it | |
| rest unless they do. | |
| Experiences from writing: plan things first. Plan things, and then plan | |
| more things around those things. The amount of code I wrote then deleted | |
| in making this game is absurd. The amount I wrote, deleted, and then | |
| wrote again is even worse. | |
| Lessons from the experience of writing: Eat. Eating is really important, | |
| and it's not worth forgoing it just because you want to get something | |
| finished before you go visit a friend. That's just silly. Sleep is not | |
| optional. Computers are not forgiving. It _is_ possible to bruise your | |
| fingertips typing. | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| JI: I've not played many -- I gave Emily's a whirl, and the technology | |
| is truly awesome. I liked "Earth and Sky", but I couldn't possibly | |
| comment further, being a beta-tester... ;) I will play Sean Barrett's | |
| soon as it looks hugely impressive, and I think I will like it. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| JI: Oh. I don't know. I only won by accident. I guess general IF advice | |
| -- try to think as a player and not an author. You have to think as a | |
| player. So; get it tested and get it tested properly. Find someone | |
| incredibly pedantic to play the game and argue every little detail with | |
| you. Play the game through lots and lots of times, and try to play it as | |
| though you can't remember what you've programmed responses for; and if | |
| anything you type isn't covered then go and cover it. | |
| Also -- try to ask yourself when you're working it out: why is a player | |
| going to enjoy this, or find it interesting? If the best answer you find | |
| is "because guessing the right verb to use is fun!" then do something | |
| about it. If the answer is "because the coding is neat", think again. | |
| Little things: my favourite example is doors. If you're writing a | |
| story-game, the code should automatically unlock and open doors you walk | |
| through if you have the key; it's just tedious if it doesn't. But if | |
| you're writing a puzzle game, then the code definitely shouldn't - if a | |
| player has had to work like fury to get that key then let them have the | |
| satisfaction of getting to unlock the damn door with it. Otherwise it | |
| plays like the game is tapping its watch saying "I've grown grey hairs | |
| waiting for you to get on and solve that! Can we hurry up, please?" | |
| Try to think and feel like the player, and write responsively. Certainly | |
| the main flaws in "All Roads" lie here; way too much of it is way too | |
| passive, and I regret that. | |
| Specifically for Comp Games -- test the damn thing. If you haven't got | |
| time, fine, test it anyway and enter it next year. You have no right to | |
| inflict a game that doesn't work on a community big-hearted enough to be | |
| willing to play it. If you've spelt Giuseppe wrong consistently | |
| throughout, find out in advance (*smack*). | |
| =-=-=-=-L. Ross Raszewski, author of "Moments Out Of Time"-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| LRR: In a way, IF is a natural interest of mine; I spent most of my | |
| youth jumping back and forth between wanting to be a writer and wanting | |
| to be a scientist. Science finally won out -- I'm a recent graduate of | |
| Loyola College in Maryland with a Bachelor's Degree in Computer Science | |
| -- but it was a narrow thing (I couldn't entirely suppress my attraction | |
| toward the humanities; I have a minor in philosophy). | |
| These days, I'm a graduate student -- still in Computer Science -- at | |
| the Johns Hopkins University. | |
| SPAG: How did you first become introduced to IF? | |
| LRR: The second computer my family bought was a Commodore 64. At some | |
| point, my mom picked up a copy of The Hobbit, and we wasted quite a few | |
| hours trying to make any progress at all. We weren't tremendously good | |
| at it. Some time later, we moved up to the Commodore 128 and my dad got | |
| a copy of Infocom's Sherlock: Riddle of the Crown Jewels. We weren't | |
| very good at that either. | |
| SPAG: Moments Out Of Time is pretty clearly intended, in part, as a | |
| prod to get zcode interpreter authors to include z6 and Blorb | |
| compliance. What is your interest in seeing this occur, as opposed | |
| to, say, just moving to Glulx or TADS 3? | |
| LRR: It really was a fairly tough decision, actually. At least part of | |
| it has to do with the fact that when I started to build the screen model | |
| for the game, Glulx wasn't really a viable option; V6 already had a very | |
| good screen interface library (V6lib, by Jason C. Penney), while, at | |
| least with regards to the user interface aspects, Glulx was still | |
| limited to "find another game that does something like what and see if | |
| you can adapt the low-level code." At the time, I also had some serious | |
| philosophical complaints about Glulx and Glk, which I've mostly managed | |
| to get over. As for Tads 3, it sounds like a very promising system, but | |
| even if it had been capable of producing a releaseable game in time for | |
| the competition, I really have too much invested in inform to switch | |
| now. | |
| Of course, one of the major reasons that I decided to write a game using | |
| the z6 format is, in a way, because you felt the need to ask the | |
| question. For many years, people have flat out ignored the format, as if | |
| it went without saying that it was useless. Before Glulx, people would | |
| claim that inform was simply not capable of producing games using, for | |
| example, graphics. It seemed to me that there had been a prevailing | |
| opinion that z6 was somehow a degenerate, unwholesome "dead end" in the | |
| evolution of the Z-machine. Of course, if Infocom had held out a few | |
| more years, I imagine that the next versions of the Z-machine would have | |
| been much closer to version 6 than to the our version 8. | |
| SPAG: You make a particular effort to cite your influences, including | |
| The Journeyman Project, A Mind Forever Voyaging, and The Usual | |
| Suspects. With some of these, it's obvious how the influence | |
| operated, but with others it's quite a bit more obscure -- could you | |
| provide some detail on just how some of the influences you list | |
| affected Moments Out Of Time? | |
| LRR: Let's see... Though The Journeyman Project is probably the most | |
| obvious and direct influence, thematically, Moments was inspired an | |
| awful lot by Shivers. See, Shivers is a pretty straightforward puzzle | |
| game, and normally, I'd have dismissed it right off, but for the | |
| setting. The thing that makes Shivers a memorable game isn't the puzzles | |
| or what you do -- it's what you find; you're wandering around a cliche | |
| haunted museum, but you aren't the first person to have been there, and | |
| you keep finding relics left behind by previous visitors -- mostly just | |
| little things, an asthma inhaler, a report card, but they go a long way | |
| to making people who you never meet seem "real" -- a lot more real than | |
| NPCs you actually do meet in many games. That's the main thing I wanted | |
| to create in Moments. | |
| Most of the other references have to do with the idea of piecing | |
| together an idea of "what happened" from limited information; "Cybermen" | |
| is a speculative history of an entire civilization, based on clues in a | |
| few episodes of Doctor Who. The Virgin Suicides has an "outer" story, | |
| which is about a group of boys who become obsessed with learning about | |
| the lives of a family of teenage girls, and they do this by piecing | |
| together facts from the material objects they leave behind. | |
| Now, I've been told a few times that LASH and Trinity also seem to have | |
| influenced the game. Now, I hadn't actually played either of these when | |
| I wrote Moments, but from what I've seen of them now, I wish I had. | |
| SPAG: I found that Moments was so impressively large in scope that | |
| two hours seemed altogether insufficient to really appreciate the | |
| game. Do you plan a post-comp release of the game, and if so, are you | |
| planning to make any changes beyond routine bugfixes? | |
| LRR: I'm not entirely sure. I certainly would like to release an updated | |
| version, perhaps even an expanded one, but I have always had a lot of | |
| difficulty coming back to a work after I've finished. I've changed a lot | |
| since when I started writing Moments; I graduated from college, moved to | |
| a new house, and, of course, now I have the experience of having written | |
| Moments. I'm not sure how much I can change the game before it starts to | |
| become a totally different work. | |
| SPAG: What was your basis for the 21st century house we see in | |
| Moments? Was any of it autobiographical? | |
| LRR: Quite a bit of it, actually, though I'm not sure I can say to what | |
| extent without bringing down the wrath of my friends and family. The | |
| mother is fairly close to my own mother, though my own father is nothing | |
| at all like Mr. Wallace. I suppose Jimmy Wallace is, in many ways, a | |
| caricature of myself, and some of Jimmy's conversations are fairly | |
| close to ones I've had. | |
| SPAG: Before Moments Out Of Time, you were perhaps best known as a | |
| prolific contributor of library extensions. Did these extensions grow | |
| from your prototypical game efforts, or were they created as | |
| utilities from the beginning? | |
| LRR: There are one or two exceptions, but nearly every library I've | |
| released was written out of a direct need. In fact, I suspect one could | |
| track my progress in various projects by the initial releases of my | |
| libraries. | |
| SPAG: Do you plan to write more IF in the future, and if so, are you | |
| willing to divulge anything about those plans? | |
| LRR: I do hope to write more in the future, and I've got a few ideas on | |
| the drawing board. As much as I'd like to talk about them, I find that | |
| discussing my ideas ahead of time tends to take the urgency out of | |
| actually writing them. On the other hand, if what I said above is true, | |
| you can make what you will of GWindows... | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| LRR: I'm a little ashamed to admit that I didn't have time to play very | |
| many of the games this year. I'm certainly looking forward to sitting | |
| down with "All Roads" when I get the chance, though. Of what I did play, | |
| I thought "Stick it To The Man" was an extremely promising game, and I | |
| was sorely disappointed when I began to run into its fatal bugs. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| LRR: You can't have too many beta testers. I actually prefer to start | |
| the game in testing well before it's finished, to "debug" problems in | |
| the design. It's hard to find someone willing to do that, but it can be | |
| extremely rewarding; I'd rather the released version contain a dozen | |
| typographical errors than even one major logical breakdown in the plot. | |
| =-=-=-=-=-=-=-=-=-Sean Barrett, author of "Heroes"-=-=-=-=-=-=-=-=-= | |
| SPAG: For starters, could you tell us a little about yourself? Who | |
| are you, what do you do for a living, and so forth? | |
| SB: I'm a 34-year-old computer programmer/musician/writer. Well, those | |
| are my hobbies, anyway, and they seem to be what matter to me most. I | |
| also play computer games and listen to music and even read a little, if | |
| you want the other side of those coins. Where I am changed recently: I | |
| did some initial work on Heroes while living in Boston, Massachusetts, | |
| but I moved to Oakland, California, in September and wrote most of the | |
| game while I was between apartments there. | |
| For a living, I write computer games; currently I'm working as an | |
| independent on a shareware CRPG, doing everything but the artwork all by | |
| myself, just like in the good old days of early computer games. | |
| More information than even the most dedicated stalker could ever want is | |
| available on my website (http://nothings.org). Except for stalkers who | |
| are curious about my CRPG, about which very little is to be found. | |
| SPAG: How did you first become introduced to IF? | |
| SB: In 1979 I started playing around with computers at school, and we | |
| acquired an Atari 800 at home soon after. Zork was one of the first | |
| games we bought, I think. We may have picked up a Scott Adams adventure | |
| first; I remember playing the one with the chiggers in the swamp. By the | |
| time I was 15 or so I thought IF would be a cool way to make a living, | |
| and I toyed around with a game or two in BASIC -- but eventually games | |
| went unabashedly graphic, Infocom tanked, etc. I hung around the Usenet | |
| interactive fiction newsgroup in the late 80s I think, but it was | |
| basically all talk and no action, so I switched to MUDs and pretty much | |
| abandoned IF. | |
| SPAG: How did you get back into IF, then? | |
| SB: I guess I checked back into the newsgroups periodically. One of my | |
| coworkers at Looking Glass Studios, Rob "Xemu" Fermier, had registered | |
| TADS -- we had a newsletter with employee reports, and he included a | |
| little interactive report in TADS one month, so I guess that may have | |
| been something that renewed my interest. I started posting some crazy | |
| theory ideas to the newsgroups based on some of my mud experiences and | |
| started writing a game in Inform, but then the crucial moment was when | |
| Dan "dfan" Schmidt asked me to playtest "For a Change" -- after | |
| betatesting, I went ahead and played (and reviewed) all the games from | |
| the comp that year (1999), and became a more serious member of the | |
| community. | |
| SPAG: You mention working at Looking Glass Studios, creators of | |
| groundbreaking games like Ultima Underworld, System Shock, and Thief: | |
| The Dark Project. For all us computer-game fanboys (and girls), can | |
| you talk about your role at LGS and the experience of working there? | |
| SB: Like many other people, I loved the Ultima Underworlds. They | |
| were/are my favorite games ever. I joined Looking Glass Technologies (as | |
| it was called then) just as they were starting to finish up the first | |
| System Shock. I wrote several minigames for that (Eel Zapper and Wing | |
| 0), worked on our real-time squad shooter Terra Nova, and also worked on | |
| Thief. | |
| I got hired on the strength of my technical chops as a programmer, | |
| although I did have some game design experience from my work on MUDs. By | |
| the end, I was known as a sort of technology guru, a person programmers | |
| could go to if they had a hard problem they weren't sure how to solve or | |
| needed somebody to bounce ideas off of. My work itself was primarily | |
| graphics engines and related technology; I didn't really do much game | |
| design -- which was I think was the most important part of Thief. | |
| Looking Glass was a very fun place to work. There were a lot of really | |
| smart people, and people who had been doing game design since, oh, 1990; | |
| as the years progressed we started to actually learn things that worked | |
| and didn't work and began to formulate a vocabulary for how to talk | |
| about these things. (See, for instance, | |
| http://www.gamasutra.com/features/19990716/design_tools_01.htm for an | |
| attempt at sharing some of this vocabulary publically.) When I started | |
| there were perhaps 30 people total, and the programmers were all really | |
| multiclassed programmer/designers. Underworld didn't have any fulltime | |
| designers or level designers, which I think is part of why it was such a | |
| solid game -- if the designer of a particular level wanted some special | |
| bit of code, he could just go code it himself, something we continue to | |
| see in IF. But System Shock had full-time (level) designers; games just | |
| got bigger and bigger and more specialization was necessary. I don't | |
| think any of us programmer/designers ever kept our hands out of the | |
| general design broth, but we didn't build levels. By Thief we had three | |
| different programmers doing work on different aspects of the graphics | |
| engine alone, and the graphics engine was really only a very small part | |
| of the codebase. | |
| It wasn't all fun and games; we were pressured to try to be financially | |
| successful while trying to not deviate from our desire to do intelligent | |
| and novel games. This became really hard as the industry became more | |
| hits-driven, where the things publishers are looking for are an existing | |
| franchise and proven gameplay -- only being interested in a game if it | |
| had a reasonable chance to sell a million copies. In a sense I'm glad | |
| LGS went out of business before it could ruin its name by releasing | |
| games of lower quality. (Whether that would have happened or not is | |
| debatable, mind you.) | |
| I picked the title "Implementor" for my business card. Sadly, I think | |
| only two of my coworkers recognized the meaning. | |
| SPAG: What do you make of the fact that you, Dan Schmidt, and Carl | |
| Muckenhoupt seem to be the only commercial game developers writing IF | |
| on the side, and you were all developers at LGS? | |
| SB: I suppose there are others out there, but they're certainly not as | |
| visible in the community. We all worked on System Shock, but Carl "Baf" | |
| Muckenhoupt left before I arrived, so it's not like we were already our | |
| own little clique. I hadn't even connected Baf with the "Carl | |
| Muckenhoupt" in the System Shock credits until another Looking Glass | |
| alumnus mentioned him to me a couple of months ago. | |
| But as to the LGS connection, Looking Glass was known for creating | |
| "thinking man's" games and for not just doing the obvious game in a | |
| genre. I think this cerebral leaning has a lot in common with both the | |
| IF-then of Infocom's heyday and IF today. Several other comparisons to | |
| Infocom suggest themselves: LGS' final office space at 100 CambridgePark | |
| Drive was in the same office complex in which Infocom had once resided, | |
| and most of the early employees at LGS were M.I.T. alumni, as were | |
| Infocom's. Mike Dornbrook of ZUG/Infocom fame even worked for a short | |
| time at LGS, so I think there may be an extent to which LGS unwittingly | |
| inherited a mantle that Infocom had left behind. | |
| But then again the three of us are very different people. Dan started | |
| developing "For a Change" while working at a company that was doing | |
| music-based entertainment software that wasn't very gamelike; I started | |
| working on IF while still at Looking Glass, perhaps because I had a | |
| game-design itch I wasn't scratching there; and Carl is no longer a | |
| commercial game developer (except for some web games), although he's | |
| been maintaining "Baf's Guide" basically forever. | |
| SPAG: On a more specific level, how did your work on the Thief games | |
| influence the thief section of Heroes? How did the challenges of | |
| creating these two viewpoints differ, and how were they similar? | |
| SB: I originally grabbed 'thief' as a character from D&D -- the same | |
| inspiration we drew on for Thief. As I was casting around looking for | |
| obstacles to put in the game which would play very differently from | |
| different perspectives, I thought of the guards in Thief and realized | |
| how I could make them be orderable by the royal and sources of | |
| information for the adventurer. From that moment on, I used my memory of | |
| Thief when I would visualize my world. I avoided cribbing any specific | |
| details -- "taffer" or the Hammers -- and avoided the steampunk details, | |
| but my sense of how the architecture would look and how shadows would | |
| lie and how the game would play were all driven by Thief. I even | |
| considered including patrolling guards you'd have to avoid, but I didn't | |
| think it would be effective in a turn-based game. I shouldn't overstate | |
| the influence of Thief on the world; I also drew some inspiration from | |
| the universes of Glen Cook and Steven Brust. | |
| The viewpoint question is tricky since due to specialization and my, | |
| erm, unique relationship with Looking Glass during that period, I really | |
| had essentially no involvement with Thief's game design at all. Many | |
| things are responsible for that viewpoint: the story, the cutscenes, the | |
| in-game voiceovers from the character, and what you see in the | |
| first-person-perspective itself -- which is mostly the artwork created | |
| by artists and the levels designed by the designers. The part I worked | |
| on was more like making the movie camera for a movie; it's a crucial | |
| part that you never even know is there. | |
| I think there is an interesting comparison to be drawn between the two, | |
| but I'm not sure I have the experience to do it. In all of my IF works, | |
| the player character has been a very specific person with a background, | |
| emotional biases, and knowledge that leaks out as you play. In Thief and | |
| Terra Nova, you played a very specific character who lived out a very | |
| specific story. But in my favorite first-person games, such as | |
| Underworld and System Shock, you're much more of an everyman; you have | |
| the freedom to play the character in different ways. I think that | |
| relates to the difference between text and graphics; the strength of the | |
| graphical games is in really dropping *you* into the world, not some | |
| fictional character as an intermediary -- whereas the latter works well | |
| with text, which can never be as effective about making it seem to be | |
| you anyway. | |
| But then again it's interesting that *second-person* is really the | |
| closest equivalent in text to first person graphics/sound/etc. When you | |
| play a first-person game, it's *you* seeing these things and hearing | |
| these things. So if I want to give you the same experience through text, | |
| I have to use the word *you*. If I say "I" it's just you looking over my | |
| shoulder while *I* have the experience. So it's sort of like I'm | |
| describing this first-person experience to you from your point of view: | |
| "if you were in this world, you would be standing in a field west of a | |
| white house, and you'd see a mailbox next to you" -- but without the | |
| conditional. | |
| Language sets up this barrier -- it's communication from one party to | |
| another -- so if we want this "first-person" experience, it has to be | |
| told through this communication which encodes that in the second-person. | |
| It's very strange. I'm not sure where I'm going with this. | |
| SPAG: What was this about your unique relationship with LGS? | |
| SB: I quit LGS for around a year, then went back to work, then quit | |
| again, then went back to work, then it went out of business before I | |
| could quit again. | |
| SPAG: Uh, why all the back and forth? | |
| SB: Next question? | |
| SPAG: I thought the multiple-viewpoints trick in Heroes worked | |
| beautifully, but some reviewers expressed disappointment that it | |
| existed in such a stock-fantasy setting. Do you agree or disagree | |
| with this criticism? | |
| SB: I think it's an understandable reaction, but it's also | |
| disappointing. The opening of the game plays into some stock fantasy | |
| _plot_ cliches that the actual game deviates from, and I knew going in | |
| that this was a risk; I just hoped people would see it through a bit | |
| further before writing it off. This might be a matter of trusting the | |
| author; I suspect some people might have given it more of a chance had | |
| it been written by a Plotkin or a Cadre, instead of saying "it's a magic | |
| gem plot, it must be lousy". But perhaps not. No matter what, it's still | |
| not going to be everyone's cup of tea, and I can't really complain, | |
| since I'm totally satisfied with how the game did in the competition. | |
| But as to the setting itself, rather than the plot: the setting was | |
| necessary so that I could do what I wanted to do. Personally, I'm more | |
| interested in Interactivity over Fiction, so in "Heroes" I was trying to | |
| focus more on distinguishing the abilities and the ways in which the | |
| characters interacted with the world. I think one of the neatest things | |
| Infocom did was distinguish their PCs by giving them special | |
| abilities--like spellcasting for "Enchanter" and the analysis abilities | |
| for the detectives. We don't see too much of that in modern IF -- here | |
| and there, like the superhero PC in this year's "Earth & Sky" or the PCs | |
| in last year's "Djinni Chronicles" -- and "Heroes" was designed to let | |
| me explore variations on it in a single game. | |
| And for that, the stock fantasy setting was a great thing. The player | |
| goes in with a set of expectations about the characters and can step | |
| into them straightforwardly; in terms of their abilities, all of the PCs | |
| are written 'with type' -- they can do what you'd expect them to do | |
| (although they're skewed in a more grim direction fictionally). Two of | |
| the characters (ability-wise) are pulled straight from Infocom, and one | |
| is pulled from D&D and/or "Thief: The Dark Project", depending on your | |
| perspective. The fourth was chosen simply because "ordering characters | |
| around" seemed a good fit for the technology. (The fifth was chosen to | |
| annoy Adam Thornton.) | |
| And of course the opening question of the game is intended to evoke all | |
| sorts of classic RPGs and CRPGs, so stock fantasy (though sans elves and | |
| dwarves) was a great fit. | |
| SPAG: Heroes is labeled "an interactive vice-tainter." Okay, maybe | |
| I'm dense here, but what does that mean? | |
| SB: Mmm, well. A vice-tainter is a thing that taints vices, so an | |
| interactive vice-tainter is a thing that taints vices interactively, as | |
| well as distimming the doshes. | |
| Seriously, though, I've gotten tired of coming up with those little | |
| labels and I'm leaning towards dispensing with them altogether. I | |
| thought "vice-tainter" was nice for giving you some hint of warning that | |
| the title "Heroes" was ironic, but really it's just a placeholder I | |
| never got around to replacing: an anagram of "interactive". A prominent | |
| part of my earlier game "The Weapon" is also an anagram, but nobody's | |
| figured that one out, either. | |
| SPAG: Ah, that explains it -- anagrams are not my strong suit. | |
| Speaking of other games, do you plan to write more IF in the future, | |
| and if so, what are you willing to divulge about those plans? | |
| SB: Hmm, well, hmm. In the past year I've released two serious games, a | |
| minicomp game, two SpeedIFs, and an Aisle "parody". Also during the past | |
| year, I wasn't gainfully employed. Since now I'm back to work, and that | |
| work is working on games and even getting to do game design on them | |
| "professionally", I'm scaling back on IF somewhat. I'm more likely to | |
| write IF as a testing ground for game design ideas that might apply to | |
| non-IF games than to just try to write a flat-out nice work of IF. | |
| I do have some old WIPs I would like to finish sometime, although | |
| they're a little less compelling now since I stole some of their ideas | |
| for Heroes. One's a game I started for last year's SmoochieComp; another | |
| is a multi-character superhero game; and then there's always "A Storm | |
| Brought About By A Moth's Flapping Wing", which is the first Inform game | |
| I ever started and will probably be the last one I finish, perhaps ten | |
| years from now. | |
| [And of course at some nearer point I hope to release a shareware CRPG | |
| that should appeal to some IF fans as well, but that's more than enough | |
| hype at this point in time.] | |
| SPAG: What did you think about this year's competition? Any favorite | |
| games? | |
| SB: My personal favorites were "All Roads" for its twisty story, | |
| "Vicious Cycles" for its very clever game design, and "Best of 3" for | |
| its verisimilitude. All three of them gave me an envious "I wish I | |
| had-thought-of/were-capable-of that!" reaction. "Moments Out of Time" | |
| looks like it's a very solid game quite deserving of its score; I'm just | |
| not personally a fan of that more open-ended exploration a la "AMFV". | |
| In general, the comp was rather disappointing; only two games this year | |
| broke a 7.0 average. Even with lower scores, usually there will be games | |
| that, overall, aren't that great, but still make me sit up and take | |
| notice by doing something right. There were a few this year, like "Fine | |
| Tuned", but not enough. And there are often games that are flawed but do | |
| something I notice as an author--something I'll say that's a great idea" | |
| and I file it away to rip off at some future date, and there didn't seem | |
| much of that this year. | |
| SPAG: What games did you rip off for Heroes? | |
| SB: Well, just speaking of comp games, the gossip was partly inspired by | |
| the opening sequence from "Jacks or Better to Murder, Aces to Win" by | |
| J.D. Berry. The thief's pocket-system was partly inspired by the little | |
| nooks in "Shade" that you went into and out of automatically. "Being | |
| Andrew Plotkin", of course, for the gimmick of seeing the same room from | |
| multiple POVs. I think the gossipping courtiers were also inspired by | |
| "Four in One", come to think of it. | |
| SPAG: Any advice you'd care to offer for prospective competition | |
| entrants? | |
| SB: Things to do: | |
| 1. Work on a game that *you* would want to play | |
| 2. Take responsibility for any path a player might take through it | |
| 3. Play to your strengths and avoid your weaknesses (or mask them in | |
| gimmicks) | |
| Things not to do: | |
| 1. Do most of your coding in the last week before the comp | |
| 2. Do all beta-testing on comp-submission-deadline day | |
| 3. Make your backstory excessively obscured in the hopes that people | |
| will expend extra effort to decipher it | |
| SPAG: You didn't do any of those last three, did you? | |
| SB: Next question? | |
| SPAG: You don't mind if I abbreviate your name as "SB" in print, do | |
| you? | |
| SB: No, that's great. Maybe people will get confused and think | |
| you're interviewing Sam Barlow or Stephen Bond, instead. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| CONVERSATION SYSTEMS IN COMP01: A FEW THOUGHTS | |
| The reviews elsewhere in SPAG will doubtless discuss specific games� | |
| approaches to NPC interaction -- indeed, some reviews I�ve written | |
| attempt to do that -- but playing through Comp01 also left me with some | |
| more general impressions about conversation systems. I�ll discuss a few | |
| games specifically, but I�ll heroically endeavor to avoid spoilers. | |
| The inspiration for this essay, I suppose, was the proliferation of TALK | |
| TO (without menus) as a conversation option; I was trying to figure out | |
| whether and in what circumstances this might actually be a good system, | |
| as my initial reaction was more or less that the PC must be really | |
| unimaginative if only one thing can come out of his or her mouth at any | |
| given time. From there it followed, fairly logically, that, hey, a TALK | |
| TO-driven system might be fine if the story you�re trying to tell is so | |
| linear, and the cues are so obvious, that the player is unlikely to long | |
| for more flexibility. Examples from this year�s comp include Fusillade, | |
| very much a train ride with a lot of obvious prompting; there, the | |
| player poking under rocks is unlikely to greatly enhance the story, as | |
| the main incentive in each scene is to see the very basics of what�s | |
| there to see and to move on to the next scene, and so TALK TO works just | |
| fine. It�s also worth noting that in most scenes in Fusillade, your | |
| character�s motivation is reasonably obvious, so ascribing a specific | |
| tone or direction via TALK TO doesn�t feel like a great imposition. | |
| Jump, similarly, has a fairly obvious trajectory (now that's an | |
| unfortunate pun) from the start, and while it�s not all that satisfying | |
| a trajectory, it does make TALK TO feel less confining (as the player is | |
| aware of the confinement and isn�t trying all that hard to escape). This | |
| is less, or only partly, true for No Time to Squeal, which allows for | |
| both TALK TO and ASK/TELL (while noting that the latter is not | |
| necessary), appropriate considering the genre and style shifts within | |
| the game. A game that took this trend one step further was Prized | |
| Possession, whose conversation system was simply TALK, even though there | |
| was often more than one character present. The limitedness of the | |
| conversational options there may have been deliberate, as the PC was a | |
| medieval woman with few freedoms and fewer life options, and arguably | |
| she doesn�t have a lot of freedom to start ASK/TELLing everyone in sight | |
| about what�s on her mind -- but the experience, as IF, was a tad | |
| wearing. | |
| Conversely, however, in games that allow for some wandering and seem to | |
| expect progress to come from clue-gathering more than simply picking up | |
| on prompts, something broader -- ASK/TELL, ideally -- is more likely to | |
| work. In Beetmonger�s Journal, for instance, being able to ASK various | |
| characters about stuff you come across or hear about helps advance the | |
| game, especially since the game turns on learning about an unfamiliar | |
| setting; simply putting words in the player�s mouth would make the PC | |
| more knowledgeable than the player, or alternatively would require some | |
| very complicated knowledge flagging. Likewise, one of the better aspects | |
| of Coast House was being able to interrogate the sole NPC with ASK | |
| topics that you�d come across in your explorations, and among Triune�s | |
| main strengths is that you�re not pushed down any one path, a feeling | |
| which TALK TO would certainly compromise. ASK/TELL was useful in a | |
| different sense in Crusade, where most of the humor came from Easter | |
| eggs scattered here and there, some of them in conversation; obviously, | |
| it�s hard to see how you can put Easter-egg lines in NPCs� mouths | |
| without ASK/TELL. The counterexample (yes, there really is one) is | |
| Kallisti (in which the goal is seduction), where the ASK/TELL process at | |
| the beginning rambles on and on with no direction (as far as I could | |
| tell, infinitely, as I never got past that scene), and with the NPC | |
| apparently acquiescing happily to wildly random non sequiturs. Given | |
| that the, um, drift of the game was obvious from the start, the | |
| obfuscation did not add much to the game; much better to follow a | |
| reasonably defined path than force the player to try to figure out what | |
| the author considers a logical approach to seduction. | |
| Menus appeared occasionally, sometimes to good effect and sometimes not. | |
| In Earth and Sky, the tone of voice in the menu options helped bring out | |
| the PC�s personality (and, not insignificantly, the conversation options | |
| were laugh-out-funny, almost never a bad thing) -- and while other | |
| systems can do the same by simply putting actual lines in the PC�s | |
| mouth, a menu tends to get to the same end faster (as you learn more | |
| about the PC when you see the array of things that he or she could, or | |
| is willing to, say). Earth and Sky also enabled ASK/TELL and TALK TO, so | |
| that there�s a dizzying array of ways to advance the conversation; | |
| fortunately, the TALK TO conversational direction is pretty logical, and | |
| all of the ASK/TELL topics I could think of were covered. On the other | |
| hand, in Volcano Isle, there was only one conversation moment in the | |
| whole game, and it was singularly odd -- you essentially have to choose | |
| a factual statement about yourself, though it doesn�t seem to matter | |
| much which you choose. There are quite a few menus in Stick it to the | |
| Man, few of which produce particularly interesting conversation, but I | |
| suppose interesting is in the eye of the beholder. Menus (triggered by | |
| SPEAK TO) also showed up in Shattered Memory, but didn't enhance the | |
| experience much, partly because they were mixed indiscriminately with | |
| ASK X ABOUT Y, with no obvious clues to which is appropriate at a given | |
| time. | |
| The strange thing about TALK TO is that the better-implemented the game, | |
| the less appropriate TALK TO (as the sole system) often becomes. In All | |
| Roads, the depth of the worldbuilding leads the player to want to | |
| explore the edges of the scenario, learn more by probing for more | |
| information, and TALK TO is essentially a blunt reminder that we�ll have | |
| none of that. Conversely, when the implementation was shaky or the | |
| author wasn�t confident that the player would be able to follow what was | |
| going on, you�d get NPCs prompting the player to "ask me about" or "tell | |
| me about" something in less than graceful ways (The Cruise is an | |
| example), and there, particularly when the character in question doesn�t | |
| have a lot to say anyway, TALK TO might conceivably be appropriate. | |
| (Making the connections sufficiently logical that the game doesn�t have | |
| to prompt the player so blatantly would be even better, of course, but | |
| let�s not be too picky.) Carma, though well implemented on the whole, | |
| suffers from similar problems, as the author left nothing to chance; | |
| things that the player should ask about are put in boldface. (It�s not | |
| wholly inappropriate, as the game�s idiosyncratic attitude toward | |
| punctuation and general surrealism make for hard wavelengths to get on, | |
| but the cues do feel clumsy.) An odd counterexample is Fine Tuned, which | |
| had all sorts of implementation problems but whose ASK/TELL conversation | |
| system worked pretty well; major topics were available and most of what | |
| the game seemed to expect you to ask about was fairly intuitive. | |
| Finally, a discussion of conversation systems wouldn�t be complete | |
| without a word about Best of Three, even though it�s not entirely a fair | |
| comparison, as Best of Three consists entirely of conversation (rather | |
| than NPC interactions integrated into a broader storyline). There, the | |
| system was a blend of ASK/TELL and menus, in that you can choose the | |
| general topic and be given some choices within that topic; not every | |
| topic is accounted for, naturally, but most of the logical ones are, and | |
| the result is both the flexibility of ASK/TELL and the natural language | |
| of menus. Is it realistic to expect a conversation system this powerful | |
| to be something other than the point of the game it appears in? Maybe | |
| not, but it�s a nice thought. | |
| I should note, by way of closing, that while my initial impression was | |
| that TALK TO and menus were on the rise, the numbers are still stacked | |
| dramatically in favor of ASK/TELL (though I haven�t done an exact | |
| count). I�m not too sad about that, surprise surprise, but beyond that | |
| I�m not sure whether it reflects authors� preferences, authors� beliefs | |
| that players prefer that system, or something else, or simply a general | |
| feeling that the sort of games that dominate the comp (simple puzzle | |
| games, even after all this time) are best served by that system. As it | |
| happens, I think that�s true, though I don�t deny that other systems may | |
| fit other game styles better. | |
| As for the examples of games using multiple systems simultaneously (in | |
| the Earth and Sky sense, not the Best of Three sense), I suppose I | |
| applaud the sentiment and, in Earth and Sky�s case, the execution, but | |
| caution that each system needs to be fully adequate to get to the | |
| objective; see Shattered Memory. To the extent that this heralds more | |
| versatile conversation engines, however, I�m all for it. | |
| KEY TO SCORES AND REVIEWS-------------------------------------------------- | |
| Consider the following review header: | |
| NAME: Cutthroats | |
| AUTHOR: Infocom | |
| EMAIL: ??? | |
| DATE: September 1984 | |
| PARSER: Infocom Standard | |
| SUPPORTS: Z-code (Infocom/Inform) interpreters | |
| AVAILABILITY: LTOI 2 | |
| URL: Not available. | |
| When submitting reviews: Try to fill in as much of this info as you can. | |
| If you choose, you may also provide scores for the games you review, as | |
| explained in the SPAG FAQ. The scores will be used in the ratings | |
| section. Authors may not rate or review their own games. | |
| More elaborate descriptions of the rating and scoring systems may be found | |
| in the FAQ and in issue #9 of SPAG, which should be available at: | |
| ftp://ftp.ifarchive.org/if-archive/magazines/SPAG/ | |
| and at http://www.sparkynet.com/spag | |
| REVIEWS ------------------------------------------------------------------- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: All Roads | |
| AUTHOR: Jon Ingold | |
| E-MAIL: ji207 SP@G cam.co.uk | |
| DATE: 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/zcode/AllRoads.z5 | |
| VERSION: Release 1 (post-comp release -- version apparently not updated) | |
| It's occasionally been said that the diversity of latter-day IF makes it | |
| difficult to compare games -- when puzzles are downplayed and setting, | |
| story, characterization, etc. are stressed, different games often have | |
| very few common measures (other than technical smoothness and writing | |
| skill) by which to rate them. Instead, games are judged more and more by | |
| how well they were trying to do whatever they were trying to do, and as | |
| measuring the success of, say, a horror-oriented game is very different | |
| from measuring the success of a sci-fi game, it becomes harder to say in | |
| a useful way that any given game is better than another. (Was it always | |
| thus? Maybe, but I seem to recall some fairly lively debates, a few | |
| years back in r*if, over which Infocom games were the best and worst -- | |
| despite Infocom's attempts to explore a broad range of genres.) I bring | |
| this up not because I have any idea where Jon Ingold's All Roads stands | |
| in the IF pantheon; to the contrary, I have no idea, because while it's | |
| certainly an enjoyable game in many respects, I cannot divine what the | |
| author was setting out to do. | |
| The premise is that -- well, that's the problem. The initial text | |
| suggests that you're lying in your bed, then abruptly you're standing on | |
| a scaffold, about to be hanged, and a few turns later, just as abruptly, | |
| you're tied up in a cellar. From there, things slow down a little, but | |
| the general "huh?" aura persists throughout -- you jump around in time | |
| and space enough that you're unlikely to follow what's going on until | |
| the very end. It doesn't, however, matter much that you don't know | |
| what's going on, as the game shepherds you along quite firmly -- you | |
| can't get very far off the track at any point, nor is there a way, as | |
| far as I can tell, to derail the express by dying or making the game | |
| unwinnable. (Well, okay, there's one puzzle, and it's a fairly subtle | |
| puzzle, sufficiently so that it's not impossible to bog down -- but | |
| other than that things more or less roll along.) The plot itself | |
| involves political machinations in a sort of alternate-universe medieval | |
| Venice, certainly a good setting for not knowing what's going on, and | |
| the game plays that aspect to the hilt -- most of the salient facts, | |
| such as who's on what side, remain mysterious throughout, adding to the | |
| general bewilderment. At a few points, if you don't supply the needed | |
| action, the game gives you progressively less subtle hints, so the | |
| course of the story is unlikely to stop very often. The result, at the | |
| end of the game, is essentially a very odd short story where you supply | |
| much of the protagonist s action but very little of the brainpower. | |
| Give All Roads some credit, though -- the player does *do* almost | |
| everything in the story, as opposed to watching his friend the player | |
| character do things in long chunks of text between prompts (a common | |
| failing in story-oriented games). Some of the actions are attributable | |
| to unsubtle hints, and there's a little bit of unreliable-narrator | |
| trickery, but most of the time the game gets the player sufficiently on | |
| the story's wavelength that outright prodding is unnecessary, which is | |
| nothing to sneeze at. Simple weirdness or absurdity is fairly trodden IF | |
| ground, but this isn't that, exactly -- the point is not, as far as I | |
| can tell, simply to be strange and confusing. The underlying logic of it | |
| all is obscure, but the actions themselves are reasonably apparent. | |
| In a sense, though, that's the problem; there are (at least) two | |
| narratives in All Roads, one the ostensible course through the game and | |
| another the player's progress toward deciphering the game's central | |
| puzzle, namely Why The Whole World's Acting So Weird. The game appears | |
| to have decided quite firmly that you will begin to get hints on the | |
| latter only toward the end of the game; detective work during most of | |
| the story is not only not encouraged, it's pretty much impossible. Some | |
| common commands are disabled or even given misleading responses. Yes, | |
| there are stray clues here and there, but they don't seem to be in | |
| places where the inquiring player would tend to look -- they're more | |
| like Easter eggs. The most blatant aspect of this is the conversation | |
| system, namely TALK TO, which certainly avoids complications but doesn't | |
| leave much freedom. It's not, exactly, that the game will break if your | |
| strange time-space-jumping tendencies are aired, because you do air them | |
| (after a fashion) in your TALK TO conversations, but the game appears to | |
| have made a choice -- rather than letting you, the player, screw things | |
| up and get some *** You have died *** equivalent, the game simply | |
| prevents you from screwing things up. | |
| Does this all matter? Yes and no, in my book. It doesn't make the | |
| underlying puzzle any less interesting -- and it is a good puzzle, well | |
| worth some thought and some poring over the transcript. For my part, | |
| though, the railroaded nature of the game took away some of the | |
| satisfaction of figuring out the puzzle, since there was no possibility | |
| that I'd make a clever guess and be rewarded, and the giveaways at the | |
| end really were outright giveaways. (I might have found the process a | |
| bit more rewarding if the solution lay more in going back through the | |
| game and trying new stuff, thereby to learn more, and less in the | |
| exposition at the end.) Accordingly, it's difficult to judge the game -- | |
| as pure story, once understood, it's impressive, and the various pieces | |
| come together well. The meta-puzzle of the story isn't quite as | |
| successful, though, due to the feeling that the player doesn't really | |
| have much of a shot at solving the puzzle, and accordingly the extent to | |
| which the game succeeds depends on one's assumptions about what the game | |
| sets out to do. | |
| Those reservations noted, I should add that I did enjoy All Roads; the | |
| complexity and depth of the story it wove landed it the top spot in the | |
| comp, and deservedly so. For my part, I gave it a 9. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Cameron Wilkin <camdog571 SP@G hotmail.com> | |
| [originally posted to Usenet on rec.games.int-fiction] | |
| TITLE: The Beetmonger's Journal | |
| AUTHOR: Scott Starkey | |
| E-MAIL: scotto SP@G yekrats.com | |
| DATE: October 2001 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ifarchive.org/if-archive/games/competition2001/tads/Beet/Beet.gam | |
| VERSION: Release 1 | |
| One nifty aspect of this game is that the player gets to change | |
| perspectives as it progresses. You begin the game as Aubrey Foil, the | |
| companion to the famous architect Monsieur Lapot, who is being followed | |
| by merciless reporters. You stumble into a cave that turns out to be the | |
| tomb of Avielle the great beetmonger. You discover her journal and begin | |
| to translate it, at which point you become Avielle and essentially write | |
| the journal on the fly. As Avielle you attempt to thwart the plans of | |
| Prince Radiant, who is turning the populace against beetmongerism. | |
| There's definitely a lot going for this game. It's well written, and its | |
| dead-serious treatment of a conflict between the general populace and | |
| the secret order of beetmongers made for an amusing atmosphere. The | |
| treatment of perspective in the game is interesting as well. You start | |
| the game as Aubrey, but all your commands influence what Lapot does, and | |
| the game responds with Aubrey's interpretation of what happens. | |
| Avielle's section is in the past tense, so it seems that what you do is | |
| simply what is recorded in the journal Lapot is translating. Those are | |
| very nice touches. | |
| The game does have a branching story line as well. You can attempt to | |
| make a peaceful or a violent solution with the Prince, and that leads to | |
| entirely different sections of the game, with different puzzles. I only | |
| played through the violent section, so I can't comment on the other, but | |
| the fact that the plot branches is a big plus. | |
| There are a few drawbacks as well. The author made some odd design | |
| choices. At the beginning there is an "instant death" room. Although the | |
| game warns you against going there, it just seems unnecessary. It | |
| would've been better if it were just an empty room. Also, the map layout | |
| was confusing. If you go north from the west concourse, you'll reach the | |
| main square. If you go south from the main square, you'll reach the war | |
| memorial. I really hated this part. It seems illogical and made me get | |
| lost quite frequently. I was never able to build a good picture of my | |
| surroundings because of this. There were a couple of bugs too, (you | |
| can't show colleen the flags), and there was a lot of scenery you can't | |
| refer to (such as the war games). None of this is game breaking, but | |
| it's certainly annoying. | |
| Also, a lot of the game failed to instill me with a sense of purpose. | |
| After hearing the prince's speech and talking to colleen, I had no idea | |
| what to do. I had to run to the walkthrough just to find out what the | |
| game wanted me to do. | |
| Despite these flaws, I enjoyed playing through this game. It has a fun | |
| story line. The puzzles (once you figure out what they are) are, for the | |
| most part, rather simplistic, but I like them that way. Nothing | |
| exceptional, but still quite fun. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Best of Three | |
| AUTHOR: Emily Short | |
| E-MAIL: emshort SP@G mindspring.com | |
| DATE: 2001 | |
| PARSER: Glulx Inform standard | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ifarchive.org/if-archive/games/competition2001/glulx/Bestof3/Bestof3.blb | |
| VERSION: Release 1 | |
| I wrote a while back that Emily Short's Galatea had "moved the | |
| goalposts" with respect to conversation in IF, and while I think that | |
| was true -- and that subsequent Emily efforts did the same -- much of | |
| the focus has been on the format: the blending of ASK/TELL with menus | |
| and such. Emily's experiments with format are worth noting, but the | |
| content of the conversations bears notice as well -- the games not only | |
| make it possible to have interesting conversations, they actually have | |
| interesting conversations, and Best of Three, the latest effort, is, in | |
| my view, no exception. | |
| The premise is both simple and too complex to explain concisely: you | |
| encounter an old flame of the unrequited variety, first by chance in the | |
| street and then less by chance in a coffeeshop, and repartee of various | |
| sorts ensues -- you discuss the past and present, literature, music, and | |
| embark on various abstract philosophical digressions as well. The format | |
| is the same blend of ASK/TELL and menus that appeared in Pytho's Mask: | |
| you have a variety of lines to try on any one topic, but you can also | |
| heave a topic entirely and choose to discuss, say, hockey with >TOPIC | |
| HOCKEY or >T HOCKEY, and if you have anything to say about hockey, | |
| you'll have some menu options. There are some recent innovations as well | |
| -- if you've tried some topics that don't turn up anything and you want | |
| to go back to the last menu, UNTOPIC sends you back there, and THINK | |
| ABOUT doesn't produce any spoken output but occasionally yields | |
| something you might want to talk about. The effect, as should be | |
| obvious, is to afford flexibility both macro and micro -- you have the | |
| ability to ditch an apparently unfruitful topic and start a new one, but | |
| also the ability to say a variety of approaches to discussing any one | |
| topic. If there's a drawback, it's that you can get a conversation that | |
| veers wildly from topic to topic with no apparent discomfort from the | |
| NPC, and Best of Three particularly suffers in this regard -- in fact, | |
| the menu options that Best of Three prompts the player with often seem | |
| to represent major non sequiturs. Still, considering the state of NPC | |
| interaction before Emily Short made her contribution, veery | |
| conversations seem a venial sin. | |
| Most of the negative reaction to Best of Three has focused on the main | |
| NPC; people find him an insufferable twit or some variant, or just find | |
| talking with him boring. There, I suppose, the player's MMV, but there | |
| are also moments where the NPC acknowledges the limits and shallowness | |
| of his understanding (particularly with regard to music), which aren't | |
| really consistent with a simple portrayal of a self-centered | |
| know-it-all. Moreover, I feel compelled to point out that there aren't | |
| many NPCs in the annals of IF that were sufficiently developed for the | |
| player to actually dislike. There have been annoying NPCs, to be sure, | |
| but the aversion to this one doesn't characterize him as annoying -- | |
| he's pompous, self-centered, supercilious, or other such things, and | |
| creating a character that elicits those reactions is not simple. I'm | |
| reminded of an NPC that got a similar reaction from one reviewer, namely | |
| Bob of Brent van Fossen's She's Got a Thing for a Spring, the | |
| mountain-cabin dweller with responses for anything; Andrew Plotkin noted | |
| that he wanted to throw a brick at Bob's head. As Bob was pretty much | |
| the pre-Short NPC gold standard, it's not a bad precedent. For my part, | |
| I didn't dislike him, exactly -- a few responses struck me as | |
| irritatingly self-justifying, and some of his opinions seemed a little | |
| sweeping, but listening to him wasn't a chore. (This may be because I | |
| went to school with the author and hence know not a few people that | |
| resemble Grant -- and, perhaps inevitably, have had not a few | |
| conversations that resemble this one -- and by personal taste I don't | |
| mind hanging around with someone with too many opinions who's too apt to | |
| drop literary references.) His patter is also leavened by a few measures | |
| of wit -- not one-liners as much as amusing phrasings, comic | |
| exaggerations, and such -- and I suspect I have a hard time really | |
| disliking people I find witty. One example, from the prologue, after the | |
| NPC concludes that the PC has made him lose his pen: "The karmic | |
| repercussions will be severe. Expect to live your next life as a dung | |
| beetle." Afterwards, after the NPC takes the PC's pen and then returns | |
| it: "All week my conscience has been haunted by the vision of you | |
| crouched in a garret writing with a lumpy Bic." I can see why people | |
| might find this pompous, but I took it more as mock-pompous, and I'm | |
| fairly sure it was intended that way. (The wit is not, of course, | |
| limited to the NPC's lines. One of my favorite bits was this: "His whole | |
| body scrunches tighter in on itself, as though he were an anemone and | |
| you a five-year-old with a pointy stick." Not particularly funny without | |
| "pointy," hilarious with it.) | |
| Er, what's that, Paul? Write about the game, not about my personal | |
| tastes? Oh, okay. As Best of Three consists entirely of conversation, | |
| the conversation needs to be compelling for the game to work -- and | |
| while it's difficult to write a conversation that every player would | |
| find compelling, Best of Three gives it a pretty good try. As noted, the | |
| PC and the NPC have a shared past to explore, but they also have | |
| individual (and highly unusual) family lives to explain, and all of the | |
| conversations tie together reasonably well, despite the veering | |
| mentioned earlier. For example: at one point, the NPC mentions his | |
| dislike of Dostoevsky, and when the PC presses him on why, he grumbles | |
| about how "everyone's emotions run over like a vat of boiling borscht | |
| poured into a thimble," both an amusing image and (implicitly) a comment | |
| on an event in the PC's and NPC's past. (There's also a dash of | |
| self-reference a moment later, when the NPC complains about a lack of | |
| "narrative momentum, just people sitting around spewing out ideas," | |
| which could certainly be said of Best of Three.) At another point, the | |
| NPC remarks of a teacher that made a melodramatic display that "in a | |
| peculiar way you have to admire someone who is willing to risk a little | |
| ridicule," again a veiled reference to past episodes. (In this case, a | |
| negative reference, as the PC doesn't appear to have been willing to | |
| risk such ridicule.) And there's another occasion where the PC refers to | |
| the lack of communication in her family and describes a | |
| dancing-around-the-subject process that mirrors in some respects the | |
| game itself. The conversation is not, in short, aimless, even though it | |
| covers a lot of ground. | |
| It should also be noted that the nature of the conversation is far from | |
| fixed -- the PC can handle the interaction in more than one way -- so if | |
| the player doesn't care for the NPC and isn't interested in playing | |
| along, why, there's no need. True, such an approach doesn't reach what | |
| the game seems to consider an optimal ending, but you can't have | |
| everything. I don't want to exaggerate this feature -- to an extent, | |
| different approaches to the conversation tend to lead to the same | |
| elements in a different order, or most of the same elements with perhaps | |
| a few missing -- but there is the option to take an unsympathetic view | |
| of the whole thing. | |
| As implied in the Dostoevsky comment, however, Best of Three needs more | |
| narrative pace to genuinely work as a game -- it's more a series of | |
| conversational vignettes, some more illuminating than others, that | |
| eventually lead around to where you want to go, and the whole thing ends | |
| pretty abruptly thereafter. The obvious contrast is with Galatea, where | |
| the NPC's psychology, and the difficulty of getting her to open up, gave | |
| the story a trajectory of sorts; here, getting the NPC to open up is, | |
| shall we say, not a problem. The problem that arose in Galatea (from the | |
| author's perspective, anyway) is that seasoned IFers tended to regard | |
| the game as a puzzle -- get the Right Ending and Hear the Roar of the | |
| Crowd -- which, it's safe to say, wasn't quite the idea. Best of Three | |
| certainly avoids that pitfall, but as a consequence it also forfeits | |
| some of the involvement the player had with the story in Galatea. It's | |
| also true, of course, that there were more conversational options in | |
| Galatea, and it was less obvious that you'd run out of things to say on | |
| a given topic, as there was no menu system. The challenge, though, is to | |
| maintain a storyline that goes somewhere -- in Best of Three, the | |
| fluidity with which the subject changes means that there's not much of a | |
| feeling that any given topic is inaccessible at any moment -- while | |
| avoiding the feeling of goal-orientedness that has long reduced NPCs to | |
| locked doors. If Emily isn't there yet, she's a whole lot closer than | |
| anyone else. | |
| For myself, I enjoyed Best of Three, and it's probably not quite fair to | |
| say that its reach exceeds its grasp -- it doesn't purport to be | |
| anything more than a complex, meandering conversation, and on that level | |
| it works fine. It may not be the apotheosis of NPC interaction in IF, | |
| but it's not a bad effort, and it got an 8 from me in this year's | |
| competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Suzanne Britton <tril SP@G igs.net> | |
| TITLE: Carma | |
| AUTHOR: Marnie Parker | |
| E-MAIL: doeadeer3 SP@G aol.com | |
| DATE: October 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Glulx interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/glulx/carma/carma.blb | |
| VERSION: Release 1 | |
| Well, that was a rousing adventure. | |
| I refer, of course, to the adventure of getting "Carma" to work on my | |
| Linux system. But an hour, 4 source packages, and 2 patches later, I was | |
| all set for the full multimedia experience. Hooray! Many thanks to | |
| Marnie for giving detailed system-specific advice in terps.txt, so I | |
| didn't have to break down and boot into Windows. | |
| It was well worth the effort: the graphics, sound effects and music in | |
| Carma are absolutely delightful. In particular, the Perry Mason shtick | |
| with the jarring chords had me roaring. And if I could stop my | |
| evaluation at that, I'd give this entry a 10. | |
| Unfortunately, I found little enjoyment in Carma outside of the | |
| whizzbang multimedia, and I guess I'm still old-fashioned enough to feel | |
| that that's missing the point of Interactive Fiction. The biggest | |
| problem was simply the *lack* of interactivity: I felt like I was | |
| spending over half my time in cut scenes (note to authors: please make | |
| cut scenes skippable!), and the interactive parts were not well-fleshed | |
| out. The "strike" scene was particularly tedious--interview X, ask X | |
| about X, ask X about sign, ask X about demands, repeat N times. | |
| By the time I got to the courtroom scene, the whole thing was growing | |
| tiresome, although I perked up a bit at the highly-amusing Perry Mason | |
| spoof. This brings up Carma's other major weakness: punctuation, however | |
| you slice it (splice it?), just isn't exciting enough a subject to carry | |
| one through a mid-sized IF game, not even for other would-be writers. It | |
| would have done better as a shorter piece. | |
| The programming was competent, and if nothing else, this makes for a | |
| great glk/glulx demo. And on a final positive note, I loved the ending. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: The Coast House | |
| AUTHOR: Stephen Newton and Dan Newton | |
| E-MAIL: snewton SP@G sj.znet.com and hackmusik SP@G earthlink.net | |
| DATE: October 2001 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/tads/coast/coast.gam | |
| VERSION: 1.0 | |
| Almost as bad as no lead-in is too much lead-in. Worse yet is if the | |
| wodges of text come larded with misused words and misplaced apostrophes. | |
| For instance, we learn at the beginning of this game, amid a great deal | |
| of family history and implied mystery, that grandpa felt "little | |
| remorse" at grandma's funeral; but remorse would only be suitable, | |
| really, if he'd offed the old biddy himself (surely not!). | |
| The whole of the game is flawed in similar ways: misused words, abused | |
| apostrophes, simple game-design carelessness. Descriptive sections | |
| include such things as: | |
| You see the first photograph, the second photograph, the third | |
| photograph, and the fourth photograph here. | |
| Why not label them as to content, or introduce them more subtly? I think | |
| I detect, in many places in this game, indications that the authors are | |
| relatively new to TADS, and that they are comfortable doing the | |
| straightforward tasks but uncertain about the customizing nuances that | |
| smooth over awkward bits. | |
| The puzzles are also generally not very exciting, and mostly consist of | |
| finding things and applying them, without that much by way of reward | |
| offered for diligence. My strongest puzzle-related memory from this game | |
| is that I drove myself crazy trying to get into a certain section which | |
| was sort of but not entirely off-limits: I could enter it, but a timed | |
| sequence of events would drive me out again. There was, of course, a | |
| solution to this, but I didn't know enough about the game to know for | |
| certain that the solution wasn't to be found *inside* the area that I | |
| kept being forced out of. So I made many frustratingly brief exploratory | |
| missions before I finally gave up, consulted the walkthrough, and | |
| discovered that the correct way of dealing with the problem lay | |
| somewhere else entirely in an area I was not yet aware of. I would | |
| complain even more strenuously if the game design *had* necessitated | |
| repeated trips into the semi-restricted area; as it was, it was just my | |
| own stubbornness and failure to explore another puzzle adequately that | |
| had me rushing back in there over and over. But I still don't | |
| particularly care for this effect, I'm afraid. | |
| Story and atmosphere were likewise mostly unexceptional, with a few | |
| standout bits. Some of the most endearing features were things that I | |
| assume are accurate observations of the real coast house on which this | |
| is modelled. I ordinarily don't care for real-life details when said | |
| real-life details are, e.g., a careful implementation of your television | |
| and VCR: I know how those behave and derive no joy from manipulating | |
| them in virtual form. Perhaps what sets this apart from other | |
| implementations of well-known places is that I have not, in fact, ever | |
| spent that much time at a vacation house like this one, so it struck me | |
| as peculiar and intriguing. I was oddly touched by the Piggly Wiggly | |
| bag. | |
| The backstory itself, as finally revealed, seemed tonally out of place, | |
| or at least to belong to a different mood from the rest of the game. | |
| Summary: An unambitious little game with some nice atmospheric touches, | |
| lacking a lot in surface polish. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Earth And Sky | |
| AUTHOR: Paul O'Brian | |
| E-MAIL: obrian SP@G colorado.edu | |
| DATE: October 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/inform/eas/eas.z5 | |
| VERSION: Release 1 | |
| This game is too short. | |
| It's billing itself as a prelude to something longer, and that's great, | |
| but I felt as though I had just really gotten revved up when... it | |
| ended. | |
| Which was a pity, because I was enjoying this: it's upbeat and chipper | |
| and fun, a superhero game with a gentle sense of humor and not too much | |
| pressure about Saving the Universe. It gives you cool powers, and it | |
| doesn't take itself too seriously. We've seen superhero IF before, but | |
| frankly, it's so entertaining that we can easily afford to see more. | |
| Earth and Sky begins by establishing backstory about the protagonist and | |
| her brother, in which we find out that their parents are missing; | |
| presumably this provides the plot arc for the series of games of which | |
| this is Game 1. But the game doesn't really dwell particularly on that. | |
| I was struck by the contrast with Heroine's Mantle, another superhero | |
| game whose premise begins with the vanishing of parents and the | |
| introduction of powers: where Heroine was sprawling, dramatic, | |
| emotional, and rough-edged in many aspects of its game play, this was a | |
| meticulously crafted and entirely lighthearted production. | |
| Let me dwell for a moment on that "meticulously crafted" bit. It's | |
| obvious that a great deal of care went into making this game intuitively | |
| interactive. Several conversation systems are provided, so that the | |
| player is free to take whatever approach he likes: this is novel, and | |
| possibly overkill, but it expresses a good faith intention to put the | |
| control fully into the player's hands. More impressively, perhaps, the | |
| game accounts for a wide variety of behavior on the player's part. I | |
| don't wish to spoil the game, and it is so small that any portion of it, | |
| even the very beginning, is perhaps off-limits, so suffice it to say | |
| that there is an opening scene with a number of things to tinker with. A | |
| less ambitious game would take steps to make sure that the player | |
| tinkered with them in the right order; a less well-programmed one would | |
| allow all the variations, but then fail to take them into account in the | |
| subsequent stages of the scenario. As it was, I found no flaws. After I | |
| played the first time, I went back and tried a number of different | |
| configurations of the first scene, and the NPC always reacted | |
| appropriately, no matter what I turned out to have done when he showed | |
| up. | |
| Speaking of the NPC, I'm not sure how I feel about the menus. The game | |
| offers you the opportunity to converse via conversation menus, and these | |
| menus contain numerous quips. This is fine, even commendable, except | |
| that frequently the quips were merely slightly nuanced variations of the | |
| same thing and that the choice of one or another doesn't seem to have | |
| affected the NPC especially strongly. There are also perhaps too many. I | |
| find, in general, that I don't like conversation menus to contain more | |
| entries than I can keep in my head all at once; it is perhaps a | |
| testimony to my pea-sized brain that this number tends to be four or | |
| five at its upper limit (with some variation allowed depending on how | |
| complex and lengthy the remarks are.) This is because, when I am playing | |
| a game with conversation menus, I regard the menu as representing the | |
| contents of the PC's head: as though the author said, Here are the | |
| things that immediately pop to mind in response. In a typical | |
| conversation I may have several things in mind that would be viable to | |
| say; I don't have a dozen at a time. | |
| That's a fairly minor quibble, however, and the fact that I reacted to | |
| it at all says more about my own interests and the things I pay | |
| attention to in a game. | |
| Summary: cool, fun, and promising of more to come. One of my favorites | |
| of the competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stephen Bond <bonds SP@G maths.tcd.ie> | |
| [originally posted to Usenet on rec.games.int-fiction] | |
| TITLE: Film At Eleven | |
| AUTHOR: Bowen Greenwood | |
| E-MAIL: greenwood SP@G lvcm.com | |
| DATE: October 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ifarchive.org/if-archive/games/competition2001/inform/eleven/eleven.z5 | |
| VERSION: Release 1 | |
| This game is apparently inspired by I-0, so the first time I played it I | |
| spent the whole time doing I-0 type things: I stripped off everywhere | |
| and waited to see how people would react. But the reactions were somehow | |
| disappointing, and the descriptions were somehow disappointing, and I | |
| felt a bit let down. I got the same feeling I get when reading Terry | |
| Pratchett -- all very light-hearted, and the author is having a good | |
| time, and the characters are having a good time, and everyone involved | |
| is having a good time, and... I'm not, really. | |
| One difference between this and I-0 is that the latter is much more | |
| richly described and imagined. To take a concrete example, I-0 gives me | |
| a very good picture of what Tracey Valencia's breasts look like. The | |
| description of Betty Byline's boobs, on the other hand, is "You've never | |
| had any complaints about them", which is so vague that she might as well | |
| be wearing five woolen sweaters. Does "You've never had any complaints | |
| about them" conjure up images in anyone's mind? No. And it's not that | |
| I'm only slavering after good descriptions of T&A: a lot of the writing | |
| here is similarly unevocative. I-0 it ain't. | |
| The second time I played, however, I tried to appreciate Film at Eleven | |
| on its own terms, and I found it a lot more likeable. In fact I found | |
| the whole thing rather sweet and endearing. I liked the PC and her | |
| infectious enthusiasm, I liked the quirky small-town inhabitants, and I | |
| liked the friendly, gently chiding voice that was narrating. There's | |
| nothing particularly memorable here, but Eleven makes a pleasant enough | |
| way to pass an hour or two. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: The Gostak | |
| AUTHOR: Carl Muckenhoupt | |
| E-MAIL: carl SP@G wurb.com | |
| DATE: 2001 | |
| PARSER: Inform-based, with some rewriting | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ifarchive.org/if-archive/games/competition2001/inform/gostak/gostak.z5 | |
| VERSION: Release 1 | |
| Dan Schmidt's For a Change, a 1999 competition entry, had one of IF's | |
| most memorable beginnings: "The sun is gone. It must be brought. You | |
| have a rock." That signaled some linguistic quirkiness, and sure enough, | |
| the ensuing game featured a variety of e.e.cummingsesque innovations, | |
| though it was comprehensible with a bit of effort. Carl Muckenhoupt's | |
| The Gostak goes For a Change one better: | |
| Finally, here you are. At the delcot of tondam, where doshes deave. | |
| But the doshery lutt is crenned with glauds. | |
| Glauds! How rorm it would be to pell back to the bewl and distunk | |
| them, distunk the whole delcot, let the drokes discren them. | |
| But you are the gostak. The gostak distims the doshes. And no glaud | |
| will vorl them from you. | |
| For those who didn't know what was coming from the title itself -- which | |
| refers to an old linguistic in-joke -- this is more than a little | |
| disconcerting, all the more so when familiar commands like LOOK and | |
| INVENTORY elicit "That's not a dape I recognise." (The trick is somewhat | |
| similar to the language puzzle in Lucian Smith's The Edifice, where you | |
| needed to communicate something in an unfamiliar language where even the | |
| pronouns were unknown; here, while the communication problem is much | |
| broader, the syntax and word order are familiar and pronouns, | |
| prepositions (mostly), conjunctions, articles, and such are all | |
| English.) The HELP equivalent (JALLON) gives a list of basic commands, | |
| though they're unlikely to be particularly helpful to the IFer who isn't | |
| familiar with the basic IF help menu -- the only commands that are | |
| familiar are things like QUIT, SAVE, RESTORE, UNDO, and such, and the | |
| unfamiliar commands themselves are explained in the same language. Never | |
| fear, though -- there are Invisiclue-style hints! (Just follow the menu | |
| option for "brolges.") Here's one of the hints on the topic "The | |
| tophthed curple": "If only it wasn't tophthed, you could pell in there | |
| without being glaked. What can you do about the tophthage?" | |
| The net effect is that The Gostak has some pretty severe barriers to | |
| entry, so to speak -- the initial 50-100 moves or so are apt to be a | |
| painful slog while the player attempts to compile a basic glossary, | |
| takes cryptic notes, gets mocked by the parser (>LEIL WARB: "That's | |
| unleilable"), and starts to think that Colossal Cave had the right idea. | |
| It gets less frustrating, but the learning curve doesn't level off much | |
| -- unfamiliar words just keep coming, and there isn't really a point | |
| when you simply know all you need to know. The game ups the ante by | |
| doing its damnedest to keep many of its words from having any English | |
| referent at all (this is the linguistic joke, as detailed at | |
| http://www.kith.org/logos/words/lower2/ggostak.html), and while you can | |
| choose to assign them referents of your own devising, you can't assume | |
| that the game will follow along with the implications. (You might decide | |
| that a particular noun means, say, "water," and later decide that a | |
| certain adjective means "wet," and then belatedly discovered that your | |
| water isn't wet -- because the game doesn't agree that those words have | |
| the relation you've assigned.) Beyond that, the puzzle-solving in the | |
| game often turns into a scavenger hunt -- you're faced with a creature | |
| that has an unfamiliar adjective, say, so you go hunting around | |
| aimlessly for something that has a similar adjective. There's a helpful | |
| character that might explain what the adjective means, to be sure, but | |
| he (it) more often than not explains it using two or three more terms | |
| that you don't understand. The effect is occasionally like a game with a | |
| million locked doors and a million keys in which the puzzle-solving | |
| consists of trying each key in each door; the no-referents trick becomes | |
| more of a curse than a blessing. (The problem is exacerbated by a | |
| certain object that can produce eight more objects, each with a largely | |
| opaque adjective, which heighten the combinatorial problem.) | |
| Is all this a Good Thing? Well, it's a certainly a creative thing, and | |
| it's done intelligently. Not only do most words lack obvious referents, | |
| but familiar words have unfamiliar syntaxes -- or words that you think | |
| you've pigeonholed as just like a certain English word turn out to have | |
| unexpected connotations or uses. In effect, the game's language works | |
| like a real second language, with different assumptions about what | |
| concepts go together or how to visualize a certain action, rather than | |
| simply tracking English. Quite apart from the technical feat of | |
| reworking the Inform parser into an alien tongue, which must have been | |
| wearisome, convincing the game to respond sensibly to every verb in | |
| every context (which, as far as I can tell, it does) is not a trivial | |
| accomplishment. | |
| The problem, though, is that I'm not sure the annual competition was the | |
| forum where The Gostak was most likely to be appreciated, mostly because | |
| of the two-hour rule. Now, it's true that competition judges don't have | |
| to finish a game within the allotted two hours, and it's also true that | |
| many well-regarded competition entries have been on the long side, and | |
| it's also true that you don't need to reach the end of The Gostak to | |
| appreciate it. But the two-hour rule does not breed patience, and The | |
| Gostak is unlikely to be appreciated by an impatient player. When a | |
| judge spends the bulk of the two hours fumbling around and trying to | |
| master basic vocabulary, he or she is unlikely to rate the game highly | |
| except for pure strength of concept. As it happens, that was enough for | |
| me, but not everyone is endlessly fascinated by linguistic wizardry of | |
| this sort. The end result was that the scores for The Gostak were almost | |
| evenly distributed across the scale -- which surprised me a bit, as I | |
| expected a large pileup of scores at the two extremes from some players | |
| who were frustrated by the whole thing and others who like this sort of | |
| thing. I don't know how much the scores mattered to the author -- my | |
| guess is not much -- but even disregarding the scores, I think this sort | |
| of thing is better appreciated without a ticking clock. Part of this is | |
| that comp entries have gotten shorter in recent years -- in the early | |
| days of the comp, it was routine for entries to push the two-hour mark, | |
| but lately it's become uncommon -- and hence attention spans may have | |
| become shorter; it's certainly an adjustment to play through several | |
| games that can be adequately appreciated in under half an hour and then | |
| hit The Gostak. | |
| All that said, there's something entertainingly goofy about the playing | |
| experience that makes up for the frustration. Being told, when you try | |
| something useless, that "that wouldn't do anything heamy," or hearing an | |
| overprotective character cry "My doshes! All my martle doshes!", or | |
| learning that a character who looks you over and is amused "tunks you | |
| and smarches" -- I dunno. Well-chosen words, I guess. But I found the | |
| game a pleasure to read quite apart from the pleasure of deciphering, | |
| and I found I enjoyed the thing most when I assigned a word its rough | |
| contours (establishing that a given noun was alive and ate things, say, | |
| or establishing that a verb was transitive and caused certain nouns to | |
| leave the vicinity) but didn't try to pin it down precisely. Of course, | |
| getting somewhere in the game required a little more than that, and | |
| there's only so much pure exploration to do, but there's still a | |
| whimsical feel to the responses that makes the game more than the sum of | |
| its crytographical parts. It's a tribute to the thoroughness of the | |
| implementation that the world you inhabit begins to take on some | |
| personality; obstacles and helpers don't just serve their functions, | |
| they also have connotations, associations -- this one is faintly | |
| ludicrous, that one is vaguely chummy, another one is not very bright | |
| but trusting -- that suggest that the world-creation effort did not, by | |
| any stretch, stop with the bare minimum. | |
| Reactions to most IF differ widely, and more so with The Gostak than | |
| with most -- but despite the frustration of the puzzle-solving, I was | |
| drawn in by the premise and the thoroughness and complexity of the | |
| language-building, and I gave it a 7 in this year's competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Eytan Zweig <eytanzw SP@G yahoo.com> | |
| TITLE: Heroes | |
| AUTHOR: Sean Barrett | |
| EMAIL: buzzard SP@G nothings.org | |
| DATE: Oct 1st 2001 | |
| PARSER: Inform | |
| SUPPORTS: Z-Machine interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/inform/heroes/heroes.z5 | |
| VERSION: Release 1 | |
| "Heroes" is a game with a gimmick, which is obvious the moment you start | |
| it up -- you have a choice of playing the game as one of five very | |
| different characters. The characters are standard fantasy fare, though | |
| two of them (the dragon and the king) are not often cast as the | |
| protagonist in fantasy games. The setting and goal for each character is | |
| the same -- the stories are mutually incompatible, since everyone is | |
| doing the same thing, though in vastly different ways. And in each of | |
| the stories, you get a small hint of the backstory, which leads you | |
| towards discovering what is really going on. In order to reach the final | |
| scene of the game, you must play through each of the characters. | |
| There is much that is good about "Heroes" -- much that is very good. | |
| Each location has a totally different description for each character, | |
| based on their unique outlook, all well-written. And not only the | |
| scenery but also the game objects are different -- guards that know the | |
| adventurer by name are just a nameless obstacle to everyone else; a | |
| crate that the thief can climb on goes totally unnoticed by the | |
| enchanter. Also, the setting is of a perfect size - a large enough | |
| collection of areas to be interesting and not feel too cramped, small | |
| enough so that no one can get lost. While they are not of uniform | |
| quality (more or this below), the different stories are mostly | |
| interesting -- especially the well-rounded adventurer and the | |
| destructive dragon. And the programming is very good as well -- I didn't | |
| notice a single bug, and a second version is out now to fix those that | |
| were found. | |
| However, despite all that, "Heroes" is far from a perfect game. Some of | |
| the stories aren't as interesting as the others -- the Enchanter is | |
| rather easy, his spells conveniently suited for the task; there was no | |
| place where I really had to think about how to proceed. Of course, | |
| easiness isn't bad, but compared to the other stories, it felt | |
| contrived. The king was confusing, with too many random things happening | |
| at each spot. A worse problem derived from the recycling of locations -- | |
| especially the shop, which combined so many functions it seemed totally | |
| contrived. Also, some of the obstacles felt TOO easy -- once you finish | |
| the game you realize that some of these are motivated, but some are not | |
| -- would a magic shop's defenses really be so easy to overcome by a use | |
| of simple spells? Also, several logical solutions to some of the | |
| problems simply weren't implemented, but this was a minor problem, since | |
| once one solution failed it was usually quite clear what would work; no | |
| guess-the-verb puzzles here. | |
| But the main problem of "Heroes" isn't any of these relatively minor | |
| nitpicks -- the main problem, just like the game's main strength, is | |
| derived from the overall structure. With five characters all doing the | |
| same thing in the same locations, the game simply becomes boring after a | |
| while. I found myself resorting to a walkthrough for the last three | |
| characters -- not because I couldn't solve the game myself, but because | |
| I couldn't be bothered. I wanted to see how certain things worked out, | |
| but I had had enough of the setting and the story by that point. Also, | |
| the backstory that is slowly revealed didn't work very well -- a lot of | |
| it is left unsaid, and it is not always clear what is meant by what is | |
| said. This is worst for the dragon, as it is not at all clear how he got | |
| involved in these actions (was he too an adventurer once? If so, how | |
| come he knows so little about humans?). And the finale is very | |
| unsatisfying, partially explaining what's going on, but at the same time | |
| opening many more questions that should be explained. Anyone who goes | |
| through the entire scenario five times deserves more. | |
| But don't let my criticism fool you into thinking it's a bad game. It's | |
| a good game, but one that over-reaches -- if it wouldn't have tried to | |
| make the player go through all five possibilities, but instead just | |
| offered them as alternates, it would have worked much better. And I'd | |
| advise anyone who tries it to take it that way -- play the game in your | |
| one or two favorite flavors, ignoring the rest. That way, you'll be | |
| playing a solid, enjoyable game, that someone worked extra-hard on to | |
| provide additional paths to, but you don't need to work extra hard just | |
| to see them. | |
| I only played this game after the comp was over, but if I had played it | |
| in time, I would have given it an 8. | |
| =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| Sean Barrett's Heroes is a nicely done implementation of a clever and | |
| long-awaited idea -- multiple PCs within the same game, between which the | |
| player can switch at will. As proof of concept, it works just fine; as a | |
| game, it works slightly less well, as the game makes some unfortunate | |
| choices that obscure its most interesting features. | |
| The game bills itself "a most traditional CRPG experience," ironic on | |
| several levels. For one thing, the game has no RPG features besides the | |
| multiple player roles; it�s true that the setting and general plot | |
| appear to be very RPG and stock fantasy -- a dragon's gem, a nasty | |
| warlord-type fellow, a quasi-medieval milieu, large dollops of magic, | |
| and other such familiar elements -- but the multiple-PC angle adds a | |
| good deal. For example, progress for some of the character depends on | |
| knowledge that the other characters have -- sometimes in minor ways, as | |
| in it�s hard to know where you�re going when you�re one of the | |
| characters unless you already know the landscape, and sometimes in more | |
| major ways. Some characters have an obvious motivation to go to a | |
| certain place; others have no such motivation, but the player�s | |
| knowledge that useful objects (for that character) are there replaces | |
| that motivation. That�s interesting in itself, though I�m not sure I | |
| call it a triumph of game design, as the game does tell you (in the | |
| walkthrough) that you can play the parts in any order. (It mentions that | |
| some roles may help you understand the others, yes, but that�s not much | |
| help.) | |
| The plot involves a certain object that you want to steal, except that | |
| there are no less than five of you -- four of you appear to be erstwhile | |
| members of a band whose exact purpose (besides general heroism) is fuzzy | |
| but which apparently was the b�te noire of the warlord presently in | |
| power. As such, my first assumption was that the five PCs are working | |
| together, which, it turns out, is not the case -- they�re all working | |
| toward the same goal, but they�re not trying to help each other. In | |
| fact, only one of them can be considered to exist, in the game�s | |
| timeline -- it�s not as if you can come across an object as character 1, | |
| using your special skills, and surreptitiously pass it to character 2, | |
| who has the power to use it. (If that aspect were realized, it really | |
| would be CRPG-esque, or at least closer.) Perhaps no one expected this | |
| but me, but I spent quite a while wondering when my various compatriots | |
| would show up. At any rate, you see essentially the same scenery five | |
| times, through five different pairs of eyes, each of which sees what | |
| matters most to it and characterizes the setting in ways that might be | |
| expected of that particular character. | |
| The plot sounds, and in many respects is, pure conventional fantasy; | |
| three of the characters are an adventurer, an enchanter, and a thief, | |
| who do pretty much what you�d expect. The only elements saving the main | |
| story from utter conventionality are the "royalty" character, who | |
| accomplishes his or her goal by ordering underlings around, and the | |
| "dragon" character, who achieves the desired result much more directly | |
| than its human counterparts. (Suffice it to say that "smash" and "burn" | |
| are key verbs.) The royal character is followed around by a mob of | |
| hangers-on who produce dialogue like this (apparently created by a | |
| random patter generator akin to that of Jacks Or Better...): "Baronet | |
| Pom says to Knight Thannishessolf, 'Did you hear? Lady Lalla was with | |
| Lady Reloppimmib behind the throne in the palace, and they were having a | |
| disagreement with Baronet Jurzad!'" This sort of thing palls after a | |
| while, but it did keep me amused -- and the notion of accomplishing an | |
| adventurer�s objective by stomping around with a huge entourage is | |
| pretty funny in itself. The dragon is even funnier -- it speaks in first | |
| person plural, past tense, which makes it sound oddly grandiloquent, and | |
| whenever a human shows up, you get something like this: "We heard | |
| shrieks from a man-thing, �Wuthe-elistha-migodisa-drakin. | |
| Dran-dran-dran.�" The dragon has an entertainingly contemptuous view of | |
| human affairs -- it remarks about a garden, for instance, that "we | |
| perceived fresh plants in a location inappropriate to their origins, | |
| with insufficient bare earth." The writing, here and elsewhere, sustains | |
| the game and retains the interest of a player who might not necessarily | |
| care to keep plowing through a stock fantasy game. | |
| What�s odd, then, is that Heroes isn�t really conventional fantasy at | |
| all -- at least, there�s a twist that pulls it out of the realm of the | |
| archetypal fantasy quest -- and yet the game hides its creativity under | |
| a bushel basket, so to speak. Not only is it not apparent until the end | |
| that something more might be going on, it�s far from clear even then; | |
| the clues are so evanescent that the player could easily dismiss them as | |
| just an attempt to be vaguely enigmatic. (For my own part, I�m not sure | |
| I would have been able to put it all together without some helpful ifMUD | |
| input.) This layeredness is not, of course, a bad thing, and it worked | |
| in another Comp01 entry, Jon Ingold�s All Roads -- but there the | |
| meta-puzzle of the game was right on the surface, and the player | |
| couldn�t very well ignore if he or she wanted to gain even the most | |
| superficial understanding of the game. Here, superficial understandings | |
| are in ample supply, and the prodding to probe deeper is a touch too | |
| gentle. (If nothing else, however, it became apparent why the | |
| collaboration I was expecting didn�t happen, as there are nudges in the | |
| direction of the larger plot at the end of each chapter.) The deeper | |
| problem, obviously, is that apparent stock fantasy is a turnoff for many | |
| players, and even the multiple-PCs hook isn�t necessarily enough to | |
| overcome that; if the tugs at your consciousness, so to speak, hinting | |
| that you may be missing something were a little more pronounced, the | |
| fantasy-haters among us might be given pause. | |
| The other problem is that the puzzles themselves, quite apart from the | |
| framing puzzle, are pretty difficult and require some obscure | |
| connections (or connections that are only supplied to the other | |
| characters, multiplying by five the usual poke-around-and-pick-up-clues | |
| problem). Not only is it occasionally not apparent why you want to do | |
| something, it�s not apparent how to do it either -- and while puzzles | |
| are usually bearable if you have either the why or the how, having | |
| neither makes things rough. Adding to the difficulty is an ample supply | |
| of red herrings--some are irrelevant to everything, and most simply | |
| aren�t relevant to any particular character, but with so many apparently | |
| useful objects to choose from, getting inside the author�s head is often | |
| a challenge. | |
| Technically and artistically, Heroes succeeds admirably; the few bugs in | |
| the competition release appear to have been cleaned up, and the | |
| POV-shift is nicely done. The game does commit some design sins, but I | |
| appreciated the artistry of the multiple perspectives and the layered | |
| plot sufficiently that I gave it an 8 in this year�s competition. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Moments Out of Time | |
| AUTHOR: L. Ross Raszewski | |
| E-MAIL: rraszews SP@G hotmail.com | |
| DATE: 2001 | |
| PARSER: Inform standard (with modifications) | |
| SUPPORTS: Z-code interpreters (some better than others) | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ifarchive.org/if-archive/games/competition2001/inform/moments/moments.z6 | |
| VERSION: Release 1 | |
| L. Ross Raszewski's Moments Out of Time works almost despite itself; it | |
| appears to promise one thing and delivers another, does a whole bunch of | |
| things wrong on the game design front, and is almost certain to have an | |
| anticlimactic ending. And yet, for all that, it won my heart with the | |
| depth of its implementation and the imaginativeness of its | |
| worldbuilding, and I simply couldn't bring myself to dislike it. | |
| What's going on? That's a long, complicated question, and primary among | |
| the aforementioned game design sins is that it takes a long time to | |
| figure it out. It turns out that you're a researcher for some sort of | |
| futuristic lab that's developed a time-travel device, and you're going | |
| back into the past to poke around and learn what you can learn. This, | |
| however, is how your mission is described: | |
| Clearance granted for immediate StreamDive. Target is local grid | |
| reference 0x1549. Temporal Reference 785278.7 UDC. We will be in | |
| phase for StreamDive at 865741.3 UDC. Dive duration not to exceed .5 | |
| units UDC (12 hours local time). Stream Capacitance field will be set | |
| for auto-recall at this time. Research unit indicates high levels of | |
| stream distortion in this zone, indicating that premature extraction | |
| may not be possible. | |
| Mission Summary: The purpose of your StreamDive is historical | |
| research. We have isolated an evacuated area to minimize potential | |
| corruption. You are to record all findings, but avoid direct contact | |
| with any inhabitants. Records from this zone are fragmentary, so any | |
| documents of historical interest should be added to your DataStore. | |
| This is called "leaving the player with more questions than answers" -- | |
| what's a StreamDive? what's stream distortion? how am I supposed to | |
| record all findings? what's my DataStore? and who am I and what am I | |
| doing and why? -- and while the questions do get answered, the immediate | |
| effect is along the lines of "start taking notes NOW," not the best | |
| hook. The description above certainly gets points for having the feel of | |
| real scientific gobbledygook, but I'd have traded that for a little more | |
| accessibility. Worse, however, is what follows--it seems that in your | |
| delve into the past, you can take only a limited number of tools that | |
| will help you delve into what you find (one tool that scans for | |
| anomalies, another that makes a map, another that allows interfacing | |
| with electronic devices, etc.), and you have to choose which you want to | |
| take based on, er, not much besides your own intuitions. As in, you | |
| don't know much about what's coming, and you don't know how the | |
| interactions work, and you don't even know what the game considers | |
| important (more on this later), and frankly it's a peculiar game design | |
| choice (especially because it's easy to make choices that will severely | |
| limit your interaction potential). It's all the more perplexing because | |
| there's no inherent reason that I can see why the game had to limit your | |
| tool-carrying capacity -- it certainly enhances the replay potential, | |
| since it's impossible (or nearly so) to experience everything in the | |
| game with only one set of tools, but the tradeoff is likely to be | |
| frustration when the player realizes that his options are severely | |
| curtailed at move 300 because of a choice he made on move 5. | |
| Once the exploration starts, more problems arise. One of the game's most | |
| important locations is made inaccessible fairly early on by an | |
| unforeseeable event (one that's so reminiscent of a similar device in | |
| Zork III that I took it as an homage), necessitating that the player | |
| either do what's needed in that area beforehand or prevent the blocking | |
| off by being on the spot at the right time with, suffice it to say, a | |
| rather incongruous action (necessitating a certain tool, of course). | |
| There are umpteen locked doors, each with its own key hidden in a | |
| strange and unexpected place, and while there's a tool that helps get | |
| around that problem, without that tool progress is slowed considerably. | |
| And while you eventually get a feel for the interesting things that are | |
| there to be found, and accordingly figure out which rooms are likely to | |
| hold things of note, those leads are not at all initially apparent, | |
| leading to a lot of frustrating wandering hither and yon poking at | |
| stuff. | |
| The larger problem is that the game isn't entirely honest about what's | |
| going on -- the player is essentially told at the outset that this is an | |
| exploration game, so go poke around and see what turns up, and then gets | |
| sat down at the end for a debriefing that makes it fairly clear that | |
| your character had some goals in mind. (The debriefing is made even | |
| worse by a bug that makes it hard to progress at a key point without | |
| guessing a certain response; if there was a prompt for that response, I | |
| never saw it.) To some extent, the goals dovetail with an ordinary | |
| player's curiosity, but not entirely -- you're asked about details of | |
| the setting you find, even though there's no obvious reason why the | |
| details are important or why you should have noted them. The character | |
| may -- indeed, should -- have known about these goals all along, but he | |
| didn't share that knowledge with the player. The character remarks on | |
| some of the details as significant, to be sure, but not all of them -- | |
| and trying to remember small details (or poring over a transcript) so | |
| that you can answer trivial questions makes for a deeply dissatisfying | |
| ending to the game. It's possible that that was deliberate -- the game | |
| may set up a contrast between the wonder of discovery and the tedium and | |
| finickiness of the research apparatus -- but I'm not sure that that was | |
| a point worth making, if so. | |
| Ah, but the wonder of discovery -- for all its failings, the game gets | |
| that part down, and the most gripping points aren't so much Big Secrets | |
| as surprises and turning points in the life of a certain family. True, | |
| the total concentration of drama or intrigue in the stuff you find is a | |
| little high -- not all that much of it is as humdrum as you might expect | |
| -- but I didn't mind that aspect much, if at all, and the time frame (on | |
| the verge of war) tends to bring out drama anyway. What struck me was | |
| that I believed in the characters, even though I didn't like most of | |
| them all that much; two of them in particular both had enough warts and | |
| enough intriguing layers to make me interested in learning more about | |
| them. It's a pity, in a way, that the larger background (that of the | |
| period in general) is largely told to you up front, as the main thing I | |
| enjoyed about digging into the game was piecing together what had | |
| happened to the family, and piecing together what had happened to the | |
| world in general might have been even more fascinating (though, of | |
| course, a lot more work). The writing is good throughout the game, but | |
| the best-written parts are in the first person and take the voices of | |
| the characters; call me easily persuaded, but I was convinced. I found | |
| no false notes in the voices of the characters when they set their own | |
| thoughts down on paper -- some unappealing aspects, maybe, but very much | |
| true to life. | |
| That it�s difficult to give a story/exploration-based game any sort of | |
| pace or direction is not news, of course, and I don�t blame Moments for | |
| resorting to puzzles to achieve some sort of structure, keep the game | |
| from becoming a big lump of facts. In other words, the game as presently | |
| structured does make it likely (though not necessarily guaranteed) that | |
| the player will encounter general background introductory stuff first | |
| and only later find out the grittier details, and that�s not a bad | |
| thing. At the risk of Monday-morning-quarterbacking, however, I�m not | |
| sure it was necessary to introduce quite so many obstacles -- the | |
| portion of the game that closes off unexpectedly (and hence is unlikely | |
| to be found by the player until he or she knows to look for it at a | |
| certain time) might, in theory, have opened up after a certain time, or | |
| after the player learns certain facts (perhaps with something like "You | |
| take a closer look at the east wall. Sure enough, just as you read in | |
| the diary, there�s a hidden passage"). Likewise, the replay potential | |
| assured by the limited tool capacity might have been achieved by | |
| diverging paths of sorts, where alternative story branches offer | |
| different information, which would be a little less frustrating than | |
| you-see-the-opportunity-for-wondrous-insight-but-damn-you-brought-the- | |
| wrong-tool. The content of Moments is terrific, and it deserves | |
| friendlier game design. | |
| Patience and perseverance reveal Moments to be a worthy game -- | |
| well-written and well-imagined -- and it�s to the author�s credit, in a | |
| way, that I wished that less patience and perseverance had been | |
| necessary. As it was, I enjoyed it enough to give it an 8. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Stephen Bond <bonds SP@G maths.tcd.ie> | |
| [originally posted to Usenet on rec.games.int-fiction] | |
| TITLE: No Time To Squeal | |
| AUTHOR: Robb Sherwin and Mike Sousa | |
| E-MAIL: beaver SP@G zombieworld.com, mjs SP@G rss.com | |
| DATE: October 2001 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware (GMD) | |
| URL: ftp://ifarchive.org/if-archive/games/competition2001/tads/ntts/ntts.gam | |
| VERSION: Release 1.0 | |
| When I play a Robb Sherwin game, I expect to see loads of ass-kicking | |
| dialogue and inspired, crazed imagery. So the opening of this game was | |
| quite a surprise: it all seemed strangely calm and muted, and even | |
| dangerously close to being boring. But not so close that I stopped | |
| playing immediately. As it turned out, the muted style is appropriate | |
| for the fairly sombre events of the first section. | |
| There is a lot of character-establishing text at the start, maybe too | |
| much, but it was effective in drawing me into the role. After a while I | |
| really became the PC. I wanted to make that deal, I was genuinely | |
| shocked at seeing my wife unconscious, I genuinely wanted to save the | |
| baby. That the game was able to make me feel that way shows it was doing | |
| something right. | |
| But then, after the second section, I stopped playing. Why? Maybe it's | |
| something to do with the 'you die, then restart' gimmick. After spending | |
| all that time in one character, suddenly I'm wrenched out and thrust | |
| into a new one, and I have to go through the whole process of getting to | |
| know them again. And that just seems too tiring. On the face of it, the | |
| PC-changing in this game is not too different from the PC-changing in | |
| Photopia: but in Photopia, the breaks between PCs were cleaner and more | |
| fluid than the ones here, and they happened regularly enough that I | |
| didn't feel disoriented every time the character changed. | |
| Skimming through the walkthrough, it looks like there is a lot of stuff | |
| that I missed in this game, though, so maybe I'll come back to it | |
| sometime. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Emily Short <emshort SP@G mindspring.com> | |
| TITLE: Prized Possession | |
| AUTHOR: Kathleen M. Fischer | |
| E-MAIL: mfischer5 SP@G aol.com | |
| DATE: October 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Zcode interpreters | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/inform/possess/Alys.z5 | |
| VERSION: Release 1 | |
| Given that I've liked Kathleen's other two major releases, I looked | |
| forward to this one with some eagerness, expecting another lighthearted | |
| and proficient period romance. | |
| Well, this could be considered a period romance, set as it is around a | |
| medieval woman faced with danger, death, disinheritance -- and the | |
| possibility of marriage. | |
| Lighthearted -- no. I found it fairly gloomy, actually. Which would not | |
| in itself be enough to doom the game, but it did drain some of the | |
| entertainment value out of the romance, which was rather vaguely | |
| sketched. | |
| Kathleen has since said that she did not intend Prized Possession to be | |
| a romance per se at all; so I am left to wonder why I considered it a | |
| failed one, rather than a successful something-else. Perhaps it's | |
| audience expectation, but I'd like to hope that I'm clever enough not to | |
| have put Kathleen into a specific niche on the basis of two games. I | |
| think the answer is that I found the primary NPC to be one of the | |
| driving influences of the plot; that most of the other characters were | |
| around for so little time that it was difficult to formulate a sense of | |
| my relationship to them. Where I did formulate such a sense, it was a | |
| sense that conformed to the stereotypical characterizations of the | |
| romance genre: there is, for instance, a character who fits the type of | |
| the Sinister and Ill-Meaning Guardian. All the game's clues seemed to | |
| push me towards the conclusion that that's what he was; I simply | |
| accepted that and went on. | |
| The other problem, from my point of view, is that it's possible to die | |
| or get a very unhappy ending in this game, not once, but over and over, | |
| on almost every turn, by picking the wrong one of two apparently | |
| equivalent options or by failing to do something nonobvious in the nick | |
| of time. I made a valiant effort, but went to the walkthrough and stayed | |
| there after the second scene or so. I never did feel as though I had a | |
| clear handle on what was going on, exactly: who everyone was, what they | |
| intended towards me, what I was trying to accomplish, or even exactly | |
| where I was. The height of my confusion came when I read some line about | |
| the curve of the heroine's belly, and presumed, from this clue, that she | |
| was in fact already pregnant, through some mischance, and that this was | |
| the reason for her apparent disgrace and travails on the road. I | |
| eventually decided that I'd misread or misinterpreted that, but it is | |
| evidence, I think, of how little the game gives the player to work with. | |
| The only aspect of the plot that I felt I really understood was the | |
| shadowy, vague beginnings of a romance with the main NPC. Doubtless this | |
| also affected my idea of what sort of game it was. | |
| Leaving aside all of those considerations, I think the game's choppiness | |
| tells against it in another way. I felt that I had no luxury to explore, | |
| to enjoy the things that one enjoys in IF. I agree that it would've been | |
| a dead bore to experience in full however many days we were on the road, | |
| or whatever, but possibly some happier medium could have been found than | |
| the rapid chapter jumps, which in places occur every couple of moves. It | |
| would be wrong to say that this game was not interactive enough: | |
| compared to something like Rameses, it's full of choices. The only | |
| problem is that most of those choices lead to disaster. I felt impelled | |
| to keep going, because I knew that my PC was in dreadful peril; there | |
| was no time to waste, not even on reading the game text more carefully. | |
| And then came panic and then disaster, or at least a long lifetime in | |
| the local nunnery. | |
| Summary: Railroady is not quite the word I want; the experience was more | |
| reminiscent of a rickety rollercoaster that started and slowed again | |
| unpredictably, and sometimes flung me out of the car entirely. | |
| (Litigation ensues.) Nonetheless, it still has the technical cohesion | |
| and decent writing one expects from a proven author, and if I was | |
| disappointed, it was relative to some high expectations. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Duncan Stevens <dnrb SP@G starpower.net> | |
| TITLE: Triune | |
| AUTHOR: Papillon | |
| E-MAIL: papillon_hentai SP@G bigfoot.com | |
| DATE: 2001 | |
| PARSER: TADS standard | |
| SUPPORTS: TADS interpreters | |
| AVAILABILITY: Freeware | |
| URL: http://www.geocities.com/amethystphoenix/triune.html | |
| VERSION: Release 2 | |
| Triune, by Papillon, begins arrestingly: | |
| This time, something snapped. | |
| You've seen the danger signs before: the stains on his shirt, the | |
| slur of his voice, the smell of his breath, the blood on his fists. | |
| He needs to hit something, hit it again and again until it breaks. | |
| When he's like this, he destroys the possessions that cost him the | |
| most to obtain. Whatever's left that still holds value, still holds | |
| meaning, still holds his place in this world. | |
| You are almost all he has left. | |
| You remember fleeing up the stairs, scrambling awkardly on teenage | |
| hands and knees in your haste, the thin fabric of your skirt not | |
| enough to shield you from the incipient carpet burns. | |
| You ran on bare feet down the hall to the bathroom, locking the door | |
| behind you, trusting in the spirit of propriety to keep your father | |
| from following you here, your last refuge. | |
| Because if he finds you, he's going to kill you. | |
| Okay, wow. We have here a hell of a premise -- not a cheery one, no, but | |
| it's pretty damn compelling. Almost instantly, I cared about the | |
| character and about getting her out of this particular tight spot. | |
| Unfortunately, this particular tight spot wasn't really the focus of the | |
| game; the PC promptly jumps into a fantasy world with lots of stock | |
| stuff like unicorns and castles and princes and stuff, which, initially, | |
| I found disappointing -- if I have a real-life conflict, I want to do | |
| something about it, not just think about something else. | |
| To be fair, however, the fantasy world is more interesting than it | |
| initially appears, and it's also related on many levels to the real | |
| world. Specifically, the violence that appeared to be imminent in the | |
| real world is present, in equally disturbing forms, in the fantasy | |
| world, and some of the responses to the violence parallel (in the long | |
| term, anyway) what the character might do back in the real world. It's | |
| also worth noting that some of the responses are more than a little | |
| violent in their own right -- there's a fight-fire-with-fire aspect to | |
| the puzzle-solving. Still, the abrupt transition at the beginning of the | |
| game sacrificed the game's hook, which is a shame because it was a | |
| fairly good hook. | |
| The gameplay isn't as smooth as it might be. The author entered a | |
| CYOA-style game in the 2000 competition, and while Triune has a fully | |
| equipped parser, I was occasionally reminded of the previous game. The | |
| action has a way of happening in big chunks -- you do something that, | |
| sometimes foreseeably and sometimes not, leads to an important scene, | |
| but the scene flows by without any further chance for interaction, | |
| almost as if I'd chosen menu option 1 and now had no further opportunity | |
| to affect the scene. There's something to be said, of course, for not | |
| giving an illusion of interactivity if you're not going to provide any | |
| freedom; if what's going to happen is going to happen, there's a case to | |
| be made for not taunting the player with the mistaken impression that he | |
| or she can do anything about it. But that just raises the question -- | |
| why, in those scenes, are those results so inevitable from an early | |
| point? Can't the point of no return be pushed back? There's also the | |
| larger logical difficulty that the suboptimal endings address only the | |
| endpoints in the fantasy world and make no attempt to resolve the more | |
| immediate crisis in the real world. (Arguably, that's why they're | |
| suboptimal, but the suggestions in the ending texts about why those | |
| aren't the best endings don't cite that as a specific problem.) | |
| Beyond that, the game's logic takes some twists and turns -- you're | |
| likely to figure out before long that fantasy logic doesn't really | |
| apply, but it's not exactly clear what logic does apply. This is partly | |
| the product of the genre-jump; the player knows very well what his or | |
| her motivation in the real world is, but has no idea what he or she is | |
| supposed to be doing in this fantasy world, and to the extent that it's | |
| not "do the usual fantasy things," things are a little bewildering. In | |
| fact, this appears to be deliberate -- twice, you get sent on quests by | |
| folks you meet, and each time completing the quest leads to an ending | |
| which the game clearly considers suboptimal; the clues that you should | |
| deviate from the quest in the precise way called for by the game, while | |
| present, are a little subtle. On a third occasion, a character makes you | |
| an offer, but accepting it leads to another suboptimal ending, so you're | |
| supposed to reject it and solve a puzzle that's hinted at in one room | |
| description (but which, natch, you have no independent reason to solve). | |
| The story that ultimately emerges from all this is thoughtful and at | |
| times powerful, but for me, it emerged mostly because the walkthrough | |
| said to do this or that at certain times, not because of my | |
| understanding of where things were supposed to go. | |
| There are some more gameplay problems. At one point, you're imprisoned, | |
| and you effectively get out of your imprisonment before your captors' | |
| eyes without much of a protest. Lots of characters don't know much about | |
| things that they should know about (or, at least, there's no obvious | |
| reason for their ignorance). One puzzle solution doesn't initially work | |
| but does later, and while there's a reason for the change, it's easy to | |
| miss. Perhaps most importantly, it's largely impossible to put the game | |
| in an unwinnable state, except by wasting a certain resource too soon -- | |
| and while resource-wasting is something that most IFers know to avoid, | |
| it's not quite as obviously stupid as throwing possessions over a cliff, | |
| and warnings might have been appropriate. | |
| About that story: it's been called feminist-liberationist and such | |
| things, and while that's not entirely inaccurate, I'm not sure it | |
| captures the spirit. One of the suboptimal endings (and arguably another | |
| as well), after all, is pretty close to a feminist utopia, and yet your | |
| character doesn't seem wholly content. The game does label each of the | |
| suboptimal endings with a female role generally seen as limiting by | |
| feminism, but that just made things all the more puzzling for me, as the | |
| labels didn't seem to fit what had actually happened in two of the three | |
| cases. To be precise, the labels described what your character has | |
| become, but not in an all-encompassing way -- your life as described in | |
| the ending text was far from completely subsumed with/described by the | |
| label, so it didn't seem quite fair to give those paths the conventional | |
| feminist spin: "you live that role to the hilt and feel you're missing | |
| something." That the other suboptimal ending is entirely consistent with | |
| that same conventional feminist spin also suggests that the author | |
| didn't set out to comment on feminism either (i.e., the game didn't seem | |
| to be saying that there's more to these roles than canonical feminism | |
| lets on). To add to the confusion, a few important characters who take | |
| steps that track archetypical feminist liberation have thereby caused a | |
| good deal of damage in the game's world -- is that unfortunate but | |
| necessary, or does it mean that pursuing those goals is destructive, or | |
| something in between (e.g., they pursued legitimate goals in foolish and | |
| destructive ways)? Multiple interpretations are possible; my main | |
| impression was that the game needed to get its theoretical house in | |
| order. I should add, however, that a game with lots of ideas but which | |
| doesn't manage to keep all its ideas straight beats a game with no ideas | |
| every time, in my book, and I did enjoy trying to follow the conceptual | |
| bouncing ball (even if I had to do it through the walkthrough a few | |
| times). | |
| The ending in the comp version elicited some protests; there was a | |
| parser trick of sorts which closely resembled a similar trick from the | |
| 1996 competition, but which worked much better the first time. (Mostly | |
| because the nature of the 1996 game in question was sort of silly and | |
| gonzo, and the trick in question, I think, lends itself better to such a | |
| game.) At any rate, the post-comp release changes the ending | |
| significantly, but while it's certainly an improvement, I was still | |
| rather unsatisfied -- not only does the new ending strain credulity a | |
| bit (and assume away a lot of things), but it seems unrelated to | |
| everything that's come before (one flaw that the original ending, if | |
| nothing else, managed to avoid). The point is that, despite my initial | |
| reservations, what went on in the fantasy world ended up being | |
| sufficiently interesting that an ending that seemed divorced from the | |
| rest of game felt anticlimactic, tacked on. | |
| Oddly, this is largely a negative review of a game which I mostly | |
| enjoyed -- it's well written, has some vividly rendered scenes, and some | |
| compelling characters. As often happens, however, its strengths lay in | |
| the ideas below the surface and in the questions it posed, and the game | |
| itself (particularly the implementation) didn't quite live up to those | |
| ideas. Triune could have been better than it was; as it stood, I enjoyed | |
| it enough that I gave it a 7. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Suzanne Britton <tril SP@G igs.net> | |
| TITLE: Vicious Cycles | |
| AUTHOR: Mark Simon | |
| E-MAIL: marksimo SP@G hotmail.com | |
| DATE: October 2001 | |
| PARSER: Inform standard | |
| SUPPORTS: Z-code interpreters | |
| AVAILABILITY: Freeware | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/inform/cycles/cycles.z5 | |
| VERSION: Release 1 | |
| Sweet. A game that Requires Knowledge Of Past Lives, and gets away with | |
| it! The "gimmick" of Vicious Cycles is a real gem, serving as the | |
| fulcrum for the clever, interlocked puzzles that form the meat of the | |
| game, and deftly flouting the Player's Bill of Rights. There were many | |
| pleasant "aha!" moments, and not a single puzzle that felt tacked-on. | |
| With the addition of excellent writing and competent programming, the | |
| game is well worth a top score. I noticed just a handful of minor bugs | |
| (missing synonyms, illogical defaults, etc.) and no spelling or grammar | |
| errors. I was struck by the sharp, effective precision of the author's | |
| storytelling and mood-setting: very Plotkinesque. I remember | |
| particularly the casual mention of "knuckles whiten(ing) around a hand | |
| grip". Though the story is full of opinionated characters, the narrator | |
| is all "show", no "tell": he gives you the cues and lets you read into | |
| them for yourself. | |
| The boy and girl were a nice extra touch. I liked the fact that you | |
| could talk with the boy, and also that the repair man answered to many | |
| more topics than was necessary for puzzle-solving. Mimesis wore thin | |
| almost nowhere. All in all, this is an impressive offering by a | |
| relatively new name on the IF scene. | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| From: Adam Myrow <myrow SP@G eskimo.com> | |
| TITLE: You Are Here | |
| AUTHOR: Roy Fisher | |
| EMAIL: royhome SP@G powersufr.com | |
| DATE: October 2001 | |
| PARSER: Inform Standard | |
| SUPPORTS: any Inform interpreter | |
| AVAILABILITY: Freeware (IF Archive) | |
| URL: ftp://ftp.ifarchive.org/if-archive/games/competition2001/inform/urhere | |
| (a directory containing a readme and the game itself.) | |
| VERSION: Release 1 | |
| My competition rating: 7 | |
| This game is very odd in many respects. First, it is supposed to be a | |
| promotion for a play about an online MUD or multi-user dungeon. Second, | |
| it is actually a fairly complete simulation of a MUD, minus, of course, | |
| real people. This makes sense as a MUD is really nothing more than a | |
| souped up version of a text adventure. Most fall more towards the | |
| role-playing and hack'n'slash types of activities than the storytelling | |
| Interactive Fiction that most readers are accustomed to. So, I suspect | |
| that this and the fact that the game tries to promote a play that few | |
| would have gotten the chance to see, turned a lot of people off and | |
| resulted in the relatively low rating. However, the thing that makes me | |
| rate this game so highly is that I see it as a humorous jab at many of | |
| the well-established traditions of IF. For example, the main quest in | |
| the game is described by your companion as a "gather a bunch of | |
| completely unrelated items Fed-X Quest." I suspect that the author had | |
| played games like Arthur, where the plot fell into such a quest. | |
| That isn't the only real bit of humor to be found. Virtually all the MUD | |
| elements are here. There is a combat system similar to that in Beyond | |
| Zork, except that all the monsters disappear in a cloud of black fog. | |
| It's clear that the author put this in on purpose. You can use MUD-like | |
| commands to list players, and the other NPCs sometimes talk out of | |
| character or whisper so you can't hear them. Since the story is that you | |
| are a guest player, you naturally are prevented from exploring at will, | |
| and this device works well to keep the game small. | |
| In this game, you choose your gender near the beginning by deciding | |
| which armor you will wear. Like most of the Infocom games, this makes | |
| little difference to the plot, but I strongly recommend playing as a | |
| female and hanging around the little girl for awhile. There are some | |
| really great little Easter Eggs when the other characters see you with | |
| her. The remarks from Harrold, the companion you have during the | |
| majority of the game, are a real hoot. | |
| Since I've mostly written about the humor of the game, here is an actual | |
| example. Like any town in an RPG type game, this town has a tavern. The | |
| drinks, however, are unusually bad. This little bit of interaction | |
| contains one of my favorite responses in the whole game. | |
| >ask bartender for mead | |
| The dwarf reaches behind him and grabs a seemingly indistinguishable | |
| bottle from the shelf. "A drink for northern ponces with horns," he | |
| says, pouring a small quantity into a stein and placing it on the | |
| counter. "I'll just put it on yer tab fer now." | |
| >drink mead | |
| It isn't as nice as you expected. It's made with genuine honey--you | |
| can tell from the floating bumblebee corpse you fished out from | |
| between your teeth--but it tastes more muddy than meady. You can't | |
| for the life of you think of why you'd want another. The stein itself | |
| disappears, part of a kingdom-wide initiative to "keep our enchanted | |
| forests clean!" | |
| Well, the game isn't perfect, of course. There are several annoying | |
| bugs. The most well-known and most complained about is the Changeling | |
| bug. Basically, don't mess with the Changeling until you have an idea of | |
| what to do with it. If this creature is attacked too early, the game can | |
| be made unwinnable despite the author's claim to the contrary. Yes, this | |
| is most likely a bug as Harrold makes it clear that this is a magical | |
| creature that shouldn't be able to be killed normally. Another bug is | |
| that typing "fill mug" will result in a string of "***programming | |
| error***" messages. The author forgot to turn off debugging and strict | |
| modes, a common mistake every since they are turned on by default. This | |
| makes cheating possible, but I didn't do it. | |
| There is no walkthrough for this game, but hints are available by | |
| praying at the temple. Other than the bugs, it isn't that difficult and | |
| has an ending that fits with the rest of the game quite nicely. | |
| So, I recommend this game to experienced IF players who have played both | |
| the best and worst of IF and like humor in a fairly easy, relaxing game. | |
| READERS' SCOREBOARD ------------------------------------------------------- | |
| The Readers' Scoreboard is an ongoing feature of SPAG. It charts the | |
| scores that SPAG readers and reviewers have given to various IF games | |
| since SPAG started up. The codes in the Notes column give information as | |
| to a game's availability and the platforms on which it runs. For a | |
| translation of these codes and for more detailed information on the | |
| scoreboard's format, see the SPAG FAQ. This FAQ is available at the | |
| ftp.ifarchive.org IF-archive or on the SPAG web page at | |
| http://www.sparkynet.com/spag. | |
| Name Avg Sc Chr Puz # Sc Issue Notes: | |
| ==== ====== === === ==== ===== ====== | |
| 1-2-3... 4.1 0.9 0.5 3 23 F_INF_ARC | |
| 9:05 6.6 0.7 0.5 11 20 F_INF_ARC | |
| Aayela 7.0 1.0 1.3 6 10 F_TAD_ARC | |
| Abbey 6.8 0.6 1.4 1 24 S10_I_ARC | |
| Above and Beyond 7.3 1.5 1.6 5 24 F_TAD_ARC | |
| Acid Whiplash 5.2 0.7 0.2 5 17 F_INF_ARC | |
| Acorn Court 6.1 0.5 1.5 2 12 F_INF_ARC | |
| Ad Verbum 7.4 0.9 1.7 3 23 F_INF_ARC | |
| Adv. of Elizabeth Hig 3.1 0.5 0.3 2 5 F_AGT_ARC | |
| Adventure (all varian 6.4 0.6 1.1 15 8,22 F_INF_TAD_ETC_ARC | |
| Adventureland 4.4 0.5 1.1 6 F_INF_ARC | |
| Adventures of Helpful 7.0 1.3 0.9 2 F_TAD_ARC | |
| Aftermath 4.0 0.7 0.7 1 F_TAD_ARC | |
| Afternoon Visit 4.1 1.0 0.8 1 F_AGT | |
| Aisle 6.8 1.4 0.3 10 18 F_INF_ARC | |
| Alien Abduction? 7.5 1.3 1.4 5 10, 26 F_TAD_ARC | |
| All Alone 8.2 1.3 0.7 2 22 F_TAD_ARC | |
| All Quiet...Library 5.0 0.9 0.9 6 7 F_INF_ARC | |
| All Roads 8.8 1.6 1.7 1 F_INF_ARC | |
| Amnesia 6.9 1.5 1.3 4 9 C_AP_I_64 | |
| Anchorhead 8.7 1.7 1.5 29 18 F_INF_ARC | |
| And The Waves... 7.9 1.5 1.1 2 23 F_INF_ARC | |
| Another...No Beer 2.4 0.2 0.8 2 4 S10_I_ARC | |
| Arrival 7.9 1.3 1.4 5 17 F_TAD_ARC | |
| Arthur: Excalibur 8.0 1.3 1.6 44,14,22 C_INF | |
| Asendent 1.7 0.0 0.3 1 F_INF_ARC | |
| At Wit's End 7.1 1.2 1.3 1 23 F_TAD_ARC | |
| Augmented Fourth 7.9 1.2 1.6 7 22 F_INF_ARC | |
| Aunt Nancy's House 1.3 0.1 0.0 2 F_INF_ARC | |
| Awakened 7.7 1.7 1.6 1 | |
| Awakening 5.6 0.9 1.1 2 15,18 F_INF_ARC | |
| Awe-Chasm 3.0 0.7 0.7 2 8 S_I_ST_ARC | |
| Babel 8.4 1.7 1.3 10 13 F_INF_ARC | |
| Balances 6.6 0.7 1.2 9 6 F_INF_ARC | |
| Ballyhoo 7.3 1.5 1.5 6 4 C_INF | |
| Bear's Night Out 7.3 1.1 1.3 7 13 F_INF_ARC | |
| Beat The Devil 5.5 1.2 1.1 4 19 F_INF_ARC | |
| Begegnung am Fluss 5.6 0.8 1.4 1 F_I_ARC | |
| Being Andrew Plotkin 7.5 1.5 1.1 2 23 F_INF_ARC | |
| Best Man 5.2 0.8 1.2 2 F_INF_ARC | |
| Beyond the Tesseract 5.0 0.8 0.9 2 6 F_I_ARC | |
| Beyond Zork 7.7 1.5 1.7 10 5, 14 C_INF | |
| Big Mama 5.4 1.2 0.6 3 23 F_INF_ARC | |
| BJ Drifter 6.5 1.2 1.2 5 15 F_INF_ARC | |
| Bliss 6.3 1.1 0.8 4 20 F_TAD_ARC | |
| Bloodline 7.7 1.4 1.1 2 15 F_INF_ARC | |
| Border Zone 7.2 1.4 1.4 7 4 C_INF | |
| Breakers 7.5 1.5 1.1 1 C_I_AP_M_64_S | |
| Break-In 6.1 1.1 1.4 3 21 F_INF_ARC | |
| Breaking The Code 0.4 0.0 0.0 2 F_INF_ARC | |
| Brimstone: The Dream. 6.5 1.4 1.1 1 C_I_AP_M_64_S | |
| Broken String 3.9 0.7 0.4 4 F_TADS_ARC | |
| BSE 5.7 0.9 1.0 3 F_INF_ARC | |
| Bureaucracy 6.9 1.5 1.4 12 5 C_INF | |
| Busted 5.1 1.1 0.9 2 25 F_INF_ARC | |
| Calliope 4.7 0.9 0.8 3 F_INF_ARC | |
| Carma 8.0 1.9 1.2 1 F_GLU_ARC | |
| Cask 1.5 0.0 0.5 2 F_INF_ARC | |
| Castaway 1.1 0.0 0.4 1 5 F_I_ARC | |
| Castle Amnos 4.6 1.0 0.8 2 F_INF_ARC | |
| Castle Elsinore 4.3 0.7 1.0 2 I_ARC | |
| Cattus Atrox 4.9 1.2 0.8 1 17 F_INF_ARC | |
| Cave of Morpheus 5.4 1.3 1.0 1 F_ADR_ARC | |
| CC 4.2 0.4 1.0 1 F_ALAN_ARC | |
| Change in the Weather 7.5 1.0 1.3 14 7,8,14 F_INF_ARC | |
| Chaos 5.6 1.3 1.1 2 F_TAD_ARC | |
| Chicken under Window 6.6 0.8 0.3 4 F_INF_ARC | |
| Chicks Dig Jerks 5.2 1.1 0.7 9 19 F_INF_ARC | |
| Chico and I Ran 7.2 1.7 1.1 1 F_INF_ARC | |
| Christminster 8.3 1.6 1.6 21 20 F_INF_ARC | |
| Circus 3.4 0.5 0.8 1 | |
| City 6.1 0.6 1.3 2 17 F_INF_ARC | |
| Clock 3.7 0.8 0.6 1 F_TAD_ARC | |
| Coke Is It! 5.6 1.0 0.9 3 F_INF_ARC | |
| Coming Home 0.6 0.1 0.1 1 F_INF_ARC | |
| Common Ground 7.1 1.6 0.3 3 20 F_TAD_ARC | |
| Commute 1.3 0.2 0.1 1 F_I_ARC | |
| Comp00ter Game 0.9 0.1 0.1 1 F_INF_ARC | |
| Congratulations! 2.6 0.7 0.3 1 F_INF_ARC | |
| Corruption 7.2 1.6 1.0 4 14, 21 C_MAG | |
| Cosmoserve 7.8 1.4 1.4 5 5 F_AGT_ARC | |
| Cove 6.5 0.8 0.7 4 22 F_INF_ARC | |
| Crimson Spring 6.9 1.5 1.2 1 F_HUG_ARC | |
| Crypt v2.0 5.0 1.0 1.5 1 3 S12_IBM_ARC | |
| Curses 8.0 1.2 1.7 20 2, 22 F_INF_ARC | |
| Cutthroats 5.7 1.3 1.1 9 1 C_INF | |
| Dampcamp 5.0 0.8 1.1 3 F_TAD_ARC | |
| Danger! Adventurer... 3.2 0.3 0.7 1 F_INF_ARC | |
| Dangerous Curves 8.6 1.5 1.6 1 24 F_INF_ARC | |
| Day For Soft Food 6.8 1.0 1.3 5 19 F_INF_ARC | |
| Deadline 6.9 1.3 1.3 9 20 C_INF | |
| Death To My Enemies 4.4 0.9 0.7 4 F_INF_ARC | |
| Deep Space Drifter 5.6 0.4 1.1 3 3 S15_TAD_ARC | |
| Deephome 4.0 0.5 0.9 2 21 F_INF_ARC | |
| Degeneracy 8.7 1.5 1.3 1 25 F_INF_ARC | |
| Delusions 7.9 1.5 1.5 5 14F_INF_ARC | |
| Demon's Tomb 7.4 1.2 1.1 2 9 C_I | |
| Desert Heat 6.0 1.3 0.7 1 23 F_TAD_ARC | |
| Detective 1.0 0.0 0.0 9 4,5,18 F_AGT_INF_ARC | |
| Detective-MST3K 6.0 1.2 0.2 10 7,8,18 F_INF_ARC | |
| Dinner With Andre 7.2 1.6 1.4 1 23 F_INF_ARC | |
| Ditch Day Drifter 6.3 0.9 1.6 5 2 F_TAD_ARC | |
| Djinni Chronicles 7.1 1.1 1.1 3 23 F_INF_ARC | |
| Down 6.0 1.0 1.2 1 14 F_HUG_ARC | |
| Downtown Tokyo 6.1 0.9 1.0 6 17 F_INF_ARC | |
| Dragon Hunt 5.4 0.5 0.5 1 F_HUG_ARC | |
| Dungeon 6.2 1.0 1.6 3 F_ARC | |
| Dungeon Adventure 6.8 1.3 1.6 1 4 F_ETC | |
| Dungeon of Dunjin 6.0 0.7 1.5 5 3, 14 S20_IBM_MAC_ARC | |
| Edifice 8.0 1.4 1.8 10 13 F_INF_ARC | |
| Electrabot 0.7 0.0 0.0 1 5 F_AGT_ARC | |
| E-Mailbox 3.1 0.1 0.2 2 F_AGT_ARC | |
| Emy Discovers Life 5.0 1.1 0.8 3 F_AGT | |
| Enchanter 7.3 1.1 1.5 10 2,15 C_INF | |
| End Means Escape 6.1 1.4 1.1 1 23 F_TAD_ARC | |
| Enhanced 5.0 1.0 1.3 2 2 S10_TAD_ARC | |
| Enlightenment 6.5 1.1 1.5 3 17 F_INF_ARC | |
| Erehwon 6.2 1.2 1.5 4 19 F_TAD_ARC | |
| Eric the Unready 7.4 1.4 1.4 6 C_I | |
| Essex 5.7 1.2 0.9 1 C_I_AP_M_64_ST | |
| Everybody Loves a Par 7.0 1.2 1.2 3 12 F_TAD_ARC | |
| Exhibition 6.2 1.4 0.3 6 19 F_TAD_ARC | |
| Fable 2.0 0.1 0.1 3 6 F_AGT_ARC | |
| Fable-MST3K 4.0 0.5 0.2 4 F_AGT_INF_ARC | |
| FailSafe 7.5 1.0 1.0 1 24,25 F_INF_ARC | |
| Fear 6.3 1.2 1.3 3 10, 24 F_INF_ARC | |
| Fifteen 1.5 0.5 0.4 1 17 F_INF_ARC | |
| Firebird 7.1 1.5 1.3 4 15 F_TAD_ARC | |
| Fish 7.5 1.3 1.7 4 12, 14 C_MAG | |
| Foggywood Hijinx 6.2 1.2 1.3 3 21 F_TAD_ARC | |
| Foom 6.6 1.0 1.0 1 F_TAD_ARC | |
| For A Change 8.0 0.9 1.3 6 19, 22 F_INF_ARC | |
| Forbidden Castle 4.8 0.6 0.5 1 C_AP | |
| Four In One 4.4 1.2 0.5 2 F_TAD_ARC | |
| Four Seconds 6.0 1.2 1.1 2 F_TAD_ARC | |
| Frenetic Five 5.3 1.4 0.5 3 13 F_TAD_ARC | |
| Frenetic Five 2 6.6 1.5 1.0 3 21, 22 F_TAD_ARC | |
| Friday Afternoon 6.3 1.4 1.2 1 13 F_INF_ARC | |
| Frobozz Magic Support 7.2 1.2 1.5 3 F_TAD_ARC | |
| Frozen 5.5 0.7 1.3 1 F_INF_ARC | |
| Fusillade 7.1 1.5 0.3 1 F_TAD_ARC | |
| Frustration 5.7 1.1 0.9 1 21 F_TAD_ARC | |
| Futz Mutz 5.3 1.0 1.1 1 F_TAD_ARC | |
| Galatea 7.4 1.8 0.9 5 22 F_INF_ARC | |
| Gateway 8.6 1.4 1.8 7 11 C_I | |
| Gateway 2: Homeworld 9.0 1.7 1.9 6 24 C_I | |
| Gerbil Riot of '67 6.3 0.7 1.1 1 F_TAD_ARC | |
| Glowgrass 6.9 1.3 1.3 5 13 F_INF_ARC | |
| Gnome Ranger 5.8 1.2 1.6 1 C_I | |
| Golden Fleece 6.0 1.0 1.1 1 21 F_TAD_ARC | |
| Golden Wombat of Dest 6.3 0.7 1.1 1 18 F_I_ARC | |
| Good Breakfast 4.9 0.9 1.2 2 14 F_INF_ARC | |
| Got ID? 6.2 1.4 1.0 1 F_INF_ARC | |
| Great Archeolog. Race 6.5 1.0 1.5 1 3 S20_TAD_ARC | |
| Guardians of Infinity 8.5 1.3 1 9 C_I | |
| Guess The Verb! 6.5 1.2 1.4 2 23 F_INF_ARC | |
| Guild of Thieves 6.9 1.2 1.5 4 14 C_MAG | |
| Guilty Bastards 6.9 1.4 1.2 5 22 F_HUG_ARC | |
| Guitar...Immortal Bar 3.0 0.0 0.0 1 F_INF_ARC | |
| Gumshoe 6.2 1.0 1.1 7 9 F_INF_ARC | |
| Halothane 6.6 1.3 1.2 4 19 F_INF_ARC | |
| Happy Ever After 4.6 0.5 1.2 1 F_INF_ARC | |
| HeBGB Horror 5.7 0.9 1.1 2 F_ALAN_ARC | |
| Heist 6.7 1.4 1.5 2 F_INF_ARC | |
| Hero, Inc. 6.8 1.0 1.5 2 F_TAD_ARC | |
| Heroes 7.9 1.8 1.6 1 F_INF_ARC | |
| Hitchhiker's Guide 7.3 1.3 1.5 16 5 C_INF | |
| Hobbit - The True Sto 5.9 1.1 0.8 1 26 S10_I_ARC | |
| Hollywood Hijinx 6.3 0.9 1.5 12 C_INF | |
| Holy Grail 6.2 0.9 1.2 1 21 F_TAD_ARC | |
| Horror of Rylvania 7.2 1.4 1.4 5 1 F_TAD_ARC | |
| Horror30.zip 3.7 0.3 0.7 2 3 S20_I_ARC | |
| Human Resources Stori 0.9 0.0 0.1 2 17 F_INF_ARC | |
| Humbug 7.4 1.6 1.3 4 11, 24 F_I_ARC | |
| Hunter, In Darkness 7.3 0.9 1.4 7 19 F_INF_ARC | |
| I didn't know...yodel 4.0 0.7 1.0 5 17 F_I_ARC | |
| I-0: Jailbait on Inte 7.7 1.5 1.2 20 20 F_INF_ARC | |
| Ice Princess 7.5 1.4 1.6 2 A_INF_ARC | |
| In The End 4.8 0.6 0.2 3 10 F_INF_ARC | |
| In The Spotlight 3.2 0.2 1.0 2 17 F_INF_ARC | |
| Infidel 6.9 0.2 1.4 15 1 C_INF | |
| Infil-Traitor 2.9 0.1 0.7 1 F_I_ARC | |
| Informatory 5.5 0.5 1.3 1 17 F_INF_ARC | |
| Ingrid's Back 7.0 1.6 1.6 2 C_I | |
| Inheritance 5.0 0.3 1.0 3 20 F_TAD_ARC | |
| Inhumane 4.4 0.3 0.9 4 9, 20 F_INF_ARC | |
| Intruder 6.7 1.3 1.1 4 20 F_INF_ARC | |
| Invasion of... Jupite 1.9 0.3 0.6 1 F_I_ARC | |
| Jacaranda Jim 7.5 1.0 0.9 3 24 F_ARC | |
| Jacks...Aces To Win 7.1 1.3 1.2 3 19 F_INF_ARC | |
| Jarod's Journey 2.5 0.5 0.3 1 F_TAD_ARC | |
| Jewel of Knowledge 6.3 1.2 1.1 3 18 F_INF_ARC | |
| Jeweled Arena 7.0 1.4 1.3 2 AGT_ARC | |
| Jigsaw 8.2 1.6 1.6 19 8,9 F_INF_ARC | |
| Jinxter 6.1 0.9 1.3 3 C_MAG | |
| John's Fire Witch 6.5 1.0 1.5 9 4, 12 S6_TADS_ARC | |
| Jouney Into Xanth 5.0 1.3 1.2 1 8 F_AGT_ARC | |
| Journey 7.2 1.5 1.3 5 5 C_INF | |
| Jump 3.2 0.5 0.7 1 F_INF_ARC | |
| Kaged 6.8 1.0 1.0 3 23, 25 F_INF_ARC | |
| King Arthur's Night O 5.9 0.9 1.0 4 19 F_ALAN_ARC | |
| Kissing the Buddha's 7.9 1.8 1.5 6 10 F_TAD_ARC | |
| Klaustrophobia 6.4 1.1 1.3 6 1 S15_AGT_ARC | |
| Knight Orc 7.2 1.4 1.1 2 15 C_I | |
| L.U.D.I.T.E. 2.7 0.2 0.1 4 F_INF_ARC | |
| Lancelot 6.9 1.4 1.2 1 C_I | |
| Land Beyond Picket Fe 4.8 1.2 1.2 1 10 F_I_ARC | |
| LASH 7.6 1.3 1.0 5 21 F_INF_ARC | |
| Leather Goddesses 7.2 1.3 1.5 12 4 C_INF | |
| Leaves 3.4 0.2 0.8 1 14 F_ALAN_ARC | |
| Legend Lives! 8.2 1.2 1.4 4 5 F_TAD_ARC | |
| Lesson of the Tortois 6.9 1.3 1.4 5 14 F_TAD_ARC | |
| Lethe Flow Phoenix 6.9 1.4 1.5 5 9 F_TAD_ARC | |
| Letters From Home 7.0 0.6 1.2 2 F_INF_ARC | |
| Life on Beal Street 5.4 1.3 0.1 3 F_TAD_ARC | |
| Light: Shelby's Adden 7.5 1.5 1.3 6 9 S_TAD_ARC | |
| Lightiania 1.9 0.2 0.4 1 F_INF_ARC | |
| Lists and Lists 6.3 1.3 1.1 3 10 F_INF_ARC | |
| Little Billy 1.1 0.4 0.0 1 F_I_ARC | |
| Little Blue Men 8.2 1.4 1.5 10 17 F_INF_ARC | |
| Lomalow 4.6 1.0 0.6 3 19 F_INF_ARC | |
| Losing Your Grip 8.5 1.4 1.4 6 14S20_TAD_ARC | |
| Lost New York 7.9 1.4 1.4 4 20, 26 S12_TAD_ARC | |
| Lost Spellmaker 6.3 1.3 1.1 5 13 F_INF_ARC | |
| Lunatix: Insanity Cir 5.6 1.2 1.0 3 F_I_ARC | |
| Lurking Horror 7.2 1.3 1.4 16 1,3 C_INF | |
| MacWesleyan / PC Univ 5.1 0.7 1.2 3 F_TAD_ARC | |
| Madame L'Estrange... 5.1 1.2 0.7 1 13 F_INF_ARC | |
| Magic Toyshop 5.2 1.1 1.1 5 7 F_INF_ARC | |
| Magic.zip 4.5 0.5 0.5 1 3 S20_IBM_ARC | |
| Maiden of the Moonlig 6.4 1.3 1.5 2 10 F_TAD_ARC | |
| Masque of the Last... 4.7 1.1 0.8 1 F_INF_ARC | |
| Masquerade 7.3 1.6 1.0 1 23 F_INF_ARC | |
| Matter of Time 1.4 0.3 1.4 1 14F_ALAN_ARC | |
| Mercy 7.3 1.4 1.2 6 12 F_INF_ARC | |
| Metamorphoses 8.7 1.3 1.6 1 23 F_INF_ARC | |
| Meteor...Sherbet 8.0 1.5 1.6 9 10, 12 F_INF_ARC | |
| Mind Electric 5.2 0.6 0.9 4 7,8 F_INF_ARC | |
| Mind Forever Voyaging 8.4 1.4 1.0 14 5,15 C_INF | |
| Mindwheel 8.5 1.6 1.5 1 C_I | |
| Mission 6.0 1.2 1.4 1 21 F_TAD_ARC | |
| Moist 6.4 1.3 1.1 5 F_TAD_ARC | |
| Moment of Hope 5.0 1.3 0.3 3 19 F_TAD_ARC | |
| Moonmist 6.2 1.3 1.0 16 1 C_INF | |
| Mop & Murder 5.0 0.9 1.0 2 5 F_AGT_ARC | |
| Mother Loose 7.0 1.5 1.3 2 17 F_INF_ARC | |
| Mulldoon Legacy 7.4 1.2 1.8 1 24 F_INF_ARC | |
| Multidimen. Thief 5.6 0.5 1.3 6 2,9 S15_AGT_ARC | |
| Muse 7.9 1.5 1.2 4 17 F_INF_ARC | |
| Music Education 3.7 1.0 0.7 3 F_INF_ARC | |
| My Angel 8.2 1.8 1.4 2 23 F_INF_ARC | |
| Myopia 6.1 1.3 0.6 2 F_AGT_ARC | |
| Mystery House 4.1 0.3 0.7 1 F_AP_ARC | |
| Nevermore 7.2 1.5 1.4 1 23 F_INF_ARC | |
| New Day 6.6 1.4 1.1 4 13 F_INF_ARC | |
| Night At Computer Cen 5.2 1.0 1.0 2 F_INF_ARC | |
| Night at Museum Forev 4.2 0.3 1.0 4 7,8 F_TAD_ARC | |
| Night of... Bunnies 6.6 1.0 1.4 1 I_INF_ARC | |
| No Time To Squeal 8.6 1.6 1.5 1 F_TAD_ARC | |
| Nord and Bert 6.1 0.6 1.2 9 4 C_INF | |
| Not Just A Game 6.9 1.0 1.3 1 20 F_INF_ARC | |
| Not Just... Ballerina 5.3 0.8 0.9 3 20 F_INF_ARC | |
| Obscene...Aardvarkbar 3.2 0.6 0.6 1 F_TAD_ARC | |
| Odieus...Flingshot 3.3 0.4 0.7 2 5 F_INF_ARC | |
| Of Forms Unknown 4.5 0.7 0.5 1 10 F_INF_ARC | |
| Offensive Probing 4.2 0.6 0.9 1 F_INF_ARC | |
| On The Farm 6.5 1.6 1.2 2 19 F_TAD_ARC | |
| On The Other Side 2.2 0.0 0.0 1 F_I_ARC | |
| Once and Future 6.9 1.6 1.5 2 16 F_TAD_ARC | |
| One That Got Away 6.4 1.4 1.1 7 7,8 F_TAD_ARC | |
| Only After Dark 4.6 0.8 0.6 4 F_INF_ARC | |
| Oo-Topos 5.7 0.2 1.0 1 9 C_AP_I_64 | |
| Outsided 2.5 0.7 0.2 2 F_INF_ARC | |
| Pass the Banana 2.9 0.8 0.5 3 19 F_INF_ARC | |
| Path to Fortune 6.6 1.5 0.9 3 9 S_INF_ARC | |
| Pawn 6.3 1.1 1.3 2 12 C_MAG | |
| Perilous Magic 5.7 1.0 1.2 3 21 F_INF_ARC | |
| Perseus & Andromeda 3.5 0.4 0.9 2 64_INF_ARC | |
| Persistence of Memory 6.2 1.2 1.1 1 17 F_HUG_ARC | |
| Phlegm 5.2 1.2 1.0 2 10 F_INF_ARC | |
| Photopia 7.4 1.5 0.6 28 17 F_INF_ARC | |
| Phred Phontious...Piz 5.2 0.9 1.3 2 13 F_INF_ARC | |
| Pickpocket 4.1 0.6 0.8 1 F_INF_ARC | |
| Piece of Mind 6.3 1.3 1.4 1 10 F_INF_ARC | |
| Pintown 1.3 0.3 0.2 1 F_INF_ARC | |
| Pirate's Cove 4.8 0.6 0.6 1 F_INF_ARC | |
| Planet of Infinite Mi 6.8 1.1 1.3 1 23 F_TAD_ARC | |
| Planetfall 7.4 1.6 1.4 14 4 C_INF | |
| Plant 7.3 1.2 1.5 4 17 F_TAD_ARC | |
| Plundered Hearts 7.4 1.4 1.3 11 4 C_INF | |
| Poor Zefron's Almanac 5.6 1.0 1.3 3 13 F_TAD_ARC | |
| Portal 8.0 1.7 0.2 3 C_I_A_AP_64 | |
| Prodly The Puffin 5.8 1.3 1.1 2 23 F_INF_ARC | |
| Punk Points 6.4 1.4 1.3 1 F_INF_ARC | |
| Purple 5.6 0.9 1.0 1 17 F_INF_ARC | |
| Pyramids of Mars 5.8 1.2 1.1 2 24 AGT_ARC | |
| Quarterstaff 6.1 1.3 0.6 1 9 C_M | |
| Ralph 7.1 1.6 1.2 3 10, 25 F_INF_ARC | |
| Rameses 8.0 1.6 0.4 2 23 F_INF_ARC | |
| Rematch 7.9 1.5 1.6 1 22 F_TAD_ARC | |
| Remembrance 2.7 0.8 0.2 3 F_ARC | |
| Reruns 5.2 1.2 1.2 1 AGT_ARC | |
| Research Dig 4.8 1.1 0.8 2 17 F_INF_ARC | |
| Revenger 4.2 0.8 0.5 1 F_INF_ARC | |
| Reverberations 5.6 1.3 1.1 1 10 F_INF_ARC | |
| Ritual of Purificatio 7.0 1.6 1.1 4 17 F_ARC | |
| Saied 4.6 1.0 0.2 1 15 F_INF_ARC | |
| Sanity Claus 7.5 0.3 0.6 2 1 S10_AGT_ARC | |
| Save Princeton 5.6 1.0 1.3 5 8 S10_TAD_ARC | |
| Scapeghost 8.1 1.7 1.5 1 6 C_I | |
| Sea Of Night 5.7 1.3 1.1 2 F_TAD_ARC | |
| Seastalker 5.2 1.1 0.8 11 4 C_INF | |
| Shade 8.5 0.7 1.0 2 23 F_INF_ARC | |
| Shades of Grey 7.8 1.3 1.3 6 2, 8 F_AGT_ARC | |
| Sherlock 7.0 1.3 1.4 5 4 C_INF | |
| She's Got a Thing...S 7.0 1.7 1.6 3 13 F_INF_ARC | |
| Shogun 7.0 1.2 0.6 2 4 C_INF | |
| Shrapnel 7.5 1.4 0.5 7 20 F_INF_ARC | |
| Simple Theft 5.8 1.3 0.8 1 20 F_TAD_ARC | |
| Sins against Mimesis 5.5 1.0 1.2 3 13 F_INF_ARC | |
| Sir Ramic... Gorilla 6.0 1.2 1.2 2 6 F_AGT_ARC | |
| Six Stories 6.3 1.0 1.2 4 19 F_TAD_ARC | |
| Skyranch 2.8 0.5 0.7 1 20 F_I_ARC | |
| Small World 6.2 1.3 1.1 3 10, 24 F_TAD_ARC | |
| So Far 8.0 1.1 1.4 13 12, 25 F_INF_ARC | |
| Sorcerer 7.2 0.6 1.6 7 2,15 C_INF | |
| Sound of... Clapping 7.1 1.3 1.3 8 5 F_ADVSYS_ARC | |
| South American Trek 0.9 0.2 0.5 1 5 F_IBM_ARC | |
| Space Aliens...Cardig 1.5 0.4 0.3 6 3, 4 S60_AGT_ARC | |
| Space under Window 7.1 0.9 0.4 6 12 F_INF_ARC | |
| Spacestation 5.6 0.7 1.1 1 F_INF_ARC | |
| Spellbreaker 8.5 1.2 1.8 8 2,15 C_INF | |
| Spellcasting 101 7.4 1.1 1.5 4 C_I | |
| Spellcasting 201 7.8 1.6 1.7 2 C_I | |
| Spellcasting 301 6.0 1.2 1.2 2 C_I | |
| Spider and Web 8.6 1.7 1.7 19 14F_INF_ARC | |
| SpiritWrak 6.7 1.2 1.3 6 22 F_INF_ARC | |
| Spodgeville...Wossnam 4.3 0.7 1.2 2 F_INF_ARC | |
| Spur 7.1 1.3 1.1 2 9 F_HUG_ARC | |
| Spyder and Jeb 6.2 1.1 1.4 1 F_TAD_ARC | |
| Starcross 6.6 1.0 1.2 7 1 C_INF | |
| Stargazer 5.4 1.1 1.1 1 F_INF_ARC | |
| Starrider 7.2 1.2 1.4 1 F_INF_ARC | |
| Stationfall 7.7 1.6 1.5 7 5 C_INF | |
| Statuette 3.7 0.0 0.1 1 F_INF_ARC | |
| Stick It To The Man 6.2 1.8 1.0 1 F_GLU_ARC | |
| Stiffy 1.2 0.1 0.2 2 F_INF_ARC | |
| Stiffy - MiSTing 4.1 0.8 0.3 7 F_INF_ARC | |
| Stone Cell 6.0 1.1 1.0 3 19 F_TAD_ARC | |
| Stranded 6.4 1.4 1.5 1 F_TAD_ARC | |
| Strange Odyssey 4.0 0.0 1.0 1 | |
| Strangers In The Nigh 3.2 0.7 0.6 2 F_TAD_ARC | |
| Stupid Kittens 2.9 0.6 0.4 2 F_INF_ARC | |
| Sunset Over Savannah 8.7 1.7 1.4 6 13 F_TAD_ARC | |
| Suspect 6.2 1.3 1.1 8 4 C_INF | |
| Suspended 7.7 1.5 1.4 8 8 C_INF | |
| Sylenius Mysterium 4.7 1.2 1.1 1 13 F_INF_ARC | |
| Symetry 1.1 0.1 0.1 2 F_INF_ARC | |
| Tapestry 7.1 1.4 0.9 5 10, 14 F_INF_ARC | |
| Tempest 5.3 1.4 0.6 3 13 F_INF_ARC | |
| Temple of the Orc Mag 4.5 0.1 0.8 2 F_TAD_ARC | |
| Terror of Mecha Godzi 4.6 0.8 0.6 1 26 S10_I_ARC | |
| Test 1.9 0.1 0.4 1 F_ADR_ARC | |
| Textfire Golf 7.1 1.3 0.4 2 25 F_INF_ARC | |
| Theatre 7.0 1.1 1.3 13 6 F_INF_ARC | |
| Thorfinn's Realm 3.5 0.5 0.7 2 F_INF_ARC | |
| Threading the Labyrin 1.9 0.0 0.0 1 F_TAD_ARC | |
| Time: All Things... 3.9 1.2 0.9 2 11, 12 F_INF_ARC | |
| TimeQuest 8.0 1.2 1.6 4 C_I | |
| TimeSquared 4.3 1.1 1.1 1 F_AGT_ARC | |
| Toonesia 5.8 1.1 1.1 6 7, 21 F_TAD_ARC | |
| Tossed into Space 3.9 0.2 0.6 1 4 F_AGT_ARC | |
| Town Dragon 3.9 0.8 0.3 2 14, 22 F_INF_ARC | |
| Transfer 7.6 1.0 1.6 2 23 F_INF_ARC | |
| Trapped...Dilly 5.1 0.1 1.1 2 17 F_INF_ARC | |
| Travels in Land of Er 6.1 1.2 1.5 2 14 F_INF_ARC | |
| Trinity 8.7 1.4 1.7 18 1,2 C_INF | |
| Trip 5.4 1.2 1.1 2 F_TAD_ARC | |
| Tryst of Fate 7.1 1.4 1.3 1 11 F_INF_ARC | |
| Tube Trouble 4.2 0.8 0.7 2 8 F_INF_ARC | |
| Tyler's Great Cube Ga 5.8 0.0 1.7 1 S_TAD_ARC | |
| Uncle Zebulon's Will 7.3 1.0 1.5 12 8 F_TAD_ARC | |
| Underoos That Ate NY 4.5 0.6 0.9 3 F_TAD_INF_ARC | |
| Undertow 5.4 1.3 0.9 3 8 F_TAD_ARC | |
| Undo 2.9 0.5 0.7 4 7 F_TAD_ARC | |
| Unholy Grail 6.0 1.2 1.2 1 13 F_I_ARC | |
| Unnkulian One-Half 6.7 1.2 1.5 9 1 F_TAD_ARC | |
| Unnkulian Unventure 1 6.9 1.2 1.5 8 1,2 F_TAD_ARC | |
| Unnkulian Unventure 2 7.2 1.2 1.5 5 1 F_TAD_ARC | |
| Unnkulian Zero 8.4 0.7 0.8 21,12,14 F_TAD_ARC | |
| Varicella 8.2 1.6 1.5 9 18 F_INF_ARC | |
| Veritas 6.6 1.3 1.4 4 S10_TAD_ARC | |
| Vindaloo 2.9 0.0 0.4 1 F_INF_ARC | |
| VirtuaTech 6.1 0.0 1.2 1 F_TAD_ARC | |
| VOID: Corporation 3.2 0.4 0.8 1 F_AGT_ARC | |
| Water Bird 5.0 1.1 0.8 1 F_TAD_ARC | |
| Waystation 5.5 0.7 1.0 4 9 F_TAD_ARC | |
| Weapon 6.8 1.1 1.4 1 26 F_INF_ARC | |
| Wearing the Claw 6.5 1.2 1.2 7 10, 18 F_INF_ARC | |
| Wedding 7.4 1.6 1.3 3 12 F_INF_ARC | |
| What-IF? 1.6 0.0 0.0 2 F_INF_ARC | |
| Where Evil Dwells 5.1 0.8 1.1 1 F_INF_ARC | |
| Winchester's Nightmar 6.9 1.5 0.5 1 22 F_INF_ARC | |
| Winter Wonderland 7.6 1.3 1.2 7 19 F_INF_ARC | |
| Wishbringer 7.6 1.3 1.3 16 5,6 C_INF | |
| Withdrawal Symptoms 4.4 0.5 0.7 1 F_INF_ARC | |
| Witness 6.7 1.5 1.2 10 1,3,9 C_INF | |
| Wizard of Akyrz 3.2 0.3 0.8 1 | |
| Wonderland 6.4 1.4 1.1 3 C_MAG | |
| World 6.5 0.6 1.3 2 4 F_I_ETC_ARC | |
| Worlds Apart 7.8 1.7 1.4 9 21 F_TAD_ARC | |
| YAGWAD 6.7 1.1 1.3 2 23 F_INF_ARC | |
| You Are Here 6.0 1.0 1.3 1 F_INF_ARC | |
| Your Choice 5.5 0.0 1.1 1 F_TAD_ARC | |
| Zanfar 2.6 0.2 0.4 1 8 F_AGT_ARC | |
| Zero Sum Game 7.2 1.5 1.5 3 13 F_INF_ARC | |
| Zombie! 5.2 1.2 1.1 2 13 F_TAD_ARC | |
| Zork 0 6.3 1.0 1.5 10 14C_INF | |
| Zork 1 6.1 0.8 1.4 24 1, 12 C_INF | |
| Zork 2 6.4 1.0 1.5 13 1, 12 C_INF | |
| Zork 3 6.5 0.9 1.4 8 1, 12 C_INF | |
| Zork Undisc. Undergr. 5.9 0.9 1.1 3 14F_INF_ARC | |
| Zork: A Troll's Eye V 4.4 0.6 0.1 3 14 F_INF_ARC | |
| Zuni Doll 4.0 0.6 0.9 2 14 F_INF_ARC | |
| -=-=-=-=-=-=-=-=-=-=-=-=- | |
| The Top Ten: | |
| A game is not eligible for the Top Ten unless it has received at least | |
| three ratings from different readers. This is to ensure a more | |
| democratic and accurate depiction of the best games. | |
| Like a dinosaur facing an oncoming Ice Age, the SPAG Scoreboard is | |
| growing slow and torpid. I received 33 votes since the last issue, and | |
| they have been duly included. Movement in the Top Ten is just barely | |
| perceptible, with Anchorhead rising two spots (to regain its spot of two | |
| issues ago) and everything else remaining stable. | |
| 1. Gateway 2: Homeworld 9.0 6 votes | |
| 2. Anchorhead 8.7 29 votes | |
| 3. Sunset over Savannah 8.7 6 votes | |
| 4. Trinity 8.7 18 votes | |
| 5. Spider and Web 8.6 19 votes | |
| 6. Gateway 8.6 7 votes | |
| 7. Losing Your Grip 8.5 6 votes | |
| 8. Spellbreaker 8.5 8 votes | |
| 9. Babel 8.4 10 votes | |
| 10. Mind Forever Voyaging 8.4 14 votes | |
| As always, please remember that the scoreboard is only as good as the | |
| contributions it receives. To make your mark on this vast morass of | |
| statistics, rate some games on our website | |
| (http://www.sparkynet.com/spag). You can also, if you like, send ratings | |
| directly to me at obrian SP@G colorado.edu. Instructions for how the rating | |
| system works are in the SPAG FAQ, available from the IF Archive and from | |
| our website. Please read the FAQ before submitting scores, so that you | |
| understand how the scoring system works. After that, submit away! | |
| SUBMISSION POLICY --------------------------------------------------------- | |
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| games, a.k.a. Interactive Fiction. This includes the classic Infocom | |
| games and similar games, but also some graphic adventures where the | |
| primary player-game communication is text based. Any and all text-based | |
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| Authors retain the rights to use their reviews in other contexts. We | |
| accept submissions that have been previously published elsewhere, | |
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| For a more detailed version of this policy, see the SPAG FAQ at | |
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| ----------------------------------------------------------------------------- | |
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